Introduction to the first chapter object
1.1 Abstract Process
Establishes the association before the machine model (the solution space) and the actual problem model (problem space). Object-oriented objects represent the elements of the problem space as objects in the solution space.
Five basic features of object-oriented language: all things are objects; A program is a collection of objects that communicate what they need by sending messages; Each object has its own storage made up of other objects;
Each object has its type, and all objects of a particular type can accept the same message
1.2 Each object has an interface
interface determines the requests that can be sent to a particular object
1.3 Service for each object
Imagine an object as a "service provider"
In a good object-oriented design, every object can do a good job, but it doesn't try to do more.
1.4 Concrete implementations that are hidden
Class creator and client programmer, access control makes it impossible for client programmers to touch the parts they should not touch
1.5 Multiplexing specific implementations
Code reuse is one of the great advantages of object-oriented programming languages
Composite aggregation
1.6 Inheritance
Methods for deriving differences between base classes and derived classes: adding new methods (is-like-a); overriding base class methods (Is-a Overrides)
1.7 Interchangeable objects associated with polymorphism
Object-oriented programming function calls using late binding
1.8 Single-Root inheritance structure
Single inheritance ensures that all objects have some functionality (garbage collection, polymorphism)
1.9 Containers
Set parameterized type (generics)
1.10 Creation and life cycle of objects
Java fully uses dynamic memory allocation, garbage collection
1.11 Exception Handling: Handling Errors
Exception handling is like the other way of doing the wrong work in parallel with the program's normal execution of the road strength
1.12 Concurrent Programming
1.13 Java and the Internet
This chapter is really an introduction, and probably introduces some of the core concepts of object-oriented programming and Java.
Chapter II Everything is the object
2.1 Manipulating objects with references
Reference Footprint Java specification does not stipulate
2.2 All objects must be created by you
Storage: Registers, stacks, heaps, constant storage, non-RAM storage
High Precision Digital BigInteger BigDecimal
Array
2.3 Never need to destroy objects (feel not translated well, meaning that you do not have to voluntarily destroy the object)
2.4 Creating a new data type: Class
2.5 methods, parameters, and return values
2.6 Building a Java program
Static keyword
2.7 Your first Java program
2.8 Notes and documentation
2.9 Coding Style
This chapter is a primer for a basic program
Chapter Three operator
3.1 Simpler Print Statements
Static Import
3.2 Using Java Operators
3.3 Priority level
3.4 Assigning values
3.5 Arithmetic operators
3.6 Auto Increment and decrement
3.7 Relational operators
3.8 Logical operators
3.9 Direct Constants
Constant suffix
3.10 Bitwise Operators
3.11 Shift operator
3.12 Ternary operator If-else
3.13 string operator + and + =
3.14 using operators often make mistakes
if (x=y)
3.15 Type conversion operators
Truncated rounding Math.Round
3.16 Java no sizeof
The fourth chapter controls the execution process
4.1 True and False
4.2 If-else
4.3 iterations
4.4 foreach Syntax
4.5 return
4.6 Break and continue
4.7 Infamous Goto
Break label;
Continue label;
4.8 Switch
Thinking in Java note one