JAVA: An Eventful Approach
This page contains links to sample chapters from our text.
These chapters may not be copied without permission of the publisher,
Prentice Hall (part of Pearson Education, Inc.). A brief description of each
chapter included is given below.
Chapters 1 and 2 introduce the graphics primitives, event-driven programming,
and the notion of naming. As part of this, students learn the structure of
classes and methods, the use of constructors to create objects, and the
use of parameters in event-handling methods. Note that in Chapter 2,
we explain variables and assignments differently from most authors. The
objectdraw library simplifies the use of graphics and event-driven programming
at this stage.
Chapter 6 explains how to define new classes from scratch. Students have
been using graphics classes and writing applet-style classes from day 1, but
now learn more general concepts.
Chapter 9 introduces concurrent programming by writing classes that exend
ActiveObject, a simple extension of Thread. Concurrency
is used to program simple animations using the graphics primitive in the
Chapter 14 introduces one-dimensional arrays,
illustrating how we cover more traditional topics.
web page for Java: An eventful approach.