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Java 1.4 Game Programming (Wordware Game and Graphics Library)
Java 1.4 Game Programming (Wordware Game and Graphics Library)
ISBN: 1556229631
EAN: 2147483647
Year: 2003
Pages: 237
Authors:
Andrew Mulholland
BUY ON AMAZON
Table of Contents
BackCover
Java 1.4 Game Programming
Chapter 1: Introduction to Java 1.4
Introduction to the Java Platform
Introduction to Java 2 Standard Edition 1.4
What the Future Holds
What This Book Covers
Who Is This Book For?
Installing the J2SE 1.4 SDK
A Word on Integrated Development Environments (IDEs)
Useful Web Sites
Summary
Chapter 2: Basics of Java Programming
Introduction to Object-Oriented Programming (OOP)
HelloJavaWorld--A Simple Console Program
Primitive Data Types
Simple Arithmetic Operators
Operator Precedence
Unary, Binary, and Ternary Operators
Oh No, More Operators
Arithmetic Assignment Operators
The boolean Data Type
Bitwise Operators
Bit Manipulation
Bit Shifting
Bit Flags
The char Data Type
Character Escape Sequences
Defining Unicode Characters
Constants
Conditional Statements and Loops
Methods
Variable Scope
Summary
Chapter 3: Arrays and Strings
Arrays
Strings
A Tour of the String Class
A Word on Regular Expressions
Invocation Chaining
A Tour of the StringBuffer Class
A Tour of the StringTokenizer Class
Summary
Chapter 4: Multiple Classes
Creating Main Class Objects
The Keyword this
Using Multiple Classes
Inheritance
The Keyword super
The Keyword final with Classes and Methods
Polymorphism
Interfaces
Defining on the Fly
Summary
Chapter 5: Packages, Utilities, and Error Handling
What is a Package?
Importing Packages
Creating Your Own Packages
Using JARs
Exploring Useful Classes
Error Handling
Summary
Chapter 6: Stream IO
Introduction to Streams
Console Input
Writing Data to a File
Reading Data from a File
Object Serialization
Summary
Chapter 7: Threads
What Is a Thread?
Creating a Thread
Extending a Thread
Using the Runnable Interface
Stopping a Thread
Synchronization
Wait and Notify
Sleeping Threads
Interrupting a Thread
Daemon Threads
Thread Priorities
A Final Word on Deadlock
Summary
Chapter 8: Applications and Applets
A Brief Note on Components and Containers
Heavyweight and Lightweight Components
Introduction to AWT and Swing
What Is an Application?
What Is an Applet?
Look and Feel
Summary
Chapter 9: Graphics
Template Graphics Windowed Application
Introducing the Event Dispatch Thread
Creation and Initialization
Disabling the Layout Manager
Pixel Coordinates
Sizing with the Window Border
Let s See That in an Applet
AWT Notice 1
Closing a Window
Adding Components
AWT Notice 2
Graphics and Graphics2D Overview
Graphics Class Basics
Drawing Shapes
Affined Transformations
Fonts
Off-Screen Images
Rendering
Summary
Chapter 10: Using the Mouse and Keyboard
Using Listeners
Reading Keyboard Input
Adapter Classes
Reading Mouse Input
Integrating Mouse Events with the Main Loop
Creating the MouseProcessor
Handling Repetitive Key Input
An All-Purpose Event Queue
Losing Focus
Changes for an Application
Where s My Tab Key?
Summary
Chapter 11: Using Sound and Music
Supported Sound Formats
Applet Simple Sound Example
Application Simple Sound Example
Using the Java Sound API
Creating a Sound Manager
Using the Sound Manager
Summary
Chapter 12: Game Programming Techniques
Animation
Timing in Java
Garbage Collection and Creating Objects
Collision Detection
Creating a Game Framework
Tile Scroller Example
Tile Walker Example
Summary
Chapter 13: Introduction to GUI
Using Buttons
Using Text Fields
GUI Extra Section
Setting Images for Buttons
Extending the GUI
A Recap on the Event Dispatch Thread
Creating Your Own GUI System
Using Our New GUI System
Summary
Chapter 14: Introduction to Databases
What Is a Database?
Why Do I Need To Know about Databases?
Database Packages
Introduction to SQL
Summary
Chapter 15: Using SQL with MySQL
What Is MySQL?
Installing MySQL
Starting the MySQL Server Automatically
SQL Statements
Data Definition Language
Data Manipulation Language (DML)
Relational Databases
Joining Tables
Data Import Methods
Backing Up and Restoring Data
Summary
Chapter 16: Using the JDBC
What Is the JDBC?
Getting the MySQL Driver for the JDBC
Creating a Connection to a Database
Inserting Data into a Table
Retrieving Data from a Table
A Sample Windowed Database Application
Accessing Database Metadata from a ResultSet
Prepared Statements
Summary
Chapter 17: Introduction to Networking
Fundamentals of Networking
Networking Applets
Example: TCP Echo Server
Example: TCP Echo Client
Example: UDP Echo ServerClient
Creating a Network Framework
Multiplayer I m a circle --A Sample Network Game
Summary
Chapter 18: Introduction to NIO Networking
Why Use NIO?
Channels
The ByteBuffer Class
Creating a Blocking Server
Creating a Non-Blocking Server
Summary
Bonus Chapter: A Tour of the Swing GUI
The JButton
The JTextField
The JPasswordField
The JTextArea
The JComboBox
The JCheckBox
The JRadioButton
The JProgressBar
The JList
The JTable
The JTree
The JEditorPane
The JOptionPane
The JMenu
Using Tool Tips
Index
Index_B
Index_C
Index_D
Index_E
Index_F
Index_G
Index_H
Index_I
Index_J
Index_K
Index_L
Index_M
Index_N
Index_O
Index_P
Index_R
Index_S
Index_T
Index_U
Index_V
Index_W
List of Figures
List of Listings
Java 1.4 Game Programming (Wordware Game and Graphics Library)
ISBN: 1556229631
EAN: 2147483647
Year: 2003
Pages: 237
Authors:
Andrew Mulholland
BUY ON AMAZON
Beginners Guide to DarkBASIC Game Programming (Premier Press Game Development)
Basic Commands, Variables, and Data Types
Characters, Strings, and Text Output
Basic Graphics Commands
Loading and Saving Information Using Files
Appendix A Answers to the Chapter Quizzes
MySQL Stored Procedure Programming
Error Handling
Conclusion
Using Stored Functions in SQL
Conclusion
Best Practices in MySQL Stored Program Development
Inside Network Security Assessment: Guarding Your IT Infrastructure
The Goals and Objectives of a Risk Assessment
What Do Attackers Do?
A Brief History of Security Tools
Preparing the Final Report
Security Tool Websites
Cisco CallManager Fundamentals (2nd Edition)
Translation Patterns
Definition of Station Devices
Identifying CDR Data Generated for Each Call Type
Accessing CDR Data in the Central CDR Database
Client Solutions
Service-Oriented Architecture (SOA): Concepts, Technology, and Design
Common characteristics of contemporary SOA
How service-orientation principles inter-relate
SOAP language basics
Integration considerations
A.2. Transit Line Systems Inc.
Wireless Hacks: Tips & Tools for Building, Extending, and Securing Your Network
Hack 29. Detect Networks with Kismet
Hack 31. Analyze Traffic with Ethereal
Hack 57. The NoCat Night Light
Hack 61. Unwire Your Pistol Mouse
Hack 62. Mobilize Your WRT54G with the WiFiCar
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