![[Book Cover]](../covergif/ph_bkcvr.gif)
|
Java, Java, Java: Object-Oriented Problem Solving, 1/e
Ralph Morelli, Trinity College, Hartford, CT
Coming December, 1999 by Prentice Hall Engineering/Science/Mathematics
Copyright 2000, 976 pp.
Paper Bound w/CD-ROM
ISBN 0-13-011332-8
|
Sign up for future mailings on this subject.
See other books about:
Java--Intro to Programming/CS1-Computer Science
Java--Intermediate Programming-Computer Science
|

Appropriate for Introductory Computer Science Programming
courses using Java (CS1 with Java).
The author takes an objects early approach to teaching
Java, with the assumption that teaching beginners the big picture
early gives them more time to master the principles of object-oriented
programming. The text focuses on the motivation behind Java's strengths
and the benefits of the object-oriented paradigm. Ideal for students
at the introductory level, it provides a solid understanding of objects
and methods, concentrating on problem decomposition and program design.
A firm grasp on these fundamentals allows the smaller details, and
some of Java's advanced features, to fall into place from both instructor
and student perspectives.
Objects First ApproachThe book introduces the
fundamentals of designing objects and methods (Chs. 2-3) before introducing
most of the basic language features and structured programming concepts
(Chs. 5-8).
- The objects first approach helps orient the student before
introducing lots of language details.
Emphasis on Design and Problem SolvingThroughout
the text many examples are developed and presented in a problem-solving
style, beginning with a clear problem statement, and proceeding through
problem decomposition, method and algorithm design, and Java coding.
(See Section 1.11 for an introduction to the design methodology.)
- Students see how programs are developed from specification
through coding and testing.
Emphasis on Object-Oriented DesignFundamental
object-oriented design concepts, such as inheritance and information
hiding, are introduced early and presented as an essential part of
using an object-oriented language. Each chapter contains an object-oriented
Design section, and throughout the text there are drop-in boxes
that focus on design. (See Sections 2.7, 3.10, 4.8.)
- object-oriented design is the programming paradigm most
favored by the software industry.
Emphasis on GUIs and AppletsApplets and Graphical
User Interfaces (GUIs) are first introduced in Chapter 4 and then
used throughout the text. New GUI elements are introduced in almost
every chapter, and Chapters 9 and 10 focus entirely on Java's GUI
elements. This is an important feature for keeping students' interest
and provides a good way to introduce more real-world examples.
- Students study and develop programs that resemble ones
they're used to using.
In the Laboratory SectionsEach chapter concludes
with a laboratory exercise, so the text can easily be used to support
lab-based CS1 courses. The labs are presented using an incremental
problem solving approach. (See Section 1.13 for an example.)
- Labs help students practice and extend the concepts discussed
in the book.
CyberPet ExampleThe text makes use of a recurring
example of a CyberPet, which is first introduced in Chapter
2 as an example of an object with a very simple internal state that
can be given simple commands such as eat and sleep
to change its state. The CyberPet class is developed further in Chapter
3 by incorporating more states as well as methods that use parameters
and return values. In subsequent chapters, concepts such as inheritance,
randomness, animation, threads and networking are illustrated in terms
of this example.
- CyberPet helps to convey simple object-oriented
programming principles.
Advanced TopicsChapters 10-15 introduce advanced
features of the Java language. Most of the concepts in these chapters
are introduced through carefully designed, real-world problems. For
example, in Chapter 14 on Networking, one example is an on-line, multi
media directory of homes for a real-estate agency.
- Advanced sections focus on concepts and features that
students are likely to encounter in the workplace.
Associated WebsiteAn extensive website that includes
many useful resources, including the Java code for all the examples
in the text, detailed lab and programming assignments, online quizzes,
solutions to the labs and programming assignments, CGI scripts for
automatic creation and grading of quizzes.
- Students can experiment with all the programs in the
book, and use on-line quizzes to help study for exams.
Computers, Objects and Java.
1. Java Program Development.
2. Objects: Defining, Creating and Using.
3. Methods: Communicating with Objects.
4. Applets: Programming for the World Wide Web.
5. Java Data and Operators.
6. Control Structures.
7. Strings and String Processing.
8. Arrays and Array Processing.
9. Graphical User Interfaces.
10. Graphics and Drawing.
11. Exceptions: When Things Go Wrong.
12. Recursive Problem Solving.
13. Threads and Concurrent Programming.
14. Files, Streams and Input/Output Techniques.
15. Sockets and Networking.
16. Data Structures: Lists, Stacks, and Queues.
|