J

J2DK, 499

.jar files, 285

Java

2D game development, 54

Abstract Window Toolkit. See Abstract Window Toolkit (AWT)

audio components, 86

audio, game development, 85–86

bytecode, 158–162

class files, 153

classes. See classes

compiler javac.exe, 158

game development. See game development

IO package. See java.io packages

message printing and display, 40

networking APIs, 202–206

sports genre, pros and cons, 7

time calculation, 31–33

using as scripting language (demo), 345

virtual machine. See VM

Java 2 Enterprise Edition (J2EE), 295

Java code

communicating with C/C++, 317–320

communicating with native code, 315–316

Java Collections Framework (JCF) and C++ Standard Template Library, 191

Java Data Object (JDO), 295

Java Database Connectivity. See JDBC

Java Development Kit (JDK)

new technologies and, 2

1.5 release, 18

Java Foundation Classes (JFC), 390

Java Games Community Web pages, 236

Java heap

calling functions from, 318

described, 152

and system memory, 135

vs. system memory, 334

Java Native Interface (JNI)

communicating between Java and C/C++, 317–320

‘dirty’ programming and, 5

mixing native and Java code, 316

Java OpenAL Library. See JOAL

Java OpenGL. See JOGL

Java Reliable Multicast Service (JRMS), 199

Java Runtime Environment (JRE) and puzzle games, 9

Java Shared Data Toolkit (JSDT), using, 199

Java virtual machine. See VM

Java2 Micro Edition and mobile game developer tools, 17

Java3D API, 260–261

javac.exe, 158, 192–193

javah.exe, 319–320

java.io package, 119–123

java.lang.Class class, 325–326

java.net API, 202–206

java.nio package, 132

JavaSound classes and options, 87

java.sql.Statement objects, 287

java.vecmath, 260–261

javax.nio API, 206

jchar buffer, 331

jclass, 326

JDBC (Java Database Connectivity)

API described, 274

drivers, 284–285

introduction to, 272

online resources, 278

performance techniques, 289–295

JDK. See Java Development Kit (JDK)

JFC (Java Foundation Classes), 390

just-in-time (JIT) compiling, 162–163

jmethodID, 329–330

JNI (Java Native Interface)

array functions, 330–331

‘dirty’ programming and, 5

exception functions, 332–333

high-resolution timer, 339–342

implications of using, 350

interface pointer, 321–322

invocation interface, 337

method functions, 329–330

object functions, 327–328

primitive identifiers (table), 326

reference types (fig.), 324

weak global reference, 323

JNI_OnLoad, JNI_OnUnload handlers, 335

JOAL (Java OpenAL Library)

described, 86, 88

Doppler effect, 107–108

error returns and descriptions (table), 108

future development of, 113

player controls, 100

jobject pointer, 327

JOGL (Java OpenGL)

ByteBuffers in, 397–399

composable pipelines, error checking, 393

GlueGen, vendor extensions, 392

integration with AWT, 390–391

overview of, 383–384, 389–390

and puzzle games, 9

3D render engine. See 3D render engine

using, 405–409

vs. OpenGL, 393–405

join operations, 291

joinGame( ) method, 231

joining game sessions, 228–232

Jorbis project, 113

joystick, bindings for, 342–345

JProbe profiler, 174

JRE (Java Runtime Environment) and puzzle games, 9

JSDT (Java Shared Data Toolkit) API, 199

just-in-time (JIT) compiling, 162–163, 240

JVM profiler interface (JVMPI), 174



Practical Java Game Programming
Practical Java Game Programming (Charles River Media Game Development)
ISBN: 1584503262
EAN: 2147483647
Year: 2003
Pages: 171

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