{"product_id":"introductory-programming-with-simple-games-using-java-and-the-freely-available-networked-game-engine-paperback-softback-9780470212844","title":"Introductory Programming with Simple Games; Using Java and the Freely Available Networked Game Engine (Paperback \/ softback) 9780470212844","description":"\u003cfont face=\"Georgia\"\u003e\r\n\u003cp\u003e\u003cfont size=\"6\"\u003eIntroductory Programming with Simple Games\u003c\/font\u003e\u003cbr\u003e\r\n\u003cfont size=\"5\"\u003eUsing Java and the Freely Available Networked Game Engine\u003c\/font\u003e\u003c\/p\u003e\r\n\r\n\r\n\r\n\r\n\u003cp\u003e\u003cfont size=\"4\"\u003eBrian C. Ladd (Author), Christopher James Jenkins (Author)\u003c\/font\u003e\u003c\/p\u003e\r\n\r\n\u003cp\u003e\u003cfont size=\"3\"\u003e9780470212844, Wiley\u003c\/font\u003e\u003c\/p\u003e\r\n\r\n\u003cp\u003e\u003cfont size=\"3\"\u003ePaperback \/ softback, published 28 April 2010\u003c\/font\u003e\u003c\/p\u003e\r\n\r\n\u003cp\u003e\u003cfont size=\"3\"\u003e528 pages\u003cbr\u003e25.2 x 19.6 x 1.8 cm, 0.839 kg\u003c\/font\u003e\u003c\/p\u003e\r\n\r\n\r\n\r\n\r\n\r\n\u003cp align=\"justify\"\u003e\u003cstrong\u003e\u003cfont size=\"3\"\u003eThis is an excellent resource for programmers who need to learn Java but aren’t interested in just reading about concepts. \u003ci\u003eIntroduction to Java Programming with Games\u003c\/i\u003e follows a spiral approach to introduce concepts and enable them to write game programs as soon as they start. It includes code examples and problems that are easy to understand and motivates them to work through to find the solutions. This game-motivated presentation will help programmers quickly apply what they’ve learned in order to build their skills.  \u003c\/font\u003e\u003c\/strong\u003e\u003c\/p\u003e\r\n\r\n\u003cp\u003e\u003cfont size=\"3\"\u003eAcknowledgments.  \u003cp\u003e\u003c\/p\u003e Forward.  \u003cp\u003e\u003c\/p\u003e \u003cb\u003e1 Getting Started: What's in a Game?\u003c\/b\u003e  \u003cp\u003e\u003c\/p\u003e 1.1 Learning From \u003ci\u003eSimple Computer Games\u003c\/i\u003e.  \u003cp\u003e\u003c\/p\u003e 1.2 What's In a Game?  \u003cp\u003e\u003c\/p\u003e 1.3 Active and Passive: Rule Followers.  \u003cp\u003e\u003c\/p\u003e 1.4 Running a Game.  \u003cp\u003e\u003c\/p\u003e 1.5 Strategies: Winning a Game.  \u003cp\u003e\u003c\/p\u003e 1.6 What Is in a Computer Program?  \u003cp\u003e\u003c\/p\u003e 1.7 Summary.  \u003cp\u003e\u003c\/p\u003e 1.8 Chapter Review Exercises.  \u003cp\u003e\u003c\/p\u003e \u003cb\u003e2 Designing Your First Program.\u003c\/b\u003e  \u003cp\u003e\u003c\/p\u003e 2.1 BasketBall.  \u003cp\u003e\u003c\/p\u003e 2.2 Java.  \u003cp\u003e\u003c\/p\u003e 2.3 Creating Executable Programs.  \u003cp\u003e\u003c\/p\u003e 2.4 Problem Solving.  \u003cp\u003e\u003c\/p\u003e 2.5 FANG.  \u003cp\u003e\u003c\/p\u003e 2.6 Finishing Up BasketBall.  \u003cp\u003e\u003c\/p\u003e 2.7 Summary.  \u003cp\u003e\u003c\/p\u003e 2.8 Chapter Review Exercises.  \u003cp\u003e\u003c\/p\u003e 2.9 Programming Problems.  \u003cp\u003e\u003c\/p\u003e \u003cb\u003e3 FANG: A Survey of Classes.\u003c\/b\u003e  \u003cp\u003e\u003c\/p\u003e 3.1 How Computers Work.  \u003cp\u003e\u003c\/p\u003e 3.2 FANG Basics.  \u003cp\u003e\u003c\/p\u003e 3.3 Examining a Public Protocol.  \u003cp\u003e\u003c\/p\u003e 3.4 Summary.  \u003cp\u003e\u003c\/p\u003e 3.5 Chapter Review Exercises.  \u003cp\u003e\u003c\/p\u003e 3.6 Programming Problems.  \u003cp\u003e\u003c\/p\u003e \u003cb\u003e4 Deciding What Happens:\u003c\/b\u003e \u003cb\u003eif.\u003c\/b\u003e  \u003cp\u003e\u003c\/p\u003e 4.1 A Simplest Game.  \u003cp\u003e\u003c\/p\u003e 4.2 Computer Program (Game) Design.  \u003cp\u003e\u003c\/p\u003e 4.3 Sequence.  \u003cp\u003e\u003c\/p\u003e 4.4 Selection.  \u003cp\u003e\u003c\/p\u003e 4.5 Finishing NewtonsApple.  \u003cp\u003e\u003c\/p\u003e 4.6 Summary.  \u003cp\u003e\u003c\/p\u003e 4.7 Chapter Review Exercises.  \u003cp\u003e\u003c\/p\u003e 4.8 Programming Problems.  \u003cp\u003e\u003c\/p\u003e \u003cb\u003e5 Components: Names, Types, Expressions.\u003c\/b\u003e  \u003cp\u003e\u003c\/p\u003e 5.1 Chance in Games.  \u003cp\u003e\u003c\/p\u003e 5.2 One More Sprite: CompositeSprite.  \u003cp\u003e\u003c\/p\u003e 5.3 Java Types.  \u003cp\u003e\u003c\/p\u003e 5.4 Calculating with the Computer.  \u003cp\u003e\u003c\/p\u003e 5.5 Naming Things in Java.  \u003cp\u003e\u003c\/p\u003e 5.6 Finishing EasyDice.  \u003cp\u003e\u003c\/p\u003e 5.7 Summary.  \u003cp\u003e\u003c\/p\u003e 5.8 Chapter Review Exercises.  \u003cp\u003e\u003c\/p\u003e 5.9 Programming Problems.  \u003cp\u003e\u003c\/p\u003e \u003cb\u003e6 Rules: Methods, Parameters, and Design.\u003c\/b\u003e  \u003cp\u003e\u003c\/p\u003e 6.1 A Simple \u003cst1:place w:st=\"on\"\u003eArcade\u003c\/st1:place\u003e Game: SoloPong.  \u003cp\u003e\u003c\/p\u003e 6.2 Top-down Design.  \u003cp\u003e\u003c\/p\u003e 6.3 Delegation: Methods.  \u003cp\u003e\u003c\/p\u003e 6.4 Expressions Redux.  \u003cp\u003e\u003c\/p\u003e 6.5 Finishing Up SoloPong.  \u003cp\u003e\u003c\/p\u003e 6.6 Summary.  \u003cp\u003e\u003c\/p\u003e 6.7 Chapter Review Exercises.  \u003cp\u003e\u003c\/p\u003e 6.8 Programming Problems.  \u003cp\u003e\u003c\/p\u003e \u003cb\u003e7 Components Meet Rules: Classes.\u003c\/b\u003e  \u003cp\u003e\u003c\/p\u003e 7.1 Playing Together.  \u003cp\u003e\u003c\/p\u003e 7.2 Abstraction: Defining New Types.  \u003cp\u003e\u003c\/p\u003e 7.3 Finishing the Game.  \u003cp\u003e\u003c\/p\u003e 7.4 Summary.  \u003cp\u003e\u003c\/p\u003e 7.5 Chapter Review Exercises.  \u003cp\u003e\u003c\/p\u003e 7.6 Programming Problems.  \u003cp\u003e\u003c\/p\u003e \u003cb\u003e8 Collections:\u003c\/b\u003e \u003cb\u003eArrayList and Iteration.\u003c\/b\u003e  \u003cp\u003e\u003c\/p\u003e 8.1 Flu Pandemic Simulator.  \u003cp\u003e\u003c\/p\u003e 8.2 Console I\/O: The System Object.  \u003cp\u003e\u003c\/p\u003e 8.3 Iteration.  \u003cp\u003e\u003c\/p\u003e 8.4 Collections: One and Many.  \u003cp\u003e\u003c\/p\u003e 8.5 ArrayList Is an Object.  \u003cp\u003e\u003c\/p\u003e 8.6 Finishing the Flu Simulation.  \u003cp\u003e\u003c\/p\u003e 8.7 Summary.  \u003cp\u003e\u003c\/p\u003e 8.8 Chapter Review Exercises.  \u003cp\u003e\u003c\/p\u003e 8.9 Programming Problems.  \u003cp\u003e\u003c\/p\u003e \u003cb\u003e9 Multidimensional Data Structures.\u003c\/b\u003e  \u003cp\u003e\u003c\/p\u003e 9.1 Rescue Mission.  \u003cp\u003e\u003c\/p\u003e 9.2 Inheritance.  \u003cp\u003e\u003c\/p\u003e 9.3 Multidimensional Collections.  \u003cp\u003e\u003c\/p\u003e 9.4 Animation.  \u003cp\u003e\u003c\/p\u003e 9.5 Finishing Rescue Mission.  \u003cp\u003e\u003c\/p\u003e 9.6 Summary.  \u003cp\u003e\u003c\/p\u003e 9.7 Chapter Review Exercises.  \u003cp\u003e\u003c\/p\u003e 9.8 Programming Problems.  \u003cp\u003e\u003c\/p\u003e \u003cb\u003e10 Scanner and String: Character Input.\u003c\/b\u003e  \u003cp\u003e\u003c\/p\u003e 10.1 Designing Hangman.  \u003cp\u003e\u003c\/p\u003e 10.2 Starting Programs.  \u003cp\u003e\u003c\/p\u003e 10.3 Different Iteration.  \u003cp\u003e\u003c\/p\u003e 10.4 String Manipulation.  \u003cp\u003e\u003c\/p\u003e 10.5 Reading Files.  \u003cp\u003e\u003c\/p\u003e 10.6 Finishing Hangman.  \u003cp\u003e\u003c\/p\u003e 10.7 Summary.  \u003cp\u003e\u003c\/p\u003e 10.8 Chapter Review Exercises.  \u003cp\u003e\u003c\/p\u003e 10.9 Programming Problems.  \u003cp\u003e\u003c\/p\u003e \u003cb\u003e11 Console I\/O: Games without FANG.\u003c\/b\u003e  \u003cp\u003e\u003c\/p\u003e 11.1 Another Dice Game: Pig.  \u003cp\u003e\u003c\/p\u003e 11.2 Pure Console I\/O.  \u003cp\u003e\u003c\/p\u003e 11.3 Sorting a Collection.  \u003cp\u003e\u003c\/p\u003e 11.4 Finishing Pig.  \u003cp\u003e\u003c\/p\u003e 11.5 Summary.  \u003cp\u003e\u003c\/p\u003e 11.6 Chapter Review Exercises.  \u003cp\u003e\u003c\/p\u003e 11.7 Programming Problems.  \u003cp\u003e\u003c\/p\u003e \u003cb\u003e12 More Streams: Separating Programs and Data.\u003c\/b\u003e  \u003cp\u003e\u003c\/p\u003e 12.1 Outsmarting the Player: Twenty Questions.  \u003cp\u003e\u003c\/p\u003e 12.2 Reading and Writing Files.  \u003cp\u003e\u003c\/p\u003e 12.3 Data-driven Programs.  \u003cp\u003e\u003c\/p\u003e 12.4 Encoding Objects to Read or Write Them.  \u003cp\u003e\u003c\/p\u003e 12.5 Finishing the Game.  \u003cp\u003e\u003c\/p\u003e 12.6 Summary.  \u003cp\u003e\u003c\/p\u003e 12.7 Chapter Review Exercises.  \u003cp\u003e\u003c\/p\u003e 12.8 Programming Problems.  \u003cp\u003e\u003c\/p\u003e \u003cb\u003e13 Lists of Lists and Collision Detection.\u003c\/b\u003e  \u003cp\u003e\u003c\/p\u003e 13.1 Designing BlockDrop.  \u003cp\u003e\u003c\/p\u003e 13.2 Software Engineering: Managing Complexity.  \u003cp\u003e\u003c\/p\u003e 13.3 When It's Safe to Move: Collision Detection.  \u003cp\u003e\u003c\/p\u003e 13.4 Finishing BlockDrop.  \u003cp\u003e\u003c\/p\u003e 13.5 Summary.  \u003cp\u003e\u003c\/p\u003e 13.6 Chapter Review Exercises.  \u003cp\u003e\u003c\/p\u003e 13.7 Programming Problems.  \u003cp\u003e\u003c\/p\u003e \u003cb\u003e14 String Processing: Interactive Fiction.\u003c\/b\u003e  \u003cp\u003e\u003c\/p\u003e 14.1 Back to the Future: Interactive Fiction.  \u003cp\u003e\u003c\/p\u003e 14.2 \u003ci\u003eEscape from T-Hall\u003c\/i\u003e.  \u003cp\u003e\u003c\/p\u003e 14.3 Reading the Data.  \u003cp\u003e\u003c\/p\u003e 14.4 Attribute-Value Pairs.  \u003cp\u003e\u003c\/p\u003e 14.5 Incremental Development.  \u003cp\u003e\u003c\/p\u003e 14.6 Finding a Match.  \u003cp\u003e\u003c\/p\u003e 14.7 Making It a Real Game.  \u003cp\u003e\u003c\/p\u003e 14.8 Summary.  \u003cp\u003e\u003c\/p\u003e 14.9 Chapter Review Exercises.  \u003cp\u003e\u003c\/p\u003e 14.10 Programming Problems.  \u003cp\u003e\u003c\/p\u003e A Java Language Keywords.  \u003cp\u003e\u003c\/p\u003e B References.  \u003cp\u003e\u003c\/p\u003e C Java Templates.  \u003cp\u003e\u003c\/p\u003e D FANG Color Names.  \u003cp\u003e\u003c\/p\u003e Index.\u003c\/font\u003e\u003c\/p\u003e\r\n\r\n\u003cp\u003e\u003cfont size=\"3\"\u003eSubject Areas: Computer programming \/ software development [\u003ca title=\"See our other books on Computer programming \/ software development\" href=\"https:\/\/freshlyprintedbooks.co.uk\/search?q=%22Computer%20programming%20\/%20software%20development%20%5BUM%5D%22\"\u003eUM\u003c\/a\u003e]\u003c\/font\u003e\u003c\/p\u003e\r\n\r\n\r\n\u003c\/font\u003e","brand":"Wiley","offers":[{"title":"Brand New","offer_id":52257182548248,"sku":"9780470212844","price":132.48,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0730\/2037\/5320\/files\/9780470212844.jpg?v=1781277991","url":"https:\/\/freshlyprintedbooks.co.uk\/products\/introductory-programming-with-simple-games-using-java-and-the-freely-available-networked-game-engine-paperback-softback-9780470212844","provider":"Freshly Printed Books","version":"1.0","type":"link"}