Java Programming Fundamentals (Cyberrookies Series) (PAP/CDR)

Java Programming Fundamentals (Cyberrookies Series) (PAP/CDR)

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  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 300 p.
  • 言語 ENG,ENG
  • 商品コード 9781584502210
  • DDC分類 005.133

Full Description


This book contributes to the re-emerging field of 'theology through the arts' by proposing a way of approaching one of the most challenging theological concepts - divine timelessness - through the principle of construction of space in the icon. One of the main objectives of this book is to discuss critically the implications of 'reverse perspective', which is especially characteristic of Byzantine and Byzantining art.Drawing on the work of Pavel Florensky, one of the foremost Russian religious philosophers at the beginning of the 20th century, Antonova shows that Florensky's concept of 'supplementary planes' can be used productively within a new approach to the question. Antonova works up new criteria for the understanding of how space and time can be handled in a way that does not reverse standard linear perspective (as conventionally claimed) but acts in its own way to create eternalised images which are not involved with perspective at all. Arguing that the structure of the icon is determined by a conception of God who exits in past, present, and future, simultaneously, Antonova develops an iconography of images done in the Byzantine style both in the East and in the West which is truer to their own cultural context than is generally provided for by western interpretations. This book draws upon philosophy, theology and liturgy to see how relatively abstract notions of a deity beyond time and space enter images made by painters.

