LEADER 02188oam 2200481Mu 450 001 9910795392003321 005 20230823003510.0 010 $a9780429281341 010 $a0-429-28134-X 010 $a1-000-76016-2 035 $a(CKB)4940000000150004 035 $a(MiAaPQ)EBC5989359 035 $a(OCoLC)1130900633 035 $a(OCoLC-P)1130900633 035 $a(FlBoTFG)9780429281341 035 $a(EXLCZ)994940000000150004 100 $a20191214d2020 uy 0 101 0 $aeng 135 $aurnn|---|nn|n 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 14$aThe Sustainable Development Goals$b[electronic resource] $eindustry sector approaches /$fMartin Wynn and Peter Jones 210 $aMilton Park, Abingdon, Oxon ;$cRoutledge$d2020 215 $a1 online resource (155 pages) 300 $aDescription based upon print version of record. 311 1 $a9780367237196 311 1 $a9780367418809 311 1 $a0-367-23719-9 330 $aIn 2015, the United Nations launched the Sustainable Development Goals (SDGs) to define and coordinate global priorities and aspirations up to 2030 in response to the economic, social and environmental challenges faced by the planet. Many governments across the world signed up to these goals. United Nations Secretary-General Ban Ki-Moon noted at the outset that business would be a vital partner in achieving the SDGs. This easy-to-digest book provides a critical evaluation of how a range of multinational companies from across different commercial sectors are currently addressing the SDGs and the challenges they are facing in contributing to them. 606 $aFabricació$xAspectes ambientals$2lemac 606 $aManufacturing processes$xEnvironmental aspects$vCongresses 615 7$aFabricació$xAspectes ambientals. 615 0$aManufacturing processes$xEnvironmental aspects 676 $a670.286 700 $aWynn$b Martin$01556356 701 $aJones$b Peter$0369564 801 0$bOCoLC-P 801 1$bOCoLC-P 906 $aBOOK 912 $a9910795392003321 996 $aThe Sustainable Development Goals$93818977 997 $aUNINA LEADER 04038nam 22007932 450 001 9910780285703321 005 20151005020622.0 010 $a1-107-12445-X 010 $a0-521-12071-3 010 $a0-511-48568-9 010 $a0-511-11984-4 010 $a0-511-30426-9 010 $a0-511-15683-9 010 $a0-511-04439-9 010 $a1-280-15497-7 035 $a(CKB)111082128284860 035 $a(EBL)202137 035 $a(OCoLC)437063403 035 $a(SSID)ssj0000170300 035 $a(PQKBManifestationID)11159474 035 $a(PQKBTitleCode)TC0000170300 035 $a(PQKBWorkID)10224835 035 $a(PQKB)11398258 035 $a(UkCbUP)CR9780511485688 035 $a(MiAaPQ)EBC202137 035 $a(Au-PeEL)EBL202137 035 $a(CaPaEBR)ebr10005044 035 $a(CaONFJC)MIL15497 035 $a(EXLCZ)99111082128284860 100 $a20090226d2002|||| uy| 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aHenry James and the father question /$fAndrew Taylor$b[electronic resource] 210 1$aCambridge :$cCambridge University Press,$d2002. 215 $a1 online resource (x, 234 pages) $cdigital, PDF file(s) 225 1 $aCambridge studies in American literature and culture ;$v129 300 $aTitle from publisher's bibliographic system (viewed on 05 Oct 2015). 311 $a0-521-80722-0 311 $a0-511-01895-9 320 $aIncludes bibliographical references (p. 209-226) and index. 327 $aCover; Half-title; Series-title; Title; Copyright; Dedication; Contents; Acknowledgements; Note on the text and brief titles; Introduction The nature of inheritance; 1 Autobiography and the writing of significance; 2 Reading the man without a handle : Emerson and the construction of a partial portrait; 3 Under certain circumstances : Jamesian reflections on the fall; 4 Doing public justice : New England reform and The Bostonians; 5 Breaking the mould; Conclusion The imminence of a transformation scene; Notes; Index 330 $aThe intellectual relationship between Henry James and his father, who was a philosopher and theologian, proved to be an influential resource for the novelist. Andrew Taylor explores how James's writing responds to James Senior's epistemological, thematic and narrative concerns, and relocates these concerns in a more secularised and cosmopolitan cultural milieu. Taylor examines the nature of both men's engagement with autobiographical strategies, issues of gender reform, and the language of religion. He argues for a reading of Henry James that is informed by an awareness of paternal inheritance. Taylor's study reveals the complex and at times antagonistic dialogue between the elder James and his peers, particularly Emerson and Whitman, in the vanguard of mid nineteenth-century American Romanticism. Through close readings of a wide range of novels and texts, he demonstrates how this dialogue anticipates James's own theories of fiction and selfhood. 