Addison-Wesley / Prentice Hall
Computer Science
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ISBN-10: 0321245741
ISBN-13: 9780321245748
Publisher: Addison-Wesley
Copyright: 2006
Format: Paper Bound w/CD-ROM; 640 pp
Published: 08/29/2005
Suggested retail price: $103.00
Buy from myPearsonStore
This first truly innovative introduction to Java programming by world-renowned teacher and computer scientist Andy van Dam and Kate Sanders brings realistic, object-oriented programming to the forefront. This early foray into object-oriented programming, not simply objects, from encapsulation through polymorphism supports the real-world applications of Java and enforces good, structured programming habits that will stay with students for a lifetime.
Its distinctive graphical approach, replete with graphics-based examples and exercises, provides valuable motivation for first-time programmers and captures students’ attention through visually appealing applications. This book gives students the opportunity to gain realistic experience of writing larger programs that are systems of cooperating objects. It incorporates the newest Java 5.0 features including the standard Scanner class and offers extensive data structures coverage (stacks, queues, linked lists and trees).
- Co-authored by “award-winning” educator and computer scientist Andy van Dam
- Focus on object-oriented design which provides students with the realistic experience of writing programs that are systems of cooperating objects
- Early coverage of all important object-oriented concepts, including polymorphism, so that students are immersed in this methodology from the beginning
- An extensive use of graphical user interface and graphics examples, which are important (and interesting) for students to understand
- Realistic and runnable programming examples
- Visually appealing application programs including animations and games
- Complete chapter on design patterns
- Data Structure topics including stacks, queues, linked lists and trees
- Introduction to searching and sorting algorithms and analysis of algorithms
- Numeric and text-based computing covered in second part of book
Contents
Preface
Chapter 0 Background
0.1 Introduction
0.2 Computer hardware
0.3 Computer software
0.4 Programming languages and Java
0.5 Executing a program
0.6 Software tools for programming
0.7 How compilation works in Java
0.8 The process of writing programs
0.9 What if your program doesn’t work?
Summary
Self-Check Questions
Exercises
Chapter 1 Introduction to Objects
1.1 Introduction
1.2 Concepts
1.3 Mechanics
1.4 Working Out with Objects: getting starting with Java
Summary
Self-Check Questions
Exercises
Programming Projects
New Style Conventions
Chapter 2 Methods with Parameters
2.1 Introduction
2.2 Concepts
2.3 Mechanics
2.4 Working Out with Objects: the talking sun
2.5 Working Out with Composite Objects: the Snowman
Summary
Self-Check Questions
Exercises
Programming Projects
Chapter 3 Inheritance
3.1 Introduction
3.2 Concepts
3.3 Mechanics
3.4 Working Out with Inheritance: the Blobs
Summary
Self-Check Questions
Exercises
Programming Projects
Chapter 4 Interfaces
4.1 Introduction
4.2 Concepts
4.3 Mechanics
4.4 Working Out with Interfaces: a movable sun
4.5 Working Out with Interfaces and Composite Shapes: a movable hat
4.6 Recipes
Summary
Self-Check Questions
Exercises
Programming Projects
Chapter 5 Polymorphism
5.1 Introduction
5.2 Concepts
5.3 Mechanics
5.4 Working Out with Polymorphism: the sketch pad
Summary
Self-Check Questions
Exercises
Programming Projects
Chapter 6 Introduction to Arithmetic and Conditional Statements
6.1 Introduction
6.2 Concepts
6.3 Mechanics
6.4 Working Out with arithmetic and conditionals: Daisy,Daisy, give me your answer do
Summary
Self-Check Questions
Exercises
Programming Projects
Chapter 7 Two-Dimensional Graphical Shapes
7.1 Introduction
7.2 Concepts
7.3 Working Out with Windows and Shapes - FirstApp revisited
7.4 Working Out with Events and Animation - the bouncing ball
7.5 Working Out with Events and Composite Shapes - the fish tank
7.6 Working Out with Design - building our own Wheels
Summary
Self-Check Questions
Exercises
Programming Projects
Chapter 8 Graphical User Interfaces and Event-Handling
8.1 Introduction
8.2 Concepts
8.3 Mechanics
8.4 Working out with GUI: a user-controlled bouncing ball
Summary
Self-Check Questions
Exercises
Programming Projects
Chapter 9 Design Patterns
9.1 Introduction
9.2 Concepts
9.3 Mechanics
9.4 Working out with the Holder Pattern - part of a drawing program
9.5 Working out with the Proxy Pattern - race cars
9.6 Working out with the Composite Pattern - the space alien
Summary
Self-Check Questions
Exercises
Programming Projects
Chapter 10 Advanced Arithmetic and Conditional Statements
10.1 Introduction
10.2 Concepts
10.3 Mechanics
10.4 Working out with floating point numbers, nested conditionals, and random numbers - ColorBounceApp
Summary
Self-Check Questions
Exercises
Programming Projects
Chapter 11 Loops
11.1 Introduction
11.2 Concepts
11.3 Mechanics
11.4 Working out with: ButterflyApp
Summary
Self-Check Questions
Exercises
Programming Projects
Chapter 12 Recursion
12.1 Introduction
12.2 Concepts
