I bought this for the web downloadable content, which turned out to be non-existant. After a call to customer service I learned that this book has been marked to go out of print by the publisher and the accompanying content was taken off the website. To be able to get the content that goes along with the book, customer service needs to contact the publisher to see if they even have the files in the first place. I was told to expect a phone call in 48hrs, if there is no content the book goes back. Be wary if you need the content that goes along with this book. You may not be able to get it. Java Programming for the absolute Beginner......Page 1 Acknowledgments......Page 7 About the Author......Page 8 Contents at a Glance......Page 10 Contents......Page 11 Introduction......Page 20 How to Use This Book......Page 21 Added Advice to Make You a Pro......Page 22 What’s on the CD-ROM?......Page 23 Getting Started......Page 24 The Project: the HelloWeb Applet......Page 25 What Is Java?......Page 26 Java Is Platform Independent......Page 27 Java Is Object-Oriented......Page 28 Java Works Everywhere......Page 30 Windows (Win32) Installation and Setup......Page 31 Linux Installation......Page 33 Writing Your First Application......Page 34 Compiling the Program......Page 35 Running the Application......Page 37 Learning Java Syntax Basics......Page 38 Including Comments......Page 40 The main() Method......Page 42 Back to the HelloWeb Applet!......Page 43 Running the Applet......Page 44 Summary......Page 46 Variables, Data Types, and Simple I/O......Page 48 Variables and Data Types......Page 49 Learning Primitive Data Types......Page 50 Understanding Literals......Page 51 Using Character Escape Codes......Page 52 Declaring and Assigning Values to Variables......Page 54 The TipAdder Program......Page 57 Operator Precedence......Page 60 Getting Simple User Input......Page 61 Using the BufferedReader Class......Page 63 Handling the Exceptions......Page 64 The Math Game......Page 66 Parsing Strings to Numbers......Page 67 The TipCalculator Application......Page 68 Accepting Command-Line Arguments......Page 69 The String Class......Page 71 Getting Back to the Name Game......Page 72 Summary......Page 76 The Fortune Teller: Random Numbers, Conditionals, and Arrays......Page 78 The Project: the Fortune Teller......Page 79 The NumberMaker Application......Page 80 The java.util.Random Class......Page 81 The Math Class......Page 85 Controlling the Random Number Range......Page 87 The Dice Roller......Page 88 The if Statement......Page 90 Conditions and Conditional Operators......Page 91 Using Boolean Logical Operators......Page 94 The LowTemp Program......Page 96 The if-else Statement......Page 97 The HighOrLowTemp Program......Page 100 Nesting if-else Structures......Page 101 The ManyTemps Program......Page 102 Indentation and Syntax Conventions......Page 103 Using the switch Statement......Page 104 The FuzzyDice Program......Page 106 Declaring an Array......Page 108 Array Elements......Page 109 The ArrayTest Program......Page 111 Back to the Fortune Teller......Page 113 Summary......Page 114 Using Loops and Exception Handling......Page 116 Counting Forward with Loops......Page 117 The Racer Program......Page 118 The for Loop......Page 119 The Increment (++) Operator......Page 120 Skipping Values......Page 121 The CountByFive Program......Page 122 Using Compound Assignment Operators......Page 123 Counting Backwards......Page 124 Making a for Loop Count Backwards......Page 125 Nested for Loops......Page 126 Looping on Arrays......Page 128 The MultiplicationArray Program......Page 129 Using the while Loop......Page 131 The do-while Loop......Page 132 The break and continue Statements......Page 135 Using the try-catch-finally Block......Page 139 Using Exceptions to Screen User Input......Page 140 Back to the NumberGuesser Program......Page 141 Summary......Page 143 Blackjack: Object-Oriented Programming......Page 144 The Project: the BlackJack Application......Page 145 The SimpleCardDeck Class......Page 146 Learning About Objects......Page 147 Examining Member Variables......Page 150 Field Modifiers......Page 152 Defining and Using Methods......Page 155 The Automobile Class......Page 156 Passing Parameters......Page 159 Method Overloading......Page 161 Returning Values......Page 162 Understanding Static Methods......Page 163 Defining Constructor Methods......Page 164 Learning another Keyword: this......Page 166 Field and Method Access Modifiers......Page 167 Encapsulation......Page 169 Writing the Card Class......Page 171 Writing the CardDeck Class......Page 174 The BigTruck Class......Page 177 Overriding Methods......Page 180 The RandomCardDeck Class......Page 181 The Vector Class......Page 183 The BlackJack Program......Page 186 The play() Method: BlackJack Driver......Page 190 Other BlackJack Methods......Page 191 Summary......Page 192 Creating a GUI Using the Abstract Windowing Toolkit......Page 194 The java.awt Package......Page 195 Components......Page 196 Graphics......Page 200 The UselessFrame Application......Page 201 Using the WindowListener Interface......Page 203 Using Components......Page 205 The Label Component......Page 206 The Button Component......Page 208 The TextField Component......Page 210 The TextArea Component......Page 214 The Choice Component......Page 216 The List Component......Page 218 The Checkbox Component......Page 221 Using the CheckboxGroup Class......Page 223 The Canvas Component......Page 225 The Menu Component......Page 226 The PopupMenu Component......Page 230 The Panel Component......Page 231 The Scrollbar Component......Page 232 The Dialog Component......Page 235 Creating the MadDialog Component......Page 237 Game Frame......Page 241 Summary......Page 242 Advanced GUI: Layout Managers