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Beginning Android 3D Game Development / / by Robert Chin
Beginning Android 3D Game Development / / by Robert Chin
Autore Chin Robert
Edizione [1st ed. 2014.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Descrizione fisica 1 online resource (482 p.)
Disciplina 794.8/1526
Soggetto topico Computer games—Programming
Application software
Game Development
Computer Applications
ISBN 1-4302-6548-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- 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.
The 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.
Storage 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.
Modifying 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.
Creating 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 ".
Modifying the MyGLRenderer Class.
Altri titoli varianti Beginning Android three-dimensional game development
Record Nr. UNINA-9910300465803321
Chin Robert  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Android Wearables [[electronic resource] ] : With Android Wear and Google Glass SDKs / / by Andres Calvo
Beginning Android Wearables [[electronic resource] ] : With Android Wear and Google Glass SDKs / / by Andres Calvo
Autore Calvo Andres
Edizione [1st ed. 2015.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015
Descrizione fisica 1 online resource (495 p.)
Disciplina 004
Soggetto topico Mobile computing
Application software
Mobile Computing
Computer Applications
ISBN 1-4842-0517-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents at a Glance; Part I: Introduction; Chapter 1: Introducing Android Wearables; Wearables and Contextual Awareness; Wearables and User Experience; Why Android Wearables?; What Can Android Wear Do?; The Context Stream; The Cue Card; The Android Wear App; What Can Glass Do?; Understanding Glass Lingo; Google Glass vs. Glass; Glassware; Glass Explorers; Cards & Timeline; The Past Section; The Present and Future Section; Voice Commands; The MyGlass App; Notification Sync; The End of the Glass Explorers Program; Should I Develop for Glass or Android Wear?; Design Matters; Reading This Book
SummaryPart II: Notifications; Chapter 2: Reviewing Notifications for Android; The Example App; Standard Notifications; Always Use a Content Intent; PendingIntents; A Single Top Activity; Implementation; Updating Notifications; Implementation; Notification Priority; Notification Alerts; Notifications in Android 5.0; Dark Content on a Light Background; The Interruption Filter; Notification Category; Lock Screen Notifications; Implementing Public, Private, and Secret Notifications; Implementing Private Notifications with a Public Version; Heads-up Notifications; Implementation
Changing a Notification's ColorCompatibility; Rich Notifications; BigTextStyle Notification; Implementation; BigPictureStyle Notification; Implementation; InboxStyle Notification; Implementation; Notification Actions; Implementation; Custom Notifications; Implementation; MediaStyle Notification; Implementing MediaStyleService; Declare and Initialize Member Variables; Manage Music Playback; Create a MediaStyle Notification; Handle the Play and Pause Actions; Implementing MainActivity; Summary; Chapter 3: Customizing Notifications for Wearables; Getting Started; The Example App
Handheld Notifications on WearablesStandard Notifications; BigTextStyle Notifications; BigPictureStyle Notifications; InboxStyle Notifications; Notification Actions; Customizing Notifications for Wearables; Wielding TaskStackBuilder; Implementation; Implement ChatDetailActivity; Implement the Notification; Wearable-Only Actions; Implementation; Implement ActionFeedbackActivity; Implement the Notification; Notification Pages; BigTextStyle Pages on Android Wear and Glass; Implementation; Stacking Notifications; Implementation; Voice Input Notification; Implementation; Update ChatDetailActivity
Implement the NotificationBackground Only Notifications; Implementation; Content Action; Implementation; Summary; Part III: Android Wear; Chapter 4: Running Apps Directly on Android Wear; The Android SDK in Android Wear; Creating a New Project; Starting Wear Apps; App-Provided Voice Actions; System-Provided Voice Actions; The Example App; Example #1: Our First Wearable App; The Wearable UI Library; Our First Wearable UI View: WearableListView; WearableListView and RecyclerView; The ViewHolder Pattern; Example #2: Implementing a List of Strings; Extending WearableListView.Adapter
Implementing SimpleWearableListViewActivity
Record Nr. UNINA-9910300646603321
Calvo Andres  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning App Development with Parse and PhoneGap [[electronic resource] /] / by Stephan Alber, Wilkins Fernandez
Beginning App Development with Parse and PhoneGap [[electronic resource] /] / by Stephan Alber, Wilkins Fernandez
Autore Alber Stephan
Edizione [1st ed. 2015.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015
Descrizione fisica 1 online resource (287 p.)
