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  • Front Cover

  • Title Page

  • Copyright

  • CONTENTS

  • PREFACE

  • READ THIS BEFORE YOU BEGIN

  • CHAPTER 1 CREATING YOUR FIRST JAVA CLASSES

    • LEARNING ABOUT PROGRAMMING

    • INTRODUCING OBJECT-ORIENTED PROGRAMMING CONCEPTS

      • Procedural Programming

      • Object- Oriented Programming

      • Understanding Objects, Classes, and Encapsulation

      • Understanding Inheritance and Polymorphism

    • LEARNING ABOUT JAVA

      • Java Program Types

    • ANALYZING A JAVA APPLICATION THAT USES CONSOLE OUTPUT

      • Understanding the Statement That Prints the Output

      • Understanding the First Class

      • Understanding the main() Method

    • ADDING COMMENTS TO A JAVA CLASS

    • SAVING, COMPILING, RUNNING, AND MODIFYING A JAVA APPLICATION

      • Saving a Java Class

      • Compiling a Java Class

      • Running a Java Application

      • Modifying a Java Class

    • CREATING A JAVA APPLICATION USING GUI OUTPUT

    • CORRECTING ERRORS AND FINDING HELP

    • YOU DO IT

      • Your First Application

      • Adding Comments to a Class

      • Modifying a Class

      • Creating a Dialog Box

    • DON'T DO IT

    • KEY TERMS

    • CHAPTER SUMMARY

    • REVIEW QUESTIONS

    • EXERCISES

    • DEBUGGING EXERCISES

    • GAME ZONE

    • TOUGH QUESTIONS

    • UP FOR DISCUSSION

  • CHAPTER 2 USING DATA WITHIN A PROGRAM

    • USING CONSTANTS AND VARIABLES

      • Declaring Variables

      • Declaring Named Constants

      • Pitfall: Forgetting That a Variable Holds One Value at a Time

    • LEARNING ABOUT THE int DATA TYPE

    • DISPLAYING DATA

    • WRITING ARITHMETIC STATEMENTS

      • Writing Arithmetic Statements Efficiently

    • USING THE BOOLEAN DATA TYPE

    • LEARNING ABOUT FLOATING-POINT DATA TYPES

    • UNDERSTANDING NUMERIC-TYPE CONVERSION

    • WORKING WITH THE char DATA TYPE

    • USING THE Scanner CLASS FOR KEYBOARD INPUT

      • Pitfall: Using nextLine() Following One of the Other Scanner Input Methods

    • USING THE JOptionPane CLASS FOR GUI INPUT

      • Using Input Dialog Boxes

      • Using Confirm Dialog Boxes

    • YOU DO IT

      • Working with Numeric Values

      • Accepting User Data

      • Performing Arithmetic

      • Experimenting with Java Programs

    • DON'T DO IT

    • KEY TERMS

    • CHAPTER SUMMARY

    • REVIEW QUESTIONS

    • EXERCISES

    • DEBUGGING EXERCISES

    • GAME ZONE

    • TOUGH QUESTIONS

    • UP FOR DISCUSSION

  • CHAPTER 3 USING METHODS, CLASSES, AND OBJECTS

    • CREATING METHODS WITH ZERO, ONE, AND MULTIPLE PARAMETERS

      • Creating Methods That Require a Single Parameter

      • Creating Methods That Require Multiple Parameters

    • CREATING METHODS THAT RETURN VALUES

      • Calling a Method from Another Method

    • LEARNING ABOUT CLASS CONCEPTS

    • CREATING A CLASS

    • CREATING INSTANCE METHODS IN A CLASS

    • DECLARING OBJECTS AND USING THEIR METHODS

      • Understanding Data Hiding

    • ORGANIZING CLASSES

    • AN INTRODUCTION TO USING CONSTRUCTORS

    • UNDERSTANDING THAT CLASSES ARE DATA TYPES

    • YOU DO IT

      • Creating a Static Method That Requires No Arguments and Returns No Values

      • Calling a Static Method from Another Class

      • Creating a Static Method That Accepts Arguments and Returns Values

      • Creating a Class That Contains Instance Fields and Methods

      • Creating a Class That Instantiates Objects of Another Class

      • Adding a Constructor to a Class

      • Creating a More Complete Class

    • DON'T DO IT

    • KEY TERMS

    • CHAPTER SUMMARY

    • REVIEW QUESTIONS

    • EXERCISES

    • DEBUGGING EXERCISES

    • GAME ZONE

    • TOUGH QUESTIONS

    • UP FOR DISCUSSION

  • CHAPTER 4 MORE OBJECT CONCEPTS

    • UNDERSTANDING BLOCKS AND SCOPE

    • OVERLOADING A METHOD

    • LEARNING ABOUT AMBIGUITY

