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Java™ How to Program, Sixth Edition By H M Deitel - Deitel & Associates, Inc., P J Deitel - Deitel & Associates, Inc Publisher: Prentice Hall Pub Date: August 04, 2004 Print ISBN-10: 0-13-148398-6 eText ISBN-10: 0-13-128933-0 Table of Contents • Index • Print ISBN-13: 978-0-13-148398-9 eText ISBN-13: 978-0-13-128933-8 Pages: 1568 Extensively revised for the latest Java (J2SE 5.0) release; Deitel Java How to Program, 6/e now includes earlier coverage of objects; new and streamlined case studies; and OPTIONAL GUI and graphics sections Now available in a briefer version (ch 1-10) called Small Java SafariX version available Java™ How to Program, Sixth Edition By H M Deitel - Deitel & Associates, Inc., P J Deitel - Deitel & Associates, Inc Publisher: Prentice Hall Pub Date: August 04, 2004 Print ISBN-10: 0-13-148398-6 eText ISBN-10: 0-13-128933-0 Table of Contents • Index • Print ISBN-13: 978-0-13-148398-9 eText ISBN-13: 978-0-13-128933-8 Pages: 1568 Copyright Deitel® Books, Cyber Classrooms, Complete Training Courses and Web-Based Training Courses published by Prentice Hall Preface iv ii xxv Features in Java How to Program, 6/e xxvi Teaching Approach xxix Tour of the Book xxxiii A Tour of the Optional Case Study on Object-Oriented Design with the UML xliii A Tour of the Optional GUI and Graphics Case Study xlv Software Included with Java How to Program, 6/e xlvi Teaching Resources for Java How to Program, 6/e xlvii Java in the Lab xlvii OneKey, CourseCompassSM, WebCT™ and by Blackboard™ xlix Java Multimedia Cyber Classroom, 6/e Through OneKey l PearsonChoices l Computer Science AP Courses li Deitel® Buzz Online Free E-mail Newsletter li Acknowledgments li About the Authors lv About Deitel & Associates, Inc lv Before You Begin Software and Other Resources on the CD That Accompanies Java How to Program, Sixth Edition Hardware and Software Requirements to Run JDK 5.0 lvii lvii lvii Copying and Organizing Files lviii Copying the Book Examples from the CD lviii Changing the Read-Only Property of Files lviii Installing the J2SE Development Kit (JDK) lxii Setting the PATH Variable lxiv Chapter Introduction to Computers, the Internet and the World Wide Web Section 1.1 Introduction Section 1.2 What Is a Computer? Section 1.3 Computer Organization Section 1.4 Early Operating Systems Section 1.5 Personal, Distributed and Client/Server Computing Section 1.6 The Internet and the World Wide Web Section 1.7 Machine Languages, Assembly Languages and High-Level Languages Section 1.8 History of C and C++ Section 1.9 History of Java Section 1.10 Java Class Libraries Section 1.11 FORTRAN, COBOL, Pascal and Ada 11 Section 1.12 BASIC, Visual Basic, Visual C++, C# and NET 11 Section 1.13 Typical Java Development Environment 12 Section 1.14 Notes about Java and Java How to Program, Sixth Edition 15 Section 1.15 Test-Driving a Java Application 16 Section 1.16 Software Engineering Case Study: Introduction to Object Technology 21 and the UML (Required) Section 1.17 Wrap-Up 26 Section 1.18 Web Resources 26 Summary 28 Terminology 30 Self-Review Exercises 32 Answers to Self-Review Exercises 32 Exercises 33 Chapter Introduction to Java Applications 35 Section 2.1 Introduction 36 Section 2.2 First Program in Java: Printing a Line of Text 36 Section 2.3 Modifying Our First Java Program 43 Section 2.4 Displaying Text with printf 45 Section 2.5 Another Java Application: Adding Integers 47 Section 2.6 Memory Concepts 51 Section 2.7 Arithmetic 52 Section 2.8 Decision Making: Equality and Relational Operators 56 Section 2.9 (Optional) Software Engineering Case Study: Examining the Requirements Document Section 2.10 Wrap-Up 60 69 Summary 70 Terminology 73 Self-Review Exercises 74 Answers to Self-Review Exercises 75 Exercises 77 Chapter Introduction to Classes and Objects 81 Section 3.1 Introduction 82 Section 3.2 Classes, Objects, Methods and Instance Variables 82 Section 3.3 Declaring a Class with a Method and Instantiating an Object of a Class Section 3.4 Declaring a Method with a Parameter 84 88 Section 3.5 Instance Variables, set Methods and get Methods 91 Section 3.6 Primitive Types vs Reference Types 96 Section 3.7 Initializing Objects