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EBSCO_on1243263691 |
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210325s2021 xx o 0|| 0 eng d |
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|a 1242912818
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|a 9781683926672
|q (electronic bk.)
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|z (OCoLC)1242912818
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|a QA76.73.J38
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082 |
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|a 794.8151
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049 |
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|a UAMI
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100 |
1 |
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|a MCALLISTER, WILLIAM. FRITZ, S. JANE.
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245 |
1 |
0 |
|a PROGRAMMING FUNDAMENTALS USING JAVA
|h [electronic resource] :
|b a game application approach.
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260 |
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|a [S.l.] :
|b MERCURY LEARNING & INFORM,
|c 2021.
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300 |
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|a 1 online resource
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505 |
0 |
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|t Frontmatter --
|t Contents --
|t Preface --
|t Acknowledgments --
|t Credits --
|t Chapter 1 Introduction --
|t Chapter 2 Variables, Input/Output, and Calculations --
|t Chapter 3 Methods, Classes, and Objects: A First Look --
|t Chapter 4 Boolean Expressions, Making Decisions, and Disk Input and Output --
|t Chapter 5 Repeating Statements: Loops --
|t Chapter 6 Arrays --
|t Chapter 7 Methods, Classes, and Objects: A Second Look --
|t Chapter 8 Inheritance --
|t Chapter 9 Recursion --
|t Chapter 10 Exceptions: A Second Look --
|t Chapter 11 Graphical User Interfaces --
|t Chapter 12 Graphical User Interfaces: A Second Look --
|t Chapter 13 Generics and the API Collection Framework --
|t Chapter 14 Multithreading and Concurrency --
|t Appendix A Description of the Game Environment --
|t Appendix B Using the Game Environment Package --
|t Appendix C ASCII Table --
|t Appendix D Java Key Words --
|t Appendix E Java Operators and Their Relative Precedence --
|t Appendix F Using the Game Glossary of Programming Terms --
|t Appendix G Using the Online API Documentation --
|t Appendix H Solutions to Selected Odd Knowledge Exercises --
|t Index
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520 |
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|a 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 and instructor resources are available online by emailing the publisher with proof of purchase at info@merclearning.com. FEATURES:Features content in compliance with the latest ACM/IEEE computer science curriculum guidelinesIntroduces the basic programming concepts such as strings, loops, arrays, graphics, functions, classes, etcIncludes updating the GUI interface chapters (Chapters 11 and 12) from Swing based to FX basedContains material on programming of mobile applications and several simulations that graphically depict unseen runtime processes4 color throughout with game demos on the companion files Instructor's resources available upon adoption.
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