PROGRAMMING FUNDAMENTALS USING JAVA: a game application approach.
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 pro...
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
[S.l.] :
MERCURY LEARNING & INFORM,
2021.
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Online-Zugang: | Volltext |
Zusammenfassung: | 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.The companion files and instructor resources are available online by emailing the publisher with proof of purchase at info@merclearning.com. FEATURES:Features content in compliance with the latest ACM/IEEE computer science curriculum guidelinesIntroduces the basic programming concepts such as strings, loops, arrays, graphics, functions, classes, etcIncludes updating the GUI interface chapters (Chapters 11 and 12) from Swing based to FX basedContains material on programming of mobile applications and several simulations that graphically depict unseen runtime processes4 color throughout with game demos on the companion files Instructor's resources available upon adoption. |
Beschreibung: | 1 online resource |
ISBN: | 9781683926672 1683926676 1683926684 9781683926689 |
Internformat
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505 | 0 | 0 | |t Frontmatter -- |t Contents -- |t Preface -- |t Acknowledgments -- |t Credits -- |t Chapter 1 Introduction -- |t Chapter 2 Variables, Input/Output, and Calculations -- |t Chapter 3 Methods, Classes, and Objects: A First Look -- |t Chapter 4 Boolean Expressions, Making Decisions, and Disk Input and Output -- |t Chapter 5 Repeating Statements: Loops -- |t Chapter 6 Arrays -- |t Chapter 7 Methods, Classes, and Objects: A Second Look -- |t Chapter 8 Inheritance -- |t Chapter 9 Recursion -- |t Chapter 10 Exceptions: A Second Look -- |t Chapter 11 Graphical User Interfaces -- |t Chapter 12 Graphical User Interfaces: A Second Look -- |t Chapter 13 Generics and the API Collection Framework -- |t Chapter 14 Multithreading and Concurrency -- |t Appendix A Description of the Game Environment -- |t Appendix B Using the Game Environment Package -- |t Appendix C ASCII Table -- |t Appendix D Java Key Words -- |t Appendix E Java Operators and Their Relative Precedence -- |t Appendix F Using the Game Glossary of Programming Terms -- |t Appendix G Using the Online API Documentation -- |t Appendix H Solutions to Selected Odd Knowledge Exercises -- |t Index |
520 | |a 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.The companion files and instructor resources are available online by emailing the publisher with proof of purchase at info@merclearning.com. FEATURES:Features content in compliance with the latest ACM/IEEE computer science curriculum guidelinesIntroduces the basic programming concepts such as strings, loops, arrays, graphics, functions, classes, etcIncludes updating the GUI interface chapters (Chapters 11 and 12) from Swing based to FX basedContains material on programming of mobile applications and several simulations that graphically depict unseen runtime processes4 color throughout with game demos on the companion files Instructor's resources available upon adoption. | ||
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author | MCALLISTER, WILLIAM. FRITZ, S. JANE |
author_facet | MCALLISTER, WILLIAM. FRITZ, S. JANE |
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author_sort | MCALLISTER, WILLIAM. FRITZ, S. JANE |
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contents | Frontmatter -- Contents -- Preface -- Acknowledgments -- Credits -- Chapter 1 Introduction -- Chapter 2 Variables, Input/Output, and Calculations -- Chapter 3 Methods, Classes, and Objects: A First Look -- Chapter 4 Boolean Expressions, Making Decisions, and Disk Input and Output -- Chapter 5 Repeating Statements: Loops -- Chapter 6 Arrays -- Chapter 7 Methods, Classes, and Objects: A Second Look -- Chapter 8 Inheritance -- Chapter 9 Recursion -- Chapter 10 Exceptions: A Second Look -- Chapter 11 Graphical User Interfaces -- Chapter 12 Graphical User Interfaces: A Second Look -- Chapter 13 Generics and the API Collection Framework -- Chapter 14 Multithreading 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 Knowledge Exercises -- Index |
ctrlnum | (OCoLC)1243263691 |
dewey-full | 794.8151 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8151 |
dewey-search | 794.8151 |
dewey-sort | 3794.8151 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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spelling | MCALLISTER, WILLIAM. FRITZ, S. JANE. PROGRAMMING FUNDAMENTALS USING JAVA [electronic resource] : a game application approach. [S.l.] : MERCURY LEARNING & INFORM, 2021. 