Programming Fundamentals Using Java
A Game Application Approach

Paperback & DVD: 978 1 938549 76 2 / $89.95
 
Published: October 2014  

E-Book: 978 1 938549 78 6 / $59.95
 
Published: October 2014  

Publisher: Mercury Learning & Information
733 pp., 8" x 10"
Full Color Throughout
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


  • Table of Contents:
    1) Introduction
    2) Variables, Input / Output and Calculations
    3) Methods, Classes, and Objects: A First Look
    4) Boolean Expressions, Making Decisions and Disk Input and Output
    5) Repeating Statements: Loops
    6) Arrays
    7) Methods, Classes, and Objects: A Second Look
    8) Inheritance
    9) Recursion
    10) Exceptions, A Second Pass
    11) Graphical User Interfaces
    12) Graphical User Interfaces: A Second Look
    13) Generics and API Collections
    14) Multi-Threading and Concurrency

    Appendices
    A) Description of the Game Environment
    B)Installing the Game Environment Package
    C) ASCII Table
    D) Java Key Words
    E) Operators
    F) Glossary of Programming Terms Appendix
    G) Using the On-line Documentation
    H) Solutions to Odd-Numbered Exercises

    On the DVD: The companion DVD in the back of the book contains the following materials:
  • Samples of student-created games in an executable format with instructions
  • The game environment with Eclipse, NetBeans, and JCreator template projects
  • Source files for all of the applications presented in the text
  • All of the images and figures from the text
  • All of the appendices from the text