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Don't Panic Guide to Programming in Java


Book Information

Title: Don't Panic Guide to Programming in Java
Authors: Graham Smyth and Chris Stephenson
ISBN: 0-921598-41-6
Publisher: Holt Software Associates Inc.
Binding: Softcover
Pages: 110 pgs
Price: Bookstores & Schools: $17.50    Retail: $21.90
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Program Examples: Available [Click here for information on obtaining program examples found in Holt Software publications.]
Solutions Manual: Not Available

Book Description

Created as a workbook-like resource for introducing programming to students using the Java language, the "Don't Panic" Guide to Programming in Java is an accessible learning tool which introduces students to problem solving and computer programming. By reading the text and completing the exercises, students learn the various parts that make up a computer system, how computers are used to solve problems, what a problem solving model is, and how to input instructions into the computer to create real programs of their own.

The "Don't Panic" Guide to Programming in Java makes use of Ready to Program, an easy-to-use Java development environment that allows students to start writing Java programs quickly without wasting time learning the intricacies of a professional development environment. It uses a helper Console class to get students writing programs quickly.

We believe that this workbook-based resource provides a unique solution for all teachers who need to address the new core computer outcomes.


Introduction to The Don't Panic Guide to Programming

This document is an introduction to problem solving and computer programming in Java. It is intended to help you learn the basics.

By reading the text and completing the exercises, you will learn the various parts that make up a computer system, how computers are used to solve problems, what a problem solving model is, and how to input instructions into the computer to create real programs of your own.

In order to communicate with a computer, you need to use a programming language. This Don't Panic Guide to Programming in Java uses a complete and easy to use integrated development environment for Java called Ready to Program with JavaTM Technology. Unlike many Java environments, Ready is both powerful and easy to learn. It also contains many features for creating Java applets which can run over the Internet. This guide will help you learn to use the Ready environment to enter and run your programs.

Have fun!

Symbols in this Document

Here are a few symbols that will help you understand how this document is organized and how you can find particular kinds of information.
[information symbol] This symbol means that the box to the right of it contains definitions, explanations for important technical terms or helpful hints.
[Panic Symbol] This icon indicates a possible error that you might make and describes how to get back on track.


Table of Contents of The Don't Panic Guide to Programming

  • Introduction to this Document 1
  • Symbols in this Document 1
  • Section 1 - What is a Computer 3
  • Hardware 3
  • Operating Systems 5
  • Software 5
  • Programming Environments 5
  • Assignment 1 6
  • Section 2 - Using Computers to Solve Problems 7
  • What Do We Mean by Problem Solving 7
  • Writing Computer Programs to Solve Problems 8
  • Assignment 1 10
  • Programming Paradigms 10
  • Procedure-Oriented Programming 10
  • Object-Oriented Programming 11
  • Java Applets and Applications 13
  • Assignment 2 14
  • Section 3 - Getting Started 15
  • Good Programming Style 15
  • Documenting 16
  • The Ready Java Environment 16
  • Starting the Ready Environment 17
  • Exiting the Ready Environment 18
  • Creating a New File (Class) 18
  • Opening an Existing File 20
  • Saving a File 21
  • Saving a File with a New Name 21
  • Saving Part of a File 22
  • Printing a File 22
  • Printing the Program Output 24
  • Throwing Changes Away 24
  • Running a Program 24
  • Navigating Text in the Ready Window 25
  • The Caret 25
  • Entering Text from the Keyboard 26
  • Selecting Text 26
  • Searching for Text in a File 27
  • Jumping to a Line in a File 28
  • Finding a Matching Brace in a File 28
  • Cutting, Copying and Pasting 28
  • Undoing a Change 29
  • Replacing Text in a File 29
  • Indenting a File 29
  • Ready Boilerplate 30
  • HSA Console Application Boilerplate 31
  • Syntax Colouring 34
  • Assignment 3 35
  • Section 4 - Output Using the IPO Model 37
  • c.print () and c.println (); 37
  • Simple Output 38
  • Specifying a Field Width 40
  • Specifying Number of Decimal Places 43
  • Arithmetic 46
  • Variables 48
  • Graphics 51
  • Drawing Methods 51
  • drawLine 52
  • drawRect 54
  • drawOval 55
  • drawString 56
  • drawMapleLeaf 57
  • More Graphics Methods in the Console Class 58
  • Assignment 4 60
  • Section 5 - Input Using the IPO Model 61
  • c.readInt (), c.readDouble, and c.readLine () 61
  • c.readInt () 61
  • c.readDouble() 63
  • c.readLine() 65
  • Assignment 5 69
  • Section 6 - Repetition Using the IPO Model 71
  • Looping 71
  • Counted Loops (for) 71
  • Conditional Loops (while and do) 78
  • Endless Loops (for) 85
  • Assignment 6 86
  • Section 7 - Decisions Using the IPO Model 87
  • Decision Structure 87
  • Decisions Involving User Input 87
  • Decisions that Compare Strings 90
  • Boolean Decisions 93
  • Three-way Selection 96
  • Decisions Using Break Statements 98
  • Assignment 7 101
  • Section 8 - Putting It All Together 103
  • Output Using c.print () and c.println () 103
  • c.print () 103
  • c.println () 103
  • Input Using c.readInt (), c.readDouble, and c.readLine () 104
  • c.readInt (); 104
  • c.readDouble (); 104
  • c.readLine (); 104
  • Processing 105
  • Calculations 105
  • Counted Loops 106
  • Conditional Loops Using While 106
  • Conditional Loops Using Do 107
  • Decisions Using If 107
  • Common Programming Errors 109
  • Suggested Final Projects 110

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