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Exploring Java: Level One Workbook
|
| Title: |
Exploring Java: Level One Workbook |
| Authors: |
Genevieve Wilcock, Delia Kench, and Craig Pournara |
| ISBN: |
0-921598-50-5 |
| Publisher: |
Holt Software Associates Inc. |
| Binding: |
Softcover |
| Pages: |
256 pgs |
| Price: |
Bookstores & Schools: $19.50 Retail: $23.40 |
| Ordering Information: |
For bookstores and schools, click here for
ordering information. For individuals click
here for ordering information. |
| Program Examples: |
Not available |
| Solutions Manual: |
Not available |
Created as a hands-on lab workbook for a first course in computer programming
using the Java language for grades 10 or 11. Exploring Java: Level One
Workbook takes a highly interactive (and fun!) approach to learning the
core concepts of computer science. By reading the text and completing the
exercises, students learn the fundamentals of program design, and master
concepts such as variables, expressions, decision and repetition structures,
classes, objects and methods.
Exploring Java: Level One Workbook makes use of Holt Software's
Ready to Program with Java Technology, 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.
Licenses for Ready to Program can be purchased for either individual use
or as a school site license. Click here
for details.
We believe that Exploring Java: Level One Workbook provides a unique
solution for all teachers who believe that students learn best by doing.
Table of Contents of Exploring Java: Level One Workbook
CHAPTER 1 : GETTING STARTED, 1
1.1 Installing the software, 1
1.2 What you will learn, 1
1.3 A Brief History of Programming
1.3 Why Java?, 1
1.4 Some Java resources on the World Wide Web, 2
1.5 How to get the most from this book, 2
CHAPTER 2 : INTRODUCTION TO JAVA, USING "READY", 3
2.1 Loading the Ready IDE, 3
2.2 The Editor window, 3
2.3 About Java programs, 4
2.4 Creating a new Java application, 4
2.4.1 Starting with a template, 4
2.4.2 Comments, 5
2.4.3 Executable Statements, 5
2.4.4 Curly brackets, 6
2.4.5 Identifying the program with your name and the date, 6
2.4.6 Output to the HSA Console window, 7
2.5 Errors, 8
Identifying the parts in a Java application program, 9
2.6 Positioning the Output on the output window, 12
2.6.1 Using the print and println methods, 12
2.6.2 Using ‘+' to join output together, 15
2.6.3 Using "\t" and "\n" to position output, 15
2.6.4 Positioning output using a field width, 18
2.7 Output of numbers, 20
2.8 Displaying Strings and numbers together, 23
CHAPTER 3 : USING SIMPLE GRAPHICS, 27
3.1 Graphics output on the Console window, 27
3.2 Using Replace to change all occurrences of a word in a program, 28
3.3 Using the built-in help, 29
3.3.1 Information about a rectangle, 29
3.3.2 Information about the color command, 30
3.4 Creating your own colours, 30
CHAPTER 4 : VARIABLES, 35
4.1 Variables, 36
4.2 Inputting data of other types, 42
4.2.1 Input of integer values, 42
4.2.2 Input of Real number values, 45
4.2.3 Input of character values, 49
4.3 Overwriting, 55
CHAPTER 5 : OPERATORS AND EXPRESSIONS, 59
5.1 The plus (+) operator, 59
5.2 Subtraction using the operator and multiplication using the * operator, 60
5.3 Slash (/) division with INTEGERS, 61
5.4 The modulus (%) operator, 62
5.5 Real Division, 65
5.6 Incrementing and decrementing the values of variables, 66
5.7 The length() method of the String class, 70
5.7.1 Lining up output in Columns, 71
5.7.2 Centring Text in the middle of a row, 73
5.8 More on Declaring variables and storing values in variables, 74
CHAPTER 6 : PROBLEM SOLVING, 77
6.1 A template for developing programs, 77
6.2 Using methods from the Math class, 85
6.3 Converting between variable types, 88
6.4 Random numbers, 90
6.5 What happens when Run is clicked?, 92
6.6 Errors, 93
6.6.1 Syntax or compilation errors, 93
6.6.2 Run-time errors, 94
6.6.2.1 Type mismatch errors, 95
6.6.2.2 Arithmetic Exceptions, 95
6.6.3 Logical errors, 96
6.7 Trace tables - a debugging tool, 96
6.8 User Friendliness, 99
6.9 Readability, 100
6.10 Planning your programs, 103
CHAPTER 7 : CONDITIONAL STATEMENTS, 109
7.1 Using if statements, 109
7.1.1 A problem involving a condition, 109
7.1.2 Another problem that requires a condition to be checked, 110
7.1.3 The "else" part does not have to be used in an "if" statement, 112
Testing Conditions In Java, 114
Important Points on the if Statement, 115
7.2 The Nested if Statement, 122
7.3 Logical Operators, 126
7.3.1 How are conditions are evaluated in Java?, 127
Important Notes on Logical Operators, 128
7.4 Comparing Strings in Java, 133
7.5 Alphabetic Order, 135
Trace Tables and the if Statement, 139
7.6 The Dilemma of The Dangling else, 140
7.7 A problem when using if statements - a valueless variable, 143
7.8 Using switch and case instead of multiple if statements, 144
Important Points on the Switch / Case Statement, 149
7.9 Boolean Variables, 153
Important Points on Boolean Expressions, 155
CHAPTER 8 : COUNTING LOOPS, 161
8.1 Using for loops to repeat code a fixed number of times, 161
Explaining for Loops, 163
Trace Tables with for Loops, 167
8.2 Counting backwards, 168
8.3 Using a loop control variable of data type char, 171
8.4 Counting loops which use the loop control variable inside the loop, 174
8.5 Patterns, 175
8.6 Increasing (or decreasing) the loop control variable by a value other than 1, 177
8.7 Adding terms in a series, 179
8.8 Finding the average, 181
8.9 Finding the largest (or smallest), 184
8.10 Using the maximum to find a related value, 185
8.11 Nested loops, 190
Trace Tables with Nested Loops, 196
CHAPTER 9 : CONDITIONAL LOOPS (WHILE LOOPS AND DO LOOPS), 201
9.1 The need for a while loop, 201
General Structure of the while loop, 203
9.2 Another example using a while loop, 204
while loops, 206
9.3 A more complicated problem, 207
Using SITC for while loops, 208
9.4 Why is SITC necessary?, 209
9.5 Errors in while loops, 219
9.6 While loops which use a given terminating value (eg marks; end with -1), 223
9.7 Do ... while loops, 230
CHAPTER 10 : CLASSES, OBJECTS AND METHODS, 239
10.1 Creating a new Console type Object from the existing Console Class, 240
10.2 Creating a new String Object from the built-in String Class, 244
10.3 Using the methods of a class, 244
10.4 The built-in Math Class, 245
Appendix, 249
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