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Learning Java through games /

"A first year undergraduate textbook for computer science majors, this book can also be used by anyone who wants to learn Java on their own. After reading the textbook and completing the attached projects and exercises, the reader will be ready to take the next computer science courses, such as...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Stanchev, Lubomir, 1975- (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Boca Raton, FL : CRC Press, Taylor and Francis Group, [2014]
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • 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.