3D game development with Microsoft Silverlight 3 [[electronic resource] ] : beginner's guide : a practical guide to creating real-time responsive online 3D games in Silverlight 3 using C#, XBAP WPF, XAML, Balder, and Farseer Physics Engine / / Gastón C. Hillar |
Autore | Hillar Gastón C |
Pubbl/distr/stampa | Birmingham, U.K., : Packt Pub., 2009 |
Descrizione fisica | 1 online resource (452 p.) |
Disciplina | 005.1 |
Collana | Learn by doing : less theory, more results |
Soggetto topico |
Computer games - Programming
Three-dimensional display systems |
Soggetto genere / forma | Electronic books. |
ISBN |
1-282-30505-0
9786612305054 1-84719-893-7 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Table of Contents; Preface; Chapter 1: Lights, Camera, and Action!; UFOs in the sky!: Invaders; Time for action - preparing the development environment; Time for action - recognizing digital art assets; Time for action - creating the raster digital content; Digital Content Creation tools; Basic elements of a 2D and/or 3D real-time game; Programming responsibilities; Time for action - installing tools to manipulate; scalable digital content; XAML works fine with Silverlight 3; Time for action - creating the scalable digital content in XAML; Previewing and scaling XAML vector graphics
Time for action - testing the scalable digital contentusing XamlPad; Editing vector illustrations using Expression Design; Preparing a gaming framework; Time for action - creating Silverlight applications; Time for action - building and running Silverlight applications; Programming event handlers in the main page; Time for action - creating XBAP WPF applications; Time for action - building and running the; XBAP WPF applications; Summary; Chapter 2: Working with 2D Characters; Creating an accelerated graphics viewport; Time for action - enabling hardware acceleration Time for action - transforming media using the GPUCaching rendered content; Scaling and rotating a vector-based illustration; Time for action - shaking many illustrations at the same time; Running loops faster; Accelerating transforms and blends; Using 2D vectors; Time for action - detecting GPU-acceleration problems; Understanding GPU acceleration limitations; Creating encapsulated object-oriented characters; Time for action - creating User Control classes to hold images; Time for action - displaying images and sprites; Showing a sprite on the screen; Defining the behavior Understanding dimensionsManaging resolutions; Screen resolutions; Summary; Chapter 3: Combining Sprites with Backgrounds; The first remake assignment; Time for action - creating sprites based on XAML; vector-based graphics; Defining the relative center point; Time for action - creating a specialized sprite; management class; Taking full advantage of object-oriented capabilities; Preparing the classes for inheritance; Wrapping a UserControl to manage it; Time for action - creating a superclass for some characters; Time for action - creating the subclasses for the characters Time for action - creating methods for the game loopCreating objects on the fly; Managing dynamic objects; Time for action - writing the game loop; Animating multiple sprites; Managing a complex game loop; Time for action - detecting collisions between 2D characters; Using colors to paint sprites; Summary; Chapter 4: Working with 3D Characters; The second remake assignment; Time for Action - exporting a 3D model without; considering textures; XAML 3D models; Time for action - from DCC tools to WPF; XBAP WPF applications with 3D content; Time for action - displaying a 3D model in a 2D screen with WPF |
Record Nr. | UNINA-9910455710503321 |
Hillar Gastón C | ||
Birmingham, U.K., : Packt Pub., 2009 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
3D game development with Microsoft Silverlight 3 : beginner's guide : a practical guide to creating real-time responsive online 3D games in Silverlight 3 using C#, XBAP WPF, XAML, Balder, and Farseer Physics Engine / / Gastón C. Hillar |
Autore | Hillar Gastón C |
Pubbl/distr/stampa | Birmingham, United Kingdom : , : Packt Publishing, , 2009 |
Descrizione fisica | 1 online resource (452 pages) |
Disciplina | 005.1 |
Collana | Learn by doing : less theory, more results |
Soggetto topico |
Video games - Programming
Three-dimensional display systems |
ISBN |
1-282-30505-0