Disciplina 004
Collana Expert's Voice in App Development
Soggetto topico Computer programming
Application software
Web Development
Computer Applications
ISBN 1-4842-0235-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents at a Glance; Contents; About the Authors; About the Technical Reviewer; Acknowledgments; Preface; Chapter 1: Introduction; What Is PhoneGap?; History ; How PhoneGap Works ; Foreign Function Interface ; Supported Pla tforms ; PhoneGap vs. Web Applications ; Building and Testing PhoneGap Applications; T he Adobe PhoneGap Build Service (Optional) ; Caveats ; Why We Don't Use Adobe PhoneGap Build in This Book ; Collaboration and Testing Tools ; Using Parse; Developing Applications with Parse ; Features ; Why Parse and PhoneGap? ; Make Your Application Social
Previous Knowledge and Requirements JavaScript Object Literals; Namespaces with Object Literals ; Organizing Code for Projects in This Book ; Loading Scripts with LABjs ; Build Process ; Debugging ; Command-Line Interface Tools ; Integrated Development Environment ( IDE) ; What You Will Learn about PhoneGap and Parse; Going Further; Chapter 2: Beginning PhoneGap; Platform Setup and Restrictions ; Installing Node.js and Node Package Manager ; iOS Environment Setup; Command Line Tools for Xcode ; iOS Launcher Packages ; Android Environment Setup; Java Development Kit ( JDK)
Android SDK Installation Windows; Mac; Android SDK Manager ; Choosing an Android Emulator Image ; Managing Virtual Devices ; Adding Android SDK Paths ; Installing Apache Ant ; Installing PhoneGap; Windows ; Mac ; Updating PhoneGap; Using the PhoneGap CLI Tools ; Creating a New PhoneGap Application; PhoneGap "Hello World" Application ; Building Applications ; Running Applications ; Device Selection ; Inside PhoneGap's "Hello World" Application ; Main Application Script (index.js) ; Debugging PhoneGap Applications ; Summary; Chapter 3: Beginning Parse
Parse Features at a Glance Creating and Setting Up a Parse Project; Web Hosting ; Configuring a Parse Application's Subdomain ; Installing the Parse CLI for Application Publishing ; Setting Up Folders ; Creating a New Project ; About Parse Project Files and Folders ; Deploying a Parse Project ; Building a CRUD Application; Updating index.html of the Parse Starter Project; Adding Custom UI Elements ; Adding Script References ; Customizing CSS ; Creating a JavaScript Application File ; Initializing Parse; Extending a Parse.Object ; Saving to Parse; CRUD Preparation
Adding Event Listener Creating a New Record ; Adding Safeguard Before Creating New Record; Updating the User Interface; Instantiating Parse Object; Saving to Parse; Success and Error Callback Functions; Error Handling; Data Browser; Retrieving Existing Records ; Parse.Query Object ; Updating crud.retrieve ; Testing Record Retrieval ; Extending Queries ; Query Methods ; Querying for Data; Sorting Results ; Updating Records ; Reset the Form; Update crud.update; Editing an Item; Testing the Update Function; Removing DOM Node; Finishing Touches; Deleting Records ; Cloud Code
Cloud Functions
Record Nr. UNINA-9910300641603321
Alber Stephan  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Blockchain : A Beginner's Guide to Building Blockchain Solutions / / by Bikramaditya Singhal, Gautam Dhameja, Priyansu Sekhar Panda
Beginning Blockchain : A Beginner's Guide to Building Blockchain Solutions / / by Bikramaditya Singhal, Gautam Dhameja, Priyansu Sekhar Panda
Autore Singhal Bikramaditya
Edizione [1st ed. 2018.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018
Descrizione fisica 1 online resource (396 pages)
Disciplina 005.74
Soggetto topico Database management
Big data
Application software
Database Management
Big Data
Computer Applications
ISBN 1-4842-3444-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Introduction to Blockchain -- Chapter 2: How Blockchain Works -- Chapter 3: How Bitcoin Works -- Chapter 4: How Ethereum Works -- Chapter 5: Blockchain Application Development -- Chapter 6: Building an Ethereum DApp.
