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Java Concise Reference Series: Fundamental Classes
Supporting all versions of Java up to version 7, The Java Concise Reference Series provides the most comprehensive treatment of Java Development Kit classes. Full, API level documentation is provided for the most common classes and interfaces used by software engineers. This multi-part set is intended to be the one that sits on your desk at all times. In this volume, Fundamental Classes, you will find an exhaustive reference for the foundation packages. These inlcude classes and interfaces for generic collections, I/O subsystems, networking facilities, text manipulation, math and database access. Some of the primary packages include: java.lang , java.sql, java.util, java.io, java.nio, java.math, java.net and java.text.
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Java Generics and Collections
This comprehensive guide shows you how to master the most important changes to Java since it was first released. Generics and the greatly expanded collection libraries have tremendously increased the power of Java 5 and Java 6. But they have also confused many developers who haven’t known how to take advantage of these new features. Java Generics and Collections covers everything from the most basic uses of generics to the strangest corner cases. It teaches you everything you need to know about the collections libraries, so you’ll always know which collection is appropriate for any given task, and how to use it. Topics covered include: Fundamentals of generics: type parameters and generic methods Other new features: boxing and unboxing, foreach loops, varargs Subtyping and wildcards Evolution not revolution: generic libraries with legacy clients and generic clients with legacy libraries Generics and reflection Design patterns for generics Sets, Queues, Lists, Maps, and their implementations Concurrent programming and thread safety with collections Performance implications of different collections Generics and the new collection libraries they inspired take Java to a new level. If you want to take your software development practice to a new level, this book is essential reading. Philip Wadler is Professor of Theoretical Computer Science at the University of Edinburgh, where his research focuses on the design of programming languages. He is a co-designer of GJ, work that became the basis for generics in Sun’s Java 5.0. Maurice Naftalin is
- ISBN13: 9780596527754
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Rating: (out of 24 reviews)
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Java Generics and Collections Reviews
Review by Gregory Guthrie:
Java generics are a welcome and important addition to the Java language, but because of their Erasure based implementation, they are somewhat limited and confusing to use.
This book is good in that it does cover many of the issues, and some interesting applications, but is I think limited in both explanations, and examples. Their section on Generics and Design patterns is a welcome one, but very short, and not very long on rationale or depth on other applications. If the examples they show is the only impact of generics on design patterns, something is wrong!
The standard Generics tutorials by Bracha and Langer, and the IBM DeveloperWorks series by Allen are more complete, and more descriptive, and free! I found the lumping of collections together with Generics ok, but a bit indicative that they ran out of real generics material. They are also IMHO a bit defensive on the long contested Erasure approach, but do explain their viewpoint well. They fault the C# and C++ approaches too quickly, noting the problems but not the corresponding solutions provided. Hopefully next versions of Java will (soon) provide reified versions of generics, it looks like it is in process now.
I did think it a worthwhile read, but not as much as expected.
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Java Black Book
This revised edition of the top selling Java book by Paraglyph Press has been updated to reflect changes available in the latest version of Java including drag and drop, security enhancements, the new applet deployment enhancements, and the new Java Naming and Directory Interface. This in-depth guide also includes new features such as the new Java sound API and its use in both applications and applets, plus expanded coverage of Java´s JDBC data access capabilities. This book is a great reference tool-jam-packed with easily accessible information. It provides programming tips on a variety of topics including variables, arrays, and operators; conditionals and loops; object-oriented programming; inheritance and inner classes; and packages and interfaces. Also includes Swing user interface coverage updated to reflect new classes and enhancements as well as labels, buttons, choosers, lists, combo boxes, progress bars, sliders, pluggable look and feel, and much more.