    • SENDING ARGUMENTS TO CONSTRUCTORS

    • OVERLOADING CONSTRUCTORS

    • LEARNING ABOUT THE this REFERENCE

      • Using the this Reference to Make Overloaded Constructors More Efficient

    • USING static VARIABLES

    • USING CONSTANT FIELDS

    • USING AUTOMATICALLY IMPORTED, PREWRITTEN CONSTANTS AND METHODS

    • USING AN EXPLICITLY IMPORTED PREWRITTEN CLASS AND ITS METHODS

    • UNDERSTANDING COMPOSITION

    • A BRIEF LOOK AT NESTED AND INNER CLASSES

    • YOU DO IT

      • Demonstrating Scope

      • Overloading Methods

      • Creating a Constructor That Requires an Argument

      • Using an Explicitly Imported Prewritten Class

      • Creating an Interactive Application with a Timer

    • DON'T DO IT

    • KEY TERMS

    • CHAPTER SUMMARY

    • REVIEW QUESTIONS

    • EXERCISES

    • DEBUGGING EXERCISES

    • GAME ZONE

    • TOUGH QUESTIONS

    • UP FOR DISCUSSION

  • CHAPTER 5 MAKING DECISIONS

    • UNDERSTANDING DECISION MAKING

    • MAKING DECISIONS WITH THE if AND if ... else STRUCTURES

      • Pitfall: Misplacing a Semicolon in an if Statement

      • Pitfall: Using the Assignment Operator Instead of the Equivalency Operator

      • Pitfall: Attempting to Compare Objects Using the Relational Operators

      • The if...else Structure

    • USING MULTIPLE STATEMENTS IN AN if OR if ... else STRUCTURE

    • NESTING if AND if...else STATEMENTS

    • USING LOGICAL AND and OR OPERATORS

    • MAKING ACCURATE AND EFFICIENT DECISIONS

      • Using AND and OR Appropriately

    • USING THE switch STATEMENT

    • USING THE CONDITIONAL AND NOT OPERATORS

      • Using the NOT Operator

    • UNDERSTANDING PRECEDENCE

    • YOU DO IT

      • Using an if...else

      • Creating an Event Class to Use in a Decision-Making Application

      • Writing an Application that Uses the Event class

      • Using the switch Statement

    • DON'T DO IT

    • KEY TERMS

    • CHAPTER SUMMARY

    • REVIEW QUESTIONS

    • EXERCISES

    • DEBUGGING EXERCISES

    • GAME ZONE

    • TOUGH QUESTIONS

    • UP FOR DISCUSSION

  • CHAPTER 6 LOOPING

    • LEARNING ABOUT THE LOOP STRUCTURE

    • USING A while LOOP TO CREATE A DEFINITE LOOP

    • USING A while LOOP TO CREATE AN INDEFINITE LOOP

    • USING SHORTCUT ARITHMETIC OPERATORS

    • USING A for LOOP

    • LEARNING HOW AND WHEN TO USE A do...while LOOP

    • LEARNING ABOUT NESTED LOOPS

    • IMPROVING LOOP PERFORMANCE

      • Avoiding Unnecessary Operations

      • Considering the Order of Evaluation of Short-Circuit Operators

      • Comparing to Zero

      • Employing Loop Fusion

    • YOU DO IT

      • Writing a Loop to Validate Data Entries

      • Working with Prefix and Postfix Increment Operators

      • Working with Definite Loops

      • Working with Nested Loops

    • DON'T DO IT

    • KEY TERMS

    • CHAPTER SUMMARY

    • REVIEW QUESTIONS

    • EXERCISES

    • DEBUGGING EXERCISES

    • GAME ZONE

    • TOUGH QUESTIONS

    • UP FOR DISCUSSION

  • CHAPTER 7 CHARACTERS, STRINGS, AND THE STRINGBUILDER

    • IDENTIFYING PROBLEMS THAT CAN OCCUR WHEN YOU MANIPULATE STRING DATA

    • MANIPULATING CHARACTERS

    • DECLARING A String OBJECT

    • COMPARING String VALUES

    • USING OTHER String METHODS

    • CONVERTING Strings TO NUMBERS

    • LEARNING ABOUT THE StringBuilder AND StringBuffer CLASSES

    • YOU DO IT

      • Using String Class Methods

      • Converting a String to an Integer

      • Using StringBuilder Methods

    • DON'T DO IT

    • KEY TERMS

    • CHAPTER SUMMARY

    • REVIEW QUESTIONS

    • EXERCISES

    • DEBUGGING EXERCISES

    • GAME ZONE

    • TOUGH QUESTIONS

    • UP FOR DISCUSSION

  • CHAPTER 8 ARRAYS

    • DECLARING AND INITIALIZING AN ARRAY

      • Initializing an Array

    • USING SUBSCRIPTS WITH AN ARRAY

    • DECLARING AN ARRAY OF OBJECTS

    • SEARCHING AN ARRAY FOR AN EXACT MATCH

    • SEARCHING AN ARRAY FOR A RANGE MATCH

