LEADER 01005nam0-2200349---450 001 990009915520403321 005 20180502131800.0 010 $a978-0-12-385030-0 035 $a000991552 035 $aFED01000991552 035 $a(Aleph)000991552FED01 035 $a000991552 100 $a20141111d2014----km-y0itay50------ba 101 0 $aeng 102 $aNL 105 $aa-------001yy 200 1 $aSolid state physics$fGiuseppe Grosso, Giuseppe Pastori Parravicini 205 $a2nd ed. 210 $aAmsterdam [etc.]$cElsevier$d2014 215 $axiv, 857 p.$cill.$d24 cm 610 0 $aStato solido 700 1$aGrosso,$bGiuseppe$f<1948- >$0324694 701 1$aPastori Parravicini,$bGiuseppe$0283411 801 0$aIT$bUNINA$gRICA$2UNIMARC 901 $aBK 912 $a990009915520403321 952 $aS.32-044.002$bDIPFIS 226$fFI1 952 $aS.32-044.003$b24857$fFI1 952 $aS.32-044.004$b24858$fFI1 959 $aFI1 996 $aSolid state physics$9831321 997 $aUNINA LEADER 02230nam 2200433 n 450 001 996390422803316 005 20200824120607.0 035 $a(CKB)4940000000099963 035 $a(EEBO)2240859111 035 $a(UnM)99830989e 035 $a(UnM)99830989 035 $a(EXLCZ)994940000000099963 100 $a19950919d1680 uy | 101 0 $aeng 135 $aurbn||||a|bb| 200 14$aThe city and country purchaser and builder$b[electronic resource] $ein two books, composed by S. P. gent. The second edition, much enlarged by William Leybourne. By whom is also added a third book, shewing how to dispose & proportion the several rooms in any building: and to place doors, stairs, windows, chimneys, &c. As also the art of measuring superficies and solids; with tables for that purpose. Together with the way and manner how to measure the works of the several artificers, by the most exact ways yet practised. With cautions to be observed in all 210 $aLondon $cprinted for John Wright, and the assignes of Sam. Speed; to be sold by William Leach, at the Crown in Cornhil, neer the Stocks Market$d1680 215 $a[18], 199, [1] p., [1] plate (folded) $cill., plans, tables 300 $aEpistle dedicatory signed: Stephen Primatt. 300 $aAn edition of: Primatt, Stephen. The city & country purchaser & builder. 300 $aIncludes index. 300 $aCaption titles for books 2 and 3 read: "Advice to the city-builder" (p. 55); "Advice to the country builder", p. 148. 300 $aCopy appears to have stub of excised plate between pp. 158-159. 300 $aReproduction of the original in the Bodleian Library, Oxford. 330 $aeebo-0014 606 $aHouse construction$zEngland$vEarly works to 1800 606 $aArchitecture, Domestic$zEngland$vEarly works to 1800 615 0$aHouse construction 615 0$aArchitecture, Domestic 700 $aS. P$g(Stephen Primatt)$01007372 701 $aLeybourn$b William$f1626-1716.$01001442 801 0$bCu-RivES 801 1$bCu-RivES 801 2$bCStRLIN 801 2$bWaOLN 906 $aBOOK 912 $a996390422803316 996 $aThe city and country purchaser and builder$92320581 997 $aUNISA LEADER 05912nam 22007455 450 001 9910437589303321 005 20200630063749.0 010 $a3-642-36580-9 024 7 $a10.1007/978-3-642-36580-5 035 $a(CKB)2560000000105637 035 $a(EBL)1317311 035 $a(OCoLC)870244235 035 $a(SSID)ssj0000934464 035 $a(PQKBManifestationID)11524591 035 $a(PQKBTitleCode)TC0000934464 035 $a(PQKBWorkID)10930005 035 $a(PQKB)11552232 035 $a(DE-He213)978-3-642-36580-5 035 $a(MiAaPQ)EBC6312321 035 $a(MiAaPQ)EBC1317311 035 $a(Au-PeEL)EBL1317311 035 $a(CaPaEBR)ebr10968995 035 $a(PPN)170491021 035 $a(EXLCZ)992560000000105637 100 $a20130607d2013 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aLearning C# by Programming Games /$fby Arjan Egges, Jeroen D. Fokker, Mark H. Overmars 205 $a1st ed. 2013. 210 1$aBerlin, Heidelberg :$cSpringer Berlin Heidelberg :$cImprint: Springer,$d2013. 215 $a1 online resource (448 p.) 300 $aIncludes index. 