Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
The Java Workshop

You're reading from   The Java Workshop Learn object-oriented programming and kickstart your career in software development

Arrow left icon
Product type Paperback
Published in Oct 2019
Publisher Packt
ISBN-13 9781838986698
Length 606 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Authors (3):
Arrow left icon
Eric Foster-Johnson Eric Foster-Johnson
Author Profile Icon Eric Foster-Johnson
Eric Foster-Johnson
Andreas Göransson Andreas Göransson
Author Profile Icon Andreas Göransson
Andreas Göransson
David Cuartielles David Cuartielles
Author Profile Icon David Cuartielles
David Cuartielles
Arrow right icon
View More author details
Toc

Table of Contents (20) Chapters Close

Preface 1. Getting Started 2. Learning the Basics FREE CHAPTER 3. Object-Oriented Programming 4. Collections, Lists and Java's Built-In APIs 5. Exceptions 6. Libraries, Packages, and Modules 7. Databases and JDBC 8. Sockets, Files, and Streams 9. Working with HTTP 10. Encryption 11. Processes 12. Regular Expressions 13. Functional Programming with Lambda Expressions 14. Recursion 15. Processing Data with Streams 16. Predicates and Other Functional Interfaces 17. Reactive Programming with Java Flow 18. Unit Testing Appendix

Summary

This chapter introduced you to the core of object-oriented programming—the creation of classes and those operations which can be performed with them, such as extending them, using them to override parts of the code, or creating local instances.

The examples provided here showed you the importance of creating classes to better structure your code and improve it economically. If there are several classes within a specific context, it is very likely that they will have common characteristics that could be described in a parent class or even an interface.

A part of the chapter was dedicated to operations done with the compiler. As a developer, you may want to inform others when certain parts of your code will be deprecated, or whether a method from a specific class has been overridden. Annotating code is a good technique for maintaining communication with others. You also saw how to turn off possible warnings coming from annotations that occurred during development...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at £16.99/month. Cancel anytime