    • PASSING ARRAYS TO AND RETURNING ARRAYS FROM METHODS

      • Returning an Array from a Method

    • MANIPULATING ARRAYS OF Strings

    • SORTING ARRAY ELEMENTS

      • Sorting Arrays of Objects

    • USING TWO-DIMENSIONAL AND MULTIDIMENSIONAL ARRAYS

      • Using the length Field with a Two-Dimensional Array

      • Understanding Ragged Arrays

      • Using Multidimensional Arrays

    • USING THE Arrays CLASS

    • USING THE ArrayList CLASS

      • Understanding the Limitations of the ArrayList Class

    • YOU DO IT

      • Creating and Populating an Array

      • Initializing an Array

      • Using a for Loop to Access Array Elements

      • Creating Parallel Arrays to Eliminate Nested if Statements

      • Creating an Application with an Array of Objects

      • Creating an Interactive Application That Creates an Array of Objects

      • Passing an Array to a Method

      • Using Arrays Class Methods

    • DON'T DO IT

    • KEY TERMS

    • CHAPTER SUMMARY

    • REVIEW QUESTIONS

    • EXERCISES

    • DEBUGGING EXERCISES

    • GAME ZONE

    • TOUGH QUESTIONS

    • UP FOR DISCUSSION

  • CHAPTER 9 INTRODUCTION TO INHERITANCE

    • LEARNING ABOUT THE CONCEPT OF INHERITANCE

    • EXTENDING CLASSES

    • OVERRIDING SUPERCLASS METHODS

    • UNDERSTANDING HOW CONSTRUCTORS ARE CALLED DURING INHERITANCE

    • USING SUPERCLASS CONSTRUCTORS THAT REQUIRE ARGUMENTS

    • ACCESSING SUPERCLASS METHODS

      • Comparing this and super

    • LEARNING ABOUT INFORMATION HIDING

    • METHODS YOU CANNOT OVERRIDE

      • A Subclass Cannot Override static Methods in Its Superclass

      • A Subclass Cannot Override final Methods in Its Superclass

      • A Subclass Cannot Override Methods in a final Superclass

    • YOU DO IT

      • Creating a Superclass and an Application to Use It

      • Creating a Subclass and an Application to Use It

      • Creating a Subclass Method That Overrides a Superclass Method

      • Understanding the Role of Constructors in Inheritance

      • Inheritance When the Superclass Requires Constructor Arguments

      • Accessing an Overridden Superclass Method from Within a Subclass

    • DON'T DO IT

    • KEY TERMS

    • CHAPTER SUMMARY

    • REVIEW QUESTIONS

    • EXERCISES

    • DEBUGGING EXERCISES

    • GAME ZONE

    • TOUGH QUESTIONS

    • UP FOR DISCUSSION

  • CHAPTER 10 ADVANCED INHERITANCE CONCEPTS

    • CREATING AND USING ABSTRACT CLASSES

    • USING DYNAMIC METHOD BINDING

      • Using a Superclass as a Method Parameter Type

    • CREATING ARRAYS OF SUBCLASS OBJECTS

    • USING THE Object CLASS AND ITS METHODS

      • Using the toString() Method

      • Using the equals() Method

    • USING INHERITANCE TO ACHIEVE GOOD SOFTWARE DESIGN

    • CREATING AND USING INTERFACES

      • Creating Interfaces to Store Related Constants

    • CREATING AND USING PACKAGES

    • YOU DO IT

      • Creating an Abstract Class

      • Extending an Abstract Class

      • Extending an Abstract Class with a Second Subclass

      • Instantiating Objects from Subclasses

      • Using Object References

      • Overriding the Object Class equals() Method

      • Eliminating Duplicate User Entries

      • Creating a Package

    • DON'T DO IT

    • KEY TERMS

    • CHAPTER SUMMARY

    • REVIEW QUESTIONS

    • EXERCISES

    • DEBUGGING EXERCISES

    • GAME ZONE

    • TOUGH QUESTIONS

    • UP FOR DISCUSSION

  • CHAPTER 11 EXCEPTION HANDLING

    • LEARNING ABOUT EXCEPTIONS

    • TRYING CODE AND CATCHING Exceptions

    • THROWING AND CATCHING MULTIPLE Exceptions

    • USING THE Finally BLOCK

    • UNDERSTANDING THE ADVANTAGES OF EXCEPTION HANDLING

    • SPECIFYING THE Exceptions A METHOD CAN THROW

    • TRACING Exceptions THROUGH THE CALL STACK

    • CREATING YOUR OWN Exceptions

    • USING ASSERTIONS

    • YOU DO IT

      • Catching an Exception and Using getMessage()

