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Java Listings
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82 | Displaying: 21 - 30 | Pages: << 1 2 3 4 5 6 7 8 9 >> |
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In this chapter, we examine in detail three interfaces and one class that form the backbone of the reusable Swing-based animation library. Additionally covered are one or more implementations of each interface. Understanding how these core classes operate is key to understanding the implementation trade-offs. It is also useful to understand how these classes work when it comes to creating and integrating your own animation classes to create a unique game.
Updated: 07/17/2006
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IN THIS CHAPTER, I cover what you need to do to set up your computer for Java 2 Micro Edition (J2ME) game development and how to get your games running on an actual target device. Once you have your development environment running, you can start by building and modifying the examples from this book.
Updated: 07/17/2006
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In this chapter, you will learn about the different ways to deploy your Java games using the various types of deployment frameworks. By framework, I mean standardized mechanisms for a container to deploy, launch, run, and gracefully terminate your games on multiple platforms.
Updated: 07/17/2006
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WELCOME! In recent years, Java has risen to become one of the dominant development platforms for the Web, and knowledge of Java and often JavaServer Pages (JSP) is required for a wide variety of situations throughout the industry. You probably already knew that, and that’s why you’re reading this book right now.
Updated: 07/17/2006
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ONLY THE MOST simplistic JavaServer Pages (JSP) page can get away without needing to perform one of several actions according to some condition. These conditions control the flow that your code follows as it executes, and they do so through control statements. Such statements evaluate an expression to determine the condition and direct the flow of execution accordingly.
Updated: 07/17/2006
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IT TURNS OUT THAT storing bytes of data locally on a device that’s equipped for the Mobile Internet Device Profile (MIDP) is easy. Therefore, this chapter starts with an extremely simple example: You’ll take the maze game example from Chapter 3 and store the user’s preferred size information. Then, each time the user restarts the game, the game will automatically create the maze with walls of the user’s chosen width rather than starting at the default width.
Updated: 07/17/2006
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Even with nearly 200 pages before you, it’s going to be awfully tough to cover all of Tiger’s new features. Whether it’s called Java 1.5, 2.0, Java 5, or something altogether different, this version of Java is an entirely new beast, and has tons of meat to offer.
Updated: 07/17/2006
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Without any further ado, I’m going to dive right into the deep end of the pool. More than any other feature, Tiger (or whatever version it ends up being labeled as) brings to the table generics. While the name might throw you, generics actually bring a greater degree of type safety to Java than anything you could imagine. It’s finally possible to create parameterized types, lists that only accept Strings, and ditch all that annoying class-casting code.
Updated: 07/17/2006
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To conclude this book, we will examine a topic from an interesting discipline of programming: artificial intelligence (AI). As explained earlier, the goal of this book is to show the richness and power of the Java language. Perhaps nothing demonstrates that better than its application to the demanding realm of artificial intelligence. Java’s powerful string-handling capabilities and Stack class streamline many types of AI-based code.
Updated: 07/17/2006
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I can hear the groans from here—a review on Java? Don’t worry, I won’t bore you with all of the gory syntax details or concepts of the Java language that you can easily pick up in other books. Instead, I will present a conceptual review that focuses on some various important issues that are often overlooked or underemphasized.
Updated: 07/17/2006
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Java Listings
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Total:
82 | Displaying: 21 - 30 | Pages: << 1 2 3 4 5 6 7 8 9 >> |
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