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1.

INTRODUCTION
a. What is Java
Java is an object-oriented programming language developed by Sun
Microsystems, a company best known for its high-end Unix
workstations. the Java language was designed to be small, simple, and
portable across platforms and operating systems, both at the source
and at the binary level.
The Java language was developed at Sun Microsystems in 1991 as part
of a research project to develop software for consumer electronics
devicestelevision sets, VCRs, toasters, and the other sorts of
machines you can buy at any department store. Javas goals at that
time were to be small, fast, efficient, and easily portable to a wide
range of hardware devices. It is those same goals that made Java an
ideal language for distributing executable programs via the World Wide
Web, and also a general-purpose programming language for
developing programs that are easily usable and portable across
different platforms.

The Java development environment has two parts: a Java compiler and
a Java interpreter. The Java compiler takes your Java program and
instead of generating machine codes from your source files, it
generates bytecodes.

To run a Java program, you run a program called a bytecode


interpreter, which in turn executes your Java program (see Figure 1.3).
You can either run the interpreter by itself, orfor appletsthere is a
bytecode interpreter built into HotJava and other Java-capable
browsers that runs the applet for you.

Why go through all the trouble of adding this extra layer of the
bytecode interpreter? Having your Java programs in bytecode form
means that instead of being specific to any one system, your programs
can be run on any platform and any operating or window system as
long as the Java interpreter is available. This capability of a single
binary file to be executable across platforms is crucial to what enables
applets to work, because the World Wide Web itself is also platform
independent.
Just as HTML files can be read on any platform, so applets can be
executed on any
platform that is a Java-capable browser.

b. Getting started with java


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2. OOPS
a. Objects and Classes
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b. Behavior and Attributes


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c. Inheritance, Interfaces and Packages


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d. Creating a subclass
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3. JAVA BASICS
a. Statements and Expressions
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b. Variables and Data Types


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c. Comments
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d. Literals
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e. Expressions and Operators


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f. String Arithmatic
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4. WORKING WITH OBJECTS


a. Creating new objects
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b. Accessing and Setting Class and Instance Variables


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c. Calling Methods
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d. References to Objects
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e. Casting and Converting Objects and Primitive types


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f. Odds and Ends


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g. The Java Class Libraries


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5. ARRAYS, CONDITIONALS AND LOOPS


a. Arrays
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b. Block Statements
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c. Breaking Out of Loops


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6. CREATING CLASSES AND APPLICATIONS IN


JAVA
a. Defining Classes
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b. Creating Instance and Class Variables


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c. Creating Methods
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d. Creating Java Applications


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e. Java Applications and Command Line Arguments


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7. MORE ABOUT METHODS


a. Creating Methods with Same Name and Different Arguments
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b. Constructor Methods
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c. Overriding Methods
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d. Finalizer Methods
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8. JAVA APPLET BASICS


a. How Applets and Applications are different
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b. Creating Applets
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c. Including an Applet on a Webpage


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d. More about the <Applet> tag


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e. Pasting Parameters to the Applet


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9. GRAPHICS, FONTS AND COLOR


a. The Graphics Class
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b. Drawing and Filling


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c. Text and Fonts


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d. Color
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10.

SIMPLE ANIMATION AND THREADS

a. Creating Animation in Java


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b. Threads : What they are and why you need them


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c. Reducing Animation Flicker


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11.

MORE ANIMATION, IMAGES AND SOUND

a. Retrieving and using images


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b. Creating Animation using images


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c. Retrieving and Using Sounds


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d. Suns Animator Applet


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e. More about Flicker : Double Buffering


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12.

MANAGING SIMPLE EVENTS AND


INTERACTIVITY

a. Mouse Clicks
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b. Mouse Movements
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c. Keyboard Events
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d. The AWT Event Handler


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13.

THE JAVA ABSTRACT WINDOWING


TOOLKIT

a. An AWT Overview
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b. The Basic User Interface Components


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c. Panels and Layout


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d. Handling UI Actions and Events


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e. Nesting Panels and Components


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f. More UI Components
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g. More UI Events
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h. A complete Example
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14.

WINDOWS, NETWORKING AND OTHER TIDBITS

a. Windows, Menus and Dialog Boxes


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b. Networking in Java
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c. Other Applet Hints


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15.

MODIFIERS

a. Method and Variable Access Control


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b. Class Variables and Methods


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c. The final Modifier


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d. Abstract Methods and Classes


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16.

PACKAGES AND INTERFACES

a. Packages
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b. Interfaces
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17.

EXCEPTIONS

a. Programming in the Large


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b. Programming in the Small


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c. The Limitations Placed on the Programmer


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d. The finally Clause


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18.

MULTITHREADING

a. The Problem with Parallelism


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b. Thinking Multithreaded
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c. Creating and Using Threads


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d. Knowing When a Thread has stopped


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e. Thread Scheduling
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19.

STREAMS

a. Input Streams
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b. Output Streams
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c. Related Classes
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20.

NATIVE METHODS AND LIBRARIES

a. Disadvantages of Native methods


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b. Illusion of Required Efficiency


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c. Writing native Methods


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d. A native Library
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21.

UNDER THE HOOD

a. The Big Picture


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b. The Java Virtual Machine


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c. Bytecodes in More Detail


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d. The .class File Format


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e. Method Signatures
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a. The Garbage Collector
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b. The Security Story
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