Starting out with Java. From control structures through objects/Tony Gaddis,. Haywood Community College.—6th edition. pages cm. ISBN STARTING OUT WITH. JAVA". From Control Structures through Objects. FIFTH FDIIION. Tony Gaddis. Haywood Community College. PEARSON. Jun 14, Intro to Java Programming, Comprehensive Version Y. Daniel Liang PDF. Starting Out with Java From Control Structures through Objects 6th Edition by Gaddis test bank. Starting Out with Java From Control Structures through Data Structures 3rd Edition by Gaddis and Mug.
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STARTING OUT WITH. JAVA" From Control Structures through Objects FIFTH F D I I I O N. Tony Gaddis Haywood Community College. PEARSON Boston. Starting Out with Java: From Control Structures through Objects plus MyLab Programming with Pearson eText -- Access Card Package, 6th Edition. Gaddis. Jun 5, PDF Starting Out with Java: From Control Structures through Objects Binding: Paperback Brand: Tony Gaddis ISBN: ; 3.
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In Chapter 6, new motivational examples of classes have been added. One of the new examples introduces a Die class that simulates a die that can be rolled in a game.
Another example shows how a variation of the game of Cho-I Ian can he simulated with classes that represent the players, a dealer, and the dice. In the First l. New Exercises and Programming Problems: Organization of the Text The text teaches Java stcp-by-stcp. Each chapter covers a major set of topics and builds knowledge as students progress through the hook, Mthough the chapters can be Bflllly taught in their existing sequence, there is some flexibility.
Figure P-1 shows chapter dependencies. Each box represents a chapter or a group of chapters. An arrow points from a chapter to the chapter that must be previously covered. Brief Overview of Each Chapter C h a p t e r 1: I his chapter provides an introduction co the field o f computer science and covers the fundamentals of hardware, software, and p r o g r a m m i n g languages. A n overview o f entering source code, c o m p i l i n g , and executing a program is presented.
A brief history o f Java is also given. The conventions o f p r o g r a m m i n g style are also introduced. Students learn t o read console i n p u t w i t h the Scanner class a n d w i t h dialog boxes using JOptionPaaa.
In this chapter students explore relational operators and relational expressions and arc s h o w n h o w t o c o n t r o l the flow o f a program w i t h the i f , i f - e l s e , and i f - e l s e - i f statements. Nested i f statements, logical operators, the conditional operator, and the s w i t c h statement arc also covered. The chapter discusses h o w to compare. Formatting numeric output with the DecimalFormat class is covered, and the System.
Chapter 4: Loops and Files. This chapter covers Java's repetition control structures. The while loop, do-while loop, and for loop are taught, along with common uses for these devices.
Counters, accumulators, running totals, sentinels, and other application-related topics are discussed. Simple file operations for reading and writing text files are included. In this chapter students learn how t o write void methods, valuereturning methods, and methods that do and do not accept arguments. The concept of functional decomposition is discussed. A First Look at Classes. This chapter introduces students to designing classes for the purpose of instantiating objects.
Students learn about class fields and methods, and U M I diagrams Are introduced as a design tool. Then constructors and overloading arc discussed. A BankAccount class is presented as a case study, and a section on objectoriented design is included. This section leads the students through the process of identifying classes and their responsibilities within a problem domain.
There is also a section that briefly explains packages and the import statement. Chapter 7: In this chapter students learn t o create and work with single and multi-dimensional arrays. Numerous array-processing lechnu]ues arc demonstrated, such as summing the elements in an array, finding the highest and lowest values, and sequentially searching an array.
Other topics, including ragged arrays and variable-length arguments varargs , arc also discussed. Chapter 8: A Second Look at Classes and Objects. I his chapter shows students how to write classes with added capabilities. Static methods and fields, interaction between objects, passing objects as arguments, and returning objects from methods arc discussed.
Aggregation and the "has a " relationship is covered, as well as enumerated types. A section on obicct-orientcd design shows how to use CRC cards t o determine the collaborations among classes. I his chapter disiiisses the numcru and Charaetaj wrapper i lasses. Methods lor converting numbers to strings, testing the case of characters, and converting the case of characters arc covered.
Autoboxing and unboxing arc also discussed. More s t r i n g class methods arc covered, including using the s p l i t method t o tokenize strings. The chapter also covers the StringBuilder and StringTokenizer classes.
The study of classes continues in this chapter with the subjects of inheritance and polymorphism. The topics covered include superclasses, subclasses, how constructors work in inheritance, method overriding, polymorphism and dynamic binding, protected and package access, class hierarchies, abstract classes, abstract methods, and interfaces.
