Java programming for minecraft bukkit plugins [closed] - java

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Hello guys I know there are obviously tutorials out there for learning java, but I was wondering is there any existing tutorials that are aimed at teaching you how to develop bukkit plugins via teaching you java in the same adventure!
This can be in form of a eBook, video or whatever.

You need to learn java before you try to make bukkit plugins. I tried making plugins before I learned java, and it was much harder than I expected. Read this, and get a basic understanding of java before you start. Also java books are a great resource. Once you learn java, Pogostick29Dev and SGTCaze (Youtube channels) are a perfect place to start making Bukkit plugins.

Here is how I learned to code Bukkit plugins (It would be very helpful if you had a basic understanding of things like loops and if statements in other languages)
To learn java, theres a nice YouTube tutorial by TheNewBoston. It is for beginners, I watched only the first 20 episodes.
Then, you could take a look at Bukkit's official plugin tutorial.
After that, you should just Google what you don't know, and use the Bukkit forums under Plugin Development or the Spigot forums under Plugin Development, as questions on Bukkit get more attention there then they do here. If you have only Java questions, or any other code-related questions, then this is definitely the place to go.
If you have no understanding in coding at ALL, I recommend you take a couple tutorials at CodeAcademy on JavaScript, as it's one of the most simple and easy to learn programing languages (in my opinion), and it's the first language I learned.
Just remember, though, JavaScript is a different thing than Java, so you obviously won't learn Java at CodeAcademy, yet, if you take the JavaScript tutorial, it will give you a basic understanding of things like if statements, for loops, while loops, and switch statements.

All tutorials i've seen for minecraft assume that you have some basic java skills. As most minecraft tutorials will only show you how to use the API, not how to write java code. So i would suggest to start with a basic java tutorial, and try to implement that into a minecraft plugin.

Once you get basic Java down, http://www.youtube.com/user/PogoStick29Dev has some pretty sweet tutorials.

You should take a look at bukkit's plugin tutorial at:
http://wiki.bukkit.org/Plugin_Tutorial
Almost everything you need is there!

Have you tried this?
http://wiki.bukkit.org/Plugin_Tutorial
It worked quite well for me!

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What is the difference between AndEngine and LibGDX? [closed]

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I read that they both are based in OpenGL ES 2 and both have Box2D physics.
I'm pretty new into Android game development, but somewhat experienced with game development (C++ and C#/XNA). I also have experience with Unity and Construct2.
So, I'm trying to find a great game engine to use to develop 2D games.
Do you guys have any recommendations or anything? I'm willing to purchase books and whatnot.
The difference is that LibGDX is a cross-platform framework.
You can basically write code just once and then deploy it with nearly no changes to desktop, Android, iOS, and even the browser via GWT/HTML 5. This is really convenient and will make debugging and developing in total a lot faster.
For more discussions like this see the following questions (make sure to read all answers and comments, since this is mostly an opinion based topic here).
https://stackoverflow.com/questions/7669268/andengine-vs-libgdx?rq=1
Switching from AndEngine to libgdx - what to know?
https://gamedev.stackexchange.com/questions/43332/difference-between-libgdx-and-andengine
I am quite experienced with LibGDX and can definetely say it is a great framework with a really helpful and active community.
This question is not what SO is made for. Just to let you know, i think it will soon be closed.
Anyways: This 2 are 2 different engines. I am using Libgdx and have never used AndEngine. But i have read some discussions, so i list some of the differences:
AndEngine lets you start faster, Libgdx needs some setup and experience (IMHO)
Libgdx supports crossplatforming, meaning you can develop 99% on desktop and when you finished you can add a few codelines and it runs on Android to.
Libgdx is a bit more flexible and powerful, which is positiv and negativ (to flexible is overkill)
Libgdx has most times a better performance as much as i know.
Both have a 2D scenegraph and other possibilities to (low level ways)
Source: AndEngine vs Libgdx, the developer talk both about their engine.
Well AndEngineis a native library for Android platform.But LibGDX is a cross platform gaming library which can support all platforms.If you want to support your game to many platforms than use lidgdx.If you are targeting only for android then AndEngine is good Solutions.Both have to code in Java only.
If you are good at C++, i recommend you to go for Cocos2dX which is also a Cross platform gaming library supporting all platforms.check this link for cocos2dX

Mobile Programming Advice [closed]

