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  <titleInfo>
    <title>Programming fundamentals using JAVA</title>
    <subTitle>a game application approach</subTitle>
  </titleInfo>
  <name type="personal">
    <namePart>McAllister, William (William James)</namePart>
    <role>
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  <name type="personal">
    <namePart>Fritz, S. Jane</namePart>
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    <dateIssued encoding="marc">2015</dateIssued>
    <issuance>monographic</issuance>
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  <language>
    <languageTerm authority="iso639-2b" type="code">eng</languageTerm>
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  <physicalDescription>
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    <extent>xxvi, 733 pages : illustrations (some color) ; 26 cm + 1 CD-ROM</extent>
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  <abstract>"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 tp realize their advantages/ The material presented in this 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 students whose majors are within and 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."--Cover.</abstract>
  <tableOfContents>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 the API collections framework -- 14. Multithreading and concurrency -- Appendix A: Description of the game environment -- Appendix B: Using the game environment package -- Appendix C: ASCII table -- Appendix D: Java key words -- Appendix E: Java operators and their relative precedence -- Appendix F: Glossary of programming terms -- Appendix G: Using the online API documentation -- Appendix H: Solutions to selected knowledge exercises.</tableOfContents>
  <note type="statement of responsibility">McAllister, William and S. Jane Fritz, St. Joseph's College, New York.</note>
  <note>Includes index.</note>
  <subject authority="lcsh">
    <topic>Java (Computer program language)</topic>
  </subject>
  <subject authority="lcsh">
    <topic>Computer games</topic>
    <topic>Programming</topic>
  </subject>
  <subject authority="lcsh">
    <topic>Computer games</topic>
    <topic>Design</topic>
  </subject>
  <classification authority="lcc">QA76.73.J38 M33 2015</classification>
  <classification authority="ddc">794.8151</classification>
  <identifier type="isbn">9781938549762</identifier>
  <identifier type="isbn">1938549767</identifier>
  <identifier type="lccn">2014941166</identifier>
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