Java - gently. Originaux. Prérequis. Objectifs
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1 Java - gently java-gently Java - gently Code: java-gently Originaux url: url: Prérequis Module technique précédent: java-intro Objectifs Trail Guide staf2x pour Java Gently (2nd edition)
2 java-gently-2 1. Module "Auto-apprentissage de Java" avec JavaGently o = oui, n=non,?=peut-être "Faire" veut dire jouer avec les exemples, faire des modifications, etc. Chapter 1 Introduction 1.3 The approach of this book o Chapter 2 Simple programs 2.1 Two starter programs o n Motivation 2.2 Fundamentals of object-oriented programming o o Notions de: classe, objet, instance, déclarations, méthodes et leur invocation, structure d un programme 2.3 Beginning with output o o Imprimer sur l écran 2.4 All about assignment o? 2.5 Using classes and objects o? o o o Q 2.4 o o Chapter 3 Structuring 3.1 Properties of a good program o 3.2 Talking about types o 3.3 Repetition with for-loops o? 3.4 Making methods o o 3.5 Passing parameters o o 3.6 Guidelines for designing classes o o 3.7 Case Study 1: Price tickets o? o o
3 java-gently Q3.7, Q3.8, Q3.9 Chapter 4 Changing the state 4.1 Inputting interactively o o 4.2 File input and output o? 4.3 Selection with if-else o o 4.4 Introduction to exceptions o? 4.5 Creating and accessing packages o? o Q 4.2, Q 4.6 Chapter 5 Controlling the flow 5.1 Conditional loops with while and do o o 5.2 The switch-statement o o 5.3 Conditional loops and input data o o 5.4 Case Study 2: Rock-scissors-paper game o o (important) Q 5.7 Q 5.8 Chapter 6 Arrays and tables 6.1 Simple arrays o o 6.2 Tables o o 6.3 Sorting and searching o? 6.4 Dictionaries??
4 java-gently-4 Chapter 7 Formatting?? 7.1 Strings and string handling 7.2 Tokenizers and the Text class 7.3 Formatting numbers with the java.text package 7.4 Dates, calendars and time PART II Power 1 Chapter 8 Objects at work?? 8.1 Object protection 8.2 Designing an object-oriented program 8.3 Properties of objects 8.4 Lists of objects 8.5 Inner classes 8.6 Case Study 3: Nelson?s Coffee Shop?? Chapter 9 Abstraction and inheritance 9.1 Class power 9.2 Abstraction through interfaces 9.3 Inheritance 9.4 Abstract methods and classes 9.5 Case Study 4: Veterinary tags
5 java-gently-5 Chapter 10 Graphical user interfaces 10.1 Introduction to the awt o o 10.2 Putting graphics in a window o o 10.3 Laying out buttons and other o o components 10.4 Panels and canvases for grouping o o Q 10.1 Chapter 11 Event-driven programming 11.1 Interaction with text fields 11.2 Events, listeners and handlers 11.3 Managing sequences of events 11.4 Case Study 5: Supermarket till Chapter 12 Applets in action 12.1 From applications to applets o o 12.2 Applets in browsers o o 12.3 Sound and images 12.4 Case Study 6: The Nature Conservation Project Chapter 13 Multi-threading
6 java-gently Introduction to multi-threading 13.2 Setting up threads 13.3 Synchronization among threads 13.4 Case Study 7: Walkman hire Chapter 14 Networking 14.1 Connecting via URLs 14.2 Ports and sockets 14.3 Case Study 8: Chatter system 14.4 Database connectivity 14.5 Accessing remote objects 14.6 Case Study 9: The Airport Announcer system Chapter 15 Algorithms and data structures 15.1 About data structures 15.2 Linear and binary searching 15.3 Quicksort and performance 15.4 Stacks and queues 15.5 Linked lists again 15.6 Bit sets
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