Starting Out with Java Early Objects 6th Edition by Tony Gaddis (eBook PDF)
In this chapter students learn to develop enhanced error trapping techniques using exceptions, I landling exceptions is covered, as well as developing and throwing custom exceptions. The chapter discusses advanced techniques for working with sequential access, random access, text, and binary files. Chapter This chapter presents the basics of developing CUI applications with Swing. Fundamental Swing components and the basic concepts of event-driven programming are covered. Chapter 1 3: Advanced CUI Applications.
This chapter continues the study of GUI application development. More advanced components, menu systems, and look-and-fcel are covered. In this chapter students apply their knowledge of CUI development to the creation of applets. In addition to using Swing applet classes, AWT classes are discussed for portability. Drawing simple graphical shapes is discussed. This chapter presents recursion as a problem-solving technique. Numerous examples of recursive methods are demonstrated. I his chapter introduces the student to database programming.
Relational data is covered, ami numerous example programs are presented throughout the chapter. Features of the Text Concept Statements. Tach major section of the text starts with a concept statement that concisely summarizes the focus of the section. Example Programs. The text has an abundant number of complete and partial example programs, each designed to highlight the current topic. In most cases the programs are practical, real-world examples.
I ach example program is followed by a sample of its output, which shows students how the program functions. Checkpoints, highlighted by the checkmark icon, appear at intervals throughout each chapter. They are designed to check students' knowledge soon after learning a new topic.
Answers for all Checkpoint questions arc provided in Appendix K, which can be downloaded from the book's resource page at www. Notes appear at several places throughout the text. They are short explanations of interesting or often misunderstood points relevant to the topic at hand. Tips advise the student on the best techniques for approaching different programming problems and appear regularly throughout the text.
Warnings caution students about certain Java features, programming techniques, or practices that can lead to malfunctioning programs or lost data. In t h e Spotlight. Main of the chapters provide an hi the Spotlight section that presents a programming problem, along with detailed, stcpby-stcp analysis showing the student how to solve it. Icons appear throughout the text alerting the student to videos about specific topics.
Case Studies. Case studies that simulate real-world business applications arc introduced throughout the text and are provided on the book's resource page at www.
Fach chapter provides a list of common errors and explanations o l how to avoid them. Review Questions and Exercises. I ach chapter presents a thorough and diverse set of review questions and exercises. Fach chapter offers a pool of programming challenges designed to solidify students' knowledge of topics at hand. In most cases the assignments present real-world problems to be solved.
Supplements Student Online Resources Many student resources are available for this book from the publisher. Prelate I n t e g r a t e d D e v e l o p m e n t Environment IDE Resource Kits Professors who adopt this text for their students can also order an accompanying kit that contains the following popular Java development environments: Fur ordering information, please contact your campus Pearson Education representative or visit www.
Online Practice a n d Assessment w i t h M y P r o g r a m m l n g L a b MyProgrammingLab helps students fully grasp the logic, semantics, and syntax of programming. Through practice exercises and immediate, personalized feedback, MyProgrammingLab improves the programming competence of beginning students, who often struggle with the basic concepts and paradigms ot popular high-level programming languages.
A sell siiulv and homework tool, the MyPrograminmgl ab course consists of hundreds of small practice problems organized around the structure ot this textbook. For students, the system automatically detects errors in the logic and syntax of their code submissions and otters targeted hints that enable students to figure out what went wrong—and why.
For instructors, a comprehensive gradebook tracks correct and incorrect answers and stores the code inputted by students for review. MyProgrammingLab is offered to users of this book in partnership with Turing's Craft, the makers of the Code Lab interactive programming exercise system.
For a full demonstration, to see feedback from instructors and students, or t o get started using MyProgrammingLab in your course, visit www. Instructor Resources H i e following supplements are available to qualified instructors: Acknowledgments There have been many helping hands in the development and publication of this book. We would like to thank the following faculty reviewers for their helpful suggestions and expertise: Reviewers of t h e Fourth Edition.
Julius Brandstattcr HoUen.. Sacramento Sander Filer California Polytechnic. Northrtdge Y. Reddy iramhling State University. Preface Jeanne VI. The Starting Out With.
Thanks to you all! I le has nearly two decades of experience teaching computer science courses.
I am extremely fortunate to have Michael I Iirsch and Matt ioldstein as my editors. They have guided mc through the process of revising [his hook.
The production team of Marilyn Lloyd and Pat Brown worked tirelessly to make this book a reality. Their hard work is truly inspiring. Flectronics technicians use probes. To the mechanic. To the accountant. Hardware and Software 1. Carpenters use hammers. There are some tools. Computers can do many different jobs because they are programmable. The computer can d o such a wide variety of tasks because it can.
The computer is a tool used by so many professions that it cannot be easily categorized. Some tools arc unique and can be categorized as belonging to a single profession.
