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9. Defining Classes and Creating Objects
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9. Defining Classes and Creating Objects
by David Grossman, Gideon Frieder, Ophir Frieder
Computer Science Programming Basics in Ruby
Preface
Conventions Used in This Book
Using Code Examples
Safari® Books Online
How to Contact Us
Acknowledgments
1. Introduction to Computer Science
1.1 Introduction
1.2 Application Development
Step 1: Understand the Problem
Step 2: Write Out the Solution in Plain Language
Step 3: Translate the Language into Code
Step 4: Test the Code in the Computer
1.3 Algorithms
1.3.1 Algorithm Efficiency
1.4 Summary
1.4.1 Key Concepts
1.4.2 Key Definitions
1.5 Exercises
2. How Does the Computer Really Work?
2.1 Introduction
2.2 Basic Nomenclature and Components of a Computer System
2.3 Scales of Magnitude
2.4 Instruction Execution—Speed and Timing Scales
2.5 Bit Strings and Their Meaning
2.6 The Interpreter Process and Ruby
2.7 Summary
2.7.1 Key Concepts
2.7.2 Key Definitions
2.8 Exercises
3. Core Programming Elements
3.1 Introduction
3.2 Getting Started
How to Install Ruby
How to Save Programs
3.3 What Is a Variable?
Constants: Variables That Never Change
Data Types
Integer
Float
Strings
Booleans
3.4 Basic Arithmetic Operators
3.5 Input and Output
Output Using Variables
Display User Input
Basic Programs
Step 1: Understanding the Problem
Step 2: Write Out the Problem in Plain Language
Step 3: Rewrite the Plain Language into Code
Step 4: Test the Code in the Computer
3.6 Common Programming Errors
Syntax Errors
Logic Errors
3.7 Mixing Data Types
3.8 Summary
3.8.1 Key Concepts
3.8.2 Key Definitions
3.9 Exercises
4. Conditional Structures
4.1 Introduction
4.2 Flow of Execution
Logic Flow
4.3 Conditional Control
Control Flow
4.4 If-Then-Else Statements
Testing Conditional Flow
Elsif Statements
4.5 Case Statements
4.6 Debugging
4.6.1 Alternative Styles of Debugging
4.7 Summary
4.7.1 Key Concepts
4.7.2 Key Definitions
4.8 Exercises
5. Loop Structures
5.1 Introduction
5.2 While Loops
5.3 Until Loops
5.4 For Loops and Nested Loops
For Loops
Nested Loops
5.5 Infinite Loops
5.6 Example: Finding Prime Numbers
5.7 Summary
5.7.1 Key Concepts
5.7.2 Key Definitions
5.8 Exercises
6. Arrays
6.1 Introduction
6.2 Array Types
6.2.1 One-Dimensional Arrays
Example: Find the Max
6.2.2 Multidimensional Arrays
Example: Find the Max—Modified
6.3 Hashes
Example: Hash
Example: Accessing a Hash
Example: Find the Max—Hash
6.4 Summary
6.4.1 Key Concepts
6.4.2 Key Definitions
6.5 Exercises
7. Sorting and Searching
7.1 Introduction
7.1.1 Selection Sort
7.1.2 Insertion Sort
7.1.3 Bubble Sort
7.1.4 Radix Sort
7.2 Complexity Analysis
7.3 Searching
7.3.1 Linear Search
7.3.2 Binary Search
7.4 Summary
7.4.1 Key Concepts
7.4.2 Key Definitions
7.5 Exercises
8. Using Objects
8.1 Introduction
8.2 Objects and Built-in Objects
8.2.1 Objects
8.2.2 Built-in Objects
8.2.3 Parameter Passing
8.3 Summary
8.3.1 Key Concepts
8.3.2 Key Definitions
8.4 Exercises
9. Defining Classes and Creating Objects
9.1 Introduction
9.2 Instantiating Objects from Classes
9.3 Data and Methods
9.3.1 Grouping Data and Methods
9.3.2 Implementing Methods
9.4 Summary
9.4.1 Key Concepts
9.4.2 Key Definitions
9.5 Exercises
10. Object Inheritance
10.1 Introduction
10.2 Inheritance
10.3 Basic Method Overriding
10.4 Accessing the Superclass
10.5 Applications
10.5.1 Person Database
10.5.2 Grocery Store
10.5.3 Video Games
10.6 Summary
10.6.1 Key Concepts
10.6.2 Key Definitions
10.7 Exercises
11. File Input/Output
11.1 Introduction
11.2 File Access: Reading and Writing
11.2.1 File Reader Class
11.2.2 FileWriter Class
11.2.3 File Reader/Writer Example
11.3 Summary
11.3.1 Key Concepts
11.3.2 Key Definitions
11.4 Exercises
12. Putting It All Together: Tic-Tac-Toe
12.1 Introduction
12.2 Programming Approach
12.3 Tic-Tac-Toe
12.4 Tic-Tac-Toe Revised
12.5 Summary
12.6 Exercises
A. Recommended Additional Reading
A.1 OS Reading Material
A.2 Ruby Documentation
A.3 Algorithm and Complexity Reading Material
B. Installing Ruby
B.1 Windows
B.2 Linux
B.3 Mac OS X
C. Writing Code for Ruby
C.1 Windows
C.2 Linux
C.3 Mac OS X
C.4 General Information
D. Using irb
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Copyright
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8.4 Exercises
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9.1 Introduction
Chapter 9. Defining Classes and Creating Objects
In This Chapter
Instantiating objects from classes
Data and methods in objects
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