Rating: (out of 19 reviews)
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Java Black Book Reviews
Review by :
This book stands out among introductory Java 2 books. Each chapter includes an “In Depth” section that covers a specific topic, followed by an “Immediate Use” section that walks you through some real-world hypotheticals based on the topic just covered. I found this approach not only unique, but very readable, even when not sitting in front of the PC. The author’s writing style is accessible and clear, and even if I couldn’t quite follow something, I found that my questions were answered within a few pages if I just kept on reading.The author claims that his goal was to fit as much Java into a single book as possible, at at 1200 or so pages, it’s hard to doubt him. I have read several introductory Java books, and found this the most comprehensive and user-friendly. I will say that, having read some other books first, this material was really easy for me — this might not be the case for someone who picks this up as a very first Java book. Still, I suspect that this, coupled with Sun’s online tutorial “trails,” should be enough for anyone serious about a course of self-study.Comparing this with others I’ve read, I’d say it’s much easier reading than the excellent Core Java or Ivor Horton’s Beginning Java 2, but much more comprehensive and sophisticated than Java Programming for Dummies, SAMS Teach Yourself Java 2 in 21 Days, or Sun’s official The Java Tutorial (A Short Course on the Basics). I must also say that I preferred this to Deitels’ Java 2 How to Program, although I have not seen the new 4th edition, which is supposed to be a substantial reworking.Another book to supplement this one is Bruce Eckel’s Thinking in Java, which provides a much more thoughtful presentation of object-oriented programming with Java. In short, you really can’t go wrong with this book, although if you are completely new to programming, you might require at least one additional very introductory text.
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Killer Game Programming in Java
Although the number of commercial Java games is still small compared to those written in C or C++, the market is expanding rapidly. Recent updates to Java make it faster and easier to create powerful gaming applications-particularly Java 3D-is fueling an explosive growth in Java games. Java games like Puzzle Pirates, Chrome, Star Wars Galaxies, Runescape, Alien Flux, Kingdom of Wars, Law and Order II, Roboforge, Tom Clancy’s Politika, and scores of others have earned awards and become bestsellers. Java developers new to graphics and game programming, as well as game developers new to Java 3D, will find Killer Game Programming in Java invaluable. This new book is a practical introduction to the latest Java graphics and game programming technologies and techniques. It is the first book to thoroughly cover Java’s 3D capabilities for all types of graphics and game development projects. Killer Game Programming in Java is a comprehensive guide to everything you need to know to program cool, testosterone-drenched Java games. It will give you reusable techniques to create everything from fast, full-screen action games to multiplayer 3D games. In addition to the most thorough coverage of Java 3D available, Killer Game Programming in Java also clearly details the older, better-known 2D APIs, 3D sprites, animated 3D sprites, first-person shooter programming, sound, fractals, and networked games. Killer Game Programming in Java is a must-have for anyone who wants to create adrenaline-fueled games in Java.
Rating: (out of 22 reviews)
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Killer Game Programming in Java Reviews
Review by calvinnme:
This is one of the most interesting books I have read on the subject of game programming in Java. In addition, it is a great tutorial on how to use Java to accomplish a number of multimedia programming objectives independent of game programming. Since there is no table of contents shown, I will summarize the book’s contents in the context of the table of contents:
1. Why Java for Games Programming? – Many discussions are revisited about why Java is not a bad choice for game programming- speed, memory leaks, etc.
2. An Animation Framework – The animation algorithm developed through most of this chapter is embedded in a JPanel subclass (called GamePanel), which acts as a canvas for drawing 2D graphics. The animation is managed by a thread which ensures that it progresses at a consistent number of frames per second.
3. Worms in Windows and Applets – The threaded animation loop of chapter 1 is tested inside a windowed application and an applet. The programs are all variants of the same WormChase game.
4. Full-Screen Worms – Three approaches to full-screen games are investigated.
5. An Introduction to Java Imaging – The aging AWT imaging model is discussed, followed by the BufferedImage and VolatileImage classes, ImageIO, and the wide range of BufferedImageOp image operations offered by Java 2D.
6. Image Loading, Visual Effects, and Animation – This chapter examines how to efficiently load and display images, apply visual effects such as blurring, fading, and rotation, and animate them.
7. Introducing Java Sound – The Sound API is compared to the Java Media Framework (JMF), and the recently introduced JOAL, a Java binding to OpenGL’s music API.
8. Loading and Playing Sounds – Discusses a single application, LoadersTests, which demonstrates “ClipsLoader” & “MidisLoader” classes for the control of clips and sequences.
9. Audio Effects – Different ways of applying effects to audio, which is key to the advantage of the Sound API- access to audio files to the bit level.
10. Audio Synthesis – How to create tone sequences for sampled audio and how to create MIDI sequences at runtime.
11. Sprites – A game’s active entities are often encoded as sprites. A sprite is a moving graphical object.The Sprite class developed in this chapter builds on the animation framework and image and audio loaders developed earlier in the book.
