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Programming with Java
Author
Sunil Patekar
,
Mahesh Bhave
Release Date: 2008/09/01
ISBN: 9788131720806
Topic:
Software Development
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Book Description
Programming with Java is designed to help the reader understand the concepts of Java programming language. It includes an exhaustive coverage of additional appendices on keywords, operators and supplementary programs; additional chapters on Collect
Table of Contents
Cover
Title Page
Contents
Dedication
List of Programs
List of Boxes
List of Figures
List of Tables
Preface
Chapter 1: Introduction
1.1 A Brief History of Java
1.2 Why Is Java Popular for the Internet?
1.3 Features of Java
1.3.1 Simple
1.3.2 Secure
1.3.3 Portable
1.3.4 Object oriented
1.3.5 Robust
1.3.6 Multi-threaded
1.3.7 Interpreted
1.3.8 Architecture neutral
1.3.9 Distributed
1.4 How Java Programs Run
1.5 Advantages and Disadvantages of an Interpreted Language
1.6 Java Applets and Applications
1.7 Advantages of Java Technology
1.8 Java Platform
1.9 Java Development Kit
1.10 How to Run Simple Java Programs
1.10.1 How to organize our computer for command prompt operation
1.10.2 How to run a simple program in command prompt environment
1.10.3 How to run programs in integrated development environments
Keywords
RuleBook
Review Questions
Chapter 2: Object Orientation an Introduction
2.1 Programming Languages Before Object Orientation Became Popular
2.2 Features of Object-Oriented Language
2.2.1 Encapsulation
2.2.2 Data hiding
2.2.3 Inheritance
2.2.4 Polymorphism
2.2.5 Message passing
2.3 The Benefits of OOP
2.3.1 Software reusability
2.3.2 Code sharing
2.3.3 Rapid prototyping
2.3.4 Information hiding
Keywords
Review Questions
Chapter 3: Java Language Basics
3.1 Introduction
3.2 Java Program Structure
3.3 Basic Building Blocks
3.3.1 Comments
3.3.2 Character set
3.3.3 Constants
3.4 Variables
3.5 Data Types
3.5.1 Numeric data types
3.5.2 Non-numeric data types
3.5.3 Declarations of variables
3.6 Operators
3.6.1 Arithmetic operators
3.6.2 Relational operators
3.6.3 Logical operators
3.6.4 Bit-wise operators
3.6.5 Shift operators
3.6.6 Assignment operators
3.6.7 Other (special) operators
3.7 Expressions
3.7.1 Arithmetic expressions
3.7.2 Arithmetic expressions with single operand
3.7.3 Arithmetic expressions with two operands
3.7.4 General arithmetic expressions
3.7.5 Logical expressions
3.7.6 Assignment expressions
3.7.7 Type char in assignment
3.8 Typecasting
3.9 Keyword Final
3.10 Statements
3.10.1 Expression statements
3.10.2 Declaration statement
3.10.3 Flow control statements
3.10.4 Empty statement
3.10.5 Labelled statement
3.11 Description of Very Simple Java Program
3.12 End of Chapter Programs
3.12.1 Relational expression
3.12.2 Study of special characters
3.12.3 Truncating a real number
3.12.4 A straight line
3.12.5 Keyword final
Keywords
RuleBook
C++ Corner
Review Questions
Exercises
Chapter 4: Control Structures
4.1 Simple If Statement
4.2 If-Else Statement
4.3 Switch-Case Statement
Advance Note
Keywords
RuleBook
Review Questions
Exercises
Chapter 5: Loops
5.1 for Loop
5.2 while Loop
5.3 do-while Loop
5.4 break and continue
5.4.1 break statement
5.4.2 continue statement
5.5 Comparison of all the Three Constructs
5.6 End of Chapter Programs
5.6.1 Fibonacci numbers
5.6.2 Compound interest
5.6.3 for loop control variable
5.6.4 Java is great!
5.6.5 cv can be a character
Keywords
RuleBook
C++ Corner
Review Questions
Exercises
Chapter 6: Functions
6.1 Functions in Java
6.1.1 Syntax of methods
6.2 Recursive Functions
6.3 Parameter Passing
6.3.1 Simple data types as parameters
6.3.2 Objects as parameters
6.4 Method swap
