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Home> Programming> Object Oriented Programming> Programming Fundamentals Using JAVA
Programming Fundamentals Using JAVA
Programming Fundamentals Using JAVA

Programming Fundamentals Using JAVA: A Game Application Approach: Unlock Your Potential with Comprehensive Java Training

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Profile Icon Mercury Learning and InformationProfile Icon William McAllisterProfile Icon S. Jane Fritz
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€74.99
eBookAug 2024776 pages1st Edition
eBook
€74.99
Arrow left icon
Profile Icon Mercury Learning and InformationProfile Icon William McAllisterProfile Icon S. Jane Fritz
Arrow right icon
€74.99
eBookAug 2024776 pages1st Edition
eBook
€74.99
eBook
€74.99

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Key benefits

  • Use of game programming to teach Java concepts, making learning engaging and interactive
  • A wide range of topics from basic programming to advanced Java features, ensuring comprehensive learning
  • Practical examples and exercises, reinforcing learning through hands-on practice

Description

This Java-based book is designed for beginning programmers, using game programming as a central tool to enhance student engagement and learning outcomes. The new edition updates GUI interface chapters from Swing to FX-based programs. The game programming integration does not compromise the traditional programming material, allowing instructors unfamiliar with game programming to leverage its pedagogical benefits. The book assumes no prior programming experience.Starting with an introduction, the course progresses through variables, input/output, calculations, methods, classes, objects, boolean expressions, and decision-making. It then covers loops, arrays, advanced object-oriented concepts, inheritance, recursion, and exceptions. The latter part focuses on graphical user interfaces, generics, the API collection framework, multithreading, and concurrency.By the end of the course, students will have a comprehensive understanding of Java programming, enhanced by practical game programming applications. This approach not only makes learning more engaging but also provides a solid foundation for more advanced Java programming concepts.

Who is this book for?

This book is ideal for students and professionals interested in learning Java through game development. A basic understanding of programming is recommended, but not required, as the book starts with fundamental concepts and gradually moves to advanced topics. No prior experience with game programming or Java is necessary.

What you will learn

  • Understand the basics of Java programming
  • Create and manipulate variables
  • Develop graphical user interfaces
  • Implement object-oriented programming concepts
  • Apply data structures and algorithms
  • Handle multithreading and concurrency

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date :Aug 08, 2024
Original Publication date :Mar 10, 2021
Length:776 pages
Edition :1st
Language :English
ISBN-13 :9781836640745
Category :

What do you get with eBook?

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Product Details

Publication date :Aug 08, 2024
Original Publication date :Mar 10, 2021
Length:776 pages
Edition :1st
Language :English
ISBN-13 :9781836640745
Category :
Concepts :

