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More Do-It-Yourself Java Games: An Introduction to Java Graphics and Event-Driven Programming (Volume 2), by Annette Godtland
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More Do-It-Yourself Java Games: An Introduction to Java Graphics and Event-Driven Programming is the second book of the Do-It-Yourself Java Games series. In event-driven programming, the program lays out all the game pieces then waits. The user then takes an action and the program responds to that action, whatever that action may be, and in whatever order the actions are taken.
You'll learn to create windows and dialogs, to add buttons and input fields, to use images and drawings, and to respond to keyboard input and mouse clicks and drags. You'll create 10 more games including several puzzles, a maze, a dice game, a word game, a card game, and an image resizer program.
This book assumes you either have an understanding of basic Java programming or you have read the first book, Do-It-Yourself Java Games: An Introduction to Java Computer 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 answers at the back of the book, 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.
More Do-It-Yourself Java Games was updated to a second edition to work in Windows 10 and Java 8, and to make sure the games will run as designed across multiple platforms, including Windows, OS X, and Linux.
- Sales Rank: #797117 in Books
- Published on: 2015-11-08
- Original language: English
- Number of items: 1
- Dimensions: 9.25" h x 1.66" w x 7.50" l, 2.74 pounds
- Binding: Paperback
- 736 pages
From the Author
I had a lot of fun researching puzzles and games for this book. I tried many different ones. Not all made it into this book. My goal was to put together a fun assortment of programs that could demonstrate a broad range of Java graphical user interface techniques, but still not be too difficult to write.
I specifically chose both the "try-it" approach for the book, and the programs the reader will write, to appeal to people who like to solve puzzles. Do you like to solve puzzles? If so, you may enjoy programming too.
From the Back Cover
What is discovery learning?
- Learn using a hands-on, "try-it" approach. Do the steps shown and see what happens.
- Start writing complete programs right away.
- Learn Java programming techniques more by doing programming than by reading about them.
- 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.
"What a breath of fresh eye and mind-opening air your books are! By reading and doing the projects in your books I finally am starting to feel like I understand how the code I'm reading and writing works. The "Discovery Learning" method you use to teach is really helping me understand and learn a subject I thought I was too old or maybe just too academically unprepared for."
"Your books are absolutely wonderful. I'm intending to use them for my four week January Term course Game Programming (CISC 118)." It is a course for liberal arts students who have never programmed before."
"Thanks for publishing these 2 books, they gave me the practice which enabled me to pass the OCJP 6 exam, and other practical tips."
"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
- Advanced Do-It-Yourself Java Games: An Introduction to Java Threads and Animated Video Games
- 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 considers herself to be a hobby programmer. She particularly enjoys programming computer games and working with all forms of computer graphics.
Many years ago, Annette created course materials and taught a beginning programming class for 4th through 6th grade students. She enjoyed it so much that she always wanted to try making her course into a book. She finally did it in her book: Do-It-Yourself Java Games: An Introduction to Java Computer Programming. This book is the first in a planned series of do-it-yourself Java programming books, intended for junior high to high school students as well as adults, as a means to explore an interest in computer programming.
Annette compiled a detailed tutorial of all the tips, tools, and techniques she has learned for getting a program to market, and for selling almost anything on the Internet, in her first book, This Little Program Went to Market. She currently sells her own software at godtlandsoftware.com.
Most helpful customer reviews
1 of 1 people found the following review helpful.
Great Introduction to Java Graphics Programming
By CS Prof
I have used this book and the companion book Do-It-Yourself Java Games twice in a course teaching non computer science majors to program. The students started with Do-It-Yourself Java Games and proceeded on to this book. The students loved the books and learned far more than in other courses I have taught at this level. I highly recommend these books to anyone wanting to learn Java programming and to anyone wanting to get students excited about computer science.
Do-It-Yourself Java Games, gives students an excellent background in Java programming. The games in this book are all text-based, but they are imaginative and fun. The students thoroughly enjoyed creating them. The tutorial approach worked extremely well in guiding the students along in learning programming. Once the students had completed those tutorials, they were ready for this book. In my course, the students worked at their own pace with most progressing far into or completing this book, which features games with Java Swing graphics and event-driven programming. I've never seen students get so excited by textbooks. I did virtually no teaching in the course. Instead, I worked one-on-one or in small group settings with students. During our four week January Term the course was scheduled to meet for two hours and forty-five minutes. Most students showed up fifteen to thirty minutes early and left thirty to forty-five minutes late.
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 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. If someone wants to learn Java programming and then try out Java Swing graphics programming while having a lot of fun, I strongly recommend these books.
1 of 1 people found the following review helpful.
Excellent Java Swing Book for Teaching / Learning
By Mike McClendon
Superb book. I had been struggling to find books, videos, or websites that would be a good resource to help me teach Java Swing to my high school computer science students – this book works! 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. Overall, this is by far the best single resource I have ever found to really learn how to program Java Swing. I am eagerly looking forward to the next two books that author Annette Godtland is working on, and will purchase them the moment I learn they are available. I purchased both the Kindle, and paperback versions of this book and prefer the paperback.
1 of 2 people found the following review helpful.
More Java Magic for Aspiring Geeks!
By Amazon Customer
More Do-It-Yourself Java Games: An Introduction to Java Graphics and Event-Driven Programming by Annette Godtland is,like her first book in this series, Do-It-Yourself Java Games, a breath-of-learning-fresh-air in the countless number of Java and computer programming books. As I stated in my review of the first book, 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. Through 13 projects that get progressively more complex, MDIY Java Games builds on the concepts learned in the first book, teaching you so much about Java graphics and event-driven programming. And just as in the DIY Java Games, what makes the projects in this book so good and rewarding is that again, THEY ALL WORK! Again, that makes such a difference when learning programming, to see the programs you spend so much time typing actually come to life and do what they're supposed to.It keeps you going.
The author is working on the 3rd book in this series, Advanced Do-It-Yourself Java Games:An Introduction to Java Threads and Animated Video Games, which hopefully will be released by the end of this year. If it is the same quality of instruction and content as the first 2 books, and I have no reason to see why it won't be, it will be another must-get if you want to learn to continue to grow your Java programming skills. Thanks, Annette Godtland, for being the rare geek who knows how to teach aspiring geeks! :)
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