Code with Java 21: A practical approach for building robust and efficient applications
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Автор: Aaron Ploetz
Издательство: BPB Publications
Год: 2024
Страниц: 434
Язык: английский
Формат: epub (true)
Размер: 10.1 MB
Code with Java 21 is a practical journey through one of the world's most prolific computer programming languages. It is meant to help readers build up their knowledge of common Java programming constructs, data structures, and engineering paradigms. Filled with real-world examples, this book aims to build the reader's understanding of building software applications with Java.
Seasoned Java developers should buckle in as this book takes a hands-on approach to leveraging popular Java frameworks like Spring and Vaadin to build rich, feature-filled web applications. It also covers building powerful data-driven applications on enterprise-grade databases like PostgreSQL and Apache Cassandra. This book will also show how to use Java to animate with colorful graphics and even build a simple arcade game.
Around the world, Java runs on billions of devices. After its inception nearly 30 years ago, it remains one of the most popular and sought-after programming languages. Whether you are an aspiring computer hobbyist or want to gain a valuable skill en route to a lucrative career as a software developer, Code with Java 21 should be every developer's go-to reference for building Java applications.
This book is structured to gradually introduce different aspects of writing code in Java, with each chapter building on lessons previously covered.
Chapter 1: Getting to Know Java – This chapter provides a simple introduction to Java. It also walks through configuring a development environment, including installing tools such as a dependency manager and an IDE. This chapter also discusses object-oriented programming (OOP) and introduces new features of Java 21.
Chapter 2: Fundamental Programming Structures – This chapter discusses some basic building blocks of Java’s syntax. It starts with the obligatory hello world program and progresses to reading input, error handling, and controlling the flow of program logic. After covering the basics, it moves on to working with files and Java-specific ways of building methods and constructors.
Chapter 3: Strings, Characters, and Regular Expressions – This chapter covers different ways to work with and process text data. While starting with a simple example using ASCII character art, it progresses into showing how to use some of the more advanced methods included with the Java String class. It finishes by introducing regular expressions and showing how to use them in practical, real-world examples.
Chapter 4: Arrays, Collections, and Records – This chapter introduces the reader to different structures that can be used to store data in memory. While focusing on different concepts and use cases with arrays, lists, sets, and maps, this chapter also discusses records and introduces sequenced collections (new with Java 21).
Chapter 5: Arithmetic Operations – This chapter offers insight into how computers handle arithmetic at primitive levels, including the difference between integer and floating point operations. It also uses the deterministic nature of arithmetic to make a small introduction to unit testing.
Chapter 6: Common Data Structures – This chapter takes the reader through the process of using Java to build data structures like stacks, queues, and different kinds of linked lists. It also walks through building a binary tree and executing simple data searches.
Chapter 7: Working with Databases – This chapter shows how to build Java applications that store data in databases. It also introduces the PostgreSQL and Apache Cassandra® databases, showing how to build simple data models and execute common CQL and SQL commands.
Chapter 8: Web Applications – This chapter discusses building restful web services and full-stack web applications in Java. It also introduces the Spring and Vaadin frameworks, showing how to leverage them to build fully-featured web applications.
Chapter 9: Graphics in Java – This chapter uses an example-led approach to display graphics and animation. It also walks through building a classic arcade game in Java.
Chapter 10: Final Java Project – This chapter is a culmination of many topics covered in the previous chapters and shows how to use them to build a Movie data application. Vector search is introduced as a final new topic, giving the readers a simple way to build out a movie recommendation service.
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