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Java: An Eventful Approach

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Java: An Eventful Approach


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Library designed to ease the use of graphic objects and event-driven programming–Provides features that make event-driven programming responding to mouse events much easier; allows a truly object-oriented approach to programming in Java from day 1.  


Focus on using the standard Java event-driven paradigm using GUI components and listeners as students learn more programming constructs in Java.

~Encourages students to learn the correct programming style early on, and learn more complex syntax when they are ready for it.


Relatively early introduction to simple concurrency with threads (chapter 9)–Provides support in reducing syntactic overhead, but helps teach the correct programming style for using threads.


Coverage of all of the usual material in introductory courses (including recursion, arrays, strings, files, sorting and searching) without overloading students.


Chapter Review Problems and Programming Problem–Appear at the end of each chapter.

~Helps students check their understanding of the material.

Instructor’s Web site–Contains all of the programs from the text, answers to all problems in the text, laboratory programming assignments (including solutions), and programs that can be used as class examples.   The instructor’s area includes space for questions and discussions by instructors using these materials.


  • Copyright 2005
  • Dimensions: 7" x 9-1/8"
  • Pages: 720
  • Edition: 1st
  • Book
  • ISBN-10: 0-13-142415-7
  • ISBN-13: 978-0-13-142415-9

Java: An Eventful Approach has been written from the ground up to help students master objects and events first—so they can begin accomplishing serious programming tasks with Java far more quickly.

Authored by three leading experts in computer science instruction—including 2005 SIGCSE award-winner Kim Bruce—this book reflects a fundamental rethinking of how Java and object-oriented languages are taught. To give students the "training wheels" they need to rapidly begin using sophisticated Java features, the authors introduce a complete objectoriented graphics library. Using it, students can immediately begin programming simple graphics and animations, and literally see the results of their code. Students learn core language features as they're ready—and master powerful features such as concurrency far sooner than in conventional treatments.

This book's object-first approach, content, and features have been systematically proven at many of the world's leading universities, four-year colleges, and two-year institutions. Features include:

  • Strong focus on event-driven programming with GUI components: a paradigm students recognize from their experience with point-and-click environments
  • Early introductions to simple concurrency and threads, focusing on correct programming style
  • Thorough, step-by-step coverage of all typical introductory material, including arrays, strings, recursion, files, sorting, searching, inheritance, and more
  • An exceptionally effective approach to teaching exceptions
  • A practical primer on the fundamentals of object-oriented design
  • Embedded chapter exercises for assessing progress
  • End-of-chapter review exercises and programming problems that reinforce key concepts and techniques
  • Appendix explaining how to navigate and read any Java API

Sample Content

Table of Contents

(NOTE: Most chapters conclude with Summary, Chapter Review Problems, and Programming Problems.)


  1. What is Programming Anyway? 


  2. What’s in a name? 


  3. Working with Numbers. 

  4. Making Choices.

  5. Primitive Types, Operators, and Strings.

  6. Classes.

  7. Control Structures.

  8. Declarations and Scope.


  9. Active Objects. 10. Interfaces.

11. Graphical User Interfaces in Java.

12. Recursion.

13. General loops in Java.

14. Arrays.


15. Multidimensional Arrays.

16. Strings and Characters.

17. Inheritance.


18. Exceptions.


19. Streams 481.


20. Searching and Sorting.


21. Introduction to Object-Oriented Design.


Appendix A. Objectdraw API Summary.


Appendix B. Programming without objectdraw.


Appendix C. Creating runnable applets and applications.




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