Record Nr. UNINA-9910300758003321
Singhal Bikramaditya  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Build and Release Management with TFS 2017 and VSTS [[electronic resource] ] : Leveraging Continuous Delivery for Your Business / / by Chaminda Chandrasekara
Beginning Build and Release Management with TFS 2017 and VSTS [[electronic resource] ] : Leveraging Continuous Delivery for Your Business / / by Chaminda Chandrasekara
Autore Chandrasekara Chaminda
Edizione [1st ed. 2017.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Descrizione fisica 1 online resource (XVII, 559 p. 785 illus., 778 illus. in color.)
Disciplina 006.7882
Soggetto topico Microsoft software
Microsoft .NET Framework
Application software
Computer programming
Microsoft and .NET
Computer Applications
Web Development
ISBN 1-4842-2811-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Understanding the Concepts -- Chapter 2: TFS15/VSTS Build/Release Agents – Configuring & Marketplace Extensions -- Chapter 3: ASP.Net Web Application Deployment to Azure and IIS -- Chapter 4: Deployment to other platforms -- Chapter 5: Azure SQL and TFS/VSTS Build and Release -- Chapter 6: Team Services for Azure Service Fabric Deployments -- Chapter 7: Meta-Tasks, Folders, Tags and Build/Release Definition -- Chapter 8: Building with External Repositories and other platform builds -- Chapter 9: Test Automation with Build and Release -- Chapter 10: Dynamics CRM 2016 /CRMOnline Deployments with TFS/VSTS Release -- Chapter 11: Effective Release Note – with TFS Release -- Chapter 12: Package Management -- Chapter 13: Extending Build and Release Tasks on Your Own.
Record Nr. UNINA-9910254855103321
Chandrasekara Chaminda  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Fedora Desktop [[electronic resource] ] : Fedora 20 Edition / / by Richard Petersen
Beginning Fedora Desktop [[electronic resource] ] : Fedora 20 Edition / / by Richard Petersen
Autore Petersen Richard
Edizione [2nd ed. 2014.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Descrizione fisica 1 online resource (487 p.)
Disciplina 005.432
Collana Expert's voice in Linux
Soggetto topico Open source software
Computer programming
Software engineering
Application software
Open Source
Software Engineering/Programming and Operating Systems
Computer Applications
ISBN 1-4842-0067-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents at a Glance; Introduction; Chapter 1: Fedora 20 Introduction; Fedora Documentation; Fedora 20; Fedora 20 Desktop Features; Fedora ISO Images; Fedora Custom Spins; Multimedia; Fedora Live DVD; Starting the Live DVD; Installing Fedora from a Live DVD; USB Live Disk; liveusb-creator; livecd-iso-to-disk; Live USB Persistence Storage; Persistent Home Directory; Fedora Logo; Linux; Open Source Software; Linux Documentation; Chapter 2: Installation and Upgrade; Obtaining the DVDs; Install Strategies: Making Use of Repositories; Live DVD Advantages; Fedora Install DVD Advantages
Installation IssuesInstalling Dual-Boot Systems; Storage Configuration; Install Sources (Install DVD); Basic Install with Fedora Live Desktop DVD; Quick Install with the Install DVD; Installing Fedora Linux; Starting the Installation Program with the Install DVD; Check Disk Media; Initial Setup; Automatic Partitioning; Manual Partitioning: Partitions, BTRFS, RAID, and Logical Volumes; Recommended Partitions; Creating Partitions; Logical Volumes; RAID and BTRFS; Software Installation Configuration with the Fedora Install DVD/CDs; GRUB on Restart; GNOME Initial Setup and GNOME Help
Upgrading Fedora LinuxCreating Boot Disks; Booting in Rescue Mode; Reinstalling the Bootloader; Chapter 3: Usage Basics: Login, Desktop, and Help; User Accounts; GRUB Start Menu and Boot Problems; The Display Manager: GDM; The System Status Area; Important Laptop Features; Desktops; KDE; Xfce and LXDE; Cinnamon and Mate; GNOME; GNOME File Manager; GNOME Customization with Tweak Tool: Themes, Icons, Fonts, Startup Applications, and Extensions; Logging Out and Shutting Down from GNOME; Network Connections; Network Manager Wired Connections; Network Manager Wireless Connections
System Settings Network (GNOME and Proxies)System Settings; Background; Date & Time; Notifications; Privacy; Details (System Information); Using Removable Devices and Media; Sharing; Power Management; Mouse and Touchpad; Display (Resolution and Rotation); Universal Access; Keyboard and Language; Color Profiles (GNOME Color Manager); Online Accounts; Accessing File Systems, Devices, and Remote Hosts; Video Drivers; Multimedia Support: MP3, DVD Video, and DivX; Terminal Window; Command-Line Interface; Running Windows Software on Linux: Wine; Help Resources; GNOME and KDE Help
