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Java, Java, Java™: Object-Oriented Problem Solving,Third Edition Table of Contents Copyright Preface What's New in the ThirdEdition?

Why Start with Objects? Organization of the Text

Chapter 0 Computers, Objects,and Java

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Section 0.2 What Is aComputer?

Section 0.3 Networks, theInternet, and the World WideWeb Section 0.4 Why StudyProgramming? Section 0.5 ProgrammingLanguages

Section 0.6 Why Java? Section 0.7 What Is Object-Oriented Programming? Chapter Summary

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Chapter 1 Java ProgramDesign and Development Section 1.1 Introduction Section 1.2 Designing GoodPrograms Section 1.3 Designing a RiddleProgram Section 1.4 Java LanguageElements

Section 1.5 Editing, Compiling,and Running a Java Program Section 1.6 From the JavaLibrary: System and

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Chapter Summary Solutions to Self-StudyExercises

Exercises

Chapter 2 Objects: Using,Creating, and Defining Section 2.1 Introduction Section 2.2 Using StringObjects

Section 2.3 Drawing Shapeswith a Graphics Object

(Optional)

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Section 3.4 Retrieving

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Section 4.5 Case Study: TheOne-Row Nim Game

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Representation + Action Chapter Summary Solutions to Self-StudyExercises Exercises Chapter 6 Control Structures Section 6.1 Introduction Section 6.2 Flow of Control:Repetition Structures

Section 6.3 Counting Loops Section 6.4 Example: Car LoanSection 6.5 Graphics Example:Drawing a Checkerboard

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Section 6.7 Example:Computing Averages Section 6.8 Example: DataValidation Section 6.9 Principles of LoopDesign

Section 6.10 The switch

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Exercises

Chapter 7 Strings and StringProcessing

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Processing Names andPasswords

Section 7.8 Processing EachCharacter in a String

Section 7.9 Comparing Strings Section 7.10 From the JavaLibrary:

java.util.StringTokenizer

Section 7.11 Handling Text ina Graphics Context (Optional) Chapter Summary

Solutions to Self-StudyExercises

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Chapter 8 Inheritance andPolymorphism

Section 8.1 Introduction

Section 8.2 Java's InheritanceMechanism

Section 8.3 Abstract Classes,Interfaces, and Polymorphism Section 8.4 Example: A ToggleButton

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Section 10.4 Handling

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Chapter 11 Files and Streams:Input/Output Techniques

Section 11.1 Introduction

Section 11.2 Streams and Files Section 11.3 Case Study:

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Designing a Basic GUI

Section 13.7 Containers andLayout Managers

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Solutions to Self-StudyExercises Exercises Chapter 15 Sockets andNetworking Section 15.1 Introduction Section 15.2 An Overview ofNetworks

Section 15.3 Using NetworkResources from an Applet Section 15.4 From the JavaLibrary: java.net.URL

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Section 15.6 Using NetworkResources from an Application Section 15.7 Client/Server

Communication via Sockets Section 15.8 CASE STUDY:Generic Client/Server Classes Section 15.9 Playing One-RowNim Over the Network

Section 15.10 Java NetworkSecurity Restrictions

Section 15.11 Java Servlets andJava Server Pages

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Exercises Exercises

Chapter 16 Data Structures:Lists, Stacks, and Queues Section 16.1 Introduction Section 16.2 The Linked ListData Structure Section 16.3 Object-OrientedDesign: The List Abstract DataType (ADT)

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Framework and Generic Types Section 16.7 Using the Set andMap Interfaces

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Use of Braces File Names and Layout Statements Executable Statements Preconditions andPostconditions Sample Programs Appendix B The JavaDevelopment Kit

The Java Compiler: javac The Java Interpreter: java The appletviewer

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javadoc

Appendix C The ASCII andUnicode Character Sets

Appendix D Java Keywords Appendix E Operator

Precedence Hierarchy

Appendix F Java Inner Classes What Are Inner Classes?

