Programming Fundamentals Using Java

A Game Application Approach

Nonfiction, Computers, Entertainment & Games, Game Programming - Graphics, Internet, Web Development, Java, General Computing
Cover of the book Programming Fundamentals Using Java by William McAllister, S. Jane Fritz, Mercury Learning & Information
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: William McAllister, S. Jane Fritz ISBN: 9781938549793
Publisher: Mercury Learning & Information Publication: October 1, 2014
Imprint: Mercury Learning & Information Language: English
Author: William McAllister, S. Jane Fritz
ISBN: 9781938549793
Publisher: Mercury Learning & Information
Publication: October 1, 2014
Imprint: Mercury Learning & Information
Language: English
This is a Java textbook for beginning programmers that uses game programming as a central pedagogical tool to improve student engagement, learning outcomes, and retention. Game programming is incorporated into the text in a way that does not compromise the amount of material traditionally covered in a basic or advanced programming course and permits instructors who are not familiar with game programming and computer graphics concept to realize their advantages. The material presented in the book is in full compliance with the 2013 ACM/IEEE computer science curriculum guidelines and provides an in-depth discussion of graphical user interfaces (GUIs). It has been used to teach programming to student whose majors are within an outside of the computing fields. The companion DVD includes a game environment that is easily integrated into projects created with the popular Java Development Environments (Eclipse, NetBeans, and JCreator) and includes a set of executable student games to pique students’ interest by giving them a glimpse into their future capabilities. The material in this book can be covered within one or two courses such as a basic programming course followed by an advanced programming course.

Features:
  • Uses an objects-early approach to learning Java.
  • Follows the 2013 ACM/IEEE computer science curriculum guidelines
  • Integrates game programming as central pedagogical tool to improve student engagement, learning outcomes, and retention
  • Includes a companion DVD with projects created with the popular Java Development Environments; also includes a set of executable games, source code, and figures
  • Uses working programs to illustrate concepts under discussion
  • Complete instructor’s resource package available upon adoption
  • View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
    This is a Java textbook for beginning programmers that uses game programming as a central pedagogical tool to improve student engagement, learning outcomes, and retention. Game programming is incorporated into the text in a way that does not compromise the amount of material traditionally covered in a basic or advanced programming course and permits instructors who are not familiar with game programming and computer graphics concept to realize their advantages. The material presented in the book is in full compliance with the 2013 ACM/IEEE computer science curriculum guidelines and provides an in-depth discussion of graphical user interfaces (GUIs). It has been used to teach programming to student whose majors are within an outside of the computing fields. The companion DVD includes a game environment that is easily integrated into projects created with the popular Java Development Environments (Eclipse, NetBeans, and JCreator) and includes a set of executable student games to pique students’ interest by giving them a glimpse into their future capabilities. The material in this book can be covered within one or two courses such as a basic programming course followed by an advanced programming course.

    Features:
  • Uses an objects-early approach to learning Java.
  • Follows the 2013 ACM/IEEE computer science curriculum guidelines
  • Integrates game programming as central pedagogical tool to improve student engagement, learning outcomes, and retention
  • Includes a companion DVD with projects created with the popular Java Development Environments; also includes a set of executable games, source code, and figures
  • Uses working programs to illustrate concepts under discussion
  • Complete instructor’s resource package available upon adoption
  • More books from Mercury Learning & Information

    Cover of the book Computer Graphics Programming in OpenGL with Java by William McAllister, S. Jane Fritz
    Cover of the book Microsoft Excel Functions and Formulas by William McAllister, S. Jane Fritz
    Cover of the book Basic Electronics by William McAllister, S. Jane Fritz
    Cover of the book Artificial Intelligence Problems and Their Solutions by William McAllister, S. Jane Fritz
    Cover of the book AutoCAD 2016 by William McAllister, S. Jane Fritz
    Cover of the book Dimensional Analysis for Unit Conversions Using MATLAB by William McAllister, S. Jane Fritz
    Cover of the book AutoCAD 2017 3D Modeling by William McAllister, S. Jane Fritz
    Cover of the book Computer Graphics Programming in OpenGL with C++ by William McAllister, S. Jane Fritz
    Cover of the book Solid State Physics by William McAllister, S. Jane Fritz
    Cover of the book Microsoft Excel 2016 Programming by Example by William McAllister, S. Jane Fritz
    Cover of the book Artificial Intelligence and Problem Solving by William McAllister, S. Jane Fritz
    Cover of the book Microsoft Access 2016 Programming Pocket Primer by William McAllister, S. Jane Fritz
    Cover of the book AutoCAD 2020 Beginning and Intermediate by William McAllister, S. Jane Fritz
    Cover of the book Hazardous Waste Management by William McAllister, S. Jane Fritz
    Cover of the book AutoCAD 2020 3D Modeling by William McAllister, S. Jane Fritz
    We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy