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Advances in web and network technologies, and information management : APWeb/WAIM 2007 international workshops: DBMAN 2007, WebETrends 2007, PAIS 2007 and ASWAN 2007, Huang Shan, China, June 16-18, 2007, proceedings / / Kevin Chen-Chuan Chang [and six others] (editors)
Advances in web and network technologies, and information management : APWeb/WAIM 2007 international workshops: DBMAN 2007, WebETrends 2007, PAIS 2007 and ASWAN 2007, Huang Shan, China, June 16-18, 2007, proceedings / / Kevin Chen-Chuan Chang [and six others] (editors)
Edizione [1st ed. 2007.]
Pubbl/distr/stampa Berlin ; ; Heidelberg : , : Springer-Verlag, , [2007]
Descrizione fisica 1 online resource (XXIII, 707 p.)
Disciplina 004.678
Collana Lecture notes in computer science
Soggetto topico World Wide Web - Technological innovations
Computer networks - Management
Database management
Application software - Development
Computer networks - Access control
ISBN 3-540-72909-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Information Access and Dissemination I -- Cost Framework for a Heterogeneous Distributed Semi-structured Environment -- Cost-Based Vertical Fragmentation for XML -- Efficiently Crawling Strategy for Focused Searching Engine -- QoS-Guaranteed Ring Replication Management with Strong Consistency -- A Mobile Database Sharing Protocol to Increase Data Availability in Mobile Environments -- Data Mining -- Mining Recent Frequent Itemsets over Data Streams with a Time-Sensitive Sliding Window -- Mining Web Transaction Patterns in an Electronic Commerce Environment -- Mining Purpose-Based Authorization Strategies in Database System -- RSP-DS: Real Time Sequential Pattern Analysis over Data Streams -- Sensor, P2P, and Grid Networks I -- Investigative Queries in Sensor Networks -- A Taxonomy-Based Approach for Constructing Semantics-Based Super-Peer Networks -- A Comparative Study of Replica Placement Strategies in Data Grids -- A Workload Balancing Based Approach to Discourage Free Riding in Peer-to-Peer Network -- QoS-Based Services Selecting and Optimizing Algorithms on Grid -- Information access and Dissemination 2 -- Bayesian Method Based Trusted Overlay for Information Retrieval over Networks -- Managing a Geographic Database from Mobile Devices Through OGC Web Services -- Real-Time Creation Method of Personalized Mobile Web Contents for Ubiquitous Contents Access -- Stream Data Management -- The Golden Mean Operator Scheduling Strategy in Data Stream Systems -- Continuous Skyline Tracking on Update Data Streams -- A Hybrid Algorithm for Web Document Clustering Based on Frequent Term Sets and k-Means -- Sensor, P2P, and Grid Networks 2 -- OMSI-Tree: Power-Awareness Query Processing over Sensor Networks by Removing Overlapping Regions -- On Studying Front-Peer Attack-Resistant Trust and Reputation Mechanisms Based on Enhanced Spreading Activation Model in P2P Environments -- A Load Balancing Method Using Ring Network in the Grid Database -- Design and Implementation of a System for Environmental Monitoring Sensor Network -- Policy Based Scheduling for Resource Allocation on Grid -- Potpourri -- Characterizing DSS Workloads from the Processor Perspective -- Exploiting Connection Relation to Compress Data Graph -- Indexing the Current Positions of Moving Objects on Road Networks -- Keynote Talk -- DBMSs with Native XML Support: Towards Faster, Richer, and Smarter Data Management -- A Personalized Re-ranking Algorithm Based on Relevance Feedback -- An Investigation and Conceptual Models of Podcast Marketing -- A User Study on the Adoption of Location Based Services -- Email Community Detection Using Artificial Ant Colony Clustering -- EviRank: An Evidence Based Content Trust Model for Web Spam Detection -- A Novel Factoid Ranking Model for Information Retrieval -- Dynamic Composition of Web Service Based on Coordination Model -- An Information Retrieval Method Based on Knowledge Reasoning -- Research on Personalized Recommendation Algorithm in E-Supermarket System -- XML Normal Forms Based on Constraint-Tree-Based Functional Dependencies -- Untyped XQuery Canonization -- Web Search Tailored Ontology Evaluation Framework -- Full Paper -- An Overview of the Business Process Maturity Model (BPMM) -- Process Mining: Extending ?-Algorithm to Mine Duplicate Tasks in Process Logs -- A Distributed Genetic Algorithm for Optimizing the Quality of Grid Workflow -- Safety Analysis and Performance Evaluation of Time WF-nets -- Dual Workflow Nets: Mixed Control/Data-Flow Representation for Workflow Modeling and Verification -- Bridging Organizational Structure and Information System Architecture Through Process -- Relation-Driven Business Process-Oriented Service Discovery -- Workflow Message Queue’s Performance Effect Measurements on an EJB-Based Workflow Management System -- Short Paper -- RFID Application Model and Performance for Postal Logistics -- An Organization and Task Based Access Control Model for Workflow System -- A Method of Web Services Composition Based on Service Alliance -- Toward a Lightweight Process-Aware Middleware -- Automatic Generation of Web Service Workflow Using a Probability Based Process-Semantic Repository -- A Three-Dimensional Customer Classification Model Based on Knowledge Discovery and Empirical Study -- QoS-Driven Global Optimization of Services Selection Supporting Services Flow Re-planning -- SOA-Based Collaborative Modeling Method for Cross-Organizational Business Process Integration -- Model Checking for BPEL4WS with Time -- A Version Management of Business Process Models in BPMS -- Research on Architecture and Key Technology for Service-Oriented Workflow Performance Analysis -- WPE Models and Applications -- The Study on Internet-Based Face Recognition System Using Principal Component Analysis -- Semantic Representation of RTBAC: Relationship-Based Access Control Model -- A Code-Based Multi-match Packet Classification with TCAM -- Security and Services of WPE -- Home Network Device Authentication: Device Authentication Framework and Device Certificate Profile -- P-IDC: Information Security and Consideration in Building Internet Data Centers for Pervasive Environment -- Improvement of an Authenticated Key Agreement Protocol -- A Mechanism for Securing Digital Evidences in Pervasive Environments -- A Secure Chaotic Hash-Based Biometric Remote User Authentication Scheme Using Mobile Devices -- WSN/RFID/Web Services -- Adapting Web Services Security Standards for Mobile and Wireless Environments -- Coexistence Proof Using Chain of Timestamps for Multiple RFID Tags -- A Design of Authentication Protocol for Multi-key RFID Tag -- An Efficient Fragile Watermarking for Web Pages Tamper-Proof -- Classification of Key Management Schemes for Wireless Sensor Networks -- Data Management and Access Control for WPE -- An Efficient Algorithm for Proportionally Fault-Tolerant Data Mining -- SOGA: Fine-Grained Authorization for Self-Organizing Grid -- Permission-Centric Hybrid Access Control.
