PHI Learning Pvt. Ltd.
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This practice-oriented text explores the intricacies of Java language in the light of different procedural and object-oriented paradigms. It is primarily focussed on the Object-Oriented Programming (OOP) paradigm using Java as a language. The text begins with the programming overview and introduces the reader to the important object-oriented (OO) terms. It then deals with Java development as well as runtime environment set-up along with the steps of compilation and running of a simple program. The text explains the philosophy of Java by highlighting its core features and demonstrating its advantages over C++. Besides, it covers GUI through Java applets, Swing, as well as concurrency handling and synchronization through threads. A chapter is exclusively devoted to fundamental data structures and their applications in Java. The book shows how Unified Modeling Language (UML) represents objects, classes, components, relationships, and architectural design. This comprehensive and student friendly book is intended as a text for the students of computer science and engineering, computer applications (BCA/MCA), and IT courses.
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About the author

DEBASISH JANA (Ph.D. from Jadavpur University, M.Math in Computer Science from Univ of Waterloo, Canada) is Principal Consultant with the IT Department of Simplex Infrastructures Limited, Kolkata. He has more than twelve years of teaching experience at premier institutes such as Jadavpur University, BIT Mesra, Kolkata Ext, IGNOU and Army Institute of Management (earlier NIMC), Kolkata. He has more than two decades of professional experience in various IT Industries, including Techna, BFL Software, PricewaterhouseCoopers and Anshin Software. A fellow of IETE and IE(I), senior member of ACM (USA), IEEE (USA) and a senior life member of the Computer Society of India and Indian Statistical Institute.
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Additional Information

PHI Learning Pvt. Ltd.
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Published on
Jan 1, 2005
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Best For
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Computers / Programming / Object Oriented
Computers / Programming Languages / Java
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Content Protection
This content is DRM protected.
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Learning a complex new language is no easy task especially when it s an object-oriented computer programming language like Java. You might think the problem is your brain. It seems to have a mind of its own, a mind that doesn't always want to take in the dry, technical stuff you're forced to study.

The fact is your brain craves novelty. It's constantly searching, scanning, waiting for something unusual to happen. After all, that's the way it was built to help you stay alive. It takes all the routine, ordinary, dull stuff and filters it to the background so it won't interfere with your brain's real work--recording things that matter. How does your brain know what matters? It's like the creators of the Head First approach say, suppose you're out for a hike and a tiger jumps in front of you, what happens in your brain? Neurons fire. Emotions crank up. Chemicals surge.

That's how your brain knows.

And that's how your brain will learn Java. Head First Java combines puzzles, strong visuals, mysteries, and soul-searching interviews with famous Java objects to engage you in many different ways. It's fast, it's fun, and it's effective. And, despite its playful appearance, Head First Java is serious stuff: a complete introduction to object-oriented programming and Java. You'll learn everything from the fundamentals to advanced topics, including threads, network sockets, and distributed programming with RMI. And the new. second edition focuses on Java 5.0, the latest version of the Java language and development platform. Because Java 5.0 is a major update to the platform, with deep, code-level changes, even more careful study and implementation is required. So learning the Head First way is more important than ever.

If you've read a Head First book, you know what to expect--a visually rich format designed for the way your brain works. If you haven't, you're in for a treat. You'll see why people say it's unlike any other Java book you've ever read.

By exploiting how your brain works, Head First Java compresses the time it takes to learn and retain--complex information. Its unique approach not only shows you what you need to know about Java syntax, it teaches you to think like a Java programmer. If you want to be bored, buy some other book. But if you want to understand Java, this book's for you.
As the application of object technology--particularly the Java programming language--has become commonplace, a new problem has emerged to confront the software development community. Significant numbers of poorly designed programs have been created by less-experienced developers, resulting in applications that are inefficient and hard to maintain and extend. Increasingly, software system professionals are discovering just how difficult it is to work with these inherited, "non-optimal" applications. For several years, expert-level object programmers have employed a growing collection of techniques to improve the structural integrity and performance of such existing software programs. Referred to as "refactoring," these practices have remained in the domain of experts because no attempt has been made to transcribe the lore into a form that all developers could use. . .until now. In Refactoring: Improving the Design of Existing Code, renowned object technology mentor Martin Fowler breaks new ground, demystifying these master practices and demonstrating how software practitioners can realize the significant benefits of this new process.

With proper training a skilled system designer can take a bad design and rework it into well-designed, robust code. In this book, Martin Fowler shows you where opportunities for refactoring typically can be found, and how to go about reworking a bad design into a good one. Each refactoring step is simple--seemingly too simple to be worth doing. Refactoring may involve moving a field from one class to another, or pulling some code out of a method to turn it into its own method, or even pushing some code up or down a hierarchy. While these individual steps may seem elementary, the cumulative effect of such small changes can radically improve the design. Refactoring is a proven way to prevent software decay.

In addition to discussing the various techniques of refactoring, the author provides a detailed catalog of more than seventy proven refactorings with helpful pointers that teach you when to apply them; step-by-step instructions for applying each refactoring; and an example illustrating how the refactoring works. The illustrative examples are written in Java, but the ideas are applicable to any object-oriented programming language.

 Intended as a textbook on graphics at undergraduate and postgraduate level, the primary objective of the book is to seamlessly integrate the theory of Computer Graphics with its implementation. The theory and implementation aspects are designed concisely to suit a semester-long course. Students of BE/BTech level of Computer Science, Information Technology and related disciplines will not only learn the basic theoretical concepts on Graphics, but also learn the modifications necessary in order to implement them in the discrete space of the computer screen. Practising engineers will find this book helpful as the C program implementations available in this book could be used as kernel to build a graphics system. This book is also suitable for the students of M.Sc. (Computer Science) and Computer Applications (BCA/MCA). To suit the present day need, the C implementations are done for Windows operating system exposing students to important concepts of message-driven programming. For wider acceptability, Dev C++ (an open source integrated windows program development environment) versions of the implementations of graphics programs are also included in the companion CD-ROM.

This book introduces the students to Windows programming and explains the building blocks for the implementation of computer graphics algorithms. It advances on to elaborate the two-dimensional geometric transformations and the design and implementation of the algorithms of line drawing, circle drawing, drawing curves, filling and clipping. In addition, this well-written text describes three-dimensional graphics and hidden surface removal algorithms and their implementations. Finally, the book discusses illumination and shading along with the Phong illumination model.

Key Features :

Includes fundamental theoretical concepts of computer graphics.

Contains C implementations of all basic computer graphics algorithms.

Teaches Windows programming and how graphics algorithms can be tailor-made for implementations in message-driven architecture.

Offers chapter-end exercises to help students test their understanding.

Gives a summary at the end of each chapter to help students overview the key points of the text.

Includes a companion CD containing C programs to demonstrate the implementation of graphics algorithms.

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