Introduction to computing and programming with java a mult

1.2K 203 0
Introduction to computing and programming with java   a mult

Đang tải... (xem toàn văn)

Tài liệu hạn chế xem trước, để xem đầy đủ mời bạn chọn Tải xuống

Thông tin tài liệu

Table of • Contents • Index Introduction to Computing & Programming in Java™: A Multimedia Approach By Mark Guzdial, Barbara Ericson - College of Computing/GVU Georgia Institute of Technology Publisher : Prentice Hall Pub Date : April 07, 2006 Print ISBN-10 : 0-13-049698-0 eText ISBN-10 : 0-13-186044-5 eText ISBN-13 : 978-0-13-186044-5 Pages : 592 Using the video game generation's fascination with digital multimedia as a springboard, this text teaches Java programming in a context that students find relevant and useful Students learn to program using Java while creating interesting effects with sounds, pictures, web pages, and video Introduction to Computing & Programming in Java™: A Multimedia Approach By Mark Guzdial, Barbara Ericson - College of Computing/GVU Georgia Institute of Technology Publisher : Prentice Hall Pub Date : April 07, 2006 Print ISBN-10 : 0-13-049698-0 Table of • Contents eText ISBN-10 : 0-13-186044-5 eText ISBN-13 : 978-0-13-186044-5 • Index Pages : 592 Copyright Trademark Page Preface About the Authors About the CDROM Part 1: Introduction Chapter 1 Introduction to Computer Science and Media Computation Section 1.1 What is Computer Science About? Section 1.2 What Computers Understand Section 1.3 Media Computation: Why Digitize Media? Section 1.4 Computer Science for Everyone Problems To Dig Deeper Chapter 2 Introduction to Java Section 2.1 Java Section 2.2 Introduction to DrJava Section 2.3 Java Basics Section 2.4 Variables Section 2.5 Concepts Summary Problems To Dig Deeper vi xxi xxix xxxi 2 10 11 13 14 14 16 19 25 33 35 37 Chapter 3 Introduction to Programming Section 3.1 Programming is About Naming Section 3.2 Files and Their Names Section 3.3 Class and Object Methods Section 3.4 Working with Turtles Section 3.5 Creating Methods Section 3.6 Working with Media Section 3.7 Concepts Summary Objects and Methods Summary Problems To Dig Deeper Part 2: Pictures Chapter 4 Modifying Pictures Using Loops Section 4.1 How Pictures are Encoded Section 4.2 Manipulating Pictures Section 4.3 Changing Color Values Section 4.4 Concepts Summary Objects and Methods Summary Problems To Dig Deeper Chapter 5 Modifying Pixels in a Matrix Section 5.1 Copying Pixels Section 5.2 Copying and Transforming Pictures Section 5.3 Concepts Summary Objects and Methods Summary Problems To Dig Deeper Chapter 6 Conditionally Modifying Pixels Section 6.1 Conditional Pixel Changes Section 6.2 Simple Edge Detection: Conditionals with Two Options Section 6.3 Sepia-Toned and Posterized Pictures: Using Multiple Conditionals to Choose the Color Section 6.4 Highlighting Extremes Section 6.5 Combining Pixels: Blurring Section 6.6 Background Subtraction Section 6.7 Chromakey Section 6.8 Concepts Summary Problems 38 38 40 41 43 50 59 69 70 72 73 75 76 76 85 91 124 126 127 130 131 131 142 167 170 170 172 173 173 182 186 193 194 197 202 205 207 Chapter 7 Drawing Section 7.1 Drawing Using the Graphics Class Section 7.2 Programs as Specifying Drawing Process Section 7.3 Using Graphics2D for Advanced Drawing Section 7.4 Concepts Summary Objects and Methods Summary Problems Part 3: Sounds Chapter 8 Modifying All Samples in a Sound Section 8.1 How Sound is Encoded Section 8.2 Manipulating Sounds Section 8.3 Changing the Volume of Sounds Section 8.4 Normalizing Sounds Section 8.5 Concepts Summary Objects and Methods Summary Problems To Dig Deeper Chapter 9 Modifying Samples Using Ranges Section 9.1 Manipulating Different Sections of a Sound Differently Section 9.2 Create a Sound Clip Section 9.3 Splicing Sounds Section 9.4 Reversing a Sound Section 9.5 Mirroring a Sound Section 9.6 Concepts Summary Problems To Dig Deeper Chapter 10 Making Sounds by Combining Pieces Section 10.1 Composing Sounds Through Addition Section 10.2 Blending Sounds Section 10.3 Creating an Echo Section 10.4 How Sampling Keyboards Work Section 10.5 Additive Synthesis Section 10.6 Modern Music Synthesis Section 10.7 Concepts Summary Problems To Dig Deeper Chapter 11 Creating Classes Section 11.1 Identifying the Objects and Fields 212 212 226 230 245 246 249 251 252 252 262 271 280 284 287 289 292 293 293 295 297 304 306 307 308 311 312 312 313 315 318 325 333 339 340 342 343 344 Section 11.2 Defining a Class Section 11.3 Overloading Constructors Section 11.4 Creating and Initializing an Array Section 11.5 Creating Accessors (Getters) and Modifiers (Setters) Section 11.6 Creating a Main Method Section 11.7 Javadoc Comments Section 