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<DD><A HREF="ch09/315-318.html#Heading1"><FONT SIZE="4"><B>Chapter 9—Advanced Networking and Multiplayer Gaming Concepts</B></FONT></A>
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<DD><A HREF="ch09/315-318.html#Heading2">Why Create a Chat Room?</A>
<DD><A HREF="ch09/315-318.html#Heading3">Fundamentals of Multiplayer Gaming</A>
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<DD><A HREF="ch09/315-318.html#Heading4">Types of Multiplayer Games: The User’s Perspective</A>
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<DD><A HREF="ch09/315-318.html#Heading5">Cooperative Gaming</A>
<DD><A HREF="ch09/315-318.html#Heading6">Competitive Gaming</A>
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<DD><A HREF="ch09/318-322.html#Heading7">Types of Multiplayer Games: The Programmer’s Perspective</A>
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<DD><A HREF="ch09/318-322.html#Heading8">Local Games</A>
<DD><A HREF="ch09/318-322.html#Heading9">Remote Games</A>
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<DD><A HREF="ch09/318-322.html#Heading10">Choosing the Proper Networking Architecture</A>
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<DD><A HREF="ch09/318-322.html#Heading11">Peer-to-Peer Networking</A>
<DD><A HREF="ch09/318-322.html#Heading12">Networking Rings</A>
<DD><A HREF="ch09/318-322.html#Heading13">Peer-to-Peer Networking in Java</A>
<DD><A HREF="ch09/318-322.html#Heading14">Adapting Client-Server Architecture to Multiplayer Games</A>
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<DD><A HREF="ch09/322-326.html#Heading15">Understanding the Chat Room Server</A>
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<DD><A HREF="ch09/322-326.html#Heading16">Functions of a Chat Room Server</A>
<DD><A HREF="ch09/322-326.html#Heading17">ChatServer Classes</A>
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<DD><A HREF="ch09/322-326.html#Heading18">Implementing the Chat Room Server</A>
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<DD><A HREF="ch09/322-326.html#Heading19">Creating the ChatServer Class</A>
<DD><A HREF="ch09/326-328.html#Heading20">Creating the ChatServerThread Class</A>
<DD><A HREF="ch09/326-328.html#Heading21">Creating the sClientGroup Class</A>
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<DD><A HREF="ch09/326-328.html#Heading22">The Vector Class</A>
<DD><A HREF="ch09/326-328.html#Heading23">The sClientGroup.java Startup File</A>
<DD><A HREF="ch09/328-331.html#Heading24">The sendMessage( ) Methods</A>
<DD><A HREF="ch09/328-331.html#Heading25">The calcList( ) Method</A>
<DD><A HREF="ch09/328-331.html#Heading26">The StringBuffer Class</A>
<DD><A HREF="ch09/331-335.html#Heading27">Automatic Garbage Collection (Reclaiming Unused Memory)</A>
<DD><A HREF="ch09/331-335.html#Heading28">The cleanHouse( ) Method</A>
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<DD><A HREF="ch09/331-335.html#Heading29">Creating the sClientThread Class</A>
<DD><A HREF="ch09/331-335.html#Heading30">Writing the Real sClientThread Code</A>
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<DD><A HREF="ch09/331-335.html#Heading31">The parent Variable</A>
<DD><A HREF="ch09/331-335.html#Heading32">The run( ) Method</A>
<DD><A HREF="ch09/335-338.html#Heading33">The finalize( ) Method</A>
<DD><A HREF="ch09/335-338.html#Heading34">The message( ) Method</A>
<DD><A HREF="ch09/335-338.html#Heading35">The Alias Handling Methods</A>
<DD><A HREF="ch09/335-338.html#Heading36">The Final Server Compile</A>
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<DD><A HREF="ch09/335-338.html#Heading37">Creating the Chat Room Client</A>
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<DD><A HREF="ch09/335-338.html#Heading38">General Design Considerations</A>
<DD><A HREF="ch09/335-338.html#Heading39">User Interface Components</A>
<DD><A HREF="ch09/335-338.html#Heading40">User Interface Design Considerations</A>
<DD><A HREF="ch09/338-340.html#Heading41">Component Commands and Methods</A>
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<DD><A HREF="ch09/338-340.html#Heading42">Common Component Methods</A>
<DD><A HREF="ch09/338-340.html#Heading43">Methods Unique to List</A>
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<DD><A HREF="ch09/338-340.html#Heading44">Planning Your Event-Handling Strategy</A>
