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JAVA 入门书籍,简单易懂 《head first java》是本完整的面向对象(object-oriented,oo)程序设计和java的学习指导。本书是根据学习理论所设计的,可以从学习程序语言的基础开始一直到包括线程、网络与分布式程序等项目。而且不只是读死书,你还会玩游戏、拼图、解谜题以及以意想不到的方式与java交互。在这些活动中,你会写出一堆真正的java程序,包括了一个船舰炮战游戏和一个网络聊天程序。 head first系列的图文并茂学习方式能让你快速地在脑海中掌握住知识。敞开心胸准备好学习这些关键性的主题: ·java程序语言 ·面向对象程序开发 ·swing图形化接口 ·使用java api函数库 ·编写、测试与部署应用程序 ·处理异常 ·多线程 ·网络程序设计 ·集合与泛型
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Table of Contents
Dedication.............................................................................................................................. 2
What they're saying about Head First..................................................................................... 3
Praise for Head First Java............................................................................................................................................................................................................... 3
Praise for other Head First books co-authored by Kathy and Bert................................................................................................................................................ 3
Other related books from O'Reilly.................................................................................................................................................................................................. 3
Intro....................................................................................................................................... 7
Who is this book for?....................................................................................................................................................................................................................... 7
We know what you're thinking........................................................................................................................................................................................................ 7
And we know what your brain is thinking...................................................................................................................................................................................... 7
Metacognition: thinking about thinking......................................................................................................................................................................................... 7
Here's what WE did:........................................................................................................................................................................................................................ 7
Here's what YOU can do to bend your brain into submission........................................................................................................................................................ 7
What you need for this book:.......................................................................................................................................................................................................... 7
Last-minute things you need to know:............................................................................................................................................................................................ 7
Technical Editors............................................................................................................................................................................................................................. 7
Other people to credit:..................................................................................................................................................................................................................... 7
Just when you thought there wouldn't be any more acknowledgements....................................................................................................................................... 7
Chapter 1. Breaking the Surface............................................................................................ 19
Section 1.1. The Way Java Works.................................................................................................................................................................................................. 20
Section 1.2. What you'll do in Java................................................................................................................................................................................................ 21
Section 1.3. A very brief history of Java........................................................................................................................................................................................ 22
Section 1.4. Sharpen your pencil................................................................................................................................................................................................... 23
Section 1.5. Sharpen your pencil answers..................................................................................................................................................................................... 24
Section 1.6. Code structure in Java............................................................................................................................................................................................... 25
Section 1.7. Anatomy of a class...................................................................................................................................................................................................... 26
Section 1.8. Writing a class with a main........................................................................................................................................................................................ 27
Section 1.9. What can you say in the main method?.................................................................................................................................................................... 28
Section 1.10. Looping and looping and......................................................................................................................................................................................... 29
Section 1.11. there are no Dumb Questions.................................................................................................................................................................................. 30
Section 1.12. Conditional branching.............................................................................................................................................................................................. 31
Section 1.13. Coding a Serious Business Application.................................................................................................................................................................... 32
Section 1.14. Monday morning at Bob's........................................................................................................................................................................................ 33
Section 1.15. Phrase-O-Matic........................................................................................................................................................................................................ 35
Section 1.16. Fireside Chats........................................................................................................................................................................................................... 36
Section 1.17. Exercise: Code Magnets........................................................................................................................................................................................... 38
Section 1.18. Exercise: BE The compiler....................................................................................................................................................................................... 39
Section 1.19. JavaCross 7.0........................................................................................................................................................................................................... 40
Section 1.20. Mixed Messages....................................................................................................................................................................................................... 41
Section 1.21. Pool Puzzle................................................................................................................................................................................................................ 42
Section 1.22. Exercise Solutins: Code Magnets:........................................................................................................................................................................... 43
Chapter 2. A Trip to Objectville............................................................................................. 45
Section 2.1. Chair Wars................................................................................................................................................................................................................. 46
Section 2.2. Brain Power................................................................................................................................................................................................................ 51
Section 2.3. Making your first object............................................................................................................................................................................................ 54
Section 2.4. Making and testing Movie objects............................................................................................................................................................................. 55
Section 2.5. Quick! Get out of main!............................................................................................................................................................................................. 56
Section 2.6. Running the Guessing Game..................................................................................................................................................................................... 58
