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Advanced iOS 4 programming [[electronic resource] ] : developing mobile applications for Apple iPhone, iPad, and iPod touch / / Maher Ali
Advanced iOS 4 programming [[electronic resource] ] : developing mobile applications for Apple iPhone, iPad, and iPod touch / / Maher Ali
Autore Ali Maher
Pubbl/distr/stampa Chichester, U.K., : Wiley, 2010
Descrizione fisica 1 online resource (722 p.)
Disciplina 004.165
005.268
Soggetto topico iPhone (Smartphone) - Programming
iPad (Computer) - Programming
iPod touch (Digital music player)
Cell phones - Programming
Mobile computing
Soggetto genere / forma Electronic books.
ISBN 0-470-97165-7
1-283-85855-X
0-470-97144-4
0-470-97954-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Getting started -- Objective-C and Cocoa -- Collections -- Anatomy of an iPhone application -- The view -- Controls -- View controllers -- Special-purpose views -- Table view -- File management -- Working with databases -- XML processing -- Location awareness -- Working with devices -- Internalization -- Custom user interface components -- Advanced networking -- Working with the address book database -- Core data -- Undo management -- Copy and paste -- Offline mode -- Peer-to-peer communication -- Developing for the iPad.
Record Nr. UNINA-9910459430703321
Ali Maher  
Chichester, U.K., : Wiley, 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Advanced iOS 4 programming [[electronic resource] ] : developing mobile applications for Apple iPhone, iPad, and iPod touch / / Maher Ali
Advanced iOS 4 programming [[electronic resource] ] : developing mobile applications for Apple iPhone, iPad, and iPod touch / / Maher Ali
Autore Ali Maher
Pubbl/distr/stampa Chichester, U.K., : Wiley, 2010
Descrizione fisica 1 online resource (722 p.)
Disciplina 004.165
005.268
Soggetto topico iPhone (Smartphone) - Programming
iPad (Computer) - Programming
iPod touch (Digital music player)
Cell phones - Programming
Mobile computing
ISBN 0-470-97165-7
1-283-85855-X
0-470-97144-4
0-470-97954-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Getting started -- Objective-C and Cocoa -- Collections -- Anatomy of an iPhone application -- The view -- Controls -- View controllers -- Special-purpose views -- Table view -- File management -- Working with databases -- XML processing -- Location awareness -- Working with devices -- Internalization -- Custom user interface components -- Advanced networking -- Working with the address book database -- Core data -- Undo management -- Copy and paste -- Offline mode -- Peer-to-peer communication -- Developing for the iPad.
Record Nr. UNINA-9910785211803321
Ali Maher  
Chichester, U.K., : Wiley, 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Advanced iOS 4 programming [[electronic resource] ] : developing mobile applications for Apple iPhone, iPad, and iPod touch / / Maher Ali
Advanced iOS 4 programming [[electronic resource] ] : developing mobile applications for Apple iPhone, iPad, and iPod touch / / Maher Ali
Autore Ali Maher
Pubbl/distr/stampa Chichester, U.K., : Wiley, 2010
Descrizione fisica 1 online resource (722 p.)
Disciplina 004.165
005.268
Soggetto topico iPhone (Smartphone) - Programming
iPad (Computer) - Programming
iPod touch (Digital music player)
Cell phones - Programming
Mobile computing
ISBN 0-470-97165-7
1-283-85855-X
0-470-97144-4
0-470-97954-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Getting started -- Objective-C and Cocoa -- Collections -- Anatomy of an iPhone application -- The view -- Controls -- View controllers -- Special-purpose views -- Table view -- File management -- Working with databases -- XML processing -- Location awareness -- Working with devices -- Internalization -- Custom user interface components -- Advanced networking -- Working with the address book database -- Core data -- Undo management -- Copy and paste -- Offline mode -- Peer-to-peer communication -- Developing for the iPad.
Record Nr. UNINA-9910816437903321
Ali Maher  
Chichester, U.K., : Wiley, 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Advanced Microsoft Visual Basic 6.0 / the Mandelbrot Set ; con introduzione di Sean Alexander
Advanced Microsoft Visual Basic 6.0 / the Mandelbrot Set ; con introduzione di Sean Alexander
Edizione [2nd ed.]
