Learn Java The Easy Way

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Java is the world’s most popular programming language, but it’s known for having a steep learning curve. Learn Java the Easy Way takes the chore out of learning Java with hands-on projects that will get you building real, functioning apps right away. You’ll start by familiarizing yourself with JShell, Java’s interactive command line shell that allows programmers to run single lines of code and get immediate feedback. Then, you’ll create a guessing game, a secret message encoder, and a multitouch bubble-drawing app for both desktop and mobile devices using Eclipse, an industry-standard IDE, and Android Studio, the development environment for making Android apps. As you build these apps, you’ll learn how to: -Perform calculations, manipulate text strings, and generate random colors -Use conditions, loops, and methods to make your programs responsive and concise -Create functions to reuse code and save time -Build graphical user interface (GUI) elements, including buttons, menus, pop-ups, and sliders -Take advantage of Eclipse and Android Studio features to debug your code and find, fix, and prevent common mistakes If you’ve been thinking about learning Java, Learn Java the Easy Way will bring you up to speed in no time.

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Genre : Computers
Author : Bryson Payne
Publisher : No Starch Press
Release : 2017-11-14
File : 314 Pages
ISBN-13 : 9781593278465


Learn Java With Projects

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Refine your Java skills by seamlessly blending foundational core concepts with hands-on coding applications Key Features Gain a deep understanding of essential topics that will help you progress with Java Learn by working on mini-projects to help reinforce the concepts you’ve learned Gain comprehensive knowledge of the core concepts of Java Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionLearn Java with Projects bridges the gap between introductory Java guides and verbose, theoretical references. This book is crafted to build a strong foundation in Java programming, starting from the Java environment itself. It goes far beyond a superficial review of the topics; it demonstrates, with practical examples, why these fundamentals are crucial for developing a deep understanding of the language. You'll not only learn about classes and objects but also see how these concepts are used in practical scenarios, enhancing your ability to write clean, efficient code. The engaging projects throughout the book provide real-world applications of complex topics, ensuring you can connect theoretical knowledge with practical skills. What makes this book stand out is the expertise of its authors. Seán, a seasoned university lecturer with over 20 years of experience, brings academic rigor and real-world insights, thanks to his work with a prestigious software company. Maaike, a passionate software developer and award-winning trainer, brings hands-on experience and a love for teaching. By the end of this book, you'll not only understand Java's core concepts and the critical advanced ones, but also gain practical experience through projects that mimic real-life challenges. What you will learn Get to grips with Java fundamentals to build a strong programming foundation Gain a deep understanding of the critical object-oriented principles: encapsulation, inheritance and polymorphism Apply real-world scenarios using classes, objects, and interfaces Master exception handling for robust error management Explore generics and collections to manage complex data structures Utilize lambda expressions and streams for efficient data processing Complete practical projects to reinforce theoretical knowledge Who this book is for This book is for anyone looking to learn the core concepts of Java. If you’re learning programming (and Java) for the first time or want to upskill to Java (with experience in a different language), then this book is for you. Prior knowledge of programming is helpful but not necessary.

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Genre : Computers
Author : Dr. Seán Kennedy
Publisher : Packt Publishing Ltd
Release : 2023-11-30
File : 598 Pages
ISBN-13 : 9781837638550


Learning Java

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"Java is the preferred language for many of today's leading-edge technologies--everything from smartphones and game consoles to robots, massive enterprise systems, and supercomputers. If you're new to Java, the fourth edition of this bestselling guide provides an example-driven introduction to the latest language features and APIs in Java 6 and 7. Advanced Java developers will be able to take a deep dive into areas such as concurrency and JVM enhancements. You'll learn powerful new ways to manage resources and exceptions in your applications, and quickly get up to speed on Java's new concurrency utilities, and APIs for web services and XML. You'll also find an updated tutorial on how to get started with the Eclipse IDE, and a brand-new introduction to database access in Java."--Publisher's description.

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Genre : Java (Computer program language)
Author : Patrick Niemeyer
Publisher : "O'Reilly Media, Inc."
Release : 2013
File : 1010 Pages
ISBN-13 : 9781449372507


Learning Java With Games

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This innovative approach to teaching Java language and programming uses game design development as the method to applying concepts. Instead of teaching game design using Java, projects are designed to teach Java in a problem-solving approach that is both a fun and effective. Learning Java with Games introduces the concepts of Java and coding; then uses a project to emphasize those ideas. It does not treat the object-oriented and procedure and loop parts of Java as two separate entities to be covered separately, but interweaves the two concepts so the students get a better picture of what Java is. After studying a rich set of projects, the book turns to build up a “Three-layer Structure for Games” as an architecture template and a guiding line for designing and developing video games. The proposed three-layer architecture not only merges essential Java object-oriented features but also addresses loosely coupled software architecture.

