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programming_problem_solving

Programming and Problem Solving

Java 21 Programming Textbook Outline with Detailed Subsections and Themes

Chapter 1: "Hello, Java! Your First Cup of Code"

Theme: The Avengers' JARVIS System - Building Tony Stark's AI Assistant

1.1 The Java Story: From Oak to Everywhere

  • 1.1.1 James Gosling and the Green Team
  • 1.1.2 From Set-Top Boxes to the Internet
  • 1.1.3 "Write Once, Run Anywhere" Philosophy
  • 1.1.4 Java's Evolution Through Versions

1.2 Why Java Still Matters in Modern Programming

  • 1.2.1 Enterprise Applications and Android
  • 1.2.2 Platform Independence
  • 1.2.3 Strong Type Safety and Security
  • 1.2.4 Massive Ecosystem and Community

1.3 Setting Up Your Development Environment

  • 1.3.1 Downloading and Installing JDK 21
  • 1.3.2 Setting JAVA_HOME and PATH Variables
  • 1.3.3 Verifying Your Installation
  • 1.3.4 Choosing a Text Editor or IDE

1.4 Understanding the JDK, JRE, and JVM Trinity

  • 1.4.1 JVM: The Magic Box That Runs Java
  • 1.4.2 JRE: Runtime Environment Components
  • 1.4.3 JDK: Developer Tools and Compilers
  • 1.4.4 How They Work Together

1.5 Your First Java Program: Beyond "Hello World"

  • 1.5.1 Creating JarvisGreeting.java
  • 1.5.2 The main Method: Program Entry Point
  • 1.5.3 System.out.println Explained
  • 1.5.4 Adding User Input with Scanner

1.6 Anatomy of a Java Program

  • 1.6.1 Package Declarations
  • 1.6.2 Import Statements
  • 1.6.3 Class Definitions
  • 1.6.4 Comments and Documentation

1.7 Compiling and Running Java Code

  • 1.7.1 The javac Compiler
  • 1.7.2 Understanding Bytecode
  • 1.7.3 The java Command
  • 1.7.4 Classpath and Package Structure

1.8 Common Beginner Mistakes and How to Avoid Them

  • 1.8.1 Missing Semicolons and Braces
  • 1.8.2 Case Sensitivity Issues
  • 1.8.3 File Name vs. Class Name Mismatches
  • 1.8.4 Forgetting public static void main

1.9 Using an IDE vs. Command Line

  • 1.9.1 IntelliJ IDEA Setup and Features
  • 1.9.2 Eclipse and VS Code Alternatives
  • 1.9.3 IDE Debugging Tools
  • 1.9.4 When to Use Command Line

1.10 Java 21's New Features Preview

  • 1.10.1 Virtual Threads Teaser
  • 1.10.2 Pattern Matching Improvements
  • 1.10.3 String Templates Preview
  • 1.10.4 What's Coming Next

Chapter 2: "Variables and Data Types: The Building Blocks of Reality"

Theme: TMNT Pizza Restaurant - Managing Orders and Inventory

2.1 Primitive Data Types: The Atoms of Java

  • 2.1.1 byte and short: Small Numbers for Pizza Slices
  • 2.1.2 int: Counting Pizzas and Customers
  • 2.1.3 long: Tracking Total Sales
  • 2.1.4 float and double: Prices and Measurements

2.2 Variables: Naming and Taming Your Data

  • 2.2.1 Variable Declaration and Initialization
  • 2.2.2 Naming Conventions: camelCase Rules
  • 2.2.3 Meaningful Names: pizzaCount vs. p
  • 2.2.4 Variable Scope and Lifetime

2.3 Type Inference with var (Java 10+)

  • 2.3.1 When to Use var
  • 2.3.2 var Limitations and Restrictions
  • 2.3.3 Readability Considerations
  • 2.3.4 var with Collections and Loops

2.4 Constants and the final Keyword

  • 2.4.1 Defining Pizza Sizes as Constants
  • 2.4.2 final Variables vs. final Methods
  • 2.4.3 Static Final Constants
  • 2.4.4 Naming Constants: UPPER_SNAKE_CASE

