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Designed as a Java based textbook for beginning programmers, this book uses game programming as a central pedagogical tool to improve student engagement, learning outcomes, and retention. The new edition includes updating the GUI interface chapters from Swing based to FX based programs. The game programming is incorporated into the text in a way that does not compromise the amount of material traditionally covered in a basic programming or advanced Java programming course, and permits instructors who are not familiar with game programming and computer graphic concepts to realize the pedagogical advantages of using game programming. The book assumes the reader has no prior programming experience.
FEATURES:
Features content in compliance with the latest ACM/IEEE computer science curriculum guidelines. Introduces the basic programming concepts such as strings, loops, arrays, graphics, functions, classes, etc. Includes updating the GUI interface chapters (Chapters 11 and 12) from Swing based to FX based. Contains material on programming of mobile applications and several simulations that graphically depict unseen runtime processes. 4 color throughout with game demos on the companion files. Instructor’s resources available upon adoption.
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Designed as a Java based textbook for beginning programmers, this book uses game programming as a central pedagogical tool to improve student engagement, learning outcomes, and retention. The new edition includes updating the GUI interface chapters from Swing based to FX based programs. The game programming is incorporated into the text in a way that does not compromise the amount of material traditionally covered in a basic programming or advanced Java programming course, and permits instructors who are not familiar with game programming and computer graphic concepts to realize the pedagogical advantages of using game programming. The book assumes the reader has no prior programming experience.
FEATURES:
Features content in compliance with the latest ACM/IEEE computer science curriculum guidelines. Introduces the basic programming concepts such as strings, loops, arrays, graphics, functions, classes, etc. Includes updating the GUI interface chapters (Chapters 11 and 12) from Swing based to FX based. Contains material on programming of mobile applications and several simulations that graphically depict unseen runtime processes. 4 color throughout with game demos on the companion files. Instructor’s resources available upon adoption.