Context-Sensitive HelpApplication Documentation; The Man Pages; The Info Pages; Web Resources; Chapter 4: Installing and Updating Software: YUM, GNOME Software, PackageKit, and RPM; Software Repositories; Fedora Software Repositories; RPM Fusion; Adobe and Livna; Third-Party Linux Software Archives; Updating Fedora: GNOME Software and Software Update; Updating Fedora with GNOME Software Update; Updating Fedora with Software Update (PackageKit); Update Preferences; Update with the yum Command; Automatic YUM Update with cron; Presto: Efficient Updating with DeltaRPM Packages
Installing Software Packages
Record Nr. UNINA-9910300461903321
Petersen Richard  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning iOS 7 Development : Exploring the iOS SDK / / by Jack Nutting, David Mark, Jeff LaMarche, Fredrik Olsson
Beginning iOS 7 Development : Exploring the iOS SDK / / by Jack Nutting, David Mark, Jeff LaMarche, Fredrik Olsson
Autore Nutting Jack
Edizione [1st ed. 2014.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Descrizione fisica 1 online resource (705 p.)
Disciplina 004
005.25
005.258
Soggetto topico Apple computer
Application software
Apple and iOS
Computer Applications
ISBN 1-4302-6023-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""Contents at a Glance""; ""Contents""; ""About the Authors""; ""About the Technical Reviewer""; ""Acknowledgments""; ""Introduction""; ""Chapter 1: Welcome to the Jungle""; ""What this Book Is""; ""What You Need""; ""Developer Options""; ""What You Need to Know""; ""What�s Different About Coding for iOS?""; ""Only One Active Application""; ""Only One Window""; ""Limited Access""; ""Limited Response Time""; ""Limited Screen Size""; ""Limited System Resources""; ""No Garbage Collection, but�. . .""; ""Some New Stuff""; ""A Different Approach""; ""What�s in This Book""
""What�s New in this Update?""""Are You Ready?""; ""Chapter 2: Appeasing the Tiki Gods""; ""Setting Up Your Project in Xcode""; ""The Xcode Project Window""; ""The Toolbar""; ""The Navigator""; ""The Jump Bar""; ""The Utility Area""; ""Interface Builder""; ""New Compiler and Debugger""; ""A Closer Look at Our Project""; ""Introducing Xcode�s Interface Builder""; ""File Formats""; ""The Storyboard""; ""The Library""; ""Adding a Label to the View""; ""Changing Attributes""; ""Some iPhone Polish�Finishing Touches""; ""Bring It on Home""; ""Chapter 3: Handling Basic Interaction""
""The Model-View-Controller Paradigm""""Creating Our Project""; ""Looking at the View Controller""; ""Understanding Outlets and Actions""; ""Outlets""; ""Actions""; ""Cleaning Up the View Controller""; ""Designing the User Interface""; ""Adding the Buttons and Action Method""; ""Adding the Label and Outlet""; ""Writing the Action Method""; ""Trying It Out""; ""Adding Some style""; ""Looking at the Application Delegate""; ""Bring It on Home""; ""Chapter 4: More User Interface Fun""; ""A Screen Full of Controls""; ""Active, Static, and Passive Controls""; ""Creating the Application""
""Implementing the Image View and Text Fields""""Adding the Image View""; ""Resizing the Image View""; ""Setting View Attributes""; ""The Mode Attribute""; ""Tag""; ""Interaction Checkboxes""; ""The Alpha Value""; ""Background""; ""Tint""; ""Drawing Checkboxes""; ""Stretching""; ""Adding the Text Fields""; ""Text Field Inspector Settings""; ""Setting the Attributes for the Second Text Field""; ""Creating and Connecting Outlets""; ""Closing the Keyboard""; ""Closing the Keyboard When Done Is Tapped""; ""Touching the Background to Close the Keyboard""; ""Adding the Slider and Label""
""Adding Constraints""""Creating and Connecting the Actions and Outlets""; ""Implementing the Action Method""; ""Implementing the Switches, Button, and Segmented Control""; ""Adding Two Labeled Switches""; ""Connecting and Creating Outlets and Actions""; ""Implementing the Switch Actions""; ""Adding the Button""; ""Spiffing Up the Button""; ""Stretchable Images""; ""Control States""; ""Connecting and Creating the Button Outlets and Actions""; ""Implementing the Segmented Control Action""; ""Implementing the Action Sheet and Alert""; ""Conforming to the Action Sheet Delegate Method""
""Showing the Action Sheet""
Record Nr. UNINA-9910300463603321
Nutting Jack  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning iOS Cloud and Database Development : Build Data-Driven Cloud Apps for iOS / / by Nathan Ooley, Nick Tichawa, Brian Miller
Beginning iOS Cloud and Database Development : Build Data-Driven Cloud Apps for iOS / / by Nathan Ooley, Nick Tichawa, Brian Miller
Autore Ooley Nathan
Edizione [1st ed. 2014.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Descrizione fisica 1 online resource (162 p.)