with Constructors 97 Section 3.8 Floating-Point Numbers and Type double 100 Section 3.9 (Optional) GUI and Graphics Case Study: Using Dialog Boxes 104 Section 3.10 (Optional) Software Engineering Case Study: Identifying the Classes 107 in a Requirements Document Section 3.11 Wrap-Up 114 Summary 115 Terminology 119 Self-Review Exercises 119 Answers to Self-Review Exercises 120 Exercises 121 Chapter Control Statements: Part I 123 Section 4.1 Introduction 124 Section 4.2 Algorithms 124 Section 4.3 Pseudocode 125 Section 4.4 Control Structures 125 Section 4.5 if Single-Selection Statement 128 Section 4.6 if else Double-Selection Statement 129 Section 4.7 while Repetition Statement 134 Section 4.8 Formulating Algorithms: Counter-Controlled Repetition 135 Section 4.9 Formulating Algorithms: Sentinel-Controlled Repetition 140 Section 4.10 Formulating Algorithms: Nested Control Statements 148 Section 4.11 Compound Assignment Operators 153 Section 4.12 Increment and Decrement Operators 154 Section 4.13 Primitive Types 156 Section 4.14 (Optional) GUI and Graphics Case Study: Creating Simple Drawings 157 Section 4.15 (Optional) Software Engineering Case Study: Identifying Class Attributes Section 4.16 Wrap-Up 162 166 Summary 167 Terminology 168 Self-Review Exercises 169 Answers to Self-Review Exercises 171 Exercises 172 Chapter Control Statements: Part 179 Section 5.1 Introduction 180 Section 5.2 Essentials of Counter-Controlled Repetition 180 Section 5.3 for Repetition Statement 182 Section 5.4 Examples Using the for Statement 186 Section 5.5 while Repetition Statement 191 Section 5.6 switch Multiple-Selection Statement 192 Section 5.7 break and continue Statements 200 Section 5.8 Logical Operators 202 Section 5.9 Structured Programming Summary 208 Section 5.10 (Optional) GUI and Graphics Case Study: Drawing Rectangles and Ovals Section 5.11 (Optional) Software Engineering Case Study: Identifying Objects' States and Activities Section 5.12 Wrap-Up 213 216 220 Summary 221 Terminology 223 Self-Review Exercises 224 Answers to Self-Review Exercises 225 Exercises 226 Chapter Methods: A Deeper Look 230 Section 6.1 Introduction 231 Section 6.2 Program Modules in Java 232 Section 6.3 static Methods, static Fields and Class Math 233 Section 6.4 Declaring Methods with Multiple Parameters 236 Section 6.5 Notes on Declaring and Using Methods 240 Section 6.6 Method Call Stack and Activation Records 241 Section 6.7 Argument Promotion and Casting 241 Section 6.8 Java API Packages 243 Section 6.9 Case Study: Random-Number Generation 245 Section 6.10 Case Study: A Game of Chance (Introducing Enumerations) 250 Section 6.11 Scope of Declarations 255 Section 6.12 Method Overloading 257 Section 6.13 (Optional) GUI and Graphics Case Study: Colors and Filled Shapes 261 Section 6.14 (Optional) Software Engineering Case Study: Identifying Class Operations Section 6.15 Wrap-Up 263 271 Summary 271 Terminology 274 Self-Review Exercises 275 Answers to Self-Review Exercises 277 Exercises 279 Chapter Arrays 285 Section 7.1 Introduction 286 Section 7.2 Arrays 286 Section 7.3 Declaring and Creating Arrays 288 Section 7.4 Examples Using Arrays 289 Section 7.5 Case Study: Card Shuffling and Dealing Simulation 298 Section 7.6 Enhanced for Statement 301 Section 7.7 Passing Arrays to Methods 303 Section 7.8 Case Study: Class GradeBook Using an Array to Store Grades 307 Section 7.9 Multidimensional Arrays 311 Section 7.10 Case Study: Class GradeBook Using a Two-Dimensional Array 316 Section 7.11 Variable-Length Argument Lists 322 Section 7.12 Using Command-Line Arguments 323 Section 7.13 (Optional) GUI and Graphics Case Study: Drawing Arcs 325 Section 7.14 (Optional) Software Engineering Case Study: Collaboration Among Objects Section 7.15 Wrap-Up 328 336 Summary 337 Terminology 339 Self-Review Exercises 339 Answers to Self-Review Exercises 340 Exercises 341 Special Section: Building Your Own Computer 350 Chapter Classes and Objects: A Deeper Look 357 Section 8.1 Introduction 358 Section 8.2 Time Class Case Study 359 Section 8.3 Controlling Access to Members 362 Section 8.4 Referring to the Current Object's Members with the this Reference 363 Section 8.5 Time Class Case Study: Overloaded Constructors 366 