12.3 Mechanics
12.4 Working out with Recursion: SpiralApp
12.5 Working out with Recursion: TreeApp
Summary
Self-Check Questions
Exercises
Programming Projects
Chapter 13 Arrays, Vectors, and ArrayLists
13.1 Introduction
13.2 Concepts
13.3 Mechanics
13.4 Working out with: Arrays: ClickApp
Summary
Self-Check Questions
Exercises
Programming Projects
Chapter 14 Introduction to Data Structures
14.1 Introduction
14.2 Concepts
14.3 Mechanics
14.4 Working Out with Data Structures: Driver programs
Summary
Self-Check Questions
Exercises
Programming Projects
Chapter 15 Trees
15.1 Introduction
15.2 Concepts
15.3 Mechanics: Binary Search Trees
15.4 Working Out with Trees: Driver Program
Summary
Self-Check Questions
Exercises
Chapter 16 Sorting and Searching
16.1 Introduction
16.2 Concepts
Summary
Self-Check Questions
Exercises
Programming Projects
Chapter 17 Strings and Text I/O
17.1 Introduction
17.2 Concepts
17.3 Mechanics: Strings
17.4 Working out with Strings: GUI Text I/O
Summary
Self-Check Questions
Exercises
Programming Projects
Chapter 18 Console I/O, File I/O, and Exceptions
18.1 Introduction
18.2 Concepts
18.3 Mechanics
18.4 Working Out with File I/O: Saving and restoring objects
Summary
Self-Check Questions
Exercises
Programming Projects
Index
This principle-driven introduction to programming with Java and its standard Swing graphics library by world-renowned computer science professor Andy van Dam and professor Kate Sanders emphasizes object-oriented design and programming. It covers all important object-oriented programming mechanisms at the beginning of the book-from encapsulation through inheritance, interfaces, and polymorphism. It uses numerous executable examples to teach modularization and other good programming habits that will stay with students for a lifetime. Most of the programming examples and exercises take advantage of the visual appeal of interactive graphics to provide essential motivation for first-time programmers.
With Object-Oriented Programming in Java: A Graphical Approach, students will:
• Use an approach to learning object-oriented design and programming that has been tested for a decade and used successfully at multiple universities.
• Experience reading and writing non-trivial, interactive programs that are systems of cooperating objects.
• Capitalize on the powerful features of Java 5.0 including Swing class, generics, and static imports.
• Get a good introduction to fundamental data structures (stacks, queues, linked lists and trees) and a complete chapter on design patterns.
"Strong Object-Oriented Design skills in combination with experience working on non-trivial projects are a requirement for succeeding in today’s software industry. Students who follow the approach of this book are bound to be successful later in their software careers; you need only see the number of former Andy van Dam students at current industry powerhouses to believe it!" -Matt Chotin, Sr. Software Engineer, Macromedia and former student of Andy van Dam
"Graphics are a useful motivator because students enjoy graphics far more than text or arithmetic examples, and graphics are inherently object-oriented." -Karl R. Wurst, Worcester State College
"Andy van Dam and Kate Sanders do a great job of hitting Objects first-teaching OO early and letting the procedural stuff come along naturally. I have seen a number of texts that claim they do this, but I haven't seen anyone who does it like these authors do."-Ben Shaffer, University of Northern Iowa
- Companion Website
Sanders & van Dam
© 2006 | Addison-Wesley | On-line Supplement | Instock
ISBN-10: 0321382439 | ISBN-13: 9780321382436
URL: http://www.aw-bc.com/sanders_vandam
- CS Support-Student Support Material
Addison-Wesley
© 2008 | Addison-Wesley | On-line Supplement | Instock
ISBN-10: 0321446852 | ISBN-13: 9780321446855
URL: http://www.aw.com/cssupport - Companion Website
Sanders & van Dam
© 2006 | Addison-Wesley | On-line Supplement | Instock
ISBN-10: 0321382439 | ISBN-13: 9780321382436
URL: http://www.aw-bc.com/sanders_vandam
- Companion Website
Sanders & van Dam
© 2006 | Addison-Wesley | On-line Supplement | Instock
ISBN-10: 0321382439 | ISBN-13: 9780321382436
URL: http://www.aw-bc.com/sanders_vandam
Pearson Higher Education offers special pricing when you choose to package your text with other student resources. If you're interested in creating a cost-saving package for your students, contact your Pearson Higher Education representative for pricing and ordering information.
Pearson Higher Education offers special pricing when you choose to package your text with other student resources. If you're interested in creating a cost-saving package for your students, browse our available packages below, or contact your Pearson Higher Education representative to create your own package.
- Package ISBN-10: 0321399250 | ISBN-13: 9780321399250
©2006 | Instock | Suggested retail price: $115.60 | Buy from myPearsonStore
This package contains: - Object-Oriented Programming in Java: A Graphical Approach, Preliminary Edition, 1/E
Sanders & van Dam | ©2006 | Addison-Wesley | Paper Bound w/CD-ROM; 640 pages - BlueJ version 2.0.5 (for Java 5) CD ROM, 1/E
BlueJ | ©2005 | CD-ROM Only