Disciplina 004
005.258
005.74
Soggetto topico Apple computer
Application software
Database management
Apple and iOS
Computer Applications
Database Management
ISBN 1-4302-4114-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""Contents at a Glance""; ""Contents""; ""About the Authors""; ""Introduction""; ""About the Technical Reviewer""; ""Chapter 1: Cloud Database Development � The Basics ""; ""Explanation of a Remote or Cloud Database""; ""Types of Database Development""; ""Database Platforms and Services""; ""Characters and Fields""; ""Records and Tables""; ""The Database File""; ""The Relational Database""; ""Database Management System""; ""Multiple Sources""; ""The Advantages of a Cloud Database Management System""; ""The Disadvantages of a Cloud Database Management System""; ""Summary""
""Chapter 2: Introduction to the Cloud""""The Movement to the Cloud""; ""Why Develop an App with the Cloud?""; ""What Are iCloud�s Key Offerings?""; ""Designing for iCloud""; ""iOS and Mac OS iCloud""; ""What Are the Expectations of Knowledge for Programming?""; ""Summary""; ""Chapter 3: Applications for the Cloud""; ""Case Study of Storm: A Data-Driven, Cloud-Based Solution""; ""Case Study of iCloud: Storm Manager App""; ""Case Study of Azure: Grocery Store Customer Application""; ""Case Study of MySQL: Storm Point of Sale Application""
""Chapter 4: Basic Setup of iCloud and Key-Value Storage""""App IDs, Provisioning, and Entitlements""; ""App IDs""; ""Provisioning""; ""Entitlements""; ""Setting Up Your App ID and Provisioning Profile""; ""Creating Your Development Provisioning Profile""; ""Setting Up Your Project in Xcode""; ""Configuring Your Project with iCloud Support""; ""Building the Foundation of the App""; ""Organization and Preliminary Setup""; ""Setting Up Your Storyboard""; ""It Is Time for Some Code!""; ""Constants File""; ""Application Delegate and NSUserDefaults""; ""Main View Controller""
""Goodbye FlipsideViewController, Hello SettingsViewController""""Back to the Storyboard""; ""Key-Value Store""; ""NSUbiquitousKeyValueStore""; ""Summary""; ""Chapter 5: iCloud Document Storage with UIDocument""; ""iCloud Document Storage""; ""Ubiquity Container""; ""Document Metadata""; ""Document Data""; ""Peer to Peer""; ""Conflict Resolution""; ""URL Publishing""; ""Ubiquity Identity Token""; ""Types of Documents""; ""Modifying Our Current Project for UIDocument Support""; ""Modifying the Storyboard""; ""Configuring the Collection View Controller""
""Configuring the Detail View Controller""""Adding Our Code Files""; ""CTAppDelegate""; ""EntryCollectionViewCell""; ""FriendsCollectionViewController""; ""FriendDetailViewController""; ""UIDocument""; ""Our Document Model""; ""CTDocument""; ""Implementing CTDocument""; ""Implementing CTDocument with iCloud""; ""Controlling iCloud with Settings""; ""A Few More Constants""; ""Many Different States""; ""Summary""; ""Chapter 6: iCloud with Core Data""; ""What Is Core Data?""; ""Fallback Store""; ""Core Data Logging""; ""Asynchronous Setup""; ""Closest Friends""; ""Adding the CloseFriend Entity""
""Modifying the Storyboard""
Record Nr. UNINA-9910300474703321
Ooley Nathan  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Beginning iOS Media App Development / / by Ahmed Bakir
Beginning iOS Media App Development / / by Ahmed Bakir
Autore Bakir Ahmed
Edizione [1st ed. 2014.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Descrizione fisica 1 online resource (418 p.)
