Skip Navigation
List Price: $175.49

Rent Textbook

Select for Price
Add to Cart Free Shipping
There was a problem. Please try again later.

New Textbook

We're Sorry
Sold Out

Used Textbook

We're Sorry
Sold Out

Alice 3 to Java Learning Creative Programming through Storytelling and Gaming,9780136156741

Alice 3 to Java Learning Creative Programming through Storytelling and Gaming

by ; ; ;
Edition: 1st
Format: Paperback
Pub. Date: 2/23/2017
Publisher(s): Pearson
Availability: This title is currently not available.


For courses in Introductory Programming for Java and Alice


Learn programming basics in a creative context that’s more engaging and less complicated

Taking a computer programming course can be challenging, time-consuming, and downright frustrating–but there’s a better way. Alice 3 to Java: Learning Creative Programming through Storytelling and Gaming, First Edition introduces readers to programming in a creative context that’s more engaging and less complicated, while still covering all the essential concepts you’d expect to see in an introductory programming course. Readers are invited to step into the world of creating 3D animations through chapters that present programming concepts with hands-on examples. Throughout the text, readers create a short story or game centered on Lawrence Prenderghast’s Haunted Circus, a story by Laura Paoletti. Students bring the story to life through projects and exercises using Alice, an animation tool similar to professional software used by studios like Pixar and DreamWorks. Later in the book, students may apply what they’ve learned in Alice to using Java, a professional, production-level programming course.

Table of Contents

Prologue: Lawrence Prenderghast’s Haunted Circus


Episode 1. March 1, 1910: Larry


1. Introduction

2. Design

3. Implementation in Alice

4. Implement and Test


Episode 2. The Train Engine


5. Procedures, do together, and Count Loops


Episode 3. The Tunnel


6. Stepwise Refinement and Inheritance

7. Implementation in Java

8. Importing: Alice 3 to Java and Code


Episode 4. The Forest Cabin


9. Code Reuse, Parameters, Data Types, Variables, and Arithmetic Expressions

10. Java: Parameters, Data Types, Variables, Expressions, and Loop Control


Episode 5. The Ringmaster Coat


11. Interactivity with Events, If/Else, Conditions, and Built-in Functions


Episode 6. March 1, 1910: Nicholas


12. Custom Functions, While Loops, Random Values, Input, and a Game Algorithm


Episode 7. March 1, 1910: Esther


13. Built-in Arrays, Poses, More Events, and Interactive Controls


Episode 8. March 1, 1910: Adelaide


14. Custom Arrays and Functions

15. Java: Custom Arrays and Sort


Episode 9. March 1, 1910: Gideon


16. Event-Driven Programming and Advanced Game Controls



Epilogue Capstone Project


An electronic version of this book is available through VitalSource.

This book is viewable on PC, Mac, iPhone, iPad, iPod Touch, and most smartphones.

By purchasing, you will be able to view this book online, as well as download it, for the chosen number of days.

A downloadable version of this book is available through the eCampus Reader or compatible Adobe readers.

Applications are available on iOS, Android, PC, Mac, and Windows Mobile platforms.

Please view the compatibility matrix prior to purchase.

American Express