Learn Object-Oriented Java the Hard Way
Learn Object-Oriented Java the Hard Way
About the Book
“Learn Object-Oriented Java the Hard Way” focuses on the object-oriented parts of Java and covers them deeply, with plenty of complete working examples and the explanations you won’t find in other books.
In the final chapter you’ll write a graphical version of a popular checker-dropping game and know how to package it up in a JAR file to send to others.
You will learn:
- How to install the Java compiler and a text editor
- How to work with Java objects and create your own classes
- Fields and instance variables
- Methods and Parameters
- Reference Variables vs Primitives
- Generics and Casting
- Abstract Classes and Methods
- How to create JAR files
- Graphical User Interfaces in JavaFX
- Mouse and Keyboard Input in GUIs
- Testing and Efficiency
- Algorithmic Complexity and Big-O Notation
- Preface: Learning by Doing
- Introduction: Object-Oriented Java
- Exercise 0: The Setup
- Exercise 1: Working With Objects
- Exercise 2: Creating Your Own Single Objects
- Exercise 3: Defining Objects in Separate Files
- Exercise 4: Fields in an Object
- Exercise 5: Programming Paradigms
- Exercise 6: Accessing Fields in Methods
- Exercise 7: Encapsulation and Automated Testing
- Exercise 8: Failure to Encapsulate
- Exercise 9: Private Fields and Constructors
- Exercise 10: Automated Testing with Arrays
- Exercise 11: Public vs Private vs Unspecified
- Exercise 12: Reviewing Constructors
- Exercise 13: Default Values for Fields
- Exercise 14: toString and this
- Exercise 15: Noughts and Crosses / Extreme Testing
- Exercise 16: Introduction to ArrayLists
- Exercise 17: Word Counter Using an ArrayList
- Exercise 18: Primitive Variables in Memory
- Exercise 19: Reference Variables in Memory
- Exercise 20: Lists of Primitive Values
- Exercise 21: Generics vs. Casts
- Exercise 22: Object-Oriented Design and Efficiency
- Exercise 23: Writing a Silly Class with Generics
- Exercise 24: Writing a Useful Class with Generics
- Exercise 25: Sorting and Complexity
- Exercise 26: Sorting Speeds - Primitives vs Objects
- Exercise 27: Static Variables and Static Methods
- Exercise 28: Popular Static Methods in Java
- Exercise 29: Importing Static Class Members
- Exercise 30: References as Parameters
- Exercise 31: Java Strings Are Immutable
- Exercise 32: Parameters vs Properties
- Exercise 33: Basic Inheritance
- Exercise 34: How Fields Are Inherited
- Exercise 35: “Useful” Inheritance - A Game Board
- Exercise 36: A Game Called Breakthrough
- Exercise 37: Two Kinds of Equality
- Exercise 38: Implementing Interfaces
- Exercise 39: The Comparable Interface
- Exercise 40: List and Map
- Exercise 41: Implementing Several Interfaces
- Exercise 42: DropGame and Assertions
- Exercise 43: Abstract Classes and Final Methods
- Exercise 44: Packages
- Exercise 45: Creating a JAR File
- Exercise 46: A Simple Graphical Window
- Exercise 47: An Interactive Window
- Exercise 48: Using (F)XML to Define Your Interface
- Exercise 49: Canvas Basics
- Exercise 50: Getting Mouse Input
- Exercise 51: More Complex Mouse Interaction
- Exercise 52: Animation
- Exercise 53: Handling Keypress Events
- Exercise 54: Graphical Noughts and Crosses
- Exercise 55: Graphical Drop Game
- Next Steps
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