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Java How to Program (early objects), 9th Edition

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Java How to Program (early objects), 9th Edition

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Features

  • Full color — Program listings include highlighting of the new features presented and syntax coloring of code to help readers better interpret the code.
  • Signature “Live Code™ Approach” — Language features are presented in the context of complete working programs.
    • Features thousands of lines of code in hundreds of complete working programs.
    • Enables students to confirm that programs run as expected.
    • Students can also manipulate the code from the book's Companion Website or from the author's Website.
  • Outstanding, consistent and applied pedagogy:
    • Icons throughout identify hundreds of Software Engineering Observations; Good Programming Practices; Common Programming Errors; Portability Tips; Performance Tips, Testing and Debugging Tips, and Look-and-Feel Observations.
    • Provides hundreds of valuable programming tips and facilitates learning.
  • Extensive set of interesting exercises and substantial projects that enables students to apply what they've learned in each chapter.
  • Access to the Companion Website is available with the purchase of a new textbook. The Companion Website provides extra hands-on experience and study aids for no additional cost. It includes:
    • Hours of detailed, expert video walkthroughs – VideoNotes – of many of the book's live-code examples;
    • Post-assessment exams with hundreds of short answer questions (all with answers);
    • Hundreds of self-review exercises drawn from the text (with answers);
    • Hundreds of programming exercises from the main text (these exercises don't have answers in the main text, but half of these exercises have answers in the Companion Website);
    • Hundreds of tips that are marked with icons and show how to write code that's portable, reusable, and optimized for performance; and full-text searching and hyperlinking.
  • “Making a Difference” exercise sets encourage students to associate computers and the Internet with solving problems that really matter to individuals, communities, countries and the world.
    • These exercises encourage students to think for themselves as they explore complex social issues and increase awareness of important issues the world is facing.
    • Many of the exercises require students to conduct research on the web and weave the results into their problem-solving process.
  • The optional object-oriented design/UML 2 automated teller machine (ATM) case study is organized into two optional chapters that present the ATM’s design and complete code implementation.
  • Most of the programming exercises are titled for easy reference.
  • VideoNotes are step-by-step video tutorials specifically designed to enhance the programming concepts presented in Deitel, Java How to Program (Early Objects), 9e. Students can view the entire problem-solving process outside of the classroom–when they need help the most. VideoNotes are available with the purchase of a new copy of select titles. Go to www.pearsonhighered.com/videonotes for a brief VideoNotes demo.

Description

  • Copyright 2012
  • Pages: 1248
  • Edition: 9th
  • Alternate Binding
  • ISBN-10: 0-13-257566-3
  • ISBN-13: 978-0-13-257566-9

The Deitels’ groundbreaking How to Program series offers unparalleled breadth and depth of object-oriented programming concepts and intermediate-level topics for further study. Their Live Code Approach features thousands of lines of code in hundreds of complete working programs. This enables readers  to confirm that programs run as expected. Java How to Program (Early Objects) 9e contains an optional extensive OOD/UML 2 case study on developing and implementing the software for an automated teller machine.This edition covers both Java SE7 and SE6.

Sample Content

Online Sample Chapter

Introduction to Java Applications

Table of Contents

Preface xxiii
Before You Begin xxxiii
1 Introduction to Computers and Java 1
1.1 Introduction 2
1.2 Computers: Hardware and Software 5
1.3 Data Hierarchy 6
1.4 Computer Organization 8
1.5 Machine Languages, Assembly Languages and High-Level Languages 10
1.6 Introduction to Object Technology 11
1.7 Operating Systems 13
1.8 Programming Languages 16
1.9 Java and a Typical Java Development Environment 18
1.10 Test-Driving a Java Application 22
1.11 Web 2.0: Going Social 26
1.12 Software Technologies 29
1.13 Keeping Up-to-Date with Information Technologies 31
1.14 Wrap-Up 32

