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Essential Java for AP CompSci: From Programming to Computer Science
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Essential Java for AP CompSci: From Programming to Computer Science

Essential Java for AP CompSci: From Programming to Computer Science

Doug Winnie

327 pages, parution le 30/07/2021

Résumé

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.

1. WELCOME TO COMPUTER SCIENCE2. SPRINT 01: INTRODUCTION3. SPRINT 02: SETTING UP THE JAVA JDK AND INTELLIJ4. SPRINT 03: SETTING UP GITHUBa. QUIZ 01b. QUIZ 025. SPRINT 04: PROGRAMMING LANGUAGES6. SPRINT 05: HISTORY AND USES OF JAVA7. SPRINT 06: HOW JAVA WORKSa. QUIZ 038. SPRINT 07: FLOWCHARTINGa. ASSIGNMENT 01: PBJ'Db. QUIZ 049. SPRINT 08: HELLO, WORLDa. QUIZ 0510. SPRINT 09: SIMPLE JAVA PROGRAM STRUCTURE11. SPRINT 10: TEXT LITERALS AND OUTPUTa. ASSIGNMENT 02: EE'D12. SPRINT 11: VALUE LITERALS13. SPRINT 12: OUTPUT FORMATTING14. SPRINT 13: COMMENTS AND WHITESPACE15. SPRINT 14: ABSTRACTION OF NUMBERS16. SPRINT 15: BINARYa. QUIZ 0617. SPRINT 16: UNICODE18. SPRINT 17: VARIABLES19. SPRINT 18: MATH. UGH.a. QUIZ 07b. ASSIGNMENT 03: SILO'D20. SPRINT 19: MATH FUNCTIONS21. SPRINT 20: MANAGING TYPEa. ASSIGNMENT 04: SPACE'Db. QUIZ 08c. QUIZ 09d. QUIZ 10e. QUIZ 1122. SPRINT 21: RANDOM NUMBERS23. SPRINT 22: CAPTURE INPUT24. SPRINT 23: CREATING TRACE TABLES25. SPRINT 24: FUNCTIONSa. ASSIGNMENT 05: ORC'D26. SPRINT 25: NESTED FUNCTIONS27. SPRINT 26: FUNCTIONS AND VALUESa. QUIZ 1228. SPRINT 27: FUNCTIONS AND SCOPEa. QUIZ 13b. QUIZ 14c. QUIZ 15d. ASSIGNMENT 06: ULTIMA'De. ASSIGNMENT 07: CYCLONE'D29. SPRINT 28: BOOLEAN VALUES AND EQUALITYa. QUIZ 16b. ASSIGNMENT 08: SPRINT'Dc. USER STORY: 52-PICKUP30. SPRINT 29: SIMPLE CONDITIONAL STATEMENTSa. USER STORY: YAHTZEEb. USER STORY: YAHTZEE TESTINGc. QUIZ 17d. QUIZ 18e. QUIZ 1931. SPRINT 30: MATCHING CONDITIONS WITH THE SWITCH STATEMENT32. SPRINT 31: THE TERNARY OPERATOR33. SPRINT 32: THE STACK AND THE HEAP34. SPRINT 33: TESTING EQUALITY WITH STRINGSa. ASSIGNMENT 09: ESCAPE'Db. USER STORY: ESCAPE'D WHITE BOX35. SPRINT 34: DEALING WITH ERRORS36. SPRINT 35: DOCUMENTING WITH JAVADOC37. SPRINT 36: FORMATTED STRINGS38. SPRINT 37: THE WHILE LOOPa. QUIZ 20b. QUIZ 21c. QUIZ 2239. SPRINT 38: AUTOMATIC PROGRAM LOOPS40. SPRINT 39: THE DO/WHILE LOOPa. ASSIGNMENT 10: SEQUENCE'Db. USER STORY: DICEYc. USER STORY SOLUTION: DICEYd. USER STORY: CONVERTERe. USER STORY SOLUTION: CONVERTER41. SPRINT 40: PROBABILITY42. SPRINT 41: SIMPLIFIED ASSIGNMENT OPERATORS43. SPRINT 42: THE FOR LOOPa. QUIZ 23b. ASSIGNMENT 11: ODDS'D44. SPRINT 43: NESTING LOOPSa. USER STORY: MAP BUILDER45. SPRINT 44: STRINGS AS COLLECTIONSa. ASSIGNMENT 12: PALINDROME'Db. QUIZ 2446. SPRINT 45: MAKE COLLECTIONS USING ARRAYSa. QUIZ 2547. SPRINT 46: CREATING ARRAYS FROM STRINGSa. ASSIGNMENT 13: ELECTION'Db. QUIZ 2648. SPRINT 47: MULTIDIMENSIONAL ARRAYS49. SPRINT 48: LOOPING THROUGH MULTIDIMENSIONAL ARRAYSa. QUIZ 27b. QUIZ 2850. SPRINT 49: BEYOND ARRAYS WITH ARRAYLISTS51. SPRINT 50: INTRODUCING GENERICS52. SPRINT 51: LOOPING WITH ARRAYLISTSa. ASSIGNMENT 14: LIST'D53. SPRINT 52: USING FOR...EACH LOOPSa. ASSIGNMENT 15: NUMBER'Db. QUIZ 29c. QUIZ 3054. SPRINT 53: THE ROLE-PLAYING GAME CHARACTERa. ASSIGNMENT 16: ROLL'D55. SPRINT 54: POLYMORPHISMa. ASSIGNMENT 17: EXTEN'D56. SPRINT 55: MAKE ALL THE THINGS...CLASSES57. SPRINT 56: CLASS, EXTEND THYSELF!a. QUIZ 3158. SPRINT 57: I DON'T COLLECT THOSE; TOO ABSTRACT.59. SPRINT 58: ACCESS DENIED: PROTECTED AND PRIVATEa. QUIZ 32b. QUIZ 3360. SPRINT 59: INTERFACING WITH INTERFACESa. QUIZ 34b. QUIZ 35c. QUIZ 36d. QUIZ 37e. ASSIGNMENT 18: STARSHIP'D61. SPRINT 60: ALL I'M GETTING IS STATIC62. SPRINT 61: AN ALL-STAR CAST, FEATURING NULL63. ANSWER KEYDoug 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.


Caractéristiques techniques

  PAPIER
Éditeur(s) Apress
Auteur(s) Doug Winnie
Parution 30/07/2021
Nb. de pages 327
EAN13 9781484261828

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