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Contents
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Foreword 25
Preface 27
Before You Begin 47
1 Introduction to Computers, the Internet and Java 53
1.1 Introduction 54
1.2 Hardware and Software 56
1.2.1 Moore’s Law 56
1.2.2 Computer Organization 57
1.3 Data Hierarchy 59
1.4 Machine Languages, Assembly Languages and High-Level Languages 61
1.5 Basic Introduction to Object Terminology 62
1.5.1 Automobile as an Object 63
1.5.2 Methods and Classes 63
1.5.3 Instantiation 63
1.5.4 Reuse 63
1.5.5 Messages and Method Calls 64
1.5.6 Attributes and Instance Variables 64
1.5.7 Encapsulation and Information Hiding 64
1.5.8 Inheritance 64
1.5.9 Interfaces 65
1.5.10 Object-Oriented Analysis and Design (OOAD) 65
1.5.11 The UML (Unified Modeling Language) 65
1.6 Operating Systems 66
1.6.1 Windows—A Proprietary Operating System 66
1.6.2 Linux—An Open-Source Operating System 66
1.6.3 Apple’s macOS and Apple’s iOS for iPhone®, iPad® and
iPod Touch® Devices 67
1.6.4 Google’s Android 67
8 Contents
1.7 Programming Languages 68
1.8 Java 70
1.9 A Typical Java Development Environment 71
1.10 Test-Driving a Java Application 74
1.11 Internet and World Wide Web 78
1.11.1 Internet: A Network of Networks 79
1.11.2 World Wide Web: Making the Internet User-Friendly 79
1.11.3 Web Services and Mashups 79
1.11.4 Internet of Things 80
1.12 Software Technologies 81
1.13 Getting Your Questions Answered 83
2 Introduction to Java Applications; Input/Output
and Operators 87
2.1 Introduction 88
2.2 Your First Program in Java: Printing a Line of Text 88
2.2.1 Compiling the Application 92
2.2.2 Executing the Application 93
2.3 Modifying Your First Java Program 94
2.4 Displaying Text with printf 96
2.5 Another Application: Adding Integers 97
2.5.1 import Declarations 98
2.5.2 Declaring and Creating a Scanner to Obtain User Input
from the Keyboard 98
2.5.3 Prompting the User for Input 99
2.5.4 Declaring a Variable to Store an Integer and Obtaining an
Integer from the Keyboard 99
2.5.5 Obtaining a Second Integer 100
2.5.6 Using Variables in a Calculation 100
2.5.7 Displaying the Calculation Result 100
2.5.8 Java API Documentation 101
2.5.9 Declaring and Initializing Variables in Separate Statements 101
2.6 Memory Concepts 101
2.7 Arithmetic 102
2.8 Decision Making: Equality and Relational Operators 106
2.9 Wrap-Up 109
3 Control Statements: Part 1; Assignment,
++ and -- Operators 120
3.1 Introduction 121
3.2 Algorithms 121
3.3 Pseudocode 122
3.4 Control Structures 122
3.4.1 Sequence Structure in Java 123
Contents 9
3.4.2 Selection Statements in Java 124
3.4.3 Iteration Statements in Java 124
3.4.4 Summary of Control Statements in Java 124
3.5 if Single-Selection Statement 125
3.6 if…else Double-Selection Statement 126
3.6.1 Nested if…else Statements 127
3.6.2 Dangling-else Problem 128
3.6.3 Blocks 128
3.6.4 Conditional Operator (?:) 129
3.7 while Iteration Statement 129
3.8 Formulating Algorithms: Counter-Controlled Iteration 131
3.9 Formulating Algorithms: Sentinel-Controlled Iteration 135
3.10 Formulating Algorithms: Nested Control Statements 142
3.11 Compound Assignment Operators 146
3.12 Increment and Decrement Operators 147
3.13 Primitive Types 150
3.14 Wrap-Up 150
4 Control Statements: Part 2; Logical Operators 164
4.1 Introduction 165
4.2 Essentials of Counter-Controlled Iteration 165
4.3 for Iteration Statement 166
4.4 Examples Using the for Statement 170
4.4.1 Application: Summing the Even Integers from 2 to 20 171
4.4.2 Application: Compound-Interest Calculations 172
4.5 do…while Iteration Statement 175
4.6 switch Multiple-Selection Statement 176
4.7 break and continue Statements 182
4.7.1 break Statement 182
4.7.2 continue Statement 182
4.8 Logical Operators 183
4.8.1 Conditional AND (&&) Operator 184
4.8.2 Conditional OR (||) Operator 184
4.8.3 Short-Circuit Evaluation of Complex Conditions 185
