Synopses & Reviews
While there may be many texts for beginning Java programmers thatdeal generically with the various aspects of the language, Stanchev is presenting Java here through the process of using it as a gameprogramming language. The text has two parts. In the first, Basic Principles, the student is introduced to a brief history ofcomputing, and then to discussions of how Java deals with basic features of any language such as loops, conditionals, data types, andarrays. At the end of this first part topics such as classes and methods, which are important in any object-oriented language, arediscussed. The second part continues with a more advanced coverage of Java classes and begins to introduce the Swing GUI toolset, whichwill be used in the rest of the book. There are many examples of Java code that can be used to code simple games. An entire chapter isused to walk the student through the creation of a Breakout type game. There is also a chapter each on Java Applets, layoutmanagement, exception handling, nested classes and event handling, and even recursion. The book places a heavy emphasis on good softwarepractices and software engineering principles as being prior to the writing of code. The front matter of the book contains a tree diagramthat shows the dependency relations amongst the chapters. Java code used in the book is available online.Annotation ©2014 Ringgold, Inc., Portland, OR (protoview.com)
Learning Java Through Games teaches students how to use the different features of the Java language as well as how to program. Suitable for self-study or as part of a two-course introduction to programming, the book covers as much material as possible from the latest Java standard while requiring no previous programming experience.
Taking an application-motivated approach, the text presents an abundance of games. Students must read through the whole chapter to understand all the features that are needed to implement the game. Most chapters start with a description of a game and then introduce different Java constructs for implementing the features of the game on need-to-use bases.
The text teaches students not only how to write code that works but also how to follow good software practices. All sample programs in the text strive to achieve low cohesion and high coupling the hallmarks of well-designed code. Many programs are refactored multiple times to achieve code that is easy to understand, reuse, and maintain.
The first part of the book covers basic programming techniques, such as conditional statements, loops, methods, arrays, and classes. The second part focuses on more advanced topics, including class inheritance, recursions, sorting algorithms, GUI programming, exception handling, files, and applets.