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MERCURY LEARNING and INFORMATION provides print and digital content in the areas of science and medicine, technology and computing, engineering, and mathematics (STEM disciplines) designed for the professional/reference, trade, library, higher education, career school, and online training markets. We embrace both traditional and innovative publishing models designed to accommodate the needs of the intended audience by using the appropriate delivery methods.

Programming Essentials Using Java

William McAllister
St. Joseph's College (NY)
Jane C. Fritz
St. Joseph's College (NY)

ISBN: 9781683920373
Pub Date:  March 2017
Specs: 8 x 10   Hardcover with DVD
Pages: 540
Price: $79.95


This is a one-semester, introductory programming textbook in Java that uses game applications 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 programming course and permits instructors who are not familiar with game programming and computer graphics concepts to realize the verified pedagogical advantages of game applications. The companion disc includes a game environment that is easily integrated into projects created with the popular Java Development Environments, including Eclipse, NetBeans, and JCreator in a student-friendly way and also includes a set of executable student games to peak their interest by giving them a glimpse into their future capabilities. The material presented in the book is in full compliance with the 2013 ACM/IEEE computer science curriculum guidelines. It has been used to teach programming to students whose majors are within and outside of the computing fields. Ancillaries include a comprehensive instructor's resource disc with programming solutions, slides, quizzes, projects, and more.



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. The API Collections Framework
Appendices: A. Description of the Game Environment B. Installing the Game Environment Package C. ASCII Table D. Java Keywords E. Java Operators F. Glossary of Programming Terms G. Using the On-line API Documentation H. College Board AP Computer Science Topic Correlation I. ACM/IEEE Topics and Minimal Instruction Time Guidelines J. Solutions to Selected Odd-Numbered Knowledge Exercises. Index.


The companion disc in the back of the book contains the following materials (also available for downloading from the publisher):


William McAllister (St. Joseph's College, NY) has taught a wide range of computer science courses that include programming, computer graphics, and data structures and he has also authored a data structures textbook.
S. Jane Fritz (St. Joseph's College, NY) has taught programming courses in BASIC, Visual Basic, Pascal, C, C++, and Java. She has also co-authored several papers and has given a number of presentations at SIGCSE Conferences.