Section 2.7. Who am I?.................................................................................................................................................................................................................. 63
Chapter 3. Know Your Variables........................................................................................... 67
Section 3.1. Declaring a variable................................................................................................................................................................................................... 68
Section 3.2. "I'd like a double mocha, no, make it an int."........................................................................................................................................................... 69
Section 3.3. You really don't want to spill that............................................................................................................................................................................. 70
Section 3.4. Back away from that keyword!.................................................................................................................................................................................. 71
Section 3.5. This table reserved..................................................................................................................................................................................................... 71
Section 3.6. Controlling your Dog object...................................................................................................................................................................................... 72
Section 3.7. An object reference is just another variable value.................................................................................................................................................... 73
Section 3.8. There are no Dumb Question.................................................................................................................................................................................... 74
Section 3.9. Java Exposed............................................................................................................................................................................................................. 74
Section 3.10. Life on the garbage-collectible heap........................................................................................................................................................................ 75
Section 3.11. Life and death on the heap....................................................................................................................................................................................... 76
Section 3.12. An array is like a tray of cups................................................................................................................................................................................... 77
Section 3.13. Arrays are objects too............................................................................................................................................................................................... 77
Section 3.14. Make an array of Dogs............................................................................................................................................................................................. 78
Section 3.15. Control your Dog...................................................................................................................................................................................................... 79
Section 3.16. A Dog example......................................................................................................................................................................................................... 80
Section 3.17. Exercise: BE the compiler........................................................................................................................................................................................ 81
Section 3.18. Exercise: Code Magnets........................................................................................................................................................................................... 82
Section 3.19. Pool Puzzle............................................................................................................................................................................................................... 83
Section 3.20. A Heap o' Trouble................................................................................................................................................................................................... 84
Head First Java, 2nd Edition. Head First Java, 2nd Edition, ISBN: 0596009208
Prepared for e.simons@icarin.fiuc.org, Eduard Simons
Copyright © 2005 Bert Bates and Kathy Sierra. This PDF is made available for personal use only during the relevant subscription term, subject to the Safari Terms of Service. Any other use
requires prior written consent from the copyright owner. Unauthorized use, reproduction and/or distribution are strictly prohibited and violate applicable laws. All rights reserved.
Section 3.21. Five-Minute Mystery............................................................................................................................................................................................... 85
Section 3.22. Exercise Solutions: Code Magnets.......................................................................................................................................................................... 86
Section 3.23. Puzzle Solutions....................................................................................................................................................................................................... 87
Chapter 4. How Objects Behave............................................................................................ 89
Section 4.1. Remember: a class describes what an object knows and what an object does........................................................................................................ 90
Section 4.2. The size affects the bark............................................................................................................................................................................................. 91
Section 4.3. You can send things to a method.............................................................................................................................................................................. 92
Section 4.4. You can get things back from a method.................................................................................................................................................................... 93
Section 4.5. You can send more than one thing to a method....................................................................................................................................................... 94
Section 4.6. there are no Dumb Questions................................................................................................................................................................................... 96
Section 4.7. Reminder: Java cares about type!............................................................................................................................................................................. 96
Section 4.8. Cool things you can do with parameters and return types....................................................................................................................................... 97
Section 4.9. Encapsulation............................................................................................................................................................................................................ 98
Section 4.10. Encapsulating the GoodDog class......................................................................................................................................................................... 100
Section 4.11. How do objects in an array behave?....................................................................................................................................................................... 101
Section 4.12. Declaring and initializing instance variables........................................................................................................................................................ 102
Section 4.13. The difference between instance and local variables............................................................................................................................................ 103
Section 4.14. there are no Dumb Questions................................................................................................................................................................................ 103
Section 4.15. Comparing variables (primitives or references).................................................................................................................................................... 104
Section 4.16. Exercise: BE the compiler...................................................................................................................................................................................... 106
Section 4.17. Who am I?............................................................................................................................................................................................................... 107
Section 4.18. Mixed Messages..................................................................................................................................................................................................... 108
Section 4.19. Pool Puzzle............................................................................................................................................................................................................. 109
Section 4.20. Five Minute Mystery.............................................................................................................................................................................................. 110
Section 4.21. Puzzle Solutions...................................................................................................................................................................................................... 112
