Programming Essentials Using Java
ISBN: 9781683920373
Pub Date: March 2017
Specs: 8 x 10 Softcover 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.
FEATURES
- Uses an objects-early approach to learning Java
- Follows the 2013 ACM/IEEE computer science curriculum guidelines
- Integrates game applications as a central pedagogical tool to improve student engagement, learning outcomes, and retention
- Includes a companion disc with projects created with the popular Java Development Environments; also includes a set of executable student games, source code, and figures
- Uses working programs to illustrate concepts under discussion
- Complete instructor's resource package available upon adoption
BRIEF TABLE OF CONTENTS
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.
ON THE DISC!
The companion disc in the back of the book contains the following materials (also available for downloading from the publisher):
- Samples of student-created games in an executable format with instructions
- The game environment with Eclipse, NetBeans, and JCreator template projects
- Source files for all of the applications presented in the text
- All of the images and figures from the text
- All of the appendices from the text
ABOUT THE AUTHORS
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.