Two Java Programming Guides
Here are two Java Programming Guides, written by C.
J. Whyley, from the Department of Computer Science, University of Wales
Swansea. These will help you become a better Java programming, or get
started programming in Java. The first one, from their Programming in
Java course, is a 20-page document explaining the basic Java
programming topics, such as Objects, Classes, Methods, Variable,
Debugging, Collections, Libraries, Inheritance. The second one listed
below reviews and teaches building a graphical user interface,
programming with exceptions, concurrent programming with threads, and
design patterns.
Programming
in Java Course Notes
Programs written in Java - an Object-Oriented language - consist of
several objects communicating with each other in order to solve a task.
Each object has properties and behaviour. Details of an object's
properties are contained in its fields, and its behaviour is defined in
it methods. An object is described by a class. A class can have several
different objects. It is easiest to think of a class as being a sort of
factory, which is responsible for making objects. (20 pages, 208kb, pdf
format)
Contents:
1. Objects and Classes
2. Constructors, Methods, Variables and Flow Control
3. Comments, Debugging and Testing
3.1 Stepping Into Methods
3.2 Stepping Over Methods
3.3 Continue
3.4 Breakpoints
4. Collections, Iteration and Loops
5. Libraries and Encapsulation
6. Testing
7. Main
8. Inheritance and Polymorphism
9. Recursion
Programming
with Objects and Threads
(36 pages, 208kb, pdf format)
Contents:
1 Building a Graphical User Interface
1.1 Introduction
1.2 Components
1.3 Managing Layouts
1.4 Events
2 Programming with Exceptions
2.1 Introduction
2.2 Principles of Exceptions
2.3 Exception Classes
2.4 Effect of a Thrown Exception
2.5 Unchecked Exceptions
2.6 Checked Exceptions
2.7 The Finally Clause
3 Concurrent Programming with Threads
3.1 Introduction
3.2 Life Cycle
3.3 Creating Threads
3.4 Synchronising Threads
3.5 Thread Priority
3.6 Daemon Threads
3.7 Other Thread Methods
4 Design Patterns
4.1 Introduction
4.2 Case Study
4.3 Patterns
4.3.1 Abstract Factory
4.3.2 Facade
4.3.3 Singleton
4.3.4 Bridge
4.3.5 Adaptor
4.4 Case Study Re-visited
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