9786612305054 1-84719-893-7 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Table of Contents; Preface; Chapter 1: Lights, Camera, and Action!; UFOs in the sky!: Invaders; Time for action - preparing the development environment; Time for action - recognizing digital art assets; Time for action - creating the raster digital content; Digital Content Creation tools; Basic elements of a 2D and/or 3D real-time game; Programming responsibilities; Time for action - installing tools to manipulate; scalable digital content; XAML works fine with Silverlight 3; Time for action - creating the scalable digital content in XAML; Previewing and scaling XAML vector graphics
Time for action - testing the scalable digital contentusing XamlPad; Editing vector illustrations using Expression Design; Preparing a gaming framework; Time for action - creating Silverlight applications; Time for action - building and running Silverlight applications; Programming event handlers in the main page; Time for action - creating XBAP WPF applications; Time for action - building and running the; XBAP WPF applications; Summary; Chapter 2: Working with 2D Characters; Creating an accelerated graphics viewport; Time for action - enabling hardware acceleration Time for action - transforming media using the GPUCaching rendered content; Scaling and rotating a vector-based illustration; Time for action - shaking many illustrations at the same time; Running loops faster; Accelerating transforms and blends; Using 2D vectors; Time for action - detecting GPU-acceleration problems; Understanding GPU acceleration limitations; Creating encapsulated object-oriented characters; Time for action - creating User Control classes to hold images; Time for action - displaying images and sprites; Showing a sprite on the screen; Defining the behavior Understanding dimensionsManaging resolutions; Screen resolutions; Summary; Chapter 3: Combining Sprites with Backgrounds; The first remake assignment; Time for action - creating sprites based on XAML; vector-based graphics; Defining the relative center point; Time for action - creating a specialized sprite; management class; Taking full advantage of object-oriented capabilities; Preparing the classes for inheritance; Wrapping a UserControl to manage it; Time for action - creating a superclass for some characters; Time for action - creating the subclasses for the characters Time for action - creating methods for the game loopCreating objects on the fly; Managing dynamic objects; Time for action - writing the game loop; Animating multiple sprites; Managing a complex game loop; Time for action - detecting collisions between 2D characters; Using colors to paint sprites; Summary; Chapter 4: Working with 3D Characters; The second remake assignment; Time for Action - exporting a 3D model without; considering textures; XAML 3D models; Time for action - from DCC tools to WPF; XBAP WPF applications with 3D content; Time for action - displaying a 3D model in a 2D screen with WPF |
Record Nr. | UNINA-9910780788103321 |
Hillar Gastón C | ||
Birmingham, United Kingdom : , : Packt Publishing, , 2009 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
3D game development with Microsoft Silverlight 3 : beginner's guide : a practical guide to creating real-time responsive online 3D games in Silverlight 3 using C#, XBAP WPF, XAML, Balder, and Farseer Physics Engine / / Gastón C. Hillar |
Autore | Hillar Gastón C |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Birmingham, United Kingdom : , : Packt Publishing, , 2009 |
Descrizione fisica | 1 online resource (452 pages) |
Disciplina | 005.1 |
Collana | Learn by doing : less theory, more results |
Soggetto topico |
Video games - Programming
Three-dimensional display systems |
ISBN |
1-282-30505-0
9786612305054 1-84719-893-7 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Table of Contents; Preface; Chapter 1: Lights, Camera, and Action!; UFOs in the sky!: Invaders; Time for action - preparing the development environment; Time for action - recognizing digital art assets; Time for action - creating the raster digital content; Digital Content Creation tools; Basic elements of a 2D and/or 3D real-time game; Programming responsibilities; Time for action - installing tools to manipulate; scalable digital content; XAML works fine with Silverlight 3; Time for action - creating the scalable digital content in XAML; Previewing and scaling XAML vector graphics
