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Android programming for beginners : learn all the Java and Android skills you need to start making powerful mobile applications / / John Horton
Android programming for beginners : learn all the Java and Android skills you need to start making powerful mobile applications / / John Horton
Autore Horton John <1920->
Edizione [1st edition]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2015
Descrizione fisica 1 online resource (698 p.)
Collana Community experience distilled
Soggetto topico Application software - Development
Soggetto genere / forma Electronic books.
ISBN 1-78588-903-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: The First App; How Java and Android work together; The Android API; Java is object-oriented; What exactly is Android?; The development environment; A note to the existing developers who use Eclipse; The JDK; What if I already have Java?; Installing the JDK; Setting up Android Studio; What makes an Android app; Android resources; The structure of Android's Java code; Android packages; Our first Android app; Creating the project; A note on version controlling
Deploying and testing the appDeploying to an emulator; Deploying to a real Android device; FAQ; Summary; Chapter 2: Java - First Contact; Examining the log output; Exploring the project assets and code; Examining the layout file; Improving our app and deploying again; Modifying the UI; Meet Java; Java comments; Sending messages; Writing our first Java code; Writing our own Java methods; Examining the log output; FAQ; Summary; Chapter 3: Exploring Android Studio; The Android Studio guided tour; Parts of the UI; The console; More console features; The project explorer
Transforming the editor into a design studioE1 - the Preview toolbar; E2 - exploring the palette; E3 - the layout preview; E4 - the Component Tree; E5 - the Properties window; E6 - text and design view tabs; The project folder and file structure; FAQ; Summary; Chapter 4: Designing Layouts; Exploring Android UI design; Structure of a UI design; Configuring and using widgets; Widget properties; Experimenting with widgets; Containing widgets in layouts; RelativeLayout; Using LinearLayout; Summary; Chapter 5: Real-World Layouts; Building a real-world UI; Creating a tablet emulator
List-detail layout with scrollView and LinearLayoutDesigning a form with RelativeLayout; Summary; Chapter 6: The Life and Times of an Android App; Introduction to the Android lifecycle; A simplified explanation of the Android lifecycle; Lifecycle phases - what we need to know; Lifecycle phases - what we need to do; The lifecycle demonstration app; Some other overridden methods; The structure of Java code - revisited; Summary; Chapter 7: Coding in Java Part 1 - Variables, Decisions, and Loops; Java is everywhere; Syntax and jargon; More code comments; Storing and using data with variables
Types of variablesPrimitive types; Reference types; Variable declaration; Variable initialization; Changing values in variables with operators; Expressing yourself demo app; Decisions; Indenting our code; More operators; If they come over the bridge, shoot them; Else do this instead; Switching to make decisions; The Switch Demo app; Repeating code with loops; While loops; Breaking out of a loop; Continue; Do while loops; For loops; Loops demo app; Summary; Chapter 8: Coding in Java Part 2 - Methods; Methods revisited; The method structure; Modifiers; Return types; The name of a method
Parameters
Record Nr. UNINA-9910461016303321
Horton John <1920->  
Birmingham : , : Packt Publishing, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Android programming for beginners : learn all the Java and Android skills you need to start making powerful mobile applications / / John Horton
Android programming for beginners : learn all the Java and Android skills you need to start making powerful mobile applications / / John Horton
Autore Horton John <1920->
Edizione [1st edition]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2015
Descrizione fisica 1 online resource (698 p.)