Chapter 5. Extra-Strength Methods..................................................................................... 113
Section 5.1. Let's build a Battleship-style game: "Sink a Dot Com"............................................................................................................................................ 114
Section 5.2. First, a high-level design.......................................................................................................................................................................................... 115
Section 5.3. The "Simple Dot Com Game" a gentler introduction.............................................................................................................................................. 116
Section 5.4. Developing a Class.................................................................................................................................................................................................... 117
Section 5.5. BRAIN POWER........................................................................................................................................................................................................ 117
Section 5.6. There are no Dumb Questions................................................................................................................................................................................. 121
Section 5.7. There are no Dumb Questions................................................................................................................................................................................. 124
Section 5.8. Exercise: BE the JVM.............................................................................................................................................................................................. 136
Section 5.9. Exercise: Code Magnets........................................................................................................................................................................................... 137
Section 5.10. Java Cross............................................................................................................................................................................................................... 138
Section 5.11. Exercise Solutions................................................................................................................................................................................................... 140
Chapter 6. Using the Java Library....................................................................................... 143
Section 6.1. In our last chapter, we left you with the cliff-hanger. A bug................................................................................................................................... 144
Section 6.2. So what happened?.................................................................................................................................................................................................. 145
Section 6.3. How do we fix it?...................................................................................................................................................................................................... 146
Section 6.4. Option one is too clunky.......................................................................................................................................................................................... 147
Section 6.5. Option two is a little better, but still pretty clunky................................................................................................................................................. 147
Section 6.6. Wake up and smell the library................................................................................................................................................................................. 150
Section 6.7. Some things you can do with ArrayList................................................................................................................................................................... 151
Section 6.8. there are no Dumb Questions.................................................................................................................................................................................. 153
Section 6.9. Java Exposed............................................................................................................................................................................................................ 153
Section 6.10. Comparing ArrayList to a regular array................................................................................................................................................................ 154
Section 6.11. Comparing ArrayList to a regular array................................................................................................................................................................. 155
Section 6.12. Let's fix the DotCom code...................................................................................................................................................................................... 156
Section 6.13. New and improved DotCom class.......................................................................................................................................................................... 157
Section 6.14. Let's build the REAL game: "Sink a Dot Com"...................................................................................................................................................... 158
Section 6.15. What needs to change?........................................................................................................................................................................................... 159
Section 6.16. Who does what in the DotComBust game (and when)......................................................................................................................................... 160
Section 6.17. Prep code for the real DotComBust class............................................................................................................................................................... 162
Section 6.18. The final version of the Dotcom class.................................................................................................................................................................... 168
Section 6.19. Super Powerful Boolean Expressions.................................................................................................................................................................... 169
Section 6.20. Ready-bake Code................................................................................................................................................................................................... 170
Section 6.21. Ready-bake Code.................................................................................................................................................................................................... 171
Section 6.22. Using the Library (the Java API)........................................................................................................................................................................... 172
Section 6.23. You have to know the full name of the class you want to use in your code.......................................................................................................... 173
Section 6.24. there are no Dumb Questions................................................................................................................................................................................ 173
Section 6.25. there are no Dumb Questions................................................................................................................................................................................ 175
Section 6.26. How to play with the API....................................................................................................................................................................................... 176
Section 6.27. Code Magnets......................................................................................................................................................................................................... 179
Section 6.28. JavaCross 7.0......................................................................................................................................................................................................... 180
Section 6.29. Exercise Solutions.................................................................................................................................................................................................. 181
Section 6.30. JavaCross answers................................................................................................................................................................................................. 182
Chapter 7. Better Living in Objectville................................................................................. 183
Section 7.1. Chair Wars Revisited................................................................................................................................................................................................ 184
Section 7.2. BRAIN POWER........................................................................................................................................................................................................ 185
Section 7.3. there are no Dumb Questions.................................................................................................................................................................................. 194
Head First Java, 2nd Edition. Head First Java, 2nd Edition, ISBN: 0596009208
Prepared for e.simons@icarin.fiuc.org, Eduard Simons
Copyright © 2005 Bert Bates and Kathy Sierra. This PDF is made available for personal use only during the relevant subscription term, subject to the Safari Terms of Service. Any other use
requires prior written consent from the copyright owner. Unauthorized use, reproduction and/or distribution are strictly prohibited and violate applicable laws. All rights reserved.
