Beginning Programming with Java For
Dummies, 2nd Edition
BOOK DETAILS:
- Covering everything from basic Java development concepts to the latest tools and techniques used in Java, this book will put would-be programmers on their way to Java mastery.
- Explores what goes into creating a program, how to put the pieces together, dealing with standard programming challenges, debugging, and making it work.
- Updated for the release of the Java SDK 2.0, with all examples revised to reflect the changes in the technology.
Contents:
Introduction.
Part I: Revving Up.
Chapter 1: Getting Started.
Chapter 2: Setting Up Your Computer.
Chapter 3: Running Programs.
Part II: Writing Your Own Java Programs.
Chapter 4: Exploring the Parts of a Program.
Chapter 5: Composing a Program.
Chapter 6: Using the Building Blocks: Variables, Values, and Types.
Chapter 7: Numbers and Types.
Chapter 8: Numbers? Who Needs Numbers?
Part III: Controlling the Flow.
Chapter 9: Forks in the Road.
Chapter 10: Which Way Did He Go?
Chapter 11: How to Flick a Virtual Switch.
Chapter 12: Around and Around It Goes.
Chapter 13: Piles of Files: Dealing with Information Overload.
Chapter 14: Creating Loops within Loops.
Chapter 15: The Old Runaround.
Part IV: Using Program Units.
Chapter 16: Using Loops and Arrays.
Chapter 17: Programming with Objects and Classes.
Chapter 18: Using Methods and Variables from a Java Class.
Chapter 19: Creating New Java Methods.
Chapter 20: Oooey GUI Was a Worm.
Part V: The Part of Tens.
Chapter 21: Ten Sets of Web Links.
Chapter 22: Ten Useful Classes in the Java API.
Index.
Part I: Revving Up.
Chapter 1: Getting Started.
Chapter 2: Setting Up Your Computer.
Chapter 3: Running Programs.
Part II: Writing Your Own Java Programs.
Chapter 4: Exploring the Parts of a Program.
Chapter 5: Composing a Program.
Chapter 6: Using the Building Blocks: Variables, Values, and Types.
Chapter 7: Numbers and Types.
Chapter 8: Numbers? Who Needs Numbers?
Part III: Controlling the Flow.
Chapter 9: Forks in the Road.
Chapter 10: Which Way Did He Go?
Chapter 11: How to Flick a Virtual Switch.
Chapter 12: Around and Around It Goes.
Chapter 13: Piles of Files: Dealing with Information Overload.
Chapter 14: Creating Loops within Loops.
Chapter 15: The Old Runaround.
Part IV: Using Program Units.
Chapter 16: Using Loops and Arrays.
Chapter 17: Programming with Objects and Classes.
Chapter 18: Using Methods and Variables from a Java Class.
Chapter 19: Creating New Java Methods.
Chapter 20: Oooey GUI Was a Worm.
Part V: The Part of Tens.
Chapter 21: Ten Sets of Web Links.
Chapter 22: Ten Useful Classes in the Java API.
Index.