2 Introduction to Java Applications 37
2.1 Introduction 38
2.2 Your First Program in Java: Printing a Line of Text 38
2.3 Modifying Your First Java Program 44
2.4 Displaying Text with printf 46
2.5 Another Application: Adding Integers 47
2.6 Memory Concepts 52
2.7 Arithmetic 53
2.8 Decision Making: Equality and Relational Operators 56
2.9 Wrap-Up 60

3 Introduction to Classes, Objects, Methods and Strings 71
3.1 Introduction 72
3.2 Declaring a Class with a Method and Instantiating an Object of a Class 72
3.3 Declaring a Method with a Parameter 76
3.4 Instance Variables, set Methods and get Methods 79
3.5 Primitive Types vs. Reference Types 84
3.6 Initializing Objects with Constructors 85
3.7 Floating-Point Numbers and Type double 88
3.8 (Optional) GUI and Graphics Case Study: Using Dialog Boxes 92
3.9 Wrap-Up 95

4 Control Statements: Part 1 102
4.1 Introduction 103
4.2 Algorithms 103
4.3 Pseudocode 104
4.4 Control Structures 104
4.5 if Single-Selection Statement 107
4.6 if…else Double-Selection Statement 107
4.7 while Repetition Statement 112
4.8 Formulating Algorithms: Counter-Controlled Repetition 113
4.9 Formulating Algorithms: Sentinel-Controlled Repetition 118
4.10 Formulating Algorithms: Nested Control Statements 125
4.11 Compound Assignment Operators 130
4.12 Increment and Decrement Operators 130
4.13 Primitive Types 134
4.14 (Optional) GUI and Graphics Case Study: Creating Simple Drawings 134
4.15 Wrap-Up 138

5 Control Statements: Part 2 151
5.1 Introduction 152
5.2 Essentials of Counter-Controlled Repetition 152
5.3 for Repetition Statement 154
5.4 Examples Using the for Statement 158
5.5 do…while Repetition Statement 162
5.6 switch Multiple-Selection Statement 164
5.7 break and continue Statements 172
5.8 Logical Operators 173
5.9 Structured Programming Summary 179
5.10 (Optional) GUI and Graphics Case Study: Drawing Rectangles and Ovals 184
5.11 Wrap-Up 187

6 Methods: A Deeper Look 197
6.1 Introduction 198
6.2 Program Modules in Java 198
6.3 static Methods, static Fields and Class Math 200
6.4 Declaring Methods with Multiple Parameters 202
6.5 Notes on Declaring and Using Methods 205
6.6 Method-Call Stack and Activation Records 206
6.7 Argument Promotion and Casting 207
6.8 Java API Packages 208
6.9 Case Study: Random-Number Generation 210
6.9.1 Generalized Scaling and Shifting of Random Numbers 214
6.9.2 Random-Number Repeatability for Testing and Debugging 214
6.10 Case Study: A Game of Chance; Introducing Enumerations 215
6.11 Scope of Declarations 219
6.12 Method Overloading 222
6.13 (Optional) GUI and Graphics Case Study: Colors and Filled Shapes 224
6.14 Wrap-Up 227

7 Arrays and ArrayLists 240
7.1 Introduction 241
7.2 Arrays 242
7.3 Declaring and Creating Arrays 243
7.4 Examples Using Arrays 244
7.5 Case Study: Card Shuffling and Dealing Simulation 254
7.6 Enhanced for Statement 258
7.7 Passing Arrays to Methods 259
7.8 Case Study: Class GradeBook Using an Array to Store Grades 262
7.9 Multidimensional Arrays 268
7.10 Case Study: Class GradeBook Using a Two-Dimensional Array 271
7.11 Variable-Length Argument Lists 278
7.12 Using Command-Line Arguments 279
7.13 Class Arrays 281
7.14 Introduction to Collections and Class ArrayList 284
7.15 (Optional) GUI and Graphics Case Study: Drawing Arcs 286
7.16 Wrap-Up 289