2.5 Type Casting and Conversion Magic

  • 2.5.1 Implicit Casting: Widening
  • 2.5.2 Explicit Casting: Narrowing
  • 2.5.3 Casting Between Numeric Types
  • 2.5.4 Loss of Precision Warnings

2.6 Numeric Literals and Underscores

  • 2.6.1 Binary, Octal, and Hexadecimal
  • 2.6.2 Using Underscores for Readability
  • 2.6.3 Scientific Notation
  • 2.6.4 Literal Type Suffixes (L, F, D)

2.7 Working with Characters and Unicode

  • 2.7.1 char Type and Single Quotes
  • 2.7.2 Unicode Escape Sequences
  • 2.7.3 Special Characters (\n, \t, \)
  • 2.7.4 Character Arithmetic

2.8 Boolean Logic: True, False, and Nothing In Between

  • 2.8.1 boolean Variables for Pizza Availability
  • 2.8.2 Logical Operators: &&, ||, !
  • 2.8.3 Short-Circuit Evaluation
  • 2.8.4 Boolean Expressions in Conditions

2.9 Null: The Billion Dollar Mistake?

  • 2.9.1 What null Means in Java
  • 2.9.2 NullPointerException: The Common Enemy
  • 2.9.3 Checking for null Values
  • 2.9.4 Alternatives to null

2.10 Memory Management Basics

  • 2.10.1 Stack vs. Heap Memory
  • 2.10.2 Primitive Types in Memory
  • 2.10.3 Garbage Collection Preview
  • 2.10.4 Memory Efficiency Tips

Chapter 3: "Control Flow: Teaching Your Program to Make Decisions"

Theme: Mario's Plumbing Business - Scheduling and Routing Decisions

3.1 If-Else Statements: The Fork in the Road

  • 3.1.1 Basic if Statement Structure
  • 3.1.2 if-else: Choosing Between Paths
  • 3.1.3 else if: Multiple Conditions
  • 3.1.4 Nested if Statements for Complex Routing

3.2 Switch Expressions: Java's Swiss Army Knife (Enhanced in Java 14+)

  • 3.2.1 Traditional switch Statements
  • 3.2.2 Switch Expressions with Arrow Syntax
  • 3.2.3 Yield Keyword for Complex Cases
  • 3.2.4 No Fall-Through Behavior

3.3 Pattern Matching in Switch (Java 21 Feature)

  • 3.3.1 Type Patterns in Switch
  • 3.3.2 Guarded Patterns with when
  • 3.3.3 Pattern Variables
  • 3.3.4 Exhaustiveness Checking

3.4 The Ternary Operator: Compact Conditions

  • 3.4.1 Basic Ternary Syntax
  • 3.4.2 When to Use Ternary vs. if-else
  • 3.4.3 Nested Ternary Operations
  • 3.4.4 Readability Considerations

3.5 While Loops: Repeat Until Done

  • 3.5.1 while Loop Structure
  • 3.5.2 Loop Control Variables
  • 3.5.3 Infinite Loops and How to Avoid Them
  • 3.5.4 While Loops for User Input Validation

3.6 For Loops: Counting Made Easy

  • 3.6.1 Classic For Loop Anatomy
  • 3.6.2 Loop Variable Initialization
  • 3.6.3 Multiple Variables in For Loops
  • 3.6.4 For Loop Best Practices

3.7 Enhanced For-Each Loops

  • 3.7.1 Iterating Over Arrays
  • 3.7.2 For-Each with Collections
  • 3.7.3 Read-Only Nature of For-Each
  • 3.7.4 When to Use For-Each vs. Traditional For

3.8 Do-While: Act First, Think Later

  • 3.8.1 do-while Structure
  • 3.8.2 Guaranteed First Execution
  • 3.8.3 Menu-Driven Programs
  • 3.8.4 Input Validation Patterns

3.9 Break, Continue, and Labels

  • 3.9.1 break: Emergency Exit
  • 3.9.2 continue: Skip to Next Iteration
  • 3.9.3 Labeled Breaks for Nested Loops
  • 3.9.4 When Labels Are Appropriate

