Java in 24 Hours, Sams Teach Yourself (Covering Java 8)

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Java in 24 Hours, Sams Teach Yourself (Covering Java 8)

Java in 24 Hours, Sams Teach Yourself (Covering Java 8) (7th Edition) by Rogers Cadenhead
English | May 30, 2014 | ISBN: 0672337029 | 450 Pages | EPUB/AZW3 | 7.86 MB/9.04 MB


In just 24 lessons of one hour or less, you can learn the fundamentals of Java programming. In this book's straightforward, step-by-step approach, each lesson builds on everything that's come before, helping readers learn Java's core features and techniques from the ground up.
Friendly, accessible, and conversational, this book offers a practical grounding in the language, without ever becoming overwhelming or intimidating. Full-color figures and clear instructions visually show you how to program with Java.

Popular author Rogers Cadenhead helps you master the skills and technology you need to create desktop and web programs, web services, and even an Android app in Java.

Learn how to...
Set up your Java programming environment
Write your first working program in just minutes
Control program decisions and behavior
Store and work with information
Build straightforward user interfaces
Create interactive web programs
Use threading to build more responsive programs
Read and write files and XML data
Master best practices for object-oriented programming
Create flexible, interoperable web services with JAX-WS
Use Java to create an Android app
Expand your skills with closures, the powerful new capability introduced in Java 8
Contents at a Glance

PART I: Getting Started
1 Becoming a Programmer
2 Writing Your First Program
3 Vacationing in Java
4 Understanding How Java Programs Work

PART II: Learning the Basics of Programming
5 Storing and Changing Information in a Program
6 Using Strings to Communicate
7 Using Conditional Tests to Make Decisions
8 Repeating an Action with Loops

PART III: Working with Information in New Ways
9 Storing Information with Arrays
10 Creating Your First Object
11 Describing What Your Object Is Like
12 Making the Most of Existing Objects

PART IV: Programming a Graphical User Interface
13 Building a Simple User Interface
14 Laying Out a User Interface
15 Responding to User Input
16 Building a Complex User Interface

PART V: Moving into Advanced Topics
17 Storing Objects in Data Structures
18 Handling Errors in a Program
19 Creating a Threaded Program
20 Using Inner Classes and Closures
21 Reading and Writing Files
22 Creating Web Services with JAX-WS
23 Creating Java2D Graphics
24 Writing Android Apps

Appendixes
A Using the NetBeans Integrated Development Environment
B Where to Go from Here: Java Resources
C This Book's Website
D Setting Up an Android Development Environment

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