8 Classes and Objects: A Deeper Look 311
8.1 Introduction 312
8.2 Time Class Case Study 312
8.3 Controlling Access to Members 316
8.4 Referring to the Current Object’s Members with the this Reference 317
8.5 Time Class Case Study: Overloaded Constructors 320
8.6 Default and No-Argument Constructors 326
8.7 Notes on Set and Get Methods 326
8.8 Composition 328
8.9 Enumerations 331
8.10 Garbage Collection and Method finalize 333
8.11 static Class Members 334
8.12 static Import 338
8.13 final Instance Variables 339
8.14 Time Class Case Study: Creating Packages 340
8.15 Package Access 345
8.16 (Optional) GUI and Graphics Case Study: Using Objects with Graphics 347
8.17 Wrap-Up 351

9 Object-Oriented Programming: Inheritance 359
9.1 Introduction 360
9.2 Superclasses and Subclasses 361
9.3 protected Members 363
9.4 Relationship between Superclasses and Subclasses 364
9.4.1 Creating and Using a CommissionEmployee Class 364
9.4.2 Creating and Using a BasePlusCommissionEmployee Class 370
9.4.3 Creating a CommissionEmployee—BasePlusCommissionEmployee Inheritance Hierarchy 375
9.4.4 CommissionEmployee—BasePlusCommissionEmployee Inheritance Hierarchy Using protected Instance Variables 377
9.4.5 CommissionEmployee—BasePlusCommissionEmployee Inheritance Hierarchy Using private Instance Variables 380
9.5 Constructors in Subclasses 385
9.6 Software Engineering with Inheritance 386
9.7 Class Object 387
9.8 (Optional) GUI and Graphics Case Study: Displaying Text and Images Using Labels 388
9.9 Wrap-Up 391

10 Object-Oriented Programming: Polymorphism 394
10.1 Introduction 395
10.2 Polymorphism Examples 397
10.3 Demonstrating Polymorphic Behavior 398
10.4 Abstract Classes and Methods 400
10.5 Case Study: Payroll System Using Polymorphism 403
10.5.1 Abstract Superclass Employee 404
10.5.2 Concrete Subclass SalariedEmployee 407
10.5.3 Concrete Subclass HourlyEmployee 408
10.5.4 Concrete Subclass CommissionEmployee 410
10.5.5 Indirect Concrete Subclass BasePlusCommissionEmployee 412
10.5.6 Polymorphic Processing, Operator instanceof and Downcasting 413
10.5.7 Summary of the Allowed Assignments Between Superclass and Subclass Variables 418
10.6 final Methods and Classes 418
10.7 Case Study: Creating and Using Interfaces 419
10.7.1 Developing a Payable Hierarchy 421
10.7.2 Interface Payable 422
10.7.3 Class Invoice 422
10.7.4 Modifying Class Employee to Implement Interface Payable 425
10.7.5 Modifying Class SalariedEmployee for Use in the Payable Hierarchy 427
10.7.6 Using Interface Payable to Process Invoices and Employees Polymorphically 428
10.7.7 Common Interfaces of the Java API 430
10.8 (Optional) GUI and Graphics Case Study: Drawing with Polymorphism 431
10.9 Wrap-Up 433

11 Exception Handling: A Deeper Look 438
11.1 Introduction 439
11.2 Example: Divide by Zero without Exception Handling 439
11.3 Example: Handling ArithmeticExceptions and InputMismatchExceptions 442
11.4 When to Use Exception Handling 447
11.5 Java Exception Hierarchy 447
11.6 finally Block 450
11.7 Stack Unwinding and Obtaining Information from an Exception Object 454
11.8 Chained Exceptions 457
11.9 Declaring New Exception Types 459
11.10 Preconditions and Postconditions 460
11.11 Assertions 461
11.12 (New in Java SE 7) Multi-catch: Handling Multiple Exceptions in One catch 462
11.13 (New in Java SE 7) try-with-Resources: Automatic Resource Deallocation 463
11.14 Wrap-Up 463

