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JAVA程序设计与问题解决:基础篇
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JAVA程序设计与问题解决:基础篇

  • 作者:萨维奇
  • 出版社:人民邮电出版社
  • ISBN:9787115152886
  • 出版日期:2006年12月01日
  • 页数:567
  • 定价:¥59.00
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    内容提要
    《Java程序设计与问题解决:基础篇(第4版)》是国外高校采用率很高的Java程序设计经典教材。书中以介绍Java基础知识为主,包括基本类型、字符串、控制流、类和方法的定义、数组、继承等,同时将问题求解的技能、编程技巧和良好的编程实践融会其中。书中覆盖了J2SE 5.0的*新特性,并且包含新的可选讲的图形编程内容和贯穿全书的GUI材料。书中还包括丰富的自测题、编程技巧提示、快速参考以及常见编程错误等内容。
    《Java程序设计与问题解决:基础篇(第4版)》适合作为高等院校计算机专业本科生或研究生Java语言程序设计课程的教材,也适合相关技术人员参考。
    目录
    CHAPTER 1 Introduction to Computers and Java 3
    Objectives 4
    Prerequisites 4
    1.1 Computer Basics 5
    Hardware and Memory 5
    Programs 7
    Programming Languages and Compilers 9
    Java Byte-Code 10
    Class Loader 12
    1.2 Designing Programs 13
    Object-Oriented Programming 13
    Encapsulation 14
    Polymorphism 15
    Inheritance 16
    If You Know Some Other Programming Language 17
    Algorithms 17
    Reusable Components 18
    Testing and Debugging 19
    1.3 A Sip of Java 21
    History of the Java Language 21
    Applets 22
    A First Java Application Program 22
    Compiling a Java Program or Class 27
    Running a Java Program 29
    1.4 Graphics Supplement (Optional) 29
    Objects and Methods 30
    A Sample Graphics Applet 30
    Size and Positions of Figures 33
    Drawing Arcs 36
    Running an Applet 36
    Chapter Summary 39
    Answers to Self-Test Questions 40
    Programming Projects 42

    CHAPTER 2 Primitive Types, Strings, and Console I/O 45
    Objectives 46
    Prerequisites 46
    2.1 Primitive Types and Expressions 47
    Variables 47
    Java Identifiers 51
    Primitive Types 52
    Assignment Statements 53
    Specialized Assignment Operators 55
    Simple Screen Output 56
    Simple Input 56
    Number Constants 58
    Assignment Compatibilities 59
    Type Casting 61
    Programming Tip: Initialize Variables 63
    Arithmetic Operators 66
    Parentheses and Precedence Rules 67
    Case Study: Vending Machine Change 69
    Increment and Decrement Operators 74
    More about the Increment and Decrement Operators 75
    2.2 The Class String 76
    String Constants and Variables 76
    Concatenation of Strings 77
    Classes 78
    String Methods 79
    String Processing 83
    Escape Characters 84
    The Unicode Character Set 85
    2.3 Keyboard and Screen I/O 87
    Screen Output 87
    Keyboard Input 90
    2.4 Documentation and Style 98
    Programming Tip: Use Meaningful Names for Variables 99
    Documentation and Comments 99
    Indenting 102
    Named Constants 102
    2.5 Graphics Supplement (Optional) 106
    Programming Example: Style Rules Applied to a Graphics Applet 106
    JOpti onPane 106
    Inputting Other Numeric Types 115
    Programming Example: Change-Making Program with Windowing I/O 117
    Chapter Summary 120
    Answers to Self-Test Questions 120
    Programming Projects 125

    CHAPTER 3 F1ow of Contro1 129
    Objectives 130
    Prerequisites 130
    3.1 Branching Statements 130
    The if-eIse Statement 130
    Introduction to Boolean Expressions 134
    Programming Tip: Alphabetical Order 139
    Nested Statements and Compound Statements 142
    Multibranch if-e1se Statements 145
    Programming Example: Assigning Letter Grades 146
    The switch Statement 149
    The Conditional Operator (Optional) 153
    3.2 Java Loop Statements 155
    whi1e Statements 156
    The do-whi1e Statement 160
    Programming Example: Bug Infestation 164
    The for Statement 168
    The Comma in for Statements (Optional) 172
    The break Statement in Loops 175
    The exit Method 177
    3.3 Programming with Loops 179
    The Loop Body 179
    Initializing Statements 181
    Ending a Loop 182
    Programming Example: Nested Loops 183
    Programming Tip: Avoid Declaring Variables in a Loop Body 184
    Loop Bugs 184
    Tracing Variables 188
    3.4 The Type boo] ean 189
    Boolean Expressions and Boolean Variables 190
    Programming Tip: Naming Boolean Variables 191
    Precedence Rules 192
    Input and Output of Boolean Values 195
    Case Study: Using a Boolean Variable to End a Loop 195
    3.5 Graphics Supplement (Optional) 199
    Specifying a Drawing Color 199
    Programming Example: A Multiface Applet 203
    The drawString Method 208
    A JOptionPane Yes/No Window 209
    Chapter Summary 211
    Answers to Self-Test Questions 211
    Programming Projects 217

