Think Java How to Think Like a Computer Scientist 1st Edition by Allen Downey, Chris Mayfield – Ebook PDF Instant Download/Delivery. 1491929561 ,9781491929568
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ISBN 10: 1491929561
ISBN 13: 9781491929568
Author: Allen Downey, Chris Mayfield
Currently used at many colleges, universities, and high schools, this hands-on introduction to computer science is ideal for people with little or no programming experience. The goal of this concise book is not just to teach you Java, but to help you think like a computer scientist. You’ll learn how to program―a useful skill by itself―but you’ll also discover how to use programming as a means to an end.
Authors Allen Downey and Chris Mayfield start with the most basic concepts and gradually move into topics that are more complex, such as recursion and object-oriented programming. Each brief chapter covers the material for one week of a college course and includes exercises to help you practice what you’ve learned.
- Learn one concept at a time: tackle complex topics in a series of small steps with examples
- Understand how to formulate problems, think creatively about solutions, and write programs clearly and accurately
- Determine which development techniques work best for you, and practice the important skill of debugging
- Learn relationships among input and output, decisions and loops, classes and methods, strings and arrays
- Work on exercises involving word games, graphics, puzzles, and playing cards
Think Java How to Think Like a Computer Scientist 1st Edition Table of contents:
Chapter 1: Introduction to Programming
- What is Programming?
- Writing Your First Program
- The Role of the Computer and the Programmer
- Using Java to Solve Problems
- Running Your Program and Troubleshooting
Chapter 2: Variables, Expressions, and Statements
- Understanding Variables and Data Types
- Basic Expressions: Arithmetic and Logic
- Writing Statements: Assignment and Output
- Using Primitive Types in Java
- Comments and Code Organization
Chapter 3: Functions
- What Are Functions?
- Defining and Calling Functions
- Parameters and Return Values
- Function Overloading
- Why Functions Are Important
Chapter 4: Conditionals and Logic
- Using If-Else Statements
- Boolean Expressions and Logical Operators
- Multiple Conditions and Nested Conditionals
- Writing Clear and Efficient Conditionals
- The Importance of Logic in Programming
Chapter 5: Loops
- What is a Loop?
- While Loops and For Loops
- Loop Control: Break and Continue
- Iteration Over Data Structures
- Writing Efficient Looping Constructs
Chapter 6: Arrays
- What is an Array?
- Creating and Initializing Arrays
- Accessing and Modifying Array Elements
- Looping Through Arrays
- Multidimensional Arrays
Chapter 7: Objects and Classes
- Introduction to Object-Oriented Programming (OOP)
- Defining Classes and Objects
- Instance Variables and Methods
- The Constructor and the “this” Keyword
- Using OOP to Model Real-World Problems
Chapter 8: Inheritance and Polymorphism
- What is Inheritance?
- Extending Classes and Using Superclasses
- Polymorphism: Overriding Methods
- Using Interfaces and Abstract Classes
- Why Inheritance and Polymorphism Matter
Chapter 9: Data Structures
- Introduction to Data Structures
- Arrays vs. Lists
- Stacks and Queues
- Linked Lists and Trees
- Choosing the Right Data Structure
Chapter 10: Recursion
- What is Recursion?
- Writing Recursive Functions
- Base Case and Recursive Case
- Understanding the Call Stack
- Solving Problems Using Recursion
Chapter 11: Exception Handling
- Introduction to Exceptions
- Using Try-Catch Blocks
- Throwing and Catching Exceptions
- Writing Robust Code with Error Handling
- Common Java Exceptions
Chapter 12: File I/O
- Reading and Writing Files in Java
- Understanding Streams and Buffers
- Working with Text Files and Binary Files
- Exception Handling with File I/O
- Practical Uses of File I/O
Chapter 13: Algorithms
- What is an Algorithm?
- Searching Algorithms: Linear and Binary Search
- Sorting Algorithms: Bubble Sort and Merge Sort
- Analyzing Algorithm Efficiency: Big-O Notation
- Common Algorithmic Patterns
Chapter 14: Graphical User Interfaces (GUIs)
- Introduction to GUI Programming
- Using Swing for GUI Development
- Handling Events and User Input
- Designing Interactive Applications
- Simple GUI Project Example
Chapter 15: Introduction to Software Engineering
- The Software Development Life Cycle (SDLC)
- Writing Clean and Maintainable Code
- Version Control with Git
- Collaborative Programming and Debugging
- Testing Your Programs
Chapter 16: Final Project and Review
- Planning Your Final Project
- Applying the Concepts Learned in the Book
- Building and Testing Your Final Program
- Reviewing Key Concepts and Preparing for Future Learning
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