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Unified Software Engineering with Javais ideal for courses in introductory software engineering, Java programming, Java software engineering, and software development methodology with Java, offered in departments of computer science, computer and information sciences, software engineering, information systems, and information technology. Today’s programmers need more than just programming prowess — they need to understand object-oriented design, software quality assurance, and software project management. This unique text teaches the fundamentals of Java programming in the context of object-oriented software engineering and a Unified-Process-based software development methodology. Written with the understanding that the introduction to software engineering and Java can be daunting, this text uses illustrative examples and real-life applications to make learning easier.
This is a free, on-line textbook on introductory programming using Java. This book is directed mainly towards beginning programmers, although it might also be useful for experienced programmers who want to learn more about Java. It is an introductory text and does not provide complete coverage of the Java language. The text is a PDF and is suitable for printing or on-screen reading. It contains internal links for navigation and external links to source code files, exercise solutions, and other resources. Contents: 1) Overview: The Mental Landscape. 2) Programming in the Small I: Names and Things. 3) Programming in the Small II: Control. 4) Programming in the Large I: Subroutines. 5) Programming in the Large II: Objects and Classes. 6) Introduction to GUI Programming. 7) Arrays. 8) Correctness and Robustness. 9) Linked Data Structures and Recursion. 10) Generic Programming and Collection Classes. 11) Files and Networking. 12) Advanced GUI Programming. Appendices: Source Code for All Examples in this Book, and News and Errata.
Targeting the needs of Java application programmers, this book uses an experience-based, hands-on approach. The CD-ROM contains the Code-Warrior Lite multi-platform Integrated Development Environment (IDE) and Borland's JBuilder trial version.
Introduction to Java and Software Design breaks the current paradigms for teaching Java and object-oriented programming in a first-year programming course. The Dale author team has developed a unique way of teaching object-oriented programming. They foster sound object-oriented design by teaching students how to brainstorm, use filtering scenarios, CRC cards, and responsiblity algorithms. The authors also present functional design as a way of writing algorithms for the class responsibilities that are assigned in the object-oriented design. Click here for downloadable student files This book has been developed from the ground up to be a Java text, rather than a Java translation of prior works. The text uses real Java I/O classes and treats event handling as a fundamental control structure that is introduced right from the beginning. The authors carefully guide the student through the process of declaring a reference variable, instantiating an object and assigning it to the variable. Students will gradually develop a complete and comprehensive understanding of what an object is, how it works, and what constitutes a well-designed class interface.
Mark Guzdial and Barb Ericson have a most effective method for teaching computing and Java programming in a context that readers find interesting: manipulating digital media. Readers get started right away by learning how to write programs that create interesting effects with sounds, pictures, web pages, and video. The authors use these multimedia applications to teach critical programming skills and principles like how to design and use algorithms, and practical software engineering methods–all in the context of learning how to program in Java. Mark and Barb also demonstrate how to communicate compatibly through networks and do concurrent programming. The book also includes optional coverage of rudimentary data structures and databases using Java and comes with a CD-ROM containing all the code files referenced in the text and required for media manipulation. Allows readers to use their own media, such as personal sound or picture files. Demonstrates how to manipulate media in useful ways, from reducing red eye and splicing sounds to generating digital video special effects. The book also includes optional coverage of rudimentary data structures and databases using Java and comes with a CD-ROM containing all the code files referenced in the text and required for media manipulation. For beginners interested in learning more about basic multimedia computing and programming.
