Course (2-1) Java Programming Part 1

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Date posted: June 21, 2013

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  • 1 Introduction to Computers and Java
    • 1.1 Introduction
    • 1.2 Computers: Hardware and Software
    • 1.3 Data Hierarchy
    • 1.4 Computer Organization
    • 1.5 Machine Languages, Assembly Languages and High-Level Languages
    • 1.6 Introduction to Object Technology
    • 1.7 Operating Systems
    • 1.8 Programming Languages
    • 1.9 Java and a Typical Java Development Environment
    • 1.10 Test-Driving a Java Application
    • 1.11 Web 2.0: Going Social
    • 1.12 Software Technologies
    • 1.13 Keeping Up-to-Date with Information Technologies
    • 1.14 Wrap-Up
  • 2 Introduction to Java Applications
    • 2.1 Introduction
    • 2.2 Your First Program in Java: Printing a Line of Text
    • 2.3 Modifying Your First Java Program
    • 2.4 Displaying Text with printf
    • 2.5 Another Application: Adding Integers
    • 2.6 Memory Concepts
    • 2.7 Arithmetic
    • 2.8 Decision Making: Equality and Relational Operators
    • 2.9 Wrap-Up
  • 3 Introduction to Classes, Objects, Methods and Strings
    • 3.1 Introduction
    • 3.2 Declaring a Class with a Method and Instantiating an Object of a Class
    • 3.3 Declaring a Method with a Parameter
    • 3.4 Instance Variables, set Methods and get Methods
    • 3.5 Primitive Types vs. Reference Types
    • 3.6 Initializing Objects with Constructors
    • 3.7 Floating-Point Numbers and Type double
    • 3.8 (Optional) GUI and Graphics Case Study: Using Dialog Boxes
    • 3.9 Wrap-Up
  • 4 Control Statements: Part 1
    • 4.1 Introduction
    • 4.2 Algorithms
    • 4.3 Pseudocode
    • 4.4 Control Structures
    • 4.5 if Single-Selection Statement
    • 4.6 if…else Double-Selection Statement
    • 4.7 while Repetition Statement
    • 4.8 Formulating Algorithms: Counter-Controlled Repetition
    • 4.9 Formulating Algorithms: Sentinel-Controlled Repetition
    • 4.10 Formulating Algorithms: Nested Control Statements
    • 4.11 Compound Assignment Operators
    • 4.12 Increment and Decrement Operators
    • 4.13 Primitive Types
    • 4.14 (Optional) GUI and Graphics Case Study: Creating Simple Drawings
    • 4.15 Wrap-Up
  • 5 Control Statements: Part 2
    • 5.1 Introduction
    • 5.2 Essentials of Counter-Controlled Repetition
    • 5.3 for Repetition Statement
    • 5.4 Examples Using the for Statement
    • 5.5 do…while Repetition Statement
    • 5.6 switch Multiple-Selection Statement
    • 5.7 break and continue Statements
    • 5.8 Logical Operators
    • 5.9 Structured Programming Summary
    • 5.10 (Optional) GUI and Graphics Case Study: Drawing Rectangles and Ovals
    • 5.11 Wrap-Up
  • 6 Methods: A Deeper Look
    • 6.1 Introduction
    • 6.2 Program Modules in Java
    • 6.3 static Methods, static Fields and Class Math
    • 6.4 Declaring Methods with Multiple Parameters
    • 6.5 Notes on Declaring and Using Methods
    • 6.6 Method-Call Stack and Activation Records
    • 6.7 Argument Promotion and Casting
    • 6.8 Java API Packages
    • 6.9 Case Study: Random-Number Generation
      • 6.9.1 Generalized Scaling and Shifting of Random Numbers
      • 6.9.2 Random-Number Repeatability for Testing and Debugging
    • 6.10 Case Study: A Game of Chance; Introducing Enumerations
    • 6.11 Scope of Declarations