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Table of Contents

17 Chapters
AcknowledgmentsChevron down iconChevron up icon
Acknowledgments
CreditsChevron down iconChevron up icon
Credits
Chapter 1 IntroductionChevron down iconChevron up icon
Chapter 1 Introduction
1.1 The Computer System
1.2 A Brief History of Computing
1.3 Specifying a Program
1.4 Sample Student Games
1.5 Java and Platform Independence
1.6 Object-Oriented Programming Languages
1.7 Integrated Development Environments and the Program Development Process
1.8 Our Game Development Environment: A First Look
1.9 Representing Information in Memory
1.10 Chapter Summary
Chapter 2 Variables, Input/Output, and CalculationsChevron down iconChevron up icon
Chapter 2 Variables, Input/Output, and Calculations
2.1 The Java Application Program Template
2.2 Variables
2.3 Primitive Variables
2.4 System Console Output
2.5 String Objects and Reference Variables
2.6 Calculations and the Math Class
2.7 Dialog Box Output and Input
2.8 Graphical Text Output
2.9 The Counting Algorithm
2.10 Formatting Numeric Output: A First Pass
2.11 Chapter Summary
Chapter 3 Methods, Classes, and Objects: A First LookChevron down iconChevron up icon
Chapter 3 Methods, Classes, and Objects: A First Look
3.1 Methods We Write
3.2 Information Passing
3.3 The API Graphics Class
3.4 Object Oriented Programming
3.5 Defining Classes and Creating Objects
3.6 Adding Methods to Classes
3.7 Overloading Constructors
3.8 Passing Objects To and From Worker Methods
3.9 Chapter Summary
Chapter 4 Boolean Expressions, Making Decisions, and Disk Input and OutputChevron down iconChevron up icon
Chapter 4 Boolean Expressions, Making Decisions, and Disk Input and Output
4.1 Alternatives to Sequential Execution
4.2 Boolean Expressions
4.3 The if Statement
4.4 The if-else Statement
4.5 Nested if Statements
4.6 The switch Statement
4.7 Console Input and the Scanner Class
4.8 Disk Input and Output: A First Look
4.9 Exceptions: A First Pass
4.10 Chapter Summary
Chapter 5 Repeating Statements: LoopsChevron down iconChevron up icon
Chapter 5 Repeating Statements: Loops
5.1 A Second Alternative to Sequential Execution
5.2 The for Statement
5.3 Formatting Numeric Output: A Second Pass
5.4 Nesting for Loops
5.5 The while Statement
5.6 The do-while Statement
5.7 The break and continue Statements
5.8 Which Loop Statement to Use
5.9 The Random class
5.10 The Enhanced for Statement
5.11 Chapter Summary
Chapter 6 ArraysChevron down iconChevron up icon
Chapter 6 Arrays
6.1 The Origin of Arrays
6.2 The Concept of Arrays
6.3 Declaring Arrays
6.4 Arrays and Loops
6.5 Arrays of Objects
6.6 Passing Arrays Between Methods
6.7 Parallel Arrays
6.8 Common Array Algorithms
6.9 Application Programmer Interface Array Support
6.10 Multi-dimensional Arrays
6.11 Deleting, Modifying, and Adding Disk File Items
6.12 Chapter Summary
Chapter 7 Methods, Classes, and Objects: A Second LookChevron down iconChevron up icon
Chapter 7 Methods, Classes, and Objects: A Second Look
7.1 Static Data Members
7.2 Methods Invoking Methods Within their Class
7.3 Comparing Objects
7.4 Copying and Cloning Objects
7.5 The String Class: A Second Look
7.6 The Wrapper Classes: A Second Look
7.7 Aggregation
7.8 Inner Classes
7.9 Processing Large Numbers
7.10 Enumerated Types
7.11 Chapter Summary
Chapter 8 InheritanceChevron down iconChevron up icon
Chapter 8 Inheritance
8.1 The Concept of Inheritance
8.2 The UML Diagrams and Language of Inheritance
8.3 Implementing Inheritance
8.4 Using Inheritance in the Design Process
8.5 Polymorphism
8.6 Interfaces
8.7 Serializing Objects
8.8 Java Docs
8.9 Chapter Summary
Chapter 9 RecursionChevron down iconChevron up icon
Chapter 9 Recursion
9.1 What is Recursion?
9.2 Understanding a Recursive Method’s Execution Path
9.3 Formulating and Implementing Recursive Algorithms
9.4 A Recursion Case Study: The Towers of Hanoi
9.5 Problems with Recursion
9.6 Chapter Summary
Chapter 10 Exceptions: A Second LookChevron down iconChevron up icon
Chapter 10 Exceptions: A Second Look
10.1 An Overview
10.2 Java’s Exception Classes and Exception Objects
10.3 Processing Thrown Exceptions
10.4 The Throw Statement and Error Messages
10.5 Defining Exception Classes
10.6 Chapter Summary
Chapter 11 Graphical User InterfacesChevron down iconChevron up icon
Chapter 11 Graphical User Interfaces
11.1 Overview
11.2 Enhancing Swing Dialog Boxes
11.3 FX Dialog Boxes
11.4 Creating a GUI Interface
11.5 Event Processing
11.6 The Pane Container and Layout Managers: A Second Look
11.7 Chapter Summary
Chapter 12 Graphical User Interfaces: A Second LookChevron down iconChevron up icon
Chapter 12 Graphical User Interfaces: A Second Look
12.1 Borders, Check Boxes and Radio Buttons
12.2 Combo Boxes and List Views
12.3 Menus
12.4 File-Chooser and Color-Picker Dialog Boxes
12.5 Lambda Expressions and Functional Interfaces: A Second Look
12.6 Scene Builder
12.7 Chapter Summary
Chapter 13 Generics and the API Collection FrameworkChevron down iconChevron up icon
Chapter 13 Generics and the API Collection Framework
13.1 Overview
13.2 Generic Methods
13.3 Generic Classes
13.4 The API Collections Framework
13.5 Streams and Functional Programming
13.6 Chapter Summary
Chapter 14 Multithreading and ConcurrencyChevron down iconChevron up icon
Chapter 14 Multithreading and Concurrency
14.1 Overview
14.2 Creating and Initiating Threads
14.3 Thread States
14.4 The Producer-Consumer Problem
14.5 Solutions to the Producer Consumer Problem
14.6 The Synchronized Statement
14.7 Chapter Summary
IndexChevron down iconChevron up icon
Index

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About the 3 authors

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Profile icon Mercury Learning and Information
Mercury Learning and Information
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MERCURY LEARNING and INFORMATION publishes content in the areas of science and medicine, technology and computing, engineering, and mathematics designed for the professional/reference, trade, library, higher education, career school, and online training markets.
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Profile icon William McAllister
William McAllister
William McAllister has taught a wide range of computer science courses that include basic programming, computer graphics, and data structures.
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Profile icon S. Jane Fritz
S. Jane Fritz
S. Jane Fritz taught programming courses in BASIC, Visual Basic, Pascal, C, C++, and Java. She also co-authored several papers and gave a number of presentations at SIGCSE Conferences.
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