Big Java: Early Objects (5th Edition) by Cay S. Horstmann

By Cay S. Horstmann

This booklet introduces programmers to things at a steady pace. Optional instance modules are included using Alice and Greenfoot. The examples characteristic annotations with dos and don'ts in addition to move references to extra distinctive factors within the textual content. New tables express various regular and cautionary examples. New programming and overview difficulties also are offered that confirm a wide assurance of topics. Cay will also add sections on challenge fixing, and a brand new, extra approachable and visible layout constructed for JfE and BJLO is used.

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Consider this pseudocode: Repeat until sorted Locate the first marble that is preceded by a marble of a different color, and switch them. Why is this not an algorithm? 1. 1 Describing an Algorithm with Pseudocode This is the first of many “How To” sections in this book that give you step-by-step procedures for carrying out important tasks in developing computer programs. Before you are ready to write a program in Java, you need to develop an algorithm—a method for arriving at a solution for a particular problem.

Spell out the steps until the algorithm stops. Suppose you have a random sequence of colored marbles. Consider this pseudocode: Repeat until sorted Locate the first marble that is preceded by a marble of a different color, and switch them. Why is this not an algorithm? 1. 1 Describing an Algorithm with Pseudocode This is the first of many “How To” sections in this book that give you step-by-step procedures for carrying out important tasks in developing computer programs. Before you are ready to write a program in Java, you need to develop an algorithm—a method for arriving at a solution for a particular problem.

The concepts and skills you learn in this book form an important foundation, and you should not be disappointed if your first programs do not rival the sophis­ticated software that is familiar to you. Actually, you will find that there is an immense thrill even in sim­ple programming tasks. 2 The Anatomy of a Computer 3 make small changes in a program that lead to immediate improvements, and to see the computer become an extension of your mental powers. Self Check 1. What is required to play music on a computer?

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