Learning Java Through Games by Lubomir Stanchev

By Lubomir Stanchev

Features

» Introduces just about all Java constructs for enforcing diverse video game features
» Emphasizes strong software program improvement practices
» calls for no earlier programming background
» deals Java code and lecture slides at the author’s website

Summary

Learning Java via video games teaches scholars easy methods to use different positive factors of the Java language in addition to the best way to application. appropriate for self-study or as a part of a two-course advent to programming, the ebook covers as a lot fabric as attainable from the most recent Java regular whereas requiring no prior programming experience.

Taking an application-motivated process, the textual content provides an abundance of video games. scholars needs to learn during the complete bankruptcy to appreciate all of the gains which are had to enforce the sport. so much chapters commence with an outline of a video game after which introduce diverse Java constructs for imposing the beneficial properties of the sport on need-to-use bases.

The textual content teaches scholars not just the right way to write code that works but additionally easy methods to keep on with strong software program practices. All pattern courses within the textual content try to accomplish low harmony and excessive coupling—the hallmarks of well-designed code. Many courses are refactored a number of occasions to accomplish code that's effortless to appreciate, reuse, and maintain.

The first a part of the publication covers uncomplicated programming suggestions, resembling conditional statements, loops, equipment, arrays, and sessions. the second one half specializes in extra complicated subject matters, together with classification inheritance, recursions, sorting algorithms, GUI programming, exception dealing with, documents, and applets.

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Extra resources for Learning Java Through Games

Sample text

Lab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 16 23 27 29 32 33 35 35 37 38 39 The chapter introduces the basic structure of a Java program. The main method is where the program starts executing. For now, we will use the console for reading and displaying data. Most programs will read data from the console and save it in main memory.

Lines 4–16 define the Main class. The opening brace at Line 4 defines the beginning of the class, while the corresponding closing brace at Line 16 represents the end of the class. In every class, we can include one or more methods. Inside the Main class, we have a single main method: Lines 5–15. Every program must have a main method; this is where the program starts executing. Note that we have moved the definitions of the variables to the top of the method. In Java, variables can be declared anywhere throughout the code.

Random Numbers and the if Statement . . . . . . . . . . . . . . . . . . . . . . . . Combining Conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The String Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The switch Statement . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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