Disciplina 004
Soggetto topico Apple computer
Application software
Apple and iOS
Computer Applications
ISBN 1-4302-5084-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""Contents at a Glance""; ""Contents""; ""About the Author""; ""About the Technical Reviewer""; ""Acknowledgments""; ""Introduction""; ""Chapter 1: Welcome to iOS Media App Development""; ""What Is the Purpose of This Book?""; ""What Makes Media App Development Different?""; ""What Do I Need to Know to Use This Book?""; ""What Do I Need to Get Started?""; ""An Active iOS Developer Program Account Is Required to Use This Book""; ""Building Your First iOS Media App""; ""About the Application""; ""Setting Up the Application""; ""Adding Images to Your App""; ""Handling User-Interface Events""
""Running the Application on a Device""""Debugging Common Problems""; ""Summary""; ""Part 1: Images""; ""Chapter 2: Adding Images to Your App""; ""Using the UIImage Class to Represent Image Data""; ""Loading Bundled Files""; ""Using Asset Catalogs To Manage Images""; ""Loading Images at Runtime""; ""Using the UIImageView Class to Display Images""; ""Initializing an Image View""; ""Setting Image-Scaling Options""; ""Using the UIImagePickerController Class to Select Images""; ""Working with Protocols and Delegates""; ""Using the Image Picker to Access Saved Pictures""
""Configuring and Presenting the Image Picker""""Handling Data from the Image Picker""; ""Using the Image Picker to Take Pictures""; ""Understanding User Interface Limitations of the Image Picker""; ""Presenting the Photo Album on an iPad""; ""Summary""; ""Chapter 3: Doing Useful Things with Your Images""; ""Manipulating Images""; ""Resizing an Image""; ""Cropping an Image""; ""Saving Images""; ""Saving Images to Files""; ""Saving Images to the Photo Library""; ""Loading Images from the Internet""; ""Adding an Activity Indicator""; ""Adding Effects to Your Images""; ""Adding Gradients""
""Making Your Images Move with Your Device""""Adding Blurring to Your Images""; ""Summary""; ""Chapter 4: Advanced Photo Interfaces""; ""Building a Custom Camera Interface""; ""Initializing the Hardware Interface""; ""Accessing the Live Camera Feed""; ""Capturing a Still Image""; ""Accessing Hardware Controls""; ""Switching Cameras""; ""Changing Flash Modes""; ""Changing Autofocus Modes""; ""Changing Exposure Modes""; ""Handling Different Screen Sizes""; ""Building a Custom Image Picker""; ""Instantiating an Asset Library as a Data Source""
""Using the UICollectionView Class to Enumerate Assets""""Enabling Multiple Selection""; ""Creating an Interface for Returning Image Data""; ""Creating Image Data from Asset Representations""; ""Summary""; ""Part 2: Audio""; ""Chapter 5: Playing and Recording Audio Files""; ""Playing Audio Files""; ""Getting Started""; ""Configuring an Audio Session""; ""Selecting an Audio File""; ""Setting Up the Audio Player""; ""Building a Playback Interface""; ""Starting or Pausing Playback""; ""Skipping Forward or Backward""; ""Displaying Playback Progress""; ""Recording Audio Files""
""Getting Started""
Record Nr. UNINA-9910300469903321
Bakir Ahmed  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Beginning iOS Social Games / / by Kyle Richter
Beginning iOS Social Games / / by Kyle Richter
Autore Richter Kyle
Edizione [1st ed. 2013.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2013
Descrizione fisica 1 online resource (XX, 312 p. 127 illus.)
Disciplina 004
Soggetto topico Apple computer
Application software
Apple and iOS
Computer Applications
ISBN 1-4302-4906-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910735389803321
Richter Kyle  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui