Concise Guide To Object-oriented Programming: An Accessible Approach Using Java by Kingsley SageConcise Guide To Object-oriented Programming: An Accessible Approach Using Java by Kingsley Sage

Concise Guide To Object-oriented Programming: An Accessible Approach Using Java

byKingsley Sage

Paperback | July 4, 2019

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This book provides a one-semester course on object-oriented (OO) programming in Java. The book is intended for students with no previous experience of programming or OO concepts. The book is intended to be suitable as either an introductory programming text for first year undergraduates or for postgraduate students new to programming, in particular postgraduates on conversion programmes from other non-computer science disciplines.

The content introduces the idea of what a programming language is, and then develops core knowledge of procedural programming constructions, and then introduces the key object-oriented concepts. The notion of OO design is intertwined with the Java coding, so that students can understand how best to develop appropriate OO solutions to solve real-world problems.

The book uses the BlueJ Integrated Development Environment (IDE) to support the coding examples.

Dr. Kingsley Sage is a Senior Teaching Fellow at Sussex University and a Senior Fellow of the Higher Education Academy (SFHEA).
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Title:Concise Guide To Object-oriented Programming: An Accessible Approach Using JavaFormat:PaperbackProduct dimensions:195 pages, 9.41 × 7.24 × 0.98 inShipping dimensions:9.41 × 7.24 × 0.98 inPublished:July 4, 2019Publisher:Springer NatureLanguage:English

The following ISBNs are associated with this title:

ISBN - 10:3030133036

ISBN - 13:9783030133030

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Table of Contents

Chapter 1 starts with an overview of what programming and coding is all about.

Chapter 2 then provides a short introduction to programming in Java using BlueJ.

Chapter 3 gets into the details of what OO really is and how it can be applied to solve modern programming challenges.

Chapter 4 considers a range of core Java libraries objects and packages such as the String and the ArrayList, and introduces the idea of the Application Programming Interface (API).

Chapter 5 delves further into the OO paradigm and considers how OO design forms an essential part of producing a useful solution to a problem.

Chapter 6 considers what to do when code encounters an error condition.

Chapter 7 digs deeper into the work of collections, notably HashMaps and HashSets and shows how different collection types can be used to effectively model different real-world collections of data.

Chapter 8 provides an introduction into building a Graphical User Interface (GUI) using Java Swing.

In the final chapter 9, a complete game application is presented, from conceptual design to implementation to help cement the ideas presented in the previous chapters.