6.5 In-built Methods or Library Methods
6.6 End of Chapter Programs
6.6.1 Method pow()
6.6.2 Method Math.atan2()
Keywords
RuleBook
C++ Corner
Review Questions
Exercises
Chapter 7: Arrays
7.1 Arrays in Java
7.2 Creating an Array
7.3 Array Index Checking
7.4 Multi-Dimensional Arrays
7.4.1 Matrix addition
7.4.2 Matrix multiplication
7.5 Enhanced for Loop
7.6 End of Chapter Programs
7.6.1 Array index out of bound
7.6.2 Binary search
7.6.3 Linear search
7.6.4 Checking for duplicate
Keywords
RuleBook
C++ Corner
Review Questions
Exercises
Chapter 8: Introducing Classes
8.1 Class Fundamentals
8.1.1 The general form of a class
8.1.2 A simple class
8.2 Declaring and Creating Objects
8.3 Accessing Members
8.4 Access Control Parameters: Public and Private
8.5 Introducing Methods
8.6 Methods with Parameters
8.7 Methods Returning a Value
8.8 Constructors
8.9 System-Supplied Constructor
8.10 Default Constructor
8.11 Keyword this
8.12 Garbage Collection
8.13 The finalize() Method
8.14 Overloading Methods and Constructors
8.15 Using Objects as Parameters
8.16 Keyword Static
8.16.1 Static variables
8.16.2 Static methods
8.17 Description of Simple Java Program
8.18 End of Chapter Programs
8.18.1 Initializing an object is necessary
8.18.2 A non-static method can access private instance variables
8.18.3 Private variables are not accessible outside the class
8.18.4 Use of this keyword
8.18.5 Keyword static not allowed for local variables
8.18.6 Class Point
Keywords
RuleBook
C++ Corner
Review Questions
Exercises
Chapter 9: Wrapper Classes
9.1 Introduction
9.2 Class Byte
9.3 Float
9.4 Boolean
9.5 Character
9.6 Autoboxing and Unboxing Principle
9.7 End of Chapter Programs
9.7.1 Java identifier start
9.7.2 Method valueOf()
Keywords
RuleBook
C++ Corner
Review Questions
Exercises
Chapter 10: Strings
10.1 Introduction
10.2 Declaring and Constructing a String
10.3 Reading a String
10.4 Writing a String
10.5 Copying One String into Other
10.6 Comparing Strings
10.7 Other Operations on Strings
10.7.1 Testing for contents
10.7.2 Changing the case
10.7.3 Methods valueof() and toString()
10.7.4 Concatenation of strings
10.8 Sorting Strings
10.9 StringBuffer
10.9.1 How to modify strings using StringBuffer
10.10 Class Vector
10.11 End of Chapter Programs
10.11.1 Reading a string from console
10.11.2 Comparison operators == does not work on strings
Keywords
RuleBook
C++ Corner
Review Questions
Exercises
Chapter 11: Simple Input/Output
11.1 Concepts of Streams, Stream Classes
11.2 Character Stream Classes
11.3 Writing to the Screen
11.4 Simple Formatting
11.5 Formatting with printf
11.6 Reading the Data
11.7 Reading Strings
11.8 Reading Data
11.9 Class Scanner
11.10 StreamTokenizer
11.11 Hierarchies of Character-Based i/o Classes
11.12 Hierarchies of Byte-Oriented i/o Classes
11.13 End of Chapter Programs
11.13.1 Using class InputStreamReader
11.13.2 Reading integer
11.13.3 Reading into a character array
11.13.4 Formatted output
RuleBook
C++ Corner
Keywords
Review Questions
Exercises
Chapter 12: Inheritance
12.1 Inheritance Basics
12.2 Member Access and Inheritance
12.3 Keyword super
12.3.1 Use of super in sub-class constructor
12.3.2 Use of super in referencing a super-class variable
12.4 Use of this in Sub-Class Constructor
12.5 Creating a Multi-Level Hierarchy
12.5.1 Keyword protected
12.6 Method overriding
12.7 Using final in Inheritance
12.7.1 Using final with a class
12.7.2 Using final with a method of a super-class
12.8 Introducing Interface
12.8.1 Defining an interface
12.8.2 Implementing interfaces
12.8.3 Variables in interfaces
12.9 Abstract Methods and Classes
12.10 Collection of Programs
12.10.1 private of super not accessible