Record Nr. UNISA-996465565803316
Berlin ; ; Heidelberg : , : Springer-Verlag, , [2007]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Age-appropriate digital channels / / Alireza Darvishy, Hans-Peter Hutter, Alexander Seifert
Age-appropriate digital channels / / Alireza Darvishy, Hans-Peter Hutter, Alexander Seifert
Autore Darvishy Alireza
Pubbl/distr/stampa Wiesbaden, Germany : , : Springer, , [2022]
Descrizione fisica 1 online resource (71 pages)
Disciplina 005.3
Collana SpringerBriefs in applied sciences and technology
Soggetto topico Application software - Development
Internet and older people
ISBN 3-658-38446-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Contents -- 1 Introduction -- 1.1 Use of Websites and Mobile Devices-Age-Specific Characteristics and Difficulties -- 2 Age-Appropriate Website Design -- 2.1 Background -- 2.2 Characteristics of Web Use -- 2.3 Nine Areas for Age-Appropriate Website Design -- 2.3.1 Clarity and Layout -- Principles -- 2.3.2 User Guidance and Navigation -- Principles -- 2.3.3 Text and Language -- Principles -- 2.3.4 Graphics, Animations and Multimedia -- Principles -- 2.3.5 Links -- Principles -- 2.3.6 Search -- Principles -- 2.3.7 Topicality, Consistency and Robustness -- Principles -- 2.3.8 Contact Information and Support -- Principles -- 2.3.9 Registration and Forms -- Principles -- 3 Age-Appropriate Mobile Application -- 3.1 Background -- 3.2 Characteristics of Mobile Applications -- 3.3 Ten Areas for Age-Appropriate Mobile Application Design -- 3.3.1 Forms of Control -- Principles -- 3.3.2 Clarity and Layout -- Principles -- 3.3.3 User Guidance and Navigation -- Principles -- 3.3.4 Text and Language -- Principles -- 3.3.5 Graphics, Animations and Multimedia -- Principles -- 3.3.6 Links -- Principles -- 3.3.7 Searching, Filtering and Sorting -- Principles -- 3.3.8 Consistency and Robustness -- Principles -- 3.3.9 Support -- Principles -- 3.3.10 Registration and Forms -- Principles -- 4 Summary and Implementation.
Record Nr. UNISA-996495564703316
Darvishy Alireza  
Wiesbaden, Germany : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Age-appropriate digital channels / / Alireza Darvishy, Hans-Peter Hutter, Alexander Seifert
Age-appropriate digital channels / / Alireza Darvishy, Hans-Peter Hutter, Alexander Seifert
Autore Darvishy Alireza
Pubbl/distr/stampa Wiesbaden, Germany : , : Springer, , [2022]
Descrizione fisica 1 online resource (71 pages)
Disciplina 005.3
Collana SpringerBriefs in applied sciences and technology
Soggetto topico Application software - Development
Internet and older people
ISBN 3-658-38446-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Contents -- 1 Introduction -- 1.1 Use of Websites and Mobile Devices-Age-Specific Characteristics and Difficulties -- 2 Age-Appropriate Website Design -- 2.1 Background -- 2.2 Characteristics of Web Use -- 2.3 Nine Areas for Age-Appropriate Website Design -- 2.3.1 Clarity and Layout -- Principles -- 2.3.2 User Guidance and Navigation -- Principles -- 2.3.3 Text and Language -- Principles -- 2.3.4 Graphics, Animations and Multimedia -- Principles -- 2.3.5 Links -- Principles -- 2.3.6 Search -- Principles -- 2.3.7 Topicality, Consistency and Robustness -- Principles -- 2.3.8 Contact Information and Support -- Principles -- 2.3.9 Registration and Forms -- Principles -- 3 Age-Appropriate Mobile Application -- 3.1 Background -- 3.2 Characteristics of Mobile Applications -- 3.3 Ten Areas for Age-Appropriate Mobile Application Design -- 3.3.1 Forms of Control -- Principles -- 3.3.2 Clarity and Layout -- Principles -- 3.3.3 User Guidance and Navigation -- Principles -- 3.3.4 Text and Language -- Principles -- 3.3.5 Graphics, Animations and Multimedia -- Principles -- 3.3.6 Links -- Principles -- 3.3.7 Searching, Filtering and Sorting -- Principles -- 3.3.8 Consistency and Robustness -- Principles -- 3.3.9 Support -- Principles -- 3.3.10 Registration and Forms -- Principles -- 4 Summary and Implementation.
