Book Image

Learning Java by Building Android Games - Third Edition

By : John Horton
5 (1)
Book Image

Learning Java by Building Android Games - Third Edition

5 (1)
By: John Horton

Overview of this book

Android is one of the most popular mobile operating systems today. It uses the most popular programming language, Java, as one of the primary languages for building apps of all types. Unlike most other Android books, this book doesn’t assume that you have any prior knowledge of Java programming, instead helps you get started with building Android games as a beginner. This new, improved, and updated third edition of Learning Java by Building Android Games helps you to build Android games from scratch. Once you've got to grips with the fundamentals, the difficulty level increases steadily as you explore key Java topics, such as variables, loops, methods, object-oriented programming (OOP), and design patterns while working with up-to-date code and supporting examples. At each stage, you'll be able to test your understanding by implementing the concepts that you’ve learned to develop a game. Toward the end, you’ll build games such as Sub Hunter, Retro Pong, Bullet Hell, Classic Snake, and Scrolling Shooter. By the end of this Java book, you'll not only have a solid understanding of Java and Android basics but will also have developed five cool games for the Android platform.
Table of Contents (24 chapters)

Managing and understanding memory

In Chapter 4, Structuring Code with Java Methods, we learned a bit about references. Here is a quick recap.

References refer to a place in memory where the storage of the variable begins but the reference type itself does not define a specific amount of memory used. The reason for this is straightforward.

We don't always know how much data will be needed to be stored in memory until the program is executed.

We can think of strings and other reference types as continually expanding and contracting storage boxes. So, won't one of these string reference types bump into another variable eventually?

If you think about the device's memory as a huge warehouse full of racks of labeled storage boxes, then you can think of the ART system as a super-efficient forklift truck driver that puts the distinct types of storage boxes in the most appropriate places.

If it becomes necessary, the ART will quickly move stuff around in a fraction...