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Java 9 Programming By Example

You're reading from   Java 9 Programming By Example Your guide to software development

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Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781786468284
Length 504 pages
Edition 1st Edition
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Author (1):
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Peter Verhas Peter Verhas
Author Profile Icon Peter Verhas
Peter Verhas
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Table of Contents (11) Chapters Close

Preface 1. Getting Started with Java 9 FREE CHAPTER 2. The First Real Java Program - Sorting Names 3. Optimizing the Sort - Making Code Professional 4. Mastermind - Creating a Game 5. Extending the Game - Run Parallel, Run Faster 6. Making Our Game Professional - Do it as a Webapp 7. Building a Commercial Web Application Using REST 8. Extending Our E-Commerce Application 9. Building an Accounting Application Using Reactive Programming 10. Finalizing Java Knowledge to a Professional Level

The model of the game

When we develop a piece of code with an object-oriented mindset, we try to model the real world and map real-world objects to objects in the program. You certainly have heard of object orientation explained with the very typical examples of geometric objects, or the car and the motor thing to explain composition. Personally, I believe that these examples are too simple to get a good understanding. They may be good for starters, but we are already in the fourth chapter of the book. The Mastermind game is much better. It is a bit more complex than just rectangles and triangles, but not as complex as a telecom billing application or an atomic power plant control.

What are the real-world objects that we have in that game? We have a table and we have pins of different colors. There are two Java classes that we certainly will need. What is in a table? There are rows each having four positions. Perhaps...

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