Record Nr. UNINA-9910616394603321
Darvishy Alireza  
Wiesbaden, Germany : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Agile web application development with Yii1.1 and PHP5 [[electronic resource] ] : fast-track your web application development by harnessing the power of the Yii PHP framework / / Jeffrey Winesett
Agile web application development with Yii1.1 and PHP5 [[electronic resource] ] : fast-track your web application development by harnessing the power of the Yii PHP framework / / Jeffrey Winesett
Autore Winesett Jeffrey
Pubbl/distr/stampa Birmingham, : Packt Publishing, 2010
Descrizione fisica 1 online resource (368 p.)
Disciplina 006.76
Soggetto topico Web site development
Application software - Development
PHP (Computer program language)
Soggetto genere / forma Electronic books.
ISBN 1-282-72005-8
9786612720055
1-84719-959-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1: Meet Yii; Yii is easy; Yii is efficient; Yii is extensible; MVC architecture; The model; The view; The controller; Stitching these together: Yii request routing; Blog posting example; Object-relational mapping and Active Record; Active Record; The view and controller; Summary; Chapter 2: Getting Started; Installing Yii; Installing a database; Creating a new application; Hello, World!; Creating the controller; One final step; Reviewing our request routing; Adding dynamic content
Adding the date and time Adding the date and time, a better approach; Moving the data creation to the controller; Have you been paying attention?; Linking pages together; Linking to a new page; Getting a little help from Yii CHtml; Summary; Chapter 3: The TrackStar Application; Introducing TrackStar; Creating user stories; Users; Projects; Issues; Navigation and page flow; Defining a data scheme; Defining our development methodology; Automated software testing; Unit and functional testing; Benefits of testing; Test-driven development; Testing in Yii; Unit tests; Installing PHPUnit
Functional tests Installing Selenium; Running a quick example; Hello TDD!; Summary; Chapter 4: Iteration 1: Creating the Initial TrackStar Application; Iteration planning; Creating the new application; Connecting to the database; Testing the connection; Yii and databases; Adding a db connection as an application component; Summary; Chapter 5: Iteration 2: Project CRUD; Iteration planning; Running our test suite; Creating the project table; Naming conventions; Creating the AR model class; Configuring Gii; Using Gii to create our Project AR class; Testing out our newly generated code
Creating the unit test file Testing create; Testing read; Testing update and delete; Was all that testing really necessary?; Enabling CRUD operations for users; Creating CRUD scaffolding for projects; Creating a new project; Adding a required field to our form; Reading the project; Updating and deleting projects; Managing projects in admin mode; More on testing-fixtures; Configuring the fixture manager; Creating a fixture; Configuring this fixture for use; Specifying a test database; Using fixtures; Summary; Chapter 6: Iteration 3: Adding tasks; Iteration planning; Running the test suite
Designing the schema Defining some relationships; Building the database and the relationships; Creating the Active Record model classes; Creating the issue model class; Creating the User model class; Creating the Issue CRUD operations; Using the Issue CRUD operations; Creating a new Issue; Adding the types drop-down menu; Getting the test in the ""Red""; Moving From ""Red"" To ""Green""; Moving Back To ""Red""; Getting back to ""Green"" once again; Adding the issue type dropdown; Adding the status dropdown: Do it yourself; Fixing the owner and requester fields; Enforcing a project context
Implementing a filter
Record Nr. UNINA-9910459136503321
Winesett Jeffrey  
Birmingham, : Packt Publishing, 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Agile web application development with Yii1.1 and PHP5 [[electronic resource] ] : fast-track your web application development by harnessing the power of the Yii PHP framework / / Jeffrey Winesett
Agile web application development with Yii1.1 and PHP5 [[electronic resource] ] : fast-track your web application development by harnessing the power of the Yii PHP framework / / Jeffrey Winesett
Autore Winesett Jeffrey
Pubbl/distr/stampa Birmingham, : Packt Publishing, 2010
Descrizione fisica 1 online resource (368 p.)
