CS 113 Programming in Java

by Milan Samplewala

Publisher
Los Angeles Mission College
Subjects
Engineering
Licence
CC BY 4.0, as LibreTexts states it
Who can read
Tweens profiles and older, judged from its title and subjects

Contents

LibreTexts writes equations in TeX, and here they show as TeX; the PDF has them typeset.

  1. Front Matter
  2. TitlePage
  3. InfoPage
  4. Table of Contents
  5. Licensing
  6. 1: Java Program Design and Development
  7. 1.1: Introduction
  8. 1.2: Designing Good Programs
  9. 1.3: Designing a Riddle Program
  10. 1.4: Java Language Elements
  11. 1.5: Editing, Compiling, and Running a Java Program
  12. 1.6: From the Java Library- System and PrintStream
  13. 2: Objects- Defining, Creating, and Using
  14. 2.1: Introduction
  15. 2.2: Using String Objects
  16. 2.3: Drawing Shapes with the Graphics Object (Optional)
  17. 2.4: Class Definition
  18. 2.5: Case Study- Simulating a Two-Person Game
  19. 2.6: From the Java Library- java.util.Scanner
  20. 3: Methods- Communicating with Objects
  21. 3.1: Introduction
  22. 3.2: Passing Information to an Object
  23. 3.3: Constructor Methods
  24. 3.4: Retrieving Information from an Object
  25. 3.5: Passing a Value and Passing a Reference
  26. 3.6: Flow of Control- Control Structures
  27. 3.7: Testing an Improved OneRowNim
  28. 3.8: From the Java Library- java.lang.Object
  29. 3.9: Object-Oriented Design- Inheritance and Polymorphism
  30. 3.10: Drawing Lines and Defining Graphical Methods (Optional)
  31. 4: Input/Output- Designing the User Interface
  32. 4.1: Introduction
  33. 4.2: The User Interface
  34. 4.3: A Command-line Interface
  35. 4.4: A Graphical User Interface (GUI)
  36. 4.5: Case Study- The One Row Nim Game
  37. 4.6: From the Java Library- java.io.File and file input (Optional)
  38. 5: Java Data and Operators
  39. 5.1: Introduction
  40. 5.2: Boolean Data and Operators
  41. 5.3: Numeric Data and Operators
  42. 5.4: From the Java Library java.lang.Math
  43. 5.5: Numeric Processing Examples
  44. 5.6: From the Java Library- java.text.NumberFormat
  45. 5.7: Character Data and Operators
  46. 5.8: Example- Character Conversions
  47. 5.9: Problem Solving = Representation + Action
  48. 6: Control Structures
  49. 6.1: Introduction
  50. 6.2: Flow of Control- Repetition Structures
  51. 6.3: Counting Loops
  52. 6.4: Example- Car Loan
  53. 6.5: Graphics Example- Drawing a Checkerboard
  54. 6.6: Conditional Loops
  55. 6.7: Example- Computing Averages
  56. 6.8: Example- Data Validation
  57. 6.9: Principles of Loop Design
  58. 6.10: The switch Multiway Selection Structure
  59. 6.11: Object-Oriented Design- Structured Programming
  60. 6.12: Special Topic- What Can Be Computed?
  61. 7: Strings and String Processing
  62. 7.1: Introduction
  63. 7.2: String Basics
  64. 7.3: Finding Things Within a String
  65. 7.4: Example- Keyword Search
  66. 7.5: From the Java Library- StringBuffer
  67. 7.6: Retrieving Parts of Strings
  68. 7.7: Example- Processing Names and Passwords
  69. 7.8: Processing Each Character in a String
  70. 7.9: Comparing Strings
  71. 7.10: From the Java Library- StringTokenizer
  72. 7.11: Handling Text in a Graphics Context (Optional)
  73. 8: Arrays and Array Processing
  74. 8.1: Introduction
  75. 8.2: One-Dimensional Arrays
  76. 8.3: Simple Array Examples
  77. 8.4: Example- Counting Frequencies of Letters
  78. 8.5: Array Algorithms- Sorting
  79. 8.6: Array Algorithms- Searching
  80. 8.7: Two-Dimensional Arrays
  81. 8.8: Multidimensional Arrays (Optional)
  82. 8.9: Object-Oriented Design- Polymorphic Sorting (Optional)
  83. 8.10: From the Java Library- java.util.Vector
  84. 8.11: Case Study- An N-Player Computer Game
  85. 8.12: A GUI-Based Game (Optional Graphics)
  86. 9: Exceptions- When Things Go Wrong
  87. 9.1: Introduction
  88. 9.2: Handling Exceptional Conditions
  89. 9.3: Java’s Exception Hierarchy
  90. 9.4: Handling Exceptions Within a Program
  91. 9.5: Error Handling and Robust Program Design
  92. 9.6: Creating and Throwing Your Own Exceptions
  93. 9.7: From the Java Library- javax.swing.JOptionPane
  94. 10: Recursive Problem Solving
  95. 10.1: Introduction
  96. 10.2: Recursive Definition
  97. 10.3: Recursive String Methods
  98. 10.4: Recursive Array Processing
  99. 10.5: Example- Drawing (Recursive) Fractals
  100. 10.6: Object-Oriented Design- Tail Recursion
  101. 10.7: Object-Oriented Design- Recursion or Iteration?
  102. 10.8: Special Topic- Exploring the Mandelbrot Set
  103. 10.9: From the Java Library- javax.swing.JComboBox
  104. Back Matter
  105. Index
  106. Glossary
  107. Detailed Licensing
  108. Detailed Licensing