Java Programming, 9/e (IE-Paperback)
$865Python Deep Learning (Paperback)
Introduce your beginning programmers to the power of Java™ for developing applications with the engaging, hands-on approach in Farrell's JAVA PROGRAMMING, 9E. With this dynamic text, even first-time programmers can quickly develop useful programs while mastering the basic principles of structured and object-oriented programming. This edition presents reader-friendly explanations and meaningful programming exercises that highlight today's business applications, game creation, debugging exercises, and case problems. You'll find additional resources to equip new Java programmers with digital tools within MindTap, including interactive teaching and learning tools and coding IDE (Integrated Development Environment) labs.
- What's New
- CLEAR LEARNING OBJECTIVES DIRECT ATTENTION TO VITAL POINTS OF LEARNING. Each chapter begins with a list of well-defined objectives, enabling you and your students to efficiently review the topics presented in the chapter at a glance.
- KEY TERMS LIST OFFERS AN AT-A-GLANCE REFERENCE TOOL FOR LEARNERS. Each chapter includes a list of key terms introduced in the chapter. Full definitions for the terms are provided in this edition's glossary.
- INFORMATIVE FIGURES IN EACH CHAPTER CLARIFY AND ILLUSTRATE IMPORTANT CONCEPTS. Code figures, frequently 25 lines or less, illustrate one concept at a time. All Java keywords appear in color to differentiate them from program-created identifiers. Callouts identify and highlight important code statements, while abundant screen captures show exactly how program output appears.
- REVIEW QUESTIONS, PROGRAMMING EXERCISES, GAME ZONE, DEBUGGING EXERCISES, and CASE PROBLEMS KEEP READERS INVOLVED IN LEARNING. The author provides a wide variety of programming experiences designed to both engage and challenge readers at the end of each chapter.
- FULL PROGRAM FILES ENABLE CONVENIENT CLASS PRESENTATIONS AND ALLOW READERS TO EXPERIMENT WITH THE LANGUAGE. Every complete program shown in this edition is included in an easily accessed digital file. Students can run and modify these programs to experiment with the programming language. The full programs also allow you to execute programs in class without extensive typing or testing of classroom program examples.
- "TWO TRUTHS AND A LIE" QUIZZES KEEP REVIEW ENGAGING AND INTERACTIVE. These intriguing short quizzes appear after each section and contain two true statements and one false statement about the preceding section of text. These true-false mini-quizzes provide students with immediate feedback as they read, without "giving away" answers to end-of-chapter multiple-choice and programming problem questions. This allows you to use the end-of-chapter exercises as assignments or test questions, if desired.
- Table of Contents
1. Creating Your First Java Classes.
2. Using Data.
3. Using Methods, Classes and Objects.
4. More Object Concepts.
5. Making Decisions.
7. Characters, Strings and the StringBuilder.
9. Advanced Array Concepts.
10. Introduction to Inheritance.
11. Advanced Inheritance Concepts.
12. Exception Handling.
13. File Input and Output.
14. Introduction to Swing Components.
15. Using JavaFX and Scene Builder.
Appendix A: Working with the Java Platform.
Appendix B: Learning about ASCII and Unicode.
Appendix C: Formatting Output.
Appendix D: Generating Random Numbers.
Appendix E: Javadoc.