    CHAPTER 4 Defining Classes and Methods 221
    Objectives 222
    Prerequisites 222
    4.1 Class and Method Definitions 222
    Class Files and Separate Compilation 224
    Instance Variables 225
    Using Methods 228
    void Method Definitions 231
    Methods That Return a Value 233
    The this Parameter 238
    Local Variables 240
    Blocks 242
    Parameters of a Primitive Type 243
    Summary of Class and Method Definition Syntax 249
    4.2 Information Hiding and Encapsulation 250
    Information Hiding 250
    Programming Tip: Parameter Names Are Local to the Method 251
    Precondition and Postcondition Comments 251
    The public and private Modifiers 254
    Programming Tip: Instance Variables Should Be prirate 257
    Programming Example: A Purchase Class 261
    Encapsulation 265
    Automatic Documentation with javadoc 268
    UML Class Diagrams 268
    4.3 Objects and Reference 270
    Variables of a Class Type and Objects 270
    Programming Example: A Species Class 279
    Boolean-Valued Methods 282
    Class Parameters 284
    Comparing Class Parameters and Primitive-Type Parameters 287
    4.4 Graphics Supplement (Optional) 291
    The G raphi cs Class 291
    Programming Example: Multiple Faces Redone with a Helping Method 294
    The init Method 298
    Adding Labels to an Applet 298
    Chapter Summary 302
    Answers to Self-Test Questions 303
    Programming Projects 310

    CHAPTER 5 More About Objects and Methods 315
    Objectives 316
    Prerequisites 316
    5.1 Programming with Methods 317
    Methods Calling Methods 317
    Programming Tip: Make Helping Methods Private 323
    5.2 Static Methods and Static Variables 326
    Static Methods 326
    Static Variables (Optional) 332
    The Math Class 334
    Integer, Double, and Other Wrapper Classes 337
    5.3 Designing Methods 343
    Case Study: Formatting Output 343
    Top-Down Design 348
    Testing Methods 350
    5.4 Overloading 352
    Overloading Basics 352
    Programming Example: A Pet Class 355
    Programming Example: A Class for Money 363
    5.5 Constructors 369
    Defining Constructors 370
    Programming Tip: You Can Use Other Methods in a Constructor 378
    5.6 Information Hiding Revisited 380
    5.7 Packages 384
    Packages and Importing 384
    Package Names and Directories 385
    Name Clashes 388
    5.8 Graphics Supplement (Optional) 389
    Programming Tip: Code Appearance and Actions Separately 389
    Adding Buttons 390
    Event-Driven Programming 391
    Programming Example: A Complete Button Applet 391
    Programming Buttons 392
    Icons 399
    Changing Visibility 401
    Programming Example: An Example of Changing Visibility 4Ol
    What's Next 405
    Chapter Summary 405
    Answers to Self-Test Questions 406
    Programming projects 412

    CHAPTER 6 Arrays 417
    Objectives 418
    Prerequisites 418
    6.1 Array Basics 419
    Creating and Accessing Arrays 419
    Array Details 420
    Programming Tip: Use Singular Array Names 424
    The 1ength Instance Variable 425
    Programming Tip: Use a for Loop to Step Through an Array 427
    Initializing Arrays 429
    6.2 Arrays in Classes and Methods 430
    Case Study: Sales Report 430
    Indexed Variables as Method Arguments 438
    Entire Arrays as Method Arguments 440
    Arguments for the Method mai n 441
    Methods That Return Arrays 446
    6.3 Programming with Arrays and Classes 449
    Programming Example: A Specialized List Class 450
    Partially Filled Arrays 457
    Searching an Array 457
    6.4 Sorting Arrays 460
    Selection Sort 460
    Other Sorting Algorithms 465
    6.5 Multidimensional Arrays 465
    Multidimensional-Array Basics 467
    Multidimensional-Array Parameters and Returned Values 470
    Implementation of Multidimensional Arrays 471
    Ragged Arrays (Optional) 475
    Programming Example: Employee Time Records 476
    6.6 Graphics Supplement (Optional) 482
    Graphics Supplement Part 1: Text Areas and Text Fields 483
    Programming Example: A Question-and-Answer Applet 483
    JTextArea and JTextFi el d Objects 483
    Graphics Supplement Part 2: Drawing Polygons 487
    Drawing Polygons 487
    Chapter Summary 491
    Answers to Self-Test Questions 492
    Programming Projects 497

    CHAPTER 7 Inheritance 501
    Objectives 502
    Prerequisites 502
    7.1 Inheritance Basics 502
    Programming Example: A Person Class 503
    Derived Classes 504
    Overriding Method Definitions 507
    Overriding Versus Overloading 508
    The final Modifier 508
    Programming Tip: Assume That Your Coworkers Are Malicious 510
    UML Inheritance Diagrams 510
    7.2 Programming with Inheritance 513
    Constructors in Derived Classes 513
    The this Method (Optional) 514
    Call to an Overridden Method 515
    Programming Example: Multilevel Derived Classes 516
    A Subtle Point About Overloading and Overriding (Optional) 521
    Programming Tip: An Object Can Have More than One Type 522
    Programming Tip: “Is a” and “Has a” Relations 525
    The Class Object 526
    Case Study: Character Graphics 528
    Abstract Classes 538
    Interfaces 542
    7.3 Dynamic Binding and Polymorphism 544
    Dynamic Binding 544
    Type Checking and Dynamic Binding 546
    Dynamic Binding with toString 547
    Polymorphism 548
    7.4 Graphics Supplement (Optional) 551
    The Class JApplet 551
    The Class JFrame 552
    Window Events and Window Listeners 555
    The ActionListener Interface 556
    Programming Example: Happy Face as a JFrame 557
    What To Do Next 558
    Chapter Summary 559
    Answers to Self-Test Questions 559
    Programming Projects 565

    与描述相符

    100

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