3.10 Nested Loops and Performance Considerations

  • 3.10.1 Two-Dimensional Iterations
  • 3.10.2 Time Complexity Basics
  • 3.10.3 Optimizing Nested Loops
  • 3.10.4 Alternative Approaches

Chapter 4: "Arrays and Collections: Herding Cats (and Other Data)"

Theme: Dorothy's Travel Agency - Managing Tours, Destinations, and Bookings

4.1 Arrays: Your First Data Structure

  • 4.1.1 Declaring and Creating Arrays
  • 4.1.2 Array Initialization Techniques
  • 4.1.3 Accessing Array Elements
  • 4.1.4 Array Length and Bounds Checking

4.2 Multidimensional Arrays: Thinking in Grids

  • 4.2.1 2D Arrays for Seating Charts
  • 4.2.2 Jagged Arrays
  • 4.2.3 3D and Higher Dimensions
  • 4.2.4 Iterating Through Multidimensional Arrays

4.3 The Arrays Utility Class

  • 4.3.1 Arrays.sort() for Destinations
  • 4.3.2 Arrays.binarySearch()
  • 4.3.3 Arrays.equals() and Arrays.deepEquals()
  • 4.3.4 Arrays.fill() and Arrays.copyOf()

4.4 Introduction to the Collections Framework

  • 4.4.1 Collection Interface Hierarchy
  • 4.4.2 Generics Basics
  • 4.4.3 Autoboxing and Unboxing
  • 4.4.4 Common Collection Operations

4.5 Lists: ArrayList vs. LinkedList

  • 4.5.1 ArrayList for Tour Participants
  • 4.5.2 LinkedList for Itineraries
  • 4.5.3 Performance Characteristics
  • 4.5.4 Choosing the Right List Implementation

4.6 Sets: Keeping Things Unique

  • 4.6.1 HashSet for Unique Destinations
  • 4.6.2 TreeSet for Sorted Collections
  • 4.6.3 LinkedHashSet for Ordered Uniqueness
  • 4.6.4 Set Operations: Union, Intersection

4.7 Maps: Key-Value Pairs for the Win

  • 4.7.1 HashMap for Booking References
  • 4.7.2 TreeMap for Sorted Mappings
  • 4.7.3 Map Methods: put, get, remove
  • 4.7.4 Iterating Over Maps

4.8 Queues and Deques: First In, First Out

  • 4.8.1 Queue for Booking Requests
  • 4.8.2 PriorityQueue for VIP Processing
  • 4.8.3 Deque as Stack and Queue
  • 4.8.4 ArrayDeque vs. LinkedList

4.9 Choosing the Right Collection

  • 4.9.1 Performance Characteristics Table
  • 4.9.2 Memory Overhead Considerations
  • 4.9.3 Thread Safety Requirements
  • 4.9.4 Decision Tree for Collection Selection

4.10 Immutable Collections (Java 9+)

  • 4.10.1 List.of() and Set.of()
  • 4.10.2 Map.of() and Map.ofEntries()
  • 4.10.3 Benefits of Immutability
  • 4.10.4 Converting Mutable to Immutable

Chapter 5: "Methods and Functional Thinking: Breaking Down Problems"

Theme: Hogwarts School Management System - Spells as Methods

5.1 Method Basics: Input, Process, Output

  • 5.1.1 Method Signature Components
  • 5.1.2 Access Modifiers for Methods
  • 5.1.3 Return Types and void
  • 5.1.4 Method Body and Logic

5.2 Parameters and Arguments: Passing the Torch

  • 5.2.1 Formal Parameters vs. Actual Arguments
  • 5.2.2 Pass-by-Value in Java
  • 5.2.3 Passing Objects and References
  • 5.2.4 Parameter Validation

5.3 Return Types and void Methods

  • 5.3.1 Returning Primitive Values
  • 5.3.2 Returning Objects
  • 5.3.3 Multiple Exit Points
  • 5.3.4 void Methods for Side Effects

5.4 Method Overloading: Same Name, Different Game

  • 5.4.1 Overloading Rules and Restrictions
  • 5.4.2 Parameter Type Differences
  • 5.4.3 Parameter Count Variations
  • 5.4.4 Overloading Best Practices

