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Learning Java
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For programmers either just migrating to Java or already working steadily in the forefront of Java development, Learning Java gives a clear, systematic overview of the Java 2 Standard Edition. It covers the essentials of hot topics like Swing and JFC; describes new tools for signing applets; and shows how to write networked clients and servers, servlets, and JavaBeans as state-of-the-art user interfaces. Includes a CD-ROM containing example code and JBuilder for Windows and Solaris.
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Copyright
Table of Contents
Index
Full Description
About the Author
Reviews
Examples
Reader reviews
Errata
Learning Java
Pat Niemeyer
Jonathan Knudsen
Publisher: O'Reilly
First Edition May 2000
ISBN: 1-56592-718-4, 722 pages
For programmers either just migrating to Java or already working
steadily in the forefront of Java development, Learning Java gives a
clear, systematic overview of the Java 2 Standard Edition. It covers
the essentials of hot topics like Swing and JFC; describes new tools
for signing applets; and shows how to write networked clients and
servers, servlets, and JavaBeans as state-of-the-art user interfaces.
Includes a CD-ROM containing example code and JBuilder for
Windows and Solaris.
Learning Java
Preface
New Developments
Audience
Using This Book
Getting Wired
Conventions Used in This Book
How to Contact Us
Acknowledgments
1. Yet Another Language?
1.1 Enter Java
1.2 A Virtual Machine
1.3 Java Compared with Other Languages
1.4 Safety of Design
1.5 Safety of Implementation
1.6 Application and User-Level Security
1.7 Java and the World Wide Web
1.8 Java as a General Application Language
1.9 A Java Road Map
2. A First Application
2.1 HelloJava1
2.2 HelloJava2: The Sequel
2.3 HelloJava3: The Button Strikes!
2.4 HelloJava4: Netscape's Revenge
3. Tools of the Trade
3.1 The Java Interpreter
3.2 Policy Files
3.3 The Class Path
3.4 The Java Compiler
3.5 Java Archive (JAR) Files
4. The Java Language
4.1 Text Encoding
4.2 Comments
4.3 Types
4.4 Statements and Expressions
4.5 Exceptions
4.6 Arrays
5. Objects in Java
5.1 Classes
5.2 Methods
5.3 Object Creation
5.4 Object Destruction
6. Relationships Among Classes
6.1 Subclassing and Inheritance
6.2 Interfaces
6.3 Packages and Compilation Units
6.4 Visibility of Variables and Methods
6.5 Arrays and the Class Hierarchy
6.6 Inner Classes
7. Working with Objects and Classes
7.1 The Object Class
7.2 The Class Class
7.3 Reflection
8. Threads
8.1 Introducing Threads
8.2 Threads in Applets
8.3 Synchronization
8.4 Scheduling and Priority
8.5 Thread Groups
9. Basic Utility Classes
9.1 Strings
9.2 Math Utilities
9.3 Dates
9.4 Timers
9.5 Collections
9.6 Properties
9.7 The Security Manager
9.8 Internationalization
10. Input/Output Facilities
10.1 Streams
10.2 Files
10.3 Serialization
10.4 Data Compression
11. Network Programming with Sockets and RMI
11.1 Sockets
11.2 Datagram Sockets
11.3 Simple Serialized Object Protocols
11.4 Remote Method Invocation (RMI)
12. Programming for the Web
12.1 Uniform Resource Locators (URLs)
12.2 The URL Class
12.3 Web Browsers and Handlers
12.4 Talking to CGI Programs and Servlets
12.5 Implementing Servlets
13. Swing
13.1 Components
13.2 Containers
13.3 Events
13.4 Event Summary
13.5 Multithreading in Swing
14. Using Swing Components
14.1 Buttons and Labels
14.2 Checkboxes and Radio Buttons
14.3 Lists and Combo Boxes
14.4 Borders
14.5 Menus
14.6 The PopupMenu Class
14.7 The JScrollPane Class
14.8 The JSplitPane Class
14.9 The JTabbedPane Class
14.10 Scrollbars and Sliders
14.11 Dialogs
15. More Swing Components
15.1 Text Components
15.2 Trees
15.3 Tables
15.4 Desktops
15.5 Pluggable Look-and-Feel
15.6 Creating Custom Components
16. Layout Managers
16.1 FlowLayout
16.2 GridLayout
16.3 BorderLayout
16.4 BoxLayout
16.5 CardLayout
16.6 GridBagLayout
16.7 Nonstandard Layout Managers
16.8 Absolute Positioning
17. Drawing with the 2D API
17.1 The Big Picture
17.2 The Rendering Pipeline
17.3 A Quick Tour of Java 2D
17.4 Filling Shapes
17.5 Stroking Shape Outlines
17.6 Using Fonts
17.7 Displaying Images
17.8 Using Drawing Techniques
17.9 Printing
18. Working with Images and Other Media
