
ESSENTIAL JAVA FOR SCIENTISTS AND ENGINEERS
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Content
- Front Cover
- Essential Java for Scientists and Engineers
- Copyright Page
- Contents
- Preface
- Acknowledgements
- Part l: Essentials
- Chapter 1. Getting going
- 1.1 Introduction to programming
- 1.2 Setting up your computer for programming in Java
- 1.3 Writing your first Java program
- 1.4 Input and output
- 1.5 Comments
- 1.6 Using objects
- 1.7 Java on the WWW (optional)
- Chapter 2. Java programming basics
- 2.1 Compound interest again
- 2.2 Primitive data types
- 2.3 Names
- 2.4 Vertical motion under gravity
- 2.5 Operators, expressions and assignments
- 2.6 Repeating with for
- 2.7 Deciding with if
- 2.8 Characters
- 2.9 Math methods
- 2.10 Programming style
- Chapter 3. Solving a problem in Java
- 3.1 Introduction
- 3.2 The class provider, class user and end user
- 3.3 What are objects and classes?
- 3.4 Writing and using a simple class
- 3.5 How memory works
- 3.6 The String class
- 3.7 Understanding methods
- 3.8 Example: simulating a rabbit colony
- 3.9 Access modifiers
- 3.10 Example: simulating the growth of trees
- 3.11 Scope
- 3.12 More on object handles
- 3.13 The static keyword
- 3.14 Naming conventions
- 3.15 Using the Java API
- 3.16 Making your own package (optional)
- Chapter 4. More on loops
- 4.1 Determinate repetition with for
- 4.2 Indeterminate repetition with while
- Chapter 5. Debugging
- 5.1 Compilation errors
- 5.2 Run-time errors
- 5.3 Errors in logic
- 5.4 Rounding errors
- Chapter 6. Arrays and matrices
- 6.1 Introduction
- 6.2 The basics of arrays
- 6.3 Passing arrays to methods
- 6.4 Frequency distributions: a simple bar chart
- 6.5 Multi-dimensional arrays
- 6.6 Arrays of objects
- 6.7 Sorting an array
- Part II: More advanced topics
- Chapter 7. Inheritance
- 7.1 Introduction
- 7.2 Inheritance in Java
- 7.3 Constructors and inheritance
- 7.4 The Object class
- 7.5 Abstract classes and interfaces
- Chapter 8. Graphical user interfaces (GUIs)
- 8.1 Introduction
- 8.2 Building a Swing application
- 8.3 Arranging components
- 8.4 A colour chooser application
- 8.5 Painting
- 8.6 Drawing mathematical graphs
- 8.7 Fractals
- Chapter 9. Input/output
- 9.1 Introduction
- 9.2 Input through command line parameters
- 9.3 Input from the keyboard without the essential package
- 9.4 Streams
- 9.5 File input/output
- 9.6 Manipulating data
- 9.7 Streams and the Internet
- Chapter 10. Exceptions
- 10.1 Introduction
- 10.2 Exceptions in Java
- 10.3 Throwing exceptions
- 10.4 Handling exceptions
- 10.5 Exceptions and file input
- Part III: Some applications
- Chapter 11. Simulation
- 11.1 Random number generation
- 11.2 Spinning coins
- 11.3 Rolling dice
- 11.4 Bacteria division
- 11.5 Radioactive decay
- 11.6 A random walk
- 11.7 Traffic flow
- Chapter 12. Modelling with matrices
- 12.1 Using the Matrix class
- 12.2 Networks
- 12.3 Leslie matrices: population growth
- 12.4 Markov processes
- 12.5 Linear equations
- Chapter 13. Introduction to numerical methods
- 13.1 Equations
- 13.2 Numerical differentiation
- 13.3 Integration
- 13.4 First-order differential equations
- 13.5 Runge-Kutta methods
- 13.6 Driver: a GUI to solve ODEs
- 13.7 A partial differential equation
- Appendix A: Keywords
- Appendix B: Operators
- Appendix C: Syntax quick reference
- C.1 Primitive type declarations
- C.2 Methods
- C.3 Classes
- C.4 Decisions
- C.5 Loops
- Appendix D: Solutions to selected exercises
- Index
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