Collana Community experience distilled
Soggetto topico Application software - Development
ISBN 1-78588-903-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: The First App; How Java and Android work together; The Android API; Java is object-oriented; What exactly is Android?; The development environment; A note to the existing developers who use Eclipse; The JDK; What if I already have Java?; Installing the JDK; Setting up Android Studio; What makes an Android app; Android resources; The structure of Android's Java code; Android packages; Our first Android app; Creating the project; A note on version controlling
Deploying and testing the appDeploying to an emulator; Deploying to a real Android device; FAQ; Summary; Chapter 2: Java - First Contact; Examining the log output; Exploring the project assets and code; Examining the layout file; Improving our app and deploying again; Modifying the UI; Meet Java; Java comments; Sending messages; Writing our first Java code; Writing our own Java methods; Examining the log output; FAQ; Summary; Chapter 3: Exploring Android Studio; The Android Studio guided tour; Parts of the UI; The console; More console features; The project explorer
Transforming the editor into a design studioE1 - the Preview toolbar; E2 - exploring the palette; E3 - the layout preview; E4 - the Component Tree; E5 - the Properties window; E6 - text and design view tabs; The project folder and file structure; FAQ; Summary; Chapter 4: Designing Layouts; Exploring Android UI design; Structure of a UI design; Configuring and using widgets; Widget properties; Experimenting with widgets; Containing widgets in layouts; RelativeLayout; Using LinearLayout; Summary; Chapter 5: Real-World Layouts; Building a real-world UI; Creating a tablet emulator
List-detail layout with scrollView and LinearLayoutDesigning a form with RelativeLayout; Summary; Chapter 6: The Life and Times of an Android App; Introduction to the Android lifecycle; A simplified explanation of the Android lifecycle; Lifecycle phases - what we need to know; Lifecycle phases - what we need to do; The lifecycle demonstration app; Some other overridden methods; The structure of Java code - revisited; Summary; Chapter 7: Coding in Java Part 1 - Variables, Decisions, and Loops; Java is everywhere; Syntax and jargon; More code comments; Storing and using data with variables
Types of variablesPrimitive types; Reference types; Variable declaration; Variable initialization; Changing values in variables with operators; Expressing yourself demo app; Decisions; Indenting our code; More operators; If they come over the bridge, shoot them; Else do this instead; Switching to make decisions; The Switch Demo app; Repeating code with loops; While loops; Breaking out of a loop; Continue; Do while loops; For loops; Loops demo app; Summary; Chapter 8: Coding in Java Part 2 - Methods; Methods revisited; The method structure; Modifiers; Return types; The name of a method
Parameters
Record Nr. UNINA-9910797960803321
Horton John <1920->  
Birmingham : , : Packt Publishing, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Android programming for beginners : learn all the Java and Android skills you need to start making powerful mobile applications / / John Horton
Android programming for beginners : learn all the Java and Android skills you need to start making powerful mobile applications / / John Horton
Autore Horton John <1920->
Edizione [1st edition]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2015
Descrizione fisica 1 online resource (698 p.)
Collana Community experience distilled
Soggetto topico Application software - Development
ISBN 1-78588-903-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: The First App; How Java and Android work together; The Android API; Java is object-oriented; What exactly is Android?; The development environment; A note to the existing developers who use Eclipse; The JDK; What if I already have Java?; Installing the JDK; Setting up Android Studio; What makes an Android app; Android resources; The structure of Android's Java code; Android packages; Our first Android app; Creating the project; A note on version controlling
Deploying and testing the appDeploying to an emulator; Deploying to a real Android device; FAQ; Summary; Chapter 2: Java - First Contact; Examining the log output; Exploring the project assets and code; Examining the layout file; Improving our app and deploying again; Modifying the UI; Meet Java; Java comments; Sending messages; Writing our first Java code; Writing our own Java methods; Examining the log output; FAQ; Summary; Chapter 3: Exploring Android Studio; The Android Studio guided tour; Parts of the UI; The console; More console features; The project explorer
