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Sams Teach Yourself Java in 24 Hours (8th Ed) 8th Edition Rogers Cadenhead PDF Download

Sams Teach Yourself Java in 24 Hours, 8th Edition by Rogers Cadenhead is a comprehensive guide designed to teach Java programming in a structured manner over 24 hours. The book covers fundamental concepts, object-oriented programming, graphical user interfaces, and internet applications, making it suitable for beginners and those looking to enhance their skills. It includes access to a Web Edition for additional resources and updates.

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0% found this document useful (0 votes)
39 views120 pages

Sams Teach Yourself Java in 24 Hours (8th Ed) 8th Edition Rogers Cadenhead PDF Download

Sams Teach Yourself Java in 24 Hours, 8th Edition by Rogers Cadenhead is a comprehensive guide designed to teach Java programming in a structured manner over 24 hours. The book covers fundamental concepts, object-oriented programming, graphical user interfaces, and internet applications, making it suitable for beginners and those looking to enhance their skills. It includes access to a Web Edition for additional resources and updates.

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Rogers Cadenhead

SamsTeach Yourself

Java
24
in
Hours
Eighth Edition
Sams Teach Yourself Java in 24 Hours, Eighth Edition
Copyright © 2018 by Pearson Education, Inc.

ISBN-13: 978-0-672-33794-9
ISBN-10: 0-672-33794-0

Library of Congress Control Number: 2017946911


Printed in the United States of America
Contents at a Glance
PART I GETTING STARTED
1 Becoming a Programmer ...............................................................................................3
2 Writing Your First Program ...........................................................................................13
3 Vacationing in Java .....................................................................................................27
4 Understanding How Java Programs Work ......................................................................41
PART II LEARNING THE BASICS OF PROGRAMMING
5 Storing and Changing Information in a Program ............................................................53
6 Using Strings to Communicate ....................................................................................71
7 Using Conditional Tests to Make Decisions ..................................................................83
8 Repeating an Action with Loops ...................................................................................99
PART III WORKING WITH INFORMATION IN NEW WAYS
9 Storing Information with Arrays ..................................................................................111
10 Creating Your First Object..........................................................................................125
11 Describing What Your Object Is Like ..........................................................................141
12 Making the Most of Existing Objects ..........................................................................159
PART IV MOVING INTO ADVANCED TOPICS
13 Storing Objects in Data Structures .............................................................................173
14 Handling Errors in a Program .....................................................................................187
15 Creating a Threaded Program ....................................................................................203
16 Using Inner Classes and Closures .............................................................................221
PART V PROGRAMMING A GRAPHICAL USER INTERFACE
17 Building a Simple User Interface................................................................................237
18 Laying Out a User Interface .......................................................................................259
19 Responding to User Input..........................................................................................273
PART VI WRITING INTERNET APPLICATIONS
20 Reading and Writing Files ..........................................................................................291
21 Using Java 9’s New HTTP Client ................................................................................309
22 Creating Java2D Graphics .........................................................................................325
23 Creating Minecraft Mods with Java ............................................................................341
24 Writing Android Apps.................................................................................................375
APPENDIXES
A Using the NetBeans Integrated Development Environment...........................................399
B Where to Go from Here: Java Resources ....................................................................407
C This Book’s Website .................................................................................................411
D Fixing a Problem with the Android Studio Emulator......................................................413
E Fixing Package Not Visible Errors in NetBeans ............................................................419
Contents

Introduction 1 HOUR 4: Understanding How Java


Programs Work 41
Creating an Application 41
PART I: Getting Started
Sending Arguments to Applications 43
The Java Class Library 45
HOUR 1: Becoming a Programmer 3
Trying Java Statements in JShell 49
Choosing a Language 4
Telling the Computer What to Do 6
How Programs Work 7 PART II: Learning the Basics of
When Programs Don’t Work 8 Programming
Choosing a Java Programming Tool 9
Installing a Java Development Tool 10 HOUR 5: Storing and Changing
Information in a Program 53
HOUR 2: Writing Your First Program 13 Statements and Expressions 53
What You Need to Write Programs 13 Assigning Variable Types 54
Creating the Saluton Program 14 Integers and Floating-Point Numbers 54
Beginning the Program 14 Characters and Strings 55
The class Statement 16 Other Numeric Variable Types 56
What the main Statement Does 17 The boolean Variable Type 57
Those Squiggly Bracket Marks 17 Naming Your Variables 58
Storing Information in a Variable 18 Storing Information in Variables 59
Displaying the Contents of a Variable 18 All About Operators 60
Saving the Finished Product 19 Incrementing and Decrementing a
Compiling the Program into a Class File 20 Variable 61
Fixing Errors 20 Operator Precedence 63
Running a Java Program 22 Using Expressions 64

