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Black Art of Java Game Programming by Joel
Black Art of Java Game Programming by Joel Fan Sams, Macmillan Computer Publishing ISBN: 1571690433 Pub Date: 11/01/96 Previous Table of Contents Next Chapter 10 Advanced Techniques Joel Fan Goals: Learn advanced techniques you can use in games, including the use of packages, threads, image processing, and data structures in java.util In this chapter, you ll learn a variety of techniques that will be useful in creating games and other applications. For example, you ll see: How to create packages that organize related collections of classes. How to organize games and other applications with threads. How to use java.awt.image for simple image processing. In particular, you ll see how to reduce the download time of a series of bitmaps. Data structures in java.util that make writing games easier. Tips for creating applets that perform across a wide variety of platforms. Feel free to skim this chapter and adapt whatever you need for your own projects. Let s get started! Using Packages A package is a group of classes, interfaces, and/or subpackages that share a related purpose. Examples of packages are java.awt.image or java.lang. The fully qualified name of a class
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