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• Table ofContents• IndexJava, Java, Java™: Object-Oriented Problem Solving,Third Edition

By Ralph Morelli, Ralph Walde - Trinity College

Publisher: Prentice Hall

Pub Date : December 22, 2005Print ISBN-10: 0-13-147434-0Print ISBN-13: 978-0-13-147434-5eText ISBN-10: 0-13-185995-1eText ISBN-13: 978-0-13-185995-1Pages: 880

This text takes an objects-first approach to programming and problem solving

using Java A flexible design allows instructors to choose between

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• Table ofContents• IndexJava, Java, Java™: Object-Oriented Problem Solving,Third Edition

By Ralph Morelli, Ralph Walde - Trinity College

Publisher: Prentice Hall

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What's New in the Third Edition?xiii

Why Start with Objects?xiv

Organization of the Textxv

Chapter 0 Computers, Objects, and Java1

Section 0.1 Welcome2

Section 0.2 What Is a Computer?2 Section 0.3 Networks, the Internet, and

the World Wide Web 3

Section 0.4 Why Study Programming?6 Section 0.5 Programming Languages6

Section 0.6 Why Java?8

Section 0.7 What Is Object-OrientedProgramming? 10 Chapter Summary18 Exercises20 Chapter 1 Java Program Design andDevelopment 23 Section 1.1 Introduction24

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Section 1.5 Editing, Compiling, and

Running a Java Program 48

Section 1.6 From the Java Library:

System and PrintStream 52 Chapter Summary54 Solutions to Self-Study Exercises56 Exercises57 Chapter 2 Objects: Using, Creating, andDefining 63 Section 2.1 Introduction64

Section 2.2 Using String Objects64 Section 2.3 Drawing Shapes with a

Graphics Object (Optional) 68

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Chapter 3 Methods: Communicating with

Objects 103

Section 3.1 Introduction104

Section 3.2 Passing Information to an

Object 104

Section 3.3 Constructor Methods111 Section 3.4 Retrieving Information froman Object 115 Section 3.5 Passing a Value andPassing a Reference 118 Section 3.6 Flow of Control: ControlStructures 121 Section 3.7 Testing an ImprovedOneRowNim 129 Section 3.8 From the Java Library:java.lang.Object 133

Section 3.9 Object-Oriented Design:

Inheritance and Polymorphism 135

Section 3.10 Drawing Lines and

Defining Graphical Methods (Optional) 136

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Solutions to Self-Study Exercises140

Exercises142

Chapter 4 Input/Output: Designing the

User Interface 149

Section 4.1 Introduction150

Section 4.2 The User Interface150 Section 4.3 A Command-Line Interface151 Section 4.4 A Graphical User Interface

(GUI) 159

Section 4.5 Case Study: The One-Row

Nim Game 175

Section 4.6 From the Java Library:

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Section 6.4 Example: Car Loan260 Section 6.5 Graphics Example: Drawing

a Checkerboard 262

Section 6.6 Conditional Loops266 Section 6.7 Example: Computing

Averages 272

Section 6.8 Example: Data Validation275 Section 6.9 Principles of Loop Design277 Section 6.10 The switch MultiwaySelection Structure 278 Section 6.11 Object-Oriented Design:Structured Programming 282 Chapter Summary290 Solutions to Self-Study Exercises291 Exercises298 Chapter 7 Strings and String Processing305 Section 7.1 Introduction306

Section 7.2 String Basics306 Section 7.3 Finding Things within a

String 313

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Section 7.5 From the Java Library:java.lang.StringBuffer

317 Section 7.6 Retrieving Parts of Strings320 Section 7.7 Example: Processing

Names and Passwords 322

Section 7.8 Processing Each Character

in a String 323

Section 7.9 Comparing Strings326 Section 7.10 From the Java Library:

java.util.StringTokenizer 332

Section 7.11 Handling Text in a

Graphics Context (Optional) 334 Chapter Summary340 Solutions to Self-Study Exercises341 Exercises344 Chapter 8 Inheritance and Polymorphism349 Section 8.1 Introduction350 Section 8.2 Java's InheritanceMechanism 350