Section 7.4. there are no Dumb Questions.................................................................................................................................................................................. 198
Section 7.5. brain power.............................................................................................................................................................................................................. 206
Section 7.6. there are no Dumb Questions................................................................................................................................................................................. 207
Section 7.7. Exercise: Mixed Messages....................................................................................................................................................................................... 210
Section 7.8. Exercise BE the Compiler......................................................................................................................................................................................... 211
Section 7.9. Exercise Solutions: BE the Compiler....................................................................................................................................................................... 213
Chapter 8. Serious Polymorphism....................................................................................... 215
Section 8.1. Did we forget about something when we designed this?........................................................................................................................................ 216
Section 8.2. BRAIN POWER....................................................................................................................................................................................................... 220
Section 8.3. there are no Dumb Questions................................................................................................................................................................................. 243
Section 8.4. Pool Puzzle.............................................................................................................................................................................................................. 250
Section 8.5. Exercise Solutions.................................................................................................................................................................................................... 251
Chapter 9. Life and Death of an Object................................................................................ 253
Section 9.1. The Stack and the Heap: where things live............................................................................................................................................................. 254
Section 9.2. Methods are stacked................................................................................................................................................................................................ 255
Section 9.3. What about local variables that are objects?.......................................................................................................................................................... 256
Section 9.4. there are no Dumb Questions................................................................................................................................................................................. 256
Section 9.5. If local variables live on the stack, where do instance variables live?.................................................................................................................... 257
Section 9.6. The miracle of object creation................................................................................................................................................................................. 258
Section 9.7. Construct a Duck..................................................................................................................................................................................................... 260
Section 9.8. Initializing the state of a new Duck......................................................................................................................................................................... 261
Section 9.9. there are no Dumb Questions.................................................................................................................................................................................. 261
Section 9.10. Using the constructor to initialize important Duck state..................................................................................................................................... 262
Section 9.11. Make it easy to make a Duck.................................................................................................................................................................................. 263
Section 9.12. Doesn't the compiler always make a no-arg constructor for you? No!................................................................................................................. 264
Section 9.13. there are no Dumb Questions................................................................................................................................................................................ 266
Section 9.14. there are no Dumb Questions................................................................................................................................................................................ 267
Section 9.15. Wait a minute... we never DID talk about superclasses and inheritance and how that all fits in with constructors.......................................... 268
Section 9.16. Making a Hippo means making the Animal and Object parts too....................................................................................................................... 270
Section 9.17. How do you invoke a superclass constructor?....................................................................................................................................................... 271
Section 9.18. Can the child exist before the parents?................................................................................................................................................................. 272
Section 9.19. Superclass constructors with arguments............................................................................................................................................................... 273
Section 9.20. Invoking one overloaded constructor from another............................................................................................................................................ 274
Section 9.21. Now we know how an object is born, but how long does an object live?............................................................................................................. 276
Section 9.22. What about reference variables?........................................................................................................................................................................... 278
Chapter 10. Numbers Matter............................................................................................... 291
Section 10.1. MATH methods: as close as you'll ever get to a global method............................................................................................................................ 292
Section 10.2. The difference between regular (non-static) and static methods......................................................................................................................... 293
Section 10.3. What it means to have a class with static methods............................................................................................................................................... 294
Section 10.4. Static methods can't use non-static (instance) variables!.................................................................................................................................... 295
Section 10.5. Static methods can't use non-static methods, either!........................................................................................................................................... 296
Section 10.6. Static variable: value is the same for ALL instances of the class.......................................................................................................................... 297
Section 10.7. Initializing a static variable................................................................................................................................................................................... 299
Section 10.8. static final variables are constants........................................................................................................................................................................ 300
Section 10.9. final isn't just for static variables........................................................................................................................................................................... 301
Section 10.10. there are no Dumb Questions............................................................................................................................................................................. 302
Section 10.11. Math methods...................................................................................................................................................................................................... 304
Section 10.12. Wrapping a primitive........................................................................................................................................................................................... 305
Section 10.13. Before Java 5.0, YOU had to do the work........................................................................................................................................................... 306
Section 10.14. Autoboxing: blurring the line bet ween primitive and object............................................................................................................................. 307
