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 Programmierung | Softwareentwicklung Programmierung: Methoden und Allgemeines
- Mathematik | Informatik EDV | Informatik Informatik Logik, formale Sprachen, Automaten
- Mathematik | Informatik EDV | Informatik Informatik Mathematik für Informatiker
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Programmier- und Skriptsprachen
Weitere Infos & Material
Part 1 Java Basic1. Introduction2. 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 Intermediate15. 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 Considerations31. IOU Computation.-
32. Projects.-
Appendix A. Java Intermediate Solutions.