11.8 Creating Another Class Section 11.9 Reusing a Class Via Inheritance Section 11.10 Concepts Summary Problems Part 4: Text, Files, Networks, Databases, and Unimedia Chapter 12 Creating and Modifying Text Section 12.1 Text as Unimedia Section 12.2 Strings: Character Sequences Section 12.3 Files: Places to Put Your Strings and Other Stuff Section 12.4 Other Useful Classes Section 12.5 Networks: Getting Our Text from the Web Section 12.6 Using Text to Shift Between Media Section 12.7 Concepts Summary Problems Chapter 13 Making Text for the Web Section 13.1 HTML: The Notation of the Web Section 13.2 Writing Programs to Generate HTML Section 13.3 Databases: A Place to Store Our Text Section 13.4 Relational Databases Section 13.5 Concepts Summary Problems To Dig Deeper Part 5: Movies Chapter 14 Encoding, Manipulating, and Creating Movies Section 14.1 Generating Frame-Based Animations Section 14.2 Working with Video Frames Section 14.3 Concepts Summary Problems Part 6: Topics in Computer Science Chapter 15 Speed Section 15.1 Focusing on Computer Science 344 356 356 363 366 367 369 373 379 382 385 386 387 387 394 417 421 427 433 438 442 442 447 459 466 477 479 481 483 484 485 494 501 501 503 504 504 Section 15.2 What Makes Programs Fast? Section 15.3 What Makes a Computer Fast? Section 15.4 Concepts Summary Problems To Dig Deeper Chapter 16 JavaScript: A Web Page Programming Language Section 16.1 JavaScript Syntax Section 16.2 JavaScript Inside of Web Pages Section 16.3 User Interfaces in JavaScript Section 16.4 Multimedia in JavaScript Section 16.5 Concepts Summary Problems To Dig Deeper Appendix A Quick Reference to Java Section A.1 Variables Section A.2 Method Declarations Section A.3 Loops Section A.4 Conditionals Section A.5 Operators Section A.6 String Escapes Section A.7 Classes Section A.8 Fields Section A.9 Constructors Section A.10 Packages Bibliography Using the Student CD Included on the CD System Requirements Installation Index 504 522 525 525 528 529 529 531 534 540 541 541 542 543 543 544 546 547 547 548 548 549 549 549 551 InsideBackCover InsideBackCover InsideBackCover InsideBackCover Copyright [Page iv] Library of Congress Cataloging-in-Publication Data Guzdial, Mark Introduction to computing and programming in Java : a multimedia appr Guzdial and Barbara Ericson p cm Includes index ISBN 0-13-149698-0 Java (Computer program language) Multimedia systems I Ericson Title QA76.73J38G84 2005 005.13'3dc22 2005051335 Vice President and Editorial Director, ECS: Marcia J Horton Executive Editor: Tracy Dunkelberger Assistant Editor: Carole Snyder Editorial Assistant: Christianna Lee Executive Managing Editor: Vince O'Brien Managing Editor: Camille Trentacoste Production Editor: Donna Crilly Director of Creative Services: Paul Belfanti Art Director and Cover Manager: Jonathan Boylan Cover Designer: Jonathan Boylan Managing Editor, AV Management and Production: Patricia Burns Managing Editor, Art Project Management: Abigail Bass Art Editor: Rhonda Aversa Director, Image Resource Center: Melinda Reo Manager, Rights and Permissions: Zina Arabia Manager, Visual Research: Beth Brenzel Manager, Cover Visual Research and Permissions: Karen Sanatar Image Permission Coordinator: Angelique Sharps Manufacturing Manager, ESM: Alexis Heydt-Long Manufacturing Buyer: Lisa McDowell Executive Marketing Manager: Robin O'Brien © 2007 Pearson Education, Inc Pearson Prentice Hall Pearson Education, Inc Upper Saddle River, New Jersey 07458 All rights reserved No part of this book may be reproduced in any form or by any means, without permission in writing from the publisher Pearson Prentice Hall™ is a trademark of Pearson Education, Inc The author and publisher of this book have used their best efforts in preparing this book These efforts include the development, research, and testing of the theories and programs to determine their effectiveness The author and publisher make no warranty of any kind, expressed or implied, with regard to these programs or the documentation contained in this book The author and publisher shall not be liable in any event for incidental or consequential damages in connection with, or arising out of, the furnishing, performance, or use of these programs Printed in the United States of America 10 9 8 7 6 5 4 3 2 1 Pearson Education Ltd., London Pearson Education Australia Pty Ltd., Sydney Pearson Education Singapore, Pte Ltd Pearson Education North Asia Ltd., Hong Kong Pearson Education Canada, Inc., Toronto Pearson Educación de Mexico, S.A de C.V Pearson EducationJapan, Tokyo Pearson Education Malaysia, Pte Ltd Pearson Education, Inc., Upper Saddle River, New Jersey [Page v] Dedication Dedicated to our