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Viser: Head First Java - A Brain-Friendly Guide

Head First Java - A Brain-Friendly Guide, 2. udgave

Head First Java

A Brain-Friendly Guide
Kathy Sierra og Bert Bates
(2005)
Sprog: Engelsk
O'Reilly Media, Incorporated
543,00 kr.
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Detaljer om varen

  • 2. Udgave
  • Paperback: 720 sider
  • Udgiver: O'Reilly Media, Incorporated (Februar 2005)
  • Forfattere: Kathy Sierra og Bert Bates
  • ISBN: 9780596009205
Head First Java delivers a highly interactive, multisensory learning experience that lets new programmers pick up the fundamentals of the Java language quickly. Through mind-stretching exercises, memorable analogies, humorous pictures, and casual language, Head First Java encourages readers to think like a Java programmer. This revised second edition focuses on Java 5.0, the latest version of the Java development platform.
Head First Java combines puzzles, strong visuals, mysteries, and soul-searching interviews with famous Java objects to engage you in many different ways. It's fast, it's fun, and it's effective. And, despite its playful appearance, Head First Java is serious stuff: a complete introduction to object-oriented programming and Java. You'll learn everything from the fundamentals to advanced topics, including threads, network sockets, and distributed programming with RMI. And the new. second edition focuses on Java 5.0, the latest version of the Java language and development platform. Because Java 5.0 is a major update to the platform, with deep, code-level changes, even more careful study and implementation is required. So learning the Head First way is more important than ever.
By exploiting how your brain works, Head First Java compresses the time it takes to learn and retain complex information. Its unique approach not only shows you what you need to know about Java syntax, it teaches you to think like a Java programmer. If you want to be bored, buy some other book. But if you want to understand Java, this book's for you.
;What they''re saying about Head First;Praise for Head First Java;Praise for other Head First books co-authored by Kathy and Bert;Creators of the Head First series;How to Use This Book: Intro; Who is this book for?; We know what you''re thinking; And we know what your brain is thinking; Metacognition: thinking about thinking; Here''s what WE did; Here''s what YOU can do to bend your brain into submission; What you need for this book; Last-minute things you need to know; Technical Editors; Other people to
: credit; Just when you thought there wouldn''t be any more acknowledgementsThe large number of acknowledgements is because we''re testing the theory that everyone mentioned in a book acknowledgement will buy at least one copy, probably more, what with relatives and everything. If you''d like to be in the acknowledgement of our next book, and you have a large family, write to us.;
Chapter 1: Dive in A Quick Dip: Breaking the Surface;
1.1 The Way Java Works;
1.2 What you''ll do in Java;
1.3 A very brief history of Java;
1.4 Code structure in Java;
1.5 Anatomy of a class;
1.6 Writing a class with a main;
1.7 Looping and looping and...;
1.8 Conditional branching;
1.9 Coding a Serious Business Application;
1.10 Phrase-O-Matic;
Chapter 2: Classes and Objects: A Trip to Objectville;
2.1 Chair Wars: (or How Objects Can Change Your Life);
2.2 Making your first object;
2.3 Making and testing Movie objects;
2.4 Quick! Get out of main!;
2.5 Running the Guessing Game;
Chapter 3: Primitives and References: Know Your Variables;
3.1 Declaring a variable;
3.2 "I''d like a double mocha, no, make it an int.";
3.3 You really don''t want to spill that...;
3.4 Back away from that keyword!;
3.5 This table reserved;
3.6 Controlling your Dog object;
3.7 An object reference is just another variable value;
3.8 An array is like a tray of cups;
3.9 Arrays are objects too;
3.10 Make an array of Dogs;
3.11 Control your Dog (with a reference variable);
3.12 A Dog example;
