Dive into the challenging world of software development
About the Book
Today's life is fulfilled with computers and software: Using a personal computer, this might be obvious, but regardless weather you use a mobile phone, a modern television or any smart device, internally all these devices are powered by a CPU and software. Whilst the CPU is just a part of the hardware (the things you can touch), the software determines the behavior.
Visiting the seaside might be wonderful. But it you dive into the water, you'll recognize a seemingly different world. Programming is a challenging task. If you start programming you'll not only get a different view of such devices. You will be able to design the behavior. So lets dive into this amazing world. Like scuba diving, you need to learn a lot before you're able to go in for vast tours. But divers may start soon with their first little practices combined with theory. And so you'll do with Java.
Using this book you'll start programming your first small application after a little preparation. Beside such practical tasks, you'll learn theoretical background. Step by step you will enhance your knowledge.
This might be a cheap book. You may change the recommended price down to 12 US$. Or pay whatever you want. I'm writing this book in my spare time. Maybe that's crazy, cause I could earn much by programming, but I like to teach people. Thus I would be proud, if you pay the recommended price.
I would be happy, if you learn a lot with the assistance of me and my books. Any feedback is appreciated.
This is a living book. Published first in a very incomplete state, I'm going to add or update content irregular. Once purchased, you are able to download all future updates without extra charge.
If you still know about programming foundations and may be some Java basics, I'll recommend this book's advanced sibling: Advancing Java.
If you prefer C# as language of your choice, then take a look at Beginning C#.
Enjoy reading and stay tuned!
- Preliminary note
- Cover image
- About the Author
About this book
- Errors and typos
Part I: Get ready
- 1 Software development
- 2 Prerequisites
3 Installing Java
- 3.1 Installing to Linux
- 3.2 Installing on Windows
- 4 Installing an IDE
5 Hello World
- 5.1 Translate and run
- 5.2 Compile and run manually
- 5.3 Build system
- 5.4 Summary
6 HelloWorld explained
- 6.1 Class
- 6.2 Method
- 6.3 Package
- 6.4 Summary
Part II: Discover
7 Calling methods
- 7.1 Summary
8 Naming and naming conventions
- 8.1 Method and variable names
- 8.2 Naming conventions
- 8.3 Summary
- 9 Math function
- 10.1 Summary
11 Class and Package
- 11.1.1 Create tester class
- 11.2 Refactoring
- 11.3 Summary
- 11.1 Testing
- 12.1 POM
- 12.2 Folders
- 12.3 Manifest
- 12.4 Summary
- 13 Testing with JUnit
- 14.1 Integer representation and calculation
- 14.2 Refining the test
- 14.3 Negative numbers
15 Primitive data types and reserved keywords
15.1 Numeric integer types
- 15.1.1 decimal, binary and hexadecimal representation
- 15.2 Numeric floating point types
- 15.3 Textual types
- 15.4 Boolean
- 15.5 void
- 15.6 Summary
- 15.1 Numeric integer types
- 16.1 while
- 16.2 do … while
- 16.3 for
- 16.4 Summary
- 7 Calling methods
Part III: I’m in love with my car
17 Building cars
- 17.1 Naive car simulation
- 17.2 Data structure
- 17.3 Summary
18 Object-oriented programming
- 18.1 Summary
19 Version control
- 19.1 Git
- 19.2 Summary
20 Optimizing Cars
20.1 Getters & Setters
- 20.1.1 Placement of variables
- 20.1.2 Sync with the repository
- 20.2 Car fabric
- 20.3 Constructing a Car
- 20.4 Property Access
- 20.5 Summary
- 20.1 Getters & Setters
- 21.1 Preparing the project
- 21.2 Specializing Car
21.3 Investigating inheritance behavior
- 21.3.1 Visual representation
- 21.3.2 A closer look onto the objects
- 21.4 Summary
- 22.1 Implementing engines
- 22.2 Investigating Interface
- 22.3 Inheritance versus composition
- 22.4 Summary
- 23 Polymorphism
- 17 Building cars
Part IV: Java elements
- 24.1 Visibility modifiers
- 24.2 Package
- 24.3 Scope of variables
- 24.4 Summary
25 Variables, its types and memory
- 25.1 Differences…
- 25.2 Primitive types
- 25.3 Object types (reference types)
- 25.4 Stack and Heap
- 25.5 Wrapper classes
- 25.6 Dissolution of Differences
- 25.7 Summary
26 Objects revised
- 26.1 Equals and HashCode
- 26.2 String representation
- 26.3 getClass and other methods
- 26.4 Summary
27 Data Containers
- 27.1.1 Fun with Array
- 27.1.2 Array based Stack
- 27.1.3 Multidimensional arrays
- 27.2.1 Fun with List
- 27.3 Summary
- 27.1 Array
- 28 Generics
- 29 Exception Handling
- 24 Visibility
Part IV: GUI - graphical user interface
- 30 Updates
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