NOTE:Â You are purchasing a standalone product; MyProgrammingLab does not come packaged with this content. If you wouldÂ like to purchase both the physical text and MyProgrammingLab search for ISBN-10: 0133050564/ISBN-13: 9780133050561. That packageÂ includes ISBN-10: 0132923734/ISBN-13: 0132923734/ and ISBN-10:013299156X /ISBN-13: 9780132991568.
MyProgrammingLab should only be purchased when required by an instructor.
Chapter 1 - Computer Systems This chapter discusses the computer system, in terms of the hardware and software components. In terms of hardware system, the discussion centers around -the central processing unit; the primary memory; the input/out devices; the secondary storage devices; and communication devices. For the software system, the discussion centers on the â systems software, processing programs, and the generations of programming languages. The chapter closes with a sneak preview of a Java program. Chapter 2 - Classes and Objects This chapter introduces the concept of object oriented programming through discussion on our everyday experiences. The first half of the chapter focuses purely on observation and discussion, the second half formalizes the discussion into Java codes. Two program development tools are introduced â Unified Modeling Language (UML), and algorithm development. Chapter 3 â Program Development This chapter furthers the discussion on how to analyze problems, design classes that accurately reflect the problem, and develop UML solution before coding the programs. Chapters 4 - Data Types This chapter takes an in-depth look at data types â both primitive types and reference types. It discusses the importance of data types as they relate to writing programs. In relation to the primitive types, the chapter also focuses on the types of arithmetic operations that can be performed on the different numeric types. It also highlights incompatibilities between types, and also ways one type can be converted to another type. With regards to reference types, attention is drawn to the java.lang package, and some of its classes including the wrapper classes. Chapter 5 â Input - Output Operations This chapter discusses various ways of inputting data into a program during its execution. We also use the JOptionPane class to develop a class solely for reading data. To enhance the look and feel of the output, we not only used the class JOptionPane, but we also used the class JTextArea to embed the text, which is the output that is to be displayed. The result of this is embedded into the class JScrollPane, to have a scroll effect, rather than a flat output at the command prompt. Chapter 6 - Selection Statements This chapter focus on relational and logical operations .This involves constructing and evaluating relational and logical expressions. It looks at understanding De Morganâs Law. These concepts are used to understand the if and the switch statements. Chapter 7 - Iterative statements The iterative statements studied in this chapter are the while statement, the do/while statement, and the for statement. The chapter also features the concept of nested loops, and loops with multiple control variables. Chapter 8 â Arrays This chapter considers one-dimensional and multi-dimensional arrays. Examples up to three dimensional arrays are analyzed and coded. The chapter concludes with a study of the enhanced for-loop, (for-each loop), and its application to arrays. Chapter 9 â Sorting and Searching This chapter studies sorting and searching. Three elementary sorting algorithms studied are â the bubble sort, the selection sort, and the insertion sort. With respect to searching, the two algorithms studied are the linear search and the binary search. Chapter 10 ArrayList and its Applications This chapter focuses on a variable size list called ArrayList. It features how to append data to the list, to insert data into the list, remove data from the list, and query the list for information.
In todayâs app-driven era, when programs are asynchronous and responsiveness is so vital, reactive programming can help you write code thatâs more reliable, easier to scale, and better-performing. With this practical book, Java developers will first learn how to view problems in the reactive way, and then build programs that leverage the best features of this exciting new programming paradigm.
Authors Tomasz Nurkiewicz and Ben Christensen include concrete examples that use the RxJava library to solve real-world performance issues on Android devices as well as the server. Youâll learn how RxJava leverages parallelism and concurrency to help you solve todayâs problems. This book also provides a preview of the upcoming 2.0 release.
Although the number of commercial Java games is still small compared to those written in C or C++, the market is expanding rapidly. Recent updates to Java make it faster and easier to create powerful gaming applications-particularly Java 3D-is fueling an explosive growth in Java games. Java games like Puzzle Pirates, Chrome, Star Wars Galaxies, Runescape, Alien Flux, Kingdom of Wars, Law and Order II, Roboforge, Tom Clancy's Politika, and scores of others have earned awards and become bestsellers.Java developers new to graphics and game programming, as well as game developers new to Java 3D, will find Killer Game Programming in Java invaluable. This new book is a practical introduction to the latest Java graphics and game programming technologies and techniques. It is the first book to thoroughly cover Java's 3D capabilities for all types of graphics and game development projects.Killer Game Programming in Java is a comprehensive guide to everything you need to know to program cool, testosterone-drenched Java games. It will give you reusable techniques to create everything from fast, full-screen action games to multiplayer 3D games. In addition to the most thorough coverage of Java 3D available, Killer Game Programming in Java also clearly details the older, better-known 2D APIs, 3D sprites, animated 3D sprites, first-person shooter programming, sound, fractals, and networked games. Killer Game Programming in Java is a must-have for anyone who wants to create adrenaline-fueled games in Java.
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