12.10.2 This program proves that default acts as public
12.10.3 Is super always needed in sub-class constructor?
12.10.4 A final class cannot be extended
Keywords
RuleBook
C++ Corner
Review Questions
Exercises
Chapter 13: Graphics
13.1 Introduction
13.2 Frame
13.3 Drawing a Line
13.4 Drawing a Rectangle
13.5 Drawing a Point
13.6 Drawing Circles
13.7 Introducing Colours
13.8 Designing a Fabric
13.9 Simple Animation
13.10 End of Chapter Programs
13.10.1 Thick point by other methods
Keywords
C++ Corner
Review Questions
Exercises
Chapter 14: Collection of Academic Programs
14.1 Prime Numbers
14.1.1 Sieve of Eratosthenes
14.1.2 Prime numbers: A more efficient method
14.2 Date, Time, and Calendar
14.2.1 Class Date
14.2.2 Method getTime() from class Date
14.2.3 Class GregorianCalendar
14.2.4 Incrementing a date
14.3 Matrix
14.3.1 Matrix addition
14.3.2 Matrix multiplication
14.4 Handling Complex Numbers
14.5 Astrology and Numerology
14.5.1 Astrology
14.5.2 Numerology
14.6 Playing Cards
14.6.1 Shuffling of cards I
14.6.2 Generate a fresh deck of cards
14.7 Searching and Sorting
14.7.1 Selection sort
14.7.2 Quick sort
14.7.3 Bubble sort
Exercises
Chapter 15: Miscellaneous Topics
15.1 Packages
15.1.1 Def ining and using packages
15.1.2 Static import
15.2 Command Line Arguments
15.3 Inner and Outer Classes
15.4 BigInteger
15.5 Enumeration
15.6 Labelled break and Labelled Continue
15.6.1 Labelled break
15.6.2 Labelled continue
15.7 Operators Revisited
15.7.1 Conditional operator (? :)
15.7.2 Operator instanceof
15.7.3 Operator >>>
15.8 Interface Cloneable
15.8.1 Method clone()
15.9 Generics
15.9.1 Generic types
15.9.2 Generic methods
15.10 Guidelines for Forming Identifiers
15.11 Parameter Passing Re-visited
15.12 Dynamic Data Structures
15.12.1 Linked list
15.12.2 Binary search tree
15.13 Package Java.util
15.13.1 Arrays
15.13.2 Class BitSet
15.14 Class Runtime
15.14.1 Methods freeMemory() and totalMemory()
15.15 Class System: Time Delay Routine
15.16 Assertion
15.17 Description of Advanced Java Program
15.18 The Untold Story: Java Criticized
Keywords
RuleBook
C++ Corner
Review Questions
Exercises
Chapter 16: Inheritance Revisited
16.1 Class Object
16.2 Multiple Inheritance
16.3 Polymorphism
16.3.1 A super-class variable can reference a sub-class object
16.3.2 Polymorphism in action
16.4 Dynamic Method Dispatch
16.5 Collection of Programs
16.5.1 Sub-class reference cannot be assigned a super-class value
16.5.2 Arrays of dissimilar elements
RuleBook
C++ Corner
Review Questions
Chapter 17: Files
17.1 Why Files?
17.2 File Classification
17.3 Class File
17.4 Text Files
17.5 Formatted File Input
17.6 Reading File with Format-Free Data
17.7 Binary Files
17.8 Files for Objects
17.9 Random Access File
17.10 Object Serialization
17.11 End of Chapter Programs
17.11.1 Large binary file
17.11.2 Large text file
17.11.3 List of files
17.11.4 Reading matrices from binary files
17.11.5 Listing all the files including those in the sub-folders
Keywords
Review Questions
Chapter 18: Multi-threaded Programming
18.1 What are Threads?
18.2 Why Use Threads?
18.3 Creating and Running a Thread
18.4 Creating Multiple Threads
18.5 Life Cycle of a Thread
18.6 Implementing Runnable Interface
18.7 Thread Priority and Thread Scheduling Policy
18.8 Synchronization
18.8.1 Synchronized methods
18.8.2 Synchronized statements
18.8.3 Methods wait(), notify(), and notifyAll()
18.8.4 Method join()
18.9 Timer and TimerTask
Keywords
RuleBook
Review Questions
Exercises
Chapter 19: Exception Handling
19.1 Why Use Exception Handling
19.2 Types of Exceptions
19.3 Checked and Unchecked Exceptions
19.4 Exception Handling Constructs
19.5 Keyword finally
19.6 Throw Statement
19.7 Multiple Catch Blocks
