Learn Java the easy way A hands-on introduction to programming

Bryson Payne

Book - 2018

"An introduction to learning Java programming that teaches first time programmers how to build mobile and desktop apps, and how to debug code and deal with common mistakes"--

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Subjects
Published
San Francisco, CA : No Starch Press, Inc [2018]
Language
English
Main Author
Bryson Payne (author)
Item Description
Includes index.
"Covers Java 8 and 9"-- Cover.
Physical Description
xxii, 288 pages : illustrations ; 24 cm
ISBN
9781593278052
  • Acknowledgments
  • Introduction
  • Why Should I Learn to Code?
  • Why Should I Learn Java?
  • What's in This Book
  • What Tools Do I Need?
  • Online Resources
  • Start Now!
  • 1. Getting Started
  • Java on Windows, macOS, and Linux
  • Installing Java 8 and 9 for Developers
  • Installing the Eclipse IDE for Java Developers
  • Setting Up Eclipse
  • Installing the WindowBuilder Editor
  • Customizing Eclipse's Look and Feel
  • Installing Android Studio for Mobile App Development
  • Getting to Know Java with JShell
  • Running JShell
  • Working with Java Expressions in JShell
  • Declaring Java Variables in JShell
  • Printing Output in Java
  • JShell Commands
  • What You Learned
  • 2. Build a Hi-Lo Guessing Game App!
  • Planning the Game Step-by-Step
  • Creating a New Java Project
  • Creating the HiLo Class
  • Generating a Random Number
  • Getting User Input from the Keyboard
  • Making the Program Print Output
  • Loops: Ask, Check, Repeat
  • If Statements: Testing for the Right Conditions
  • Adding a Play Again Loop
  • Testing the Game
  • What You Learned
  • Programming Challenges
  • #1. Expanding Your Range
  • #2. Counting Tries
  • #3. Playing MadLibs
  • 3. Creating a GUI for Our Guessing Game
  • Practicing with JShefl
  • Creating a GUI in Four Lines of Code
  • Creating an Interactive GUI in 10 Lines of Codel
  • Setting Up the GUI App in Eclipse
  • GUI Design with Eclipse's WindowBuilder Editor
  • Designing the User Interface
  • Setting GUI Properties in the Properties Pane
  • Customizing GUI Components in the Palette Pane
  • Aligning GUI Elements
  • Naming GUI Components for Coding
  • Connecting the GUI to Your Java Code
  • Adding a Method to Check the Player's Guess
  • Getting Text from a JTextField
  • Converting Strings to Numbers
  • Starting a New Game
  • Listening for User Events: Click to Guess!
  • Setting Up the GUI Window
  • Time to Play!
  • Adding a Play Again Feature
  • Improving the UX
  • Allowing Users to Press Enter to Guess
  • Automatically Removing Old Guesses
  • Handling Bad User Input
  • What You Learned
  • Programming Challenges
  • #1. Showing Users How Many Tries They Took
  • #2. Showing and Hiding a Play Again Button
  • #3. Creating a GUI MadLib
  • 4. Creating Your First Android App
  • Starting a New Android Studio App Project
  • Building the GUI Layout in Design View
  • Naming GUI Components in Android Studio
  • Connecting the GUI to Java in Android Studio
  • Adding Methods to Check the Guess and Begin a New Game
  • Handling Events in Android
  • Running the App on the Android Emulator
  • Running the App on a Real Android Device
  • Preparing Your Device
  • Connecting Your Device
  • Running the App on Your Device
  • Improving the UX
  • Centering the User's Guess in the Text Field
  • Adding a Listener for the Enter Key
  • Adding One More Finishing Touch
  • What You Learned
  • Programming Challenges
  • #1. "Toast"-ing to the Number of Tries
  • #2. Adding Visual Appeal
  • #3. Creating a MadLibs Mobile App
  • 5. Polishing Your App By Adding Menus and Preferences
  • Adding an Options Menu in Android
  • Adding Items to the Menu's XML File
  • Displaying the Options Menu Ill
  • Responding to User Selections
  • Creating an Alert Dialog Pop-up for the About Screen
  • Changing the Guessing Range
  • Adding a Variable for the Range
  • Using the range Variable
  • Building the Dialog to Allow the User to Select the Range
  • Storing User Preferences and Game Stats
  • Storing and Retrieving the User's Preferred Range
  • Storing the Number of Games Won
  • What You Learned
  • Programming Challenges
  • #1. You Win Some, You Lose Some
  • #2. Ratio of Wins to Losses
  • 6. Deciphering Secret Messages
  • The Caesar Cipher
  • Setting Up the Secret Messages App
  • Creating the Secret Messages Project in Eclipse
  • Beginning to Code SecretMessages.java