12. A Side-Scroller – This chapter describes JumpingJack, a side scroller much like Super Mario, but considerably simpler, that illustrates tile maps, layers, parallax scrolling, and a jumping hero called ‘Jack’ who has to dodge exploding fireballs.
13. An Isometric Tile Game – Isometric tiles are the basis of many real-time strategy games, war games, and simulations, and Java-based “Alien Tiles” is demo’d here.
14. Introducing Java 3D – A brief introduction to the Java 3D API.
15. A 3D Checkerboard: Checkers3D – This chapter describes a Java 3D example called Checker3D that demos many Java 3D programming techniques.
16. Loading and Manipulating External Models – Many times it makes sense to create an object using 3D modeling software, and then load it into your Java 3D application at run time.
17. Using a Lathe to Make Shapes – One of the most ingenious chapters of the books shows how to create complex 3D shapes using a Java-based 3D lathe.
18. 3D Sprites – A Sprite3D class is developed.
19. Animated 3D Sprites – Poses and animation are included for the Sprite3D class of the previous chapter.
20. An Articulated, Moveable Figure – The implementation of an articulated figure is performed, composed of rotatable limbs, which can be moved around a checkboard floor in a similar manner to the 3D sprites in Chapters 18 and 19.
21. Particle Systems – Three particle systems are developed in this chapter: one where the particles are points, another using lines, and a third using quadrilaterals (quads).
22. Flocking Boids – Flocking is a computer model for the coordinated motion of groups (or flocks) of entities called boids, performed in 3D.
23. Shooting a Gun – The application in this chapter, Shooter3D, contains a gun which fires a laser beam at the point on the checkered floor clicked on by the user. The flight of the laser beam is accompanied by a suitable sound, and followed by an explosion.
24. A First-Person Shooter – Builds on the previous chapter by putting the gun in the player’s hand.
25. A 3D Maze – Emphasis is on navigation through a complex scene (a 3D maze). The two main topics will be how to generate a realistic looking scene as in “Doom”, and how to use multiple views to aid navigation.
26. Fractal Land – The FractalLand3D application creates a landscape using a plasma fractal to generate height values for the landscape’s component quads.
27. Terrain Generation with Terragen – Landscape is designed with Terragen, then exported as a OBJ file (representing the landscape as a mesh), and as a BMP (showing the surface viewed from above). The BMP is subsequently edited and converted into a JPG.
28. Trees That Grow – Shows foliage that actually grows over time.
29. Networking Basics – runs through networking fundamentals and explains basic network programming with sockets, URLs, and servlets.
30. Network Chat – about online chat, the “hello world” of network programming. There are three chat variants: one using a client/server model, one employing multicasting, and chatting with servlets.
31. A Networked Two-Person Game – Pulls everything together to build a simple networked 2-player game.
32. A Networked Virtual Environment – NetTour3D is a very simple networked virtual environment which allows sprites representing users (clients) on different machines to move about in a shared world. The world is a checkboard, with simple scenery and obstacles.
A. Installation Using install4j
B. Installation Using Java Web Start
If you go to the author’s website, he has additional chapters that are not in the book on J2ME, bluetooth, and mobile 3D gaming. Plus the downloadable code for the book is also there. Since Amazon usually throws out reviews with web addresses, just type “Killer Game Programming in Java” into Google and the first address you see should be the author’s website.
In summary, I would highly recommend this book to any experienced Java programmer who is interested in programming games, as well as those interested in advanced Java Sound or Java 3D techniques which might be of use to any Java multimedia programmer.
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Java 2 Core Language Little Black Book
The Java 2 Core Language Little Black Book is a compact, detailed reference for intermediate to experienced programmers and managers who are ready to learn how to build Java programs. The book features a logical, sequential approach with concise overviews and step-by-step, ready-to-use solutions created by a master Java programmer. This book is also packed with over 150 code listings, which can be used as is or quickly modified. All of the critical Java programming features are presented, including strings, variables, loops, object-oriented programming, interfaces, applets, event handling, tables, trees, multithreaded programming and animation, debugging, networking, and more. Special chapters are also included on security and internationalization — two topics that are highly critical for Java developers.
