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008 151022s2016 cau s 000 0 eng d
019 _a928111860
020 _a1491929561
020 _a9781491929568
035 _a(NhCcYBP)926743875
035 _a(OCoLC)926743875
_z(OCoLC)928111860
040 _aYDXCP
_beng
_cYDXCP
_dBTCTA
_dBDX
_dOCLCQ
_dON3
_dGZU
050 4 _aQA76.73.J38
_b2016
082 0 4 _a005.13/3
_223
092 _a005.133 JAVA
_bD7486t 2016
100 1 _aDowney, Allen B.,
_eauthor.
245 1 0 _aThink Java
_h[electronic resource] :
_bhow to think like a computer scientist /
_cAllen B. Downey and Chris Mayfield.
260 _aSebastopol, CA :
_bO'Reilly Media,
_c2016.
300 _a1 online resource, 234 pages :
_billustrations.
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
500 _aIncludes index.
505 0 _aThe way of the program -- Variables and operators -- Input and output -- Void methods -- Conditionals and logic -- Value methods -- Loops -- Arrays -- Strings and things -- Objects -- Classes -- Arrays of objects -- Objects of arrays -- Objects of objects -- Development tools -- Java 2D graphics -- Debugging.
520 _aCurrently used at many colleges, universities, and high schools, this hands-on introduction to computer science is ideal for people with little or no programming experience. The goal of this concise book is not just to teach you Java, but to help you think like a computer scientist. You'll learn how to program?a useful skill by itself?but you'll also discover how to use programming as a means to an end. Authors Allen Downey and Chris Mayfield start with the most basic concepts and gradually move into topics that are more complex, such as recursion and object-oriented programming. Each brief chapter covers the material for one week of a college course and includes exercises to help you practice what you've learned. Learn one concept at a time: tackle complex topics in a series of small steps with examples Understand how to formulate problems, think creatively about solutions, and write programs clearly and accurately Determine which development techniques work best for you, and practice the important skill of debugging Learn relationships among input and output, decisions and loops, classes and methods, strings and arrays Work on exercises involving word games, graphics, puzzles, and playing cards.
650 0 _aComputer programming.
650 0 _aData structures (Computer science)
650 0 _aJava (Computer program language)
650 0 _aObject-oriented programming (Computer science)
700 1 _aMayfield, Chris,
_eauthor.
856 _uhttps://drive.google.com/file/d/1n9gc7sS88SRdHCPdb5xD68Lyjqu1EMha/view?usp=sharing
999 _c11107
_d11107