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Objects First With Java: A Practical Introduction Using BlueJ, 3rd Edition

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Objects First With Java: A Practical Introduction Using BlueJ, 3rd Edition

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About

Features

Includes useful website resources for students and lectures

  • Program style guide for all examples in the book
  • Links to further material of interest
  • Powerpoint slides that can be downloaded and used as OHTs (lecturers only)
  • Solutions to exercises (lecturers only)
  • Additional activities, exercises and projects for use in teaching (lecturers only)

Description

  • Copyright 2006
  • Pages: 520
  • Edition: 3rd
  • Book
  • ISBN-10: 0-13-197629-X
  • ISBN-13: 978-0-13-197629-0

Objects First With Java, 3rd editionhas been fully updated to include the latest features of Java 5.0, including generics.  It continues to use the BlueJ environment which helps students to visualize and interact with objects and classes from the beginning.

Sample Content

Table of Contents

Contents

Foreword

Preface to the instructor

List of projects discussed in detail in this book

Acknowledgements

Part 1 Foundations of object orientation

Chapter 1 Objects and classes

1.1 Objects and classes

1.2 Creating objects

1.3 Calling methods

1.4 Parameters

1.5 Data types

1.6 Multiple instances

1.7 State

1.8 What is in an object?

1.9 Object interaction

1.10 Source code

1.11 Another example

1.12 Return values

1.13 Objects as parameters

1.14 Summary

Chapter 2 Understanding class definitions

2.1 Ticket machines

2.1.1 Exploring the behavior of a naïve ticket machine

2.2 Examining a class definition

2.3 Fields, constructors, and methods

2.3.1 Fields

2.3.2 Constructors

2.4 Passing data via parameters

2.5 Assignment

2.6 Accessor methods  

2.7 Mutator methods

2.8 Printing from methods  

2.9 Summary of the naïve ticket machine

2.10 Reflecting on the design of the ticket machine

2.11 Making choices: the conditional statement

2.12 A further conditional-statement example

2.13 Local variables

2.14 Fields, parameters, and local variables

2.15 Summary of the better ticket machine

2.16 Self-review exercises

2.17 Reviewing a familiar example

2.18 Summary

Chapter 3 Object interaction

3.1 The clock example

3.2 Abstraction and modularization

3.3 Abstraction in software

3.4 Modularization in the clock example

3.5 Implementing the clock display

3.6 Class diagrams versus object diagrams

3.7 Primitive types and object types

3.8 The ClockDisplay source code

3.8.1 Class NumberDisplay

3.8.2 String concatenation

3.8.3 The modulo operator

3.8.4 Class ClockDisplay

3.9 Objects creating objects

3.10 Multiple constructors

3.11 Method calls

3.11.1 Internal method calls

3.11.2 External method calls

3.11.3 Summary of the clock display

3.12 Another example of object interaction

3.12.1 The mail system example

3.12.2 The this keyword

3.13 Using a debugger

3.13.1 Setting breakpoints

3.13.2 Single stepping 

3.13.3 Stepping into methods

3.14 Method calling revisited

3.15 Summary

Chapter 4 Grouping objects

4.1 Grouping objects in flexible-size collections

4.2 A personal notebook

4.3 A first look at library classes

4.3.1 An example of using a library 

4.4 Object structures with collections

4.5 Generic classes

4.6 Numbering within collections

4.7 Removing an item from a collection

4.8 Processing a whole collection

4.8.1 The for-each loop

4.8.2 The while loop

4.8.3 Iterating over a collection

4.8.4 Index access versus iterators

4.9 Summary of the notebook example

4.10 Another example: an auction system

4.10.1 The Lot class

4.10.2 The Auction class

4.10.3 Anonymous objects

4.10.4 Using collections

4.11 Flexible collection summary

4.12 Fixed-size collections

4.12.1 A log-file analyzer

4.12.2 Declaring array variables

4.12.3 Creating array objects

4.12.4 Using array objects

4.12.5 Analyzing the log file

4.12.6 The for loop

4.13 Summary

Chapter 5 More sophisticated behavior

5.1 Documentation for library classes

5.2 The TechSupport system

5.2.1 Exploring the TechSupport system

5.2.2 Reading the code

5.3 Reading class documentation

5.3.1 Interfaces versus implementation

5.3.2 Using library-class methods

5.3.3

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