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Genre : Computers
Author : Chong-wei Xu
Publisher : Springer
Release : 2018-11-16
File : 571 Pages
ISBN-13 : 9783319728865


Learning Java

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Ideal for working programmers new to Java, this best-selling book guides you through the language features and APIs of Java 21. Through fun, compelling, and realistic examples, authors Marc Loy, Patrick Niemeyer, and Dan Leuck introduce you to Java's fundamentals, including its class libraries, programming techniques, and idioms, with an eye toward building real applications. This updated sixth edition expands the content to continue covering lambdas and streams, and shows you how to use a functional paradigm in Java. You'll learn about the latest Java features introduced since the book's fifth edition, from JDK 15 through 21. You'll also take a deep dive into virtual threads (introduced as Project Loom in Java 19). This guide helps you: Learn the structure of the Java language and Java applications Write, compile, and execute Java applications Understand the basics of Java threading and concurrent programming Learn Java I/O basics, including local files and network resources Create compelling interfaces with an eye toward usability Learn how functional features have been integrated in Java Keep up with Java developments as new versions are released

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Genre : Computers
Author : Marc Loy
Publisher : "O'Reilly Media, Inc."
Release : 2023-08-16
File : 590 Pages
ISBN-13 : 9781098145491


Learning Java

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Author :
Publisher : Meenu Bhat
Release : 2008
File : 480 Pages
ISBN-13 : 9781932709599


Learning Java By Building Android Games

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Get ready for a fun-filled experience of learning Java by developing games for the Android platform Key Features Learn Java, Android, and object-oriented programming from scratch Build games including Sub Hunter, Retro Pong, Bullet Hell, Classic Snake, and a 2D Scrolling Shooter Create and design your own games, such as an open-world platform game Book Description Android is one of the most popular mobile operating systems presently. It uses the most popular programming language, Java, as the primary language for building apps of all types. However, this book is unlike other Android books in that it doesn’t assume that you already have Java proficiency. This new and expanded second edition of Learning Java by Building Android Games shows you how to start building Android games from scratch. The difficulty level will grow steadily as you explore key Java topics, such as variables, loops, methods, object oriented programming, and design patterns, including code and examples that are written for Java 9 and Android P. At each stage, you will put what you’ve learned into practice by developing a game. You will build games such as Minesweeper, Retro Pong, Bullet Hell, and Classic Snake and Scrolling Shooter games. In the later chapters, you will create a time-trial, open-world platform game. By the end of the book, you will not only have grasped Java and Android but will also have developed six cool games for the Android platform. What you will learn Set up a game development environment in Android Studio Implement screen locking, screen rotation, pixel graphics, and play sound effects Respond to a player’s touch, and program intelligent enemies who challenge the player in different ways Learn game development concepts, such as collision detection, animating sprite sheets, simple tracking and following, AI, parallax backgrounds, and particle explosions Animate objects at 60 frames per second (FPS) and manage multiple independent objects using Object-Oriented Programming (OOP) Understand the essentials of game programming, such as design patterns, object-oriented programming, Singleton, strategy, and entity-component patterns Learn how to use the Android API, including Activity lifecycle, detecting version number, SoundPool API, Paint, Canvas, and Bitmap classes Build a side-scrolling shooter and an open world 2D platformer using advanced OOP concepts and programming patterns Who this book is for Learning Java by Building Android Games is for you if you are completely new to Java, Android, or game programming and want to make Android games. This book also acts as a refresher for those who already have experience of using Java on Android or any other platform without game development experience.

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Genre : Computers
Author : John Horton
Publisher : Packt Publishing Ltd
Release : 2018-08-29
File : 775 Pages
ISBN-13 : 9781788836722


Learning Java Functional Programming

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Create robust and maintainable Java applications using the functional style of programming About This Book Explore how you can blend object-oriented and functional programming styles in Java Use lambda expressions to write flexible and succinct code A tutorial that strengthens your fundamentals in functional programming techniques to enhance your applications Who This Book Is For If you are a Java developer with object-oriented experience and want to use a functional programming approach in your applications, then this book is for you. All you need to get started is familiarity with basic Java object-oriented programming concepts. What You Will Learn Use lambda expressions to simplyfy code Use function composition to achieve code fluency Apply streams to simply implementations and achieve parallelism Incorporate recursion to support an application's functionality Provide more robust implementations using Optionals Implement design patterns with less code Refactor object-oriented code to create a functional solution Use debugging and testing techniques specific to functional programs In Detail Functional programming is an increasingly popular technology that allows you to simplify many tasks that are often cumbersome and awkward using an object-oriented approach. It is important to understand this approach and know how and when to apply it. Functional programming requires a different mindset, but once mastered it can be very rewarding. This book simplifies the learning process as a problem is described followed by its implementation using an object-oriented approach and then a solution is provided using appropriate functional programming techniques. Writing succinct and maintainable code is facilitated by many functional programming techniques including lambda expressions and streams. In this book, you will see numerous examples of how these techniques can be applied starting with an introduction to lambda expressions. Next, you will see how they can replace older approaches and be combined to achieve surprisingly elegant solutions to problems. This is followed by the investigation of related concepts such as the Optional class and monads, which offer an additional approach to handle problems. Design patterns have been instrumental in solving common problems. You will learn how these are enhanced with functional techniques. To transition from an object-oriented approach to a functional one, it is useful to have IDE support. IDE tools to refactor, debug, and test functional programs are demonstrated through the chapters. The end of the book brings together many of these functional programming techniques to create a more comprehensive application. You will find this book a very useful resource to learn and apply functional programming techniques in Java. Style and approach In this tutorial, each chapter starts with an introduction to the terms and concepts covered in that chapter. It quickly progresses to contrast an object-oriented approach with a functional approach using numerous code examples.