5.5 Varargs: Flexible Parameter Lists

  • 5.5.1 Varargs Syntax (Type... args)
  • 5.5.2 Combining Regular and Varargs Parameters
  • 5.5.3 Varargs Under the Hood
  • 5.5.4 When to Use Varargs

5.6 Recursion: Methods Calling Themselves

  • 5.6.1 Base Case and Recursive Case
  • 5.6.2 Stack Overflow Dangers
  • 5.6.3 Tail Recursion Optimization
  • 5.6.4 Recursion vs. Iteration

5.7 Static vs. Instance Methods

  • 5.7.1 When to Use Static Methods
  • 5.7.2 Utility Classes and Static Methods
  • 5.7.3 Instance Method Access to Fields
  • 5.7.4 Method References to Static Methods

5.8 Method References (Java 8+)

  • 5.8.1 Four Types of Method References
  • 5.8.2 Constructor References
  • 5.8.3 Instance Method References
  • 5.8.4 Method References vs. Lambdas

5.9 Local Methods and Scoping

  • 5.9.1 Method-Local Variables
  • 5.9.2 Variable Shadowing
  • 5.9.3 Block Scope
  • 5.9.4 Effectively Final Variables

5.10 Best Practices for Method Design

  • 5.10.1 Single Responsibility Principle
  • 5.10.2 Method Length Guidelines
  • 5.10.3 Naming Conventions
  • 5.10.4 Documentation with Javadoc

Chapter 6: "Objects and Classes: Building Your Own Universe"

Theme: Pokemon Training Center - Creatures as Objects

6.1 Object-Oriented Thinking: From Procedures to Objects

  • 6.1.1 Real-World Modeling
  • 6.1.2 State and Behavior
  • 6.1.3 Objects vs. Classes
  • 6.1.4 Benefits of OOP

6.2 Creating Your First Class

  • 6.2.1 Class Declaration Syntax
  • 6.2.2 File Organization
  • 6.2.3 Package Declarations
  • 6.2.4 Import Statements in Classes

6.3 Fields and Instance Variables

  • 6.3.1 Declaring Instance Variables
  • 6.3.2 Default Values for Fields
  • 6.3.3 Field Initialization
  • 6.3.4 Instance vs. Local Variables

6.4 Constructors: Object Birth Certificates

  • 6.4.1 Default Constructor
  • 6.4.2 Parameterized Constructors
  • 6.4.3 Constructor Overloading
  • 6.4.4 Constructor Chaining with this()

6.5 The this Keyword: Self-Reference

  • 6.5.1 Disambiguating Field Names
  • 6.5.2 Passing Current Object
  • 6.5.3 Method Chaining Pattern
  • 6.5.4 this in Constructors

6.6 Access Modifiers: Public, Private, and Friends

  • 6.6.1 private: Internal Only
  • 6.6.2 public: Open to All
  • 6.6.3 protected: Family Access
  • 6.6.4 Package-Private (Default)

6.7 Getters, Setters, and Encapsulation

  • 6.7.1 Why Hide Fields
  • 6.7.2 Getter Method Conventions
  • 6.7.3 Setter Method Validation
  • 6.7.4 Read-Only and Write-Only Properties

6.8 Static Members: Shared Among All

  • 6.8.1 Static Fields for Shared Data
  • 6.8.2 Static Methods
  • 6.8.3 Static Initialization Blocks
  • 6.8.4 Static Import Statements

6.9 Record Classes: Data Carriers Made Easy (Java 14+)

  • 6.9.1 Record Syntax and Components
  • 6.9.2 Automatic Methods
  • 6.9.3 Compact Constructors
  • 6.9.4 When to Use Records

6.10 Sealed Classes: Controlling Inheritance (Java 17+)

  • 6.10.1 Sealed Class Declaration
  • 6.10.2 Permitted Subclasses
  • 6.10.3 Sealed Interfaces
  • 6.10.4 Design Benefits

Chapter 7: "Inheritance and Polymorphism: Standing on the Shoulders of Giants"

