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Java how to program : early objects / Paul Deitel and Harvey Deitel

By: Contributor(s): Material type: TextTextPublication details: India Pearson 2018Edition: 11th edDescription: 1286 pISBN:
  • 9789353062033
Subject(s): DDC classification:
  • 005.133 DEI-P
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Holdings
Item type Current library Collection Shelving location Call number Status Date due Barcode Item holds
Reference Reference BITS Pilani Hyderabad 003-007 Text & Reference Section (Student cannot borrow these books) 005.133 DEI-P (Browse shelf(Opens below)) Available 38248
Total holds: 0

Java How to Program, Early Objects, 11th Edition, presents leading-edge computing
technologies using Deitels’ signature live-code approach, which demonstrates
concepts in hundreds of complete working programs. The ground-breaking How to
Program series offers unparalleled breadth and depth of programming fundamentals,
object-oriented programming concepts and intermediate-level topics for further
study. This edition presents Updated coverage of Java SE 8 and New Java SE 9
capabilities, including JShell, the Java Module System and other key Java 9 topics. 1. Rich coverage of programming
fundamentals; real-world examples:
a. Interactive Java through JShell–Java SE 9’s most exciting New pedagogic feature
b. Lambdas, sequential and parallel streams, functional interfaces
c. JavaFX GUI, 2D and 3D graphics, animation and video
d. Composition vs. Inheritance, dynamic composition
e. Programming to an interface not an implementation
f. Files, input/output streams and XML serialization
g. Concurrency for optimal multi-core performance
h. Other topics: recursion, searching, sorting, generics, data structures, optional Swing GUI, multithreading, database (JDBC TM and JPA)
2. Outstanding applied pedagogy to facilitate learning:
a. Programming Wisdom: Hundreds of valuable programming tips facilitate learning. Icons throughout the text identify Software Engineering Observations, Good Programming Practices, Common Programming Errors,
Error-Prevention Tips, Portability Tips, Performance Tips and Look-and-Feel Observations (for GUI design).
b. Hundreds of self-review exercises with answers.
c. Hundreds of interesting real-world exercises and projects enable students to apply what they've learned.
d. “Making a Difference” exercises encourage students to use computers and the Internet to research and
address significant social problems. 1. Introduction to Computers, the Internet and Java
2. Introduction to Java Applications; Input/Output and Operators
3. Introduction to Classes, Objects, Methods and Strings
4. Control Statements: Part 1; Assignment, ++ and -- Operators
5. Control Statements: Part 2; Logical Operators
6. Methods: A Deeper Look
7. Arrays and Array Lists
8. Classes and Objects: A Deeper Look
9. Object-Oriented Programming: Inheritance
10. Object-Oriented Programming: Polymorphism and Interfaces
11. Exception Handling: A Deeper Look
12. JavaFX Graphical User Interfaces: Part 1
13. JavaFX GUI: Part 2
14. Strings, Characters and Regular Expressions
15. Files, Input/Output Streams, NIO and XML Serialization
16. Generic Collections
17. Lambdas and Streams
18. Recursion
19. Searching, Sorting and Big O
20. Generic Classes and Methods: A Deeper Look
21. Custom Generic Data Structures
22. JavaFX Graphics and Multimedia
23. Concurrency
24. Accessing Databases with JDBC
25. Introduction to JShell: Java 9’s REPL
A. Operator Precedence Chart
B. ASCII Character Set
C. Keywords and Reserved Words
D. Primitive Types
E. Using the Debugger
Online Chapters and Appendices
26. Swing GUI Components: Part 1
27. Graphics and Java 2D
28. Networking
29. Java Persistence API (JPA)
30. Java Server Faces Web Apps: Part 1
31. Java Server Faces Web Apps: Part 2
32. Rest-Based Web Services
33. (Optional) ATM Case Study, Part 1: Object-Oriented Design with the UML
34. (Optional) ATM Case Study, Part 2: Implementing an Object-Oriented Design
35. Swing GUI Components: Part 2
36. Java Module System and Other Java 9 Features
F. Using the Java API Documentation
G. Creating Documentation with javadoc
H. Unicode
I. Formatted Output
J. Number Systems
K. Bit Manipulation
L. Labeled break and continue Statements
M. UML 2: Additional Diagram Types
N. Design Patterns.

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