Námskeið
- TÖL101G Tölvunarfræði 1
Lýsing:
This is the eBook of the printed book and may not include any media, website access codes, or print supplements that may come packaged with the bound book. Programming skills are indispensable in today’s world, not just for computer science students, but also for anyone in any scientific or technical discipline. Introduction to Programming in Java, Second Edition, by Robert Sedgewick and Kevin Wayne is an accessible, interdisciplinary treatment that emphasizes important and engaging applications, not toy problems.
The authors supply the tools needed for students and professionals to learn that programming is a natural, satisfying, and creative experience, and to become conversant with one of the world’s most widely used languages. This example-driven guide focuses on Java’s most useful features and brings programming to life for every student in the sciences, engineering, and computer science. Coverage includes Basic elements of programming: variables, assignment statements, built-in data types, conditionals, loops, arrays, and I/O, including graphics and sound Functions, modules, and libraries: organizing programs into components that can be independently debugged, maintained, and reused Algorithms and data structures: sort/search algorithms, stacks, queues, and symbol tables Applications from applied math, physics, chemistry, biology, and computer science Drawing on their extensive classroom experience, throughout the text the authors provide Q&As, exercises, and opportunities for creative engagement with the material.
Together with the companion materials described below, this book empowers people to pursue a modern approach to teaching and learning programming. Companion web site (introcs. cs. princeton. edu/java) contains Chapter summaries Supplementary exercises, some with solutions Detailed instructions for installing a Java programming environment Program code and test data suitable for easy download Detailed creative exercises, projects, and other supplementary materials Companion studio-produced online videos (informit.
com/sedgewick) are available for purchase and provide students and professionals with the opportunity to engage with the material at their own pace and give instructors the opportunity to spend their time with students helping them to succeed on assignments and exams. Register your product at informit. com/register for convenient access to downloads, updates, and corrections as they become available.
Annað
- Höfundar: Robert Sedgewick, Kevin Wayne
- Útgáfa:2
- Útgáfudagur: 2017-04-04
- Hægt að prenta út 2 bls.
- Hægt að afrita 2 bls.
- Format:ePub
- ISBN 13: 9780134511603
- Print ISBN: 9780672337840
- ISBN 10: 0134511603
Efnisyfirlit
- About This E-Book
- Title Page
- Copyright Page
- Dedication Page
- Contents
- Programs
- Preface
- Coverage
- Related texts
- Use in the curriculum
- Prerequisites
- Goals
- Online lectures
- Booksite
- Acknowledgments
- Chapter One. Elements of Programming
- 1.1 Your First Program
- Programming in Java
- Input and output
- Q&A
- Exercises
- 1.2 Built-in Types of Data
- Terminology
- Characters and strings
- Integers
- Floating-point numbers
- Booleans
- Comparisons
- Library methods and APIs
- Type conversion
- Summary
- Q&A (Strings)
- Q&A (Integers)
- Q&A (Floating-Point Numbers)
- Q&A (Variables and Expressions)
- Exercises
- Creative Exercises
- 1.3 Conditionals and Loops
- If statements
- While loops
- For loops
- Nesting
- Applications
- Other conditional and loop constructs
- Infinite loops
- Summary
- Q&A
- Exercises
- Creative Exercises
- 1.4 Arrays
- Arrays in Java
- Coupon collector
- Sieve of Eratosthenes
- Two-dimensional arrays
- Example: self-avoiding random walks
- Summary
- Q&A
- Exercises
- Creative Exercises
- 1.5 Input and Output
- Bird’s-eye view
- Standard output
- Standard input
- Redirection and piping
- Standard drawing
- Standard audio
- Summary
- Q&A
- Exercises
- Creative Exercises
- 1.6 Case Study: Random Web Surfer
- Input format
- Transition matrix
- Simulation
- Mixing a Markov chain
- Lessons
- Exercises
- Creative Exercises
- 1.1 Your First Program
- Chapter Two. Functions and Modules
- 2.1 Defining Functions
- Static methods
- Implementing mathematical functions
- Using static methods to organize code
- Passing arguments and returning values
- Example: superposition of sound waves
- Q&A
- Exercises
- Creative Exercises
- 2.2 Libraries and Clients
- Using static methods in other programs
- Libraries
- Random numbers
- Input and output for arrays
- Iterated function systems
- Statistics
- Modular programming
- Q&A
- Exercises
- Creative Exercises
- 2.3 Recursion
- Your first recursive program
- Mathematical induction
- Euclid’s algorithm
- Towers of Hanoi
- Function-call trees
- Exponential time
- Gray codes
- Recursive graphics
- Brownian bridge
- Pitfalls of recursion
- Dynamic programming
- Perspective
- Q&A
- Exercises
- Creative Exercises
- 2.4 Case Study: Percolation
- Percolation
- Basic scaffolding
- Vertical percolation
- Testing
- Estimating probabilities
- Recursive solution for percolation
- Adaptive plot
- Lessons
- Q&A
- Exercises
- Creative Exercises
- 2.1 Defining Functions
- Chapter Three. Object-Oriented Programming
- 3.1 Using Data Types
- Basic definitions
- String-processing application: genomics
- Color
- Digital image processing
- Input and output revisited
- Properties of reference types
- Q&A
- Exercises
- Creative Exercises
- 3.2 Creating Data Types
- Basic elements of a data type
- Stopwatch
- Histogram
- Turtle graphics
- Complex numbers
- Mandelbrot set
- Commercial data processing
- Q&A
- Exercises
- Creative Exercises
- 3.3 Designing Data Types
- Designing APIs
- Encapsulation
- Immutability
- Example: spatial vectors
- Interface inheritance (subtyping)
- Implementation inheritance (subclassing)
- Application: data mining
- Design by contract
- Q&A
- Exercises
- Data-Type Design Exercises
- Creative Exercises
- 3.4 Case Study: N-Body Simulation
- N-body simulation
- Q&A
- Exercises
- Creative Exercises
- 3.1 Using Data Types
- Chapter Four. Algorithms and Data Structures
- 4.1 Performance
- Scientific method
- Observations
- Hypotheses
- Order-of-growth classifications
- Predictions
- Caveats
- Performance guarantees
- Memory
- Perspective
- Q&A
- Exercises
- Creative Exercises
- 4.2 Sorting and Searching
- Binary search
- Insertion sort
- Mergesort
- Application: frequency counts
- Lessons
- Q&A
- Exercises
- Creative Exercises
- 4.3 Stacks and Queues
- Pushdown stacks
- Array implementation
- Linked lists
- Resizing arrays
- Parameterized data types
- FIFO queues
- Queue applications
- Resource allocation
- Q&A
- Exercises
- Linked-List Exercises
- Creative Exercises
- 4.4 Symbol Tables
- API
- Symbol-table clients
- Elementary symbol-table implementations
- Hash tables
- Binary search trees
- Performance characteristics of BSTs
- Traversing a BST
- Ordered symbol table operations
- Set data type
- Perspective
- Q&A
- Exercises
- Binary Tree Exercises
- Creative Exercises
- 4.5 Case Study: Small-World Phenomenon
- Graphs
- Graph data type
- Graph client example
- Shortest paths in graphs
- Small-world graphs
- Lessons
- Q&A
- Exercises
- Creative Exercises
- 4.1 Performance
- Context
- Java libraries
- Programming environments
- Scientific computing
- Apps and cloud computing
- Computer systems
- Theory of computing
- Machine learning
- Glossary
- Index
- APIs
- Code Snippets
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- Gerð : 208
- Höfundur : 5863
- Útgáfuár : 2017
- Leyfi : 380