TY - BOOK AU - Arnow,David M. AU - Weiss,Gerald TI - Introduction to programming using Java: an object-oriented approach SN - 9780201612721 U1 - 005.133 21 PY - 2000/// CY - Massachusetts, New York, England : PB - Addison Wesley KW - Java (Computer program language) KW - Object-oriented programming (Computer science) N1 - CONTENTS: 1 Jumping into java 1.1 Computers and programs 1..2 Programs and models 1..3 Objects, behavior, and classes etc 2 Using objects 2.1 Introduction 2.2 Using print stream objects 2..3 Using spring stream objects etc 3 Using classes 3.1 Introduction 3.2 Creating objects 3.3 Disk files 3.4 Writing output to files 3.5 Input:: An overview 4 Defining classes 4.1 Introduction 4.2 Class definition 4.3 Designing classes: spying an interactive 10 classes 4.4 Implementing the interactive class 5 The class design process; method implementation and numerical processing 5.1 Introduction 5.2 Designing classes- An overview 5.3 Numeric processing 5.4 Collecting tools : An example 5.5 Other integer types etc 6. Controlling Behavior -Conditional Execution 6.1 Introduction 6.2 Conditional execution 6.3 Employee payroll : An example 6.4 Input methods revisited 6.5 the boolean and boolean- valued expression etc 7. Verifying Object Behavior: 7.1 Introduction 7.2 Categories of errors 7.3 Test drivers 7.4 Automatic testing 7.5 What to test and how to test etc 8. Working with Multiple Objects 8.1 Introduction 8.2 Processing Multiple Objects 8.3 Loop patterns 8.4 The impact of loops on testing 8.5 A Radio Station 's Song Library etc 9. Iteration 9.1 Introduction 9.2 Designing Loops 9.3 Another Simple Example 9.4 Revisiting the Loop Patterns of Chapter 8 9.5 Variations on the Payroll Loop etc 10. Organizing Objects 10.1 Indexing 10.2 The Limitations of Enumerators 10.3 Searching 10.4 Self - organizing Vectors 10.5 Finding the index of an Extreme etc 11. Recursion 11.1 Introduction 11.2 Example Exponentiation 11.3 How to Design in Recursive Method 11.4 Recursive Methods Under the Hood 11.5 Recursion with Vectors ,Arrays and Strings etc 12. Examples 12.1 Introduction 12.2 The LOGO Turtle 12.3 Web Site Management 12.4 The game of Mancala 13 Extending class behavior 13.1 Introduction 13.2 Extending Class- Inheritance 13.3 A Better BufferedReader 13.4 Adding State to the Subclass - Accessing the Superclass's state etc 14. Exceptions 14.1 Expect the Unexpected 14.2 Encountering the Unexpected 14.3 Handling the Unexpected 14.4 Responsibility for the Unexpected 14.5 Exceptions are not Always Errors ; Glossary : p.725-738 . _ Index : p. 793-805 ER -