      • Generating a NumberFormatException

      • Adding NumberFormatException Handling Capabilities to an Application

      • Creating a Class That Automatically Throws Exceptions

      • Creating a Class That Passes on an Exception

      • Creating an Application That Can Catch Exceptions

      • Extending a Class That Throws Exceptions

      • Using the printStackTrace() Method

      • Creating an Exception Class

      • Using an Exception You Created

    • DON'T DO IT

    • KEY TERMS

    • CHAPTER SUMMARY

    • REVIEW QUESTIONS

    • EXERCISES

    • DEBUGGING EXERCISES

    • GAME ZONE

    • TOUGH QUESTIONS

    • UP FOR DISCUSSION

  • CHAPTER 12 FILE INPUT AND OUTPUT

    • UNDERSTANDING COMPUTER FILES

    • USING THE File CLASS

    • UNDERSTANDING DATA FILE ORGANIZATION AND STREAMS

    • USING STREAMS

    • WRITING TO AND READING FROM A FILE

      • Reading from a File

    • WRITING FORMATTED FILE DATA

    • READING FORMATTED FILE DATA

    • USING A VARIABLE FILENAME

    • CREATING AND USING RANDOM ACCESS FILES

    • WRITING RECORDS TO A RANDOM ACCESS FILE

    • READING RECORDS FROM A RANDOM ACCESS FILE

      • Accessing a Random Access File Sequentially

      • Accessing a Random Access File Randomly

    • READING AND WRITING OBJECTS TO AND FROM FILES

    • YOU DO IT

      • Using the File Class to Examine File Status

      • Comparing Two File Dates

      • Using InputStream and OutputStream Objects

      • Writing to an Output File

      • Reading Data from a File

      • Creating a Class to Use in a File of Objects

      • Creating a Program that Writes Event Objects to a File

      • Creating a Program that Accesses Stored Event Object Data

    • DON'T DO IT

    • KEY TERMS

    • CHAPTER SUMMARY

    • REVIEW QUESTIONS

    • EXERCISES

    • DEBUGGING EXERCISES

    • GAME ZONE

    • TOUGH QUESTIONS

    • UP FOR DISCUSSION

  • CHAPTER 13 INTRODUCTION TO SWING COMPONENTS

    • UNDERSTANDING Swing COMPONENTS

    • USING THE JFrame CLASS

      • Customizing a JFrame's Appearance

    • USING A JLabel

      • Changing a JLabel's Font

    • USING A LAYOUT MANAGER

    • EXTENDING THE JFrame CLASS

    • ADDING JTextFields, JBUTTONS, AND TOOL TIPS TO A JFrame

      • Adding JButtons

      • Using Tool Tips

    • LEARNING ABOUT EVENT-DRIVEN PROGRAMMING

      • Preparing Your Class to Accept Event Messages

      • Telling Your Class to Expect Events to Happen

      • Telling Your Class How to Respond to Events

      • Using the setEnabled() Method

    • UNDERSTANDING Swing EVENT LISTENERS

    • USING THE JCheckBox CLASS

    • USING THE ButtonGroup CLASS

    • USING THE JComboBox CLASS

    • YOU DO IT

      • Creating a JFrame

      • Ending an Application When a JFrame Closes

      • Adding Components to a JFrame

      • Adding Functionality to a JButton and a JTextField

      • Distinguishing Event Sources

      • Including JCheckBoxes in an Application

    • DON'T DO IT

    • KEY TERMS

    • CHAPTER SUMMARY

    • REVIEW QUESTIONS

    • EXERCISES

    • DEBUGGING EXERCISES

    • GAME ZONE

    • TOUGH QUESTIONS

    • UP FOR DISCUSSION

  • CHAPTER 14 ADVANCED GUI TOPICS

    • UNDERSTANDING THE CONTENT PANE

    • USING COLOR

    • LEARNING MORE ABOUT LAYOUT MANAGERS

      • Using BorderLayout

      • Using FlowLayout

      • Using GridLayout

      • Using CardLayout

      • Using Advanced Layout Managers

    • USING THE JPanel CLASS

    • CREATING JScrollPanes

    • A CLOSER LOOK AT EVENTS AND EVENT HANDLING

      • An Event-Handling Example: KeyListener

    • USING AWTEvent CLASS METHODS

      • Understanding x- and y-Coordinates

    • HANDLING MOUSE EVENTS

    • USING MENUS

      • Using JCheckBoxMenuItem and JRadioButtonMenuItem Objects

      • Using addSeparator()

      • Using setMnemonic()

