By David Schmidt, Kansas State University
This free ebook entitiled "Programming Principles in Java: Architectures and Interfaces" covers computers and programming, Simple Java Applications, Java Arithmetic and Variables, Java Input, Output, and State, Java Component Structure: Method and Class Building, Java Control Structure: Conditional Statements, Java Patterns of Repetition: Iteration and Recursion, Java Data Structure: Arrays, Java Programming to Interfaces, Java Graphical User Interfaces and Event-Driven Programming, Java Text and File Processing, etc. There was once a chapter on data structures, but it desperately needs rewriting.
Chapter 1: Computers and Programming 1
1.1 What is a Computer? 1
1.2 Computer Programming 2
1.3 Programs Are Objects 5
1.4 Operating Systems and Windows 6
1.5 Software Architecture 8
1.5.1 Class Diagrams 9
1.6 Summary 11
1.7 Beyond the Basics 13
1.7.1 Stepwise Refinement 14
1.7.2 Object-Oriented Design 15
1.7.3 Classes Generate Objects 17
1.7.4 Frameworks and Inheritance 18
Chapter 2: Simple Java Applications 20
2.1 An Application and its Architecture 20
2.2 How to Build and Execute an Application 23
2.2.1 Using an IDE 23
2.2.2 Using the JDK 28
2.3 How the Application Works 30
2.3.1 An Execution Trace of the Application 33
2.4 How One Object Constructs Another 35
2.5 Repairing Compiler Error Messages 41
2.6 Summary 43
2.7 Programming Exercises 46
2.8 Beyond the Basics 47
2.8.1 Syntax 47
2.8.2 Semantics 49
2.8.3 Java Packages 51
2.8.4 Java API 51
Chapter 3: Arithmetic and Variables 56
3.1 Integer Arithmetic 57
3.2 Named Quantities: Variables 59
3.2.1 Variables Can Vary: Assignments 63
3.3 Arithmetic with Fractions: Doubles 68
3.4 Booleans 72
3.5 Operator Precedences 74
3.6 Strings, Characters, and their Operations 75
3.7 Data-Type Checking 80
3.8 Input via Program Arguments 83
3.8.1 Converting between Strings and Numbers and Formatting 86
3.8.2 Temperature Conversion with Input 88
3.9 Diagnosing Errors in Expressions and Variables 92
3.10 Java Keywords and Identifiers 95
3.11 Summary 95
3.12 Programming Projects 97
3.13 Beyond the Basics 102
3.13.1 Longs, Bytes, and Floats 102
3.13.2 Helper Methods for Mathematics 103
3.13.3 Syntax and Semantics of Expressions and Variables 105
Chapter 4: Input, Output, and State 107
4.1 Interactive Input 108
4.1.1 Dialog Output 112
4.2 Graphical Output 113
4.2.1 Panels and their Frames 113
4.2.2 Customizing Panels with Inheritance 115
4.3 Format and Methods for Painting 122
4.3.1 Constructor Methods and this Object 124
4.4 Objects with State: Field Variables 130
4.4.1 Using Fields to Remember Inputs and Answers 135
4.4.2 Scope of Variables and Fields 140
4.5 Testing a Program that Uses Input 142
4.6 Summary 144
4.7 Programming Projects 147
4.8 Beyond the Basics 151
4.8.1 Scope of Variables and Fields 151
4.8.2 Partial API for JFrame 152
4.8.3 Methods for GregorianCalendar 152
4.8.4 Colors for Graphics 152
5.8.5 Applets 153
Chapter 5: Component Structure: Method and Class Building 157
5.1 Methods 158
5.2 Public Methods 159
5.2.1 Basic Public Methods 160
5.2.2 Constructor Methods 164
5.3 Parameters to Methods 168
5.3.1 Forms of Parameters 173
5.4 Case Study: General Purpose Output Frame 179
5.5 Results from Methods: Functions 186
5.6 Private Methods 193
5.7 Summary 200
5.8 Programming Projects 203
5.9 Beyond the Basics 212
5.9.1 Naming Variables, Methods, and Classes 212
5.9.2 Generating Web Documentation with javadoc 213
5.9.3 Static Methods 217
5.9.4 How the Java Compiler Checks Typing of Methods 220
5.9.5 Formal Description of Methods 221
5.9.6 Revised Syntax and Semantics of Classes 227
Chapter 6: Control Structure: Conditional Statements 229
6.1 Control Flow and Control Structure 230
6.2 Condtional Control Structure 231
6.2.1 Nested Conditional Statements 235
6.2.2 Syntax Problems with Conditionals 240
6.3 Relational Operations 241
6.4 Uses of Conditionals 245
6.5 Altering Control Flow 249
6.5.1 Exceptions 250
6.5.2 System Exit 251
6.5.3 Premature Method Returns 252
6.6 The Switch Statement 252
6.7 Model and Controller Components 255
6.7.1 Designing an Application with a Model-View-Controller Architecture 257
6.8 Case Study: Bank Accounts Manager 259
6.8.1 Collecting Use-Case Behaviors 259
6.8.2 Selecting a Software Architecture 261
6.8.3 Specifying the Model 261
6.8.4 Writing and Testing the Model 261
6.8.5 Specifying the View Components 265
6.8.6 A Second Look at the Software Architecture 265
6.8.7 Writing the View Classes 265
6.8.8 Controller Construction and Testing 272
6.8.9 Testing the Assembled Application 276
6.8.10 Multiple Objects from the Same Class 277
6.9 More about Testing Methods and Classes 283