HOUR 3: Vacationing in Java 27 HOUR 6: Using Strings to Communicate 71


First Stop: Oracle 27 Storing Text in Strings 71
A Brief History of Java 29 Displaying Strings in Programs 72
Going to School with Java 30 Using Special Characters in Strings 73
Lunch at Food Network 32 Pasting Strings Together 74
Watching the Skies at NASA 33 Using Other Variables with Strings 74
Getting Down to Business 34 Advanced String Handling 75
Stopping by SourceForge for Directions 35 Comparing Two Strings 76
Determining the Length of a String 77
Copying a String with a New Case 77 Building an Inheritance Hierarchy 130
Looking for a String 77 Converting Objects and Simple Variables 131
Presenting Credits 78 Casting Simple Variables 131
Casting Objects 132
HOUR 7: Using Conditional Tests to
Converting Simple Variables to
Make Decisions 83 Objects and Back 133
if Statements 84 Creating an Object 135
Less-Than and Greater-Than
Comparisons 84 HOUR 11: Describing What Your
Equal and Not Equal Comparisons 85 Object Is Like 141
Organizing a Program with Block Creating Variables 141
Statements 85
Creating Class Variables 143
if-else Statements 87
Creating Behavior with Methods 144
switch Statements 87
Declaring a Method 145
The Ternary Operator 90
Similar Methods with Different
Watching the Clock 91 Arguments 146
Constructors 147
HOUR 8: Repeating an Action with Loops 99 Class Methods 148
for Loops 99 Variable Scope within Methods 148
while Loops 102 Putting One Class Inside Another 149
do-while Loops 103 Using the this Keyword 151
Exiting a Loop 104 Using Class Methods and Variables 152
Naming a Loop 105
Complex for Loops 106 HOUR 12: Making the Most of
Testing Your Computer Speed 107 Existing Objects 159
The Power of Inheritance 159

PART III: Working with Information Inheriting Behavior and Attributes 160
in New Ways Overriding Methods 161
Establishing Inheritance 161
HOUR 9: Storing Information with Arrays 111 Using this and super in a Subclass 162
Creating Arrays 112 Working with Existing Objects 163
Using Arrays 113 Storing Objects of the Same Class
Multidimensional Arrays 115 in Array Lists 164
Sorting an Array 116 Looping Through an Array List 166
Counting Characters in Strings 118 Creating a Subclass 168

HOUR 10: Creating Your First Object 125 PART IV: Moving into Advanced Topics
How Object-Oriented Programming
Works 125 HOUR 13: Storing Objects in
Objects in Action 127 Data Structures 173
What Objects Are 128 Array Lists 174
Understanding Inheritance 129 Hash Maps 180
HOUR 14: Handling Errors in a Program 187 Buttons 242
Exceptions 188 Labels and Text Fields 245
Catching Exceptions in a try-catch Check Boxes 246
Block 189 Combo Boxes 247
Catching Several Different Exceptions 192 Text Areas 248
Handling Something After an Panels 251
Exception 194
Creating Your Own Component 251
Throwing Exceptions 194
Ignoring Exceptions 196 HOUR 18: Laying Out a User Interface 259
Exceptions That Don’t Need catch 197 Using Layout Managers 259
Throwing and Catching Exceptions 197 The GridLayout Manager 261
The BorderLayout Manager 262
HOUR 15: Creating a Threaded Program 203
The BoxLayout Manager 263
Threads 203
Separating Components with Insets 264
Slowing Down a Program 204
Laying Out an Application 265
Creating a Thread 204
Working with Threads 208 HOUR 19: Responding to User Input 273
The class Declaration 209 Getting Your Programs to Listen 273
Setting Up Variables 209 Setting Up Components to Be Heard 274
The Constructor 210 Handling User Events 275
Catching Errors as You Set Up URLs 211 Check Box and Combo Box Events 276
Starting the Thread 211 Keyboard Events 276
Running the Thread 212 Enabling and Disabling Components 278
Handling Mouse Clicks 213 Completing a Graphical Application 279
Displaying Revolving Links 213
Stopping a Thread 216 PART VI: Writing Internet Applications

HOUR 16: Using Inner Classes and


HOUR 20: Reading and Writing Files 291
Closures 221
Streams 291
Inner Classes 222
Files 292
Anonymous Inner Classes 225
Reading Data from a Stream 293
Closures 229
Buffered Input Streams 297
Writing Data to a Stream 299
PART V: Programming a Graphical Reading and Writing Configuration
User Interface Properties 302

