Learning Java Through Games by Lubomir Stanchev

By Lubomir Stanchev

Features

» Introduces just about all Java constructs for enforcing diverse video game features
» Emphasizes reliable 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 tips to use the various positive factors of the Java language in addition to find out how to software. 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 newest Java normal whereas requiring no prior programming experience.

Taking an application-motivated technique, the textual content offers an abundance of video games. scholars needs to learn in the course of the complete bankruptcy to appreciate all of the good points which are had to enforce the sport. such a lot chapters begin with an outline of a video game after which introduce various Java constructs for imposing the good points of the sport on need-to-use bases.

The textual content teaches scholars not just how you can write code that works but in addition the way to stick to sturdy 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 easy programming concepts, equivalent to conditional statements, loops, equipment, arrays, and sessions. the second one half makes a speciality of extra complicated issues, together with category inheritance, recursions, sorting algorithms, GUI programming, exception dealing with, records, and applets.

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Example text

Y = ( 3 2 + c ) ∗x ; Since parentheses have the highest precedence, the addition will be performed first and then the multiplication. , =) in greater details. The left-hand side must always be a variable. Writing the following code simply does not make sense. 3 = x; The right-hand side can be an expression that evaluates to a value. Of course, the type of this value must be compatible with the type of the left-hand-side variable. The assignment operator actually returns a value. This means that you can write Java code as shown below.

Sometimes, the value of a variable can be supplied from the keyboard. In other cases, the value of a variable can be the result of some computation. As we saw, we can even assign a variable to be equal to a random number. Managing the control flow is an important part of every program. For example, sometimes we want to branch our program based on the value of a condition. In this case, we can use an if statement. Similarly, we can use a switch statement when we want to check if a variable is equal to one of several values, where a switch statement can only be used on integers, characters, and strings.

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. The memory in a Java program is accessed through variables. These variables can be used to store integers, real numbers, and strings, among others.

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