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Java, Java, Java
Object-Oriented Problem Solving
Third Edition
i
ii
Preface to the Third Edition
We have designed this third edition of Java, Java, Java to be suitable for
a typical Introduction to Computer Science (CS1) course or for a slightly
more advanced Java as a Second Language course. This edition retains the
“objects first” approach to programming and problem solving that was
characteristic of the first two editions. Throughout the text we emphasize
careful coverage of Java language features, introductory programming
concepts, and object-oriented design principles.
The third edition retains many of the features of the first two editions,
including:
• End-of-Chapter Exercises
The In the Laboratory sections from the first two editions have been moved
onto the book’s Companion Web Site. Table 1 shows the Table of Contents
for the third edition.
iii
iv
Chapter Topic
Chapter 0 Computers, Objects, and Java (revised)
Chapter 1 Java Program Design and Development
Chapter 2 Objects: Defining, Creating, and Using
Chapter 3 Methods: Communicating with Objects (revised)
Chapter 4 Input/Output: Designing the User Interface (new)
Chapter 5 Java Data and Operators
Chapter 6 Control Structures
Chapter 7 Strings and String Processing
Chapter 8 Inheritance and Polymorphism (new)
Chapter 9 Arrays and Array Processing
Chapter 10 Exceptions: When Things Go Wrong
Chapter 11 Files and Streams
Chapter 12 Recursive Problem Solving
Chapter 13 Graphical User Interfaces
Chapter 14 Threads and Concurrent Programming
Chapter 15 Sockets and Networking (expanded)
Chapter 16 Data Structures: Lists, Stacks, and
Queues (revised and expanded)
on how objects are constructed and how they interact with each other
through method calls and parameter passing.
The second part (Chapters 5 through 9) focuses on the remaining lan-
guage elements, including data types and operators (Chapter 5), control
structures (Chapter 6), strings (Chapter 7), and arrays (Chapter 9). It
also provides thorough coverage of inheritance and polymorphism, the
primary mechanisms of object orientation: (Chapter 8).
Part three (Chapters 10 through 16) covers a variety of advanced topics
(Table 1). Topics from these chapters can be used selectively depending
on instructor and student interest.
Throughout the book, key concepts are introduced through simple,
easy-to-grasp examples. Many of the concepts are used to create a set
of games, which are used as a running example throughout the text. Our
pedagogical approach focuses on design. Rather than starting of with lan-
guage details, programming examples are carefully developed with an
emphasis on the principles of object-oriented design.
Table2 provides an example syllabus from our one-semester CS1
course. Our semester is 13 weeks (plus one reading week during which
classes do not meet). We pick and choose from among the advanced topics
during the last two weeks of the course, depending on the interests and
skill levels of the students.
Ralph Morelli
June 25, 2017
viii
Contents
ix
x CONTENTS