Transforming the editor into a design studioE1 - the Preview toolbar; E2 - exploring the palette; E3 - the layout preview; E4 - the Component Tree; E5 - the Properties window; E6 - text and design view tabs; The project folder and file structure; FAQ; Summary; Chapter 4: Designing Layouts; Exploring Android UI design; Structure of a UI design; Configuring and using widgets; Widget properties; Experimenting with widgets; Containing widgets in layouts; RelativeLayout; Using LinearLayout; Summary; Chapter 5: Real-World Layouts; Building a real-world UI; Creating a tablet emulator
List-detail layout with scrollView and LinearLayoutDesigning a form with RelativeLayout; Summary; Chapter 6: The Life and Times of an Android App; Introduction to the Android lifecycle; A simplified explanation of the Android lifecycle; Lifecycle phases - what we need to know; Lifecycle phases - what we need to do; The lifecycle demonstration app; Some other overridden methods; The structure of Java code - revisited; Summary; Chapter 7: Coding in Java Part 1 - Variables, Decisions, and Loops; Java is everywhere; Syntax and jargon; More code comments; Storing and using data with variables
Types of variablesPrimitive types; Reference types; Variable declaration; Variable initialization; Changing values in variables with operators; Expressing yourself demo app; Decisions; Indenting our code; More operators; If they come over the bridge, shoot them; Else do this instead; Switching to make decisions; The Switch Demo app; Repeating code with loops; While loops; Breaking out of a loop; Continue; Do while loops; For loops; Loops demo app; Summary; Chapter 8: Coding in Java Part 2 - Methods; Methods revisited; The method structure; Modifiers; Return types; The name of a method
Parameters
Record Nr. UNINA-9910810165103321
Horton John <1920->  
Birmingham : , : Packt Publishing, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning C++ game programming : learn C++ from scratch and get started building your very own games / / John Horton
Beginning C++ game programming : learn C++ from scratch and get started building your very own games / / John Horton
Autore Horton John <1920->
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing, , 2016
Descrizione fisica 1 online resource (511 pages) : illustrations, tables
Disciplina 794.815133
Collana Community Experience Distilled
Soggetto topico Video games - Programming
C++ (Computer program language)
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover -- Credits -- About the Author -- Copyright -- About the Reviewer -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: C++, SFML, Visual Studio, and Starting the First Game -- The games -- Timber!!! -- Zombie Arena -- Thomas was Late -- Meet C++ -- Microsoft Visual Studio -- SFML -- Setting up the development environment -- What about Mac and Linux? -- Installing Visual Studio Express 2015 on your desktop -- Setting up SFML -- Creating a reusable project template -- Planning Timber!!! -- Creating a project from the template -- Project assets -- Outsourcing assets -- Making your own sound FX -- Adding assets to the project -- Exploring assets -- Understanding screen and internal coordinates -- Starting to code the game -- Making code clearer with comments -- #including Windows essentials -- The main function -- Presentation and syntax -- Returning values from a function -- Running the game -- Opening a window using SFML -- #including SFML features -- OOP, classes, objects -- Using namespace sf -- SFML VideoMode and RenderWindow -- Running the game -- The main game loop -- While loops -- C-style code comments -- Input, update, draw, repeat -- Detecting a key press -- Clearing and drawing the scene -- Running the game -- Drawing the game background -- Preparing the sprite using a texture -- Double-buffering the background sprite -- Running the game -- Handling errors -- Configuration errors -- Compile errors -- Link errors -- Bugs -- FAQ -- Summary -- Chapter 2: Variables, Operators, and Decisions - Animating Sprites -- C++ variables -- Types of variable -- Constants -- User-defined types -- Declaring and initializing variables -- Declaring variables -- Initializing variables -- Declaring and initializing in one step -- Declaring and initializing user-defined types -- Manipulating variables.
