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Programming Fundamentals Using JAVA

A Game Application Approach
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Designed as a Java based textbook for beginning programmers, this book uses game programming as a central pedagogical tool to improve student engagement, learning outcomes, and retention. The new edition includes updating the GUI interface chapters from Swing based to FX based programs. The game programming is incorporated into the text in a way that does not compromise the amount of material traditionally covered in a basic programming or advanced Java programming course, and permits instructors who are not familiar with game programming and computer graphic concepts to realize the pedagogical advantages of using game programming. The book assumes the reader has no prior programming experience. FEATURES: Features content in compliance with the latest ACM/IEEE computer science curriculum guidelines. Introduces the basic programming concepts such as strings, loops, arrays, graphics, functions, classes, etc. Includes updating the GUI interface chapters (Chapters 11 and 12) from Swing based to FX based. Contains material on programming of mobile applications and several simulations that graphically depict unseen runtime processes. 4 color throughout with game demos on the companion files. Instructor's resources available upon adoption.
William McAllister has taught a wide range of computer science courses that include basic programming, computer graphics, and data structures. S. Jane Fritz has taught programming courses in BASIC, Visual Basic, Pascal, C, C++, and Java. She has also co-authored several papers and has given a number of presentations at SIGCSE Conferences.
1. Introduction 2. Variables, Input / Output and Calculations 3. Methods, Classes, and Objects: A First Look 4. Making Decisions and Disk I/O 5. Repeating Statements: Loops 6. Arrays 7. Methods, Classes, and Objects: A Second Look 8. Inheritance 9. Recursion 10. Exceptions, A Second Look 11. Graphical User Interfaces 12. Graphical User Interface 13. Generics and the API Collection Framework 14. Multi-Threading and Concurrency Appendix A. Description of the Game Environment Appendix B. Using the Game Environment Package Appendix C. ASCII Table Appendix D. Java Key Words Appendix E. Java Operators and Their Relative Precedence Appendix F. Using the Game: Glossary of Programming Terms Appendix G. Using the Online API Documentation Appendix H. Solutions to Selected Odd-Numbered Knowledge Problems
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