Theme: Superhero Academy - Heroes Inheriting Powers

7.1 Inheritance: Like Parent, Like Child

  • 7.1.1 The "is-a" Relationship
  • 7.1.2 Inheritance Hierarchy
  • 7.1.3 Single Inheritance in Java
  • 7.1.4 Object as Universal Parent

7.2 The extends Keyword and Class Hierarchies

  • 7.2.1 Extending a Base Class
  • 7.2.2 Inherited Members
  • 7.2.3 What's Not Inherited
  • 7.2.4 Multi-Level Inheritance

7.3 Method Overriding: Doing It Your Way

  • 7.3.1 @Override Annotation
  • 7.3.2 Overriding Rules
  • 7.3.3 Covariant Return Types
  • 7.3.4 Cannot Override final Methods

7.4 The super Keyword: Calling Parent Code

  • 7.4.1 super in Constructors
  • 7.4.2 Calling Parent Methods
  • 7.4.3 Accessing Parent Fields
  • 7.4.4 Constructor Chaining with super()

7.5 Abstract Classes: Templates for the Future

  • 7.5.1 abstract Keyword
  • 7.5.2 Abstract Methods
  • 7.5.3 Concrete Methods in Abstract Classes
  • 7.5.4 When to Use Abstract Classes

7.6 Interfaces: Contracts and Capabilities

  • 7.6.1 Interface Declaration
  • 7.6.2 Implementing Interfaces
  • 7.6.3 Multiple Interface Implementation
  • 7.6.4 Interface Constants

7.7 Default and Static Interface Methods (Java 8+)

  • 7.7.1 Default Method Syntax
  • 7.7.2 Resolving Default Method Conflicts
  • 7.7.3 Static Interface Methods
  • 7.7.4 Private Interface Methods (Java 9+)

7.8 Multiple Inheritance Through Interfaces

  • 7.8.1 Diamond Problem Avoidance
  • 7.8.2 Interface Inheritance
  • 7.8.3 Combining Multiple Behaviors
  • 7.8.4 Marker Interfaces

7.9 Polymorphism: Many Forms, One Interface

  • 7.9.1 Compile-Time vs. Runtime Types
  • 7.9.2 Method Dispatch
  • 7.9.3 Polymorphic Arrays and Collections
  • 7.9.4 Benefits of Polymorphism

7.10 The instanceof Operator and Pattern Matching (Java 16+)

  • 7.10.1 Traditional instanceof
  • 7.10.2 Pattern Matching instanceof
  • 7.10.3 Pattern Variables
  • 7.10.4 Combining with Control Flow

Chapter 8: "Exception Handling: When Things Go Wrong (And They Will)"

Theme: Space Station Management - Handling System Failures

8.1 Understanding Exceptions: Errors vs. Exceptions

  • 8.1.1 The Throwable Hierarchy
  • 8.1.2 Error vs. Exception
  • 8.1.3 When Exceptions Occur
  • 8.1.4 Stack Traces

8.2 Try-Catch Blocks: Expecting the Unexpected

  • 8.2.1 Basic try-catch Syntax
  • 8.2.2 Catching Specific Exceptions
  • 8.2.3 Multiple catch Blocks
  • 8.2.4 Multi-catch with | (Java 7+)

8.3 The Exception Hierarchy

  • 8.3.1 Common Runtime Exceptions
  • 8.3.2 Common Checked Exceptions
  • 8.3.3 Exception Inheritance
  • 8.3.4 Catching Parent vs. Child

8.4 Throwing Exceptions: Passing the Problem

  • 8.4.1 throw Statement
  • 8.4.2 throws Declaration
  • 8.4.3 Rethrowing Exceptions
  • 8.4.4 Exception Wrapping

8.5 Checked vs. Unchecked Exceptions

  • 8.5.1 Compile-Time Checking
  • 8.5.2 RuntimeException Family
  • 8.5.3 Handling Requirements
  • 8.5.4 Design Considerations

8.6 The finally Block: Always Runs

  • 8.6.1 finally Syntax
  • 8.6.2 Resource Cleanup
  • 8.6.3 finally vs. catch
  • 8.6.4 Return in finally

