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BlackBerry Java application development [[electronic resource] ] : beginner's guide : build and deploy powerful, useful, and professional Java mobile applications for BlackBerry smartphones, the fast and easy way / / Bill Foust
BlackBerry Java application development [[electronic resource] ] : beginner's guide : build and deploy powerful, useful, and professional Java mobile applications for BlackBerry smartphones, the fast and easy way / / Bill Foust
Autore Foust Bill
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, U.K., : Packt Pub., 2010
Descrizione fisica 1 online resource (368 p.)
Disciplina 004.165
Soggetto topico BlackBerry (Smartphone) - Programming
Smartphones - Programming
Application software - Development
Soggetto genere / forma Electronic books.
ISBN 1-282-71254-3
9786612712548
1-84969-021-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; Acknowledgement; About the Reviewers; Table of Contents; Preface; Chapter 1: Introducing BlackBerry Application Development; Expectations of this book; General device capabilities; Two different approaches to application development; Choosing an SDK version; What you can expect; Summary; Chapter 2: Installing the Development Environment; System requirements; Development Environments; Downloading and installing Java; Time for action - downloading the Java Development Kit; Time for action - installing the Java Development Kit (JDK)
Introducing the BlackBerry Developer ZoneDownloading and installing Eclipse; Time for action - downloading Eclipse with the JDE plugin; Time for action - installing the JDE plugin for Eclipse Full; installer; Installing other JDE component package versions; Time for action - installing other JDE component packages over-; the-air; Summary; Chapter 3: Getting Familiar with the Development Environment; Starting the Eclipse IDE; Time for action - launching Eclipse for the first time; Importing the hello world project; Time for action - importing the HelloWorldDemo sample; application
Running the applicationTime for action - running an application in the simulator; Debugging the application; Time for action - starting the debugger; Introducing Eclipse perspectives; Time for action - changing the perspective; Getting some help!; Time for action - displaying the Help; Summary; Chapter 4: Creating your First BlackBerry Project; Choosing the SDK version; Creating a new project; Time for action - creating a new project; Adding a package to the new project; Time for action - creating a new project; Start at the beginning; Application and UiApplication
Time for action - adding the UiApplication classA closer look at the code; Time for action - expanding TipCalcApplication; MainScreen; Time for action - adding a MainScreen; Determining your screen requirements; Time for action - expanding the TIpCalcMainScreen; Time for action - adding more to the MainScreen; Adding a menu to the application; Time for action - adding a menu to the MainScreen; Setting the SDK version; Time for action - selecting the right component package; Testing it out; Time for action - running your new application; Giving TipCalc some polish; Adding an icon to TipCalc
Time for action - adding an iconTime for action - changing the application title; Fixing the Bill Amount field; Time for action - fixing the bill amount field; Disabling the save prompt; Time for action - disabling the ""save""dialog; Summary; Chapter 5: Learning the Basics About the UI; Getting to know other Field classes; SeparatorField; Time for action - creating a SeparatorField; LabelField; Time for action - creating a LabelField; BitmapField; Time for action - creating a BitmapField; ChoiceField; ObjectChoiceField; Time for action - creating an ObjectChoiceField; NumericChoiceField
Time for action - creating a NumericChoiceField
Record Nr. UNINA-9910459659203321
Foust Bill  
Birmingham, U.K., : Packt Pub., 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Blazor Revealed : Building Web Applications in .NET / / by Peter Himschoot
Blazor Revealed : Building Web Applications in .NET / / by Peter Himschoot
Autore Himschoot Peter
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Descrizione fisica 1 online resource (XXIII, 247 p. 101 illus.)
Disciplina 004.165
Soggetto topico Microsoft software
Microsoft .NET Framework
Computer programming
Microsoft and .NET
Web Development
ISBN 1-4842-4343-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. Your First Blazor Project -- 2. Data Binding -- 3. Components and Structure for Blazor Applications -- 4. Services and Dependency Injection -- 5. Data Storage and Microservices -- 6. Communication with Microservices -- 7. Single Page Applications and Routing -- 8. JavaScript Interoperability.