C++ arithmetic and assignment operators -- Getting things done with expressions -- Adding clouds, a tree, and a buzzing bee -- Preparing the tree -- Preparing the bee -- Preparing the clouds -- Drawing the tree, the bee, and the clouds -- Random numbers -- Generating random numbers in C++ -- Making decisions with if and else -- Logical operators -- C++ if and else -- If they come over the bridge, shoot them! -- Or do this instead -- Reader challenge -- Timing -- The frame-rate problem -- The SFML frame-rate solution -- Moving the clouds and the bee -- Giving life to the bee -- Blowing the clouds -- FAQ -- Summary -- Chapter 3: C++ Strings, SFML Time, Player Input, and HUD -- Pausing and restarting the game -- C++ strings -- Declaring strings -- Assigning a value to strings -- Manipulating strings -- SFML Text and Font -- Adding a score and a message -- Adding a time bar -- FAQ -- Summary -- Chapter 4: Loops, Arrays, Switch, Enumerations, and Functions - Implementing Game Mechanics -- Loops -- while loops -- Breaking out of a while loop -- for loops -- Arrays -- Declaring an array -- Initializing the elements of an array -- Quickly initializing the elements of an array -- So what do these arrays really do for our games? -- Making decisions with switch -- Class enumerations -- Getting started with functions -- Function return types -- Function names -- Function parameters -- The function body -- Function prototypes -- Organizing functions -- Function gotcha! -- Final word on functions - for now -- Absolute final word on functions - for now -- Growing the branches -- Preparing the branches -- Updating the branch sprites each frame -- Drawing the branches -- Moving the branches -- FAQ -- Summary -- Chapter 5: Collisions, Sound, and End Conditions - Making the Game Playable -- Preparing the player (and other sprites).
Drawing the player and other sprites -- Handling the player's input -- Handling setting up a new game -- Detecting the player chopping -- Detecting a key being released -- Animating the chopped logs and the ax -- Handling death -- Simple sound FX -- How SFML sound works? -- When to play the sounds -- Adding the sound code -- Improving the game and the code -- FAQ -- Summary -- Chapter 6: Object-Oriented Programming, Classes, and SFML Views -- Planning and starting the Zombie Arena game -- Creating a project from the template -- The project assets -- Exploring the assets -- Adding the assets to the project -- OOP -- What is OOP? -- Encapsulation -- Polymorphism -- Inheritance -- Why do it like this? -- What is a class? -- The class variable and function declarations -- The class function definitions -- Using an instance of a class -- Constructors and getter functions -- Jumping around in the code -- Building the Player-the first class -- Coding the Player class header file -- Coding the Player class function definitions -- Controlling the game camera with SFML View -- Starting the Zombie Arena game engine -- Managing the code files -- Starting coding the main game loop -- FAQ -- Summary -- Chapter 7: C++ References, Sprite Sheets, and Vertex Arrays -- C++ References -- References summary -- SFML vertex arrays and sprite sheets -- What is a sprite sheet? -- What is a vertex array? -- Building a background from tiles -- Building a vertex array -- Using the vertex array to draw -- Creating a randomly generated scrolling background -- Using the background -- FAQ -- Summary -- Chapter 8: Pointers, the Standard Template Library, and Texture Management -- Pointers -- Pointer syntax -- Declaring a pointer -- Initializing a pointer -- Reinitializing pointers -- Dereferencing a pointer -- Pointers are versatile and powerful -- Dynamically allocated memory.
Passing a pointer to a function -- Declaring and using a pointer to an object -- Pointers and arrays -- Summary of pointers -- The Standard Template Library -- What is a Map -- Declaring a Map -- Adding data to a Map -- Finding data in a Map -- Removing data from a Map -- Checking the size of a Map -- Checking for keys in a Map -- Looping/iterating through the key-value pairs of a Map -- The auto keyword -- STL summary -- The TextureHolder Class -- Coding the TextureHolder header file -- Coding the TextureHolder function definitions -- What exactly have we achieved with TextureHolder? -- Building a horde of zombies -- Coding the Zombie.h file -- Coding the Zombie.cpp file -- Using the Zombie class to create a horde -- Bringing the horde to life (back to life) -- Using the TextureHolder class for all textures -- Change the way the background gets its textures -- Change the way Player gets its texture -- FAQ -- Summary -- Chapter 9: Collision Detection, Pickups, and Bullets -- Coding the Bullet class -- Coding the Bullet header file -- Coding the Bullet source file -- Making the bullets fly -- Including the Bullet class -- Control variables and the bullet array -- Reloading the gun -- Shooting a bullet -- Updating the bullets each frame -- Drawing the bullets each frame -- Giving the player a crosshair -- Coding a class for pickups -- Coding the Pickup header file -- Coding the Pickup class function definitions -- Using the Pickup class -- Detecting collisions -- Has a zombie been shot? -- Has the player been touched by a zombie? -- Has the player touched a pickup? -- FAQ -- Summary -- Chapter 10: Layering Views and Implementing the HUD -- Adding all the Text and HUD objects -- Updating the HUD each frame -- Drawing the HUD, and the home and level up screens -- FAQ -- Summary -- Chapter 11: Sound Effects, File I/O, and Finishing the Game.