and Event Handling......Page 244 The Project: the AdvancedMadLib Application......Page 245 Using FlowLayout......Page 246 Using GridLayout......Page 248 Using BorderLayout......Page 251 Using GridBagLayout......Page 252 Creating the GUIFrame Class......Page 260 Using CardLayout......Page 261 Handling WindowEvents......Page 265 Using Inner Adapter Classes......Page 269 Handling ActionEvents......Page 270 Knowing the Source of an Event......Page 271 More ActionEvent Handling......Page 275 Handling Focus Events......Page 277 Handling ItemEvents......Page 279 Handling AdjustmentEvents......Page 282 Handling TextEvents......Page 283 Handling MouseEvents......Page 285 Handling KeyEvents......Page 288 Getting Back to the AdvancedMadLib Application......Page 291 Creating the MadInputPanel Class......Page 292 Creating the AdvancedMadLib Application......Page 295 Summary......Page 298 Writing Applets......Page 300 The Project: QuizShow Applet......Page 301 Knowing the Difference between Applets and Applications......Page 302 Hello Again!......Page 303 The Applet Class......Page 305 Including an Applet in a Web Page......Page 306 Passing Parameters to Applets......Page 307 Using Frames with Applets......Page 311 Security Restrictions......Page 313 Learning Applet Methods: init(), start(),......Page 314 Printing Status Messages......Page 316 Writing Java Programs that Can Run as Applets or Applications......Page 317 Rewriting MadInputPanel......Page 318 Rewriting the MadLib Game......Page 321 Using Sounds and Images......Page 324 Playing Sound Files......Page 325 Loading and Displaying Images......Page 327 Back to the QuizShowApplet Applet......Page 329 Summary......Page 334 The Graphics Class: Drawing Shapes, Images, and Text......Page 336 The Graphics Class......Page 337 Drawing Lines......Page 338 Drawing Rectangles......Page 340 Drawing 3D Rectangles......Page 342 Drawing Ovals......Page 344 Drawing Arcs......Page 345 Drawing Polygons......Page 346 Drawing Strings......Page 349 The Font Class......Page 350 The FontMetrics Class......Page 351 Drawing Images......Page 356 Using the Color Class......Page 360 Color Values......Page 363 Creating the MemoryCell Class......Page 367 Creating the Memory Class......Page 371 Summary......Page 374 Animation, Sounds, and Threads......Page 376 Threading......Page 377 Extending the Thread Class......Page 379 Implementing the Runnable Interface......Page 381 Problems Associated with Multithreading......Page 382 Writing Thread-Safe Code......Page 383 Using wait(), notify(), and notifyAll()......Page 384 Putting a Thread to Sleep......Page 385 The Sprite Class......Page 386 Testing the Sprite Class......Page 388 Double Buffering......Page 390 Playing Sound from Applications......Page 392 Back to the ShootingRange Game......Page 393 Summary......Page 399 Custom Event Handling and File I/O......Page 400 End of Book......Page 401 Representing the Block’s Area and Shape......Page 402 Including Useful Block Methods......Page 403 Creating the BlockGrid Class......Page 407 Representing the Block’s Area......Page 408 Painting the Picture......Page 412 Building Your Own Event Model......Page 418 The PlayAreaListener Interface......Page 420 Firing PlayAreaEvents......Page 421 Inner Classes......Page 422 Accepting User Input for Block Movements......Page 424 Making Blocks Fall......Page 427 The EventThread Inner Class......Page 430 Putting it All Together......Page 432 Creating the ScoreInfoPanel Class......Page 438 Reading and Writing Files......Page 439 Keeping Score......Page 441 Creating the Block Game Application......Page 446 Summary......Page 450 Creating Your Own Components and Packages......Page 452 The Project: MinePatrol......Page 453 The Swing Package......Page 454 Creating Your Own Lightweight Components......Page 455 Declaring Packages......Page 457 Abstract Classes......Page 458 The javadoc Utility......Page 459 Creating the JPRComponent3D Class......Page 461 Creating the JPRRectComponent3D Class......Page 467 Creating the JPRButton3D Class......Page 471 Generating the Documentation for......Page 474 Testing the JPRButton3D Class......Page 476 The MineCellEvent Class......Page 478 The MineCell Class......Page 479 Testing the MineCell Class......Page 485 The MineFieldEvent Class......Page 487 The MineField Class......Page 488 Creating the MinePatrol Application......Page 497 Summary......Page 499 Using the CD-ROM......Page 500 Source Code......Page 501 Programs......Page 502 Reserved Words......Page 504 Floating-Point Constants......Page 505 Integer Literals......Page 506 Character Literals......Page 507 Operators......Page 508 Assignment Operators......Page 509 Conditionals......Page 510 Constructor Definition......Page 511 Method Modifiers......Page 512 Index......Page 514 Java is a language many aspiring programmers are eager to learn because of its versatility, extensibility, and ever-increasing popularity among employers. "Java Programming for the Absolute Beginner" teaches beginners the fundamental programming concepts they need to grasp in order to learn any computer language. Although applets will be discussed, unlike most beginning-level Java books, this one will focus on creating stand-alone applications. Readers will be able to take the skills they learn in this book and apply them to their own real-world situations.
in Addition To Teaching Java, A Versatile, Extensible Language Many Aspiring Programmers Are Eager To Learn, This Book Teaches The Fundamental Programming Concepts Needed To Learn Any Computer Language. Although Applets Are Discussed, Unlike Most Beginning-level Java Books, This One Focuses On Creating Stand-alone Applications. Using Game Creation As A Teaching Tool, This Book Offers A Non-intimidating Introduction To Programming In Java.