12 ATM Case Study, Part 1: Object-Oriented Design with the UML 469
12.1 Case Study Introduction 470
12.2 Examining the Requirements Document 470
12.3 Identifying the Classes in a Requirements Document 478
12.4 Identifying Class Attributes 484
12.5 Identifying Objects’ States and Activities 489
12.6 Identifying Class Operations 493
12.7 Indicating Collaboration Among Objects 499
12.8 Wrap-Up 506

13 ATM Case Study Part 2: Implementing an Object-Oriented Design 510
13.1 Introduction 511
13.2 Starting to Program the Classes of the ATM System 511
13.3 Incorporating Inheritance and Polymorphism into the ATM System 516
13.4 ATM Case Study Implementation 522
13.4.1 Class ATM 523
13.4.2 Class Screen 528
13.4.3 Class Keypad 529
13.4.4 Class CashDispenser 530
13.4.5 Class DepositSlot 531
13.4.6 Class Account 532
13.4.7 Class BankDatabase 534
13.4.8 Class Transaction 537
13.4.9 Class BalanceInquiry 538
13.4.10 Class Withdrawal 539
13.4.11 Class Deposit 543
13.4.12 Class ATMCaseStudy 546
13.5 Wrap-Up 546

14 GUI Components: Part 1 549
14.1 Introduction 550
14.2 Java’s New Nimbus Look-and-Feel 551
14.3 Simple GUI-Based Input/Output with JOptionPane 552
14.4 Overview of Swing Components 555
14.5 Displaying Text and Images in a Window 557
14.6 Text Fields and an Introduction to Event Handling with Nested Classes 561
14.7 Common GUI Event Types and Listener Interfaces 567
14.8 How Event Handling Works 569
14.9 JButton 571
14.10 Buttons That Maintain State 574
14.10.1 JCheckBox 574
14.10.2 JRadioButton 577
14.11 JComboBox; Using an Anonymous Inner Class for Event Handling 580
14.12 JList 584
14.13 Multiple-Selection Lists 586
14.14 Mouse Event Handling 589
14.15 Adapter Classes 594
14.16 JPanel Subclass for Drawing with the Mouse 597
14.17 Key Event Handling 601
14.18 Introduction to Layout Managers 604
14.18.1 FlowLayout 605
14.18.2 BorderLayout 608
14.18.3 GridLayout 611
14.19 Using Panels to Manage More Complex Layouts 613
14.20 JTextArea 615
14.21 Wrap-Up 618

15 Graphics and Java 2D 631
15.1 Introduction 632
15.2 Graphics Contexts and Graphics Objects 634
15.3 Color Control 635
15.4 Manipulating Fonts 642
15.5 Drawing Lines, Rectangles and Ovals 647
15.6 Drawing Arcs 651
15.7 Drawing Polygons and Polylines 654
15.8 Java 2D API 657
15.9 Wrap-Up 664

16 Strings, Characters and Regular Expressions 672
16.1 Introduction 673
16.2 Fundamentals of Characters and Strings 673
16.3 Class String 674
16.3.1 String Constructors 674
16.3.2 String Methods length, charAt and getChars 675
16.3.3 Comparing Strings 676
16.3.4 Locating Characters and Substrings in Strings 681
16.3.5 Extracting Substrings from Strings 683
16.3.6 Concatenating Strings 684
16.3.7 Miscellaneous String Methods 684
16.3.8 String Method valueOf 686
16.4 Class StringBuilder 687
16.4.1 StringBuilder Constructors 688
16.4.2 StringBuilder Methods length, capacity, setLength and ensureCapacity 688
16.4.3 StringBuilder Methods charAt, setCharAt, getChars and reverse 690
16.4.4 StringBuilder append Methods 691
16.4.5 StringBuilder Insertion and Deletion Methods 693
16.5 Class Character 694
16.6 Tokenizing Strings 699
16.7 Regular Expressions, Class Pattern and Class Matcher 700
16.8 Wrap-Up 708

