Java Me Game Programming by Martin J. Wells and John P. Flynt (2007, Mixed Lot)

Better World Books (2765209)
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About this product

Product Identifiers

PublisherCourse Technology
ISBN-101598633899
ISBN-139781598633894
eBay Product ID (ePID)59065326

Product Key Features

Number of Pages512 Pages
LanguageEnglish
Publication NameJava Me Game Programming
Publication Year2007
SubjectProgramming / Games, Programming Languages / Java, General
FeaturesRevised
TypeTextbook
Subject AreaComputers
AuthorMartin J. Wells, John P. Flynt
FormatMixed Lot

Dimensions

Item Height1.2 in
Item Weight30.4 Oz
Item Length8.9 in
Item Width7.3 in

Additional Product Features

Edition Number2
Intended AudienceScholarly & Professional
LCCN2007-923304
Dewey Edition22
ReviewsPART 1 MOBILE DEVICE FUNDAMENTALSChapter 1: Java ME HistoryChapter 2: Java ME OverviewChapter 3: Java ME-Enabled DevicesPART II SETTING UP FOR DEVELOPMENTChapter 4: The JDK, THE MIDP, and a MIDlet SuiteChapter 5: Using the Java Wireless Toolkit 2.5Chapter 6: Using NetBeansPART III TEXT ORIENTED ACTIVITIESChapter 7: Java ME API BasicsChapter 8: Persistence with the RMS Chapter 9: User Interface BasicsPART IV USING GRAPHICSChapter 10: Forms and ItemsChapter 11: Images and Choices Chapter 12: Gauges, Dates, CalendarsPART V GAME ORIENTATIONChapter 13: Canvas, Graphics, ThreadChapter 14: The Game APIChapter 15: The Game API and Game ImplementationAppendix: Scrolling Background Index
IllustratedYes
Dewey Decimal005.11
Edition DescriptionRevised edition
Table Of ContentPART 1 MOBILE DEVICE FUNDAMENTALS Chapter 1: Java ME History Chapter 2: Java ME Overview Chapter 3: Java ME-Enabled Devices PART II SETTING UP FOR DEVELOPMENT Chapter 4: The JDK, THE MIDP, and a MIDlet Suite Chapter 5: Using the Java Wireless Toolkit 2.5 Chapter 6: Using NetBeans PART III TEXT ORIENTED ACTIVITIES Chapter 7: Java ME API Basics Chapter 8: Persistence with the RMS Chapter 9: User Interface Basics PART IV USING GRAPHICS Chapter 10: Forms and Items Chapter 11: Images and Choices Chapter 12: Gauges, Dates, Calendars PART V GAME ORIENTATION Chapter 13: Canvas, Graphics, Thread Chapter 14: The Game API Chapter 15: The Game API and Game Implementation Appendix: Scrolling Background Index
SynopsisGet ready to create your own J2ME game This updated edition to the popular J2ME Game Programming provides updated sofware coverage as well as updates to the programming approaches specific to Java ME software. It also covers the recent innovations in mobile games with relations to iPods and cell phones. You will learn the essentials of J2ME game development from the ground up. Throughout the book you will discover the issues involved in developing for multiple target devices and how to work through the jungle of device-specific libraries and device capabilities. Working on a limited platform it is important to squeeze as much as you can out of those precious bytes, so in this book you will find the tools and source code you need to get the most out of the constrained resources. You will also learn how to structure your code and classes to achieve as small an application footprint as possible. As you work toward developing your own J2ME game, you'll examine the game lifecycle, how to handle resources, various methods of drawing to the screen, optimizing memory usage, handling the users input, and even sharing high-scores online Previous experience in programming object-oriented languages and a basic level of math skills is recommended., Get ready to create your own J2ME game! This updated edition to the popular J2ME Game Programming provides updated sofware coverage as well as updates to the programming approaches specific to Java ME software. It also covers the recent innovations in mobile games with relations to iPods and cell phones. You will learn the essentials of J2ME game development from the ground up. Throughout the book you will discover the issues involved in developing for multiple target devices and how to work through the jungle of device-specific libraries and device capabilities. Working on a limited platform it is important to squeeze as much as you can out of those precious bytes, so in this book you will find the tools and source code you need to get the most out of the constrained resources. You will also learn how to structure your code and classes to achieve as small an application footprint as possible. As you work toward developing your own J2ME game, you'll examine the game lifecycle, how to handle resources, various methods of drawing to the screen, optimizing memory usage, handling the users input, and even sharing high-scores online! Previous experience in programming object-oriented languages and a basic level of math skills is recommended.
LC Classification NumberQA76.76.C672

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