Chapter 4: Methods Use Instance Variables: How Objects Behave;
4.1 Remember: a class describes what an object knows and what an object does;
4.2 The size affects the bark;
4.3 You can send things to a method;
4.4 You can get things back from a method;
4.5 You can send more than one thing to a method;
4.6 Java is pass-by-value. That means pass-by-copy;
4.7 Cool things you can do with parameters and return types;
4.8 Encapsulation;
4.9 Encapsulating the GoodDog class;
4.10 How do objects in an array behave?;
4.11 Declaring and initializing instance variables;
4.12 The difference between instance and local variables;
4.13 Comparing variables (primitives or references);
Chapter 5: Writing a Program: Extra-Strength Methods;
5.1 Let''s build a Battleship-style game: "Sink a Dot Com";
5.2 First, a high-level design;
5.3 The "Simple Dot Com Game" a gentler introduction;
5.4 Developing a Class;
5.5 The checkYourself() method;
5.6 The game''s main() method;
5.7 More about for loops;
5.8 Trips through a loop;
5.9 The enhanced for loop;
5.10 Casting primitives;
Chapter 6: Get to Know the Java API: Using the Java Library;
6.1 In our last
chapter, we left you with the cliff-hanger. A bug;
6.2 So what happened?;
6.3 How do we fix it ?;
6.4 Option one is too clunky;
6.5 Option two is a little better, but still pretty clunky;
6.6 Wake up and smell the library;
6.7 Some things you can do with ArrayList;
6.8 Comparing ArrayList to a regular array;
6.9 Comparing ArrayList to a regular array;
6.10 Let''s fix the DotCom code;
6.11 New and improved DotCom class;
6.12 Let''s build the REAL game: "Sink a Dot Com";
6.13 What needs to change?;
6.14 Who does what in the DotComBust game (and when);
6.15 Prep code for the real DotComBust class;
6.16 The final version of the DotCom class;
6.17 Super Powerful Boolean Expressions;
6.18 Using the Library (the Java API);
6.19 How to play with the API;
Chapter 7: Inheritance and Polymorphism: Better Living in Objectville;
7.1 Chair Wars Revisited...;
7.2 Let''s design the inheritance tree for an Animal simulation program;
7.3 Using inheritance to avoid duplicating code in subclasses;
7.4 Do all animals eat the same way?;
7.5 Looking for more inheritance opportunities;
7.6 Designing an Inheritance Tree;
7.7 When designing with inheritance, are you using or abusing?;
7.8 Keeping the contract: rules for overriding;
7.9 Overloading a method;
Chapter 8: Interfaces and Abstract Classes: Serious Polymorphism;
8.1 Did we forget about something when we designed this?;
8.2 Interface to the rescue!;
8.3 Making and Implementing the Pet interface;
Chapter 9: Constructors and Garbage Collection: Life and Death of an Object;
9.1 The Stack and the Heap: where things live;
9.2 Methods are stacked;
9.3 What about local variables that are objects?;
9.4 If local variables live on the stack, where do instance variables live?;
9.5 The miracle of object creation;
9.6 Construct a Duck;
9.7 Initializing the state of a new Duck;
9.8 Using the constructor to initialize important Duck stateNot to imply that not all Duck state is not unimportant.;
9.9 Make it easy to make a Duck;
9.10 Doesn''t the compiler always make a no-arg constructor for you? No!;
9.11 Nanoreview: four things to remember about constructors;
9.12 Wait a minute... we never DID talk about superclasses and inheritance and how that all fits in with constructors;
9.13 The role of superclass constructors in an object''s life;
9.14 Making a Hippo means making the Animal and Object parts too...;
9.15 How do you invoke a superclass constructor?;
9.16 Can the child exist before the parents?;
9.17 Superclass constructors with arguments;
9.18 Invoking one overloaded constructor from another;
9.19 Now we know how an object is born, but how long does an object live?;
9.20 What about reference variables?;
Chapter 10: Numbers and Statics: Numbers Matter;
10.1 MATH methods: as close as you''ll ever get to a global method;
10.2 The difference between regular (non-static) and static methods;
10.3 What it means to have a class with static methods;
10.4 Static methods can''t use non-static (instance) variables!;
10.5 Static methods can''t use non-static methods, either!;
10.6 Static variable: value is the same for ALL instances of the class;
10.7 Initializing a static variable;
10.8 static final variables are constants;
10.9 final isn''t just for static variables...;
10.10 Math methods;
10.11 Wrapping a primitive;
10.12 Before Java
5.0, YOU had to do the work...;
10.13 Autoboxing: blurring the line between primitive and object;
10.14 Autoboxing works almost everywhere;
10.15 But wait! There''s more! Wrappers have static utility methods too!;
10.16 And now in reverse... turning a primitive number into a String;
10.17 Number formatting;
10.18 Formatting deconstructed...;
10.19 The percent (%) says, "insert argument here" (and format it using these instructions);
10.20 The format String uses its own little language syntax;
10.21 The format specifier;
10.22 The only required specifier is for TYPE;
10.23 What happens if I have more than one argument?;
10.24 So much for numbers, what about dates?;
10.25 Working with Dates;
10.26 Moving backward and forward in time;
10.27 Getting an object that extends Calendar;
10.28 Working with Calendar objects;
10.29 Highlights of the Calendar API;
10.30 Even more Statics!... static imports;
Chapter 11: Exception Handling: Risky Behavior;
11.1 Let''s make a Music Machine;
11.2 We''ll start with the basics;
11.3 First we need a Sequencer;
11.4 The compiler needs to know that YOU know you''re calling a risky method;
11.5 An exception is an object... of type Exception;
11.6 If it''s your code that catches the exception, then whose code throws it?;
11.7 Flow control in try/catch blocks;
11.8 Finally: for the things you want to do no matter what;
11.9 Did we mention that a method can throw more than one exception?;
11.10 Exceptions are polymorphic;
11.11 Multiple catch blocks must be ordered from smallest to biggest;
11.12 You can''t put bigger baskets above smaller baskets;
11.13 When you don''t want to handle an exception...;
11.14 Ducking (by declaring) only delays the inevitable;
11.15 Getting back to our music code...;
11.16 Making actual sound;
11.17 Your very first sound player app;
11.18 Making a MidiEvent (song data);
11.19 MIDI message: the heart of a MidiEvent;
11.20 Change a message;
Chapter 12: Getting GUI: A Very Graphic Story;
12.1 It all starts with a window;
12.2 Your first GUI: a button on a frame;
12.3 But nothing happens when I click it...;
12.4 Getting a user event;
12.5 Listeners, Sources, and Events;
12.6 Getting back to graphics...;
12.7 Make your own drawing widget;
12.8 Fun things to do in paintComponent();
12.9 Behind every good Graphics reference is a Graphics2D object;
12.10 Because life''s too short to paint the circle a solid color when there''s a gradient blend waiting for you;
12.11 We can get an event. We can paint graphics. But can we paint graphics when we get an event?;
12.12 GUI layouts: putting more than one widget on a frame;
12.13 Let''s try it with TWO buttons;
12.14 So now we need FOUR widgets;
12.15 And we need to get TWO events;
12.16 Inner class to the rescue!;
12.17 An inner class instance must be tied to an outer class instanceThere''s an exception to this, for a very special case--an inner class defined within a static method. But we''re not going there, and you might go your entire Java life without ever encountering one of these.;
12.18 How to make an instance of an inner class;
12.19 Using an inner class for animation;
12.20 Listening for a non-GUI event;
12.21 An easier way to make messages / events;
Chapter 13: Using Swing: Work on Your Swing;
13.1 Swing components;
13.2 Layout Managers;
13.3 How does the layout manager decide?;
13.4 The Big Three layout managers: border, flow, and box;
13.5 Playing with Swing components;
13.6 Making the BeatBox;
Chapter 14: Serialization and File I/O: Saving Objects;
14.1 Capture the Beat;
14.2 Saving State;
14.3 Writing a serialized o
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