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Genre : Computers
Author : Richard M Reese
Publisher : Packt Publishing Ltd
Release : 2015-10-14
File : 296 Pages
ISBN-13 : 9781785289354


Learn Java In One Week

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This book is the ultimate beginners’ crash course to Java GUI programming, as it will help you learn enough about the language in as little as 1 week. Complex concepts in developing MS Access and SQLite driven projects are broken down into easy steps to ensure that you can easily master the Java language even if you have never coded before. The best way to learn Java is by doing it. The lessons in this book are a highly organized and well-indexed set of tutorials meant for students and programmers. Netbeans, a specific IDE (Integrated Development Environment) is used to create GUI (Graphical User Interface applications).The finished product is the reward, but the readers are fully engaged and enriched by the process. This kind of learning is often the focus of training. In this book, you will learn how to build from scratch two access database management systems using Java. In designing a GUI and as an IDE, you will make use of the NetBeans tool. In chapter one, you will create School database and six tables. In chapter two, you will study: Creating the initial three table projects in the school database: Teacher table, TClass table, and Subject table; Creating database configuration files; Creating a Java GUI for viewing and navigating the contents of each table; Creating a Java GUI for inserting and editing tables; and Creating a Java GUI to join and query the three tables. In chapter three, you will learn: Creating the main form to connect all forms; Creating a project will add three more tables to the school database: the Student table, the Parent table, and Tuition table; Creating a Java GUI to view and navigate the contents of each table; Creating a Java GUI for editing, inserting, and deleting records in each table; Creating a Java GUI to join and query the three tables and all six. In chapter four, you will study how to query the six tables. In chapter five, you will create Crime database and its six tables. In chapter six, you will be taught how to extract image features, utilizing BufferedImage class, in Java GUI. In chapter seven, you will be taught to create Java GUI to view, edit, insert, and delete Suspect table data. This table has eleven columns: suspect_id (primary key), suspect_name, birth_date, case_date, report_date, suspect_ status, arrest_date, mother_name, address, telephone, and photo. In chapter eight, you will be taught to create Java GUI to view, edit, insert, and delete Feature_Extraction table data. This table has eight columns: feature_id (primary key), suspect_id (foreign key), feature1, feature2, feature3, feature4, feature5, and feature6. All six fields (except keys) will have a BLOB data type, so that the image of the feature will be directly saved into this table. In chapter nine, you will add two tables: Police_Station and Investigator. These two tables will later be joined to Suspect table through another table, File_Case, which will be built in the seventh chapter. The Police_Station has six columns: police_station_id (primary key), location, city, province, telephone, and photo. The Investigator has eight columns: investigator_id (primary key), investigator_name, rank, birth_date, gender, address, telephone, and photo. Here, you will design a Java GUI to display, edit, fill, and delete data in both tables. In chapter ten, you will add two tables: Victim and File_Case. The File_Case table will connect four other tables: Suspect, Police_Station, Investigator and Victim. The Victim table has nine columns: victim_id (primary key), victim_name, crime_type, birth_date, crime_date, gender, address, telephone, and photo. The File_Case has seven columns: file_case_id (primary key), suspect_id (foreign key), police_station_id (foreign key), investigator_id (foreign key), victim_id (foreign key), status, and description.

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Genre : Computers
Author : Vivian Siahaan
Publisher : BALIGE Publishing
Release : 2019-11-17
File : 551 Pages
ISBN-13 :


Learning Java Through Games

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Learning Java Through Games teaches students how to use the different features of the Java language as well as how to program. Suitable for self-study or as part of a two-course introduction to programming, the book covers as much material as possible from the latest Java standard while requiring no previous programming experience. Taking an application-motivated approach, the text presents an abundance of games. Students must read through the whole chapter to understand all the features that are needed to implement the game. Most chapters start with a description of a game and then introduce different Java constructs for implementing the features of the game on need-to-use bases. The text teaches students not only how to write code that works but also how to follow good software practices. All sample programs in the text strive to achieve low cohesion and high coupling—the hallmarks of well-designed code. Many programs are refactored multiple times to achieve code that is easy to understand, reuse, and maintain. The first part of the book covers basic programming techniques, such as conditional statements, loops, methods, arrays, and classes. The second part focuses on more advanced topics, including class inheritance, recursions, sorting algorithms, GUI programming, exception handling, files, and applets.

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Genre : Computers
Author : Lubomir Stanchev
Publisher : CRC Press
Release : 2013-11-12
File : 388 Pages
ISBN-13 : 9781466593312