Section 8.3 Abstract Classes,

Interfaces, and Polymorphism 359

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Section 8.5 Example: The Cipher ClassHierarchy 368 Section 8.6 Case Study: A Two-PlayerGame Hierarchy 375 Section 8.7 Principles of Object-Oriented Design 396 Chapter Summary397 Solutions to Self-Study Exercises398 Exercises400 Chapter 9 Arrays and Array Processing405 Section 9.1 Introduction406

Section 9.2 One-Dimensional Arrays406 Section 9.3 Simple Array Examples413 Section 9.4 Example: Counting

Frequencies of Letters 416

Section 9.5 Array Algorithms: Sorting420 Section 9.6 Array Algorithms:

Searching 426

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Section 9.9 Object-Oriented Design:

Polymorphic Sorting (Optional) 439

Section 9.10 From the Java Library:

java.lang.Vector 443

Section 9.11 CASE STUDY: An

N-Player Computer Game 444

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Section 10.6 Creating and Throwing

Your Own Exceptions 497

Section 10.7 From the Java Library:javax.swing.JOptionPane 501 Chapter Summary503 Solutions to Self-Study Exercises505 Exercises507 Chapter 11 Files and Streams: Input/OutputTechniques 511 Section 11.1 Introduction512 Section 11.2 Streams and Files512 Section 11.3 Case Study: Reading and

Writing Text Files 518

Section 11.4 The File Class530 Section 11.5 Example: Reading and

Writing Binary Files 533

Section 11.6 Object Serialization:

Reading and Writing Objects 542

Section 11.7 From the Java Library:

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Chapter 13 Graphical User Interfaces603 Section 13.1 Introduction604 Section 13.2 Java GUIs: From AWT to

Swing 604

Section 13.3 The Swing Component Set607 Section 13.4 Object-Oriented Design:

Model-View-Controller Architecture 607

Section 13.5 The Java Event Model609 Section 13.6 Case Study: Designing a

Basic GUI 614

Section 13.7 Containers and Layout

Managers 627

Section 13.8 Checkboxes, Radio

Buttons, and Borders 633

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java.net.URL

Section 15.5 The Slide-Show Applet717 Section 15.6 Using Network Resources

from an Application 722

Section 15.7 Client/Server

Communication via Sockets 732

Section 15.8 CASE STUDY: Generic

Client/Server Classes 736

Section 15.9 Playing One-Row Nim

Over the Network 745

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Section 16.3 Object-Oriented Design:

The List Abstract Data Type (ADT) 780

Section 16.4 The Stack ADT785 Section 16.5 The Queue ADT788

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Executable Statements817 Preconditions and Postconditions818

Sample Programs818

Appendix B The Java Development Kit819

The Java Compiler: javac819

The Java Interpreter: java821

The appletviewer821

The Java Archiver jar Tool825

The Java Documentation Tool: javadoc827 Appendix C The ASCII and Unicode

Character Sets 828

Appendix D Java Keywords829 Appendix E Operator Precedence

Hierarchy 830

Appendix F Java Inner Classes832

What Are Inner Classes?832

Nested Top-Level Versus Member

Classes 832

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Copyright[Page ii]Library of Congress Cataloging-in-Publication DataMorelli, R (Ralph) Java, Java, Java : object oriented problem solving / R Morelli and R Walde 3rd ed p cm ISBN 0-13-147434-0 1

Object-oriented programming (Computer science) 2 Java (Computer programlanguage I Walde, R (Ralph) II Title.

