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Java Concepts: Compatible with Java 5, 6 and 7

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This book is an introductory text in computer science, focusing on the principles of programming and software engineering. Here are its key features:

• Teach objects gradually.

In Chapter 2, students learn how to use objects and classes from the standard library. Chapter 3 shows the mechanics of implementing classes from a given specification. Students then use simple objects as they master branches, loops, and arrays. Object-oriented design starts in Chapter 8. This gradual approach allows students to use objects throughout their study of the core algorithmic topics, without teaching bad habits that must be un-learned later.

• Reinforce sound engineering practices.

A focus on test-driven development encourages students to test their programs systematically. A multitude of useful tips on software quality and common errors encourage the development of good programming habits.

• Help students with guidance and worked examples.

Beginning programmers often ask “How do I start? Now what do I do?” Of course, an activity as complex as programming cannot be reduced to cookbookstyle instructions. However, step-by-step guidance is immensely helpful for building confidence and providing an outline for the task at hand. The book contains a large number of “How To” guides for common tasks, with pointers to additional worked examples on the Web.

• Focus on the essentials while being technically accurate.

An encyclopedic coverage is not helpful for a beginning programmer, but neither is the opposite—reducing the material to a list of simplistic bullet points that give an illusion of knowledge. In this book, the essentials of each subject are presented in digestible chunks, with separate notes that go deeper into good practices or language features when the reader is ready for the additional information.

• Use standard Java.

The book teaches the standard Java language—not a specialized “training wheels” environment. The Java language, library, and tools are presented at a depth that is sufficient to solve real-world programming problems.

• Provide an optional graphics track.

Graphical shapes are splendid examples of objects. Many students enjoy writing programs that create drawings or use graphical user interfaces. If desired, these topics can be integrated into the course by using the materials at the end of Chapters 2, 3, 9, and 10.
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