  • Messing with Strings
  • Characters and Values in Java
  • Encoding Just the Letters
  • Closing the Scanner
  • Adding a Custom Key Value
  • Encoding Digits
  • Running Command Line Apps Without Eclipse
  • Finding Your Workspace Folders
  • Opening a Command Line Window
  • What You Learned
  • Programming Challenges
  • #1. Looping the Loop
  • #2. Reversing and Encoding
  • #3. Safely Handling Keys with try and catch
  • 7. Creating Advanced GUIs and Sharing Your App
  • Setting Up the Secret Messages GUI App Project
  • Designing the GUI and Naming Components
  • Coding the Secret Messages GUI App
  • Creating the encode() Method
  • Writing the Event Handler For the Encode/Decode Button
  • Handling Bad Input and User Errors
  • Building the main() Method and Running the App
  • Improving the GUI
  • Setting Line Wrap and Word Wrap
  • Handling Bad Input and User Errors: Part 2
  • Adding a Slider to the Secret Messages GUI
  • Code Cracking with the Slider
  • Bonus: Sharing Your App as a Runnable JAR File
  • What You Learned
  • Programming Challenges
  • #1. Movin' On Up!
  • #2. Scrolling Away!
  • #3. Changing the Text to Change the Slider
  • 8. Make Secret Messages a Phone App to Share With Friends!
  • Setting Up the Mobile GUI
  • Designing the Mobile GUI
  • Wiring the GUI to the Java Code
  • Connecting the Encode Button to the encode() Method
  • Testing the App
  • Working with the SeekBar
  • Running the App on the Emulator and on an Android Device
  • Bonus: Customizing the Floating Action Button
  • Receiving Secret Messages from Other Apps
  • What You Learned
  • Programming Challenges
  • #1. Creating a Move Up Button
  • #2. Changing the SeekBar's Progress
  • 9. Paint Colorful Bubbles With Your Mouse1
  • Creating the BubbleDraw Project Files
  • Building the BubbleDraw Frame
  • Creating a Class for Bubbles
  • Defining a Bubble
  • Designing a Bubble's Methods
  • Storing Bubbles in an ArrayList
  • Adding a Constructor to the BubblePanel Class
  • Adding a Method to Draw on the Screen
  • Testing the BubblePanel Class
  • Handling Mouse Events from the User
  • Creating a Reusable Event Listener
  • Handling Clicks and Drags
  • Bonus: Handling MouseWheel Events
  • What You Learned
  • Programming Challenges
  • #1. No Bubble Too Small
  • #2. PixelDraw!
  • 10. Adding Animation and Collision Detection With Timers
  • Copying the BubbleDraw Java Project to Create BubbleDrawGUI
  • Renaming the Main Class and Java File
  • Adding Transparency
  • Adding Animation: Bubbles Rising!
  • Adding a Timer
  • Setting the Timer
  • Preparing the Animation
  • Starting the Timer
  • Forever Blowing Bubbles: Adding Random Speed and Direction
  • Building a GUI for Our Animated Drawing App
  • Setting Up the GUI Panel and Buttons
  • Coding the Clear and Pause/Start Burtons
  • Bouncing off the Walls with Collision Detection
  • A Soft Bounce
  • A Hard Bounce
  • Adding a Slider to Control the Animation Speed
  • Customizing the Slider
  • Implementing the Slider Event Handler
  • What You Learned
  • Programming Challenges
  • #1. No Bubble Left Behind
  • #2. Flexi-Draw!
  • #3. PixelDraw 2.0
  • 11. Making Bubbledraw a Multitouch Android App
  • Setting Up the BubbleDraw Project
  • Creating the BubbleView Constructor
  • Adding the Animation Variables
  • Creating the BubbleView() Constructor
  • Preparing the Layout to Use BubbleView
  • Modifying the Bubble Class
  • Drawing in Android with the onDraw() Method
  • Testing BubbleDraw with 100 Bubbles
  • Adding testBubbles()
  • Fixing the OnTouchListener Error
  • Running the BubbleDraw App
  • Using Threaded Animation and Multitasking in Java
  • Using Touch to Draw with Your Finger
  • Using Multitouch to Draw with 10 Fingers at a Time!
  • Testing Multitouch Events on an Android Device
  • Changing the App Launcher Icon
  • Creating a Custom App Icon
  • Adding the Custom Icon to Your App
  • Displaying Your New Icon
  • Changing the App Name
  • What You Learned
  • Programming Challenges
  • #1. Combining One-Finger and Multitouch Events, v1.0
  • #2. Combining One-Finger and Multitouch Events, v2.0
  • Appendix Debugging and Avoiding Common Errors in Java
  • Spelling and Case
  • Correcting Typos in Eclipse
  • Correcting Typos in Android Studio
  • Avoiding Other Common Spelling Errors
  • Comparison Trouble
  • Grouping Symbols
  • Quick Fixes in Eclipse
  • Code Completion in Android Studio
  • Summary
  • Index