Book Image

Learn Java with Projects

By : Dr. Seán Kennedy, Maaike van Putten
5 (3)
Book Image

Learn Java with Projects

5 (3)
By: Dr. Seán Kennedy, Maaike van Putten

Overview of this book

Learn Java with Projects stands out in the world of Java guides; while some books skim the surface and others get lost in too much detail, this one finds a nice middle ground. You’ll begin by exploring the fundamentals of Java, from its primitive data types through to loops and arrays. Next, you’ll move on to object-oriented programming (OOP), where you’ll get to grips with key topics such as classes, objects, encapsulation, inheritance, polymorphism, interfaces, and more. The chapters are designed in a way that focuses on topics that really matter in real-life work situations. No extra fluff here, so that you get more time to spend on the basics and form a solid foundation. As you make progress, you’ll learn advanced topics including generics, collections, lambda expressions, streams and concurrency. This book doesn't just talk about theory—it shows you how things work with little projects, which eventually add up to one big project that brings it all together. By the end of this Java book, you’ll have sound practical knowledge of Java and a helpful guide to walk you through the important parts of Java.
Table of Contents (22 chapters)
1
Part 1: Java Fundamentals
9
Part 2: Object-Oriented Programming
15
Part 3: Advanced Topics

Exercises

You may not have noticed directly, but we’ve been longing for this! We can finally add collections and generics to the applications of our apps. Life will get easier. Let’s look at some exercises:

  1. Our park has an assortment of dinosaurs and their related data. Implement a List interface that stores a custom dinosaur class.
  2. We need to ensure that the most dangerous dinosaurs are taken care of first. Write a PriorityQueue class that sorts dinosaurs based on a custom Comparator interface, such as their danger level.
  3. Generics can make our code more reusable. Create a class called Crate with a generic for the thing you’d like to store in there. This could be food or drinks for the restaurant, but also dinosaurs if we need to relocate them.
  4. Create three instances of your Crate class with different classes in your program – for example, Dinosaur, Jeep, and DinosaurFood.
  5. Hashing is essential for efficient data handling. Override...