A Multimedia Approach

Author: Mark Guzdial,Barbara Ericson

Publisher: Prentice Hall

ISBN: 9780131496989

Category: Computers

Page: 558

View: 6658

Mark Guzdial and Barb Ericson have a most effective method for teaching computing and Java programming in a context that readers find interesting: manipulating digital media. Readers get started right away by learning how to write programs that create interesting effects with sounds, pictures, web pages, and video. The authors use these multimedia applications to teach critical programming skills and principles like how to design and use algorithms, and practical software engineering methods–all in the context of learning how to program in Java. Mark and Barb also demonstrate how to communicate compatibly through networks and do concurrent programming. The book also includes optional coverage of rudimentary data structures and databases using Java and comes with a CD-ROM containing all the code files referenced in the text and required for media manipulation. Allows readers to use their own media, such as personal sound or picture files. Demonstrates how to manipulate media in useful ways, from reducing red eye and splicing sounds to generating digital video special effects. The book also includes optional coverage of rudimentary data structures and databases using Java and comes with a CD-ROM containing all the code files referenced in the text and required for media manipulation. For beginners interested in learning more about basic multimedia computing and programming.
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Author: Mark J. Guzdial,Barbara Ericson

Publisher: N.A

ISBN: 9781292109862

Category:

Page: 528

View: 633

For courses in Computer Programming with Python. Social Computing and Programming with Python Introduction to Computing and Programming in Python is a uniquely researched and up-to-date volume that is widely recognized for its successful introduction to the subject of Media Computation. Emphasizing creativity, classroom interaction, and in-class programming examples, Introduction to Computing and Programming in Python takes a bold and unique approach to computation that engages students and applies the subject matter to the relevancy of digital media. The Fourth Edition teaches students to program in an effort to communicate via social computing outlets, providing a unique approach that serves the interests of a broad range of students. MyProgrammingLab® not included. Students, if MyProgrammingLab is a recommended/mandatory component of the course, please ask your instructor for the correct ISBN and course ID. MyProgrammingLab should only be purchased when required by an instructor. Instructors, contact your Pearson representative for more information. MyProgrammingLab is an online homework, tutorial, and assessment product designed to personalize learning and improve results. With a wide range of interactive, engaging, and assignable activities, students are encouraged to actively learn and retain tough course concepts.
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Author: Grover,Radhika S. Grover

Publisher: Jones & Bartlett Publishers

ISBN: 0763784338

Category: Computers

Page: 698

View: 4926

This 14-chapter introduction to programming with Java at the CS-1 level, uses multimedia-based programs as a means of instruction. Multimedia is a combination of various media such as text, audio, video, images, graphics and animation. With this book, students will learn Java using programs that draw graphics and images, perform animation, read and play music files, display video, and more. This text uses clear explanations and illustrations, and does not require prior programming experience, knowledge of graphics, or other media API's. Progamming with Java: A Multimedia Approach covers topics such as variables, data types, literals, operators, creating objects, Java 2D classes, user-defined classes, inheritance, interfaces, exception handling, GUI programming, generics and collections, and multithreaded programming. It also provides introductions to arrays and the scanner class. TuringsCraft CodeLab access is available for adopting professors. Custom CodeLab: CodeLab is a web-based interactive programming exercise service that has been customized to accompany this text. It provides numerous short exercises, each focused on a particular programming idea or language construct. The student types in code and the system immediately judges its correctness, offering hints when the submission is incorrect.
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Author: David Gries,Paul Gries

Publisher: Springer Science & Business Media

ISBN: 0387269347

Category: Computers

Page: 536

View: 6758

This book anchors its pedagogy in the program ProgramLive that you may find at extras.springer.com, a complete multimedia module in itself. Containing over 250 recorded lectures with synchronized animation, ProgramLive allows users to see, first-hand and in real time, processes like stepwise refinement of algorithms, development of loops, execution of method calls and associated changes to the call stack, and much more. The zip file also includes all programs from the book, 35 guided instruction sets for closed lab sessions, and a 70-page hyperlinked glossary. With its comprehensive appendices and bibliography, systematic approach, and helpful interactive programs on extras.springer.com, this exciting work provides the key tools they needed for successful object-oriented programming. It is ideal for use at the undergraduate and graduate beginning level, whether in the classroom or for distance learning; furthermore, the text will also be a valuable self-study resource or reference volume in any programmer’s library.
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A Multimedia Approach

