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Each Chapter concludes with a Summary, Objects of the Game, Common Error, On the Internet, Exercises, and References.).
I. TOUR OF JAVA.
1. Primitive Java. The General Environment.
The First Program.
Primitive Types.
Basic Operators.
Conditional Statements.
Methods.
2. Reference Types. What Is a Reference.
Basics of Objects and References.
Strings.
Arrays.
Exception Handling.
Input and Output.
3. Objects and Classes. What Is Object-oriented Programming?
A Simple Example.
Javadoc.
Basic Methods.
Additional Constructs.
Packages.
A Design Pattern: Composite (Pair).
4. Inheritance. What Is Inheritance?
Designing Hierarchies.
Multiple Inheritance.
The Interface.
Fundamental Inheritance in Java.
Implementing Generic Components.
The Functor (Function Objects).
Dynamic Binding Details.
II. ALGORITHMS AND BUILDING BLOCKS.
5. Algorithm Analysis. What Is Algorithm Analysis?
Examples of Algorithm Running Times.
The Maximum Contiguous Subsequence Sum Problem.
General Big-Oh Rules.
The Logarithm.
Static Searching Problem.
Checking an Algorithm Analysis.
Limitations of Big-Oh Analysis.
6. The Collections API. Introduction.
The Iterator Pattern.
Collections API: Containers and Iterators.
Generic Algorithms.
The List Interface.
Stacks and Queues.
Sets.
Maps.
Priority Queues.
7. Recursion. What Is Recursion?
Background: Proofs by Mathematical Induction.
Basic Recursion.
Numerical Applications.
Divide-and-Conquer Algorithms.
Dynamic Programming.
Backtracking Algorithms.
8. Sorting Algorithms. Why Is Sorting Important?
Preliminaries.
Analysis of the Insertion Sort and Other Simple Sorts.
Shellsort.
Mergesort.
Quicksort.
Quickselect.
A Lower Bound for Sorting.
9. Randomization. Why Do We Need Random Numbers?
Random-number Generators.
Nonuniform Random Numbers.
Generating a Random Permutation.
Randomized Algorithms.
Randomized Primality Testing.
III. APPLICATIONS.
10. Fun and Games. Word Search Puzzles.
The Game of Tic-Tac-Toe.
11. Stacks and Compilers. Balanced-Symbol Checker.
A Simple Calculator.
12. Utilities. File Compression.
A Cross-reference Generator.
13. Simulation. The Josephus Problem.
Event-driven Simulation.
14. Graphs and Paths. Definitions.
Unweighted Shortest-path Problem.
Positive-weighted, Shortest-path Problem.
Negative-weighted, Shortest-path Problem.
Path Problems in Acyclic Graphs.
IV. IMPLEMENTATIONS.
15. Inner Classes and ArrayList Implementation. Iterators and Nested Classes.
Iterators and Inner Classes.
The AbstractCollection Class.
Implementation of ArrayList with an Iterator.
16. Stacks and Queues. Dynamic Array Implementations.
Linked-list Implementations.
Comparison of the Two Methods.
The java.util.Stack Class.
Double-Ended Queues.
17. Linked Lists. Basic Ideas.
Java Implementation.
Doubly Linked Lists and Circular Linked Lists.
Sorted Linked Lists.
Implementing the Collections API LinkedList Class.
18. Trees. General Trees.
Binary Trees.
Recursion and Trees.
Tree Traversal: Iterator Classes.
19. Binary Search Trees. Basic Ideas.
Order Statistics.
Analysis of Binary Search Tree Operations.
AVL Trees.
Red-Black Trees.
AA-Trees.
Implementing the Collections API TreeSet and TreeMap Classes.
B-Trees.
20. Hash Tables. Basic Ideas.
Hash Function.
Linear Probing.
Quadratic Probing.
Separate Chaining Hashing.
Hash Tables Versus Binary Search Trees.
Hashing Applications.
21. A Priority Queue: The Binary Heap. Basic Ideas.
Implementation of the Basic Operations.
The buildHeap Operation: Linear-Time Heap Construction.
Advanced Operations: decreaseKey and merge.
Internal Sorting: Heapsort.
External Sorting.
V. ADVANCED DATA STRUCTURES.
22. Splay Trees. Self-Adjustment and Amortized Analysis.
The Basic Bottom-Up Splay Tree.
Basic Splay Tree Operations.
Analysis of Bottom-Up Splaying.
Top-Down Splay Trees.
Implementation of Top-Down Splay Trees.
Comparison of the Splay Tree with Other Search Trees.
23. Merging Priority Queues. The Skew Heap.
The Pairing Heap.
24. The Disjoint Set Class. Equivalence Relations.
Dynamic Equivalence and Two Applications.
The Quick-Find Algorithm.
The Quick-Union Algorithm.
Java Implementation.
Worst Case for Union-by-Rank and Path Compression.
APPENDICES. A. Operators.
B. Graphical User Interfaces.