HOUR 17: Building a Simple User HOUR 21: Using Java 9’s New
Interface 237 HTTP Client 309
Swing and the Abstract Windowing Java Modules 309
Toolkit 237 Making an HTTP Request 310
Using Components 238 Saving a File from the Web 314
Windows and Frames 238 Posting Data on the Web 317
HOUR 22: Creating Java2D Graphics 325 Creating a New Project 400
Using the Font Class 325 Creating a New Java Class 402
Using the Color Class 326 Running the Application 404
Creating Custom Colors 327 Fixing Errors 404
Drawing Lines and Shapes 328
Drawing Lines 328 APPENDIX B: Where to Go from Here:
Drawing Rectangles 329 Java Resources 407
Drawing Ellipses and Circles 330 Other Books to Consider 407
Drawing Arcs 330 Oracle’s Official Java Site 408
Baking a Pie Graph 331 Java Class Documentation 408
Other Java Websites 408
HOUR 23: Creating Minecraft Mods This Book’s Official Site 408
with Java 341 Workbench 409
Setting Up a Minecraft Server 342 Slashdot 409
Fixing Problems Running the Server 344 Other Java Weblogs 409
Connecting to the Server 346 InformIT 409
Fixing a Server Connection Problem 347 Stack Overflow 409
Creating Your First Mod 348 JavaWorld Magazine 409
Teaching Zombies to Ride Horses 356 Developer.com’s Java Directory 410
Finding All Mobs (and Killing Them) 362 Java Meetings 410
Writing a Mod that Can Build Things 366 Job Opportunities 410

HOUR 24: Writing Android Apps 375 APPENDIX C: This Book’s Website 411
Introduction to Android 375
Creating an Android App 377 APPENDIX D: Fixing a Problem with the
Exploring a New Android Project 378 Android Studio Emulator 413
Creating an App 380 Problems Running an App 413
Setting Up an Android Emulator 382 Install HAXM in Android Studio 414
Running the App 383 Install HAXM on Your Computer 415
Designing a Real App 385 Checking BIOS Settings 417
Organizing Resources 386
APPENDIX E: Fixing Package Not
Configuring the App’s Manifest File 387
Visible Errors in NetBeans 419
Designing a User Interface 388
Adding Module Info 419
Writing Java Code 390

Index 421
APPENDIXES

APPENDIX A: Using the NetBeans


Integrated Development Environment 399
Installing NetBeans 399
Accessing the Free Web Edition

Your purchase of this book in any format, print or electronic, includes access to the
corresponding Web Edition, which provides several special features to help you learn:

u The complete text of the book online

u Updates and corrections as they become available

The Web Edition can be viewed on all types of computers and mobile devices with any
modern web browser that supports HTML5.

To get access to the Web Edition of Sams Teach Yourself Java in 24 Hours, Eighth Edition, all you
need to do is register this book:

1. Go to www.informit.com/register

2. Sign in or create a new account

3. Enter ISBN: 9780672337949

4. Answer the questions as proof of purchase

The Web Edition will appear under the Digital Purchases tab on your Account page.

Click the Launch link to access the product.


Introduction

As the author of computer books, I spend a lot of time lurking in the computer section of
bookstores, observing the behavior of readers while I’m pretending to read the latest issue of Soap
Opera Digest magazine.

Because of my research, I’ve learned that if you have picked up this book and turned to this
introduction, I only have 13 more seconds before you put it down and head to the coffee bar for
a double-tall-decaf-skim-with-two-shots-of-vanilla-hold-the-whip latte.

So I’ll keep this brief: Computer programming with Java is easier than it looks.

I’m not supposed to tell you that because thousands of programmers have used their Java
skills to get high-paying jobs in software development, server programming, and Android
app creation. The last thing any programmer wants is for the boss to know that anyone with
persistence and a little free time can learn this language, the most popular programming
language on the planet. By working your way through each of the one-hour tutorials in Sams
Teach Yourself Java in 24 Hours, you’ll be able to learn Java programming quickly.

Anyone can learn how to write computer programs, even if you can’t program a DVR. Java
is one of the best programming languages to learn because it’s a useful, powerful, modern
technology that’s embraced by companies around the world.

This book is aimed at non-programmers, new programmers who think they hate this stuff, and
experienced programmers who want to get up to speed swiftly with Java. It uses Java 9, the latest
and greatest version of the language.

Java is an enormously popular programming language because of the things it makes possible.
You can create programs that feature a graphical user interface, connect to web services, run on
an Android phone or tablet, and more.

This language turns up in some amazing places. One of them is Minecraft, the gaming
phenomenon written entirely in Java. (In this book you learn how to create Java programs that
run in that game alongside creepers and zombie pigmen!)

This book teaches Java programming from the ground up. It introduces the concepts in English
instead of jargon with step-by-step examples of working programs you will create. Spend 24
hours with this book and you’ll be writing your own Java programs, confident in your ability
2 Introduction

to use the language and learn more about it. You also will have skills that are becoming
increasingly important—such as Internet computing, graphical user interface design, app
creation, and object-oriented programming.

These terms might not mean much to you now. In fact, they’re probably the kind of thing that
makes programming seem intimidating and difficult. However, if you can use a computer to
create a photo album on Facebook, pay your taxes, or work an Excel spreadsheet, you can learn
to write computer programs by reading Sams Teach Yourself Java in 24 Hours.

NOTE
At this point, if you would rather have coffee than Java, please reshelve this book with the front
cover facing outward on an endcap near a lot of the store’s foot traffic.
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