Author: Mark Guzdial,Barbara Ericson

Publisher: Prentice Hall

ISBN: 0136060617

Category: Computers

Page: 485

View: 9073

Problem Solving with Data Structures, First Edition is not a traditional data structures textbook that teaches concepts in an abstract, and often dry, context that focuses on data structures using numbers. Instead, this book takes a more creative approach that uses media and simulations (specifically, trees and linked lists of images and music), to make concepts more concrete, more relatable, and therefore much more motivating for students. This book is appropriate for both majors and non-majors. It provides an introduction to object-oriented programming in Java, arrays, linked lists, trees, stacks, queues, lists, maps, and heaps. It also covers an existing simulation package (Greenfoot) and how to create continuous and discrete event simulations.
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Author: Harvey M. Deitel,Paul J. Deitel

Publisher: Prentice Hall

ISBN: 9780131426481

Category: Computers

Page: 971

View: 9465

Combining the Deitel™ signature Live-Code™ Approach with a new Application-Driven™ methodology, this book uses a step-by-step tutorial approach to begin teaching the basics of programming, builds upon previously learned concepts, and introduces new programming features in each successive tutorial. KEY TOPICS This comprehensive introduction to Java covers GUI design, swing components, methods, classes, data types, control statements, arrays, object-oriented programming, strings and characters, sequential files and more. It also includes higher-end topics such as database programming, multimedia and graphics, and Web applications development. For individuals beginning their mastery of Java Programming.
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Author: Mark C. Lewis

Publisher: CRC Press

ISBN: 1498759688

Category: Computers

Page: 936

View: 3142

With its flexibility for programming both small and large projects, Scala is an ideal language for teaching beginning programming. Yet there are no textbooks on Scala currently available for the CS1/CS2 levels. Introduction to the Art of Programming Using Scala presents many concepts from CS1 and CS2 using a modern, JVM-based language that works well for both programming in the small and programming in the large. The book progresses from true programming in the small to more significant projects later, leveraging the full benefits of object orientation. It first focuses on fundamental problem solving and programming in the small using the REPL and scripting environments. It covers basic logic and problem decomposition and explains how to use GUIs and graphics in programs. The text then illustrates the benefits of object-oriented design and presents a large collection of basic data structures showing different implementations of key ADTs along with more atypical data structures. It also introduces multithreading and networking to provide further motivating examples. By using Scala as the language for both CS1 and CS2 topics, this textbook gives students an easy entry into programming small projects as well as a firm foundation for taking on larger-scale projects. Many student and instructor resources are available at www.programmingusingscala.net
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A Game Application Approach

Author: William McAllister,S. Jane Fritz

Publisher: Stylus Publishing, LLC

ISBN: 1683920384

Category: Computers

Page: 540

View: 1929

This is a one-semester, introductory programming textbook in Java that uses game applications as a central pedagogical tool to improve student engagement, learning outcomes, and retention. Game programming is incorporated into the text in a way that does not compromise the amount of material traditionally covered in a basic programming course and permits instructors who are not familiar with game programming and computer graphics concepts to realize the verified pedagogical advantages of game applications. The companion disc includes a game environment that is easily integrated into projects created with the popular Java Development Environments, including Eclipse, NetBeans, and JCreator in a student-friendly way and also includes a set of executable student games to peak their interest by giving them a glimpse into their future capabilities. The material presented in the book is in full compliance with the 2013 ACM/IEEE computer science curriculum guidelines. It has been used to teach programming to students whose majors are within and outside of the computing fields. Ancillaries include a comprehensive instructor’s resource disc with programming solutions, slides, quizzes, projects, and more. FEATURES: * Uses an objects-early approach to learning Java * Follows the 2013 ACM/IEEE computer science curriculum guidelines * Integrates game applications as a central pedagogical tool to improve student engagement, learning outcomes, and retention * Includes a companion disc with projects created with the popular Java Development Environments; also includes a set of executable student games, source code, and figures * Uses working programs to illustrate concepts under discussion * Complete instructor’s resource package available upon adoption
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Object-Oriented Programming in Java with Games and Simulations

Author: Michael Kolling

Publisher: Pearson

ISBN: 0134054482

Category: Computers

Page: 250

View: 6298

This is the eBook of the printed book and may not include any media, website access codes, or print supplements that may come packaged with the bound book. For courses in programming and computer science. Hands-on Programming with Greenfoot Introduction to Programming with Greenfoot: Object-Oriented Programming in Java with Games and Simulations teaches the basics of Java computer programming languages in the context of Greenfoot. Readers are able to learn the general fundamentals and principles of programming by creating their very own fun and interesting games and simulations. Major concepts are conveyed in modern, object-oriented programming language through hands-on, practical activity that allows readers to create, observe, and play. The Second Edition employs a unique approach that teaches by doing--concepts are often explained after readers have had a chance to engage in interactive examples. Because of its uniquely hands-on approach in the context of the Greenfoot environment, Introduction to Programming with Greenfoot makes programming a fun, interactive subject for readers to enjoy.
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An Object-oriented Approach

Author: David M. Arnow,Scott Dexter,Gerald Weiss

Publisher: Longman

ISBN: 9780321223463

Category: Java (Computer program language)

Page: 693

View: 9719

This introductory programming in Java book offers an object-oriented approach, introducing the concepts of object, class, and message as early as the first chapter. The code has been updated to the Java 2 platform. This object-oriented approach is used throughout the text.
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Java Programming Using Alice and Media Computation

Author: Wanda Dann,Stephen Cooper,Barbara Ericson

Publisher: Prentice Hall

ISBN: 0136001599

Category: Computers

Page: 652

View: 4625

"For introductory computing and programming courses at four-year and community colleges. This new text uses Alice and Media Computation to introduce students to the #1 programming language in use today. Exploring Wonderland: Java Programming Using Alice and Media Computation, uses Alice to introduce the fundamental concepts of programming, thereby decreasing early frustration with syntax errors usually encountered in a text editor. The concepts introduced in Alice are then applied in Java using Media Computation examples (working with sound samples and pictures). This approach is highly motivating to students, especially for those without prior programming experience."--[Source inconnue].
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Author: Anthony J. Dos Reis

Publisher: Jones & Bartlett Learning

ISBN: 1449633374

Category: Computers

Page: 450

View: 2273

Ideal for the introductory programming course, An Introduction to Programming Using Java covers all recommended topics put forth by the ACM/IEEE curriculum guidelines in a concise format that is perfect for the one-term course. An integrated lab manual enhances the learning process by providing real-world, hands-on projects. This unique approach allows readers to test their understanding of the key material at hand. Sample exams urge readers to assess their progress through the course and are ideal study aids for in-class testing. The author's innovative, accessible approach engages and excites students on the capabilities of programming using Java! TuringsCraft CodeLab access is available for adopting professors. Custom CodeLab: CodeLab is a web-based interactive programming exercise service that has been customized to accompany this text. It provides numerous short exercises, each focused on a particular programming idea or language construct. The student types in code and the system immediately judges its correctness, offering hints when the submission is incorrect. See CodeLab in action! A Jones & Bartlett Learning demonstration site is available online at jblearning.turingscraft.com. Look to the Samples and Additional Resources section below to review sample chapters! Key Features: • Covers all recommended topics put forth by the ACM/IEEE curriculum guidelines in a concise format that is perfect for the one-term course. • An integrated lab manual enhances the learning process with hands-on projects. • Uses a computer in lab exercises to teach students some of the finer points of Java • Introduces Objects early (Ch.1) • Explains abstract classes and interfaces in the context of generic programming. With this approach, students quickly grasp the conceptual and technical aspects of these constructs.
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Author: Patricia Cornez,Trish Cornez,Richard Cornez

Publisher: Jones & Bartlett Publishers

ISBN: 1449600085

Category: Computers

Page: 538

View: 2442

"An Introduction to Programming with ActionScript 3.0" provides an introduction to computer programming by employing an example-based methodology involving animation, sound, graphics, and interactivity. This text covers all key topics required for any introductory level programming course.
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A Back to Basics Approach

Author: Stuart Reges,Marty Stepp

Publisher: Pearson

ISBN: 9780134322766

Category: Computers

Page: 1224

View: 7259

For courses in Java Programming Layered, Back-to-Basics Approach to Java Programming Newly revised and updated, this Fourth Edition of Building Java Programs: A Back to Basics Approach uses a layered strategy to introduce Java programming, with the aim of overcoming the difficulty associated with introductory programming textbooks. The authors' proven and class-tested "back to basics" approach introduces programming fundamentals first, with new syntax and concepts added over multiple chapters, and object-oriented programming discussed only once readers have developed a basic understanding of Java programming. Previous editions have established the text's reputation as an excellent choice for thoroughly introducing the basics of computer science, and new material in the Fourth Edition incorporates concepts related to Java 8, functional programming, and image manipulation. Note: You are purchasing a standalone product; MyLab(tm)& Mastering(tm) does not come packaged with this content. Students, if interested in purchasing this title with MyLab & Mastering, ask your instructor for the correct package ISBN and Course ID. Instructors, contact your Pearson representative for more information. If you would like to purchase both the physical text and MyLab & Mastering, search for: 0134448308 / 9780134448305 Building Java Programs: A Back to Basics Approach plus MyProgrammingLab with Pearson eText -- Access Card Package, 4/e Package consists of: 0134324706 / 9780134324708 MyProgrammingLab with Pearson eText -- Instant Access -- for Building Java Programs: A Back to Basics Approach, 4/e 0134322762 / 9780134322766 Building Java Programs: A Back to Basics Approach
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A Game Application Approach