Section 10.15. Autoboxing works almost everywhere................................................................................................................................................................ 308
Section 10.16. But wait! There's more! Wrappers have static utility methods too!................................................................................................................... 310
Section 10.17. And now in reverse... turning a primitive number into a String.......................................................................................................................... 311
Section 10.18. Number formatting.............................................................................................................................................................................................. 312
Section 10.19. Formatting deconstructed.................................................................................................................................................................................... 313
Section 10.20. The percent (%) says, "insert argument here" (and format it using these instructions)................................................................................... 314
Section 10.21. The format String uses its own little language syntax......................................................................................................................................... 315
Section 10.22. The format specifier............................................................................................................................................................................................. 316
Section 10.23. The only required specifier is for TYPE............................................................................................................................................................... 317
Section 10.24. What happens if I have more than one argument?............................................................................................................................................. 318
Section 10.25. So much for numbers, what about dates?........................................................................................................................................................... 319
Section 10.26. Working with Dates............................................................................................................................................................................................. 320
Section 10.27. Moving backward and for ward in time............................................................................................................................................................... 321
Section 10.28. Getting an object that extends Calendar............................................................................................................................................................. 322
Section 10.29. Working with Calendar objects........................................................................................................................................................................... 323
Section 10.30. Highlights of the Calendar API........................................................................................................................................................................... 324
Section 10.31. Even more Statics!... static imports..................................................................................................................................................................... 325
Section 10.32. Lunar Code Magnets........................................................................................................................................................................................... 330
Chapter 11. Risky Behavior.................................................................................................. 333
Section 11.1. Let's make a Music Machine................................................................................................................................................................................... 334
Section 11.2. We'll start with the basics....................................................................................................................................................................................... 335
Section 11.3. First we need a Sequencer...................................................................................................................................................................................... 336
Head First Java, 2nd Edition. Head First Java, 2nd Edition, ISBN: 0596009208
Prepared for e.simons@icarin.fiuc.org, Eduard Simons
Copyright © 2005 Bert Bates and Kathy Sierra. This PDF is made available for personal use only during the relevant subscription term, subject to the Safari Terms of Service. Any other use
requires prior written consent from the copyright owner. Unauthorized use, reproduction and/or distribution are strictly prohibited and violate applicable laws. All rights reserved.
Section 11.4. Something's wrong!................................................................................................................................................................................................ 336
Section 11.5. What happens when a method you want to call (probably in a class you didn't write) is risky?......................................................................... 337
Section 11.6. Methods in Java use exceptions to tell the calling code, "Some thing Bad Happened. I failed."......................................................................... 338
Section 11.7. The compiler needs to know that YOU know you're calling a risky method........................................................................................................ 339
Section 11.8. An exception is an object… of type Exception....................................................................................................................................................... 340
Section 11.9. If it's your code that catches the exception, then whose code throws it?.............................................................................................................. 341
Section 11.10. there are no Dumb Questions.............................................................................................................................................................................. 342
Section 11.11. Flow control in try/catch blocks........................................................................................................................................................................... 344
Section 11.12. Finally: for the things you want to do no matter what........................................................................................................................................ 345
Section 11.13. Sharpen your pencil:Flow Control....................................................................................................................................................................... 346
Section 11.14. Did we mention that a method can throw more than one exception?................................................................................................................ 347
Section 11.15. Exceptions are polymorphic................................................................................................................................................................................. 348
Section 11.16. Multiple catch blocks must be ordered from smallest to biggest........................................................................................................................ 350
Section 11.17. You can't put bigger baskets above smaller baskets............................................................................................................................................. 351
Section 11.18. Sharpen your pencil.............................................................................................................................................................................................. 352
Section 11.19. When you don't want to handle an exception…................................................................................................................................................... 353
Section 11.20. Ducking (by declaring) only delays the inevitable.............................................................................................................................................. 354
Section 11.21. Getting back to our music code…......................................................................................................................................................................... 356
Section 11.22. Code Kitchen......................................................................................................................................................................................................... 357
Section 11.23. Making actual sound............................................................................................................................................................................................ 358
Section 11.24. Your very first sound player app.......................................................................................................................................................................... 360
Section 11.25. Making a MidiEvent (song data).......................................................................................................................................................................... 361
Section 11.26. MIDI message: the heart of a MidiEvent............................................................................................................................................................. 362
Section 11.27. Anatomy of a message.......................................................................................................................................................................................... 362
Section 11.28. Version 2: Using command-line args to experiment with sounds...................................................................................................................... 364
Section 11.29. Exercise: True or False......................................................................................................................................................................................... 366