17 Files, Streams and Object Serialization 719
17.1 Introduction 720
17.2 Files and Streams 720
17.3 Class File 722
17.4 Sequential-Access Text Files 726
17.4.1 Creating a Sequential-Access Text File 726
17.4.2 Reading Data from a Sequential-Access Text File 733
17.4.3 Case Study: A Credit-Inquiry Program 736
17.4.4 Updating Sequential-Access Files 741
17.5 Object Serialization 742
17.5.1 Creating a Sequential-Access File Using Object Serialization 743
17.5.2 Reading and Deserializing Data from a Sequential-Access File 749
17.6 Additional java.io Classes 751
17.6.1 Interfaces and Classes for Byte-Based Input and Output 751
17.6.2 Interfaces and Classes for Character-Based Input and Output 753
17.7 Opening Files with JFileChooser 754
17.8 Wrap-Up 757

18 Recursion 765
18.1 Introduction 766
18.2 Recursion Concepts 767
18.3 Example Using Recursion: Factorials 768
18.4 Example Using Recursion: Fibonacci Series 771
18.5 Recursion and the Method-Call Stack 774
18.6 Recursion vs. Iteration 776
18.7 Towers of Hanoi 777
18.8 Fractals 779
18.9 Recursive Backtracking 790
18.10 Wrap-Up 790

19 Searching, Sorting and Big O 798
19.1 Introduction 799
19.2 Searching Algorithms 800
19.2.1 Linear Search 800
19.2.2 Binary Search 804
19.3 Sorting Algorithms 809
19.3.1 Selection Sort 810
19.3.2 Insertion Sort 814
19.3.3 Merge Sort 817
19.4 Wrap-Up 824

20 Generic Collections 829
20.1 Introduction 830
20.2 Collections Overview 830
20.3 Type-Wrapper Classes for Primitive Types 831
20.4 Autoboxing and Auto-Unboxing 832
20.5 Interface Collection and Class Collections 832
20.6 Lists 833
20.6.1 ArrayList and Iterator 834
20.6.2 LinkedList 836
20.7 Collections Methods 841
20.7.1 Method sort 842
20.7.2 Method shuffle 845
20.7.3 Methods reverse, fill, copy, max and min 847
20.7.4 Method binarySearch 849
20.7.5 Methods addAll, frequency and disjoint 851
20.8 Stack Class of Package java.util 853
20.9 Class PriorityQueue and Interface Queue 855
20.10 Sets 856
20.11 Maps 859
20.12 Properties Class 863
20.13 Synchronized Collections 866
20.14 Unmodifiable Collections 866
20.15 Abstract Implementations 867
20.16 Wrap-Up 867

21 Generic Classes and Methods 873
21.1 Introduction 874
21.2 Motivation for Generic Methods 874
21.3 Generic Methods: Implementation and Compile-Time Translation 877
21.4 Additional Compile-Time Translation Issues: Methods That Use a Type Parameter as the Return Type 880
21.5 Overloading Generic Methods 883
21.6 Generic Classes 883
21.7 Raw Types 891
21.8 Wildcards in Methods That Accept Type Parameters 895
21.9 Generics and Inheritance: Notes 899
21.10 Wrap-Up 900

22 Custom Generic Data Structures 904
22.1 Introduction 905
22.2 Self-Referential Classes 905
22.3 Dynamic Memory Allocation 906
22.4 Linked Lists 907
22.5 Stacks 917
22.6 Queues 921
22.7 Trees 924
22.8 Wrap-Up 930

23 Applets and Java Web Start 941
23.1 Introduction 942
23.2 Sample Applets Provided with the JDK 943
23.3 Simple Java Applet: Drawing a String 947
23.3.1 Executing WelcomeApplet in the appletviewer 949
23.3.2 Executing an Applet in a Web Browser 951
23.4 Applet Life-Cycle Methods 951
23.5 Initialization with Method init 952
23.6 Sandbox Security Model 954
23.7 Java Web Start and the Java Network Launch Protocol (JNLP) 956
23.7.1 Packaging the DrawTest Applet for Use with Java Web Start 956
23.7.2 JNLP Document for the DrawTest Applet 957
23.8 Wrap-Up 961