This book teaches the reader how to write programs using Java. It does so with a unique approach that combines fundamentals first with objects early. The book transitions smoothly through a carefully selected set of procedural programming fundamentals to object-oriented fundamentals. During this early transition and beyond, the book emphasizes problem solving. For example, Chapter 2 is devoted to algorithm development, Chapter 8 is devoted to program design, and problem-solving sections appear throughout the book. Problem-solving skills are fostered with the help of an interactive, iterative presentation style: Here's the problem. How can we solve it? How can we improve the solution? Some key features include: -A conversational, easy-to-follow writing style. -Many executable code examples that clearly and efficiently illustrate key concepts. -Extensive use of UML class diagrams to specify problem organization. -Simple GUI programming early, in an optional standalone graphics track. -Well-identified alternatives for altering the book's sequence to fit individual needs. -Well-developed projects in six different academic disciplines, with a handy summary. -Detailed customizable PowerPointTM lecture slides, with icon-keyed hidden notes. Student Resources: Links to compiler software - for Sun's Java2 SDK toolkit, Helios's TextPad, Eclipse, NetBeans, and BlueJ. TextPad tutorial. Eclipse tutorials. Textbook errata. All textbook example programs and associated resource files. Instructor Resources: Customizable PowerPoint lecture slides with hidden notes. Hidden notes provide comments that supplement the displayed text in the lecture slides. For example, if the displayed text asks a question the hidden notes provide the answer. Exercise solutions. Project solutions. Supplemental Chapters to Accommodate an Objects-Late Approach are available. Click this link to reach the supplemental chapters. ""The authors have done a superb job of organizing the various chapters to allow the students to enjoy programming in Java from day one. I am deeply impressed with the entire textbook. I would have my students keep this text and use it throughout their academic career as an excellent Java programming source book." - Benjamin B. Nystuen, University of Colorado at Colorado Springs" ""The authors have done a great job in describing the technical aspects of programming. The authors have an immensely readable writing style. I have an extremely favorable impression of Dean and Dean's proposed text." - Shyamal Mitra, University of Texas at Austin" ""The overall impression of the book was that it was "friendly" to read. I think this is a great strength, simply because students reading it, and especially students who are prone to reading to understand, will appreciate this approach rather than the regular hardcore programming mentality." - Andree Jacobson, University of New Mexico"
An Introduction to Object-Oriented Programming with Java provides an accessible and thorough introduction to the basics of programming in java. This much-anticipated revision continues its emphasis on object-oriented programming. Objects are used early so students begin thinking in an object-oriented way, then later Wu teaches students to define their own classes. In the third edition, the author has eliminated the author-written classes, so students get accustomed to using the standard java libraries. In the new update, the author has included the Scanner Class for input, a new feature of Java 1.5. Also new is the use of smaller complete code examples to enhance student learning. The larger sample development programs are continued in this edition, giving students an opportunity to walk incrementally walk through program design, learning the fundamentals of software engineering. The number and variety of examples makes this a student-friendly text that teaches by showing. Object diagrams continue to be an important element of Wu's approach. The consistent, visual approach assists students in understanding concepts.
Java Programming for the Absolute Beginner provides you with an introduction to Java that allows you to learn the fundamentals of object-oriented programming while becoming acquainted with many of the core features of Java. This book starts with the assumption that you have not previously written a computer program. It then walks you through the creation of a variety of games and applications. After you have your footing with the basics, you learn to develop your own systems of classes, and by the end of the book, you are working with many of Java's Graphical User Interface (GUI) features and developing a desktop Windows application. This book provides a solid introduction for anyone desiring a relaxed, fully guided tour of the fundamentals of Java, programming, and the objectoriented approach to application development.
By emphasizing the application of computer programming not only in success stories in the software industry but also in familiar scenarios in physical and biological science, engineering, and applied mathematics, Introduction to Programming in Java takes an interdisciplinary approach to teaching programming with the Java(TM) programming language. Interesting applications in these fields foster a foundation of computer science concepts and programming skills that students can use in later courses while demonstrating that computation is an integral part of the modern world. Ten years in development, this book thoroughly covers the field and is ideal for traditional introductory programming courses. It can also be used as a supplement or a main text for courses that integrate programming with mathematics, science, or engineering.
Functional and flexible, this guide takes an objects-first approach to Java programming and problem using games and puzzles. Updated to cover Java version 1.5 features, such as generic types, enumerated types, and the Scanner class. Offers independent introductions to both a command-line interface and a graphical user interface (GUI). Features coverage of Unified Modeling Language (UML), the industry-standard, object-oriented design tool. Illustrates key aspects of Java with a collection of game and puzzle examples. Instructor and Student resources available online. For introductory computer programming students or professionals interested in learning Java.