410 0$aCambridge studies in American literature and culture ;$v129. 517 3 $aHenry James & the Father Question 606 $aFathers and sons$zUnited States 606 $aFathers and sons in literature 606 $aFather figures in literature 606 $aAutobiography in literature 606 $aPhilosophy in literature 606 $aFathers in literature 606 $aSelf in literature 615 0$aFathers and sons 615 0$aFathers and sons in literature. 615 0$aFather figures in literature. 615 0$aAutobiography in literature. 615 0$aPhilosophy in literature. 615 0$aFathers in literature. 615 0$aSelf in literature. 676 $a813/.4 700 $aTaylor$b Andrew$f1968-$0307947 801 0$bUkCbUP 801 1$bUkCbUP 906 $aBOOK 912 $a9910780285703321 996 $aHenry James and the father question$93816235 997 $aUNINA LEADER 12908nam 22007455 450 001 9910300465803321 005 20200704123209.0 010 $a9781430265481 010 $a1430265485 024 7 $a10.1007/978-1-4302-6548-1 035 $a(CKB)3710000000094541 035 $a(OCoLC)878078041 035 $a(CaPaEBR)ebrary10851033 035 $a(SSID)ssj0001187013 035 $a(PQKBManifestationID)11673871 035 $a(PQKBTitleCode)TC0001187013 035 $a(PQKBWorkID)11242201 035 $a(PQKB)11676962 035 $a(MiAaPQ)EBC1694227 035 $a(DE-He213)978-1-4302-6548-1 035 $a(MiAaPQ)EBC4975921 035 $a(Au-PeEL)EBL4975921 035 $a(CaONFJC)MIL600470 035 $a(iGPub)SPNA0031091 035 $a(CaSebORM)9781430265474 035 $a(PPN)177821442 035 $a(OCoLC)ocn878078041 035 $a(EXLCZ)993710000000094541 100 $a20140318d2014 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt 182 $cc 183 $acr 200 10$aBeginning Android 3D Game Development /$fby Robert Chin 205 $a1st ed. 2014. 210 1$aBerkeley, CA :$cApress :$cImprint: Apress,$d2014. 215 $a1 online resource (482 p.) 300 $aIncludes index. 311 08$a9781430265474 311 08$a1430265477 327 $aIntro -- Beginning Android 3D Game Development -- Contents at a Glance -- Contents -- About the Author -- About the Technical Reviewer -- Acknowledgments -- Introduction -- Chapter 1: Let's Meet the Android -- Overview of Android -- Overview of the Android SDK -- Android Software Development Kit (SDK) Requirements -- Android SDK Components Overview -- Eclipse with Android Development Tools Plug-in -- Android SDK Manager -- Android Virtual Device -- How to Set Up for Development -- Android Development Tools Integrated Development Environment (IDE) Overview -- Package Explorer -- Source Code Area -- Outline -- Dalvik Debug Monitor Server (DDMS) -- LogCat Window -- Launching the SDK Manager and AVD Manager from Eclipse -- Hands-on Example: Non-OpenGL ES Text "Hello World" Program -- Creating a New Android Project -- Running on an Android Emulator -- Running on an Actual Android Device -- The Main Source Code -- The Graphical Layout -- The Actual "Hello World" Data -- Summary -- Chapter 2: Java for Android -- Overview of the Java Language -- Java Comments -- Java Basic Data Types -- Arrays -- Data Modifiers -- Java Operators -- Arithmetic Operators -- Unary Operators -- Conditional Operators -- Bitwise and Bit Shift Operators -- Java Flow Control Statements -- Java Classes -- Packages and Classes -- Accessing Classes in Packages -- Java Interfaces -- Accessing Class Variables and Functions -- Java Functions -- Calling the Parent Function -- The Basic Android Java Program Framework -- Android Activity Life Cycle Overview -- Key Activity Life Cycle Cases -- Seeing the Activity Life Cycle in Action -- The Basic Android Java OpenGL Framework -- Basic Android OpenGL ES Framework for a Single-View OpenGL ES Application -- The Custom GLSurfaceView -- The Custom Renderer -- Basic Android OpenGL ES Framework for a Multiple View OpenGL ES Application. 327 $aThe XML Layout File -- The Activity Class and GLSurfaceView Class -- Hands-on Example: A 3D OpenGL "Hello Droid" Example -- Importing Project Examples into Eclipse -- The MainActivity and MyGLSurfaceView Classes -- The MyGLRenderer Class -- Class Overview -- Experimenting with "Hello Droid" -- Summary -- Chapter 3: 3D Math Review -- Vectors and Vector Operations -- What Is a Vector ? -- Vector Representing Position -- Vector Representing Direction -- Vector Representing Rotation Axis -- Vector Representing Force -- Vectors Representing Local Axes -- Our Vector Class -- The Vector Magnitude -- Vector Normalization -- Vector Addition -- Vector Multiplication -- Vector Negation -- The Right Triangle -- Vector Dot Product -- Vector