Section 11.30. Exercise: Code Magnets....................................................................................................................................................................................... 367
Section 11.31. JavaCross 7.0........................................................................................................................................................................................................ 368
Section 11.32. Exercise Solutions: True or False........................................................................................................................................................................ 369
Section 11.33. Code Magnets....................................................................................................................................................................................................... 369
Section 11.34. JavaCross Answers............................................................................................................................................................................................... 370
Chapter 12. A Very Graphic.................................................................................................. 371
Section 12.1. It all starts with a window...................................................................................................................................................................................... 372
Section 12.2. Your first GUI: a button on a frame...................................................................................................................................................................... 373
Section 12.3. Getting a user event............................................................................................................................................................................................... 375
Section 12.4. Getting a button's ActionEvent............................................................................................................................................................................. 378
Section 12.5. There are no Dumb Questions.............................................................................................................................................................................. 380
Section 12.6. Make your own drawing widget............................................................................................................................................................................ 382
Section 12.7. Because life's too short to paint the circle a solid color when there's a gradient blend waiting for you.............................................................. 385
Section 12.8. BULLET POINTS.................................................................................................................................................................................................. 386
Section 12.9. We can get an event............................................................................................................................................................................................... 387
Section 12.10. Let's try it with TWO buttons.............................................................................................................................................................................. 390
Section 12.11. Java Exposed: This weeks interview: Instance of an Inner Class....................................................................................................................... 398
Section 12.12. There are no Dumb Questions............................................................................................................................................................................. 400
Section 12.13. Code Kitchen........................................................................................................................................................................................................ 404
Section 12.14. Exercise: Who am I?............................................................................................................................................................................................. 412
Section 12.15. Exercise: BE the compiler..................................................................................................................................................................................... 413
Section 12.16. Pool Puzzle............................................................................................................................................................................................................ 414
Section 12.17. Exercise Solutions: Who am I?............................................................................................................................................................................. 415
Section 12.18. Pool Puzzle............................................................................................................................................................................................................ 416
Chapter 13. Work on Your Swing......................................................................................... 417
Section 13.1. Swing components.................................................................................................................................................................................................. 418
Section 13.2. Layout Managers.................................................................................................................................................................................................... 419
Section 13.3. How does the layout manager decide?.................................................................................................................................................................. 420
Section 13.4. The Big Three layout managers: border, flow, and box........................................................................................................................................ 421
Section 13.5. there are no Dumb Questions................................................................................................................................................................................ 430
Section 13.6. Playing with Swing components............................................................................................................................................................................ 431
Section 13.7. there are no Dumb Questions................................................................................................................................................................................ 434
Section 13.8. Code Kitchen.......................................................................................................................................................................................................... 436
Section 13.9. Making the BeatBox............................................................................................................................................................................................... 437
Section 13.10. Exercise: Which code goes with which layout?................................................................................................................................................... 442
Section 13.11. Code Fragments.................................................................................................................................................................................................... 443
Chapter 14. Saving Objects.................................................................................................. 447
Section 14.1. Capture the Beat..................................................................................................................................................................................................... 448
Section 14.2. Saving State............................................................................................................................................................................................................ 449
Section 14.3. Writing a serialized object to a file........................................................................................................................................................................ 450
Section 14.4. Data moves in streams from one place to another................................................................................................................................................ 451
Section 14.5. What really happens to an object when it's serialized?......................................................................................................................................... 452
Section 14.6. But what exactly IS an object's state? What needs to be saved?........................................................................................................................... 453
Section 14.7. If you want your class to be serializable, implement Serializable......................................................................................................................... 455
Section 14.8. There are no Dumb Questions.............................................................................................................................................................................. 458
Section 14.9. Deserialization: restoring an object...................................................................................................................................................................... 459
Section 14.10. What happens during deserialization?............................................................................................................................................................... 460
Head First Java, 2nd Edition. Head First Java, 2nd Edition, ISBN: 0596009208
Prepared for e.simons@icarin.fiuc.org, Eduard Simons
Copyright © 2005 Bert Bates and Kathy Sierra. This PDF is made available for personal use only during the relevant subscription term, subject to the Safari Terms of Service. Any other use
requires prior written consent from the copyright owner. Unauthorized use, reproduction and/or distribution are strictly prohibited and violate applicable laws. All rights reserved.
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