Java Programming for Dummies

by ;
Edition: 3rd
Format: Paperback
Pub. Date: 1999-01-01
Publisher(s): John Wiley & Sons Inc
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Summary

Java Programming "Cheat Sheet" Inside!Everything You Need to Create Java 2 Applets! If you want to use Java 2 - and not just read about it - this is the book for you. Find out how to add oomph and interactivity to your Web site with some nifty applets, provide a friendly user interface to your corporate database, or develop games. Java Programming For Dummies r , 3 rd Edition, brings you all the practical information and sample code you need to get programming in Java 2 - right away. Start Programming Today! CD-ROM Includes: Java 2: Create your own Java 2 applets with Java 2 development tools from Sun Microsystems MindSpring Internet Access Microsoft's popular Web browser Trial version of JBuilder Professional 2 Sample applets created by people from around the world - including Ticker Tape, Calendar, Sprite, Quizem, JavaBots, Shopping Cart, and more! Shareware programs are fully functional, free trial versions of copyrighted programs. If you like particular programs, register with their authors for a nominal fee and receive licenses, enhanced versions, and technical support. Freeware programs are free, copyrighted games, applications, and utilities. You can copy them to as many PCs as you like - free - but they have no technical support. System Requirements: 486 or faster PC with Windows 95, 98, or NT; or 68040 or PowerPC Mac with System 7.5 or later; SPARC Solaris 2.3 or 2.4, or X86 Solaris 2.5; 16 MB RAM; CD-ROM drive double-speed (2x) or faster.Inside, find helpful advice on how to: Master the latest Internet standards in Java 2 Write Java 2 code you can use again and again in different applications Produce dynamic Web pages that respond to user input Create sprites, bots, and other applets that can run on all kinds of computers - PCs, Macs, and UNIX workstations Transfer mini programs without losing or corrupting data Develop multi-user games you can play across the Internet

Table of Contents

Introduction 1(6)
Part I: Hello, Java 7(64)
Chapter 1: Java and the World Wide Web
9(10)
Chapter 2: Writing a Simple Program: Yet Another HelloWorld
19(16)
Chapter 3: Jumping to Java from HTML
35(14)
Chapter 4: The Object All Sublime: Object-Oriented Programming
49(22)
Part II: Javanese 71(106)
Chapter 5: Where's the Action?
73(24)
Chapter 6: Choices, Choices, Choices: if, else, and switch
97(18)
Chapter 7: Round and Round: for and while
115(14)
Chapter 8: Anatomy of a Class
129(16)
Chapter 9: Recycle This Code
145(20)
Chapter 10: Finding Your Type
165(12)
Part III: Caffeinated Pages 177(114)
Chapter 11: A Calendar Class
179(18)
Chapter 12: A Ticker Tape Class
197(12)
Chapter 13: Sprites Faster Than a Speeding Rabbit
209(14)
Chapter 14: JavaBots: Let the Wild Rumpus Begin!
223(26)
Chapter 15: An Applet for Teacher
249(14)
Chapter 16: Shopping Up a Storm
263(16)
Chapter 17: Fun with Fractals
279(12)
Part IV: Only Java 291(10)
Chapter 18: Java Stands Alone
293(8)
Part V: The Part of Tens 301(22)
Chapter 19: Ten Common Mistakes
303(4)
Chapter 20: Ten Hot Pages to Peek At
307(4)
Chapter 21: Ten Web Sites for Java Lore
311(4)
Chapter 22: Ten Tenets of Style
315(4)
Chapter 23: Ten Facts about the Other Java
319(4)
Part VI: Appendixes 323(10)
Index 333(23)
IDG Books Worldwide License Agreement 356
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