Essential Java for AP CompSci
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Essential Java for AP CompSci, Apress
From Programming to Computer Science
Von Doug Winnie, im heise Shop in digitaler Fassung erhältlich
Produktinformationen "Essential Java for AP CompSci"
Gain the essential skills for computer science using one of today's most popular programming languages, Java. This book will prepare you for AP CompSci Complete, but you don’t need to be sitting that class to benefit. Computer science has become a basic life skill that everyone is going to need to learn. Whether you are going into a career or side hustle in business, technology, creativity, architecture, or almost any other field, you will find coding and computer science play a role.
So when we learn programming we are going to focus on three things: what is the process; what is the syntax; and what is the flow. The process is represented as a flowchart. We will learn how to make these to help you plan out what you are going to do before you write a line of code. At first, the flowcharts will be pretty simple, but then they will get more complex. The syntax is the code: this is what you write that translates the process you create in a flowchart to the instructions that the computer can understand. Finally, there is the flow. This is where you trace through the code and see how the data and information it stores along the way changes. You can see how the operation of the program cascades from line to line. You will be building charts that will capture the programming flow so you can better understand how the computer processes code to make your next program easier to conceive and code.
Along the way to aid in the learning of the essential Java skills, there will be three kinds of project types throughout this book: business software projects for applications where you work for a company and need to complete an internal project for a team such as the sales, marketing, or data science teams; social good projects where you are working for non-profits or for agencies that are trying to research and provide solutions to economic, environmental, medical, or humanitarian projects; and game development projects for games based on player input, random chance, or other mechanics for the use of entertainment.
What is unique about computer science is how it has become a skill, and not just a career. While there are jobs and titles of “computer scientist”, the skill of computer science, and specifically programming, are almost everywhere. After reading and using this book, you'll have the essential skills to think like a computer scientist, even if you are not. As a result you’ll be of greater value to your clients, your company, and yourself.
WHAT YOU WILL LEARN
Discover the primary building blocks of programming using the Java programming language * See terminology and best practices of software development
* Work with object-oriented programming concepts
* Use common-language definitions and examples to help drive understanding and comprehension of computer science fundamentals
WHO THIS BOOK IS FOR
Those who want to learn programming and want to think like a computer scientist. Ideal for anyone taking AP CompSci Complete.
Doug Winnie is director of learning experience at H&R Block, responsible for learning and development platforms supporting associates across the organization. Previously, Doug was principal program manager at Microsoft and LinkedIn leading the LinkedIn Learning instructor community, curriculum strategy for technology learning content, and as a member the Windows Insider team supporting educational and career growth for millions of Windows Insiders worldwide.Throughout his career and consulting with companies such as Adobe, PG&E, Safeway, HP, and the US Army, Doug has worked to help developers and designers through education, product management, and interactive development. Doug was honored with two Webby award nominations with projects for Industrial Light and Magic and has written multiple publications to teach beginners how to code. He is also an AP Computer Science teacher, teaching the next generation of developers. Doug lives in the Kansas City metro area and Palm Springs, California.
