Programming Fundamentals Using JAVA Edition 2

A Game Application Approach

Mixed media product
March 2021
9781683926696
More details
  • Publisher
    Mercury Learning and Information
  • Published
    25th March
  • ISBN 9781683926696
  • Language English
  • Pages 775 pp.
  • Size 8" x 10"
  • Request Exam Copy
$99.95
E-Book (ePub)
March 2021
9781683926672
More details
  • Publisher
    Mercury Learning and Information
  • Published
    10th March
  • ISBN 9781683926672
  • Language English
  • Pages 775 pp.
  • Size 8" x 10"
  • Request E-Exam Copy
$79.95
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March 2021
9781683926689
More details
  • Publisher
    Mercury Learning and Information
  • Published
    10th March
  • ISBN 9781683926689
  • Language English
  • Pages 775 pp.
  • Size 8" x 10"
$179.95

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 are available to eBook customers by emailing the publisher info@merclearning.com with proof of purchase.

FEATURES:

  • Features content in compliance with the latest ACM/IEEE computer science curriculum guidelines
  • Introduces the basic programming concepts such as strings, loops, arrays, graphics, functions, classes, etc
  • Includes updating the GUI interface chapters (Chapters 11 and 12) from Swing based to FX based
  • Contains material on programming of mobile applications and several simulations that graphically depict unseen runtime processes
  • 4 color throughout with game demos on the companion files
  • Instructor’s resources available upon adoption

1. Introduction
2. Variables, Input /Output and Calculations
3. Methods, Classes, and Objects: A First Look
4. Making Decisions and Disk I/O
5. Repeating Statements: Loops
6. Arrays
7. Methods, Classes, and Objects: A Second Look
8. Inheritance
9. Recursion
10. Exceptions, A Second Look
11. Graphical User Interfaces
12. Graphical User Interface
13. Generics and the API Collection Framework
14. Multi-Threading 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. Using the Game: Glossary of Programming Terms
Appendix G. Using the Online API Documentation
Appendix H. Solutions to Selected Odd-Numbered Knowledge Problems.

William McAllister

William McAllister has taught a wide range of computer science courses that include basic programming, computer graphics, and data structures.

S. Jane Fritz

S. Jane Fritz has taught programming courses in BASIC, Visual Basic, Pascal, C, C++, and Java. She has also co-authored several papers and has given a number of presentations at SIGCSE Conferences.

game programming; Swing; FX; GUI; computer graphics; strings; loops; arrays; functions; classes; mobile applications; unseen runtime processes