English | 2021 | ISBN: 1683926692 | 776 pages | PDF | 41.95 MB
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. Companion files include game sample, source code, game environments, and more (Files are also available for downloading by writing to the publisher.)
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
+Includes companion files include game sample, source code, game environments and more (Files are also available for downloading by writing to the publisher.)
+Instructor's resources available upon adoption
On the Companion Files! (Files are also available for downloading by writing to
The companion disc in the back of the book contains the following materials:
+Samples of student-created games in an executable format with instructions
+The game environment with Eclipse, NetBeans, and JCreator template projects
+Source files for all of the applications presented in the text
+All of the images and figures from the text
+All of the appendices from the text
Table of Contents
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 Exercises. Index.
About the Authors
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.
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