Rating: (out of 6 reviews)
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Java 2 Core Language Little Black Book Reviews
Review by Thomas Duff:
Intermediate Java developers who want brief explanations of syntax and working examples to studyContents
This is a condensed guide to the Java language with a heavy emphasis on code examples that can be used to solve your programming issues.The book is divided into the following chapters: Getting Started With Java; Essential Java Syntax; Blocks And Statements; Methods, Classes, And Packages; Data Structures; Files And Streams; Java Database Connectivity; The Internet And Networking; XML And Java; Advanced Techniques; Security; Internationalization; Development Tools; References; The Java Virtual Machine; Active RFCs.Review
There are some people who can read an explanation of something technical and immediately grasp how to use it in a real program. Unfortunately, I’m not one of them. I work best when I can read the explanation of how something works, and then see a working example that I can copy and use. That’s where this book shines.Each chapter starts off with an “In Brief” section. This is the “technical” explanation of the subject being covered, like classes or socket programming. After a high level explanation of the chapter subject, the coverage then shifts to an “Immediate Solutions” section. This is where you get the most bang for the buck. You’ll find a problem listed, such as resolving a hostname or opening a server socket. A couple of paragraphs will explain what needs to be done, and that is followed by a code example that solves that problem. By reading the chapter and seeing how they solve a number of issues, you should come away with one or more ideas on how to code your own solutions.If you don’t have a solid background in Java, you will probably want to get a tutorial-style book before you buy this volume. It’s billed as a “concise program solver”, and as a result it doesn’t attempt to teach the language to someone who is unfamiliar with it to start with. If you are beyond the basics, then this book will quickly pay for itself after a couple of solutions.Conclusion
This is a perfect book if you are familiar with Java but occasionally need to look up a command to see how it works along with a code example. It bridges the gap between academic and practical knowledge of the language.
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Graphic Java 2, Volume 2, Swing (3rd Edition) (Sun Microsystems Press Java Series) (2 Book Set)
From Sun Microsystems Press and Prentice Hall comes the definitive guide to Swing: an exhaustive reference spanning more than 1600 pages. Clearly and concisely written and loaded with illustrative code examples, Graphic Java provides the most comprehensive Swing coverage available. Part I (360 pages) discusses fundamental Swing concepts such as Swing component architecture, the JComponent class, borders, icons, actions, Swing and multithreading, Swing utilities, and pluggable look and feel. Swing components are the focus throughout the rest of the book. In addition to code examples that illustrate component use, components are further explored with class diagrams, property and event tables, and a look at AWT compatibility. The final third of the book is devoted to Swing’s most complex components: lists, combo boxes, tables, trees, and the text package.If you’re developing software that will be used by a large group of people, you need to give it a good-looking front-end–in Java 2, that means you have to use Swing. An excellent resource, Graphic Java 2: Mastering the JFC, Third Edition (Volume 2: Swing) takes on the Swing components one at a time and shows you how to incorporate them into attractive, efficient programs. In many ways, Graphic Java 2 is a cookbook. You search the table of contents or index for a reference to the kind of problem you want to solve, then examine the
Rating: (out of 50 reviews)
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Graphic Java 2, Volume 2, Swing (3rd Edition) (Sun Microsystems Press Java Series) (2 Book Set) Reviews
Review by :
This Book is not an introductory book, but for serious JAVA Developers who wants to know all about Swing features. It gives complete information about Swing’s UI, the JComponent class, diff between lightweight and heavyweight component, Look and Feel features etc…. I would definetly recommend this book to anyone who wants to learn everything about SWING. However this book requires some knowlegde of AWT, but this is not a must. I can’t wait for David Geary’s book on Advanced Swing which is due in Dec 2001.
