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 | ||
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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 | ||
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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 | ||
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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 | ||
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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 | ||
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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 | ||
|
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 | ||
|
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 | ||
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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 | ||
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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 | ||
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