
Beginning Programming with Java For Dummies
Barry Burd(Author)
Hungry Minds Inc,U.S. (Publisher)
1st Edition
Published on 9. May 2003
Book
Paperback/Softback
408 pages
978-0-7645-2646-6 (ISBN)
Article exhausted; check for reprint
Description
Computers are so much a part of our daily lives that many of us take them for granted. You turn on your PC, connect to the Internet and check your stocks, your e-mail, or the weather report, write a note to Grandma, or relax for half an hour by shooting make-believe lasers at make-believe aliens. But if you ever wonder "how do they make a computer do that?" then you may be a candidate for Beginning Programming with Java For Dummies . If you're ready to take the plunge into programming, Java is a wonderful place to start. You can write Java code for any operating system. A cool device called the Java Virtual Machine (JVM) will translate your code so it can be understood by your Windows system, your neighbor's Mac, or your nerdy cousin's Unix box. Java is a good place to begin learning programming. And not only can programming be fun, it can also be a lucrative career. Author Barry Burd breaks down Java programming into fun and manageable bites - or bytes. He walks you through downloading and setting up the Java compiler, JVM, and Java API, and then away you go!
You'll be able to Explore the parts of a program Discover methods, variables, values, and types Find out how the computer turns your program into the zeros and ones it understands See how your computer makes decisions and how your program directs its choices Create loops, use arrays, and program with objects and classes Translate the mysteries of some common error messages - and fix the problems they reveal Once you discover the joys of Java programming, you just might find you're hooked. You'll be able to make that machine do your bidding, at least some of the time. You may find yourself thinking of programming like a game of strategy, in which it's up to you to find the secret passageway, decipher the magic words, and save the princess. Sound like fun? Here's the place to start.
You'll be able to Explore the parts of a program Discover methods, variables, values, and types Find out how the computer turns your program into the zeros and ones it understands See how your computer makes decisions and how your program directs its choices Create loops, use arrays, and program with objects and classes Translate the mysteries of some common error messages - and fix the problems they reveal Once you discover the joys of Java programming, you just might find you're hooked. You'll be able to make that machine do your bidding, at least some of the time. You may find yourself thinking of programming like a game of strategy, in which it's up to you to find the secret passageway, decipher the magic words, and save the princess. Sound like fun? Here's the place to start.
More details
Edition
1., Aufl.
Language
English
Place of publication
Foster City
United States
Publishing group
John Wiley & Sons Inc
Target group
College/higher education
Professional and scholarly
Illustrations
Illustrations
Dimensions
Height: 233 mm
Width: 188 mm
Weight
628 gr
ISBN-13
978-0-7645-2646-6 (9780764526466)
Schweitzer Classification
Other editions
New editions

Barry Burd
Beginning Programming with Java For Dummies
Book
04/2005
2nd Edition
Wiley
€20.90
Article exhausted; check for reprint
Person
Barry Burd, PhD, teaches computer science at Drew University and trains professional programmers. He also speaks at conferences worldwide and is the author of Java 2 For Dummies.
Content
Introduction; Part I: Revving Up; Chapter 1: Getting Started; Chapter 2: Setting Up Your Computer; Chapter 3: Running Programs; Part II: Writing Your Own Java Programs; Chapter 4: Exploring the Parts of a Program; Chapter 5: Composing a Program; Chapter 6: Using the Building Blocks: Variables, Values, and Types; Chapter 7: Numbers and Types; Chapter 8: Numbers? Who Needs Numbers?; Part III: Controlling the Flow; Chapter 9: Forks in the Road; Chapter 10: Which Way Did He Go?; Chapter 11: How to Flick a Virtual Switch; Chapter 12: Around and Around It Goes; Chapter 13: Piles of Files (Dealing with Information Overload); Chapter 14: Creating Loops within Loops; Chapter 15: The Old Runaround; Part IV: Using Program Units; Chapter 16: Using Loops and Arrays; Chapter 17: Programming with Objects and Classes; Chapter 18: Using Methods from a Java Class; Chapter 19: Creating New Java Methods; Chapter 20: Oooey GUI Was a Worm; Part V: The Part of Tens; Chapter 21: Ten Sets of Web Links; Chapter 22: Ten Useful Classes in the Java API; Chapter 23: Ten Error Messages (And What to Do about Them); Appendix: Reading and Understanding Java's API Documentation; Index