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Programming fundamentals using Java : a game application approach /

Designed as a Java textbook for beginning programmers, this book uses game programming as a central pedagogical tool to improve student engagement, learning outcomes, and retention. It features: material that is in compliance with the forthcoming ACM/IEEE 2013 computer science curriculum guidelines;...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autores principales: McAllister, William (William James) (Autor), Fritz, Jane, Sister (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Dulles, Virginia : Mercury Learning and Information, [2015]
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a McAllister, William  |q (William James),  |e author. 
245 1 0 |a Programming fundamentals using Java :  |b a game application approach /  |c William McAllister, S. Jane Fritz, St Joseph's College, New York. 
264 1 |a Dulles, Virginia :  |b Mercury Learning and Information,  |c [2015] 
264 4 |c ©2015 
300 |a 1 online resource :  |b illustrations 
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588 0 |a Online resource; title from title screen (Books24x7.com, viewed February 6, 2015). 
520 |a Designed as a Java textbook for beginning programmers, this book uses game programming as a central pedagogical tool to improve student engagement, learning outcomes, and retention. It features: material that is in compliance with the forthcoming ACM/IEEE 2013 computer science curriculum guidelines; includes information on programming of mobile applications and several simulations that graphically depict unseen runtime processes such as the construction and destruction of objects, the passing of parameters, dynamic creation of an array of objects, polymorphic method invocations, and backtracking using recursion. --  |c Edited summary from book. 
504 |a Includes bibliographical references and index. 
505 0 |a 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. 
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