Record Nr. UNINA-9910338013003321
Himschoot Peter  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Building Microservices Applications on Microsoft Azure : Designing, Developing, Deploying, and Monitoring / / by Harsh Chawla, Hemant Kathuria
Building Microservices Applications on Microsoft Azure : Designing, Developing, Deploying, and Monitoring / / by Harsh Chawla, Hemant Kathuria
Autore Chawla Harsh
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Descrizione fisica 1 online resource (271 pages) : color illustrations
Disciplina 004.165
Soggetto topico Microsoft software
Microsoft .NET Framework
Application software
Machine learning
Microsoft and .NET
Computer Applications
Machine Learning
ISBN 1-4842-4828-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Ch 1: Evolution of Microservices Architecture -- Ch 2 : Implementing Microservices -- Ch 3: Azure Service Fabric -- Ch 4: Monitoring Azure Service Fabric Clusters -- Ch 5: Azure Kubernetes Service -- Ch 6: Monitoring Azure Kubernetes Service -- Ch 7: Securing Microservices -- Ch 8: Database Design for Microservices -- Ch 9: Building Microservices Applications on Azure Stack.
Record Nr. UNINA-9910338016403321
Chawla Harsh  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Building versatile mobile apps with python and rest : restful web services with django and ios / / Art Yudin
Building versatile mobile apps with python and rest : restful web services with django and ios / / Art Yudin
Autore Yudin Art
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Berkeley, California : , : APress, , [2020]
Descrizione fisica 1 online resource (XVI, 348 p. 182 illus.)
Disciplina 004.165
Soggetto topico Smartphones
Application software
Python (Computer program language)
ISBN 1-4842-6333-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1. Starting with Django -- Chapter 2. Let’s Build Our Back-end Web App -- Chapter 3. Getting Started with React -- Chapter 4 -- Assembling Pieces of Our App. Chapter 5. Introduction to React Native -- Chapter 6. Mobile App -- Chapter 7. Assembling Versatile Mobile Application -- Chapter 8. Production.
Record Nr. UNINA-9910427045303321
Yudin Art  
Berkeley, California : , : APress, , [2020]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Building Xamarin.Forms Mobile Apps Using XAML : Mobile Cross-Platform XAML and Xamarin.Forms Fundamentals / / by Dan Hermes, Nima Mazloumi
Building Xamarin.Forms Mobile Apps Using XAML : Mobile Cross-Platform XAML and Xamarin.Forms Fundamentals / / by Dan Hermes, Nima Mazloumi
Autore Hermes Dan
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Descrizione fisica 1 online resource (XXVIII, 426 p. 117 illus.)
Disciplina 004.165
Soggetto topico Microsoft software
Microsoft .NET Framework
Mobile computing
Programming languages (Electronic computers)
Microsoft and .NET
Mobile Computing
Programming Languages, Compilers, Interpreters
ISBN 1-4842-4030-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1: Building Apps Using Xamarin -- 2: Building Xamarin.Forms Apps Using XAML -- 3: UI Design Using Layouts -- 4: Styles, Themes and CSS -- 5: User Interaction Using Controls -- 6: Making a Scrollable List -- 7: Navigation -- 8: Custom Renderers, Effects, and Native Views -- 9: Data Access with SQLite and Data Binding.
Record Nr. UNINA-9910338009503321
Hermes Dan  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Building your first mobile game using XNA 4.0 [[electronic resource] ] : a fast-paced, hands-on guide to building a 3D game for the Windows Phone 7 platform using XNA 4.0 / / Brecht Kets, Thomas Goussaert
Building your first mobile game using XNA 4.0 [[electronic resource] ] : a fast-paced, hands-on guide to building a 3D game for the Windows Phone 7 platform using XNA 4.0 / / Brecht Kets, Thomas Goussaert
Autore Kets Brecht
Pubbl/distr/stampa Birmingham, : Packt Pub., 2012
Descrizione fisica 1 online resource (159 p.)
Disciplina 004.165
Altri autori (Persone) GoussaertThomas
Collana Professional expertise distilled
Soggetto topico Computer games - Programming
Soggetto genere / forma Electronic books.
