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Programming fundamentals using JAVA : a game application approach / McAllister, William and S. Jane Fritz, St. Joseph's College, New York.

By: Contributor(s): Material type: TextDescription: xxvi, 733 pages : illustrations (some color) ; 26 cm + 1 CD-ROMISBN:
  • 9781938549762
  • 1938549767
Subject(s): DDC classification:
  • 794.8151
LOC classification:
  • QA76.73.J38 M33 2015
Contents:
1. Introduction -- 2. Variables, input/output, and calculations -- 3. Methods, classes, and objects: A first look -- 4. Boolean expressions, making decisions, and disk input and output -- 5. Repeating statements: Loops -- 6. Arrays -- 7. Methods, classes, and objects: A second look -- 8. Inheritance -- 9. Recursion -- 10. Exceptions: A second pass -- 11. Graphical user interfaces -- 12. Graphical user interfaces: A second look -- 13. Generics and the API collections framework -- 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: Glossary of programming terms -- Appendix G: Using the online API documentation -- Appendix H: Solutions to selected knowledge exercises.
Summary: "This is a Java textbook for beginning programmers that uses game programming as a central pedagogical tool to improve student engagement, learning outcomes, and retention. Game programming is incorporated into the text in a way that does not compromise the amount of material traditionally covered in a basic or advanced programming course and permits instructors who are not familiar with game programming and computer graphics tp realize their advantages/ The material presented in this book is in full compliance with the 2013 ACM/IEEE computer science curriculum guidelines and provides an in-depth discussion of graphical user interfaces (GUIs). It has been used to teach programming to students whose majors are within and outside of the computing fields. The companion DVD includes a game environment that is easily integrated into projects created with the popular Java Development Environments (Eclipse, NetBeans, and JCreator) and includes a set of executable student games to pique students' interest by giving them a glimpse into their future capabilities. The material in this book can be covered within one or two courses such as a basic programming course followed by an advanced programming course."--Cover.
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Holdings
Item type Current library Call number Status Barcode
CD Meru University Audio Visual QA76.73.J38 M33 2015 (Browse shelf(Opens below)) Available 19-32669
CD Meru University Audio Visual QA76.73.J38 M33 2015 (Browse shelf(Opens below)) Available 19-32666
CD Meru University Audio Visual QA76.73.J38 M33 2015 (Browse shelf(Opens below)) Available 19-32667
CD Meru University Audio Visual QA76.73.J38 M33 2015 (Browse shelf(Opens below)) Available 19-32668
Book Meru University Open Shelves QA76.73.J38 M33 2015 (Browse shelf(Opens below)) Available 18-31320
Book Meru University Open Shelves QA76.73.J38 M33 2015 (Browse shelf(Opens below)) Available 18-31321
Book Meru University Open Shelves QA76.73.J38 M33 2015 (Browse shelf(Opens below)) Available 18-31325
Total holds: 0

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Includes index.

1. Introduction -- 2. Variables, input/output, and calculations -- 3. Methods, classes, and objects: A first look -- 4. Boolean expressions, making decisions, and disk input and output -- 5. Repeating statements: Loops -- 6. Arrays -- 7. Methods, classes, and objects: A second look -- 8. Inheritance -- 9. Recursion -- 10. Exceptions: A second pass -- 11. Graphical user interfaces -- 12. Graphical user interfaces: A second look -- 13. Generics and the API collections framework -- 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: Glossary of programming terms -- Appendix G: Using the online API documentation -- Appendix H: Solutions to selected knowledge exercises.

"This is a Java textbook for beginning programmers that uses game programming as a central pedagogical tool to improve student engagement, learning outcomes, and retention. Game programming is incorporated into the text in a way that does not compromise the amount of material traditionally covered in a basic or advanced programming course and permits instructors who are not familiar with game programming and computer graphics tp realize their advantages/ The material presented in this book is in full compliance with the 2013 ACM/IEEE computer science curriculum guidelines and provides an in-depth discussion of graphical user interfaces (GUIs). It has been used to teach programming to students whose majors are within and outside of the computing fields. The companion DVD includes a game environment that is easily integrated into projects created with the popular Java Development Environments (Eclipse, NetBeans, and JCreator) and includes a set of executable student games to pique students' interest by giving them a glimpse into their future capabilities. The material in this book can be covered within one or two courses such as a basic programming course followed by an advanced programming course."--Cover.

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