Time for action - testing the scalable digital contentusing XamlPad; Editing vector illustrations using Expression Design; Preparing a gaming framework; Time for action - creating Silverlight applications; Time for action - building and running Silverlight applications; Programming event handlers in the main page; Time for action - creating XBAP WPF applications; Time for action - building and running the; XBAP WPF applications; Summary; Chapter 2: Working with 2D Characters; Creating an accelerated graphics viewport; Time for action - enabling hardware acceleration Time for action - transforming media using the GPUCaching rendered content; Scaling and rotating a vector-based illustration; Time for action - shaking many illustrations at the same time; Running loops faster; Accelerating transforms and blends; Using 2D vectors; Time for action - detecting GPU-acceleration problems; Understanding GPU acceleration limitations; Creating encapsulated object-oriented characters; Time for action - creating User Control classes to hold images; Time for action - displaying images and sprites; Showing a sprite on the screen; Defining the behavior Understanding dimensionsManaging resolutions; Screen resolutions; Summary; Chapter 3: Combining Sprites with Backgrounds; The first remake assignment; Time for action - creating sprites based on XAML; vector-based graphics; Defining the relative center point; Time for action - creating a specialized sprite; management class; Taking full advantage of object-oriented capabilities; Preparing the classes for inheritance; Wrapping a UserControl to manage it; Time for action - creating a superclass for some characters; Time for action - creating the subclasses for the characters Time for action - creating methods for the game loopCreating objects on the fly; Managing dynamic objects; Time for action - writing the game loop; Animating multiple sprites; Managing a complex game loop; Time for action - detecting collisions between 2D characters; Using colors to paint sprites; Summary; Chapter 4: Working with 3D Characters; The second remake assignment; Time for Action - exporting a 3D model without; considering textures; XAML 3D models; Time for action - from DCC tools to WPF; XBAP WPF applications with 3D content; Time for action - displaying a 3D model in a 2D screen with WPF |
Record Nr. | UNINA-9910818903603321 |
Hillar Gastón C | ||
Birmingham, United Kingdom : , : Packt Publishing, , 2009 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Microsoft Silverlight 4 and SharePoint 2010 integration [[electronic resource] ] : techniques, practical tips, hints, and tricks for Silverlight interactions with SharePoint / / Gastón C. Hillar ; reviewers, Marius Constantinescu ... [et al.] |
Autore | Hillar Gastón C |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, U.K., : Packt Pub., 2010 |
Descrizione fisica | 1 online resource (336 p.) |
Disciplina | 006.78 |
Altri autori (Persone) | ConstantinescuMarius |
Soggetto topico |
User interfaces (Computer systems)
Application software - Development |
Soggetto genere / forma | Electronic books. |
ISBN |
1-282-71251-9
9786612712517 1-84968-007-8 |
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: Integrating Silverlight 4 with SharePoint 2010; Understanding the benefits of integrating Silverlight with SharePoint; Creating a SharePoint solution; Preparing the development environment; Setting up the development environment; Discovering the rich controls offered by the Silverlight Toolkit; Browsing themes with sample controls; Preparing the server; Browsing SharePoint Site collections; Creating a Silverlight LOB (Line-of-Business) RIA; Creating rich User eXperiences (UX)
Building a Silverlight 4 RIAAdding a Silverlight Web Part; Adding a Silverlight RIA as a shared document; Adding a Silverlight Web Part to display a Silverlight RIA; Working with many Silverlight Web Parts in a single page; Understanding client and server code; Summary; Chapter 2: Deploying and Debugging Techniques for Silverlight and SharePoint; Deploying a Silverlight RIA included in a SharePoint solution; Creating a list of tasks in SharePoint; Browsing SharePoint lists and fields with Visual Studio; Creating a Silverlight RIA to be linked with a SharePoint module Working with the asynchronous methods and callbacksWorking with the ClientContext object; Linking a SharePoint module to a Silverlight RIA; Understanding the default deployment configuration; Debugging Silverlight and SharePoint; Debugging Silverlight Web Parts; Taking advantage of Visual Studio 2010 multi-monitor support; Understanding 32-bit and 64-bit differences; Understanding scalability; Preparing applications for multiple-browser support; Summary; Chapter 