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Java Concurrency in Practice
“I was fortunate indeed to have worked with a fantastic team on the design and implementation of the concurrency features added to the Java platform in Java 5.0 and Java 6. Now this same team provides the best explanation yet of these new features, and of concurrency in general. Concurrency is no longer a subject for advanced users only. Every Java developer should read this book.” –Martin Buchholz JDK Concurrency Czar, Sun Microsystems “For the past 30 years, computer performance has been driven by Moore’s Law; from now on, it will be driven by Amdahl’s Law. Writing code that effectively exploits multiple processors can be very challenging. Java Concurrency in Practice provides you with the concepts and techniques needed to write safe and scalable Java programs for today’s–and tomorrow’s–systems.” –Doron Rajwan Research Scientist, Intel Corp “This is the book you need if you’re writing–or designing, or debugging, or maintaining, or contemplating–multithreaded Java programs. If you’ve ever had to synchronize a method and you weren’t sure why, you owe it to yourself and your users to read this book, cover to cover.” –Ted Neward Author of Effective Enterprise Java “Brian addresses the fundamental issues and complexities of concurrency with uncommon clarity. This book is a must-read for anyone who uses threads and cares about performance.” –Kirk Pepperdine CTO, JavaPerformanceTuning.com “This book covers a very deep and subtle topic in a very clear and concise way, making it the perfect Java Concurrency reference manual. Each page is
- ISBN13: 9780321349606
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Java Concurrency in Practice Reviews
Review by calvinnme:
Concurrency, in the form of threads, has been present in the Java language from its beginning, and this book is all about concurrency in the current and future versions of Java with an emphasis on writing practical code. This book does for concurrent programming in Java what Geary’s series of books did for graphical Java – it moves concurrent Java programming out of the realm of applets containing bouncing balls and into that of providing real solutions for professional programmers.
This book is not meant to be an introduction to concurrency in Java. Its intention is to offer practical design rules to assist developers in the difficult process of creating safe, fast, and high-performance concurrent classes. While many of the general concepts in this book are applicable to versions of Java prior to Java 1.5, most of the code examples and all the statements about the Java Memory Model assume Java 1.5 or later. By “later” I mean that some of the code examples use library features added in the not-yet released Java 1.6. After the introduction, which consists of Chapter 1, the book is divided into four parts:
Part one, “Fundamentals”, (Chapters 2-5) are about the basic concepts of concurrency, thread safety, and composing thread-safe classes from those concurrent building blocks provided by the Java language. Chapter 2, “Thread Safety”, and 3, “Sharing Objects”, include nearly all of the rules on avoiding concurrency hazards, constructing thread-safe classes, and verifying thread safety. Thus, these chapters emphasize theory and have less code than other chapters in the book. Chapter 4 , “Composing Objects”, covers techniques for composing large thread-safe classes from smaller thread-safe classes. Chapter 5, “Building Blocks”, covers thread-safe collections and synchronizers, which are the the concurrent building blocks provided by Java. To conclude the section, the authors work through the steps of building an efficient, scalable result cache that could be used in a web server. A summary of the most important rules presented in Part one occur at the end of the section.
Part two, “Structuring Concurrent Applications”, describes how proper use of threading improves the throughput and responsiveness of concurrent applications. The topics covered in this section include identifying tasks that can be run in parallel and programming them as such, proper termination of tasks, using thread pools for greater efficiency in multi-threaded systems, and finally improving the responsiveness of single-threaded systems, GUI’s being the most prominent example.
Part 3, “Liveness, Performance, and Testing” is concerned with ensuring that concurrent programs actually do what is expected of them and do so with acceptable performance. The authors describe how to avoid situations where a thread waits forever, also known as a “liveness failure”. Also included in this section is an excellent explanation of the use of the “ThreadLocal” class and how it makes it much easier to manage the process of associating a thread with its per-thread data.
Part 4, “Advanced Topics”, covers issues that will probably be interesting only to experienced developers. These topics include explicit locks, atomic variables, nonblocking algorithms, and developing custom synchronizers. Any of these techniques, explicit locks in particular, can cause chaos when done incorrectly. This book shows how to use these techniques safely and with confidence.
One of the things that makes this book so good are the many code examples. There are only snippets of entire programs included in the book itself in order to highlight the portions relevant to the concurrency issue being discussed. The code examples are either good examples, questionable examples, or bad code examples and are decorated with “Smiley Faces” that are either happy, concerned, or unhappy depending on the quality of the code. The full versions of the code examples, as well as supplementary examples and errata, are supposed to be available from the book’s website. However, at the time I am writing this, they are not yet available.
Overall, I would say that this is the most complete and accessible resource on concurrency in Java I have seen in print. I highly recommend it.