6.9.1 Testing Individual Methods 283
6.9.2 Testing Methods and Attributes Together 283
6.9.3 Testing a Suite of Methods 284
6.9.4 Execution Traces 285
6.10 Summary 286
6.11 Programming Projects 290
6.12 Beyond the Basics 295
6.12.1 The Logic of the Conditional Statement 295
6.12.2 Interface Specifications and Integration 300
Chapter 7: Patterns of Repetition: Iteration and Recursion 304
7.1 Repetition 305
7.2 While Loops 306
7.3 Definite Iteration 308
7.3.1 Definite-Iteration Example: Painting a Bulls-Eye 153
7.4 Nontermination 319
7.5 Indefinite Iteration: Input Processing 321
7.5.1 Indefinite Iteration: Searching 324
7.6 For-Statements 328
7.7 Nested Loops 329
7.8 Writing and Testing Loops 335
7.9 Case Study: Bouncing Ball Animation 338
7.10 Recursion 347
7.10.1 An Execution Trace of Recursion 352
7.11 Counting with Recursion 356
7.11.1 Loops and Recursions 359
7.11.2 Counting with Multiple Recursions 360
7.12 Drawing Recursive Pictures 363
7.13 Summary 366
7.14 Programming Projects 370
7.15 Beyond the Basics 378
7.15.1 Loop Termination with break 379
7.15.2 The do-while Loop 380
7.15.3 Loop Invariants 381
7.15.4 Loop Termination 386
7.12.5 More Applets 387
Chapter 8: Data Structure: Arrays 391
8.1 Why We Need Arrays 392
8.2 Collecting Input Data within Arrays 396
8.3 Translation Tables 399
8.4 Internal Structure of One-Dimensional Arrays 402
8.5 Arrays of Objects 406
8.6 Case Study: Databases 3409
8.6.1 Behaviors 412
8.6.2 Architecture 413
8.6.3 Specifications 413
8.6.4 Implementation 415
8.6.5 Forms of Records and Keys 420
8.7 Case Study: Playing Pieces for Card Games 424
8.8 Two-Dimensional Arrays 431
8.9 Internal Structure of Two-Dimensional Arrays 434
8.10 Case Study: Slide-Puzzle Game 437
8.11 Testing Programs with Arrays 446
8.12 Summary 448
8.13 Programming Projects 450
8.14 Beyond the Basics 458
8.14.1 Sorting 458
8.14.2 Searching 462
8.14.3 Time-Complexity Measures 465
8.14.4 Divide-and-Conquer Algorithms 469
8.14.5 Formal Description of Arrays 477
Chapter 9: Programming to Interfaces 483
9.1 Why We Need Specifications 484
9.2 Java Interfaces 485
9.2.1 Case Study: Databases 493
9.3 Inheritance 497
9.4 Reference Types, Subtypes, and instanceof 500
9.5 Abstract Classes 508
9.5.1 Case Study: Card Players 509
9.5.2 Class Hierarchies 516
9.5.3 Frameworks and Abstract Classes 519
9.6 Subtypes versus Subclasses 519
9.7 class Object and Wrappers 520
9.8 Packages 522
9.8.1 Generating Package APIs with javadoc 524
9.9 Case Study: An Adventure Game 526
9.9.1 Interfaces and Inheritance Together 532
9.9.2 Inheritance of Interfaces 539
9.10 Summary 539
9.11 Programming Projects 543
9.12 Beyond the Basics 544
9.12.1 Subclasses and Method Overriding 545
9.12.2 Semantics of Overriding 550
9.12.3 final components 555
9.12.4 Method Overloading 556
9.12.5 Semantics of Overloading 561
Chapter 10: Graphical User Interfaces and Event-Driven Programming 564
10.1 Model-View-Controller Revisited 565
10.2 Events 567
10.3 The AWT/Swing Class Hierarchy 568
10.4 Simple Windows: Labels and Buttons 571
10.5 Handling an Event 579
10.5.1 A View as Action Listener 579
10.5.2 A Separate Controller 583
10.5.3 A Button-Controller 583
10.6 Richer Layout: Panels and Borders 590
10.6.1 An Animation in a Panel 594
10.7 Grid Layout 600
10.8 Scrolling Lists 604
10.9 Text Fields 610
10.10 Error Reporting with Dialogs 617
10.11 TextAreas and Menus 620
10.11.1 Case Study: Text Editor 623
10.12 Event-Driven Programming with Observers 632
10.12.1 Observers and the MVC-Architecture 635
10.13 Summary 636
10.14 Programming Projects 641
10.15 Beyond the Basics 645
10.15.1 Applets 646
10.15.2 Tables and Spreadsheets 649
10.15.3 Handling Mouse Clicks and Drags 655
10.15.4 Threads of Execution 664
10.15.5 GUI Design and Use-Cases 669
10.15.6 Summary of Methods for Graphical Components 671
Chapter 11: Text and File Processing 680
11.1 Strings are Immutable Objects 681
11.1.1 String Tokenizers 683
11.2 Sequential Files 686
11.2.1 Output to Sequential Files 688
11.2.2 Input from Sequential Files 690
11.3 Sequential Input from the Command Window 692
11.4 Case Study: Payroll Processing 695
11.5 Exceptions and Exception Handlers 700
11.5.1 Restarting a Method with an Exception Handler 702
11.5.2 Interactive Input with Exception Handlers 705
11.6 Exceptions Are Objects 706
11.6.1 Programmer-Generated Exceptions 713
11.7 Summary 714
11.8 Programming Projects 716
11.9 Beyond the Basics 719
11.9.1 Character-by-Character File Processing 719
11.9.2 Binary Files and Files of Objects 720
11.9.3 A Taxonomy of File Classes 721
11.9.4 A GUI for File Selection 730
Appendix I:Java Language Definition 724
Appendix II:Types and Subtypes 741
Appendix III:Class Diagrams 744
Index 748