About your course materials
Introduce your beginning programmers to Java with Farrell's JAVA PROGRAMMING, 10th edition -- an engaging, hands-on approach for developing applications. With this dynamic text, even first-time programmers can quickly develop useful programs while mastering the basic principles of structured and object-oriented programming. Up-to-date, reader-friendly explanations and programming exercises highlight today's business applications, while game creation, debugging exercises and case problems further expand student understanding. Step-by-step exercises in every chapter help students create multiple working programs -- enabling them to achieve success on their own. Two new chapters provide comprehensive coverage of recursion and collections and generics. Offering anywhere, anytime learning, MindTap equips new Java programmers with interactive digital tools and auto-graded coding labs.
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About this product
Introduce your beginning programmers to Java with Farrell's JAVA PROGRAMMING, 10th edition -- an engaging, hands-on approach for developing applications. With this dynamic text, even first-time programmers can quickly develop useful programs while mastering the basic principles of structured and object-oriented programming. Up-to-date, reader-friendly explanations and programming exercises highlight today's business applications, while game creation, debugging exercises and case problems further expand student understanding. Step-by-step exercises in every chapter help students create multiple working programs -- enabling them to achieve success on their own. Two new chapters provide comprehensive coverage of recursion and collections and generics. Offering anywhere, anytime learning, MindTap equips new Java programmers with interactive digital tools and auto-graded coding labs.
FULL PROGRAM FILES: Every complete program shown in this edition is included in an easily accessed digital file. Students can run and modify programs to experiment with the programming language, and instructors can easily execute programs in class without extensive typing or testing of program examples.
INFORMATIVE FIGURES CLARIFY KEY CONCEPTS: Found in every chapter, Code Figures -- frequently 25 lines or less -- illustrate one concept at a time. All Java keywords appear in color to differentiate them from program-created identifiers. Callouts identify and highlight important code statements, while abundant screen captures show exactly how program output appears.
"TWO TRUTHS AND A LIE" INTERACTIVE REVIEW: After each section, intriguing short quizzes provide two true statements and one false statement about the preceding section of text. These true-false mini-quizzes offer immediate feedback to students as they read, without "giving away" answers to end-of-chapter multiple-choice and programming problem questions. This allows you the flexibility to use the end-of-chapter exercises as assignments or test questions, if desired.
HANDS-ON LEARNING: Review Questions, Programming Exercises, Game Zone, Debugging Exercises and Case Problems keep readers involved in learning. The author provides a wide variety of programming experiences designed to both engage and challenge readers at the end of each chapter.
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