Java Concepts, 6/e (IE-Paperback)

Cay S. Horstmann

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Description

In Java Concepts, Sixth Edition, Cay Horstmann provides a comprehensive introduction to fundamental programming techniques and design skills helping the student master basic concepts. Realistic programming examples, homework assignments, and lab exercises build student problem-solving abilities.

Features

  • A gradual introduction to object-oriented programming techniques, beginning in Chapter 2, provides extensive practice with objects and classes before students are asked to write their own classes.
  • Works equally well for a wide mix of student backgrounds. Beginners will find clear presentations that use analogies and a wealth of concrete examples to make concepts understandable, plus How To boxes and Worked Examples to help them get started. Problem-solvers will be able to easily locate notes on special cases and common errors that come up as they work. Second-language learners will find annotated syntax boxes and realistic programs that compactly illustrate key elements of Java, plus a range of later chapters that make this book a complete reference for Java programming.
  • Horstmann's clear explanations follow the beginner's thinking process, providing examples and analogies, and anticipating where they may get confused or make mistakes.
  • Horstmann's clear explanations follow the beginner's thinking process, providing examples and analogies, and anticipating where they may get confused or make mistakes.
  • The Testing Track identifies and emphasizes the test-driven approach to programming.
  • The Graphics Track integrates optional graphics material into the chapters where it best fits.
  • Self-Check Questions test understanding, not memorization, and can be used as springboards to a deeper discussion of key concepts in each section.

    New to this Edition
  • The LabRat software has been refocused on helping students PRACTICE programming.
  • More "scaffolding" for beginning programmers who learn by example or who need help tackling a problem: How To sections walk thru the steps to solving a problem; Worked Examples apply these steps to motivational examples (such as credit card processing); labs and online code-completion problems allow students to tackle larger tasks by breaking them into smaller steps.
  • Starting in Chapter 1, pseudocode is used to define the solution algorithm before coding begins.
  • More features for the non-linear reader: Example Tables present a variety of uses and special cases in a compact format. Common Errors, Tips, and Special Topics make it easy to refer back to these topics when solving problems.
  • Annotated Syntax Boxes call out features of typical example code to draw student attention to the key elements of the syntax. Additional annotations point out special cases, common errors, and good practice associated with the syntax.
  • Each chapter has been revised to focus each section on a specific Learning Objective. Sections have been shortened to present the concepts and syntax and how they are applied. These learning objectives also organize the chapter summary to help students assess their progress.
  • Early chapters have been thoroughly revised to provide more examples and concrete analogies.

    Table of Contents

  • 1. Introduction.
    2. An Introduction to Objects and Classes.
    3. Fundamental Data Types.
    4. Decisions.
    5. Iteration.
    6. Arrays and Array Lists.
    7. Designing Classes.
    8. Interfaces and Polymorphism.
    9. Inheritance.
    10. Input/Output and Exception Handling.
    11. Object-Oriented Design.
    12. Recursion.
    13. Sorting and Searching.
    14. An Introduction to Data Structures.