Disciplina 006.76
Soggetto topico Web site development
Application software - Development
PHP (Computer program language)
ISBN 1-282-72005-8
9786612720055
1-84719-959-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1: Meet Yii; Yii is easy; Yii is efficient; Yii is extensible; MVC architecture; The model; The view; The controller; Stitching these together: Yii request routing; Blog posting example; Object-relational mapping and Active Record; Active Record; The view and controller; Summary; Chapter 2: Getting Started; Installing Yii; Installing a database; Creating a new application; Hello, World!; Creating the controller; One final step; Reviewing our request routing; Adding dynamic content
Adding the date and time Adding the date and time, a better approach; Moving the data creation to the controller; Have you been paying attention?; Linking pages together; Linking to a new page; Getting a little help from Yii CHtml; Summary; Chapter 3: The TrackStar Application; Introducing TrackStar; Creating user stories; Users; Projects; Issues; Navigation and page flow; Defining a data scheme; Defining our development methodology; Automated software testing; Unit and functional testing; Benefits of testing; Test-driven development; Testing in Yii; Unit tests; Installing PHPUnit
Functional tests Installing Selenium; Running a quick example; Hello TDD!; Summary; Chapter 4: Iteration 1: Creating the Initial TrackStar Application; Iteration planning; Creating the new application; Connecting to the database; Testing the connection; Yii and databases; Adding a db connection as an application component; Summary; Chapter 5: Iteration 2: Project CRUD; Iteration planning; Running our test suite; Creating the project table; Naming conventions; Creating the AR model class; Configuring Gii; Using Gii to create our Project AR class; Testing out our newly generated code
Creating the unit test file Testing create; Testing read; Testing update and delete; Was all that testing really necessary?; Enabling CRUD operations for users; Creating CRUD scaffolding for projects; Creating a new project; Adding a required field to our form; Reading the project; Updating and deleting projects; Managing projects in admin mode; More on testing-fixtures; Configuring the fixture manager; Creating a fixture; Configuring this fixture for use; Specifying a test database; Using fixtures; Summary; Chapter 6: Iteration 3: Adding tasks; Iteration planning; Running the test suite
Designing the schema Defining some relationships; Building the database and the relationships; Creating the Active Record model classes; Creating the issue model class; Creating the User model class; Creating the Issue CRUD operations; Using the Issue CRUD operations; Creating a new Issue; Adding the types drop-down menu; Getting the test in the ""Red""; Moving From ""Red"" To ""Green""; Moving Back To ""Red""; Getting back to ""Green"" once again; Adding the issue type dropdown; Adding the status dropdown: Do it yourself; Fixing the owner and requester fields; Enforcing a project context
Implementing a filter
Record Nr. UNINA-9910785365703321
Winesett Jeffrey  
Birmingham, : Packt Publishing, 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Agile web application development with Yii1.1 and PHP5 : fast-track your web application development by harnessing the power of the Yii PHP framework / / Jeffrey Winesett
Agile web application development with Yii1.1 and PHP5 : fast-track your web application development by harnessing the power of the Yii PHP framework / / Jeffrey Winesett
Autore Winesett Jeffrey
Edizione [1st ed.]
Pubbl/distr/stampa Birmingham, : Packt Publishing, 2010
Descrizione fisica 1 online resource (368 p.)
Disciplina 006.76
Soggetto topico Web site development
Application software - Development
PHP (Computer program language)
ISBN 1-282-72005-8
9786612720055
1-84719-959-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1: Meet Yii; Yii is easy; Yii is efficient; Yii is extensible; MVC architecture; The model; The view; The controller; Stitching these together: Yii request routing; Blog posting example; Object-relational mapping and Active Record; Active Record; The view and controller; Summary; Chapter 2: Getting Started; Installing Yii; Installing a database; Creating a new application; Hello, World!; Creating the controller; One final step; Reviewing our request routing; Adding dynamic content
Adding the date and time Adding the date and time, a better approach; Moving the data creation to the controller; Have you been paying attention?; Linking pages together; Linking to a new page; Getting a little help from Yii CHtml; Summary; Chapter 3: The TrackStar Application; Introducing TrackStar; Creating user stories; Users; Projects; Issues; Navigation and page flow; Defining a data scheme; Defining our development methodology; Automated software testing; Unit and functional testing; Benefits of testing; Test-driven development; Testing in Yii; Unit tests; Installing PHPUnit
Functional tests Installing Selenium; Running a quick example; Hello TDD!; Summary; Chapter 4: Iteration 1: Creating the Initial TrackStar Application; Iteration planning; Creating the new application; Connecting to the database; Testing the connection; Yii and databases; Adding a db connection as an application component; Summary; Chapter 5: Iteration 2: Project CRUD; Iteration planning; Running our test suite; Creating the project table; Naming conventions; Creating the AR model class; Configuring Gii; Using Gii to create our Project AR class; Testing out our newly generated code
Creating the unit test file Testing create; Testing read; Testing update and delete; Was all that testing really necessary?; Enabling CRUD operations for users; Creating CRUD scaffolding for projects; Creating a new project; Adding a required field to our form; Reading the project; Updating and deleting projects; Managing projects in admin mode; More on testing-fixtures; Configuring the fixture manager; Creating a fixture; Configuring this fixture for use; Specifying a test database; Using fixtures; Summary; Chapter 6: Iteration 3: Adding tasks; Iteration planning; Running the test suite
Designing the schema Defining some relationships; Building the database and the relationships; Creating the Active Record model classes; Creating the issue model class; Creating the User model class; Creating the Issue CRUD operations; Using the Issue CRUD operations; Creating a new Issue; Adding the types drop-down menu; Getting the test in the ""Red""; Moving From ""Red"" To ""Green""; Moving Back To ""Red""; Getting back to ""Green"" once again; Adding the issue type dropdown; Adding the status dropdown: Do it yourself; Fixing the owner and requester fields; Enforcing a project context
Implementing a filter
Record Nr. UNINA-9910814899803321
Winesett Jeffrey  
Birmingham, : Packt Publishing, 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
AndEngine for Android game development cookbook [[electronic resource] ] : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
AndEngine for Android game development cookbook [[electronic resource] ] : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
Autore Schroeder Jayme
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica 1 online resource (380 p.)