Saving and loading the high-score -- Preparing sound effects -- Leveling up -- Restarting the game -- Playing the rest of the sounds -- Adding sound effects while the player is reloading -- Make a shooting sound -- Play a sound when the player is hit -- Play a sound when getting a pickup -- Make a splat sound when a zombie is shot -- FAQ -- Summary -- Chapter 12: Abstraction and Code Management - Making Better Use of OOP -- The Thomas Was Late game -- Features of Thomas Was Late -- Creating a project from the template -- The project assets -- Game level designs -- GLSL Shaders -- The graphical assets close-up -- The sound assets close-up -- Adding the assets to the project -- Structuring the Thomas Was Late code -- Building the game engine -- Reusing the TextureHolder class -- Coding Engine.h -- Coding Engine.cpp -- Coding the Engine class constructor definition -- Coding the run function definition -- Coding the input function definition -- Coding the update function definition -- Coding the draw function definition -- The Engine class so far -- Coding the main function -- FAQ -- Summary -- Chapter 13: Advanced OOP - Inheritance and Polymorphism -- Inheritance -- Extending a class -- Polymorphism -- Abstract classes - virtual and pure virtual functions -- Building the PlayableCharacter class -- Coding PlayableCharacter.h -- Coding PlayableCharacter.cpp -- Building the Thomas and Bob classes -- Coding Thomas.h -- Coding Thomas.cpp -- Coding Bob.h -- Coding Bob.cpp -- Updating the game engine to use Thomas and Bob -- Updating Engine.h to add an instance of Bob and Thomas -- Updating the input function to control Thomas and Bob -- Updating the update function to spawn and update the PlayableCharacter instances -- Spawning Thomas and Bob -- Updating Thomas and Bob each frame -- Drawing Bob and Thomas -- FAQ -- Summary.
Chapter 14: Building Playable Levels and Collision Detection.
Record Nr. UNINA-9910135962603321
Horton John <1920->  
Birmingham, England : , : Packt Publishing, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Prestashop 1.3 beginner's guide [[electronic resource] ] : build and customize your online store with this speedy, lightweight e-commerce solution / / John Horton
Prestashop 1.3 beginner's guide [[electronic resource] ] : build and customize your online store with this speedy, lightweight e-commerce solution / / John Horton
Autore Horton John <1920->
Pubbl/distr/stampa Birmingham [England], : Packt Pub., 2010
Descrizione fisica 1 online resource (308 p.)
Disciplina 658.872028553
Soggetto topico Electronic commerce
Soggetto genere / forma Electronic books.
