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• Logical, supportive presentation — Starts students with essential problem-solving and programming concepts (control statements, methods, and arrays); moves on to object-oriented programming, graphical user interface (GUI), and applets; and finally introduces exception handling, binary I/O, and recursion.
• Early hands-on practice — Enables students to write short, interesting, graphical game programs starting from Chapter 2.
• Exceptionally broad range of carefully chosen examples — Reinforces key concepts with objectives lists, introduction and chapter overviews, easy-to-follow examples, chapter summaries, review questions, programming exercises, and an interactive self-test.
• GOAL online courseware — Utilizes the industry’s most advanced online homework application to give students solutions to even-numbered programming exercises, source code for the examples in the book, online self assessment (w/over 1000 multiple-choice questions) and online homework.
• The most extensive instructor support package available — Includes interactive and animated slides, TestGen (w/over 2000 multiple-choice questions), solutions to all programming exercises, sample exams and supplemental exercises.
• Instructor resource center and companion website at http://www.cs.armstrong.edu/liang/intro6e/intro6einstructor.html
These resources contain:
— Microsoft PowerPoint slides with interactive buttons to view full-color, syntax-highlighted source code and to run programs without leaving the slides
— Sample exams
— Solutions to all the exercises (Students can access the solutions of even-numbered exercises in the book’s companion CD-ROM)
— Web-based quiz generator
— Online quiz.
• Complete coverage on Java collections framework, threads, JavaBeans, advanced GUI components, JDBC, Servlets, JSP, networking, and RMI.
• Practical examples such as computing loan payments, taxes, and printing payroll statements — Replaces pure mathematical examples such as computing deviations and matrix multiplications.
• Case studies–Offers students additional examples for learning the fundamentals of programming, such as writing loops.
• Carefully chosen, easy-to-follow, representative examples–Include a description, source code, sample run, and an example review.
• UML (Unified Modeling Language) graphical notations throughout — Describes classes and their relationships; teaches students design and development of Java programs using the industry standard modeling technique.
• Notes and tips throughout — Offer valuable advice and insight on important aspects of program development..
• Sample exams — Includes multiple-choice questions, correct programming errors, trace programs, and write programs.
• Supplemental exercises with solutions — Give instructors more options when assigning homework or writing exams.
Now integrating Java 5 throughout, this reference introduces Java programming fundamentals – including problem-solving, object-oriented programming, GUI programming, data structures, networking, internationalization, advanced GUI programming, and Web programming. KEY TOPICS: Includes many new illustrations. Enhances examples throughout, using small, simple, and stimulating examples to demonstrate concepts and techniques. Offers anearlier introduction to writing programs than the previous edition. Features a new chapter on recursion, expanding treatment from earlier editions. MARKET: A useful reference for anyone interested in learning more about programming.
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Part I Fundamentals of Programming Chapter 1 Introduction to Computers, Programming, and Java Chapter 2 Primitive Data Types and Operations Chapter 3 Selection Statements Chapter 4 Loops Chapter 5 Methods Chapter 6 Arrays Part II Object-Oriented Programming Chapter 7 Objects and Classes Chapter 8 Strings and Text I/O Chapter 9 Inheritance and Polymorphism Chapter 10 Abstract Classes and Interfaces Chapter 11 Object-Oriented Design Part III GUI Programming Chapter 12 GUI Basics Chapter 13 Graphics Chapter 14 Event-Driven Programming Chapter 15 Creating User Interfaces Chapter 16 Applets and Multimedia Part IV Exception Handling, IO, and Recursion Chapter 17 Exceptions and Assertions Chapter 18 Binary I/O Chapter 19 Recursion Part V Data Structures Chapter 20 Lists, Stacks, Queues, Trees, and Heaps Chapter 21 Generics Chapter 22 Java Collections Framework Chapter 23 Algorithm Efficiency and Sorting Part VI Concurrency, Networking, and Internationalization Chapter 24 Multithreading Chapter 25 Networking Chapter 26 Internationalization Part VII Advanced GUI Programming Chapter 27 JavaBeans and Bean Events Chapter 28 Containers, Layout Managers, and borders Chapter 29 Menus, Toolbars, Dialogs, and Internal Frames Chapter 30 MVC and Swing Models Chapter 31 JTable and JTree Part VIII Web Programming Chapter 32 Java Database Programming Chapter 33 Advanced Java Database Programming Chapter 34 Servlets Chapter 35 JavaServer Pages Chapter 36 Remote Method Invocation Appendixes