Teaches students Java from the ground up, and builds upon their understanding of previously learned concepts to introduce new programming features.
Exciting and motivational real-world applications have been selected so that students, in working through their creation and implementation, learn the fundamentals of programming.
Students learn programming by working through and “doing” many examples. This process reinforces and solidifies important programming concepts and fundamentals.
Emphasizes key portions of the source-code listings in the text with a yellow background to illustrate key concepts.
Helps students grasp key content in every step of the learning process, and provides them with line numbers for easy reference in every sample program.
Teaches students the Java command line debugger.
Offers students practical advice and suggestions to enhance and accelerate their learning.
Replaces flowcharts which are less effective pedagogically and outdated by industry standards.
Provides students with immediate feedback after each section.
Allows students to quickly look up important terms and definitions.
Allows students to assess and test their mastery of the content. The “programming challenge” is optional and can be assigned to those students seeking a further challenge.
Simply Java Programming demonstrates the power of object-oriented, event-driven programming in Java. Its outstanding pedagogic approach comes from Deitel & Associatesthe best-selling programming language authors and renowned instructors w o have taught programming to over 1,000,000 people in 100+ countries.
APPLICATION-DRIVEN, Step-by-Step Tutorial ApproachThe Deitels explore Java concepts in the context of interesting, real-world applications such as: Web-Based Bookstore " ATM " Phone Directory " Car Payments " Billing " Flag Quiz " Fundraiser " Graphics Painter " Inventory " Investment Interest " Wage Calculator " Microwave Oven " Screen Scraper " Security Panel " Shipping Hub " Ticket Ordering " Typing Skills Developer " Drawing Shapes
Key TopicsJava Class Library " GUI Components (JButtons, JTextFields, Aists, JTimers, JTextAreas, JSpinners, JComboBoxes, JCheckBoxes, JRadioButtons, JMenus and others) " Event Handling " Debugging " Algorithms " Pseudocode " UML' " Control Statements " Methods " Random Number Generation " Arrays " Cosses " Objects" Inheritance " Polymorphism " Interfaces " Collections " Mouse and Keyboard Events " Strings " Sequential-Access Files " Database " Graphics " Multimedia " GUI Design " 3-Tier Web Application Development " Exception Handling " Iterators " Arraylists " Swing " JSP " HTML " GUI ProgrammingExtensive Pedagogic Features
1. Moving Shapes Application: Introducing Computers, the Internet and Java Programming.
2. Welcome Application: Introduction to Graphical User Interface Programming.
3. Designing the Inventory Application: Introducing JTextFields and JButtons.
4. Completing the Inventory Application: Introducing Programming.
5. Enhancing the Inventory Application: Introducing Variables, Memory Concepts and Arithmetic.
6. Wage Calculator Application: Introducing Algorithms, Pseudocode and Program Control.
7. Dental Payment Application: Introducing JCheckBoxes and Message Dialogs.
8. Car Payment Calculation Application: Introducing the while Repetition Statement.
9. Class Average Application: Introducing the do…while Reptition Statement.
10. Interest Calculator Application: Introducing the for Repetition Statement.
11. Security Panel Application: Introducing the switch Multiple-Selection Statement.
12. Enhancing the Wage Calculator Application: Introducing Methods.
13. Enhancing the Interest Calculator Application: Introduction to Event-Handling.
14. Fund Raiser Application: Introducing Scope and Conversions of Primitive Types.
15. Craps Game Application: Introducing Random-Number Generation.
16. Flag Quiz Application: Introducing One-Dimensional Arrays and JComboBoxes.
17. Student Grades Application: Introducing Two-Dimensional Arrays and JRadioButtons.
18. Microwave Oven Application: Building Your Own Classes and Objects.
19. Shipping Hub Application: Introducing ArrayList, Iterators and Mnemonics.
20. Screen Saver Application: Introducing Graphics and Inheritance.
21. “Cat and Mouse” Painter Application: Introducing Interfaces, Mouse Input and a Discussion of Event-Handling.
22. Typing Application: Introducing Keyboard Input and JMenus.
23. Screen Scraping Application: Introducing String Processing.
24. Enhanced Car Payment Calculator Application: Introducing Exception Handling.
25. Ticket Information Application: Introducing Sequential-Access Files.
26. ATM Application: Introducing Database Programming.
27. Drawing Shapes Application: Introduction to Polymorphism and Expanded Discussion of Graphics.
28. Phone Book Application: Introducing Speech Synthesis and javax.speech.
29. Bookstore Application: Web Applications: Introducing Tomcat Server.
30. Bookstore Application: Client Tier: Introducing HTML.
31. Bookstore Application: Information Tier: Examining the Database with CloudView.
32. Bookstore Application: Middle Tier: Introducing Java Server Pages.
Appendix A. Operator Precedence Chart.
Appendix B. ASCII Character Set with a Discussion of Unicode®.
Appendix C. GUI Design Guidelines.
Appendix D. Java Components.
Appendix E. Java Library Reference.
Appendix F. Keyword Chart.
Appendix G. Tomcat Setup and Cloudscape Setup Instructions.
Appendix H. Introducing Packages and Using Javadoc
Appendix I. Troubleshooting in Java