It explains each collection interface like Set , List , Map , Queue, and their implementation, comparing how well they perform in a different situation. I really loved their comparison chart at the end of each chapter, which gives you a good idea about when to use a particular Java collection class, like ArrayList , HashMap , or LinkedHashMap.
This is also one of my personal favorites. As we are moving gradually, we started from a beginners level to intermediate and now the senior level.
The Java Performance is all about performance monitoring, profiling, and tools used for Java performance monitoring. This is not a usual programming book. So far, this is the best Java book on performance monitoring. There are a couple of new books available in Java, which cover JDK 1.
To find out latest book on Java performance like Java Performance, The Definitive Guide by Scott Oaks , which is certainly worth checking out before buying this book. This book is about corner cases and pitfalls in the Java programming language. But still, Java has corner-cases that can surprise even the experienced Java programmer. This Java book presents such Java pitfalls and explains them in greater detail.
This is a good Java book if you love puzzles — you can even include many of these in core Java interviews to check their Java knowledge. In order to get most of this Java book, try to solve puzzles by yourself and then look into explanations to make your knowledge more concrete. Another good book on Java programming and design principles from the Head-First series. This book focuses on object-oriented design principles, like favor Composition over inheritance , programming for interface rather than implementation, DRY, etc.
One part of learning Java is writing good code and following the best practices, and this book is great in educating programmers about them. Knowledge gained from this book is applicable to many object-oriented programming languages and will, overall, improve your understanding of code and OOP design principles. Many would agree that this is one of the best Java books, with a strength being that is points to intelligent examples. This is one of the complete books in Java and can be used as a reference as well.
It is detailed, mature, and frequently updated, but, if you need more choices, you can check out these core Java books for beginners , as well.
This is one of the best books to learn Java 8. It is also my general purpose Java 8 books. If you have less time and you want to learn all important things about Java 8 , this is the book to refer to. I have found both of them highly readable. It explains about lambda expression , Streams , functional interface , method references , new Java Date Time API and several other small enhancement like joining Strings, repeatable annotations, etc.
In short, one of the best book to learn Java hands down. This was my list of top Java programming books. Part 1, which is written entirely by the book's main author Joel Fan , expertly weaves the three subject threads of Java, object-orientation, and game programming fundamentals into one clear, refreshing, and coherent whole. Part 2 focuses on networking and 3D techniques.
One chapter develops a server-side high score management system while another develops an entire chat-room system. Both these systems entail client-side and server-side programs applets and servers, in other words. The only two chapters dealing with 3D read like a book within a book: In over pages Calin Tenitchi crunches through all the classic 3D basics and, in his second chapter, analyzes the use of a large but very well-designed 3D game framework called App3DCore. With the official Java 3D API on the horizon, this part of the book will soon be partially obsolete, although much of the framework deals with higher-level aspects than Java 3D so this is not a problem for the book.
At any rate, having the insides of such a 3D framework explained is very enlightening. Part 3, the Game Gallery, contains eight chapters, each of which develops an entire game. The games vary in sophistication, which gave me the impression that this part of the book was rather hastily put together. The individual design and implementation of the games is overall of the same high quality as the rest of the book, though. There's a vector-based Asteroids clone, Othello, a Web-based Mahjong, a horizontally-scrolling, word-shooting edutainment game, two different magic-square games, and an incarnation of the classic Worm or Snake, if you prefer game.
Although the book is not without its share of glitches, errors, and so on for example, one page contains a code listing that is mangled beyond belief , I liked it a lot. The book has many strengths and few weaknesses. It is strong on good program analysis and design. The book uses various types of diagrams very effectively object diagrams, class diagrams, flowcharts, state machine diagrams, screen prototype diagrams, and so on , and most of the code listings are very readable.
This aspect, like the writing style, does fluctuate from author to author. This is the inevitable flip-side of books written by several authors. I'm usually very skeptical of titles starting with "Advanced," "Cutting-Edge," and the like, simply because, usually they aren't! In the case of Cutting-Edge Java Game Programming , Coriolis's marketing department didn't hype anything up: The book definitely is not for beginners or intermediate-level Java programmers.
In fact, all but the first and last chapters of the book are devoted to an in-depth, no-nonsense analysis of the design and implementation of two game frameworks.
The first framework caters to single-user stand-alone games while the second is geared toward Internet-based, multi-user games. Chapter 2 packs the complete implementation of an entire Asteroids clone that's playable, flicker-free, and uses smooth animation and sound. And that in just odd lines of code -- or just 18 book pages! This chapter, therefore, ought to convince anyone that using game frameworks, and frameworks in general, is one of the best ways to achieve high levels of programming productivity by accentuating design reuse, rather than code reuse but in the process also reusing mountains of code.
If Chapter 2 is a clear, promising sign of the high quality of this book, then Chapter 3 reinforces that impression by introducing us to the core theme of the book: the in-depth exploration of a very well-designed game framework. By the way, this is not as page filling because the rest of the book uses these powerful software engineering tools to enhance the text!
The single-user game framework, called GameWorks, is based on the tried-and-tested game programming metaphor of a stage populated by actors. Using this intuitive abstraction, you can implement any type of game -- from classic board games to fast, action-packed arcade games. I was slightly disappointed that the authors picked card games as an example game style I prefer something that gets the adrenaline flowing , although they nevertheless manage to weave in all the standard issues and techniques, and expertly so among others: image processing, input management, sprites, optimized screen refresh, audio, randomness, artificial intelligence.
Although the book isn't structured around parts, it should have been. Change Language. Related Articles. Table of Contents. Improve Article. Save Article. Like Article. Authors: Kathy Sierra, Bert Bates.
Author: Nathan Clark. Author: Horstmann. Author: Joshua Bloch. Author: Herbert Schildt.
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