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Object-Oriented Programming in Java: A Graphical Approach, Preliminary Edition
This first truly innovative introduction to Java programming by world-renowned teacher and computer scientist Andy van Dam and Kate Sanders brings realistic, object-oriented programming to the forefront. This early foray into object-oriented programming, not simply objects, from encapsulation through polymorphism supports the real-world applications of Java and enforces good, structured programming habits that will stay with students for a lifetime. Its distinctive graphical approach, replete with graphics-based examples and exercises, provides valuable motivation for first-time programmers and captures students’ attention through visually appealing applications. This book gives students the opportunity to gain realistic experience of writing larger programs that are systems of cooperating objects. It incorporates the newest Java 5.0 features including the standard Scanner class and offers extensive data structures coverage (stacks, queues, linked lists and trees).
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Java Network Programming, Third Edition
The new third edition of this highly regarded introduction to Java networking programming has been thoroughly revised to cover all of the 100+ significant updates to Java Developers Kit (JDK) 1.5. It is a clear, complete introduction to developing network programs (both applets and applications) using Java, covering everything from networking fundamentals to remote method invocation (RMI). Java Network Programming, 3rd Edition includes chapters on TCP and UDP sockets, multicasting protocol and content handlers, servlets, multithreaded network programming, I/O, HTML parsing and display, the Java Mail API, and the Java Secure Sockets Extension. There’s also significant information on the New I/O API that was developed in large part because of the needs of network programmers. This invaluable book is a complete, single source guide to writing sophisticated network applications. Packed with useful examples, it is the essential resource for any serious Java developer. Does this sound familiar? You know Java well enough to write standalone applets and applications, even multithreaded ones, but you know next to nothing about the language’s networking capabilities. And guess what–your next job is to write a network-centric Java program. Java Network Programming serves as an excellent introduction to network communications generally and in Java. The book opens with information on network architectures and protocols and the security restrictions placed on applets. Quickly, the author gets to the meat of networked Java with a complete elucidation of the InetAddress class, the URL-related classes, applet-specific
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Rating: (out of 35 reviews)
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Java Network Programming, Third Edition Reviews
Review by :
Avoid. This book appears to have quite a reputation, but despite being in its 2nd edition, it is riddled with errors. The book exhibits some fundamental misapprehensions about TCP/IP; as a result it perpetrates some astonishing misinformation, much of it quite basic. Partial list: the nature of a socket close operation; what IOException when closing a socket means; what happens when the listen backlog is exceeded; specification of the ServerSocket constructors; Nagle’s algorithm (Socket.setTcpNoDelay); linger; keepalive; etc etc.Of the examples which do work, the PortScanner and LocalPortScanner are provided in versions which perpetrate atrocities on the local machine and network by not closing sockets. Multi-homing very cursorily treated, not even indexed. Firewalls apparently treated in one page. Role of TTL in multicast apparently ignored.The text is verbose and repetitive, and a number of the examples are irrelevant. Fully 50% of the Sockets for Servers chapter consists of a rather irrelevant excursion into HTTP and HTML; the examples have bugs, not that they have much point. Also, what pray have HTML rendering and parsing in Swing got to do with networking? 30 irrelevant pages on this; nice to have, but why here?Author seems to think HotSpot is a JIT. Typos in the index, not encouraging. Many impending JDK 1.4 enhancements will shortly obsolete this book. Avoid it. For TCP/IP and UDP fundamentals, buy W.R. Stevens Unix Network Programming. -
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Java All-In-One Desk Reference For Dummies
Eight minibooks comprising nearly 900 pages give developers the tips and techniques they need to get up and running on the new J2SE 6 (Java Standard Edition 6) and JDK 6 (Java Development Kit 6) This friendly, all-inclusive reference delivers the lowdown on Java language and syntax fundamentals as well as Java server-side programming, with explanations, reference information, and how-to instructions for both beginning and intermediate-to-advanced programmers Minibooks cover Java basics; programming basics; strings, arrays, and collections; programming techniques; Swing; Web programming; files and databases; and fun and games
- ISBN13: 9780470124512
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Rating: (out of 12 reviews)
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Java All-In-One Desk Reference For Dummies Reviews
Review by kalmia:
Been a programmer for a long time but first time trying to learn Java.
This book has been very useful. I think it is very easy to find information on a lot of topics, and the examples are pretty good. Can DOWNLOAD example source code [big PLUS!!].
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