1. WELCOME TO COMPUTER SCIENCE
2. SPRINT 01: INTRODUCTION
3. SPRINT 02: SETTING UP THE JAVA JDK AND INTELLIJ
4. SPRINT 03: SETTING UP GITHUB
a. QUIZ 01
b. QUIZ 02
5. SPRINT 04: PROGRAMMING LANGUAGES
6. SPRINT 05: HISTORY AND USES OF JAVA
7. SPRINT 06: HOW JAVA WORKS
a. QUIZ 03
8. SPRINT 07: FLOWCHARTING
a. ASSIGNMENT 01: PBJ’D
b. QUIZ 04
9. SPRINT 08: HELLO, WORLD
a. QUIZ 05
10. SPRINT 09: SIMPLE JAVA PROGRAM STRUCTURE
11. SPRINT 10: TEXT LITERALS AND OUTPUT
a. ASSIGNMENT 02: EE’D
12. SPRINT 11: VALUE LITERALS
13. SPRINT 12: OUTPUT FORMATTING
14. SPRINT 13: COMMENTS AND WHITESPACE
15. SPRINT 14: ABSTRACTION OF NUMBERS
16. SPRINT 15: BINARYa. QUIZ 06
17. SPRINT 16: UNICODE
18. SPRINT 17: VARIABLES
19. SPRINT 18: MATH. UGH.
a. QUIZ 07
b. ASSIGNMENT 03: SILO’D20. SPRINT 19: MATH FUNCTIONS
21. SPRINT 20: MANAGING TYPE
a. ASSIGNMENT 04: SPACE’D
b. QUIZ 08
c. QUIZ 09
d. QUIZ 10e. QUIZ 11
22. SPRINT 21: RANDOM NUMBERS
23. SPRINT 22: CAPTURE INPUT
24. SPRINT 23: CREATING TRACE TABLES
25. SPRINT 24: FUNCTIONS
a. ASSIGNMENT 05: ORC’D
26. SPRINT 25: NESTED FUNCTIONS
27. SPRINT 26: FUNCTIONS AND VALUES
a. QUIZ 12
28. SPRINT 27: FUNCTIONS AND SCOPE
a. QUIZ 13
b. QUIZ 14
c. QUIZ 15
d. ASSIGNMENT 06: ULTIMA’D
e. ASSIGNMENT 07: CYCLONE’D
29. SPRINT 28: BOOLEAN VALUES AND EQUALITY
a. QUIZ 16
b. ASSIGNMENT 08: SPRINT’D
c. USER STORY: 52-PICKUP
30. SPRINT 29: SIMPLE CONDITIONAL STATEMENTS
a. USER STORY: YAHTZEE
b. USER STORY: YAHTZEE TESTING
c. QUIZ 17
d. QUIZ 18
e. QUIZ 19
31. SPRINT 30: MATCHING CONDITIONS WITH THE SWITCH STATEMENT
32. SPRINT 31: THE TERNARY OPERATOR
33. SPRINT 32: THE STACK AND THE HEAP
34. SPRINT 33: TESTING EQUALITY WITH STRINGS
a. ASSIGNMENT 09: ESCAPE’D
b. USER STORY: ESCAPE’D WHITE BOX
35. SPRINT 34: DEALING WITH ERRORS
36. SPRINT 35: DOCUMENTING WITH JAVADOC
37. SPRINT 36: FORMATTED STRINGS
38. SPRINT 37: THE WHILE LOOP
a. QUIZ 20
b. QUIZ 21
c. QUIZ 22
39. SPRINT 38: AUTOMATIC PROGRAM LOOPS
40. SPRINT 39: THE DO/WHILE LOOP
a. ASSIGNMENT 10: SEQUENCE’D
b. USER STORY: DICEY
c. USER STORY SOLUTION: DICEY
d. USER STORY: CONVERTER
e. USER STORY SOLUTION: CONVERTER
41. SPRINT 40: PROBABILITY
42. SPRINT 41: SIMPLIFIED ASSIGNMENT OPERATORS
43. SPRINT 42: THE FOR LOOP
a. QUIZ 23
b. ASSIGNMENT 11: ODDS’D
44. SPRINT 43: NESTING LOOPS
a. USER STORY: MAP BUILDER
45. SPRINT 44: STRINGS AS COLLECTIONS
a. ASSIGNMENT 12: PALINDROME’D
b. QUIZ 24
46. SPRINT 45: MAKE COLLECTIONS USING ARRAYS
a. QUIZ 25
47. SPRINT 46: CREATING ARRAYS FROM STRINGS
a. ASSIGNMENT 13: ELECTION’D
b. QUIZ 26
48. SPRINT 47: MULTIDIMENSIONAL ARRAYS
49. SPRINT 48: LOOPING THROUGH MULTIDIMENSIONAL ARRAYS
a. QUIZ 27
b. QUIZ 2850. SPRINT 49: BEYOND ARRAYS WITH ARRAYLISTS
51. SPRINT 50: INTRODUCING GENERICS
52. SPRINT 51: LOOPING WITH ARRAYLISTS
a. ASSIGNMENT 14: LIST’D
53. SPRINT 52: USING FOR…EACH LOOPS
a. ASSIGNMENT 15: NUMBER’D
b. QUIZ 29
c. QUIZ 30
54. SPRINT 53: THE ROLE-PLAYING GAME CHARACTER
a. ASSIGNMENT 16: ROLL’D
55. SPRINT 54: POLYMORPHISM
a. ASSIGNMENT 17: EXTEN’D
56. SPRINT 55: MAKE ALL THE THINGS…CLASSES
57. SPRINT 56: CLASS, EXTEND THYSELF!
a. QUIZ 31
58. SPRINT 57: I DON'T COLLECT THOSE; TOO ABSTRACT.
59. SPRINT 58: ACCESS DENIED: PROTECTED AND PRIVATE
a. QUIZ 32
b. QUIZ 33
60. SPRINT 59: INTERFACING WITH INTERFACES
a. QUIZ 34
b. QUIZ 35
c. QUIZ 36d. QUIZ 37
e. ASSIGNMENT 18: STARSHIP’D
61. SPRINT 60: ALL I'M GETTING IS STATIC
62. SPRINT 61: AN ALL-STAR CAST, FEATURING NULL
63. ANSWER KEY