Cross Product -- Matrices and Matrix Operations -- What Is a Matrix ? -- Built-in Android Matrix Class -- The Identity Matrix -- Matrix Transpose -- Matrix Multiplication -- Matrix Inverse -- Homogeneous Coordinates -- Using Matrices to Move Objects -- Using Matrices to Rotate Objects -- Using Matrices to Scale Objects -- Combining Matrices -- Hands-on Example: Manipulating Objects in 3D Space -- Building a 3D Object's Model Matrix -- Adding a Rotation to an Object -- Moving an Object in 3D Space -- Scaling an Object -- Summary -- Chapter 4: 3D Graphics Using OpenGL ES 2.0 -- Overview of OpenGL ES 2.0 on Android -- General Overview of OpenGL Object Rendering -- Specific Overview of the Rendering Procedure -- Transforming the 3D Object's Vertices -- Building the Model Matrix -- Building the View Matrix -- Building the Projection Matrix -- Setting the Viewport -- Sending the Matrices and Lighting Information to the Vertex and Fragment Shaders -- Rendering the Scene -- Overview of the OpenGL ES 2.0 Shading Language -- Basic Data Types -- Vector Components -- Operators and Expressions -- Program Flow Control Statements. 327 $aStorage Qualifiers -- Reserved Variables -- Built-in Functions -- Overview of Vertex Shaders -- A Complex Vertex Shader -- Overview of Fragment or Pixel Shaders -- Overview of the Shader Class -- The Camera -- The 3D Object Mesh -- Mesh Vertex Data -- The MeshEx Class -- MeshEx Class Overview -- MeshEx Class Constructor -- MeshEx Class Error Debug Function -- MeshEx Class Mesh Draw Function -- Lighting -- Overview of Lighting -- The PointLight Class -- Building the Normal Matrix -- Lighting in the Vertex Shader -- Ambient -- Diffuse -- Specular -- Lighting in the Fragment Shader -- Ambient Lighting -- Diffuse Lighting -- Specular Lighting -- Final Fragment Color -- Materials -- The Material Class -- Materials in the Fragment Shader -- Textures -- Texture Magnification and Minification -- Texture Clamping and Repeating -- The Texture Class -- Textures in the Vertex Shader -- Textures in the Fragment Shader -- Summary -- Chapter 5: Motion and Collision -- Overview of Motion -- Linear Velocity and Linear Acceleration -- Newton's Laws of Motion -- Gravity -- Angular Velocity and Angular Acceleration -- Rotational Forces -- The Physics Class -- Hands-on Example: Linear Motion and Angular Motion Using Forces -- Creating a Four-Sided Textured Cube -- Modifying the Object3d Class -- Modifying the MyGLRenderer Class -- Overview of Collisions -- Collision Detection -- Modifying the MeshEx Class -- Modifying the Object3d Class -- Types of Collisions -- Modifying the Physics Class -- Calculating Collisions -- Modifying the Physics Class -- Hands-on Example: Collisions -- Modifying the MyGLRenderer Class -- Newton's Law of Gravity -- Drone Grid Case Study: Creating a Gravity Grid Using a Vertex Shader -- Modifying the Physics Class -- Modifying the MeshEx Class -- The GravityGridEx Class -- Creating the New Vertex Shader -- Main() Function of Shader. 327 $aModifying the MyGLRenderer Class -- Summary -- Chapter 6: Game Environment -- Overview of Sounds on Android -- The Sound Class -- Modifying the Object3d Class -- Hands-on Example: Sounds -- Modifying the MyGLRenderer Class -- Overview of a Heads-Up Display -- Overview of Our HUD -- Creating the BillBoard Class -- Creating the BillBoardFont Class -- Modifying the Texture Class -- Creating the BillBoardCharacterSet Class -- Creating the HUDItem Class -- Creating the HUD Class -- Modifying the Object3d Class -- Drone Grid Case Study: Creating the HUD -- Modifying the MyGLRenderer Class -- Overview of Persistent Data -- Modifying the Orientation Class -- Modifying the Physics Class -- Modifying the Object3d Class -- Hands-on Example: Saving Persistent Data -- Modifying the MyGLRenderer Class -- Modifying the MyGLSurfaceView Class -- Modifying the MainActivity Class -- Summary -- Chapter 7: Drone Grid Case Study: Creating the Player -- Creating the Player Graphic -- Creating the Mesh Class -- Modifying the Object3d Class -- Modifying Other Classes That Use the Object3d Class -- Creating the Pyramid Class -- Creating the PowerPyramid Class -- Creating the Player's Viewpoint and Input -- Modifying the MyGLRenderer Class -- Modifying the MyGLSurfaceView Class -- Creating Player Weapons and Ammunition -- Creating the Explosions -- Creating the PolyParticleEx Class -- Creating the SphericalPolygonExplosion Class -- Modifying the Object3d Class -- Creating Game Object Statistics -- Creating the Stats Class -- Modifying the Object3d Class -- Hands-on Example: Target Shooting! -- Creating the Player -- Creating the Player's Weapon -- Processing Collisions -- Modifying the onDrawFrame() Function -- Summary -- Chapter 8: Drone Grid Case Study: Creating the Enemies -- Creating Arena Objects -- Overview of Artificial Intelligence -- Creating the Tank Enemy. 