children Matthew, Katherine, and Jennifer [Page vi] picture objects picture tool pictureObject.repaint() pitch pitch interval pixel 2nd 3rd definition pixelation pixelization placeholder play() playNote plugins pool POP posterizing Postscript precedence primitive 2nd primitive type private visibility definition problem decomposition 2nd procedural abstraction process processor program 2nd 3rd 4th defined definition programming language 2nd prompt() properties protected visibility protocol definition psychoacoustics public visibility definition pulse coded modulation (PCM) Index [SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] query quicksort QuickTime Index [SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] RAM Random Access Memory random sentences ranges rarefactions Real-time processing recipe recipes vs methods red reference 2nd relational databases relations remainder render reserved words 2nd return 2nd reusable RGB color model Roads, Curtis 2nd root root directory rounding errors router row-major order rules run length encoding run-time exception 2nd runtime Index [SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] sample 2nd sample index sample objects sample size 2nd sampling 2nd 3rd sampling interval sampling rate 2nd 3rd in additive synthesis sawtooth Scheme scope 2nd 3rd definition script tag scripting language SDRAM sepia-toned server 2nd server directory server-side JavaScript servlets 2nd setColor(color) setInterval() setRed(redValue) SGML short-circuit evaluation show() 2nd sign bit signal view simulations sine wave Siren slice Smalltalk SMTP software engineering 2nd sonogram view sorting algorithms sound amplitude blockingPlay clipping decibels decreasing volume frequency frequency domain fundamental getLength() getSamples getSampleValueAt getSamplingRate getValue how to manipulate increasing volume intensity new Sound(fileName) overtones pitch play() pulse coded modulation sampling rate setSampleValueAt setValue sonogram view splicing visualizing volume 2nd 3rd sound cursor sound editor sound object sound pressure level source space spam specification spectrum view spike splash screen splicing SQL square brackets square waves Squeak src= static method stepping String 2nd string 2nd appending concatenating delimited strongly typed Structured Query Language style 2nd style runs sub-program sub-recipe sampling subclass subscript substitution 2nd substring 2nd definition subtractive synthesis Sun superclass swap space swapping symbols syntax 2nd synthesizers system bus systems Index [SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] tags target test testing using print statements testing methods 2nd The Godfather theory this 2nd 3rd throw thumbnail page time time domain top-down refinement or problem decomposition trace tracing using print statements transforming transistor transparency 2nd Traveling Salesman Problem tree branch children leaf parent triggers TrueType try block Turing machine Turing, Alan two's complement notation type 2nd byte double float int integer array String Index [SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] UML unboxing unchecked exceptions Unicode 2nd Uniform Resource Locators unimedia 2nd unordered lists URL user events Index [SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] variable 2nd context declaration 2nd object primitive reusing scope vector representation vector-based graphical representations vibrato video virtual machine 2nd virtual memory visibility definition private 2nd public visualizations visualizing sound volume Index [SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] walking through Wallace, Scott WAV Web Weizenbaum, Joseph while loop 2nd window (of time) World Wide Web 2nd worst case wrapper wrapper classes definition write() write(fileName) writeln() WWW 2nd inventor Index [SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] XHTML XML ... include Squeak: ObjectOriented Design with Multimedia Applications; Squeak: Open Personal Computing and Multimedia; and Introduction to Computing and Programming in Python: A Multimedia Approach Barbara J Ericson is a highlyrated instructor for the College of... Managing Editor, AV Management and Production: Patricia Burns Managing Editor, Art Project Management: Abigail Bass Art Editor: Rhonda Aversa Director, Image Resource Center: Melinda Reo Manager, Rights and Permissions: Zina Arabia... are much more powerful than most users realize Many communications applications are actually themselves programmable with scripting languages that enable users to automate tasks in the application To use all the facilities of an application, it helps to have an understanding of what