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I'm 17 years old. I'm a student at high-school.
I want to learn to program on Android and start making useful apps - I have some ideas I could implement, they're basic, but ingenious. The thing is I don't know where to start.
I know that to be able to program on Android, you have to understand Java. My only interaction with Java was about a year ago, when I had to make a bridge between 2 programs. I did it by imitating other's codes. So basically, I'm a newbie regarding Java.
This is my know-how:
C++ is my main language in which I program: I program around 4 hours a day. I make extensive use of OOP concepts, which is a very significant trait of C++. I've started programming C++ around 4-5 years ago.
I did a couple of projects, which involved micro-controllers.
I don't know if it helps, but I'm very good at building technical things in reality.
The question is: can somebody help me find a good way to learn to program in Android environment? Maybe someone who was in the same situation as mine. I'd prefer using only resources found on internet.
PS: The thing is, there's a contest in March about mobile applications, and I'd like to go there to learn something. First of all, I must have a project finished, so I can go there. Without this, I can't.
Start reading and following
http://developer.android.com/training/index.html?utm_content=bufferf56e9&utm_source=buffer&utm_medium=google&utm_campaign=Buffer
Secondly you can download and study some good books on Android Development after going through some basic apps.
Professional Android 4 Application Development: Edition 3 by Reto Meier is a very good book.
Finally start active participation in Android forums, Webinars and specially don't forget to test your apps on different Android devices.
What is the best reference to starting with Android?
Start in Android Developer website and get to know the basic API. You can also search in Youtube is a good source of hundreds if not thousands of tutorials relate to Android SDK.
What is the best IDE to developing Android and testing the Android
softwares?
You can use either Eclipse, a great IDE for java/android SDK, or the new Android Studio provided by google which I think is promising.
Beside the slow emulator provided by the SDK there is a good alternative and is GenyMotion.
Get Started Today -> SDK & First Video
Wish you the best of luck!
If you are new to Java, you should start with The Java Tutorials
After that, you are ready for the Android Tutorial.
Android also provides an IDE for developing apps, just in case the question will arise.
Good luck!

Best GUI Toolkit/Framework for Java and Python [closed]

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I've been write window programs with C# + WPF for a while now. It is very good, has alot of rich elements as of .NET 4.5 but I dont really buy the idea of porting window based programs to other operating system like OS X using mono and others.
I started working on Java and Python, I haven't written any desktop based program with anyone of them yet as there are war of GUI framework/toolkit out there and everyone is just getting religious about things.
I need some clarification hence the following Questions, mind you these questions might be answered before but like I said, Clarifications:
What is the different between GUI toolkit and GUI framework
For Java programming, I see swing is integrated with Netbeans, from my research, people are speaking of qt's Jambi and GTK for java and python, I have no idea about any of these and I want to know, (1) Which do you use and why? (for Java and python), (2) Visual studio do all the magic for WPF and C#, which IDE can do these magic in java and python.
Lastly, I want you all to know that my asking these question is just to know which rich, powerful GUI and cross platform toolkit/framework (Whichever the right term is) is best for java and python with easy learning curve.
Constructive criticism are welcome BUT, I will be glad if there are answers.
JavaFX seems like a poor imitation of WPF.
Still, I have not seen any examples of how much (if at all) support does JavaFX provide for MVVM, which is what makes WPF the best UI Framework in the history of mankind.
from what I've seen, swing is more similar to winforms than anything else, if you come from WPF that will feel like going back to the stone age.
Side Note: java IDEs don't hold a candle compared to Visual Studio.
I know QT is for Java (and Python of course). It is well documented and is used by a lot of people around the world.

Which build tool to teach? [closed]

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While similiar questions have been asked, this one's focused on which is best/easiest to teach.
I'm giving a weekly tutorial at my university focusing on data structures and algorithms. Fromn time to time I introduce tools which may prove helpful in future projects like JUnit, Mercurial, Eclipse etc.. I plan to show them some kind of build tool but I'm not sure which one to choose. I by myself have very little knowledge about build tools, except a little experience in using make. It's more the concept of a build tool I want to show them, not a special tool per se. Which would be the most easiest/future proof/whatever tool to show them?
I've read a little bit about Gradle, which looks nice, but so far I think Ant could be a good choice (it's a Java course I'm giving).
Ant is more likely to be used in their future employment.
You may consider Maven, if you want to go through the problem of complex (and/or remote) dependency in projects
I will recommend Ant.
Just learn the basics with Ant. You can also show them an Eclipse project you're using and right-click on it and click export. Then write Ant buildfiles and export the Ant file Eclipse are using internally. Quite nice and can work for many as a good starting point.
You can also mention that Ant together with Ivy can handle dependencies quite similar to Maven.
And it's quite easy to write your own Ant tasks in Java.
You could give a brief introductory talk on make just to get the concept across of what a build tool is for and what problem it solves. I'd then focus most of the talk on Ant because it's a lot more common in Java development. Showing two tools will give you the opportunity to compare and contrast them. You could end the talk with a list of other build tools that are in common use, and maybe briefly discuss the strengths of each one.

Java GUI - General [closed]

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Hello all you helpful folks # stackoverflow!
Best resources for Java GUI's?
Looking at the Java Documentation, it is pretty easy to figure out the basics of JButtons, JFrames, etc but grasping the concepts of accessing JComponents from a frame, what creating a different panel does, etc is not very easy to understand.
Is there some tutorial that teaches the basics about Java GUI like swing and real-life examples?
Book suggestions are always welcome.
Hmm... Have you seen the The Swing tutorial?
Once you've finished the Swing Tutorial, you should have a look at Java Swing. It's a fairly comprehensive book.
java2s.com has good coverage of the Swing library, including sample code for common tasks.
For the technical stuff the Swing tutorials and after that the Javadoc API documentation are enough for most people.
Getting a understanding on how to make a user interface that make sense the Java Look and Feel Design Guidelines will be helpful.
Best tip I can give you is to get input from other people on your user interface. When you build and test an interface yourself your perception on what constitutes a logic and easy user experiences gets warped.
I use SWT/JFace instead of Swing (for the native look and feel, primarily.)
SWT/JFace In Action has been the best resource I've found.
Additionally, the SWT Widgets reference provided by the SWT project.

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