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005.13'3dc21 2005054959Vice President and Editorial

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Director for Creative Services:

Paul Belfanti

Creative Director: Juan LopezCover Designer: Bruce Kenselaar

Managing Editor, AV Management

and Production: Patricia BurnsArt Editor: Xiaohong ZhuManufacturing Manager: Alexis

Heydt-Long

Manufacturing Buyer: Lisa

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Marketing Manager: Robin O'BrienMarketing Assistant: Barrie

Reinhold

© 2006 Pearson Education, Inc.Pearson Prentice Hall

Pearson Education, Inc.

Upper Saddle River, New Jersey 07458All rights reserved No part of this bookmay be reproduced, in any format or byany means, without permission in writingfrom the publisher.

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used their best efforts in preparing thisbook These efforts include the

development, research, and testing of thetheories and programs to determine theireffectiveness The author and publishermake no warranty of any kind, expressedor implied, with regard to these programsor the documentation contained in thisbook The author and publisher shall notbe liable in any event for incidental orconsequential damages in connection with,or arising out of, the furnishing,

performance, or use of these programs.Pearson Prentice Hall™ is a trademark ofPearson Education, Inc.

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Microsystems, Inc 4150 Network Circle,Santa Clara, CA 95054.

Printed in the United States of America10 9 8 7 6 5 4 3 2 1

Pearson Education Ltd., London

Pearson Education Australia Pty Ltd., Sydney

Pearson Education Singapore, Pte Ltd.

Pearson Education North Asia Ltd., Hong KongPearson Education Canada Inc., Toronto

Pearson Educatíon de Mexico, S.A de C.V.

Pearson EducationJapan, Tokyo

Pearson Education Malaysia, Pte Ltd.

Pearson Education, Upper Saddle River, New Jersey

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Dedication

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Preface

We have designed this third edition of

Java, Java, Java to be suitable for a

typical Introduction to Computer Science(CS1) course or for a slightly moreadvanced Java as a Second Languagecourse This edition retains the "objectsfirst" approach to programming and

problem solving that was characteristic ofthe first two editions Throughout the textwe emphasize careful coverage of Javalanguage features, introductory

programming concepts, and object-oriented design principles.

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including:

Early Introduction of Objects

Emphasis on Object Oriented Design(OOD)

Unified Modeling Language (UML)Diagrams

Self-study Exercises with AnswersProgramming, Debugging, andDesign Tips

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Object-Oriented Design Sections

End-of-Chapter Exercises

Companion Web Site, with PowerPoints and other Resources

The In the Laboratory sections from the

first two editions have been moved ontothe book's Companion Web Site Table 1

shows the Table of Contents for the thirdedition.

Table 1 Table of Contents for theThird Edition.

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Chapter 0Computers, Objects, and Java (revised)

Chapter 1Java Program Design and Development

Chapter 2Objects: Defining, Creating, and Using

Chapter 3 Methods: Communicating with Objects

(revised)

Chapter 4 Input/Output: Designing the User Interface

(new)

Chapter 5Java Data and Operators

Chapter 6Control Structures

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Chapter 8Inheritance and Polymorphism (new)

Chapter 9Arrays and Array Processing

Chapter 10Exceptions: When Things Go Wrong

Chapter 11Files and Streams

Chapter 12Recursive Problem Solving

Chapter 13Graphical User Interfaces

Chapter 14Threads and Concurrent Programming

Chapter 15Sockets and Networking (expanded)

Chapter 16 Data Structures: Lists, Stacks, and Queues

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[Page xiii (continued)]

What's New in the ThirdEdition?

The third edition has the followingsubstantive changes:

Although the book retains its

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[Page xiv]

Chapters 0 (Computers, Objects, andJava) and 1 (Java Program Designand Development) have beensubstantially reorganized andrewritten The new presentation isdesigned to reduce the pace withwhich new concepts are introduced.The treatment of object-oriented(OO) and UML concepts has alsobeen simplified, and some of themore challenging OO topics, such aspolymorphism, have been moved to anew Chapter 8.

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