Description

Book Synopsis

Learning Java Through Games teaches students how to use the different features of the Java language as well as how to program. Suitable for self-study or as part of a two-course introduction to programming, the book covers as much material as possible from the latest Java standard while requiring no previous programming experience.

Taking an application-motivated approach, the text presents an abundance of games. Students must read through the whole chapter to understand all the features that are needed to implement the game. Most chapters start with a description of a game and then introduce different Java constructs for implementing the features of the game on need-to-use bases.

The text teaches students not only how to write code that works but also how to follow good software practices. All sample programs in the text strive to achieve low cohesion and high couplingthe hallmarks of well-designed code. Many programs are refactored mult

Table of Contents
Basic Principles: Computer Hardware and Software. Data Types and Conditional Statements. Loops. Methods and Formatted Output. Introduction to Arrays. Introduction to Classes. The ArrayList Class and the enum Keyword. Advanced Programming Techniques: Classes Revisited. Fun with Swing. Nested Classes and Event Handling. The Breakout Game (Complete Version). Layout Management and GUI Components. Exception Handling and Files. Recursion. Java Applets. Index.

Learning Java Through Games

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    £999.99

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    A Paperback by Lubomir Stanchev

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      View other formats and editions of Learning Java Through Games by Lubomir Stanchev

      Publisher: Taylor & Francis Inc
      Publication Date: 1/12/2013 12:11:00 AM
      ISBN13: 9781466593312, 978-1466593312
      ISBN10: 1466593318

      Description

      Book Synopsis

      Learning Java Through Games teaches students how to use the different features of the Java language as well as how to program. Suitable for self-study or as part of a two-course introduction to programming, the book covers as much material as possible from the latest Java standard while requiring no previous programming experience.

      Taking an application-motivated approach, the text presents an abundance of games. Students must read through the whole chapter to understand all the features that are needed to implement the game. Most chapters start with a description of a game and then introduce different Java constructs for implementing the features of the game on need-to-use bases.

      The text teaches students not only how to write code that works but also how to follow good software practices. All sample programs in the text strive to achieve low cohesion and high couplingthe hallmarks of well-designed code. Many programs are refactored mult

      Table of Contents
      Basic Principles: Computer Hardware and Software. Data Types and Conditional Statements. Loops. Methods and Formatted Output. Introduction to Arrays. Introduction to Classes. The ArrayList Class and the enum Keyword. Advanced Programming Techniques: Classes Revisited. Fun with Swing. Nested Classes and Event Handling. The Breakout Game (Complete Version). Layout Management and GUI Components. Exception Handling and Files. Recursion. Java Applets. Index.

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