Learning Java Through Games by Lubomir Stanchev

By Lubomir Stanchev

Features

» Introduces just about all Java constructs for imposing assorted online game features
» Emphasizes solid 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 the right way to use the several gains of the Java language in addition to the way to software. compatible for self-study or as a part of a two-course advent to programming, the booklet covers as a lot fabric as attainable from the most recent Java common whereas requiring no prior programming experience.

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

The textual content teaches scholars not just tips to write code that works but in addition the right way to stick with reliable 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 ebook covers simple programming concepts, akin to conditional statements, loops, tools, arrays, and sessions. the second one half specializes in extra complex subject matters, together with classification inheritance, recursions, sorting algorithms, GUI programming, exception dealing with, documents, and applets.

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Example text

Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 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.

System . out . print(". ") prints the string in the double quotes. println(". "). The second step of the algorithm requires several commands. First, we need to allocate space to save the keyboard input. We can do that using the following syntax. 5. Next, we want to read an integer from the keyboard and save it in the variable x. We need to perform the following two operations in order to do that. Scanner keyboard = new Scanner ( System . i n ) ; x = keyboard . n e x t I n t ( ) ; The first line creates the keyboard object.

For example, if the break statements are removed from the above code and the user enters the string “A”, then all print statements will be executed. The break statement exits out of the current switch statement and goes to the first line immediately after the switch block. Usually, a break statement is required at the end of each case block in order for the switch statement to work properly. A break statement is not required after the last switch block (assuming there is no default block) because the program exits the switch statement after that anyway.

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