    • 6.12 Method Overloading
    • 6.13 (Optional) GUI and Graphics Case Study: Colors and Filled Shapes
    • 6.14 Wrap-Up
  • 7 Arrays and ArrayLists
    • 7.1 Introduction
    • 7.2 Arrays
    • 7.3 Declaring and Creating Arrays
    • 7.4 Examples Using Arrays
    • 7.5 Case Study: Card Shuffling and Dealing Simulation
    • 7.6 Enhanced for Statement
    • 7.7 Passing Arrays to Methods
    • 7.8 Case Study: Class GradeBook Using an Array to Store Grades
    • 7.9 Multidimensional Arrays
    • 7.10 Case Study: Class GradeBook Using a Two-Dimensional Array
    • 7.11 Variable-Length Argument Lists
    • 7.12 Using Command-Line Arguments
    • 7.13 Class Arrays
    • 7.14 Introduction to Collections and Class ArrayList
    • 7.15 (Optional) GUI and Graphics Case Study: Drawing Arcs
    • 7.16 Wrap-Up
  • 8 Classes and Objects: A Deeper Look
    • 8.1 Introduction
    • 8.2 Time Class Case Study
    • 8.3 Controlling Access to Members
    • 8.4 Referring to the Current Object’s Members with the this Reference
    • 8.5 Time Class Case Study: Overloaded Constructors
    • 8.6 Default and No-Argument Constructors
    • 8.7 Notes on Set and Get Methods
    • 8.8 Composition
    • 8.9 Enumerations
    • 8.10 Garbage Collection and Method finalize
    • 8.11 static Class Members
    • 8.12 static Import
    • 8.13 final Instance Variables
    • 8.14 Time Class Case Study: Creating Packages
    • 8.15 Package Access
    • 8.16 (Optional) GUI and Graphics Case Study: Using Objects with Graphics
    • 8.17 Wrap-Up 351
  • 9 Object-Oriented Programming: Inheritance
    • 9.1 Introduction
    • 9.2 Superclasses and Subclasses
    • 9.3 protected Members
    • 9.4 Relationship between Superclasses and Subclasses
      • 9.4.1 Creating and Using a CommissionEmployee Class
      • 9.4.2 Creating and Using a BasePlusCommissionEmployee Class
      • 9.4.3 Creating a CommissionEmployee–BasePlusCommissionEmployee Inheritance Hierarchy
      • 9.4.4 CommissionEmployee–BasePlusCommissionEmployee Inheritance Hierarchy Using protected Instance Variables
      • 9.4.5 CommissionEmployee–BasePlusCommissionEmployee Inheritance Hierarchy Using private Instance Variables
    • 9.5 Constructors in Subclasses
    • 9.6 Software Engineering with Inheritance
    • 9.7 Class Object
    • 9.8 (Optional) GUI and Graphics Case Study: Displaying Text and Images Using Labels
    • 9.9 Wrap-Up
  • 10 Object-Oriented Programming: Polymorphism
    • 10.1 Introduction
    • 10.2 Polymorphism Examples
    • 10.3 Demonstrating Polymorphic Behavior
    • 10.4 Abstract Classes and Methods
    • 10.5 Case Study: Payroll System Using Polymorphism
      • 10.5.1 Abstract Superclass Employee
      • 10.5.2 Concrete Subclass SalariedEmployee
      • 10.5.3 Concrete Subclass HourlyEmployee
      • 10.5.4 Concrete Subclass CommissionEmployee
      • 10.5.5 Indirect Concrete Subclass BasePlusCommissionEmployee
      • 10.5.6 Polymorphic Processing, Operator instanceof and Downcasting
      • 10.5.7 Summary of the Allowed Assignments Between Superclass and Subclass Variables
    • 10.6 final Methods and Classes
    • 10.7 Case Study: Creating and Using Interfaces
      • 10.7.1 Developing a Payable Hierarchy
      • 10.7.2 Interface Payable
      • 10.7.3 Class Invoice
      • 10.7.4 Modifying Class Employee to Implement Interface Payable
      • 10.7.5 Modifying Class SalariedEmployee for Use in the Payable Hierarchy