4.8.4 Boolean Logical AND (&) and Boolean Logical Inclusive OR (|)
Operators 185
4.8.5 Boolean Logical Exclusive OR (^) 186
4.8.6 Logical Negation (!) Operator 186
4.8.7 Logical Operators Example 187
4.9 Structured-Programming Summary 189
4.10 Wrap-Up 194
5 Methods 204
5.1 Introduction 205
10 Contents
5.2 Program Units in Java 205
5.3 static Methods, static Variables and Class Math 207
5.4 Declaring Methods 209
5.5 Notes on Declaring and Using Methods 213
5.6 Method-Call Stack and Activation Records 214
5.6.1 Method-Call Stack 214
5.6.2 Stack Frames 214
5.6.3 Local Variables and Stack Frames 215
5.6.4 Stack Overflow 215
5.7 Argument Promotion and Casting 215
5.8 Java API Packages 216
5.9 Case Study: Secure Random-Number Generation 218
5.10 Case Study: A Game of Chance; Introducing enums 223
5.11 Scope of Declarations 227
5.12 Method Overloading 230
5.12.1 Declaring Overloaded Methods 230
5.12.2 Distinguishing Between Overloaded Methods 231
5.12.3 Return Types of Overloaded Methods 231
5.13 Wrap-Up 232
6 Arrays and ArrayLists 245
6.1 Introduction 246
6.2 Primitive Types vs. Reference Types 247
6.3 Arrays 247
6.4 Declaring and Creating Arrays 249
6.5 Examples Using Arrays 250
6.5.1 Creating and Initializing an Array 250
6.5.2 Using an Array Initializer 251
6.5.3 Calculating the Values to Store in an Array 252
6.5.4 Summing the Elements of an Array 253
6.5.5 Using Bar Charts to Display Array Data Graphically 254
6.5.6 Using the Elements of an Array as Counters 256
6.5.7 Using Arrays to Analyze Survey Results 257
6.6 Exception Handling: Processing the Incorrect Response 259
6.6.1 The try Statement 259
6.6.2 Executing the catch Block 259
6.6.3 toString Method of the Exception Parameter 260
6.7 Enhanced for Statement 260
6.8 Passing Arrays to Methods 261
6.9 Pass-By-Value vs. Pass-By-Reference 264
6.10 Multidimensional Arrays 264
6.10.1 Arrays of One-Dimensional Arrays 265
6.10.2 Two-Dimensional Arrays with Rows of Different Lengths 265
6.10.3 Creating Two-Dimensional Arrays with Array-Creation
Expressions 266
Contents 11
6.10.4 Two-Dimensional Array Example: Displaying Element Values 266
6.10.5 Common Multidimensional-Array Manipulations Performed
with for Statements 267
6.11 Variable-Length Argument Lists 268
6.12 Using Command-Line Arguments 269
6.13 Class Arrays 271
6.14 Introduction to Collections and Class ArrayList 274
6.15 Wrap-Up 278
7 Introduction to Classes and Objects 298
7.1 Introduction 299
7.2 Instance Variables, set Methods and get Methods 300
7.2.1 Account Class with an Instance Variable, and set and get Methods 300
7.2.2 AccountTest Class That Creates and Uses an Object of
Class Account 302
7.2.3 Compiling and Executing an App with Multiple Classes 305
7.2.4 Account UML Class Diagram 305
7.2.5 Additional Notes on Class AccountTest 306
7.2.6 Software Engineering with private Instance Variables and
public set and get Methods 307
7.3 Default and Explicit Initialization for Instance Variables 308
7.4 Account Class: Initializing Objects with Constructors 309
7.4.1 Declaring an Account Constructor for Custom Object
Initialization 309
7.4.2 Class AccountTest: Initializing Account Objects When
They’re Created 310
7.5 Account Class with a Balance 312
7.5.1 Account Class with a balance Instance Variable of Type double 312
7.5.2 AccountTest Class to Use Class Account 313
7.6 Case Study: Card Shuffling and Dealing Simulation 316
7.7 Case Study: Class GradeBook Using an Array to Store Grades 320
7.8 Case Study: Class GradeBook Using a Two-Dimensional Array 326
7.9 Wrap-Up 331
8 Classes and Objects: A Deeper Look 339
8.1 Introduction 340
8.2 Time Class Case Study 340
8.3 Controlling Access to Members 345
8.4 Referring to the Current Object’s Members with the this Reference 346
8.5 Time Class Case Study: Overloaded Constructors 348
8.6 Default and No-Argument Constructors 353
