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Advanced Do-It-Yourself Java Games: An Introduction to Java Threads and Animated Video Games is the third book of the Do-It-Yourself Java Games series. The previous book in the series, More Do-It-Yourself Java Games, taught event-driven programming. Those games started with an initial window, then waited for the program user to take an action. The games in this book require the same kind of event-driven user interfaces, but add threads to perform automated, simultaneous activity, whether the user takes an action or not. You'll learn more advanced programming techniques as you create 8 new games with sound and animation. You'll learn to use abstract classes, interfaces, state-driven programming, and the model/view/controller design. This book assumes you either have experience creating event-driven user interfaces with Java Swing or you have read the second book, More Do-It-Yourself Java Games: An Introduction to Java Graphics and Event-Driven Programming. The Do-It-Yourself Java Games series of books uses a unique "discovery learning" approach to teach computer programming: learn Java programming techniques more by doing Java programming than by reading about them. Through extensive use of fill-in blanks, with easy one-click access to answers, you will be guided to write complete programs yourself, starting with the first lesson. You'll create puzzle and game programs and discover how, when, and why Java programs are written the way they are.
- Sales Rank: #1384050 in Books
- Published on: 2016-08-16
- Original language: English
- Dimensions: 9.25" h x 1.85" w x 7.50" l, 3.05 pounds
- Binding: Paperback
- 818 pages
From the Author
This is the third book in my Do-It-Yourself Java Games series and by far the biggest book yet.� These are the three books I had planned for this series from the very beginning.� I'm happy to finally have all three done. I hope you enjoy working on the games in this book.
I want to thank those of you who have left me such positive reviews.� These books take a lot of work to write.� Such positive feedback has encouraged me to continue writing more such books. So I'm not done writing yet.� I have ideas for more books that I might like to add to this series.
From the Back Cover
What is discovery learning?
- Learn using a hands-on, "try-it" approach. Try the steps as instructed and see what happens.
- Start writing complete programs right away.
- Learn Java programming techniques more by doing than by reading.
- Fill in the blanks to write the programs yourself.� The answers are at the back of the book.
- Discover how, when, and why Java programs are written the way they are.
"I have taught introductory programming courses for many years. These are the best books I have ever used for getting students interested in and excited about computer programming. A number of the students have actually gone on to become computer science majors. These students have proven to have an excellent background for more advanced courses. . . . I've never seen students get so excited by textbooks."
"Within minutes a project begins taking shape on the computer screen, for immediate feedback and reward. The project proceeds in baby steps, so every time you write a line or two of code you see exactly what that code does. Every page has fill-in-the-blanks sections, encouraging you to actually think about what should be next rather than just quickly copying the author's code. The many projects have a very nice progression from very simple to moderately complex."
"What makes Annette so good and unique is that she is the perfect combination of someone who really understands her subject matter and someone who knows how to teach that subject without being boring or condescending."
"I've been having a blast getting started on the second book."
What's next? Look for the other books in the Do-It-Yourself Java Games series:
- Do-It-Yourself Java Games: An Introduction to Java Computer Programming
- More Do-It-Yourself Java Games: An Introduction to Java Graphics and Event-Driven Programming
- Do-It-Yourself Multi-Player Java Games: An Introduction to Java Sockets and Internet-Based Games
About the Author
Annette Godtland is a computer programmer who worked at IBM for 20 years then Kingland Systems Corporation for 5 years. She now considersherself to be a hobby programmer. She particularly enjoys programmingcomputer games and working with all forms of computer graphics.
Many years ago, Annette created course materials and taught a beginningprogramming class for 4th through 6th grade students. She enjoyed it somuch that she always wanted to try making her course into a book. Shefinally did it in her book: Do-It-Yourself Java Games: An Introductionto Java Computer Programming. This book was the first in a planned series of do-it-yourself Java programming books, intended for junior high tohigh school students as well as adults, as a means to explore aninterest in computer programming.
Annette compiled a detailed tutorial of all the tips, tools, andtechniques she has learned for getting a program to market, and forselling almost anything on the Internet, in her first book, This LittleProgram Went to Market. She currently sells her own software atgodtlandsoftware.com.
Most helpful customer reviews
0 of 0 people found the following review helpful.
adding several more fun and interesting games to continue building skills
By Mike McClendon
This 3rd book continues the excellence of author Annette Godtland's superb series of Do It Yourself Java Games titles. This book requires the knowledge of the first two books, and builds upon that knowledge most notably by adding threads, adding several more fun and interesting games to continue building skills, and to a lesser degree also introduces MVC. This is a terrific book!
There are many Java books, but Ms. Godtland's books are unique in several valuable ways:
First, these books are project based showing you step-by-step how to build very good games; most other books are based on the building blocks of Java, like a chapter on looping, a chapter on decision making, etc., and then perhaps having a few projects at the end.
Second, the 2nd and 3rd (this one) books are entirely GUI based (Swing) which is what all programmers want to do! No one wants System.out.println() console programming beyond the beginner stage.
Third, most books are like reading a transcript of a teacher's lecture; Ms. Godtland is trying for the print equivalent of a Q&A dialog where every page has fill-in-the blank questions for the reader. This requires thought, patience and active participation from the reader which will certainly result in a better understanding of the material.
If I could suggest anything for the 2nd edition of this book it would be to add a program flow diagram at the beginning of each project. That is, first a picture of the final game screen like the books have now, then add a SW flow diagram to show the overall layout of what we are going to create, then go into the step-by-step. Not something as elaborate as UML, just a nice map of classes and methods for the big picture.
And if I could suggest anything for the 4th book, it would be to use JavaFX.
Thank you, Ms. Godtland for an excellent series -- and I can't wait for your 4th book!
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