ISBN 1-282-65350-4
9786612653506
1-84951-115-2
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: Building Your PrestaShop; Case studies; Downloading PrestaShop; Time for action - transferring files to your web host; Making a database; Time for action - creating a database; How to install PrestaShop; Time for action - the PrestaShop auto-installer; Post-install security; Deleting the install folder; Time for action - how to delete the install folder; Renaming the admin folder; Time for action - renaming the admin folder; Your shop-front explained; Header; Column (left & right)
Main contentFooter; Your admin control panel; Time for action - logging in to your PrestaShop control panel; Control panel guided tour; Before we continue; Summary; Chapter 2: Shop Fitting and Layout; Arranging key modules; Cart block; Time for action - installing the shopping cart module; Categories block; User info block; My account block; Time for action - making a customer account; Permanent links block; Suppliers and manufacturers blocks; Quick search block; Footer links block; Creating your home page; What goes on your home page; Unique Selling Proposition
Most important facts or navigationProducts; Time for action - how to add your content to your home page; Creating the 'must-have' pages; Delivery; Legal notice; Terms and conditions; About us; Secure payment; Time for action - using the content management system; Suppliers and manufacturers; What about suppliers?; Time for action - defining manufacturers and suppliers; Contacting your store; Contacts; Time for action - creating departments to contact; PrestaShop themes; Finding themes; Choosing a great theme; Installing the themes; Time for action - installing a PrestaShop theme
Customizing your templateImportant preliminary point; Moving modules around; Time for action - moving modules; Customizing the default image sizes; Time for action - changing the default image size; PrestaShop templates; Time for action - creating a new template; Editing your CSS file; Background-color; Font-size; Want more?; Time for action - editing and updating your CSS file; Changing graphics; Buttons and icons; Themes summary; The cherry on top; Time for action - uploading your company/store logo; Summary; Chapter 3: Merchandising for Success; Shop categories
Planning your category structureCreating your categories; Time for action - how to create product categories; Creating content for your categories and subcategories; Time for action - adding category descriptions; Adding products; Product descriptions that sell; Actually selling the product; Ask for the sale; Create some images with GIMP; Time for action - how to add a product to your PrestaShop; Highlighting products; New products; Time for action - how to highlight your newest products; Specials; Time for action - creating a special offer; Recently viewed; Best sellers; Accessories
Time for action - creating an accessory
Record Nr. UNINA-9910458766603321
Horton John <1920->  
Birmingham [England], : Packt Pub., 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Prestashop 1.3 beginner's guide [[electronic resource] ] : build and customize your online store with this speedy, lightweight e-commerce solution / / John Horton
Prestashop 1.3 beginner's guide [[electronic resource] ] : build and customize your online store with this speedy, lightweight e-commerce solution / / John Horton
Autore Horton John <1920->
Pubbl/distr/stampa Birmingham [England], : Packt Pub., 2010
Descrizione fisica 1 online resource (308 p.)
Disciplina 658.872028553
Soggetto topico Electronic commerce
ISBN 1-282-65350-4
9786612653506
1-84951-115-2
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: Building Your PrestaShop; Case studies; Downloading PrestaShop; Time for action - transferring files to your web host; Making a database; Time for action - creating a database; How to install PrestaShop; Time for action - the PrestaShop auto-installer; Post-install security; Deleting the install folder; Time for action - how to delete the install folder; Renaming the admin folder; Time for action - renaming the admin folder; Your shop-front explained; Header; Column (left & right)
Main contentFooter; Your admin control panel; Time for action - logging in to your PrestaShop control panel; Control panel guided tour; Before we continue; Summary; Chapter 2: Shop Fitting and Layout; Arranging key modules; Cart block; Time for action - installing the shopping cart module; Categories block; User info block; My account block; Time for action - making a customer account; Permanent links block; Suppliers and manufacturers blocks; Quick search block; Footer links block; Creating your home page; What goes on your home page; Unique Selling Proposition
Most important facts or navigationProducts; Time for action - how to add your content to your home page; Creating the 'must-have' pages; Delivery; Legal notice; Terms and conditions; About us; Secure payment; Time for action - using the content management system; Suppliers and manufacturers; What about suppliers?; Time for action - defining manufacturers and suppliers; Contacting your store; Contacts; Time for action - creating departments to contact; PrestaShop themes; Finding themes; Choosing a great theme; Installing the themes; Time for action - installing a PrestaShop theme