18.1 Implementing an ImageObserver
18.2 Using a MediaTracker
18.3 Producing Image Data
18.4 Filtering Image Data
18.5 Working with Audio
18.6 Working with Movies
19. Java Beans
19.1 What's a Bean?
19.2 Building Beans
19.3 Hand-Coding with Beans
19.4 Putting Reflection to Work
19.5 BeanContext and BeanContextServices
19.6 The Java Activation Framework
19.7 Enterprise JavaBeans
20. Applets
20.1 The JApplet Class
20.2 The <APPLET> Tag
20.3 Using the Java Plug-in
20.4 Using Digital Signatures
21. Glossary
A. Content and Protocol Handlers
A.1 Writing a Content Handler
A.2 Writing a Protocol Handler
B. BeanShell: Simple Java Scripting
B.1 Running BeanShell
B.2 Java Statements and Expressions
B.3 BeanShell Commands
B.4 Scripted Methods and Objects
B.5 Learning More . . .
Colophon
Preface
This book is about the Java™ language and programming environment. If you've been at all
active on the Internet in the past few years, you've heard a lot about Java. It's one of the most
exciting developments in the history of the Internet, rivaling the creation of the World Wide Web.
Java became the darling of the Internet programming community as soon as the alpha version
was released. Immediately, thousands of people were writing Java applets to add to their web
pages. Interest in Java only grew with time, and support for Java in Netscape Navigator
guaranteed it would be a permanent part of the Net scene.
What, then, is Java? Java is a network programming language that was developed by Sun
Microsystems. It's already in widespread use for creating animated and interactive web pages.
However, this is only the start. The Java language and environment are rich enough to support
entirely new kinds of applications, like dynamically extensible browsers and mobile agents. There
are entirely new kinds of computer platforms being developed around Java (handheld devices
and network computers) that download all their software over the network. In the coming years,
we'll see what Java is capable of doing; fancy web pages are fun and interesting, but they
certainly aren't the end of the story. If Java is successful (and that isn't a foregone conclusion), it
could change the way we think about computing in fundamental ways.
This book gives you a head start on a lot of Java fundamentals. Learning Java attempts to live up
to its name by mapping out the Java language, its class libraries, programming techniques, and
idioms. We'll dig deep into interesting areas and at least scratch the surface of the rest. Other
titles in the O'Reilly & Associates Java Series will pick up where we leave off and provide more
comprehensive information on specific areas and applications of Java.
Whenever possible, we'll provide meaningful, realistic examples and avoid cataloging features.
The examples are simple but hint at what can be done. We won't be developing the next great
"killer app" in these pages, but we hope to give you a starting point for many hours of
experimentation and tinkering that will lead you to learn more on your own.
New Developments
This book, Learning Java, is actually the third edition—reworked and retitled—of O'Reilly's
popular Exploring Java. We've de-emphasized web-page applets this time around, reflecting their
diminishing role over the past couple of years in creating "smart" web pages. Other technologies
have filled in the gap: JavaScript on the client side, and Java servlets and Active Server Pages on
the server side.
We cover the most interesting features of Sun's newest release of Java, officially called Java 2
SDK Version 1.3. (In the old days, it would have been called "JDK," for "Java development kit;"
we use the newer, officially blessed "SDK," for "software development kit," throughout this book.)
These features include servlets, the Java Media Framework ( JMF), timers, the collections, 2D
graphics, and image-processing APIs, using the Java security manager, and using Java 2 signed
applets.
Another important change, though not as recent as SDK 1.3, is the ascendancy of Java Swing as
the main API for graphical user interface programming. Much of the material relating to AWT,
Java's original GUI programming interface, has been recast and updated to use Swing facilities.
Audience
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