Ngày đăng: 25/03/2019, 16:39

Từ khóa liên quan

Mục lục

  • Introduction to Computing & Programming in Java™: A Multimedia Approach

  • Table of Contents

  • Copyright

  • Trademark Page

    • Preface

  • About the Authors

  • About the CDROM

  • Part 1: Introduction

    • Chapter 1. Introduction to Computer Science and Media Computation

      • Section 1.1. What is Computer Science About?

      • Section 1.2. What Computers Understand

      • Section 1.3. Media Computation: Why Digitize Media?

      • Section 1.4. Computer Science for Everyone

      • Problems

      • To Dig Deeper

    • Chapter 2. Introduction to Java

      • Section 2.1. Java

      • Section 2.2. Introduction to DrJava

      • Section 2.3. Java Basics

      • Section 2.4. Variables

      • Section 2.5. Concepts Summary

      • Problems

      • To Dig Deeper

    • Chapter 3. Introduction to Programming

      • Section 3.1. Programming is About Naming

      • Section 3.2. Files and Their Names

      • Section 3.3. Class and Object Methods

      • Section 3.4. Working with Turtles

      • Section 3.5. Creating Methods

      • Section 3.6. Working with Media

      • Section 3.7. Concepts Summary

      • Objects and Methods Summary

      • Problems

      • To Dig Deeper

  • Part 2: Pictures

    • Chapter 4. Modifying Pictures Using Loops

      • Section 4.1. How Pictures are Encoded

      • Section 4.2. Manipulating Pictures

      • Section 4.3. Changing Color Values

      • Section 4.4. Concepts Summary

      • Objects and Methods Summary

      • Problems

      • To Dig Deeper

    • Chapter 5. Modifying Pixels in a Matrix

      • Section 5.1. Copying Pixels

      • Section 5.2. Copying and Transforming Pictures

      • Section 5.3. Concepts Summary

      • Objects and Methods Summary

      • Problems

      • To Dig Deeper

    • Chapter 6. Conditionally Modifying Pixels

      • Section 6.1. Conditional Pixel Changes

      • Section 6.2. Simple Edge Detection: Conditionals with Two Options

      • Section 6.3. Sepia-Toned and Posterized Pictures: Using Multiple Conditionals to Choose the Color