ISBN 1-84968-775-7
1-299-19846-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; Acknowledgement; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started; Developing for Windows Phone; Installing the Windows Phone SDK; Registering your Windows Phone; Getting started with your first application; The Game class; Fields; Constructor; Initialize; LoadContent; UnloadContent; Update; Draw; Summary; Chapter 2: 2D Graphics; 2D coordinate system; Adding content; Drawing sprites; Adding fields; Loading textures; Drawing textures; Refactoring our code; Render context; The base class; Properties
ConstructorMethods; Building the GameSprite class; Fields; Properties; Constructor; Methods; Updating MainGame; Fields; Initialize; LoadContent; Update; Draw; Result; Adding movement to the hero; The Hero2D class; Fields; Initialize; LoadContent; Update; Draw; Updating the game class; Result; Adding animation to our hero; Sprite sheets; The GameAnimatedSprite class; Fields; Properties; Constructors; Play, pause, and stop; Update; Updating Hero2D; Fields; Initialize; Update; Result; Summary; Chapter 3: 3D Graphics; 3D coordinate system; Using matrices; Drawing models; Adding fields; Initialize
Loading modelsDrawing models; Result; Mixing 2D and 3D; Refactoring our code; The base class; Properties; Constructor; Methods; The camera; Updating RenderContext; The GameModel; Fields; Constructor; Methods; Updating MainGame; Fields; Initialize; LoadContent, Update, and Draw; Result; Adding movement to the hero; The Hero3D class; Fields; Initialize; LoadContent and Draw; Update; Updating the Game class; Result; Adding animation to our hero; The GameAnimatedModel class; Fields; LoadContent; Update; Controlling animations; Draw; Updating Hero3D; Result; Exercise: adding enemies; Summary
Chapter 4: InputUsing keyboard; Using the accelerometer; Using touch; Gestures; Enabling gestures; Reading gestures; Summary; Chapter 5: Sound; Before we start; Playing sound; SoundEffect; Setting volume, pitch, and pan; SoundEffectInstance; Fields; LoadContent; Playing 3D sound; Fields; LoadContent; Update; Result; Playing a song; Summary; Chapter 6: Building a Basic Framework; Scene graph; Implementation; Fields; Constructor; Methods; Using the code; Scene manager; The GameScene; Properties; Constructor; Methods; The SceneManager; Properties; Constructor; Managing the scenes
Initialize and LoadContentUpdate and Draw; Creating scenes; Updating the main game; Initialize; LoadContent; Update and Draw; Result; Collision; The extension method; Updating GameObject2D; Updating Hero2D; Testing for collisions; Result; Menus; The button; Fields and events; Constructor; LoadContent; Update; The menu scene; Result; Summary; Chapter 7: Building a Game; Game concept; Menu scene; Fields; Constructor; Initialize; LoadContent; Level Scene; Prerequisites; Level Scene; Background; Fields; Initialize; Update; Scene Implementation; Path; Fields; Initialize; Update
Scene Implementation
Record Nr. UNINA-9910452486903321
Kets Brecht  
Birmingham, : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Building your first mobile game using XNA 4.0 [[electronic resource] ] : a fast-paced, hands-on guide to building a 3D game for the Windows Phone 7 platform using XNA 4.0 / / Brecht Kets, Thomas Goussaert
Building your first mobile game using XNA 4.0 [[electronic resource] ] : a fast-paced, hands-on guide to building a 3D game for the Windows Phone 7 platform using XNA 4.0 / / Brecht Kets, Thomas Goussaert
Autore Kets Brecht
Pubbl/distr/stampa Birmingham, : Packt Pub., 2012
Descrizione fisica 1 online resource (159 p.)
