Using Fun Projects and Games
Buch, Englisch, 231 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 388 g
ISBN: 978-1-4842-5208-6
Verlag: Apress
You'll start with the fundamentals of Java programming and review how it integrates with basic mathematical concepts through many practical examples. You'll witness firsthand how Java can be a powerful tool or framework in your experimentation work.
Learn Java with Math reveals how a strong math foundation is key to learning programming design. Using this as your motivation, you'll be programming in Java in no time.
What You'll Learn
- Explore Java basics
- Program with Java using fun math-inspired examples
- Work with Java variables and algorithms
- Review I/O, loops, and control structures
- Use projects such as the Wright brothers coin flip game
Those new to programming and Java but have some background in mathematics and are at least comfortable with using a computer.
Zielgruppe
Professional/practitioner
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Informatik Mathematik für Informatiker
- Mathematik | Informatik EDV | Informatik Informatik Logik, formale Sprachen, Automaten
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Programmier- und Skriptsprachen
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Programmierung: Methoden und Allgemeines
Weitere Infos & Material
Part 1 Java Basic.- 1. Introduction.- 2. Number Basics.- 3. Java Basics.- 4. Start Playing with Java.- 5. Variables.- 6. First Algorithm.- 7. Input and Output.- 8. Errors and Tips.- 9. Loop structure – For Loop.- 10. Loop structure – While Loop.- 11. Control Structure.- 12. Summary.- 13. Projects.- 14. Hints.- Part 2 Java Intermediate.- 15. Wright Brothers’ Coin Flip Game.- 16. Pythagorean Triples.- 17. Strong Typed Programming.- 18. Conditional Statements.- 19. Switch Statement.- 20. Tracing Moving Objects.- 21. Counting.- 22. Factorization.- 23. Exploratory Experimentation of Pi.- 24. Class Concept – O.O.P.- 25. Interface – Total Abstraction.- 26. Inheritance – Code Reuse.- 27. Encapsulation and Polymorphism.- 28. Array - a Simple and Efficient Data Structure.- 29. Common Pitfalls.- 30. Design Considerations.- 31. IOU Computation.- 32. Projects.- 33. Java Intermediate Solutions.




