Java An Introduction to Problem Solving and Programming 7th Edition Walter Savith pdf download
Java An Introduction to Problem Solving and Programming 7th Edition Walter Savith pdf download
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An Introduction to
Problem Solving & Programming
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™ 7th edition
An Introduction to
Problem Solving & Programming
Walter Savitch
University of California, San Diego
Contributor
Kenrick Mock
University of Alaska Anchorage
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10 9 8 7 6 5 4 3 2 1—CW—15 14 13 12 11
v
vi Preface for Instructors
Flexibility
If you are an instructor, this book adapts to the way you teach, rather than
making you adapt to the book. It does not tightly prescribe the sequence
in which your course must cover topics. You can easily change the order
in which you teach many chapters and sections. The particulars involved
in rearranging material are explained in the dependency chart that follows
this preface and in more detail in the “Prerequisites” section at the start of
each chapter.
Early Graphics
Graphics supplement sections end each of the first ten chapters. This gives you
the option of covering graphics and GUI programming from the start of your
course. The graphics supplement sections emphasize applets but also cover
GUIs built using the JFrame class. Any time after Chapter 8, you can move on
to the main chapters on GUI programming (Chapters 13 through 15), which
are now on the Web. Alternatively, you can continue through Chapter 10 with
a mix of graphics and more traditional programming. Instructors who prefer
to postpone the coverage of graphics can postpone or skip the graphics supple-
ment sections.
formulas.” This book introduces classes fairly early. Some exposure to using
classes is given in Chapters 1 and 2. Chapter 5 covers how to define classes.
All of the basic information about classes, including inheritance, is presented
by the end of Chapter 8 (even if you omit Chapter 7). However, some topics
regarding classes, including inheritance, can be postponed until later in the
course.
Although this book introduces classes early, it does not neglect traditional
programming techniques, such as top-down design and loop design tech-
niques. These older topics may no longer be glamorous, but they are informa-
tion that all beginning students need.
Generic Programming
Students are introduced to type parameters when they cover lists in Chapter
12. The class ArrayList is presented as an example of how to use a class that
has a type parameter. Students are then shown how to define their own classes
that include a type parameter.
Self-Test Questions
Self-test questions are spread throughout each chapter. These questions have a
wide range of difficulty levels. Some require only a one-word answer, whereas
others require the reader to write an entire, nontrivial program. Complete an-
swers for all the self-test questions, including those requiring full programs, are
given at the end of each chapter.
Support Material
The following support materials are available on the Internet at www
.pearsonhighered.com/irc:
For students:
■ Source code for programs in the book and for extra examples
VideoNotes
VideoNote VideoNotes are designed for teaching students key programming concepts
and techniques. These short step-by-step videos demonstrate how to solve
Preface for Instructors ix
problems from design through coding. VideoNotes allow for self-placed in-
struction with easy navigation including the ability to select, play, rewind, fast-
forward, and stop within each VideoNote exercise.
Margin icons in your textbook let you know when a VideoNote video is
available for a particular concept or homework problem.
Contact Us
Your comments, suggestions, questions, and corrections are always welcome.
Please e-mail them to [email protected].
Preface for Students
This book is designed to teach you the Java programming language and, even
more importantly, to teach you basic programming techniques. It requires
no previous programming experience and no mathematics other than some
simple high school algebra. However, to get the full benefit of the book, you
should have Java available on your computer, so that you can practice with the
examples and techniques given. The latest version of Java is preferable, but a
version as early as 5 will do.
x
Preface for students xi
Learning Aids
Each chapter contains several features to help you learn the material:
■ The opening overview includes a brief table of contents, chapter objectives
and prerequisites, and a paragraph or two about what you will study.
■ Recaps concisely summarize major aspects of Java syntax and other impor-
tant concepts.
■ FAQs, or “frequently asked questions,” answer questions that other students
have asked.
■ Remembers highlight important ideas you should keep in mind.
■ Programming Tips suggest ways to improve your programming skills.
■ Gotchas identify potential mistakes you could make—and should avoid—
while programming.
■ Asides provide short commentaries on relevant issues.
■ Self-Test Questions test your knowledge throughout, with answers given
at the end of each chapter. One of the best ways to practice what you are
learning is to do the self-test questions before you look at the answers.
■ A summary of important concepts appears at the end of each chapter.
VideoNotes
These short step-by-step videos demonstrate how to solve problems from design VideoNote
through coding. VideoNotes allow for self-placed instruction with easy navigation
including the ability to select, play, rewind, fast-forward, and stop within each
VideoNote exercise. Margin icons in your textbook let you know when a VideoNote
video is available for a particular concept or homework problem.
on that topic. You can do this to check details of the Java language as well as
details on programming techniques.
Recap sections in every chapter give you a quick summary of the main
points in that chapter. Also, a summary of important concepts appears at the
end of each chapter. You can use these features to review the chapter or to
check details of the Java language.
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