Programming Fundamentals Using JAVA (Edition 2) Programming Fundamentals Using JAVA (Edition 2)

Programming Fundamentals Using JAVA (Edition 2‪)‬

A Game Application Approach

    • £82.99
    • £82.99

Publisher Description

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 are available to eBook customers by emailing the publisher info@merclearning.com with proof of purchase.


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



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.

GENRE
Computing & Internet
RELEASED
2021
10 March
LANGUAGE
EN
English
LENGTH
775
Pages
PUBLISHER
Mercury Learning and Information
SIZE
86.3
MB

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