Problem: Some Java books give you great content, but not the pedagogy you need in a teaching tool. Other Java books give you great pedagogy, but suspect content. How can you get the best of both worlds?
Solution: Art Gittleman gives you both extensive content and sound pedagogy.
Annotated Example Programs - Almost two hundred complete programs are annotated with informative notes. These notes appear after the program, separated from the textual sections, which explain the concepts. Students do not have to search through the text to find an explanation of a line of code. The notes also eliminate the need for detailed embedded comments which make the Java code hard to read.
Exercises - Java is not a spectator sport!
Test Your Understanding exercises provide an immediate opportunity to use the ideas presented. Some, labeled Try It Yourself encourage the learner to experiment with the examples, modifying them to better understand the principles involved. Program Modification Exercises ·because much of a professional programmer's work involves modifying existing code. Putting It All Together Exercises revisit examples from previous chapters in the light of the new ideas in the current chapter. Program Design Exercises appear in quantity to provide a variety of assignments at varying levels of difficulty to enable students to gain hands-on experience with the concepts covered. Critical Thinking Exercises provide multiple choice questions, which force students to think about the concepts. Debugging Exercises include finding both logic and syntax errors.
The Big Picture
Big Picture boxes, throughout each book, help students distinguish the conceptual 'forest' from the syntactical 'trees'.
The programs in any of Gittleman's Java books will run in any environment that supports the Java 2 Platform. (In the Java numbering scheme the version must be 1.2 or higher.)
Gittleman integrates software engineering throughout each of his texts: program design with pseudocode; debugging techniques. Solving Problems with Java illustrate software-engineering principles in the context of solving problems.
Case Studies develop extended examples, like students will see in the real world.
Cases, scenarios, and UML are introduced and used in every Gittleman text.
Event-driven programming is introduced gradually and thoroughly·it's not an afterthought, as in many Java texts.
Praise from Students:
'(Computing with Java) covers almost everything you need to know about Java. I absolutely love this book! It is easy to read, it fully explains difficult concepts, and the examples are detailed.'
- A reader from Baltimore MD
TABLES OF CONTENTS
Computing with Java ·: Programs, Objects, Graphics, Second Edition
Introductory: Control structures before objects
1. Computing with Java
2. Java Programming Basics
3. Software Engineering with Control Structures
4 . More Control Structures and Types
5. Getting Started with Object-Oriented Programming
6. Event-Driven Programming
7. User Interfaces
10. Window, Mouse, and Key Events
11. Exception Handling and Input/Output
12. Swing Components
13. Data Structures
15. Multimedia and Networking
Source code/data disk; Java Development Kit, version 2.
CD includes test items with answers, PowerPoints prepared by Art Gittleman and Mary Hou and even numbered answers. Solutions disk for programming exercises.