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Learn Java with Math

Using Fun Projects and Games

Medium: Buch
ISBN: 978-1-4842-5208-6
Verlag: Apress
Erscheinungstermin: 12.11.2019
Lieferfrist: bis zu 10 Tage

There are many good Java programming books on the market, but it's not easy to find one fit for a beginner. This book simplifies the complexity of Java programming and guides you through the journey to effectively work under the hood. 
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
Who This Book Is For

Those new to programming and Java but have some background in mathematics and are at least comfortable with using a computer.


Produkteigenschaften


  • Artikelnummer: 9781484252086
  • Medium: Buch
  • ISBN: 978-1-4842-5208-6
  • Verlag: Apress
  • Erscheinungstermin: 12.11.2019
  • Sprache(n): Englisch
  • Auflage: 1. Auflage 2019
  • Produktform: Kartoniert, Paperback
  • Gewicht: 388 g
  • Seiten: 231
  • Format (B x H x T): 155 x 235 x 14 mm
  • Ausgabetyp: Kein, Unbekannt
Autoren/Hrsg.

Autoren

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.