      • 10.7.6 Using Interface Payable to Process InvoicesandEmployees Polymorphically
      • 10.7.7 Common Interfaces of the Java API
    • 10.8 (Optional) GUI and Graphics Case Study: Drawing with Polymorphism
    • 10.9 Wrap-Up
  • 11 Exception Handling: A Deeper Look
    • 11.1 Introduction
    • 11.2 Example: Divide by Zero without Exception Handling
    • 11.3 Example: Handling ArithmeticExceptionsand InputMismatchExceptions
    • 11.4 When to Use Exception Handling
    • 11.5 Java Exception Hierarchy
    • 11.6 finally Block
    • 11.7 Stack Unwinding and Obtaining Information from an Exception Object
    • 11.8 Chained Exceptions
    • 11.9 Declaring New Exception Types
    • 11.10 Preconditions and Postconditions
    • 11.11 Assertions
    • 11.12 (New in Java SE 7) Multicatch: Handling Multiple Exceptions in One catch
    • 11.13 (New in Java SE 7) try-with-Resources: Automatic Resource Deallocation
    • 11.14 Wrap-Up
  • 12 ATM Case Study, Part 1: Object-Oriented Design with the UML
    • 12.1 Case Study Introduction
    • 12.2 Examining the Requirements Document
    • 12.3 Identifying the Classes in a Requirements Document
    • 12.4 Identifying Class Attributes
    • 12.5 Identifying Objects’ States and Activities
    • 12.6 Identifying Class Operations
    • 12.7 Indicating Collaboration Among Objects
    • 12.8 Wrap-Up
  • 13 ATM Case Study Part 2: Implementing an Object-Oriented Design
    • 13.1 Introduction
    • 13.2 Starting to Program the Classes of the ATM System
    • 13.3 Incorporating Inheritance and Polymorphism into the ATM System
    • 13.4 ATM Case Study Implementation
      • 13.4.1 Class ATM
      • 13.4.2 Class Screen
      • 13.4.3 Class Keypad
      • 13.4.4 Class CashDispenser
      • 13.4.5 Class DepositSlot
      • 13.4.6 Class Account
      • 13.4.7 Class BankDatabase
      • 13.4.8 Class Transaction
      • 13.4.9 Class BalanceInquiry
      • 13.4.10 Class Withdrawal
      • 13.4.11 Class Deposit
      • 13.4.12 Class ATMCaseStudy
    • 13.5 Wrap-Up
  • 14 GUI Components: Part 1
    • 14.1 Introduction
    • 14.2 Java’s New Nimbus Look-and-Feel
    • 14.3 Simple GUI-Based Input/Output with JOptionPane
    • 14.4 Overview of Swing Components
    • 14.5 Displaying Text and Images in a Window
    • 14.6 Text Fields and an Introduction to Event Handling with Nested Classes
    • 14.7 Common GUI Event Types and Listener Interfaces
    • 14.8 How Event Handling Works
    • 14.9 JButton
    • 14.10 Buttons That Maintain State
      • 14.10.1 JCheckBox
      • 14.10.2 JRadioButton
    • 14.11 JComboBox; Using an Anonymous Inner Class for Event Handling
    • 14.12 JList
    • 14.13 Multiple-Selection Lists
    • 14.14 Mouse Event Handling
    • 14.15 Adapter Classes
    • 14.16 JPanel Subclass for Drawing with the Mouse
    • 14.17 Key Event Handling
    • 14.18 Introduction to Layout Managers
      • 14.18.1 FlowLayout
      • 14.18.2 BorderLayout
      • 14.18.3 GridLayout
    • 14.19 Using Panels to Manage More Complex Layouts
    • 14.20 JTextArea
    • 14.21 Wrap-Up
  • 15 Graphics and Java 2D
    • 15.1 Introduction
    • 15.2 Graphics Contexts and Graphics Objects
    • 15.3 Color Control
    • 15.4 Manipulating Fonts
    • 15.5 Drawing Lines, Rectangles and Ovals
    • 15.6 Drawing Arcs
    • 15.7 Drawing Polygons and Polylines
    • 15.8 Java 2D API
    • 15.9 Wrap-Up

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