Customizing your templateImportant preliminary point; Moving modules around; Time for action - moving modules; Customizing the default image sizes; Time for action - changing the default image size; PrestaShop templates; Time for action - creating a new template; Editing your CSS file; Background-color; Font-size; Want more?; Time for action - editing and updating your CSS file; Changing graphics; Buttons and icons; Themes summary; The cherry on top; Time for action - uploading your company/store logo; Summary; Chapter 3: Merchandising for Success; Shop categories
Planning your category structureCreating your categories; Time for action - how to create product categories; Creating content for your categories and subcategories; Time for action - adding category descriptions; Adding products; Product descriptions that sell; Actually selling the product; Ask for the sale; Create some images with GIMP; Time for action - how to add a product to your PrestaShop; Highlighting products; New products; Time for action - how to highlight your newest products; Specials; Time for action - creating a special offer; Recently viewed; Best sellers; Accessories
Time for action - creating an accessory
Record Nr. UNINA-9910784906903321
Horton John <1920->  
Birmingham [England], : Packt Pub., 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Prestashop 1.3 beginner's guide : build and customize your online store with this speedy, lightweight e-commerce solution / / John Horton
Prestashop 1.3 beginner's guide : build and customize your online store with this speedy, lightweight e-commerce solution / / John Horton
Autore Horton John <1920->
Edizione [1st ed.]
Pubbl/distr/stampa Birmingham [England], : Packt Pub., 2010
Descrizione fisica 1 online resource (308 p.)
Disciplina 658.872028553
Soggetto topico Electronic commerce
ISBN 1-282-65350-4
9786612653506
1-84951-115-2
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: Building Your PrestaShop; Case studies; Downloading PrestaShop; Time for action - transferring files to your web host; Making a database; Time for action - creating a database; How to install PrestaShop; Time for action - the PrestaShop auto-installer; Post-install security; Deleting the install folder; Time for action - how to delete the install folder; Renaming the admin folder; Time for action - renaming the admin folder; Your shop-front explained; Header; Column (left & right)
Main contentFooter; Your admin control panel; Time for action - logging in to your PrestaShop control panel; Control panel guided tour; Before we continue; Summary; Chapter 2: Shop Fitting and Layout; Arranging key modules; Cart block; Time for action - installing the shopping cart module; Categories block; User info block; My account block; Time for action - making a customer account; Permanent links block; Suppliers and manufacturers blocks; Quick search block; Footer links block; Creating your home page; What goes on your home page; Unique Selling Proposition
Most important facts or navigationProducts; Time for action - how to add your content to your home page; Creating the 'must-have' pages; Delivery; Legal notice; Terms and conditions; About us; Secure payment; Time for action - using the content management system; Suppliers and manufacturers; What about suppliers?; Time for action - defining manufacturers and suppliers; Contacting your store; Contacts; Time for action - creating departments to contact; PrestaShop themes; Finding themes; Choosing a great theme; Installing the themes; Time for action - installing a PrestaShop theme
Customizing your templateImportant preliminary point; Moving modules around; Time for action - moving modules; Customizing the default image sizes; Time for action - changing the default image size; PrestaShop templates; Time for action - creating a new template; Editing your CSS file; Background-color; Font-size; Want more?; Time for action - editing and updating your CSS file; Changing graphics; Buttons and icons; Themes summary; The cherry on top; Time for action - uploading your company/store logo; Summary; Chapter 3: Merchandising for Success; Shop categories
Planning your category structureCreating your categories; Time for action - how to create product categories; Creating content for your categories and subcategories; Time for action - adding category descriptions; Adding products; Product descriptions that sell; Actually selling the product; Ask for the sale; Create some images with GIMP; Time for action - how to add a product to your PrestaShop; Highlighting products; New products; Time for action - how to highlight your newest products; Specials; Time for action - creating a special offer; Recently viewed; Best sellers; Accessories
Time for action - creating an accessory
Record Nr. UNINA-9910815115403321
Horton John <1920->  
Birmingham [England], : Packt Pub., 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui