Java after hours: 10 projects you'll never do at work by Steven Holzner

By Steven Holzner

Take your Java programming abilities past the standard. Java After Hours: 10 initiatives you will by no means Do at paintings will make Java your playground with ten unique initiatives that might have you ever exploring some of the fields that Java deals to construct interesting new courses. you are going to discover ways to: Create pictures interactively on net servers ship pictures to internet browsers Tinker with Java's Swing package deal to make it do possible most unlikely issues seek web pages and ship e mail from Java courses Use multithreading, Ant and extra! raise your Java arsenal via taking regulate of Java and discover its chances with Java After Hours.

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Extra resources for Java after hours: 10 projects you'll never do at work

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Game in action. Here are some of the things this application does: • Creates a sprite class (called Puck) whose objects can move and draw themselves on the screen as needed • Animates the sprites, moving them around and bouncing them off both each other and the walls of the rink as needed • Uses double buffering to avoid making the onscreen image flicker • Uses the mouse to let you block pucks from your goal • Uses a menu system to let users start and stop games, set the speed, and exit • Displays a dialog box on command to let you set the speed • Uses a separate thread to move the pucks around So how do you create this game and get it running?

Add(new Puck(gifImages[1], 2, maxVelocity, edges, this)); } This initializes all the sprites the application needs12 pucks, the user's blocker, and the computer's blocker. After this initialization, the stop flag is set to false so the new thread can start animating these sprites. stop){ . . } } 44 45 } Moving Those Pucks Handling the sprites here is a little different than in the Aquarium application, because when a puck slides into a goal, the user's score or the computer's score should be incremented and the puck should be taken out of actionwhich doesn't happen to fish.

Exit(0); } } ); 30 31 That'll end the thread simply by making the run method finish and return. This way, we get rid of the thread when the application ends. Double-Buffering the Drawing Besides the swim method, the Fish class also has a drawFishImage method, which will draw the fish. getMessage()); } repaint(); } The repaint method calls the update method, which is where flickering usually happens, because by default the update method first redraws the entire window using the background window color.

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