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 S ho wCo lor s2J Frame.th is, "Choos e a c olor", color ); // s et de fau lt color, i f n o color is r eturne d if ( c olo r = = n ull ) c ol or = C olo r.LIGHT_ GRA Y; // c nge co nte nt pane' s b ackgrou nd co lor colo rJ Pan el set Backgrou nd( color ); } / / en d met hod ac tionPerf orm ed } // e nd a no nym ous in ner clas s ); // e nd cal l to add Act ionListe ner ad d ( co lo rJPa ne l, Bor der Layout.C ENT ER ); / / add color JPanel ad d ( ch an geCo lo rJB utt on, BorderL ayo ut.SOUT H ); // add butto n se t Size ( 400, 30 ); // set fram e s ize se t Visi bl e( t ru e ) ; / / d isplay f ram e } // e nd S ho wCol or 2JF ram e c onstruct or } // end clas s Show Co lor s2J Fra me Figure 12.8 Choosing colors with J C o l o r C h o o s e r (This item is displayed on pages 604 - 605 in the print version) 10 11 12 13 // F ig 2.8: S howC ol ors 2.j ava // C hoos i ng c ol ors wi th JCo lor Chooser im po rt j a vax sw ing JF ram e; pu bl ic c l ass Sh owCo lo rs2 { / / ex e cute a ppli ca tio n p ubli c sta ti c vo id ma in( St ring arg s[] ) { Sh o wCol or s2JF me app lic ation = new ShowCo lors2 JFrame (); ap p lica ti on.s et Def aul tCl oseOpera tio n( JFra me.EX IT_ON_ CLOSE ); } // e nd m n } // end clas s Show Co lor s2 [View full size image] [Page 604] Class JColorChooser provides a static convenience method s h o w D i a l o g that creates a JColorChooser object, attaches it to a dialog box and displays the dialog Lines 3637 of Fig 12.7 invoke this method to display the color chooser dialog Method showDialog returns the selected Color object, or null if the user presses Cancel or closes the dialog without pressing OK The method takes three argumentsa reference to its parent Component , a String to display in the title bar of the dialog and the initial selected Color for the dialog The parent component is a reference to the window from which the dialog is displayed (in this case the JFrame , with the reference name frame ) The dialog will be centered on the parent If the parent is null , the dialog is centered on the screen While the color chooser dialog is on the screen, the user cannot interact with the parent component This type of dialog is called a m o d a l d i a l o g (discussed in Chapter 22, GUI Components: Part 2) [Page 605] After the user selects a color, lines 4041 determine whether color is null , and, if so, set color to Color.LIGHT_GRAY Line 44 invokes method setBackground to change the background color of the JPanel Method setBackground is one of the many Component methods that can be used on most GUI components Note that the user can continue to use the Change Color button to change the background color of the application Figure 12.8 contains method main , which executes the program The second screen capture of Fig 12.8 demonstrates the default JColorChooser dialog that allows the user to select a color from a variety of color swatches Note that there are actually three tabs across the top of the dialogSwatches, HSB and RGB These represent three different ways to select a color The HSB tab allows you to select a color based on hue, saturation and brightnessvalues that are used to define the amount of light in a color We not discuss HSB values For more information on hue, saturation and brightness, visit whatis.techtarget.com/definition/0,,sid9_gci212262,00.html The RGB tab allows you to select a color by using sliders to select the red, green and blue components The HSB and RGB tabs are shown in Fig 12.9 [Page 606] ... Section 1. 11 FORTRAN, COBOL, Pascal and Ada 11 Section 1. 12 BASIC, Visual Basic, Visual C++, C# and NET 11 Section 1. 13 Typical Java Development Environment 12 Section 1. 14 Notes about Java and Java. .. 4 .16 Wrap-Up 16 2 16 6 Summary 16 7 Terminology 16 8 Self-Review Exercises 16 9 Answers to Self-Review Exercises 17 1 Exercises 17 2 Chapter Control Statements: Part 17 9 Section 5 .1 Introduction 18 0... Java and Java How to Program, Sixth Edition 15 Section 1. 15 Test-Driving a Java Application 16 Section 1. 16 Software Engineering Case Study: Introduction to Object Technology 21 and the UML (Required)

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