    • YOU DO IT

      • Using BorderLayout

      • Using Fewer than Five Components with the BorderLayout Manager

      • Using FlowLayout

      • Using GridLayout

      • Using CardLayout

      • Viewing All the Cards in CardLayout

      • Using a Menu Bar and JPanels

    • DON'T DO IT

    • KEY TERMS

    • CHAPTER SUMMARY

    • REVIEW QUESTIONS

    • EXERCISES

    • DEBUGGING EXERCISES

    • GAME ZONE

    • TOUGH QUESTIONS

    • UP FOR DISCUSSION

  • CHAPTER 15 GRAPHICS

    • LEARNING ABOUT THE paint() AND repaint() METHODS

      • Using the setLocation() Method

    • USING THE drawString() METHOD

      • Using the setFont() and setColor() Methods

      • Using Color

    • CREATING Graphics AND Graphics2D OBJECTS

    • DRAWING LINES AND SHAPES

      • Drawing Ovals

      • Drawing Arcs

      • Creating Shadowed Rectangles

      • Creating Polygons

      • Copying an Area

    • LEARNING MORE ABOUT FONTS AND METHODS YOU CAN USE WITH THEM

      • Discovering Screen Statistics Using the Toolkit Class

      • Discovering Font Statistics

    • DRAWING WITH JAVA 2D GRAPHICS

      • Specifying the Rendering Attributes

      • Setting a Drawing Stroke

      • Creating Objects to Draw

    • YOU DO IT

      • Using the drawString() Method

      • Using Fonts and Colors

      • Creating Your Own Graphics Object

      • Examining Screen Coordinates

      • Creating a Drawing

      • Copying an Area

      • Using FontMetrics Methods to Compare Fonts

      • Using FontMetrics Methods to Place a Border Around a String

      • Using Drawing Strokes

      • Working with Shapes

    • DON'T DO IT

    • KEY TERMS

    • CHAPTER SUMMARY

    • REVIEW QUESTIONS

    • EXERCISES

    • DEBUGGING EXERCISES

    • GAME ZONE

    • TOUGH QUESTIONS

    • UP FOR DISCUSSION

  • CHAPTER 16 APPLETS, IMAGES, AND SOUND

    • INTRODUCING APPLETS

      • Understanding the JApplet Class

      • Running an Applet

    • WRITING AN HTML DOCUMENT TO HOST AN APPLET

    • CREATING A JApplet THAT CONTAINS AN init() METHOD

    • WORKING WITH JApplet COMPONENTS

    • UNDERSTANDING THE JApplet LIFE CYCLE

      • The init() Method

      • The start() Method

      • The stop() Method

      • The destroy() Method

    • UNDERSTANDING MULTIMEDIA AND USING IMAGES

      • Adding Images to JApplets

      • Using ImageIcons

    • ADDING SOUND TO JApplets

    • YOU DO IT

      • Creating an HTML Document to Host an Applet

      • Creating and Running a JApplet

      • Running a JApplet in Your Web Browser

      • Creating a More Complicated JApplet

      • Making the JApplet's Button Respond to Events

      • Understanding the Applet Life Cycle

      • Displaying Images

      • Playing Sounds

    • DON'T DO IT

    • KEY TERMS

    • CHAPTER SUMMARY

    • REVIEW QUESTIONS

    • EXERCISES

    • DEBUGGING EXERCISES

    • GAME ZONE

    • TOUGH QUESTIONS

    • UP FOR DISCUSSION

  • APPENDIX A: WORKING WITH THE JAVA PLATFORM

  • APPENDIX B: LEARNING ABOUT ASCII AND UNICODE

  • APPENDIX C: FORMATTING OUTPUT

  • APPENDIX D: GENERATING RANDOM NUMBERS

  • APPENDIX E: JAVADOC

  • GLOSSARY

  • INDEX

Nội dung

[...]... CREATING YOUR FIRST JAVA CLASSES » In this chapter, you will: Learn about programming Be introduced to object-oriented programming concepts Learn about Java Analyze a Java application that uses console output Add comments to a Java class Save, compile, run, and modify a Java application Create a Java application using GUI output Correct errors and find help 1 CREATING YOUR FIRST JAVA CLASSES JAVA ON THE JOB,... provided on the CD that comes with this book: » Sun Microsystems Java SE 6, the Java language, compiler, and runtime environment » Sun Microsystems Java Application Programming Interface (API) Specification, official documentation for the Java programming