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Chapter 1 Introduction  | 
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1.3 The approach of this book  | 
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Chapter 2 Simple programs  | 
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2.1 Two starter programs  | 
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Motivation | 
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2.2 Fundamentals of object-oriented programming  | 
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Notions de: classe, objet, instance, déclarations, méthodes et leur invocation, structure d'un programme | 
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2.3 Beginning with output  | 
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Imprimer sur l'écran | 
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2.4 All about assignment  | 
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2.5 Using classes and objects  | 
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Summary  | 
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Quiz  | 
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Q 2.4 | 
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Problems  | 
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Chapter 3 Structuring  | 
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3.1 Properties of a good program  | 
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3.2 Talking about types  | 
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3.3 Repetition with for-loops  | 
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3.4 Making methods  | 
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3.5 Passing parameters  | 
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3.6 Guidelines for designing classes  | 
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3.7 Case Study 1: Price tickets  | 
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Summary  | 
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Quiz  | 
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3.9 | 
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Problems  | 
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Q3.7, Q3.8,  
Q3.9 | 
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Chapter 4 Changing the state  | 
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4.1 Inputting interactively  | 
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4.2 File input and output  | 
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4.3 Selection with if-else  | 
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4.4 Introduction to exceptions  | 
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4.5 Creating and accessing packages  | 
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Summary  | 
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Quiz  | 
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Problems  | 
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Q 4.2, Q 4.6 | 
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Chapter 5 Controlling the flow | 
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5.1 Conditional loops with while and do  | 
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5.2 The switch-statement  | 
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5.3 Conditional loops and input data  | 
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5.4 Case Study 2: Rock-scissors-paper game  | 
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Summary  | 
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Quiz  | 
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Problems  | 
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Q 5.7 
Q 5.8 | 
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Chapter 6 Arrays and tables  | 
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6.1 Simple arrays  | 
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6.2 Tables  | 
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6.3 Sorting and searching  | 
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6.4 Dictionaries  | 
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Summary  | 
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Quiz  | 
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Problems  | 
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Chapter 7 Formatting  | 
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7.1 Strings and string handling  | 
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7.2 Tokenizers and the Text class  | 
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7.3 Formatting numbers with the java.text package  | 
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7.4 Dates, calendars and time  | 
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Summary  | 
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Quiz  | 
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Problems  | 
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PART II Power 1 | 
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Chapter 8 Objects at work  | 
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8.1 Object protection  | 
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8.2 Designing an object-oriented program  | 
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8.3 Properties of objects  | 
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8.4 Lists of objects  | 
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8.5 Inner classes  | 
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8.6 Case Study 3: Nelson?s Coffee Shop  | 
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Summary  | 
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Quiz  | 
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Problems  | 
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Chapter 9 Abstraction and inheritance  | 
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9.1 Class power  | 
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9.2 Abstraction through interfaces  | 
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9.3 Inheritance  | 
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9.4 Abstract methods and classes  | 
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9.5 Case Study 4: Veterinary tags  | 
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Summary  | 
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Quiz  | 
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Problems  | 
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Chapter 10 Graphical user interfaces  | 
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10.1 Introduction to the awt  | 
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10.2 Putting graphics in a window  | 
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10.3 Laying out buttons and other components  | 
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10.4 Panels and canvases for grouping  | 
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Summary  | 
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Quiz  | 
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Problems  | 
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Q 10.1 | 
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Chapter 11 Event-driven programming  | 
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11.1 Interaction with text fields  | 
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11.2 Events, listeners and handlers  | 
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11.3 Managing sequences of events  | 
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11.4 Case Study 5: Supermarket till  | 
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Summary  | 
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Quiz  | 
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Problems  | 
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Chapter 12 Applets in action  | 
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12.1 From applications to applets  | 
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12.2 Applets in browsers  | 
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12.3 Sound and images  | 
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12.4 Case Study 6: The Nature Conservation Project  | 
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Summary  | 
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Quiz  | 
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Problems  | 
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Chapter 13 Multi-threading | 
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13.1 Introduction to multi-threading  | 
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13.2 Setting up threads  | 
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13.3 Synchronization among threads  | 
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13.4 Case Study 7: Walkman hire  | 
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Summary  | 
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Quiz  | 
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Problems  | 
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Chapter 14 Networking  | 
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14.1 Connecting via URLs  | 
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14.2 Ports and sockets  | 
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14.3 Case Study 8: Chatter system  | 
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14.4 Database connectivity  | 
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14.5 Accessing remote objects  | 
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14.6 Case Study 9: The Airport Announcer system  | 
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Summary  | 
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Quiz  | 
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Problems  | 
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Chapter 15 Algorithms and data structures  | 
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15.1 About data structures  | 
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15.2 Linear and binary searching  | 
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15.3 Quicksort and performance  | 
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15.4 Stacks and queues  | 
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15.5 Linked lists again  | 
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15.6 Bit sets  | 
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Summary  | 
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Quiz  | 
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Problems  | 
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