3: Interacting with Data on the SharePoint Server; Managing data in a Silverlight RIA included in a SharePoint solution Working with the SharePoint 2010 Silverlight Client Object Model to insert itemsInserting items in a SharePoint list with the Silverlight Web Part; Working with successful and failed asynchronous queries; Retrieving specific information about fields; Creating complex LOB applications composed of multiple Silverlight RIAs; Interacting with multiple Silverlight Web Parts in the same page; Understanding Line-Of-Business systems as independent Web Parts; Expanding LOB systems with delete operations; Understanding how to delete an item from a list; Expanding LOB systems with update operations Updating an item in a listSummary; Chapter 4: Creating Dynamic Business Solutions; Accessing an external database in a Silverlight RIA included in a SharePoint solution; Creating a new database; Creating a new external content type to access data in a SQL Server database; Browsing a SharePoint list with external content and its fields; Interacting with external data sources using the SharePoint 2010 Silverlight Client Object Model; Specifying the fields to include in a CAML query for an external list; Consuming Business Connectivity Services from a Silverlight Web Part Understanding security issues related to Business Connectivity Services |
Record Nr. | UNINA-9910459401403321 |
Hillar Gastón C | ||
Birmingham, U.K., : Packt Pub., 2010 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Microsoft Silverlight 4 and SharePoint 2010 integration [[electronic resource] ] : techniques, practical tips, hints, and tricks for Silverlight interactions with SharePoint / / Gastón C. Hillar ; reviewers, Marius Constantinescu ... [et al.] |
Autore | Hillar Gastón C |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, U.K., : Packt Pub., 2010 |
Descrizione fisica | 1 online resource (336 p.) |
Disciplina | 006.78 |
Altri autori (Persone) | ConstantinescuMarius |
Soggetto topico |
User interfaces (Computer systems)
Application software - Development |
ISBN |
1-282-71251-9
9786612712517 1-84968-007-8 |
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: Integrating Silverlight 4 with SharePoint 2010; Understanding the benefits of integrating Silverlight with SharePoint; Creating a SharePoint solution; Preparing the development environment; Setting up the development environment; Discovering the rich controls offered by the Silverlight Toolkit; Browsing themes with sample controls; Preparing the server; Browsing SharePoint Site collections; Creating a Silverlight LOB (Line-of-Business) RIA; Creating rich User eXperiences (UX)
Building a Silverlight 4 RIAAdding a Silverlight Web Part; Adding a Silverlight RIA as a shared document; Adding a Silverlight Web Part to display a Silverlight RIA; Working with many Silverlight Web Parts in a single page; Understanding client and server code; Summary; Chapter 2: Deploying and Debugging Techniques for Silverlight and SharePoint; Deploying a Silverlight RIA included in a SharePoint solution; Creating a list of tasks in SharePoint; Browsing SharePoint lists and fields with Visual Studio; Creating a Silverlight RIA to be linked with a SharePoint module Working with the asynchronous methods and callbacksWorking with the ClientContext object; Linking a SharePoint module to a Silverlight RIA; Understanding the default deployment configuration; Debugging Silverlight and SharePoint; Debugging Silverlight Web Parts; Taking advantage of Visual Studio 2010 multi-monitor support; Understanding 32-bit and 64-bit differences; Understanding scalability; Preparing applications for multiple-browser support; Summary; Chapter 3: Interacting with Data on the SharePoint Server; Managing data in a Silverlight RIA included in a SharePoint solution Working with the SharePoint 2010 Silverlight Client Object Model to insert itemsInserting items in a SharePoint list with the Silverlight Web Part; Working with successful and failed asynchronous queries; Retrieving specific information about fields; Creating complex LOB applications composed of multiple Silverlight RIAs; Interacting with multiple Silverlight Web Parts in the same page; Understanding Line-Of-Business systems as independent Web Parts; Expanding LOB systems with delete operations; Understanding how to delete an item from a list; Expanding LOB systems with update operations Updating an item in a listSummary; Chapter 4: Creating Dynamic Business Solutions; Accessing an external database in a Silverlight RIA included in a SharePoint solution; Creating a new database; Creating a new external content type to access data in a SQL Server database; Browsing a SharePoint list with external content and its fields; Interacting with external data sources using the SharePoint 2010 Silverlight Client Object Model; Specifying the fields to include in a CAML query for an external list; Consuming Business Connectivity Services from a Silverlight Web Part Understanding security issues related to Business Connectivity Services |