language » The jGRASP integrated development environment for Java » Code files for all Java program examples contained in the text VISIT OUR WORLD WIDE... OBJECT-ORIENTED PROGRAMMING CONCEPTS Two popular approaches to writing computer programs are procedural programming and object-oriented programming PROCEDURAL PROGRAMMING »NOTE Procedures are also called modules, methods, functions, and subroutines Users of different programming languages tend to use different terms Java programmers most frequently use the term “method.” Procedural programming is a style of programming. .. 805 APPENDIX A WORKING WITH THE JAVA PLATFORM 807 APPENDIX B LEARNING ABOUT ASCII AND UNICODE 815 APPENDIX C FORMATTING OUTPUT 821 APPENDIX D GENERATING RANDOM NUMBERS 833 APPENDIX E JAVADOC 839 GLOSSARY 847 INDEX 867 xviii PREFACE Java Programming, Fifth Edition provides the beginning programmer with a guide to developing applications using the Java programming language Java is popular among professional... example, if you misspell a programminglanguage word, you commit a syntax error, but if you use a correct word in the wrong context, you commit a semantic error 3 »NOTE You will learn more about debugging Java programs later in this chapter CREATING YOUR FIRST JAVA CLASSES »TWO TRUTHS AND A LIE: LEARNING ABOUT PROGRAMMING 1 Unlike a low-level programming language, a high-level programming language allows... (JVM) Figure 1-3 shows the Java environment Programming statements written in a high-level programming language are called source code When you write a Java program, you first construct the source code using a text editor such as Notepad The statements are saved in a file; then, the Java compiler converts the source code into a binary program of bytecode A program called the Java interpreter then checks... other programming languages, software vendors usually have to produce multiple versions of the same product 8 C H A P T E R O N E (a Windows version, Macintosh version, UNIX version, Linux version, and so on) so all users can run the program With Java, one program version will run on all these platforms Java Source Code Source code is stored on a disk in a file with a name ending in java Java Compiler Java. .. class Computer Operating System JVM (named java. exe) performs security checks and translates bytecodes to machine language, which executes Java Virtual Machine Figure 1-3 The Java environment Java is also simpler to use than many other object-oriented languages Java is modeled after C++ Although neither language is easy to read or understand on first exposure, Java does eliminate some of the most difficult-to-understand... LEARNING ABOUT JAVA 1 Java was developed to be architecturally neutral, which means that anyone can build an application without extensive study 2 After you write a Java program, the compiler converts the source code into a binary program of bytecode 3 Java programs that are embedded in a Web page are called applets, while stand-alone programs are called Java applications The false statement is #1 Java was... complete the steps and exercises, you need the following: » Software: Java SE 6, available from http:/ /java. sun.com (Although almost all of the examples in this » » book will work with earlier versions of Java, this book was created using Java 6.) The book clearly points out the few cases when an example does not work with earlier versions of Java You also need a text editor, such as Notepad A few exercises . YOUR FIRST JAVA CLASSES 1 LEARNING ABOUT PROGRAMMING 2 INTRODUCING OBJECT-ORIENTED PROGRAMMING CONCEPTS 4 Procedural Programming 4 Object-Oriented Programming. COMMENTS TO A JAVA CLASS 16 SAVING, COMPILING, RUNNING, AND MODIFYING A JAVA APPLICATION 18 Saving a Java Class 18 Compiling a Java Class 18 Running a Java Application

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