8.7 Notes on Set and Get Methods 354
8.8 Composition 355
8.9 enum Types 358
12 Contents
8.10 Garbage Collection 361
8.11 static Class Members 361
8.12 static Import 365
8.13 final Instance Variables 366
8.14 Package Access 367
8.15 Using BigDecimal for Precise Monetary Calculations 368
8.16 (Optional) GUI and Graphics Case Study: Using Objects with Graphics 371
8.17 Wrap-Up 375
9 Object-Oriented Programming: Inheritance 383
9.1 Introduction 384
9.2 Superclasses and Subclasses 385
9.3 protected Members 387
9.4 Relationship Between Superclasses and Subclasses 388
9.4.1 Creating and Using a CommissionEmployee Class 388
9.4.2 Creating and Using a BasePlusCommissionEmployee Class 393
9.4.3 Creating a CommissionEmployee–BasePlusCommissionEmployee
Inheritance Hierarchy 398
9.4.4 CommissionEmployee–BasePlusCommissionEmployee
Inheritance Hierarchy Using protected Instance Variables 401
9.4.5 CommissionEmployee–BasePlusCommissionEmployee Inheritance
Hierarchy Using private Instance Variables 404
9.5 Constructors in Subclasses 408
9.6 Class Object 409
9.7 Designing with Composition vs. Inheritance 410
9.8 Wrap-Up 412
10 Object-Oriented Programming: Polymorphism
and Interfaces 417
10.1 Introduction 418
10.2 Polymorphism Examples 420
10.3 Demonstrating Polymorphic Behavior 421
10.4 Abstract Classes and Methods 423
10.5 Case Study: Payroll System Using Polymorphism 426
10.5.1 Abstract Superclass Employee 427
10.5.2 Concrete Subclass SalariedEmployee 429
10.5.3 Concrete Subclass HourlyEmployee 431
10.5.4 Concrete Subclass CommissionEmployee 432
10.5.5 Indirect Concrete Subclass BasePlusCommissionEmployee 434
10.5.6 Polymorphic Processing, Operator instanceof and Downcasting 435
10.6 Allowed Assignments Between Superclass and Subclass Variables 440
10.7 final Methods and Classes 440
10.8 A Deeper Explanation of Issues with Calling Methods from Constructors 441
10.9 Creating and Using Interfaces 442
10.9.1 Developing a Payable Hierarchy 444
Contents 13
10.9.2 Interface Payable 445
10.9.3 Class Invoice 445
10.9.4 Modifying Class Employee to Implement Interface Payable 447
10.9.5 Using Interface Payable to Process Invoices and Employees
Polymorphically 449
10.9.6 Some Common Interfaces of the Java API 450
10.10 Java SE 8 Interface Enhancements 451
10.10.1 default Interface Methods 451
10.10.2 static Interface Methods 452
10.10.3 Functional Interfaces 452
10.11 Java SE 9 private Interface Methods 453
10.12 private Constructors 453
10.13 Program to an Interface, Not an Implementation 454
10.13.1 Implementation Inheritance Is Best for Small Numbers of
Tightly Coupled Classes 454
10.13.2 Interface Inheritance Is Best for Flexibility 454
10.13.3 Rethinking the Employee Hierarchy 455
10.14 (Optional) GUI and Graphics Case Study: Drawing with Polymorphism 456
10.15 Wrap-Up 458
11 Exception Handling: A Deeper Look 465
11.1 Introduction 466
11.2 Example: Divide by Zero without Exception Handling 467
11.3 Example: Handling ArithmeticExceptions and
InputMismatchExceptions 469
11.4 When to Use Exception Handling 475
11.5 Java Exception Hierarchy 475
11.6 finally Block 479
11.7 Stack Unwinding and Obtaining Information from an Exception 483
11.8 Chained Exceptions 486
11.9 Declaring New Exception Types 488
11.10 Preconditions and Postconditions 489
11.11 Assertions 489
11.12 try-with-Resources: Automatic Resource Deallocation 491
11.13 Wrap-Up 492
12 JavaFX Graphical User Interfaces: Part 1 498
12.1 Introduction 499
12.2 JavaFX Scene Builder 500
12.3 JavaFX App Window Structure 501
12.4 Welcome App—Displaying Text and an Image 502
12.4.1 Opening Scene Builder and Creating the File Welcome.fxml 502
12.4.2 Adding an Image to the Folder Containing Welcome.fxml 503
12.4.3 Creating a VBox Layout Container 503
12.4.4 Configuring the VBox Layout Container 504
12.4.5 Adding and Configuring a Label 504
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