Disciplina 005.268
Altri autori (Persone) BroylesBrian
Soggetto topico Application software - Development
Open source software
Mobile games
Soggetto genere / forma Electronic books.
ISBN 1-84951-899-8
1-283-97089-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: AndEngine Game Structure; Introduction; Know the life cycle; Choosing our engine type; Selecting a resolution policy; Creating object factories; Creating the game manager; Introducing sounds and music; Working with different types of textures; Applying texture options; Using AndEngine font resources; Creating the resource manager; Saving and loading game data; Chapter 2: Working with Entities; Introduction; Understanding AndEngine entities; Applying primitives to a layer
Bringing a scene to life with spritesApplying text to a layer; Using relative rotation; Overriding the onManagedUpdate method; Using modifiers and entity modifiers; Working with particle systems; Chapter 3: Designing Your Menu; Introduction; Adding buttons to the menu; Adding music to the menu; Applying a background; Using parallax backgrounds to create perspective; Creating our level selection system; Hiding and retrieving layers; Chapter 4: Working with Cameras; Introduction; Introducing the camera object; Limiting the camera area with the bound camera
Taking a closer look with zoom camerasCreating smooth moves with a smooth camera; Pinch-zoom camera functionality; Stitching a background together; Applying a HUD to the camera; Applying a controller to the display; Coordinate conversion; Creating a split screen game; Chapter 5 : Scene and Layer Management; Introduction; Creating the scene manager; Setting up the resource manager for scene resources; Customizing managed scenes and layers; Setting up an activity to use the scene manager; Chapter 6 : Applications of Physics; Introduction to the Box2D physics extension
Understanding different body typesCreating category-filtered bodies; Creating multiple-fixture bodies; Creating unique bodies by specifying vertices; Using forces, velocities, and torque; Applying anti-gravity to a specific body; Working with joints; Creating a rag doll; Creating a rope; Working with collisions; Using preSolve and postSolve; Creating destructible objects; Raycasting; Chapter 7 : Working with Update Handlers; Getting started with update handlers; Attaching an update handler to an entity; Using update handlers with conditionals; Handling the removal of an entity from the game
Adding game timersSetting entity properties based on the time passed; Chapter 8 : Maximizing Performance; Introduction; Ignoring entity updates; Disabling background window rendering; Limiting simultaneous sound streams; Creating sprite pools; Cutting down render time with sprite groups; Chapter 9 : AndEngine Extensions Overview; Introduction; Creating live wallpaper; Networking with the multiplayer extension; Creating high-resolution graphics with SVG; Color mapping with SVG texture regions; Chapter 10: Getting More From AndEngine; Loading all textures from a folder; Using textured meshes
Applying a sprite-based shadow
Record Nr. UNINA-9910453102803321
Schroeder Jayme  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
AndEngine for Android game development cookbook [[electronic resource] ] : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
AndEngine for Android game development cookbook [[electronic resource] ] : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
Autore Schroeder Jayme
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica 1 online resource (380 p.)
Disciplina 005.268
Altri autori (Persone) BroylesBrian
Soggetto topico Application software - Development
Open source software
Mobile games
ISBN 1-84951-899-8
1-283-97089-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: AndEngine Game Structure; Introduction; Know the life cycle; Choosing our engine type; Selecting a resolution policy; Creating object factories; Creating the game manager; Introducing sounds and music; Working with different types of textures; Applying texture options; Using AndEngine font resources; Creating the resource manager; Saving and loading game data; Chapter 2: Working with Entities; Introduction; Understanding AndEngine entities; Applying primitives to a layer
Bringing a scene to life with spritesApplying text to a layer; Using relative rotation; Overriding the onManagedUpdate method; Using modifiers and entity modifiers; Working with particle systems; Chapter 3: Designing Your Menu; Introduction; Adding buttons to the menu; Adding music to the menu; Applying a background; Using parallax backgrounds to create perspective; Creating our level selection system; Hiding and retrieving layers; Chapter 4: Working with Cameras; Introduction; Introducing the camera object; Limiting the camera area with the bound camera
Taking a closer look with zoom camerasCreating smooth moves with a smooth camera; Pinch-zoom camera functionality; Stitching a background together; Applying a HUD to the camera; Applying a controller to the display; Coordinate conversion; Creating a split screen game; Chapter 5 : Scene and Layer Management; Introduction; Creating the scene manager; Setting up the resource manager for scene resources; Customizing managed scenes and layers; Setting up an activity to use the scene manager; Chapter 6 : Applications of Physics; Introduction to the Box2D physics extension
Understanding different body typesCreating category-filtered bodies; Creating multiple-fixture bodies; Creating unique bodies by specifying vertices; Using forces, velocities, and torque; Applying anti-gravity to a specific body; Working with joints; Creating a rag doll; Creating a rope; Working with collisions; Using preSolve and postSolve; Creating destructible objects; Raycasting; Chapter 7 : Working with Update Handlers; Getting started with update handlers; Attaching an update handler to an entity; Using update handlers with conditionals; Handling the removal of an entity from the game
Adding game timersSetting entity properties based on the time passed; Chapter 8 : Maximizing Performance; Introduction; Ignoring entity updates; Disabling background window rendering; Limiting simultaneous sound streams; Creating sprite pools; Cutting down render time with sprite groups; Chapter 9 : AndEngine Extensions Overview; Introduction; Creating live wallpaper; Networking with the multiplayer extension; Creating high-resolution graphics with SVG; Color mapping with SVG texture regions; Chapter 10: Getting More From AndEngine; Loading all textures from a folder; Using textured meshes
Applying a sprite-based shadow
Record Nr. UNINA-9910779586903321
Schroeder Jayme  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
AndEngine for Android game development cookbook : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
AndEngine for Android game development cookbook : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
Autore Schroeder Jayme
Edizione [1st ed.]
