Making Video Games In pure Java, where to go? [closed] - java

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Closed 10 years ago.
I have been programing for about a year now, and have a very good grasp on all the basic of programming in generaly and am a pretty decent Java programmer, so now that I have the time I would like to start making games in Java. However, Id really like to not use any extra librarries, and just use pure Java for the first little bit until I fully understand the machanics of a video game.
I have been looking around the internet and have seen more "best ways" to do this than I can count. So if somebody could point me in the right direction that would be great! (As in send me to the best, easiest to follow, and most up to date ressource either print or on the web)
It just seems that no matter where I look I get completly diffrent info on the same subjuct. So I would really apreciate if somebody could just give me a resource that follows whatever the current standard is.
P.s typed on my phone so sorry for any typos :-)

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Website to practice Java coding assignments for interview [closed]

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Closed 9 years ago.
I am looking for a website where I could practice Java coding assignments that you often get on job interviews. I mean those tasks where you need to calculate primitive numbers, implement some sorting, or do something with an Array, List or a Map. I'm quite experienced java developer, but such tasks can sometimes be tricky :)
Do you know any free websites that could help?
Thanks.
Go to interviewstreet. Companies often use it as first technical screen

What kind of components and techniques were used to create Bitdefender's GUI? [closed]

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Closed 10 years ago.
I'm curious as to what each of the components are on BitDefender's GUI. I've provided a picture in hopes that some could explain how this type of GUI was accomplished.
I'm not wanting to re-create the GUI, I'm just wanting to know if someone can name the components and perhaps tell me what they did to get that look and feel?
Thank you to anyone who spends the time explaining.
Swing's GUI framework is very flexible, most likely the arbitrary components such as the big round button at the top were simply custom components with a nice looking skin.
The rest just look to be standard components with custom skins, for example the big rectangles housing the antivirus/firewall/antispam/update are just jpanels or even unselectable buttons. There are many ways to make something look how you want, and there's never one standard way to do it.

Why do Android callback methods' name start with 'on'? [closed]

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Closed 10 years ago.
I'm just curious. (Maybe not only in Android)
Android's callbacks respond to events. You react to events when they occur. So when an event occurs you do something. Therefore:
onOccurrence() {
doSomething;
}
It's just a convention.
Well, Java programming is designed to be readable, and although at times it does appear bloated, it is still very readable, especially Android. I'm guessing the SDK developers wanted to give names that would be read in a very readable manor.
onPause(){
Do stuff here when app is paused.
}
How more obvious can it get?
As they correspond to "events" and in Android all "event" method start with the "on" prefix. I really didn't like this at the beginning as it's not a java convention, but, after all, why not.

Why is java better at handling recursion ? [closed]

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Closed 11 years ago.
I heard one of my colleagues saying that Java handles recursion more efficiently than c or C++, I was just curious what why is it able to do so? I mean what is "under the hood" process that makes this happen.
All efforts appreciated.
The usual issue around recursion (not 100% sure this is what your colleague was referring to) is whether 'it' (the compiler, the JIT, the runtime, whatever) can (and does) implement 'tail call optimization'. The goal is that instead of having the code make 'real' calls (introducing a new frame onto the call stack) that recurse (either into the same function or through the same 'cycle' of functions), you can get the same effect without doing so.
The wikipedia page is pretty decent on describing it.
http://en.wikipedia.org/wiki/Tail_call
If it's correct it's because the JIT compilation is able to optimize a recursion better than the C compiler. http://en.wikipedia.org/wiki/Just-in-time_compilation

Design patterns exercise in Java [closed]

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Closed 11 years ago.
The community reviewed whether to reopen this question 1 year ago and left it closed:
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Hi
I have an assignment to teach a team the subject of design principle. As a final exercise to this mini course, I thought to give them an exercise in design pattern, in Java.
My idea is to give them a code written badly, and they should refactor it using several design patterns. I didn't find anything similar to that in my search (both in the web and in stack overflow).
Any references to something similar to what I'm looking for?
Thanks
One of the best sites out there : http://www.industriallogic.com/xp/refactoring/catalog.html
They basically show you code, and then the re-factored code. Its not going to be one big hopping pile of crap, but you can take an aggregate a couple and aggregate them together to form some ugly code, and then do the same to show the solution.
You can check this book "Refactoring: Improving the Design of Existing Code" of Martin Fowler. It contains examples of "smell" coding and provide solution to refactor it.
This has alot of code filling the bill. The author, Joshua Kerievsky, is also the founder of Industrial Logic, which has (as Nix noted in his response) good material on this topic, drawn from and augmenting this book.

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