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<DD><A HREF="ch09/338-340.html#Heading45">Basic Events and Their Properties</A>
<DD><A HREF="ch09/340-344.html#Heading46">Event Constants</A>
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<DD><A HREF="ch09/340-344.html#Heading47">Implementing the Client Chat Room Applet Code</A>
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<DD><A HREF="ch09/340-344.html#Heading48">The ChatClient.java Startup File</A>
<DD><A HREF="ch09/340-344.html#Heading49">Text Output</A>
<DD><A HREF="ch09/340-344.html#Heading50">GUI Setup</A>
<DD><A HREF="ch09/344-347.html#Heading51">Event Handling</A>
<DD><A HREF="ch09/344-347.html#Heading52">The run( ) Method</A>
<DD><A HREF="ch09/347-349.html#Heading53">Command Parsing</A>
<DD><A HREF="ch09/347-349.html#Heading54">Server Input</A>
<DD><A HREF="ch09/347-349.html#Heading55">The stop( ) Method</A>
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<DD><A HREF="ch09/349-352.html#Heading56">Suggestion Box</A>
<DD><A HREF="ch09/349-352.html#Heading57">Summary</A>
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</B></FONT>
<DD><A HREF="ch10/353-358.html#Heading1"><FONT SIZE="4"><B>Chapter 10—Advanced Techniques</B></FONT></A>
<FONT SIZE="3"><B>
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<DD><A HREF="ch10/353-358.html#Heading2">Using Packages</A>
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<DD><A HREF="ch10/353-358.html#Heading3">Importing Packages and Classes</A>
<DD><A HREF="ch10/353-358.html#Heading4">Creating Packages</A>
<DD><A HREF="ch10/353-358.html#Heading5">Nested Packages and Directory Structure</A>
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<DD><A HREF="ch10/353-358.html#Heading6">Using Threads</A>
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<DD><A HREF="ch10/358-363.html#Heading7">A Quick Review of Threads</A>
<DD><A HREF="ch10/358-363.html#Heading8">Creating Threads</A>
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<DD><A HREF="ch10/358-363.html#Heading9">Creating a Subclass of Thread</A>
<DD><A HREF="ch10/358-363.html#Heading10">Creating a Class That Implements Runnable</A>
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<DD><A HREF="ch10/358-363.html#Heading11">Understanding Thread Scheduling</A>
<DD><A HREF="ch10/363-368.html#Heading12">Creating a Simple Multithreaded Animation</A>
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<DD><A HREF="ch10/363-368.html#Heading13">Structuring Games with Multiple Threads</A>
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<DD><A HREF="ch10/368-373.html#Heading14">Incorporating Multiple Threads into the Alien Landing Game</A>
<DD><A HREF="ch10/368-373.html#Heading15">Using the synchronized Keyword</A>
<DD><A HREF="ch10/368-373.html#Heading16">Considering the Pros and Cons of Using Multiple Threads</A>
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<DD><A HREF="ch10/368-373.html#Heading17">Improving Performance with Image Processing</A>
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<DD><A HREF="ch10/368-373.html#Heading18">Why Be Concerned with Image Processing?</A>
<DD><A HREF="ch10/368-373.html#Heading19">Creating Image Strips</A>
<DD><A HREF="ch10/373-377.html#Heading20">Filtering the Images</A>
<DD><A HREF="ch10/373-377.html#Heading21">Extracting Images from an Image Strip</A>
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<DD><A HREF="ch10/373-377.html#Heading22">Using the java.util Classes</A>
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<DD><A HREF="ch10/377-380.html#Heading23">The Date Class</A>
<DD><A HREF="ch10/377-380.html#Heading24">The Vector Class</A>
<DD><A HREF="ch10/380-383.html#Heading25">The Stack Class</A>
<DD><A HREF="ch10/380-383.html#Heading26">The Hashtable Class</A>
<DD><A HREF="ch10/380-383.html#Heading27">The Random Class</A>
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<DD><A HREF="ch10/380-383.html#Heading28">Writing for Multiple Platforms</A>
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<DD><A HREF="ch10/380-383.html#Heading29">Yield Threads</A>
<DD><A HREF="ch10/383-386.html#Heading30">Aligning Text</A>
<DD><A HREF="ch10/383-386.html#Heading31">Determining System Properties</A>
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<DD><A HREF="ch10/383-386.html#Heading32">Determining Screen Parameters</A>