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica 1 online resource (380 p.)
Disciplina 005.268
Altri autori (Persone) BroylesBrian
Soggetto topico Application software - Development
Open source software
Mobile games
ISBN 1-84951-899-8
1-283-97089-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: AndEngine Game Structure; Introduction; Know the life cycle; Choosing our engine type; Selecting a resolution policy; Creating object factories; Creating the game manager; Introducing sounds and music; Working with different types of textures; Applying texture options; Using AndEngine font resources; Creating the resource manager; Saving and loading game data; Chapter 2: Working with Entities; Introduction; Understanding AndEngine entities; Applying primitives to a layer
Bringing a scene to life with spritesApplying text to a layer; Using relative rotation; Overriding the onManagedUpdate method; Using modifiers and entity modifiers; Working with particle systems; Chapter 3: Designing Your Menu; Introduction; Adding buttons to the menu; Adding music to the menu; Applying a background; Using parallax backgrounds to create perspective; Creating our level selection system; Hiding and retrieving layers; Chapter 4: Working with Cameras; Introduction; Introducing the camera object; Limiting the camera area with the bound camera
Taking a closer look with zoom camerasCreating smooth moves with a smooth camera; Pinch-zoom camera functionality; Stitching a background together; Applying a HUD to the camera; Applying a controller to the display; Coordinate conversion; Creating a split screen game; Chapter 5 : Scene and Layer Management; Introduction; Creating the scene manager; Setting up the resource manager for scene resources; Customizing managed scenes and layers; Setting up an activity to use the scene manager; Chapter 6 : Applications of Physics; Introduction to the Box2D physics extension
Understanding different body typesCreating category-filtered bodies; Creating multiple-fixture bodies; Creating unique bodies by specifying vertices; Using forces, velocities, and torque; Applying anti-gravity to a specific body; Working with joints; Creating a rag doll; Creating a rope; Working with collisions; Using preSolve and postSolve; Creating destructible objects; Raycasting; Chapter 7 : Working with Update Handlers; Getting started with update handlers; Attaching an update handler to an entity; Using update handlers with conditionals; Handling the removal of an entity from the game
Adding game timersSetting entity properties based on the time passed; Chapter 8 : Maximizing Performance; Introduction; Ignoring entity updates; Disabling background window rendering; Limiting simultaneous sound streams; Creating sprite pools; Cutting down render time with sprite groups; Chapter 9 : AndEngine Extensions Overview; Introduction; Creating live wallpaper; Networking with the multiplayer extension; Creating high-resolution graphics with SVG; Color mapping with SVG texture regions; Chapter 10: Getting More From AndEngine; Loading all textures from a folder; Using textured meshes
Applying a sprite-based shadow
Record Nr. UNINA-9910825430603321
Schroeder Jayme  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Android : how to program / / Paul Deitel, Harvey Deitel, Abbey Deitel
Android : how to program / / Paul Deitel, Harvey Deitel, Abbey Deitel
Autore Deitel Paul
Edizione [Second, global edition.]
Pubbl/distr/stampa Boston : , : Pearson, , [2015]
Descrizione fisica 1 online resource (736 pages) : illustrations
Disciplina 005.3
Collana How to program
Soggetto topico Application software - Development
ISBN 0-273-79387-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover -- Title -- Copyright -- Contents -- Preface -- Before You Begin -- 1 Introduction to Android -- 1.1 Introduction -- 1.2 Android-The World's Leading Mobile Operating System -- 1.3 Android Features -- 1.4 Android Operating System -- 1.4.1 Android 2.2 (Froyo) -- 1.4.2 Android 2.3 (Gingerbread) -- 1.4.3 Android 3.0 through 3.2 (Honeycomb) -- 1.4.4 Android 4.0 through 4.0.4 (Ice Cream Sandwich) -- 1.4.5 Android 4.1-4.3 (Jelly Bean) -- 1.4.6 Android 4.4 (KitKat) -- 1.5 Downloading Apps from Google Play -- 1.6 Packages -- 1.7 Android Software Development Kit (SDK) -- 1.8 Object-Oriented Programming: A Quick Refresher -- 1.8.1 The Automobile as an Object -- 1.8.2 Methods and Classes -- 1.8.3 Instantiation -- 1.8.4 Reuse -- 1.8.5 Messages and Method Calls -- 1.8.6 Attributes and Instance Variables -- 1.8.7 Encapsulation -- 1.8.8 Inheritance -- 1.8.9 Object-Oriented Analysis and Design (OOAD) -- 1.9 Test-Driving the Doodlz App in an Android Virtual Device (AVD) -- 1.9.1 Running the Doodlz App in the Nexus 4 Smartphone AVD -- 1.9.2 Running the Doodlz App in a Tablet AVD -- 1.9.3 Running the Doodlz App on an Android Device -- 1.10 Building Great Android Apps -- 1.11 Android Development Resources -- 1.12 Wrap-Up -- 2 Welcome App -- 2.1 Introduction -- 2.2 Technologies Overview -- 2.2.1 Android Developer Tools IDE -- 2.2.2 TextViews and ImageViews -- 2.2.3 App Resources -- 2.2.4 Accessibility -- 2.2.5 Internationalization -- 2.3 Creating an App -- 2.3.1 Launching the Android Developer Tools IDE -- 2.3.2 Creating a New Project -- 2.3.3 New Android Application Dialog -- 2.3.4 Configure Project Step -- 2.3.5 Configure Launcher Icon Step -- 2.3.6 Create Activity Step -- 2.3.7 Blank Activity Step -- 2.4 Android Developer Tools Window -- 2.4.1 Package Explorer Window -- 2.4.2 Editor Windows -- 2.4.3 Outline Window -- 2.4.4 App Resource Files.
