Think Java

“Think Java” is a comprehensive guide that delves into the world of Java programming. It covers fundamental concepts, syntax, and best practices for beginners and experienced programmers alike. The book provides a structured approach to learning Java, focusing on practical examples and exercises to reinforce understanding. With a clear and engaging writing style, “Think Java” aims to demystify Java programming and empower readers to develop their skills. By leveraging the content from the referenced documents, we can gather insights into the depth and breadth of topics covered in “Think Java,” making it a valuable resource for anyone looking to master Java programming.

Appendix A  Development tools

 Think Java

The steps for compiling, running, and debugging Java code depend on your development environment and operating system. We avoided putting these details in the main text, because they can be distractin...

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Appendix B  Java 2D graphics

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The Java library includes a simple package for drawing 2D graphics, called java.awt . AWT stands for “Abstract Window Toolkit”. We are only going to scratch the surface of graphics programming; you ca...

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Appendix C  Debugging

 Think Java

Although there are debugging suggestions throughout the book, we thought it would be useful to organize them in an appendix. If you are having a hard time debugging, you might want to review this appe...

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Chapter 11  Classes

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Whenever you define a new class, you also create a new type with the same name. So way back in Section 1.4 , when we defined the class Hello , we created a type named Hello . We didn’t declare any var...

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Index

 Think Java

== operator, 11.7 % operator, 3.8 ArithmeticException, 2.10 , C.2 ArrayIndexOutOfBoundsException, 8.2 , C.2 ArrayList, 14.1 Arrays class, 8.3 , 8.4 AWT, 10.1 , B , B.4 abecedarian, 9.11 accessor, 11.4...

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Chapter 13  Objects of arrays

 Think Java

In the previous chapter, we defined a class to represent cards and used an array of Card objects to represent a deck. In this chapter, we take another step toward object-oriented programming by defini...

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Chapter 14  Objects of objects

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Now that we have classes that represent cards and decks, let’s use them to make a game! Crazy Eights is a classic card game for two or more players. The main objective is to be the first player to get...

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Chapter 12  Arrays of objects

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In the remaining chapters, we will develop programs that work with playing cards and decks of cards. Here is an outline of the road ahead: In this chapter, we define a Card class and write methods tha...

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Chapter 10  Objects

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As we learned in the previous chapter, an object is a collection of data that provides a set of methods. For example, a String is a collection of characters that provides methods like charAt and subst...

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Chapter 7  Loops

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Computers are often used to automate repetitive tasks. Repeating tasks without making errors is something that computers do well and people do poorly. Running the same code multiple times is called it...

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Chapter 6  Value methods

 Think Java

Some of the methods we have used, like the Math methods, return values. But all the methods we have written so far have been void ; that is, they don’t return values. In this chapter, we’ll write meth...

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Chapter 5  Conditionals and logic

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The programs we’ve seen in previous chapters do pretty much the same thing every time, regardless of the input. For more complex computations, programs usually react to the inputs, check for certain c...

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