327 $aCreating the Tank Graphic -- Creating the Tank State -- Creating Vehicle Commands -- Creating the Tank State to Process Commands -- Creating the Vehicle Steering Class -- Creating the Tank's Patrol/Attack State -- Creating the Tank Finite State Machine -- Creating the Driver for the Tank -- Modifying the Physics Class -- Modifying the Object3d Class -- Creating the Tank Class -- Hands-on Example: Arena Objects and Tanks -- Modifying the MyGLRenderer Class -- Summary -- Chapter 9: Drone Grid Case Study: The User Interface -- Creating the Main Menu System -- The MenuItem Class -- The MainMenu Class -- Creating the High Score Table -- The HighScoreEntry Class -- The HighScoreTable Class -- Creating the High Score Entry System -- Hands-on Example: Demonstrating the User Interface -- Modifying the MyGLRenderer Class -- Summary -- Chapter 10: The Final Drone Grid Game -- Organizing and Controlling Groups of Enemies -- The ArenaObjectSet Class -- The TankFleet Class -- The GamePlayController Class -- Saving and Loading the Game State -- Modifying the MainActivity Class -- Modifying the MyGLRenderer Class -- Adding in the Game Over Game State -- Hands-on Example: The Drone Grid Game -- Modifying the MyGLRenderer Class -- Summary -- Chapter 11: The Android Native Development Kit (NDK) -- NDK Overview -- NDK System Requirements -- Android Platform Compatibility -- Installing the Android NDK -- Ways to Use the Android NDK -- Java Native Interface Overview -- The Java Interface Pointer -- Loading and Linking Native C/C++ Methods -- Naming Native Functions -- Native Function Parameters -- C vs. C++ Native Function Formats -- Native Types -- Reference Types -- JNI Signature Types -- Calling Native Code from Java and Accessing Java Methods from Native Code -- JNI Functions -- Android JNI Makefile -- Hands-on Example: "Hello World from JNI and Native Code ". 327 $aModifying the MyGLRenderer Class. 330 $aBeginning Android 3D Game Development is a unique, examples-driven book for today's Android and game app developers who want to learn how to build 3D game apps that run on the latest Android 5.0 (KitKat) platform using Java and OpenGL ES. Android game app development continues to be one of the hottest areas where indies and existing game app developers seem to be most active.  Android is the second best mobile apps eco and arguably even a hotter game apps eco than iOS.  3D makes your games come alive; so in this book you'll find that we go in depth on creating 3D games for the Android platform with OpenGL ES 2.0 using an original case study game called Drone Grid. Moreover, this book offers an extensive case study with code that will be modular and re-useable helping you create your own games using advanced vertex and fragment shaders.  Drone Grid is a game app case study that is somewhat similar to the best selling Geometry Wars game series utilizing a gravity grid and colorful abstract graphics and particles. After reading and using this book, you'll be able to build your first 3D Android game app for smartphones and tablets.  You may even be able to upload and sell from popular Android app stores like Google Play and Amazon Appstore.  . 517 3 $aBeginning Android three-dimensional game development 606 $aComputer games?Programming 606 $aApplication software 606 $aGame Development$3https://scigraph.springernature.com/ontologies/product-market-codes/I29040 606 $aComputer Applications$3https://scigraph.springernature.com/ontologies/product-market-codes/I23001 615 0$aComputer games?Programming. 615 0$aApplication software. 615 14$aGame Development. 615 24$aComputer Applications. 676 $a794.8/1526 700 $aChin$b Robert$4aut$4http://id.loc.gov/vocabulary/relators/aut$0126248 801 0$bUMI 801 1$bUMI 906 $aBOOK 912 $a9910300465803321 996 $aBeginning Android 3D Game Development$92200081 997 $aUNINA