LEADER 01255nam 22003733 450 001 9910511897703321 005 20210901203435.0 010 $a1-78406-696-6 035 $a(CKB)4100000011773674 035 $a(MiAaPQ)EBC6482453 035 $a(Au-PeEL)EBL6482453 035 $a(OCoLC)1239991098 035 $a(EXLCZ)994100000011773674 100 $a20210901d2020 uy 0 101 0 $afre 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aL' affectif et les Valeurs Dans les Choix d'investissement en Equity Crowdfunding 2 210 1$aLondon :$cISTE Editions Ltd.,$d2020. 210 4$dİ2020. 215 $a1 online resource (366 pages) 311 $a1-78405-696-0 327 $aFront cover -- Table des matie?res -- Introduction -- Chapitre 1 -- Chapitre 2 -- Chapitre 3 -- Conclusion -- Bibliographie -- Index -- Sommaire -- Back Cover. 608 $aElectronic books. 700 $aGoglin$b Christian$01066424 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910511897703321 996 $aL' affectif et les Valeurs Dans les Choix d'investissement en Equity Crowdfunding 2$92552261 997 $aUNINA LEADER 05253nam 2200649Ia 450 001 9910957731103321 005 20250409183159.0 010 $a9781118222188 010 $a1118222180 035 $a(CKB)2550000000709522 035 $a(EBL)817977 035 $a(OCoLC)826485217 035 $a(SSID)ssj0000810409 035 $a(PQKBManifestationID)11431992 035 $a(PQKBTitleCode)TC0000810409 035 $a(PQKBWorkID)10832976 035 $a(PQKB)10829989 035 $a(MiAaPQ)EBC817977 035 $a(WaSeSS)IndRDA00018987 035 $a(EXLCZ)992550000000709522 100 $a20121218d2013 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aAndroid game programming for dummies /$fby Derek James 210 1$aHoboken, New Jersey :$cJohn Wiley & Sons,$d2012. 210 4$dc2013 215 $a1 online resource (387 p.) 225 0 $a--For dummies Android game programming for dummies 300 $aIncludes index. 311 08$a9781118235997 311 08$a1118235991 311 08$a9781118027745 311 08$a1118027744 327 $aAndroid Game Programming For Dummies; About the Author; Dedication; Author's Acknowledgments; Contents at a Glance; Table of Contents; Introduction; Why You Need This Book; Conventions Used in This Book; Technical Considerations; How This Book Is Organized; Icons Used in This Book; Where to Go from Here; Part I: Adopting the Android Gaming Mindset; Chapter 1: Getting to Know Android Gaming; Seeing the Potential of the Android Platform; What You Must Know about the Mobile Gaming Industry; How Android Is Suited to Mobile Gaming; Thinking Through Your Game Project; Knowing What Tools You Need 327 $aCapitalizing on Your GameChapter 2: Designing Your Game; Deciding What Kind of Game to Make; Identifying Your Target Audience; Targeting Devices; Chapter 3: Setting Up Your Development Environment; Starting at the Beginning; Downloading and Installing Eclipse; Installing the Software; The Android Virtual Device (AVD) Manager; Creating an Android Project; Running an Android App; Part II: Starting to Program; Chapter 4: Dissecting an Android App; Creating a New Project; Taking the Bird's Eye View of a Project; Editing the Manifest; Organizing Resources; Organizing the Source Directory 327 $aUnderstanding ActivitiesUsing Views; Part III: Making Your First Game: Crazy Eights; Chapter 5: Creating a Simple Title Screen; Creating a Custom View; Loading the Title Graphic; Drawing the Title Graphic; Handling Screen Orientation; Controlling Screen Timeout; Making the Game Full-Screen; Adding buttons; Handling Button States; Launching the Play Screen; Chapter 6: Creating a Basic Play Screen; Displaying Cards; Taking Your Turn; Chapter 7: Finishing Your First Game; Ending Hands and Games; Wrapping Up the Game; Part IV: Moving On to Your Second Game: Whack-a-Mole 327 $aChapter 8: Creating a Complex Title ScreenUsing SurfaceView; Adding an Options Menu; Toggling the Sound Option; Chapter 9: Creating an Animated Play Screen; Handling Images for the Play Screen; Making Simple Animations; Handling User Interaction; Loading and Playing Sounds; Handling End of Game; Chapter 10: Storing and Retrieving Game Information; Using Shared Preferences for Data Storage; Using XML for Data Storage; Using a SQLite Database for Data Storage; Part V: Managing Your Game in theMarket; Chapter 11: Making Money with Your Game; Knowing Your Competition; Monetization Models 327 $aAlternatives to Google PlayChapter 12: Publishing and Updating Your Game; Creating a developer account for Google Play; Generating a Key with Keytool; Exporting a Signed Application; Uploading Your Game to Google Play; Supporting and Updating Your Game After Publication; Part VI: The Part of Tens; Chapter 13: Ten Open-Source Game Projects; Lunar Lander; Replica Island; Alien Blood Bath; OpenSudoku; Lexic; Newton's Cradle; Vector Pinball; asqare; tiltmazes; GL ES Quake; Chapter 14: Ten Game Engines and Tools; libgdx; AndEngine; Unity; OpenFeint; Flurry; Audacity; sfxr; GIMP; Inkscape; AdWhirl 327 $aChapter 15: Ten More Places to Distribute Your Game 330 $aLearn how to create great games for Android phones Android phones are rapidly gaining market share, nudging the iPhone out of the top spot. Games are the most frequently downloaded apps in the Android market, and users are willing to pay for them. Game programming can be challenging, but this step-by-step guide explains the process in easily understood terms. A companion Web site offers all the programming examples for download.Presents tricky game programming topics--animation, battery conservation, touch screen input, and adaptive interface issues--in the straightforward, ea 606 $aVideo games$xProgramming 606 $aAndroids 615 0$aVideo games$xProgramming. 615 0$aAndroids. 676 $a794.81526 676 $a794.815268 700 $aJames$b Derek$01854292 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910957731103321 996 $aAndroid game programming for dummies$94451380 997 $aUNINA