Author: William McAllister,S. Jane Fritz

Publisher: Stylus Publishing, LLC

ISBN: 1938549791

Category: Computers

Page: 733

View: 2317

This is a Java textbook for beginning programmers that uses game programming as a central pedagogical tool to improve student engagement, learning outcomes, and retention. Game programming is incorporated into the text in a way that does not compromise the amount of material traditionally covered in a basic or advanced programming course and permits instructors who are not familiar with game programming and computer graphics concept to realize their advantages. The material presented in the book is in full compliance with the 2013 ACM/IEEE computer science curriculum guidelines and provides an in-depth discussion of graphical user interfaces (GUIs). It has been used to teach programming to student whose majors are within an outside of the computing fields. The companion DVD includes a game environment that is easily integrated into projects created with the popular Java Development Environments (Eclipse, NetBeans, and JCreator) and includes a set of executable student games to pique students’ interest by giving them a glimpse into their future capabilities. The material in this book can be covered within one or two courses such as a basic programming course followed by an advanced programming course. Features: Uses an objects-early approach to learning Java. Follows the 2013 ACM/IEEE computer science curriculum guidelines Integrates game programming as central pedagogical tool to improve student engagement, learning outcomes, and retention Includes a companion DVD with projects created with the popular Java Development Environments; also includes a set of executable games, source code, and figures Uses working programs to illustrate concepts under discussion Complete instructor’s resource package available upon adoption
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An Interdisciplinary Approach

Author: Robert Sedgewick,Kevin Wayne

Publisher: Addison-Wesley Professional

ISBN: 0134511603

Category: Computers

Page: 784

View: 8130

This is the eBook of the printed book and may not include any media, website access codes, or print supplements that may come packaged with the bound book. Programming skills are indispensable in today’s world, not just for computer science students, but also for anyone in any scientific or technical discipline. Introduction to Programming in Java, Second Edition, by Robert Sedgewick and Kevin Wayne is an accessible, interdisciplinary treatment that emphasizes important and engaging applications, not toy problems. The authors supply the tools needed for students and professionals to learn that programming is a natural, satisfying, and creative experience, and to become conversant with one of the world’s most widely used languages. This example-driven guide focuses on Java’s most useful features and brings programming to life for every student in the sciences, engineering, and computer science. Coverage includes Basic elements of programming: variables, assignment statements, built-in data types, conditionals, loops, arrays, and I/O, including graphics and sound Functions, modules, and libraries: organizing programs into components that can be independently debugged, maintained, and reused Algorithms and data structures: sort/search algorithms, stacks, queues, and symbol tables Applications from applied math, physics, chemistry, biology, and computer science Drawing on their extensive classroom experience, throughout the text the authors provide Q&As, exercises, and opportunities for creative engagement with the material. Together with the companion materials described below, this book empowers people to pursue a modern approach to teaching and learning programming. Companion web site (introcs.cs.princeton.edu/java) contains Chapter summaries Supplementary exercises, some with solutions Detailed instructions for installing a Java programming environment Program code and test data suitable for easy download Detailed creative exercises, projects, and other supplementary materials Companion studio-produced online videos (informit.com/sedgewick) are available for purchase and provide students and professionals with the opportunity to engage with the material at their own pace and give instructors the opportunity to spend their time with students helping them to succeed on assignments and exams. Register your product at informit.com/register for convenient access to downloads, updates, and corrections as they become available.
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An Introduction to Programming and Computing

Author: Matthias Felleisen,Robert Bruce Findler,Shriram Krishnamurthi,Matthew Flatt

Publisher: MIT Press

ISBN: 9780262062183

Category: Computers

Page: 693

View: 3040

Processing simple forms of data - Processing arbitrarily large data - More on processing arbitrarily large data - Abstracting designs - Generative recursion - Changing the state of variables - Changing compound values.
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Author: Grover,Radhika S. Grover

Publisher: Jones & Bartlett Publishers

ISBN: 0763784338

Category: Computers

Page: 698

View: 7571

This 14-chapter introduction to programming with Java at the CS-1 level, uses multimedia-based programs as a means of instruction. Multimedia is a combination of various media such as text, audio, video, images, graphics and animation. With this book, students will learn Java using programs that draw graphics and images, perform animation, read and play music files, display video, and more. This text uses clear explanations and illustrations, and does not require prior programming experience, knowledge of graphics, or other media API's. Progamming with Java: A Multimedia Approach covers topics such as variables, data types, literals, operators, creating objects, Java 2D classes, user-defined classes, inheritance, interfaces, exception handling, GUI programming, generics and collections, and multithreaded programming. It also provides introductions to arrays and the scanner class. TuringsCraft CodeLab access is available for adopting professors. Custom CodeLab: CodeLab is a web-based interactive programming exercise service that has been customized to accompany this text. It provides numerous short exercises, each focused on a particular programming idea or language construct. The student types in code and the system immediately judges its correctness, offering hints when the submission is incorrect.
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