So when we learn programming we are going to focus on three things: what is the process; what is the syntax; and what is the flow. The process is represented as a flowchart. We will learn how to make these to help you plan out what you are going to do before you write a line of code. At first, the flowcharts will be pretty simple, but then they will get more complex. The syntax is the code: this is what you write that translates the process you create in a flowchart to the instructions that the computer can understand. Finally, there is the flow. This is where you trace through the code and see how the data and information it stores along the way changes. You can see how the operation of the program cascades from line to line. You will be building charts that will capture the programming flow so you can better understand how the computer processes code to make your next program easier to conceive and code.
Along the way to aid in the learning of the essential Java skills, there will be three kinds of project types throughout this book: business software projects for applications where you work for a company and need to complete an internal project for a team such as the sales, marketing, or data science teams; social good projects where you are working for non-profits or for agencies that are trying to research and provide solutions to economic, environmental, medical, or humanitarian projects; and game development projects for games based on player input, random chance, or other mechanics for the use of entertainment.
What is unique about computer science is how it has become a skill, and not just a career. While there are jobs and titles of “computer scientist”, the skill of computer science, and specifically programming, are almost everywhere. After reading and using this book, you'll have the essential skills to think like a computer scientist, even if you are not. As a result you’ll be of greater value to your clients, your company, and yourself.
WHAT YOU WILL LEARN
Discover the primary building blocks of programming using the Java programming language * See terminology and best practices of software development
* Work with object-oriented programming concepts
* Use common-language definitions and examples to help drive understanding and comprehension of computer science fundamentals
WHO THIS BOOK IS FOR
Those who want to learn programming and want to think like a computer scientist. Ideal for anyone taking AP CompSci Complete.
Doug Winnie is director of learning experience at H&R Block, responsible for learning and development platforms supporting associates across the organization. Previously, Doug was principal program manager at Microsoft and LinkedIn leading the LinkedIn Learning instructor community, curriculum strategy for technology learning content, and as a member the Windows Insider team supporting educational and career growth for millions of Windows Insiders worldwide.Throughout his career and consulting with companies such as Adobe, PG&E, Safeway, HP, and the US Army, Doug has worked to help developers and designers through education, product management, and interactive development. Doug was honored with two Webby award nominations with projects for Industrial Light and Magic and has written multiple publications to teach beginners how to code. He is also an AP Computer Science teacher, teaching the next generation of developers. Doug lives in the Kansas City metro area and Palm Springs, California.