Disciplina 004.165
Altri autori (Persone) GoussaertThomas
Collana Professional expertise distilled
Soggetto topico Video games - Programming
ISBN 1-84968-775-7
1-299-19846-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; Acknowledgement; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started; Developing for Windows Phone; Installing the Windows Phone SDK; Registering your Windows Phone; Getting started with your first application; The Game class; Fields; Constructor; Initialize; LoadContent; UnloadContent; Update; Draw; Summary; Chapter 2: 2D Graphics; 2D coordinate system; Adding content; Drawing sprites; Adding fields; Loading textures; Drawing textures; Refactoring our code; Render context; The base class; Properties
ConstructorMethods; Building the GameSprite class; Fields; Properties; Constructor; Methods; Updating MainGame; Fields; Initialize; LoadContent; Update; Draw; Result; Adding movement to the hero; The Hero2D class; Fields; Initialize; LoadContent; Update; Draw; Updating the game class; Result; Adding animation to our hero; Sprite sheets; The GameAnimatedSprite class; Fields; Properties; Constructors; Play, pause, and stop; Update; Updating Hero2D; Fields; Initialize; Update; Result; Summary; Chapter 3: 3D Graphics; 3D coordinate system; Using matrices; Drawing models; Adding fields; Initialize
Loading modelsDrawing models; Result; Mixing 2D and 3D; Refactoring our code; The base class; Properties; Constructor; Methods; The camera; Updating RenderContext; The GameModel; Fields; Constructor; Methods; Updating MainGame; Fields; Initialize; LoadContent, Update, and Draw; Result; Adding movement to the hero; The Hero3D class; Fields; Initialize; LoadContent and Draw; Update; Updating the Game class; Result; Adding animation to our hero; The GameAnimatedModel class; Fields; LoadContent; Update; Controlling animations; Draw; Updating Hero3D; Result; Exercise: adding enemies; Summary
Chapter 4: InputUsing keyboard; Using the accelerometer; Using touch; Gestures; Enabling gestures; Reading gestures; Summary; Chapter 5: Sound; Before we start; Playing sound; SoundEffect; Setting volume, pitch, and pan; SoundEffectInstance; Fields; LoadContent; Playing 3D sound; Fields; LoadContent; Update; Result; Playing a song; Summary; Chapter 6: Building a Basic Framework; Scene graph; Implementation; Fields; Constructor; Methods; Using the code; Scene manager; The GameScene; Properties; Constructor; Methods; The SceneManager; Properties; Constructor; Managing the scenes
Initialize and LoadContentUpdate and Draw; Creating scenes; Updating the main game; Initialize; LoadContent; Update and Draw; Result; Collision; The extension method; Updating GameObject2D; Updating Hero2D; Testing for collisions; Result; Menus; The button; Fields and events; Constructor; LoadContent; Update; The menu scene; Result; Summary; Chapter 7: Building a Game; Game concept; Menu scene; Fields; Constructor; Initialize; LoadContent; Level Scene; Prerequisites; Level Scene; Background; Fields; Initialize; Update; Scene Implementation; Path; Fields; Initialize; Update
Scene Implementation
Record Nr. UNINA-9910779583403321
Kets Brecht  
Birmingham, : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Building your first mobile game using XNA 4.0 : a fast-paced, hands-on guide to building a 3D game for the Windows Phone 7 platform using XNA 4.0 / / Brecht Kets, Thomas Goussaert
Building your first mobile game using XNA 4.0 : a fast-paced, hands-on guide to building a 3D game for the Windows Phone 7 platform using XNA 4.0 / / Brecht Kets, Thomas Goussaert
Autore Kets Brecht
Edizione [1st ed.]
Pubbl/distr/stampa Birmingham, : Packt Pub., 2012
Descrizione fisica 1 online resource (159 p.)