24 Multimedia: Applets and Applications 967
24.1 Introduction 968
24.2 Loading, Displaying and Scaling Images 969
24.3 Animating a Series of Images 975
24.4 Image Maps 982
24.5 Loading and Playing Audio Clips 985
24.6 Playing Video and Other Media with Java Media Framework 988
24.7 Wrap-Up 992
24.8 Web Resources 992

25 GUI Components: Part 2 1000
25.1 Introduction 1001
25.2 JSlider 1001
25.3 Windows: Additional Notes 1005
25.4 Using Menus with Frames 1006
25.5 JPopupMenu 1014
25.6 Pluggable Look-and-Feel 1017
25.7 JDesktopPane and JInternalFrame 1022
25.8 JTabbedPane 1026
25.9 Layout Managers: BoxLayout and GridBagLayout 1028
25.10 Wrap-Up 1040

26 Multithreading 1045
26.1 Introduction 1046
26.2 Thread States: Life Cycle of a Thread 1048
26.3 Creating and Executing Threads with Executor Framework 1051
26.4 Thread Synchronization 1054
26.4.1 Unsynchronized Data Sharing 1055
26.4.2 Synchronized Data Sharing–Making Operations Atomic 1059
26.5 Producer/Consumer Relationship without Synchronization 1062
26.6 Producer/Consumer Relationship: ArrayBlockingQueue 1070
26.7 Producer/Consumer Relationship with Synchronization 1073
26.8 Producer/Consumer Relationship: Bounded Buffers 1079
26.9 Producer/Consumer Relationship: The Lock and Condition Interfaces 1086
26.10 Concurrent Collections Overview 1093
26.11 Multithreading with GUI 1095
26.11.1 Performing Computations in a Worker Thread 1096
26.11.2 Processing Intermediate Results with SwingWorker 1102
26.12 Interfaces Callable and Future 1109
26.13 Java SE 7: Fork/Join Framework 1109
26.14 Wrap-Up 1110

27 Networking 1118
27.1 Introduction 1119
27.2 Manipulating URLs 1120
27.3 Reading a File on a Web Server 1125
27.4 Establishing a Simple Server Using Stream Sockets 1128
27.5 Establishing a Simple Client Using Stream Sockets 1130
27.6 Client/Server Interaction with Stream Socket Connections 1130
27.7 Datagrams: Connectionless Client/Server Interaction 1142
27.8 Client/Server Tic-Tac-Toe Using a Multithreaded Server 1150
27.9 [Web Bonus] Case Study: DeitelMessenger 1165
27.10 Wrap-Up 1165

28 Accessing Databases with JDBC 1171
28.1 Introduction 1172
28.2 Relational Databases 1173
28.3 Relational Database Overview: The books Database 1174
28.4 SQL 1177
28.4.1 Basic SELECT Query 1178
28.4.2 WHERE Clause 1179
28.4.3 ORDER BY Clause 1181
28.4.4 Merging Data from Multiple Tables: INNER JOIN 1182
28.4.5 INSERT Statement 1184
28.4.6 UPDATE Statement 1185
28.4.7 DELETE Statement 1186
28.5 Instructions for Installing MySQL and MySQL Connector/J 1186
28.6 Instructions for Setting Up a MySQL User Account 1187
28.7 Creating Database books in MySQL 1188
28.8 Manipulating Databases with JDBC 1189
28.8.1 Connecting to and Querying a Database 1189
28.8.2 Querying the books Database 1194
28.9 RowSet Interface 1207
28.10 Java DB/Apache Derby 1209
28.11 PreparedStatements 1211
28.12 Stored Procedures 1226
28.13 Transaction Processing 1227
28.14 Wrap-Up 1227
28.15 Web Resources 1228