<DD><A HREF="ch10/383-386.html#Heading33">Obtaining System Properties</A>
<DD><A HREF="ch10/383-386.html#Heading34">Ask the Player</A>
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<DD><A HREF="ch10/383-386.html#Heading35">Allowing Customization</A>
<DD><A HREF="ch10/383-386.html#Heading36">Testing Your Games on Multiple Platforms</A>
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<DD><A HREF="ch10/383-386.html#Heading37">Suggestion Box</A>
<DD><A HREF="ch10/383-386.html#Heading38">Summary</A>
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</B></FONT>
<DD><A HREF="ch11/387-393.html#Heading1"><FONT SIZE="4"><B>Chapter 11—Into the Third Dimension</B></FONT></A>
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<DD><A HREF="ch11/387-393.html#Heading2">Performance Issues with 3D in Java</A>
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<DD><A HREF="ch11/387-393.html#Heading3">Improving Performance Through Simple Rendering</A>
<DD><A HREF="ch11/387-393.html#Heading4">Improving Performance Through Optimizing the Overall Model</A>
<DD><A HREF="ch11/387-393.html#Heading5">Future Optimization of Java Itself</A>
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<DD><A HREF="ch11/387-393.html#Heading6">Polygon-Based Modeling</A>
<DD><A HREF="ch11/387-393.html#Heading7">The Polyhedron</A>
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<DD><A HREF="ch11/393-395.html#Heading8">Vertices</A>
<DD><A HREF="ch11/393-395.html#Heading9">Understanding the Structure of a Polyhedron</A>
<DD><A HREF="ch11/393-395.html#Heading10">Implementing an Array of 3D Points</A>
<DD><A HREF="ch11/393-395.html#Heading11">Polygons</A>
<DD><A HREF="ch11/395-399.html#Heading12">Understanding Polygon Orientation and Visible Surface Determination</A>
<DD><A HREF="ch11/395-399.html#Heading13">Implementing an Indexing Polygon (fIndexingPolygon)</A>
<DD><A HREF="ch11/395-399.html#Heading14">Why Is the Indexing Polygon an Abstract Class?</A>
<DD><A HREF="ch11/399-406.html#Heading15">The Static “Scratch-Pad” Polygon</A>
<DD><A HREF="ch11/399-406.html#Heading16">The Abstract paint() and copyIndexedPoints() Methods</A>
<DD><A HREF="ch11/399-406.html#Heading17">The Static orientation() Method</A>
<DD><A HREF="ch11/399-406.html#Heading18">Implementing a Filled Polygon</A>
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<DD><A HREF="ch11/399-406.html#Heading19">The paint() Method</A>
<DD><A HREF="ch11/406-410.html#Heading20">The fColor Class</A>
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<DD><A HREF="ch11/406-410.html#Heading21">Implementing the Polyhedron Class</A>
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<DD><A HREF="ch11/406-410.html#Heading22">The Abstract paint() Method</A>
<DD><A HREF="ch11/406-410.html#Heading23">Reading and Writing Polyhedrons from/to Streams</A>
<DD><A HREF="ch11/406-410.html#Heading24">A Two-Dimensional Point Array</A>
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<DD><A HREF="ch11/406-410.html#Heading25">The Convex Polyhedron and Polygon Sorting</A>
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<DD><A HREF="ch11/406-410.html#Heading26">What Does Convex Mean?</A>
<DD><A HREF="ch11/410-414.html#Heading27">The Advantages of Using Convex Polyhedrons</A>
<DD><A HREF="ch11/410-414.html#Heading28">Implementing a Convex Polyhedron (fConvexPolyhedron)</A>
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<DD><A HREF="ch11/410-414.html#Heading29">The Classes Used So Far</A>
<DD><A HREF="ch11/410-414.html#Heading30">Constructing a Simple 3D Pipeline</A>
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<DD><A HREF="ch11/410-414.html#Heading31">The Four Coordinate Systems</A>
<DD><A HREF="ch11/410-414.html#Heading32">The Model Coordinate System (MCS)</A>
<DD><A HREF="ch11/414-419.html#Heading33">The World Coordinate System (WCS)</A>
<DD><A HREF="ch11/414-419.html#Heading34">The View Coordinate System (VCS)</A>
<DD><A HREF="ch11/419-423.html#Heading35">Projecting 3D Points on a Plane</A>
<DD><A HREF="ch11/419-423.html#Heading36">The Screen Coordinate System (SCS)</A>
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<DD><A HREF="ch11/419-423.html#Heading37">The Camera</A>
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<DD><A HREF="ch11/424-427.html#Heading38">Implementing a Generic Camera (fGenericCamera)</A>
