Programming Essentials Using Java : : A Game Application Approach / / William McAllister, S. Jane Fritz.
This is a one-semester, introductory programming textbook in Java that uses game applications 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 traditi...
Saved in:
VerfasserIn: | |
---|---|
Place / Publishing House: | Dulles, VA : : Mercury Learning and Information, , [2017] ©2017 |
Year of Publication: | 2017 |
Language: | English |
Online Access: | |
Physical Description: | 1 online resource (540 p.) |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
LEADER | 04982nam a22006255i 4500 | ||
---|---|---|---|
001 | 9781683923046 | ||
003 | DE-B1597 | ||
005 | 20230808014301.0 | ||
006 | m|||||o||d|||||||| | ||
007 | cr || |||||||| | ||
008 | 230808t20172017 fo d z eng d | ||
020 | |a 9781683923046 | ||
035 | |a (DE-B1597)654014 | ||
040 | |a DE-B1597 |b eng |c DE-B1597 |e rda | ||
041 | 0 | |a eng | |
044 | |a vau |c US-VA | ||
072 | 7 | |a COM051280 |2 bisacsh | |
100 | 1 | |a McAllister, William, |e author. |4 aut |4 http://id.loc.gov/vocabulary/relators/aut | |
245 | 1 | 0 | |a Programming Essentials Using Java : |b A Game Application Approach / |c William McAllister, S. Jane Fritz. |
264 | 1 | |a Dulles, VA : |b Mercury Learning and Information, |c [2017] | |
264 | 4 | |c ©2017 | |
300 | |a 1 online resource (540 p.) | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
347 | |a text file |b PDF |2 rda | ||
505 | 0 | 0 | |t Frontmatter -- |t Contents -- |t Preface -- |t Acknowledgments -- |t Credits -- |t Chapter 1 Introduction -- |t Chapter 2 Variables, Input/Output, and Calculations -- |t Chapter 3 Methods, Classes, and Objects: A First Look -- |t Chapter 4 Boolean Expressions, Making Decisions, and Disk Input and Output -- |t Chapter 5 Repeating Statements: Loops -- |t Chapter 6 Arrays -- |t Chapter 7 Methods, Classes, and Objects: A Second Look -- |t Chapter 8 Inheritance -- |t Chapter 9 Recursion -- |t Chapter 10 The API Collections Framework -- |t Appendix A Description of the Game Environment -- |t Appendix B Using the Game Environment Package -- |t Appendix C ASCII Table -- |t Appendix D Java Keywords -- |t Appendix E Java Operators and Their Relative Precedence -- |t Appendix F Glossary of Programming Terms -- |t Appendix G Using the Online API Documentation -- |t Appendix H College Board AP Computer Science Topic Correlation -- |t Appendix I ACM/IEEE Topics and Minimal Instruction Time Guidelines -- |t Appendix J Solutions to Selected Odd Numbered Knowledge Exercises -- |t Index |
506 | 0 | |a restricted access |u http://purl.org/coar/access_right/c_16ec |f online access with authorization |2 star | |
520 | |a This is a one-semester, introductory programming textbook in Java that uses game applications 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 programming course and permits instructors who are not familiar with game programming and computer graphics concepts to realize the verified pedagogical advantages of game applications. The companion disc includes a game environment that is easily integrated into projects created with the popular Java Development Environments, including Eclipse, NetBeans, and JCreator in a student-friendly way and also includes a set of executable student games to pique their interest by giving them a glimpse into their future capabilities. The material presented in the book is in full compliance with the 2013 ACM/IEEE computer science curriculum guidelines. It has been used to teach programming to students whose majors are within and outside of the computing fields. Ancillaries include a comprehensive instructor’s resource disc with programming solutions, slides, quizzes, projects, and more. FEATURES:* Uses an objects-early approach to learning Java* Follows the 2013 ACM/IEEE computer science curriculum guidelines* Integrates game applications as a central pedagogical tool to improve student engagement, learning outcomes, and retention* Includes a companion disc with projects created with the popular Java Development Environments; also includes a set of executable student games, source code, and figures* Uses working programs to illustrate concepts under discussion* Complete instructor’s resource package available upon adoption | ||
530 | |a Issued also in print. | ||
538 | |a Mode of access: Internet via World Wide Web. | ||
546 | |a In English. | ||
588 | 0 | |a Description based on online resource; title from PDF title page (publisher's Web site, viewed 08. Aug 2023) | |
650 | 4 | |a Game Design. | |
650 | 4 | |a Programming. | |
650 | 7 | |a COMPUTERS / Programming Languages / Java. |2 bisacsh | |
700 | 1 | |a Fritz, S. Jane, |e author. |4 aut |4 http://id.loc.gov/vocabulary/relators/aut | |
776 | 0 | |c EPUB |z 9781683920380 | |
776 | 0 | |c print |z 9781683920373 | |
856 | 4 | 0 | |u https://www.degruyter.com/isbn/9781683923046 |
856 | 4 | 2 | |3 Cover |u https://www.degruyter.com/document/cover/isbn/9781683923046/original |
912 | |a EBA_BACKALL | ||
912 | |a EBA_CL_CHCOMSGSEN | ||
912 | |a EBA_DGALL | ||
912 | |a EBA_EBACKALL | ||
912 | |a EBA_EBKALL | ||
912 | |a EBA_ECL_CHCOMSGSEN | ||
912 | |a EBA_EEBKALL | ||
912 | |a EBA_ESTMALL | ||
912 | |a EBA_STMALL | ||
912 | |a GBV-deGruyter-alles | ||
912 | |a PDA12STME | ||
912 | |a PDA13ENGE | ||
912 | |a PDA18STMEE | ||
912 | |a PDA5EBK |