Mechanics use wrenches. For example. Before plunging right into learning Java. It can be used to create large applications or small programs. It can perform so many different jobs that it is perhaps the most versatile tool ever made. All computer systems consist of similar hardware devices and software components. Hardware Hardware refers to the physical components that a computer is made of.
This demands patience and persistence o f the programmer. It is a machine specifically designed t o follow instructions. Without programmers. A typical computer system consists of the following major components: Computer programmers do a very important job. A computet. They create software that transforms computers into the specialized tools of many trades.
Because of the computer's programmability. Both the artistic and scientific nature of programming makes writing computer software like designing a car: Both cars and programs should be functional.
Chapter 1 Introduction to Computers and ava be programmed. Like the instruments in a symphony orchestra. Computer programming is both an art and a science. Writing software demands discipline as well.
Starting Out with Java: From Control Structures through Objects, 7th Edition
Because programs rarely work right the first time they are written. It is an art because even aspect of. Programming languages have strict rules that must be carefully followed. Programmers must learn special languages such as Java because computers do not understand Inglish or other human languages. Computers arc designed to do whatever job their programs. The arithmetic and logic unit. The TMJ s job is to fetch instructions.
The control unit coordinates all of the computer's operations. When a computer is running a program. It is responsible for determining where to get the next instruction and regulating the other major components of the computer with control signals.
Most computers have a hard drive mounted inside their case. Memory is divided into sections that hold an equal amount of data. Execute The signal is routed to the appropriate component of the computer such as the A L U.
A byte is identified by its address in much the same way a post office box is identified by an address. In the illustration. The signal causes the component to perform an operation. Decode The instruction is encoded in the form of a number. A switch in the on position usually represents the number I. Important data. The computer stores data by setting the switches in a memon location to a pattern that represents a character or a number.
K A M is usually a volatile type of memory. Frequently used programs arc stored in secondary memory and loaded into main memory as needed. A disk drive stores data by magnetically encoding it onto a circular disk. Main Memory Commonly known as random-access memory. I he addresses are ordered from lowest to highest. The control unit decodes the instruction and generates an electronic signal. The most common type of secondary storage device is the disk drive. External hard drives arc also available.
When the computer is turned off. In addition to external hard drives. Word processing. Input Devices Input is any data he computer collects from the outside world. An operating system is a set of programs that manages the computer s hardware devices and controls their processes.
Mac OS. The device that collects the data and sends it to the computer is called an input devne. Common output devices are monitors and printers. Most all modern operating systems are multitasking.
Hardware and Software Fxtcrn. These drives do not actually contain a disk. Optical discs hold large amounts of data.
Disk drives. It might be a sales report. Common input devices are the keyboard. C D and DVD drives use a laser to detect the pits and thus read the encoded data. USB drives. Data is not recorded magnetically on an optical disc. The data is sent t o an output device. Optical devices such as the 7 compact disci and the D V D digital versatile disc are also popular for data storage.
Through a technique called time sharing. For many years floppy disk drives were popular. Software As previously mentioned. These programs solve specific problems or perform general operations that satisfy the needs of the user. Application software refers to programs that make the computer useful to the user. Floppy disks have many disadvantages. Floppy disk drives are rarely used now.
I here are two general categories of software: A floppy disk drive records data onto a small floppy disk. They hold only a small amount of data. O u t p u t Devices Output is any data the computer sends to the outside world.
What Is a Program? Computers are designed to follow instructions. What is its purpose? I or example. Once the user enters a number. Display a message on the screen: Display a message on the screen that shows the amount of money earned.
Starting Out With Java.pdf
The message must include the result of the calculation performed in Step 7. The following is a list of things the computer should do to perform this task. Although you and I might easily understand the instructions in the pay-calculating algorithm. It is important that these instructions be performed in their proper sequence. A computer program is a set of instructions that enable the computer to solve a problem or perform a task. An algorithm is a set of well-defined steps for performing a task or solving a problem.
Ruby Ruby is a simple but powerful object-oriented programming language. It can be used for a variety of purposes. Programmers use software to perform this translation. Many programming languages have been created. Tabic I -1 lists a few of the well-known ones. Bell 1 ahoratorics. PUP A programming language used primarily for developing Web server applications and dynamic Web pages.
Despite its name. Programming languages. In addition. Python Python is an object-oriented programming language used in both business and acidemia. Beginners All-purpose Symbolic Instruction Code is a general-purpose. It may be used to develop standalone applications that operate on a single computer.
Many popular Web sites contain features developed in Python. Perl A general-purpose programming language used widely on Internet servers.
C C is a structured. If you wrote a machine language program for computer A and then wanted to run it on computer B. A program can be written in a programming language. Visual Basic Visual Basic is a Microsoft programming language and software development environment that allows programmers to create Windows-based applications quickly.
In order for the unit to work. In the previous section you learned that Java may also be used to create applets. H Chapter 1 Introduction to Computers and Java A History of Java In a team was formed at Sun Microsystems to speculate about the important technological trends that might emerge in the near future. Java Applications and Applets There arc two types of programs that may be created with Java: Java is very popular for developing not only applets for the Internet but also stand-alone applications.
It consists of numerous different computer platforms connected together in a single network. This presented a problem because different brands of consumer devices use different processors. The browser. The term applet refers to a small application.
H T M L not have sophisticated abilities such as performing math calculations and interacting the user. This gave the browser the capability to display animation and interact with the user.
H T M L is limhowever. Web ited. Applets are important because they can be used to extend the capabilities o f a Web page significantly. James Gosling. You have probably used several applications already. No customers could be found.
Because no such universal language existed. To demonstrate the effectiveness of its language. Other Internet companies rapidly followed. A Web designer can write a Java applet to perform operations that arc. But rather than abandoning their hard work and moving on toother projects.
Their first project was to develop a handheld device named " 7 pronounced star seven that could be used to control a variety of home entertainment devices. An application is a stand-alone program that runs on your computer. Another program would then translate the byte code into machine language that could be executed by the processor in a specific consumer device. The team. Unlike applications. The Internet is a perfect environment lor a universal programming language such as Oak.
Tabic lists the common elements you will find in almost every language. Security Any time content is downloaded from a Web server to a visitor's computer. Language Elements All programming languages have some things m common.
Table The c o m m o n elements of a programming language Language Klement Description Key Words These arc words that have a special meaning in the programming language. Programmer-Defined Unlike key words.
They may be used for their intended purpose only. Syntax dictates how key words and operators may be used. They are used to identify storage locations in memory and parrs of the program that are created by the programmer.
Programmer-defined names arc often called identifiers. Punctuation Most programming languages require the use of punctuation characters. Web browsers run Java applets in a secure environment within your computer's memory and do not allow them to access resources. After all. When someone visits the Web site. Because Java is a full-featured programming language.
These characters serve specific purposes. An operand is usually an item of data. As you will see. These words. They are included t o help point out specific parts of the program. Table The Java key words abstract const final int public throw assert continue finally interface return throws boolean default float long short transient. Key words Part of learning a programming language is learning the commonly used key words.
The line numbers are not pan of the program. In line 1 the words public. A semicolon in Java is similar to a period in I'nglish: It marks the end of a complete sentence or statement. Blank lines arc only used to make a program more readable. Variables The most fundamental way that a Java program stores an item of data in memory is with a variable.
This statement causes the computer to display a message on the screen. Statements often OCCUpy only one line in a program.
A variable is a named storage location in the computer's memory. In other words. A statement is a complete instruction that causes the computer CO perform some action. It takes the value of the expression that appears at its right and stores it in the variable whose name appears ii its left. The data stored in a variable may change while ihc program is running hence the name "variable".
There arc rules that govern where semicolons are ret ui red and where they are not. In this particular program. Semicolons do not appear at the end of every line in a Java program. D e f i n e d Names The words hours. As you will learn later in this chapter. Notice that in Code Listing I-1 the programmer-defined names hours. They perform operations on items of data.
Most of the lines contain something meaningful. Lines and Statements Often. Statements can be a combination of key words. They arc not part of the Java language but arc names made up by the programmer. I'art of learning Java is learning where to place semicolons and other punctuation symbols. Operators In line 8 the following line appears: A line is just that—a single line as it appears in the body of a program. I Icrc is the statement that appears in line 9 of Code Listing I.
Only one item may be stored in the box at any given time. After the programmer saves the source code to a file. If the program stores another value in the box. During the translation process.
These errors must be corrected before the compiler can translate the source code. The number 72 is actually stored in KAM at address 23 f but the name length symbolically represents this storage location. The payRtte variable stores the user's hourly pay rare. In Figure Early Objects, 9th Edition Author: Advanced Visual Basic , 5th Edition. Advanced Visual Basic , 5th Edition Author: In the Fifth Edition, Advanced Visual Basic helps those who are familiar with the fundamentals of Visual Basic programming harness its power Early Objects, 8th Edition.
Early Objects, 8th Edition Author: Early Objects Book Description: Starting out with Visual C , 3rd Edition. Starting out with Visual C , 3rd Edition Author:A typical computer system consists of the following major components: This hierarchy explains why the statement that executes p r i n t l n is so long. What command would you type at the operating system command prompt to run the program? The word Public is not the same as public.
Check the model for logical errors.
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