Disciplina 004.165
Altri autori (Persone) GoussaertThomas
Collana Professional expertise distilled
Soggetto topico Video games - Programming
ISBN 1-84968-775-7
1-299-19846-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; Acknowledgement; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started; Developing for Windows Phone; Installing the Windows Phone SDK; Registering your Windows Phone; Getting started with your first application; The Game class; Fields; Constructor; Initialize; LoadContent; UnloadContent; Update; Draw; Summary; Chapter 2: 2D Graphics; 2D coordinate system; Adding content; Drawing sprites; Adding fields; Loading textures; Drawing textures; Refactoring our code; Render context; The base class; Properties
ConstructorMethods; Building the GameSprite class; Fields; Properties; Constructor; Methods; Updating MainGame; Fields; Initialize; LoadContent; Update; Draw; Result; Adding movement to the hero; The Hero2D class; Fields; Initialize; LoadContent; Update; Draw; Updating the game class; Result; Adding animation to our hero; Sprite sheets; The GameAnimatedSprite class; Fields; Properties; Constructors; Play, pause, and stop; Update; Updating Hero2D; Fields; Initialize; Update; Result; Summary; Chapter 3: 3D Graphics; 3D coordinate system; Using matrices; Drawing models; Adding fields; Initialize
Loading modelsDrawing models; Result; Mixing 2D and 3D; Refactoring our code; The base class; Properties; Constructor; Methods; The camera; Updating RenderContext; The GameModel; Fields; Constructor; Methods; Updating MainGame; Fields; Initialize; LoadContent, Update, and Draw; Result; Adding movement to the hero; The Hero3D class; Fields; Initialize; LoadContent and Draw; Update; Updating the Game class; Result; Adding animation to our hero; The GameAnimatedModel class; Fields; LoadContent; Update; Controlling animations; Draw; Updating Hero3D; Result; Exercise: adding enemies; Summary
Chapter 4: InputUsing keyboard; Using the accelerometer; Using touch; Gestures; Enabling gestures; Reading gestures; Summary; Chapter 5: Sound; Before we start; Playing sound; SoundEffect; Setting volume, pitch, and pan; SoundEffectInstance; Fields; LoadContent; Playing 3D sound; Fields; LoadContent; Update; Result; Playing a song; Summary; Chapter 6: Building a Basic Framework; Scene graph; Implementation; Fields; Constructor; Methods; Using the code; Scene manager; The GameScene; Properties; Constructor; Methods; The SceneManager; Properties; Constructor; Managing the scenes
Initialize and LoadContentUpdate and Draw; Creating scenes; Updating the main game; Initialize; LoadContent; Update and Draw; Result; Collision; The extension method; Updating GameObject2D; Updating Hero2D; Testing for collisions; Result; Menus; The button; Fields and events; Constructor; LoadContent; Update; The menu scene; Result; Summary; Chapter 7: Building a Game; Game concept; Menu scene; Fields; Constructor; Initialize; LoadContent; Level Scene; Prerequisites; Level Scene; Background; Fields; Initialize; Update; Scene Implementation; Path; Fields; Initialize; Update
Scene Implementation
Record Nr. UNINA-9910808686003321
Kets Brecht  
Birmingham, : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
The C# programmer's study guide (MCSD) : exam: 70-483 / / by Ali Asad, Hamza Ali
The C# programmer's study guide (MCSD) : exam: 70-483 / / by Ali Asad, Hamza Ali
Autore Asad Ali
Edizione [1st ed. 2017.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Descrizione fisica 1 online resource (XXIX, 475 p. 64 illus., 42 illus. in color.)
Disciplina 004.165
Soggetto topico Microsoft software
Microsoft .NET Framework
Computer programming
Programming languages (Electronic computers)
Microsoft and .NET
Programming Techniques
Programming Languages, Compilers, Interpreters
ISBN 1-4842-2860-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1:Fundamentals of C# -- Chapter 2: Types in C# -- Chapter 3: Getting Started with Object Oriented Programming -- Chapter 4: Advanced C# -- Chapter 5: Implementing Delegates and Events -- Chapter 6: Taking a Deep Dive into LINQ -- Chapter 7: Managing the Object Life Cycle -- Chapter 8: Multi-Threaded, Async, and Parallel Programming -- Chapter 9: Exception Handling and Validating Application Input - Chapter 10: File I/O Operations -- Chapter 11: Serialization ad Deserialization -- Chapter 12: Consuming Data -- Chapter 13: Working with Cryptography -- Chapter 14: Assembly and Reflection -- Chapter 15: Debugging and Diagnostics -- Chapter 16: MCQs.
Record Nr. UNINA-9910254565903321
Asad Ali  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Come usare il Commodore 64 / Jerry Willis e Deborah Willis
Come usare il Commodore 64 / Jerry Willis e Deborah Willis
Autore Willis, Jerry
Pubbl/distr/stampa Padova : F. Muzzio, 1984
Descrizione fisica 132 p. : ill. ; 24 cm
Disciplina 004.165
Altri autori (Persone) Willis, Deborah
Collana Il piacere del computer
Soggetto non controllato Microelaboratori elettronici Commodore 64
ISBN 88-7021-244-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione ita
Record Nr. UNIPARTHENOPE-000017191
Willis, Jerry  
Padova : F. Muzzio, 1984
Materiale a stampa
Lo trovi qui: Univ. Parthenope
Opac: Controlla la disponibilità qui