2.4.5 Graphical Layout Editor -- 2.4.6 The Default GUI -- 2.5 Building the App's GUI with the Graphical Layout Editor -- 2.5.1 Adding Images to the Project -- 2.5.2 Changing the Id Property of the RelativeLayout and the TextView -- 2.5.3 Configuring the TextView -- 2.5.4 Adding ImageViews to Display the Images -- 2.6 Running the Welcome App -- 2.7 Making Your App Accessible -- 2.8 Internationalizing Your App -- 2.9 Wrap-Up -- 3 Tip Calculator App -- 3.1 Introduction -- 3.2 Test-Driving the Tip Calculator App -- 3.3 Technologies Overview -- 3.3.1 Class Activity -- 3.3.2 Activity Lifecycle Methods -- 3.3.3 Arranging Views with LinearLayout and GridLayout -- 3.3.4 Creating and Customizing the GUI with the Graphical Layout Editor and the Outline and Properties Windows -- 3.3.5 Formatting Numbers as Locale-Specific Currency and Percentage Strings -- 3.3.6 Implementing Interface TextWatcher for Handling EditText Text Changes -- 3.3.7 Implementing Interface OnSeekBarChangeListener for Handling SeekBar Thumb Position Changes -- 3.3.8 AndroidManifest.xml -- 3.4 Building the App's GUI -- 3.4.1 GridLayout Introduction -- 3.4.2 Creating the TipCalculator Project -- 3.4.3 Changing to a GridLayout -- 3.4.4 Adding the TextViews, EditText, SeekBar and LinearLayouts -- 3.4.5 Customizing the Views to Complete the Design -- 3.5 Adding Functionality to the App -- 3.6 AndroidManifest.xml -- 3.7 Wrap-Up -- 4 Twitter® Searches App -- 4.1 Introduction -- 4.2 Test-Driving the App -- 4.2.1 Importing the App and Running It -- 4.2.2 Adding a Favorite Search -- 4.2.3 Viewing Twitter Search Results -- 4.2.4 Editing a Search -- 4.2.5 Sharing a Search -- 4.2.6 Deleting a Search -- 4.2.7 Scrolling Through Saved Searches -- 4.3 Technologies Overview -- 4.3.1 ListView -- 4.3.2 ListActivity -- 4.3.3 Customizing a ListActivity's Layout -- 4.3.4 ImageButton -- 4.3.5 SharedPreferences.
4.3.6 Intents for Launching Other Activities -- 4.3.7 AlertDialog -- 4.3.8 AndroidManifest.xml -- 4.4 Building the App's GUI -- 4.4.1 Creating the Project -- 4.4.2 activity_main.xml Overview -- 4.4.3 Adding the GridLayout and Components -- 4.4.4 Graphical Layout Editor Toolbar -- 4.4.5 ListView Item's Layout: list_item.xml -- 4.5 Building the MainActivity Class -- 4.5.1 package and import Statements -- 4.5.2 Extending ListActivity -- 4.5.3 Fields of Class MainActivity -- 4.5.4 Overriding Activity Method onCreate -- 4.5.5 Anonymous Inner Class That Implements the saveButton's OnClickListener to Save a New or Updated Search -- 4.5.6 addTaggedSearch Method -- 4.5.7 Anonymous Inner Class That Implements the ListView's OnItemClickListener to Display Search Results -- 4.5.8 Anonymous Inner Class That Implements the ListView's OnItemLongClickListener to Share, Edit or Delete a Search -- 4.5.9 shareSearch Method -- 4.5.10 deleteSearch Method -- 4.6 AndroidManifest.xml -- 4.7 Wrap-Up -- 5 Flag Quiz App -- 5.1 Introduction -- 5.2 Test-Driving the Flag Quiz App -- 5.2.1 Importing the App and Running It -- 5.2.2 Configuring the Quiz -- 5.2.3 Taking the Quiz -- 5.3 Technologies Overview -- 5.3.1 Menus -- 5.3.2 Fragments -- 5.3.3 Fragment Lifecycle Methods -- 5.3.4 Managing Fragments -- 5.3.5 Preferences -- 5.3.6 assets Folder -- 5.3.7 Resource Folders -- 5.3.8 Supporting Different Screen Sizes and Resolutions -- 5.3.9 Determining the Screen Size -- 5.3.10 Toasts for Displaying Messages -- 5.3.11 Using a Handler to Execute a Runnable in the Future -- 5.3.12 Applying an Animation to a View -- 5.3.13 Logging Exception Messages -- 5.3.14 Using an Explicit Intent to Launch Another Activity in the Same App -- 5.3.15 Java Data Structures -- 5.4 Building the GUI and Resource Files -- 5.4.1 Creating the Project -- 5.4.2 strings.xml and Formatted String Resources.