311 $a3-642-36579-5 327 $aPart I Getting Started -- Building Your First Game Application -- Programming -- Game Programming Basics -- Creating a Game World -- Part II Creating Colorful Games -- Knowing what the Player is Doing -- Reacting to Player Input -- Basic Game Objects -- Adding Interaction -- A Limited Number of Lives -- Organizing Game Objects -- Finishing the Game -- Part III Structures and Patterns -- Collections of Game Objects -- Fullscreen Games -- Game Objects in a Structure -- Redesigning the Game World -- Gameplay Programming -- Game States -- Finishing the Game -- Part IV Making Your Games Appealing -- Sprite Sheets -- Menus and Settings -- Game State Management -- Loading Levels from Files -- Pairing the Penguins -- Finishing the Game -- Part V Animation and Complexity -- Creating the Main Game Structure -- Animation -- Game Physics -- Intelligent Enemies -- Adding Player Interaction -- Finishing the Game. 330 $aC# is the language of choice for learning how to program. It is a very well structured object-oriented language and avoids some of the problems of Java. An excellent free programming environment is available for C#, as well as a game programming framework. And (if necessary) moving from C# to C++ is easy. Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games ? and without requiring any previous programming experience. Contrary to most programming books, Egges, Fokker and Overmars do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games showing the various aspects of game development. Starting with a simple shooting game, the authors move on to puzzle games consisting of multiple levels, and conclude the book by developing a full-fledged platform game with animation, game physics, and intelligent enemies. They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, showing a heads-up display, dealing with physics, handling interaction between game objects, and creating pleasing visual effects such as snow or glitter. At the same time, they provide a thorough introduction to C# and object-oriented programming, introducing step by step important aspects of programming in general, including many programming constructs and idioms, syntax diagrams, collections, and exception handling. The book is also designed to be used as a basis for a game-oriented programming course. For each part, there are concluding exercises and challenges, which are generally more complex programming endeavors. Lots of supplementary materials for organizing such a course are available on the accompanying web site http://www.csharpprogramminggames.com, including installation instructions, solutions to the exercises, software installation instructions, game sprites and sounds. 606 $aComputer programming 606 $aProgramming languages (Electronic computers) 606 $aMicrocomputers 606 $aMultimedia systems 606 $aProgramming Techniques$3https://scigraph.springernature.com/ontologies/product-market-codes/I14010 606 $aProgramming Languages, Compilers, Interpreters$3https://scigraph.springernature.com/ontologies/product-market-codes/I14037 606 $aPersonal Computing$3https://scigraph.springernature.com/ontologies/product-market-codes/I24083 606 $aMultimedia Information Systems$3https://scigraph.springernature.com/ontologies/product-market-codes/I18059 615 0$aComputer programming. 615 0$aProgramming languages (Electronic computers) 615 0$aMicrocomputers. 615 0$aMultimedia systems. 615 14$aProgramming Techniques. 615 24$aProgramming Languages, Compilers, Interpreters. 615 24$aPersonal Computing. 615 24$aMultimedia Information Systems. 676 $a005.133 700 $aEgges$b Arjan$4aut$4http://id.loc.gov/vocabulary/relators/aut$0892448 702 $aFokker$b Jeroen D$4aut$4http://id.loc.gov/vocabulary/relators/aut 702 $aOvermars$b Mark H$4aut$4http://id.loc.gov/vocabulary/relators/aut 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910437589303321 996 $aLearning C# by Programming Games$92536900 997 $aUNINA