29 JavaServer™ Faces Web Apps: Part 1 1235
29.1 Introduction 1236
29.2 HyperText Transfer Protocol (HTTP) Transactions 1237
29.3 Multitier Application Architecture 1240
29.4 Your First JSF Web App 1241
29.4.1 The Default index.xhtml Document: Introducing Facelets 1242
29.4.2 Examining the WebTimeBean Class 1244
29.4.3 Building the WebTime JSF Web App in NetBeans 1246
29.5 Model-View-Controller Architecture of JSF Apps 1250
29.6 Common JSF Components 1250
29.7 Validation Using JSF Standard Validators 1254
29.8 Session Tracking 1261
29.8.1 Cookies 1262
29.8.2 Session Tracking with @SessionScoped Beans 1263
29.9 Wrap-Up 1269

30 JavaServer™ Faces Web Apps: Part 2 1276
30.1 Introduction 1277
30.2 Accessing Databases in Web Apps 1277
30.2.1 Setting Up the Database 1279
30.2.2 @ManagedBean Class AddressBean 1282
30.2.3 index.xhtml Facelets Page 1286
30.2.4 addentry.xhtml Facelets Page 1288
30.3 Ajax 1290
30.4 Adding Ajax Functionality to the Validation App 1292
30.5 Wrap-Up 1295

31 Web Services 1299
31.1 Introduction 1300
31.2 Web Service Basics 1302
31.3 Simple Object Access Protocol (SOAP) 1302
31.4 Representational State Transfer (REST) 1302
31.5 JavaScript Object Notation (JSON) 1303
31.6 Publishing and Consuming SOAP-Based Web Services 1303
31.6.1 Creating a Web Application Project and Adding a Web Service Class in NetBeans 1303
31.6.2 Defining the WelcomeSOAP Web Service in NetBeans 1304
31.6.3 Publishing the WelcomeSOAP Web Service from NetBeans 1307
31.6.4 Testing the WelcomeSOAP Web Service with GlassFish Application Server’s Tester Web Page 1308
31.6.5 Describing a Web Service with the Web Service Description Language (WSDL) 1309
31.6.6 Creating a Client to Consume the WelcomeSOAP Web Service 1310
31.6.7 Consuming the WelcomeSOAP Web Service 1312
31.7 Publishing and Consuming REST-Based XML Web Services 1315
31.7.1 Creating a REST-Based XML Web Service 1315
31.7.2 Consuming a REST-Based XML Web Service 1318
31.8 Publishing and Consuming REST-Based JSON Web Services 1320
31.8.1 Creating a REST-Based JSON Web Service 1320
31.8.2 Consuming a REST-Based JSON Web Service 1322
31.9 Session Tracking in a SOAP Web Service 1324
31.9.1 Creating a Blackjack Web Service 1325
31.9.2 Consuming the Blackjack Web Service 1328
31.10 Consuming a Database-Driven SOAP Web Service 1339
31.10.1 Creating the Reservation Database 1340
31.10.2 Creating a Web Application to Interact with the Reservation Service 1343
31.11 Equation Generator: Returning User-Defined Types 1346
31.11.1 Creating the EquationGeneratorXML Web Service 1349
31.11.2 Consuming the EquationGeneratorXML Web Service 1350
31.11.3 Creating the EquationGeneratorJSON Web Service 1354
31.11.4 Consuming the EquationGeneratorJSON Web Service 1354
31.12 Wrap-Up 1357