Table of Contents

  An Introduction                                  1  (14)
Some Assumptions 2 (1)
Computer Access 2 (1)
Math Skills 2 (1)
Familiarity with Your Computer 2 (1)
Available Time and Energy 3 (1)
Willingness to Practice 3 (1)
How You Should Use This Book 3 (1)
What You Need (Technical Requirements) 4 (11)
Computers and Computer Programming 15 (10)
What Is a Computer? 15 (1)
How a Computer Works 16 (2)
Permanent Storage 16 (1)
Temporary Storage 17 (1)
The Central Processing Unit (CPU) 17 (1)
Input and Output 18 (1)
Processor Chips and How They Work 19 (2)
What Is a Computer Program? 21 (1)
Why Program? 22 (3)
Running Java Programs 25 (10)
Running a Program with Java 25 (4)
Step 1: Writing the Program 26 (1)
Step 2: Compiling the Program 26 (1)
Step 3: Loading the Program 27 (2)
Step 4: Verifying the Bytecode 29 (1)
Step 5: Executing the Program 29 (1)
Comparing Applets to Application Programs 29 (2)
Reusing Code 31 (4)
Basics of Application Programs 35 (10)
Jumping In and Writing a Simple Application 35 (4)
Program
Writing the Program 36 (1)
Compiling the Program 37 (2)
Executing the Program 39 (1)
Writing Comments 39 (2)
Making Class Definitions 41 (1)
Using Methods 42 (3)
Basics of Applet Programs 45 (16)
Applets versus Application Programs 45 (6)
Basic Structure of an Applet Program 46 (3)
Basic Methods of an Applet 49 (2)
A Word about Applet Inheritance 51 (1)
Encoding Applets in HTML Pages 52 (1)
The <HTML> and </HTML> Tags 52 (1)
The <applet> Tag 52 (1)
Running Applets in Appletviewer 53 (1)
Running Applets in Web Browsers 54 (1)
Examples of Simple Applets 54 (7)
Circle Applet 54 (3)
User Message 57 (4)
Java Variables and Simple Math 61 (28)
What Is a Variable? 62 (1)
Defining a Variable in General Terms 62 (1)
Defining a Variable in Algebra 62 (1)
Variables in Computer Programming 63 (2)
Using Variables to Solve Mathematical 65 (1)
Problems
Variables Can Change Value but Not Name 66 (1)
Variables Represent Computer Memory Storage 67 (1)
Space
Variable Types 68 (1)
Variable Names 69 (1)
Changing Values Variable 70 (1)
Performing Basic Addition and Subtraction 71 (5)
in Java
Performing Multiplication and Division in 76 (3)
Java
Applying Simple Math in Java 79 (10)
Example 1: Calculating the Speed of a Car 79 (3)
Example 2: Calculating Your Percentage 82 (7)
Grade on an Exam
Methods 89 (24)
Looking at Program Modularity 89 (5)
Declaring a Method 94 (4)
Parts of the Method Declaration 94 (4)
Passing Data Between Methods 98 (5)
Methods of the Math API 103(2)
Generating Random Numbers 105(3)
The Java Class Library 108(1)
Writing Your Own Methods 108(5)
Mapping Out Computer Programs 113(14)
Planning Programs Ahead of Time 113(2)
Mapping Techniques: Pseudocode, Flowcharts, 115(12)
and UML
Pseudocode 115(1)
Flowcharts 116(6)
UML 122(5)
Controlling Program Flow 127(28)
Understanding Why You Need Program Control 127(23)
Structures
Program Sequence Control 128(2)
Selection Control 130(13)
Repeating Code Control 143(7)
Using Sentinel and Counter Variables 150(5)
An Introduction to Arrays 155(18)
What Is an Array? 156(1)
Creating Arrays 156(2)
Array Indexes 158(4)
The length Method 162(2)
The Final Qualifier 164(2)
Things You Can Do with Arrays 166(4)
Using Arrays as Counters 166(2)
Using Arrays to Sort Data 168(1)
Using Arrays to Search Data 169(1)
Multi-subscripted Arrays 170(3)
The Basics of Graphics 173(60)
What Is a Graphic? 174(1)
The Java Graphics Coordinate System 174(5)
Graphics Context 179(1)
Using Colors 179(5)
Using Fonts 184(3)
Drawing Shapes 187(3)
Drawing and Filling Rectangles and Ovals 190(5)
Polygons and Polylines 195(4)
Arcs 199(3)
Combining Arcs and Polygons 202(6)
Designing a Graphical User Interface
Fundamentals of GUI's in Java 208(2)
The Abstract Window Toolkit 209(1)
Swing 210(1)
Java Layout Managers 210(12)
FlowLayout 211(4)
GridLayout 215(4)
BorderLayout 219(3)
GUI Components 222(3)
Buttons 222(1)
Labels 222(1)
Text Fields and Password Fields 222(1)
Combo Boxes 223(2)
Event Handling 225(8)
Object-Oriented Programming Basics 233(16)
Classes and Objects 233(7)
What Is an Object? 234(1)
State and Behavior 234(1)
Software Objects 235(2)
What Is a Class? 237(3)
Inheritance 240(3)
Abstract Classes 243(2)
Encapsulation 245(4)
More Object-Oriented Programming Concepts 249(14)
Composition 250(1)
Polymorphism 250(1)
Constructor Methods 251(2)
Object Messaging 253(1)
Access Modifiers 254(1)
Using Get and Set Methods 255(1)
This Reference 256(1)
Interfaces 257(1)
Driving Classes 257(3)
Packages 260(3)
Processing Words and Language in Java 263(28)
Fundamentals of Characters and Strings 264(2)
Characters 264(1)
Strings 265(1)
Class Character and Its Methods 266(5)
Determining Letters or Digits 268(3)
Class String and Its Methods 271(8)
Determining the Length of a String 271(1)
Determining What Character is in a 272(2)
Particular Place
Comparing Strings 274(3)
Hash Codes 277(2)
Class StringBuffer and its methods 279(8)
Constructors of StringBuffer 279(2)
Methods of StringBuffer 281(3)
Reversing a StringBuffer 284(1)
Appending a StringBuffer 285(2)
The StringTokenizer Class 287(4)
Multimedia in Java 291(12)
Displaying Images 292(4)
Creating Animations 296(5)
using sound and Video 301(2)
APPENDIX A CASE STUDY---A PHOTO VIEWER APPLET 303(14)
APPENDIX B CAREER OPPORTUNITIES USING JAVA 317(8)
APPENDIX C WHAT'S ON THE CD-ROM 325(4)
About Java 2 SDK version 1.4 327(1)
About Forte for Java 327(2)
Glossary 329(6)
Index 335