5.4.3 arrays.xml -- 5.4.4 colors.xml -- 5.4.5 dimens.xml -- 5.4.6 activity_settings.xml Layout -- 5.4.7 activity_main.xml Layout for Phone and Tablet Portrait Orientation -- 5.4.8 fragment_quiz.xml Layout -- 5.4.9 activity_main.xml Layout for Tablet Landscape Orientation -- 5.4.10 preferences.xml for Specifying the App's Settings -- 5.4.11 Creating the Flag Shake Animation -- 5.5 MainActivity Class -- 5.5.1 package Statement, import Statements and Fields -- 5.5.2 Overridden Activity Method onCreate -- 5.5.3 Overridden Activity Method onStart -- 5.5.4 Overridden Activity Method onCreateOptionsMenu -- 5.5.5 Overridden Activity Method onOptionsItemSelected -- 5.5.6 Anonymous Inner Class That Implements OnSharedPreferenceChangeListener -- 5.6 QuizFragment Class -- 5.6.1 package Statement and import Statements -- 5.6.2 Fields -- 5.6.3 Overridden Fragment Method onCreateView -- 5.6.4 Method updateGuessRows -- 5.6.5 Method updateRegions -- 5.6.6 Method resetQuiz -- 5.6.7 Method loadNextFlag -- 5.6.8 Method getCountryName -- 5.6.9 Anonymous Inner Class That Implements OnClickListener -- 5.6.10 Method disableButtons -- 5.7 SettingsFragment Class -- 5.8 SettingsActivity Class -- 5.9 AndroidManifest.xml -- 5.10 Wrap-Up -- 6 Cannon Game App -- 6.1 Introduction -- 6.2 Test-Driving the Cannon Game App -- 6.3 Technologies Overview -- 6.3.1 Attaching a Custom View to a Layout -- 6.3.2 Using the Resource Folder raw -- 6.3.3 Activity and Fragment Lifecycle Methods -- 6.3.4 Overriding View Method onTouchEvent -- 6.3.5 Adding Sound with SoundPool and AudioManager -- 6.3.6 Frame-by-Frame Animation with Threads, SurfaceView and SurfaceHolder -- 6.3.7 Simple Collision Detection -- 6.3.8 Drawing Graphics Using Paint and Canvas -- 6.4 Building the App's GUI and Resource Files -- 6.4.1 Creating the Project -- 6.4.2 strings.xml -- 6.4.3 fragment_game.xml.
6.4.4 activity_main.xml -- 6.4.5 Adding the Sounds to the App -- 6.5 Class Line Maintains a Line's Endpoints -- 6.6 MainActivity Subclass of Activity -- 6.7 CannonGameFragment Subclass of Fragment -- 6.8 CannonView Subclass of View -- 6.8.1 package and import Statements -- 6.8.2 Instance Variables and Constants -- 6.8.3 Constructor -- 6.8.4 Overriding View Method onSizeChanged -- 6.8.5 Method newGame -- 6.8.6 Method updatePositions -- 6.8.7 Method fireCannonball -- 6.8.8 Method alignCannon -- 6.8.9 Method drawGameElements -- 6.8.10 Method showGameOverDialog -- 6.8.11 Methods stopGame and releaseResources -- 6.8.12 Implementing the SurfaceHolder.Callback Methods -- 6.8.13 Overriding View Method onTouchEvent -- 6.8.14 CannonThread: Using a Thread to Create a Game Loop -- 6.9 Wrap-Up -- 7 Doodlz App -- 7.1 Introduction -- 7.2 Technologies Overview -- 7.2.1 Using SensorManager to Listen for Accelerometer Events -- 7.2.2 Custom DialogFragments -- 7.2.3 Drawing with Canvas and Bitmap -- 7.2.4 Processing Multiple Touch Events and Storing Lines in Paths -- 7.2.5 Android 4.4 Immersive Mode -- 7.2.6 GestureDetector and SimpleOnGestureListener -- 7.2.7 Saving the Drawing to the Device's Gallery -- 7.2.8 Android 4.4 Printing and the Android Support Library's PrintHelper Class -- 7.3 Building the App's GUI and Resource Files -- 7.3.1 Creating the Project -- 7.3.2 strings.xml -- 7.3.3 dimens.xml -- 7.3.4 Menu for the DoodleFragment -- 7.3.5 activity_main.xml Layout for MainActivity -- 7.3.6 fragment_doodle.xml Layout for DoodleFragment -- 7.3.7 fragment_color.xml Layout for ColorDialogFragment -- 7.3.8 fragment_line_width.xml Layout for LineWidthDialogFragment -- 7.3.9 Adding Class EraseImageDialogFragment -- 7.4 MainActivity Class -- 7.5 DoodleFragment Class -- 7.6 DoodleView Class -- 7.7 ColorDialogFragment Class -- 7.8 LineWidthDialogFragment Class.
7.9 EraseImageDialogFragment Class.
Record Nr. UNINA-9910151650603321
Deitel Paul  
Boston : , : Pearson, , [2015]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui

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