1. WELCOME TO COMPUTER SCIENCE
2. SPRINT 01: INTRODUCTION
3. SPRINT 02: SETTING UP THE JAVA JDK AND INTELLIJ
4. SPRINT 03: SETTING UP GITHUB
a. QUIZ 01
b. QUIZ 02
5. SPRINT 04: PROGRAMMING LANGUAGES
6. SPRINT 05: HISTORY AND USES OF JAVA
7. SPRINT 06: HOW JAVA WORKS
a. QUIZ 03
8. SPRINT 07: FLOWCHARTING
a. ASSIGNMENT 01: PBJ’D
b. QUIZ 04
9. SPRINT 08: HELLO, WORLD
a. QUIZ 05
10. SPRINT 09: SIMPLE JAVA PROGRAM STRUCTURE
11. SPRINT 10: TEXT LITERALS AND OUTPUT
a. ASSIGNMENT 02: EE’D
12. SPRINT 11: VALUE LITERALS
13. SPRINT 12: OUTPUT FORMATTING
14. SPRINT 13: COMMENTS AND WHITESPACE
15. SPRINT 14: ABSTRACTION OF NUMBERS
16. SPRINT 15: BINARYa. QUIZ 06
17. SPRINT 16: UNICODE
18. SPRINT 17: VARIABLES
19. SPRINT 18: MATH. UGH.
a. QUIZ 07
b. ASSIGNMENT 03: SILO’D20. SPRINT 19: MATH FUNCTIONS
21. SPRINT 20: MANAGING TYPE
a. ASSIGNMENT 04: SPACE’D
b. QUIZ 08
c. QUIZ 09
d. QUIZ 10e. QUIZ 11
22. SPRINT 21: RANDOM NUMBERS
23. SPRINT 22: CAPTURE INPUT
24. SPRINT 23: CREATING TRACE TABLES
25. SPRINT 24: FUNCTIONS
a. ASSIGNMENT 05: ORC’D
26. SPRINT 25: NESTED FUNCTIONS
27. SPRINT 26: FUNCTIONS AND VALUES
a. QUIZ 12
28. SPRINT 27: FUNCTIONS AND SCOPE
a. QUIZ 13
b. QUIZ 14
c. QUIZ 15
d. ASSIGNMENT 06: ULTIMA’D
e. ASSIGNMENT 07: CYCLONE’D
29. SPRINT 28: BOOLEAN VALUES AND EQUALITY
a. QUIZ 16
b. ASSIGNMENT 08: SPRINT’D
c. USER STORY: 52-PICKUP
30. SPRINT 29: SIMPLE CONDITIONAL STATEMENTS
a. USER STORY: YAHTZEE
b. USER STORY: YAHTZEE TESTING
c. QUIZ 17
d. QUIZ 18
e. QUIZ 19
31. SPRINT 30: MATCHING CONDITIONS WITH THE SWITCH STATEMENT
32. SPRINT 31: THE TERNARY OPERATOR
33. SPRINT 32: THE STACK AND THE HEAP
34. SPRINT 33: TESTING EQUALITY WITH STRINGS
a. ASSIGNMENT 09: ESCAPE’D
b. USER STORY: ESCAPE’D WHITE BOX
35. SPRINT 34: DEALING WITH ERRORS
36. SPRINT 35: DOCUMENTING WITH JAVADOC
37. SPRINT 36: FORMATTED STRINGS
38. SPRINT 37: THE WHILE LOOP
a. QUIZ 20
b. QUIZ 21
c. QUIZ 22
39. SPRINT 38: AUTOMATIC PROGRAM LOOPS
40. SPRINT 39: THE DO/WHILE LOOP
a. ASSIGNMENT 10: SEQUENCE’D
b. USER STORY: DICEY
c. USER STORY SOLUTION: DICEY
d. USER STORY: CONVERTER
e. USER STORY SOLUTION: CONVERTER
41. SPRINT 40: PROBABILITY
42. SPRINT 41: SIMPLIFIED ASSIGNMENT OPERATORS
43. SPRINT 42: THE FOR LOOP
a. QUIZ 23
b. ASSIGNMENT 11: ODDS’D
44. SPRINT 43: NESTING LOOPS
a. USER STORY: MAP BUILDER
45. SPRINT 44: STRINGS AS COLLECTIONS
a. ASSIGNMENT 12: PALINDROME’D
b. QUIZ 24
46. SPRINT 45: MAKE COLLECTIONS USING ARRAYS
a. QUIZ 25
47. SPRINT 46: CREATING ARRAYS FROM STRINGS
a. ASSIGNMENT 13: ELECTION’D
b. QUIZ 26
48. SPRINT 47: MULTIDIMENSIONAL ARRAYS
49. SPRINT 48: LOOPING THROUGH MULTIDIMENSIONAL ARRAYS
a. QUIZ 27
b. QUIZ 2850. SPRINT 49: BEYOND ARRAYS WITH ARRAYLISTS
51. SPRINT 50: INTRODUCING GENERICS
52. SPRINT 51: LOOPING WITH ARRAYLISTS
a. ASSIGNMENT 14: LIST’D
53. SPRINT 52: USING FOR…EACH LOOPS
a. ASSIGNMENT 15: NUMBER’D
b. QUIZ 29
c. QUIZ 30
54. SPRINT 53: THE ROLE-PLAYING GAME CHARACTER
a. ASSIGNMENT 16: ROLL’D
55. SPRINT 54: POLYMORPHISM
a. ASSIGNMENT 17: EXTEN’D
56. SPRINT 55: MAKE ALL THE THINGS…CLASSES
57. SPRINT 56: CLASS, EXTEND THYSELF!
a. QUIZ 31
58. SPRINT 57: I DON'T COLLECT THOSE; TOO ABSTRACT.
59. SPRINT 58: ACCESS DENIED: PROTECTED AND PRIVATE
a. QUIZ 32
b. QUIZ 33
60. SPRINT 59: INTERFACING WITH INTERFACES
a. QUIZ 34
b. QUIZ 35
c. QUIZ 36d. QUIZ 37
e. ASSIGNMENT 18: STARSHIP’D
61. SPRINT 60: ALL I'M GETTING IS STATIC
62. SPRINT 61: AN ALL-STAR CAST, FEATURING NULL
63. ANSWER KEY
Artikel-Details
- Anbieter:
- Apress
- Autor:
- Doug Winnie
- Artikelnummer:
- 9781484261835
- Veröffentlicht:
- 30.07.21