Graphics can be a great motivator for students, and their use can serve as excellent examples of object-orientation. As such, we use them throughout the text in a well-defined set of sections that we call the Graphics Track. Students learn to build GUIs in the appropriate way by using a natural progression of topics. The Graphics Track can be avoided entirely for those who do not choose to use graphics. This book is designed to be flexible, so that instructors can tailor its presentation to the needs of their students.
Instructors can take a variety of paths through the text.
The dependencies that exist between particular sections of the book are shown in the figure below. Other than these dependencies, an instructor can vary the coverage as needed. Graphics can be emphasized or deemphasized as desired. Specific object-oriented issues can be covered at any point after Chapter 4. Java is introduced in this chapter, and the basics of program development are discussed.