8.7 Try-with-Resources: Automatic Cleanup (Java 7+)

  • 8.7.1 AutoCloseable Interface
  • 8.7.2 Resource Declaration
  • 8.7.3 Multiple Resources
  • 8.7.4 Suppressed Exceptions

8.8 Creating Custom Exceptions

  • 8.8.1 Extending Exception Classes
  • 8.8.2 Custom Exception Fields
  • 8.8.3 Constructor Patterns
  • 8.8.4 When to Create Custom Exceptions

8.9 Exception Chaining and Suppressed Exceptions

  • 8.9.1 Cause Chain
  • 8.9.2 initCause() Method
  • 8.9.3 getSuppressed() Method
  • 8.9.4 Debugging with Chains

8.10 Best Practices: When to Catch, When to Throw

  • 8.10.1 Catch Early or Late?
  • 8.10.2 Logging Exceptions
  • 8.10.3 User-Friendly Error Messages
  • 8.10.4 Exception Performance

Chapter 9: "Strings and Text: Mastering the Written Word"

Theme: Wizard's Library - Spell Books and Magical Texts

9.1 String Basics: Immutable Text

  • 9.1.1 String Literal Pool
  • 9.1.2 String Object Creation
  • 9.1.3 Immutability Benefits
  • 9.1.4 String Interning

9.2 String Methods: Slicing and Dicing

  • 9.2.1 length(), charAt(), substring()
  • 9.2.2 indexOf(), lastIndexOf()
  • 9.2.3 toUpperCase(), toLowerCase()
  • 9.2.4 trim(), strip() (Java 11+)

9.3 StringBuilder: When Performance Matters

  • 9.3.1 Mutable String Building
  • 9.3.2 append() Methods
  • 9.3.3 insert(), delete(), reverse()
  • 9.3.4 StringBuffer vs. StringBuilder

9.4 String Formatting: printf and format

  • 9.4.1 Format Specifiers
  • 9.4.2 Width and Precision
  • 9.4.3 Date and Time Formatting
  • 9.4.4 Locale-Specific Formatting

9.5 Text Blocks: Multi-line Strings Made Easy (Java 15+)

  • 9.5.1 Triple-Quote Syntax
  • 9.5.2 Incidental Whitespace
  • 9.5.3 Escape Sequences in Text Blocks
  • 9.5.4 Text Block Methods

9.6 Regular Expressions: Pattern Matching Power

  • 9.6.1 Pattern and Matcher Classes
  • 9.6.2 Common Regex Patterns
  • 9.6.3 Capturing Groups
  • 9.6.4 String split() and replaceAll()

9.7 String Templates (Preview in Java 21)

  • 9.7.1 Template Expression Syntax
  • 9.7.2 Template Processors
  • 9.7.3 Custom Processors
  • 9.7.4 Security Benefits

9.8 Character Encoding and Unicode

  • 9.8.1 UTF-8 and UTF-16
  • 9.8.2 Charset Class
  • 9.8.3 Encoding and Decoding
  • 9.8.4 Handling Different Encodings

9.9 Comparing Strings: equals() vs. ==

  • 9.9.1 Reference vs. Value Equality
  • 9.9.2 equalsIgnoreCase()
  • 9.9.3 compareTo() for Ordering
  • 9.9.4 Null-Safe Comparisons

9.10 String Pool and Memory Optimization

  • 9.10.1 How String Pool Works
  • 9.10.2 intern() Method
  • 9.10.3 Memory Implications
  • 9.10.4 Performance Considerations

Chapter 10: "Modern Java Features: Lambda Expressions and Streams"

Theme: Music Festival Organizer - Processing Playlists and Artists

10.1 Lambda Expressions: Functions as First-Class Citizens

  • 10.1.1 Lambda Syntax Basics
  • 10.1.2 Type Inference in Lambdas
  • 10.1.3 Capturing Variables
  • 10.1.4 Lambda vs. Anonymous Classes