1 online resource text txt rdacontent computer c rdamedia online resource cr rdacarrier text file PDF rda Frontmatter -- Contents -- Preface -- Acknowledgments -- Credits -- Chapter 1 Introduction -- Chapter 2 Variables, Input/Output, and Calculations -- Chapter 3 Methods, Classes, and Objects: A First Look -- Chapter 4 Boolean Expressions, Making Decisions, and Disk Input and Output -- Chapter 5 Repeating Statements: Loops -- Chapter 6 Arrays -- Chapter 7 Methods, Classes, and Objects: A Second Look -- Chapter 8 Inheritance -- Chapter 9 Recursion -- Chapter 10 Exceptions: A Second Look -- Chapter 11 Graphical User Interfaces -- Chapter 12 Graphical User Interfaces: A Second Look -- Chapter 13 Generics and the API Collection Framework -- Chapter 14 Multithreading 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 Knowledge Exercises -- Index 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.The companion files and instructor resources are available online by emailing the publisher with proof of purchase at info@merclearning.com. FEATURES:Features content in compliance with the latest ACM/IEEE computer science curriculum guidelinesIntroduces the basic programming concepts such as strings, loops, arrays, graphics, functions, classes, etcIncludes updating the GUI interface chapters (Chapters 11 and 12) from Swing based to FX basedContains material on programming of mobile applications and several simulations that graphically depict unseen runtime processes4 color throughout with game demos on the companion files Instructor's resources available upon adoption. In English. Java (Computer program language) http://id.loc.gov/authorities/subjects/sh95008574 Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Video games Design. http://id.loc.gov/authorities/subjects/sh2006004108 Java (Langage de programmation) Jeux vidéo Programmation. Jeux vidéo Conception. COMPUTERS / Programming Languages / Java. bisacsh Computer games Design fast Video games Programming fast Java (Computer program language) fast Print version: 1683926692 9781683926696 (OCoLC)1240575433 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2893415 Volltext |
spellingShingle | MCALLISTER, WILLIAM. FRITZ, S. JANE PROGRAMMING FUNDAMENTALS USING JAVA a game application approach. Frontmatter -- Contents -- Preface -- Acknowledgments -- Credits -- Chapter 1 Introduction -- Chapter 2 Variables, Input/Output, and Calculations -- Chapter 3 Methods, Classes, and Objects: A First Look -- Chapter 4 Boolean Expressions, Making Decisions, and Disk Input and Output -- Chapter 5 Repeating Statements: Loops -- Chapter 6 Arrays -- Chapter 7 Methods, Classes, and Objects: A Second Look -- Chapter 8 Inheritance -- Chapter 9 Recursion -- Chapter 10 Exceptions: A Second Look -- Chapter 11 Graphical User Interfaces -- Chapter 12 Graphical User Interfaces: A Second Look -- Chapter 13 Generics and the API Collection Framework -- Chapter 14 Multithreading 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 Knowledge Exercises -- Index Java (Computer program language) http://id.loc.gov/authorities/subjects/sh95008574 Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Video games Design. http://id.loc.gov/authorities/subjects/sh2006004108 Java (Langage de programmation) Jeux vidéo Programmation. Jeux vidéo Conception. COMPUTERS / Programming Languages / Java. bisacsh Computer games Design fast Video games Programming fast Java (Computer program language) fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh95008574 http://id.loc.gov/authorities/subjects/sh95003476 http://id.loc.gov/authorities/subjects/sh2006004108 |
title | PROGRAMMING FUNDAMENTALS USING JAVA a game application approach. |
title_alt | Frontmatter -- Contents -- Preface -- Acknowledgments -- Credits -- Chapter 1 Introduction -- Chapter 2 Variables, Input/Output, and Calculations -- Chapter 3 Methods, Classes, and Objects: A First Look -- Chapter 4 Boolean Expressions, Making Decisions, and Disk Input and Output -- Chapter 5 Repeating Statements: Loops -- Chapter 6 Arrays -- Chapter 7 Methods, Classes, and Objects: A Second Look -- Chapter 8 Inheritance -- Chapter 9 Recursion -- Chapter 10 Exceptions: A Second Look -- Chapter 11 Graphical User Interfaces -- Chapter 12 Graphical User Interfaces: A Second Look -- Chapter 13 Generics and the API Collection Framework -- Chapter 14 Multithreading 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 Knowledge Exercises -- Index |
title_auth | PROGRAMMING FUNDAMENTALS USING JAVA a game application approach. |
title_exact_search | PROGRAMMING FUNDAMENTALS USING JAVA a game application approach. |
title_full | PROGRAMMING FUNDAMENTALS USING JAVA [electronic resource] : a game application approach. |
title_fullStr | PROGRAMMING FUNDAMENTALS USING JAVA [electronic resource] : a game application approach. |
title_full_unstemmed | PROGRAMMING FUNDAMENTALS USING JAVA [electronic resource] : a game application approach. |
title_short | PROGRAMMING FUNDAMENTALS USING JAVA |
title_sort | programming fundamentals using java a game application approach |
title_sub | a game application approach. |
topic | Java (Computer program language) http://id.loc.gov/authorities/subjects/sh95008574 Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Video games Design. http://id.loc.gov/authorities/subjects/sh2006004108 Java (Langage de programmation) Jeux vidéo Programmation. Jeux vidéo Conception. COMPUTERS / Programming Languages / Java. bisacsh Computer games Design fast Video games Programming fast Java (Computer program language) fast |
topic_facet | Java (Computer program language) Video games Programming. Video games Design. Java (Langage de programmation) Jeux vidéo Programmation. Jeux vidéo Conception. COMPUTERS / Programming Languages / Java. Computer games Design Video games Programming |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2893415 |
work_keys_str_mv | AT mcallisterwilliamfritzsjane programmingfundamentalsusingjavaagameapplicationapproach |