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