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<DD><A HREF="ch11/424-427.html#Heading39">The Static Buffers</A>
<DD><A HREF="ch11/424-427.html#Heading40">Calculating Screen Distance with Respect to the View Angle</A>
<DD><A HREF="ch11/424-427.html#Heading41">The Private updateMatrix() Method</A>
<DD><A HREF="ch11/424-427.html#Heading42">The project() Method</A>
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<DD><A HREF="ch11/424-427.html#Heading43">Implementing the 3D Point Class (fPoint3d)</A>
<DD><A HREF="ch11/427-432.html#Heading44">Implementing the 3D Angle Class (fAngle3d)</A>
<DD><A HREF="ch11/427-432.html#Heading45">Implementing the 3D Matrix Class (fMatrix3d)</A>
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<DD><A HREF="ch11/427-432.html#Heading46">The Complete Chain of Transforms</A>
<DD><A HREF="ch11/427-432.html#Heading47">The Polyhedron Instance Class</A>
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<DD><A HREF="ch11/433-434.html#Heading48">Implementing the Polyhedron Instance</A>
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<DD><A HREF="ch11/433-434.html#Heading49">The Array transformedVertices</A>
<DD><A HREF="ch11/433-434.html#Heading50">Understanding the paint() Method</A>
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<DD><A HREF="ch11/433-434.html#Heading51">Putting It All Together</A>
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<DD><A HREF="ch11/435-440.html#Heading52">Implementing the Rotating Cubes Applet</A>
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<DD><A HREF="ch11/435-440.html#Heading53">Initiating the Applet</A>
<DD><A HREF="ch11/435-440.html#Heading54">The run() Method</A>
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<DD><A HREF="ch11/435-440.html#Heading55">Suggestion Box</A>
<DD><A HREF="ch11/435-440.html#Heading56">Summary</A>
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</B></FONT>
<DD><A HREF="ch12/441-447.html#Heading1"><FONT SIZE="4"><B>Chapter 12—Building 3D Applets with App3Dcore</B></FONT></A>
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<DD><A HREF="ch12/441-447.html#Heading2">What Is the App3Dcore?</A>
<DD><A HREF="ch12/441-447.html#Heading3">The Core’s Internal Structure</A>
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<DD><A HREF="ch12/441-447.html#Heading4">Understanding the Virtual World in the Core</A>
<DD><A HREF="ch12/447-450.html#Heading5">Understanding the 3D Engine in the Core</A>
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<DD><A HREF="ch12/447-450.html#Heading6">Building an Application on Top of the Core</A>
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<DD><A HREF="ch12/447-450.html#Heading7">A Small Example: The Bouncing Boxes</A>
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<DD><A HREF="ch12/447-450.html#Heading8">The BouncingBox Constructor</A>
<DD><A HREF="ch12/450-452.html#Heading9">The Overridden Update</A>
<DD><A HREF="ch12/450-452.html#Heading10">The initiateClass() Method</A>
<DD><A HREF="ch12/450-452.html#Heading11">The BouncingBoxWorld Constructor</A>
<DD><A HREF="ch12/452-455.html#Heading12">The initiateClasses() Method</A>
<DD><A HREF="ch12/452-455.html#Heading13">The init() Method</A>
<DD><A HREF="ch12/452-455.html#Heading14">The run() Method</A>
<DD><A HREF="ch12/452-455.html#Heading15">The paint() Method</A>
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<DD><A HREF="ch12/455-458.html#Heading16">Building on the Example: Collisions and Object Interactions</A>
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<DD><A HREF="ch12/455-458.html#Heading17">The Constructor</A>
<DD><A HREF="ch12/455-458.html#Heading18">The update() Method</A>
<DD><A HREF="ch12/455-458.html#Heading19">Collision Handling</A>
<DD><A HREF="ch12/455-458.html#Heading20">The interestedOfCollisionWith() Method</A>
<DD><A HREF="ch12/455-458.html#Heading21">The handleCollisionWith() Method</A>
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<DD><A HREF="ch12/458-461.html#Heading22">Using a Template to Simplify Designing New Objects</A>
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<DD><A HREF="ch12/458-461.html#Heading23">Creating the Game Layer</A>
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<DD><A HREF="ch12/462-465.html#Heading24">How the Game Layer Works</A>
<DD><A HREF="ch12/462-465.html#Heading25">The Game Layer Classes</A>
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