10.2 Functional Interfaces: One Method to Rule Them All

  • 10.2.1 @FunctionalInterface Annotation
  • 10.2.2 Built-in Functional Interfaces
  • 10.2.3 Function, Consumer, Supplier, Predicate
  • 10.2.4 Creating Custom Functional Interfaces

10.3 The Stream API: Functional Data Processing

  • 10.3.1 Creating Streams from Collections
  • 10.3.2 Stream Pipeline Concept
  • 10.3.3 Lazy Evaluation
  • 10.3.4 Stream vs. Collection

10.4 Creating and Using Streams

  • 10.4.1 Stream.of() and Arrays.stream()
  • 10.4.2 Infinite Streams
  • 10.4.3 Stream.Builder
  • 10.4.4 Files and I/O Streams

10.5 Intermediate Operations: filter, map, flatMap

  • 10.5.1 Filtering Festival Artists
  • 10.5.2 Mapping Song Durations
  • 10.5.3 FlatMap for Nested Data
  • 10.5.4 distinct(), sorted(), limit()

10.6 Terminal Operations: collect, reduce, forEach

  • 10.6.1 Collecting to Lists and Sets
  • 10.6.2 Reducing to Single Values
  • 10.6.3 forEach vs. Traditional Loops
  • 10.6.4 Finding and Matching

10.7 Parallel Streams: Multicore Processing

  • 10.7.1 parallelStream() Method
  • 10.7.2 When to Use Parallel Streams
  • 10.7.3 Thread Safety Concerns
  • 10.7.4 Performance Considerations

10.8 Optional: Dealing with Absence

  • 10.8.1 Creating Optional Values
  • 10.8.2 isPresent() and isEmpty()
  • 10.8.3 map() and flatMap() on Optional
  • 10.8.4 orElse() and orElseThrow()

10.9 Collectors: Advanced Stream Processing

  • 10.9.1 groupingBy() for Categorization
  • 10.9.2 partitioningBy() for Binary Split
  • 10.9.3 joining() Strings
  • 10.9.4 Custom Collectors

10.10 Performance Considerations with Streams

  • 10.10.1 Stream Overhead
  • 10.10.2 Primitive Streams
  • 10.10.3 Short-Circuiting Operations
  • 10.10.4 Benchmarking Streams

Chapter 11: "Concurrency: Juggling Multiple Tasks Without Dropping the Ball"

Theme: Restaurant Kitchen Simulator - Multiple Chefs Working Together

11.1 Threads: The Basics of Concurrent Execution

  • 11.1.1 What is a Thread?
  • 11.1.2 Main Thread
  • 11.1.3 Thread vs. Process
  • 11.1.4 Benefits of Multithreading

11.2 Creating Threads: Runnable and Thread

  • 11.2.1 Extending Thread Class
  • 11.2.2 Implementing Runnable
  • 11.2.3 Lambda Expressions with Runnable
  • 11.2.4 Starting and Naming Threads

11.3 Thread Lifecycle and States

  • 11.3.1 NEW, RUNNABLE, BLOCKED
  • 11.3.2 WAITING, TIMED_WAITING
  • 11.3.3 TERMINATED State
  • 11.3.4 Thread State Transitions

11.4 Synchronization: Avoiding Race Conditions

  • 11.4.1 synchronized Keyword
  • 11.4.2 Synchronized Methods
  • 11.4.3 Synchronized Blocks
  • 11.4.4 Monitor Locks

11.5 Locks and Deadlocks

  • 11.5.1 ReentrantLock Class
  • 11.5.2 tryLock() Method
  • 11.5.3 Deadlock Scenarios
  • 11.5.4 Deadlock Prevention Strategies

11.6 The Executor Framework: Thread Pool Management

  • 11.6.1 ExecutorService Interface
  • 11.6.2 Fixed vs. Cached Thread Pools
  • 11.6.3 ScheduledExecutorService
  • 11.6.4 Shutting Down Executors

11.7 CompletableFuture: Asynchronous Programming

  • 11.7.1 Creating CompletableFutures
  • 11.7.2 Chaining Async Operations
  • 11.7.3 Combining Multiple Futures
  • 11.7.4 Exception Handling in Futures