Record Nr. | UNINA-9910785235703321 |
Hillar Gastón C | ||
Birmingham, U.K., : Packt Pub., 2010 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Professional parallel programming with C# [[electronic resource] ] : master parallel extensions with .net 4 / / Gastón C. Hillar |
Autore | Hillar Gastón C |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Indianapolis, Ind., : Wiley Pub., Inc., 2011 |
Descrizione fisica | 1 online resource (577 p.) |
Disciplina |
005.275
006.7882 |
Collana | Wrox programmer to programmer |
Soggetto topico |
C# (Computer program language)
Parallel programming (Computer science) |
Soggetto genere / forma | Electronic books. |
ISBN |
1-118-02977-1
1-282-93982-3 9786612939822 1-118-02812-0 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Machine generated contents note: ch. 1 Task-Based Programming -- ch. 2 Imperative Data Parallelism -- ch. 3 Imperative Task Parallelism -- ch. 4 Concurrent Collections -- ch. 5 Coordination Data Structures -- ch. 6 PLINQ: Declarative Data Parallelism -- ch. 7 Visual Studio 2010 Task Debugging Capabilities -- ch. 8 Thread Pools -- ch. 9 Asynchronous Programming Model -- ch. 10 Parallel Testing and Tuning -- ch. 11 Vectorization, SIMD Instructions, and Additional Parallel Libraries. |
Record Nr. | UNINA-9910458683603321 |
Hillar Gastón C | ||
Indianapolis, Ind., : Wiley Pub., Inc., 2011 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Professional parallel programming with C# [[electronic resource] ] : master parallel extensions with .net 4 / / Gastón C. Hillar |
Autore | Hillar Gastón C |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Indianapolis, Ind., : Wiley Pub., Inc., 2011 |
Descrizione fisica | 1 online resource (577 p.) |
Disciplina |
005.275
006.7882 |
Collana | Wrox programmer to programmer |
Soggetto topico |
C# (Computer program language)
Parallel programming (Computer science) |
ISBN |
1-118-02977-1
1-282-93982-3 9786612939822 1-118-02812-0 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Machine generated contents note: ch. 1 Task-Based Programming -- ch. 2 Imperative Data Parallelism -- ch. 3 Imperative Task Parallelism -- ch. 4 Concurrent Collections -- ch. 5 Coordination Data Structures -- ch. 6 PLINQ: Declarative Data Parallelism -- ch. 7 Visual Studio 2010 Task Debugging Capabilities -- ch. 8 Thread Pools -- ch. 9 Asynchronous Programming Model -- ch. 10 Parallel Testing and Tuning -- ch. 11 Vectorization, SIMD Instructions, and Additional Parallel Libraries. |
Record Nr. | UNINA-9910791562403321 |
Hillar Gastón C | ||
Indianapolis, Ind., : Wiley Pub., Inc., 2011 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Professional parallel programming with C# : master parallel extensions with .net 4 / / Gastón C. Hillar |
Autore | Hillar Gastón C |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Indianapolis, Ind., : Wiley Pub., Inc., 2011 |
Descrizione fisica | 1 online resource (577 p.) |
Disciplina |
005.275
006.7882 |
Collana | Wrox programmer to programmer |
Soggetto topico |
C# (Computer program language)
Parallel programming (Computer science) |
ISBN |
1-118-02977-1
1-282-93982-3 9786612939822 1-118-02812-0 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Machine generated contents note: ch. 1 Task-Based Programming -- ch. 2 Imperative Data Parallelism -- ch. 3 Imperative Task Parallelism -- ch. 4 Concurrent Collections -- ch. 5 Coordination Data Structures -- ch. 6 PLINQ: Declarative Data Parallelism -- ch. 7 Visual Studio 2010 Task Debugging Capabilities -- ch. 8 Thread Pools -- ch. 9 Asynchronous Programming Model -- ch. 10 Parallel Testing and Tuning -- ch. 11 Vectorization, SIMD Instructions, and Additional Parallel Libraries. |
Altri titoli varianti |
Parallel programming with C#
Professional parallel programming with C sharp |
Record Nr. | UNINA-9910808893803321 |
Hillar Gastón C | ||
Indianapolis, Ind., : Wiley Pub., Inc., 2011 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|