![[Book Cover]](../covergif/0134919785.gif)
|
Way of JAVA, The, 1/e
Gary Entsminger, Rocky Mountain Biological Lab., Crested Butte, CO
Published February, 1997 by Prentice Hall PTR (ECS Professional)
Copyright 1997, 416 pp.
Paper
ISBN 0-13-491978-5
|
Sign up for future mailings on this subject.
See other books about:
Other Languages--Programming-Computer Science
|

This is an intermediate-advanced book for Java programmers and
developers. The core of the book is about creating user-fun, powerful, and
efficient Java applets and Java stand-alone applications.
Provides a quick review of the important basic aspects of the
Java programming language, OOP (object-oriented programming), and the
Java development environment.
Consists of in-depth Java discussion and project development
assignments in every chapter.
Preface.
Acknowledgments.
Foreword.
1. Approaching Java—Classes, Objects, Patterns,
and Strategies.
What's Special about a Class?
Why an Object-Oriented Java?
Events.
Reusing Code.
The Applications in The Way of Java.
Dynamic Design.
Selected Class Descriptions.
Code Design Patterns.
A Few Symbols and Boldface.
2. A Class Act, An Object-Oriented Philosophy.
Where We're Headed.
Types.
Classes—The Big Difference.
Access Specifiers.
Applet or Stand-Alone.
A Hierarchy of Derived Classes.
A Distinction—Primitive and Reference Types.
Balancing Class Functionality and Reuse.
Composing Classes.
A Few Words about Class Scope.
A Taste of Inheritance.
Polymorphism—Many Shapes.
A Class Hierarchy.
A New Version of the Applet paint() Method.
Constructors and Destructors.
Some OOP Design Guidelines.
Looking Ahead.
3. Objects, Events, Applications, and the .AWT.
Creating Applications.
CommandCalc(s).
Creating an Application—First Steps.
Create a Constructor and a main() Method.
Events.
Actions Speak Louder.
Strings.
CommandCalc(3)—A Few More Additions.
4. A Few Exceptions.
Exception (But Not Error!) Handling.
Hierarchyl.
First Revision—Hierarchy.
Class Hierarchies—Hierarchy.
Deriving a Form and Packaging.
Summing up Requires an Experiment.
5. Graphically Friendly Canvases and Menus.
Random1—First Things First.
Create a Constructor and a main() Method.
Plotting Results on a Canvas.
Random2—A Few Changes.
Implementing a Menu-Driven User Interface.
Random3
Summing up (Again) Leads to a Theme Variation.
Finally.
6. Process, Runtime, and a First Thread.
Runtime.
Create a Constructor and a main() Method.
Building a Friendlier Interface.
Threads and a New Runtime.
7. Data, Data Everywhere—Lists, Streams, and File I/O.
Lists.
Create a Constructor and a main() Method.
List2—Revise a User Interface.
List3—Streams, Streams, and More Streams.
List4—Some Additional Functionality.
List5—Using the StringTokenizer Class.
List6—Task Processing.
8. A Few More Threads.
Threads1.
Create a Constructor and a main() Method.
Threads2—The Problem of Re-Entrance.
Threads3—Modest Variation.
9. Applets—A Special Case.
Erector: Create an Applet.
From an Applet to a Stand-Alone Application.
The Other Way Around: From Stand-Alone to Applet.
10. A Thread for Exploring Strange Attractors.
Strange Attractors.
Project: Attractors.
Create a Constructor and a main() Method.
Appendix A Selected Java Developers' Kit Class
Method Reference.
Index.
|