11.8 Virtual Threads: Lightweight Concurrency (Java 21)

  • 11.8.1 Virtual vs. Platform Threads
  • 11.8.2 Creating Virtual Threads
  • 11.8.3 Performance Benefits
  • 11.8.4 Migration from Traditional Threads

11.9 Thread-Safe Collections

  • 11.9.1 ConcurrentHashMap
  • 11.9.2 CopyOnWriteArrayList
  • 11.9.3 BlockingQueue Implementations
  • 11.9.4 Concurrent Collection Performance

11.10 Common Concurrency Patterns and Pitfalls

  • 11.10.1 Producer-Consumer Pattern
  • 11.10.2 Reader-Writer Pattern
  • 11.10.3 Thread-Local Storage
  • 11.10.4 Common Mistakes to Avoid

Chapter 12: "Real-World Java: Building Complete Applications"

Theme: Startup Incubator - Building Various Business Applications

12.1 File I/O: Reading and Writing Data

  • 12.1.1 File and Path Classes
  • 12.1.2 Reading Files with Files Class
  • 12.1.3 Writing and Appending
  • 12.1.4 Directory Operations

12.2 Working with JSON and XML

  • 12.2.1 JSON Libraries Overview
  • 12.2.2 Parsing JSON Data
  • 12.2.3 XML Processing Options
  • 12.2.4 Data Binding Techniques

12.3 Database Connectivity with JDBC

  • 12.3.1 JDBC Driver Setup
  • 12.3.2 Connection Management
  • 12.3.3 Prepared Statements
  • 12.3.4 Result Set Processing

12.4 Building REST APIs

  • 12.4.1 HTTP Basics Review
  • 12.4.2 REST Principles
  • 12.4.3 Simple HTTP Server (Java 18+)
  • 12.4.4 JSON Response Handling

12.5 Unit Testing with JUnit

  • 12.5.1 JUnit 5 Setup
  • 12.5.2 Writing Test Methods
  • 12.5.3 Assertions and Matchers
  • 12.5.4 Test Lifecycle Methods

12.6 Dependency Management with Maven/Gradle

  • 12.6.1 Project Structure
  • 12.6.2 Dependency Declaration
  • 12.6.3 Build Lifecycle
  • 12.6.4 Publishing Artifacts

12.7 Logging and Debugging Techniques

  • 12.7.1 Java Logging API
  • 12.7.2 Log Levels and Configuration
  • 12.7.3 Debugging with IDE
  • 12.7.4 Remote Debugging

12.8 Performance Profiling and Optimization

  • 12.8.1 JVM Monitoring Tools
  • 12.8.2 Memory Profiling
  • 12.8.3 CPU Profiling
  • 12.8.4 Optimization Strategies

12.9 Packaging and Deploying Java Applications

  • 12.9.1 Creating JAR Files
  • 12.9.2 Executable JARs
  • 12.9.3 Java Modules (JPMS)
  • 12.9.4 Distribution Options

12.10 What's Next: Spring, Microservices, and Beyond

  • 12.10.1 Spring Framework Overview
  • 12.10.2 Microservices Architecture
  • 12.10.3 Cloud Deployment
  • 12.10.4 Continuing Your Java Journey

Additional Theme Ideas for Projects and Exercises:

  1. Sherlock Holmes Detective Agency - Pattern matching and deduction systems
  2. Jurassic Park Management - Inheritance hierarchies with dinosaurs
  3. Star Wars Spaceship Fleet - Interfaces for different ship capabilities
  4. Netflix Clone - Streaming and collection management
  5. Pokemon Go Location Tracker - GPS and real-time updates
  6. Minecraft Inventory System - Complex item management
  7. Twitter/X Clone - Concurrent user interactions
  8. Uber Ride Sharing - Real-time matching algorithms
  9. Weather Station Network - Data collection and analysis
  10. Stock Trading Platform - High-performance concurrent processing
  11. Library Management System - Classic CRUD operations
  12. Gaming Tournament Organizer - Bracket systems and scoring
  13. Food Delivery Service - Order routing and optimization
  14. Social Media Analytics - Stream processing of posts
  15. Online Banking System - Security and transaction management

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