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EPUB The open industry format known for its reflowable content and usability on supported mobile devices.
PDF The popular standard, used most often with the free Acrobat® Reader® software.
This eBook requires no passwords or activation to read. We customize your eBook by discreetly watermarking it with your name, making it uniquely yours.
Programming skills are indispensable in today’s world, not just for computer science students, but also for anyone in any scientific or technical discipline. An Introduction to Programming in Java, Second Edition, by Robert Sedgewick and Kevin Wayne is an accessible, interdisciplinary treatment that emphasizes important and engaging applications, not toy problems. The authors supply the tools needed for students and professionals to learn that programming is a natural, satisfying, and creative experience, and to become conversant with one of the world’s most widely used languages.
This example-driven guide focuses on Java’s most useful features and brings programming to life for every student in the sciences, engineering, and computer science.
Coverage includes
Drawing on their extensive classroom experience, the authors provide Q&As, exercises, and opportunities for creative engagement with the material throughout. Together with the companion materials, this book empowers people pursue a modern approach to teaching and learning programming.
Companion web site contains
And companion studio-produced online videos provide students and professionals with the opportunity to engage with the material at their own pace and instructors the opportunity to spend their time with students helping them to succeed on assignments and exams.
Programs viii
Preface xi
Chapter 1: Elements of Programming 1
1.1 Your First Program 2
1.2 Built-in Types of Data 14
1.3 Conditionals and Loops 50
1.4 Arrays 90
1.5 Input and Output 126
1.6 Case Study: Random Web Surfer 170
Chapter 2: Functions and Modules 191
2.1 Defining Functions 192
2.2 Libraries and Clients 226
2.3 Recursion 262
2.4 Case Study: Percolation 300
Chapter 3: Object-Oriented Programming 329
3.1 Using Data Types 330
3.2 Creating Data Types 382
3.3 Designing Data Types 428
3.4 Case Study: N-Body Simulation 478
Chapter 4: Algorithms and Data Structures 493
4.1 Performance 494
4.2 Sorting and Searching 532
4.3 Stacks and Queues 566
4.4 Symbol Tables 624
4.5 Case Study: Small-World Phenomenon 670
Context 715
Glossary 721
Index 729
APIs 751