Learning Java Through Games

Learning Java Through Games

By: Lubomir Stanchev (author)Paperback

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Description

Learning Java Through Games teaches students how to use the different features of the Java language as well as how to program. Suitable for self-study or as part of a two-course introduction to programming, the book covers as much material as possible from the latest Java standard while requiring no previous programming experience. Taking an application-motivated approach, the text presents an abundance of games. Students must read through the whole chapter to understand all the features that are needed to implement the game. Most chapters start with a description of a game and then introduce different Java constructs for implementing the features of the game on need-to-use bases. The text teaches students not only how to write code that works but also how to follow good software practices. All sample programs in the text strive to achieve low cohesion and high coupling-the hallmarks of well-designed code. Many programs are refactored multiple times to achieve code that is easy to understand, reuse, and maintain. The first part of the book covers basic programming techniques, such as conditional statements, loops, methods, arrays, and classes. The second part focuses on more advanced topics, including class inheritance, recursions, sorting algorithms, GUI programming, exception handling, files, and applets.

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About Author

Lubomir Stanchev is an associate professor in the Department of Computer Science at Indiana University-Purdue University Fort Wayne. He received a Ph.D. from the David R. Cheriton School of Computer Science at the University of Waterloo. He has taught introductory programming courses and software engineering courses about 15 times in the past eight years. He has published more than five journal articles and more than 20 conference proceedings in the area of computer science. He has been writing software code for over 30 years and has worked as a software developer in four different companies.

Contents

Basic Principles Computer Hardware and Software Brief History of Computers Hardware Components of a Computer Binary Representation of Numbers Software Creation and Types of Software Type of Programming Languages Brief History of Computer Games Data Types and Conditional Statements Our First Java Program Variables Random Numbers and the if Statement Combining Conditions The String Class The switch Statement The Conditional Operator Loops The while Statement The do-while Construct The for Loop Nested for Loops The Modulus Operation Methods and Formatted Output Introduction to Methods Formatting Output Code Refactoring Documenting Methods Using JavaDoc Sending Data between Methods The Trading Game Introduction to Arrays One-Dimensional Arrays The Trading Game Revisited Two-Dimensional Arrays Variable Argument Methods Command Line Arguments Introduction to Classes Classes and Objects Class Interaction and Data Encapsulation Default Constructor The toString Method Instance versus Static Non-Empty Constructors and the Hidden Parameter this Array of Objects and Multi-Class Solutions Multi-Class Solution to the Battleship Game The ArrayList Class and the enum Keyword Introduction to the ArrayList Class Immutable Objects The StringBuffer Class The Interface of an ArrayList Introducing the enum Construct Advanced Programming Techniques Classes Revisited Class Containment Inheritance and the super Keyword Multiple Inheritance Constructors of Subclasses Abstract Classes and Methods Auto-Casting, Polymorphism, and Dynamic Binding Interfaces and the Comparable Interface Access Privileges The final Keyword Static Methods and Polymorphism Explicit Type Checking Cloning Objects Comparing Objects for Equality Fun with Swing Introduction to Swing Creating Windows Panels and Drawing Nested Classes and Event Handling The Timer Class Nested Classes Event Listeners Multicasting The Breakout Game (Complete Version) Overview of the Game Game Design Moving the Ball Adding the Paddle Drawing the Stickmen Adding the Menus Adding the Bricks Layout Management and GUI Components Creating Buttons Flow Layout Border Layout Text Fields and Labels Grid Layout Creating Text Areas with Scroll Bars The Combo Box Check Boxes Radio Buttons Document Listeners Creating Dialog Boxes Working with Password Fields Exception Handling and Files Handling Exceptions Text Files Data Files Recursion Base Case and General Case Dynamic Programming Internal Details of a Recursive Call Array Algorithms Java Applets HTML and the Java Applet Architecture Principles of Java Applets Creating Popup Windows The Tic-Tac-Toe Game Index A Summary, Syntax, Important Points, Exercises, Labs, and Projects appear at the end of each chapter.

Product Details

  • publication date: 03/12/2013
  • ISBN13: 9781466593312
  • Format: Paperback
  • Number Of Pages: 386
  • ID: 9781466593312
  • weight: 703
  • ISBN10: 1466593318

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