Test Bank for Roberts: Art and Science of Java _p1 (1st Edition) by Eric S. Roberts

By: Eric Roberts
ISBN-10: 0321486129
/ ISBN-13: 9780321486127

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Format: Downloadable ZIP Fille
Authors: Eric Roberts
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Table of contents:

Chapter 1. Introduction
1.1 A Brief History of Computing
1.2 What Is Computer Science?
1.3 A Brief Tour of Computer Hardware
1.4 Algorithms
1.5 Stages in the Programming Process
1.6 Java and the Object-Oriented Paradigm
1.7 Java and the World Wide Web

Chapter 2. Programming by Example
2.1 The “Hello World” Program
2.2 Perspectives on the Programming Process
2.3 A Program to Add Two Numbers
2.4 Programming Idioms and Patterns
2.5 Classes and Objects
2.6 Graphical Programs

Chapter 3. Expressions
3.1 Primitive Data Types
3.2 Constants and Variables
3.3 Operators and Operands
3.4 Assignment Statements
3.5 Boolean Expressions
3.6 Designing for Change

Chapter 4. Statement Forms
4.1 Statement Types in Java
4.2 Control Statements and Problem Solving
4.3 The if Statement
4.4 The switch Statement
4.5 The while Statement
4.6 The for Statement

Chapter 5. Methods
5.1 A Quick Overview of Methods
5.2 Writing Your Own Methods
5.3 Mechanics of the Method-Calling Process
5.4 Decomposition
5.5 Algorithmic Methods

Chapter 6. Objects and Classes
6.1 Using the RandomGenerator Class
6.2 The javadoc Documentation System
6.3 Defining Your Own Classes
6.4 Representing Student Information
6.5 Rational Numbers
6.6 Extending Existing Classes

Chapter 7. Objects and Memory
7.1 The Structure of Memory
7.2 The Allocation of Memory to Variables
7.3 Primitive Types versus Objects
7.4 Linking Objects Together

Chapter 8. Strings and Characters
8.1 The Principle of Enumeration
8.2 Characters
8.3 Strings as an Abstract Idea
8.4 Using the Methods in the String Class
8.5 A Case Study in String Processing

Chapter 9. Object-Oriented Graphics
9.1 The Model
9.2 Structure of the Package
9.3 Using the Shape Classes
9.4 Creating Compound Objects

Chapter 10. Event-Driven Programs
10.1 The Java Event Model
10.2 A Simple Event-Driven Program
10.3 Responding to Mouse Events
10.4 Responding to Keyboard Events
10.5 Creating a Simple GUI
10.6 The Swing Interactor Hierarchy
10.7 Managing Component Layout
10.8 Using the TableLayout Class

Chapter 11. Arrays and ArrayLists
11.1 Introduction to Arrays
11.2 Internal Representation of Arrays
11.3 Passing Arrays as Parameters
11.4 Using Arrays for Tabulation
11.5 Initialization of Arrays
11.6 Multidimensional Arrays
11.7 Image Processing
11.8 The ArrayList Class

Chapter 12. Searching and Sorting
12.1 Searching
12.2 Sorting
12.3 Assessing Algorithmic Efficiency
12.4 Using Data Files

Chapter 13. Collection Classes
13.1 The ArrayList Class Revisited
13.2 The HashMap Class
13.3 The Java Collections Framework
13.4 Principles of Object-Oriented Design

Chapter 14. Looking Ahead
14.1 Recursion
14.2 Concurrency
14.3 Using the Network
14.4 Programming Patterns

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