Java How to Program: Late Objects Version (8th Edition) by Paul Deitel

By Paul Deitel

The Deitels’ groundbreaking How to Program sequence bargains extraordinary breadth and intensity of object-oriented programming techniques and intermediate-level issues for extra learn. This survey of Java programming includes an non-compulsory large OOD/UML 2 case examine on constructing and imposing the software program for an automatic teller laptop. The 8th version of this acclaimed textual content is now present with the Java SE 6 updates that experience happened because the publication was once final published.

The Late items Version delays assurance of sophistication improvement until eventually bankruptcy eight, proposing the keep watch over constructions, equipment and arrays fabric in a non-object-oriented, procedural programming context.

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Additional info for Java How to Program: Late Objects Version (8th Edition)

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Live-Code Approach. Java How to Program, Late Objects Version, 8/e, is loaded with “livecode” examples. By this we mean that most new concepts are presented in the context of xxxiv Preface complete working Java applications, followed immediately by one or more actual executions showing program inputs and outputs. Syntax Shading. For readability, we syntax shade all the Java code, similar to the way most Java integrated-development environments and code editors syntax color code. Our syntax-shading conventions are as follows: comments appear like this keywords appear like this errors appear like this constants and literal values appear like this all other code appears in black Code Highlighting.

The presentation is clear, straightforward and abundantly illustrated. It includes hundreds of Java programs and shows the outputs produced when they’re run on a computer. We teach Java features in the context of complete working programs—we call this the live-code approach. com/ deitel—see the Before You Begin section after the Preface for more information. Fundamentals The early chapters introduce the fundamentals of computers, computer programming and the Java programming language, providing a solid foundation for the deeper treatment of Java in the later chapters.

Optional Case Study: Designing an Object-Oriented ATM The UML 2 has become the preferred graphical modeling language for designing object-oriented systems. We use industry standard UML activity diagrams (in preference to the older flowcharts) to demonstrate the flow of control in each of Java’s control statements, and we use UML class diagrams to visually represent classes and their inheritance relationships. The optional Software Engineering Case Study in Chapters 12 and 13 presents a carefully paced introduction to object-oriented design using the UML—we design and fully implement the software for a simple automated teller machine (ATM).

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