19.8 Collection of End of Chapter Programs
19.8.1 Clause finally
19.8.2 Number format exception
Keywords
RuleBook
C++ Corner
Review Questions
Exercises
Chapter 20: Java Applets
20.1 Applet Basics
20.2 The Applet Class
20.3 Applet Architecture
20.4 Applet Life Cycle
20.5 Comparison of Applet and Application
20.6 Setting Font and Changing Style, Size, Type, Foreground and Background Colour
20.7 Using Graphics Methods in Applets
20.8 Colours and Applets
20.9 Images in Applet
20.10 Sound in Applets
20.11 Applet Tag Attributes
20.12 JAR Files
20.13 Introduction to HTML
Keywords
RuleBook
C++ Corner
Review Questions
Exercises
Chapter 21: Event Handling And AWT
21.1 Abstract Window Toolkit
21.1.1 Using Button
21.1.2 Using TextField
21.1.3 Using checkbox
21.1.4 Using radio button
21.1.5 Using canvas
21.2 Event Handling
21.2.1 Delegation event model
21.2.2 Event classes and event listener interfaces
21.2.3 KeyEvent
21.2.4 Mouse events
21.2.5 Adapter classes
21.2.6 Virtual key code constants
Keywords
RuleBook
Review Questions
Exercises
Chapter 22: Introduction to Swing
22.1 JFrame
22.2 JOptionPane for (Output) Message
22.3 Input Dialog JOptionPane
22.4 Class JButton
22.5 Class JLabel
22.6 JCheckBox
22.7 Introduction to JRadioButtons
22.8 Introduction to Class Canvas
22.9 Class JTextField
22.9.1 Simple demo
22.9.2 Finding a square of a number
22.10 JTextArea
22.11 JMenu
22.12 JFileChooser
22.13 JComboBox
22.14 Layout Manager
22.14.1 BorderLayout
22.14.2 BoxLayout
22.14.3 GridLayout
22.15 Using Borders
22.16 Java Foundation Classes
Keywords
RuleBook
Review Questions
Exercises
Chapter 23: Collection Framework
23.1 Collection Interface
23.2 List Interface
23.3 ArrayList
23.4 LinkedList
23.5 Interface Set
23.5.1 Iterator
23.6 TreeSet
23.7 HashSet
23.8 Interface Map
23.9 HashMap
23.10 TreeMap
23.11 Hashtable
23.12 Algorithms
23.12.1 Sorting
23.12.2 Algorithm shuffle
23.12.3 Binary search
23.13 HashMap
23.14 Enhanced For Loop
Keywords
RuleBook
Review Questions
Exercises
Chapter 24: Multimedia Experience
24.1 Images
24.1.1 Introducing image
24.1.2 Converting image to an array
24.1.3 Processing image
24.1.4 Study of transparency
24.1.5 Subtitles
24.2 Sound
24.2.1 Sound in applications
24.2.2 A musical keyboard
24.3 Complete Multimedia Experience
Keywords
Review Questions
Exercises
Chapter 25: Moving From C++ to Java
25.1 Part I: Comparing keywords
25.1.1 Keywords
25.2 Part II: Differences as a Programming Language
25.2.1 Facilities in C++ missing in Java
25.2.2 Facilities in Java not present in C++
25.3 C++ to Java Through Programs
25.3.1 Exercise one
25.3.2 Exercise two
25.3.3 Exercise three
25.3.4 Exercise four
25.3.5 Exercise five
25.3.6 Exercise six
25.4 Rules for C++ to Java Conversion
Chapter 26: Collection of Programs
26.1 Projectile
26.2 Wall Clock
26.3 Drawing Ellipses
26.4 Area of Circle by Monte Carlo Method
26.5 Display of Binary Tree
26.6 Drawing with Data from a File
26.7 Animation
26.8 Graphical Display of Bubble Sort
26.9 Astrology: Strength of a Horoscope
26.9.1 Strength of planets located in different signs
26.9.2 Strength of planets depending on the position
26.10 Freehand Drawing
26.11 Sudoku I
26.12 Sudoku II
26.13 Moon Revolves Around Earth
26.14 Astronomy: Retrograde Motion
Appendices
Appendix A: RuleBook
Appendix B: Keywords
Appendix C: Operators
Appendix D: List of Important Packages
Appendix E: Mini projects
AE. 1 Chess Clock
AE. 2 Rolling board
AE. 3 Kaun Banega Karodpati
AE. 4 Exam master
AE. 5 Game of Business
AE. 6 Game: Snake II
AE. 7 Game: Snake and ladder
AE. 8 Game of Contract Bridge
AE. 9 Java IDE in Java
AE. 10 Game of chess
Bibliography
Glossary
Acknowledgements
Copyright
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