      • Section 6.4. Highlighting Extremes

      • Section 6.5. Combining Pixels: Blurring

      • Section 6.6. Background Subtraction

      • Section 6.7. Chromakey

      • Section 6.8. Concepts Summary

      • Problems

    • Chapter 7. Drawing

      • Section 7.1. Drawing Using the Graphics Class

      • Section 7.2. Programs as Specifying Drawing Process

      • Section 7.3. Using Graphics2D for Advanced Drawing

      • Section 7.4. Concepts Summary

      • Objects and Methods Summary

      • Problems

  • Part 3: Sounds

    • Chapter 8. Modifying All Samples in a Sound

      • Section 8.1. How Sound is Encoded

      • Section 8.2. Manipulating Sounds

      • Section 8.3. Changing the Volume of Sounds

      • Section 8.4. Normalizing Sounds

      • Section 8.5. Concepts Summary

      • Objects and Methods Summary

      • Problems

      • To Dig Deeper

    • Chapter 9. Modifying Samples Using Ranges

      • Section 9.1. Manipulating Different Sections of a Sound Differently

      • Section 9.2. Create a Sound Clip

      • Section 9.3. Splicing Sounds

      • Section 9.4. Reversing a Sound

      • Section 9.5. Mirroring a Sound

      • Section 9.6. Concepts Summary

      • Problems

      • To Dig Deeper

    • Chapter 10. Making Sounds by Combining Pieces

      • Section 10.1. Composing Sounds Through Addition

      • Section 10.2. Blending Sounds

      • Section 10.3. Creating an Echo

      • Section 10.4. How Sampling Keyboards Work

      • Section 10.5. Additive Synthesis

      • Section 10.6. Modern Music Synthesis

      • Section 10.7. Concepts Summary

      • Problems

      • To Dig Deeper

    • Chapter 11. Creating Classes

      • Section 11.1. Identifying the Objects and Fields

      • Section 11.2. Defining a Class

      • Section 11.3. Overloading Constructors

      • Section 11.4. Creating and Initializing an Array

      • Section 11.5. Creating Accessors (Getters) and Modifiers (Setters)

      • Section 11.6. Creating a Main Method

      • Section 11.7. Javadoc Comments

      • Section 11.8. Creating Another Class

      • Section 11.9. Reusing a Class Via Inheritance

      • Section 11.10. Concepts Summary

      • Problems

  • Part 4: Text, Files, Networks, Databases, and Unimedia

    • Chapter 12. Creating and Modifying Text

      • Section 12.1. Text as Unimedia

      • Section 12.2. Strings: Character Sequences

      • Section 12.3. Files: Places to Put Your Strings and Other Stuff

      • Section 12.4. Other Useful Classes

      • Section 12.5. Networks: Getting Our Text from the Web

      • Section 12.6. Using Text to Shift Between Media

      • Section 12.7. Concepts Summary

      • Problems

    • Chapter 13. Making Text for the Web

      • Section 13.1. HTML: The Notation of the Web

      • Section 13.2. Writing Programs to Generate HTML

      • Section 13.3. Databases: A Place to Store Our Text

      • Section 13.4. Relational Databases

      • Section 13.5. Concepts Summary

      • Problems

      • To Dig Deeper

  • Part 5: Movies

    • Chapter 14. Encoding, Manipulating, and Creating Movies

      • Section 14.1. Generating Frame-Based Animations

      • Section 14.2. Working with Video Frames

      • Section 14.3. Concepts Summary

      • Problems

  • Part 6: Topics in Computer Science

    • Chapter 15. Speed

      • Section 15.1. Focusing on Computer Science

      • Section 15.2. What Makes Programs Fast?

      • Section 15.3. What Makes a Computer Fast?

      • Section 15.4. Concepts Summary

      • Problems

      • To Dig Deeper

    • Chapter 16. JavaScript: A Web Page Programming Language

      • Section 16.1. JavaScript Syntax

      • Section 16.2. JavaScript Inside of Web Pages

      • Section 16.3. User Interfaces in JavaScript

      • Section 16.4. Multimedia in JavaScript

      • Section 16.5. Concepts Summary

      • Problems

      • To Dig Deeper

  • Appendix A. Quick Reference to Java

    • Section A.1. Variables

    • Section A.2. Method Declarations

    • Section A.3. Loops

    • Section A.4. Conditionals

    • Section A.5. Operators

    • Section A.6. String Escapes

    • Section A.7. Classes

    • Section A.8. Fields

    • Section A.9. Constructors

    • Section A.10. Packages

  • Bibliography

  • Using the Student CD

    • Included on the CD

    • System Requirements

    • Installation

  • Index

    • SYMBOL

    • A

    • B

    • C

    • D

    • E

    • F

    • G

    • H

    • I

    • J

    • K

    • L

    • M

    • N

    • O

    • P

    • Q

    • R

    • S

    • T

    • U

    • V

    • W

    • X

Tài liệu cùng người dùng

  • Đang cập nhật ...

Tài liệu liên quan