A Operator Precedence Chart 1365
B ASCII Character Set 1367
C Keywords and Reserved Words 1368
D Primitive Types 1369
E Using the Java API Documentation 1370
E.1 Introduction 1370
E.2 Navigating the Java API 1370
F Using the Debugger 1378
F.1 Introduction 1379
F.2 Breakpoints and the run, stop, cont and print Commands 1379
F.3 The print and set Commands 1383
F.4 Controlling Execution Using the step, step up and next Commands 1385
F.5 The watch Command 1388
F.6 The clear Command 1391
F.7 Wrap-Up 1393
G Formatted Output 1395
G.1 Introduction 1396
G.2 Streams 1396
G.3 Formatting Output with printf 1396
G.4 Printing Integers 1397
G.5 Printing Floating-Point Numbers 1398
G.6 Printing Strings and Characters 1400
G.7 Printing Dates and Times 1401
G.8 Other Conversion Characters 1403
G.9 Printing with Field Widths and Precisions 1405
G.10 Using Flags in the printf Format String 1407
G.11 Printing with Argument Indices 1411
G.12 Printing Literals and Escape Sequences 1411
G.13 Formatting Output with Class Formatter 1412
G.14 Wrap-Up 1413
H Number Systems 1418
H.1 Introduction 1419
H.2 Abbreviating Binary Numbers as Octal and Hexadecimal Numbers 1422
H.3 Converting Octal and Hexadecimal Numbers to Binary Numbers 1423
H.4 Converting from Binary, Octal or Hexadecimal to Decimal 1423
H.5 Converting from Decimal to Binary, Octal or Hexadecimal 1424
H.6 Negative Binary Numbers: Two’s Complement Notation 1426
I GroupLayout 1431
I.1 Introduction 1431
I.2 GroupLayout Basics 1431
I.3 Building a ColorChooser 1432
I.4 GroupLayout Web Resources 1442
J Java Desktop Integration Components 1443
J.1 Introduction 1443
J.2 Splash Screens 1443
J.3 Desktop Class 1445
J.4 Tray Icons 1447
K Mashups 1449
K.1 Introduction 1449
K.2 Popular Mashups 1449
K.3 APIs Commonly Used in Mashups 1450
K.4 Deitel Mashups Resource Center 1450
K.5 Deitel RSS Resource Center 1451
K.6 Mashup Performance and Reliability Issues 1451
L Unicode® 1452
L.1 Introduction 1452
L.2 Unicode Transformation Formats 1453
L.3 Characters and Glyphs 1454
L.4 Advantages/Disadvantages of Unicode 1454
L.5 Using Unicode 1455
L.6 Character Ranges 1457
Appendices on the Web 1459
Index 1461

Appendices M—Q are PDF documents posted online at the book’s Companion Website (www.pearsonhighered.com/deitel/).
M Creating Documentation with javadoc M-1
M.1 Introduction M-1
M.2 Documentation Comments M-1
M.3 Documenting Java Source Code M-1
M.4 javadoc M-8
M.5 Files Produced by javadoc M-9
N Bit Manipulation N-1
N.1 Introduction N-1
N.2 Bit Manipulation and the Bitwise Operators N-1
N.3 BitSet Class N-11
O Labeled break and continue Statements O-1
O.1 Introduction O-1
O.2 Labeled break Statement O-1
O.3 Labeled continue Statement O-2
P UML 2: Additional Diagram Types P-1
P.1 Introduction P-1
P.2 Additional Diagram Types P-1
Q Design Patterns Q-1
Q.1 Introduction Q-1
Q.2 Creational, Structural and Behavioral Design Patterns Q-2
Q.2.1 Creational Design Patterns Q-3
Q.2.2 Structural Design Patterns Q-5
Q.2.3 Behavioral Design Patterns Q-6
Q.2.4 Conclusion Q-7
Q.3 Design Patterns in Packages java.awt and javax.swing Q-7
Q.3.1 Creational Design Patterns Q-7
Q.3.2 Structural Design Patterns Q-8
Q.3.3 Behavioral Design Patterns Q-10
Q.3.4 Conclusion Q-13
Q.4 Concurrency Design Patterns Q-14
Q.5 Design Patterns Used in Packages java.io and java.net Q-15
Q.5.1 Creational Design Patterns Q-15
Q.5.2 Structural Design Patterns Q-15
Q.5.3 Architectural Patterns Q-16
Q.5.4 Conclusion Q-19
Q.6 Design Patterns Used in Package java.util Q-19
Q.6.1 Creational Design Patterns Q-19
Q.6.2 Behavioral Design Patterns Q-19
Q.7 Wrap-Up Q-20

Preface

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