Pubbl/distr/stampa Milano : Mondadori Informaticac 1998
Descrizione fisica xxx, 879 p. : ill. ; 24 cm + 1 CD-ROM
Disciplina 005.268
Altri autori (Enti) Mandelbrot Set (International) Limited
Collana Programming series [Mondadori informatica]
Soggetto topico Visual Basic (Computer program language)
ISBN 9788871319117
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione ita
Record Nr. UNISALENTO-991002749249707536
Milano : Mondadori Informaticac 1998
Materiale a stampa
Lo trovi qui: Univ. del Salento
Opac: Controlla la disponibilità qui
AndEngine for Android game development cookbook [[electronic resource] ] : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
AndEngine for Android game development cookbook [[electronic resource] ] : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
Autore Schroeder Jayme
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica 1 online resource (380 p.)
Disciplina 005.268
Altri autori (Persone) BroylesBrian
Soggetto topico Application software - Development
Open source software
Mobile games
Soggetto genere / forma Electronic books.
ISBN 1-84951-899-8
1-283-97089-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: AndEngine Game Structure; Introduction; Know the life cycle; Choosing our engine type; Selecting a resolution policy; Creating object factories; Creating the game manager; Introducing sounds and music; Working with different types of textures; Applying texture options; Using AndEngine font resources; Creating the resource manager; Saving and loading game data; Chapter 2: Working with Entities; Introduction; Understanding AndEngine entities; Applying primitives to a layer
Bringing a scene to life with spritesApplying text to a layer; Using relative rotation; Overriding the onManagedUpdate method; Using modifiers and entity modifiers; Working with particle systems; Chapter 3: Designing Your Menu; Introduction; Adding buttons to the menu; Adding music to the menu; Applying a background; Using parallax backgrounds to create perspective; Creating our level selection system; Hiding and retrieving layers; Chapter 4: Working with Cameras; Introduction; Introducing the camera object; Limiting the camera area with the bound camera
Taking a closer look with zoom camerasCreating smooth moves with a smooth camera; Pinch-zoom camera functionality; Stitching a background together; Applying a HUD to the camera; Applying a controller to the display; Coordinate conversion; Creating a split screen game; Chapter 5 : Scene and Layer Management; Introduction; Creating the scene manager; Setting up the resource manager for scene resources; Customizing managed scenes and layers; Setting up an activity to use the scene manager; Chapter 6 : Applications of Physics; Introduction to the Box2D physics extension
Understanding different body typesCreating category-filtered bodies; Creating multiple-fixture bodies; Creating unique bodies by specifying vertices; Using forces, velocities, and torque; Applying anti-gravity to a specific body; Working with joints; Creating a rag doll; Creating a rope; Working with collisions; Using preSolve and postSolve; Creating destructible objects; Raycasting; Chapter 7 : Working with Update Handlers; Getting started with update handlers; Attaching an update handler to an entity; Using update handlers with conditionals; Handling the removal of an entity from the game
Adding game timersSetting entity properties based on the time passed; Chapter 8 : Maximizing Performance; Introduction; Ignoring entity updates; Disabling background window rendering; Limiting simultaneous sound streams; Creating sprite pools; Cutting down render time with sprite groups; Chapter 9 : AndEngine Extensions Overview; Introduction; Creating live wallpaper; Networking with the multiplayer extension; Creating high-resolution graphics with SVG; Color mapping with SVG texture regions; Chapter 10: Getting More From AndEngine; Loading all textures from a folder; Using textured meshes
Applying a sprite-based shadow
Record Nr. UNINA-9910453102803321
Schroeder Jayme  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
AndEngine for Android game development cookbook [[electronic resource] ] : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
AndEngine for Android game development cookbook [[electronic resource] ] : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
Autore Schroeder Jayme
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica 1 online resource (380 p.)
Disciplina 005.268
Altri autori (Persone) BroylesBrian
Soggetto topico Application software - Development
Open source software
Mobile games
ISBN 1-84951-899-8
1-283-97089-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: AndEngine Game Structure; Introduction; Know the life cycle; Choosing our engine type; Selecting a resolution policy; Creating object factories; Creating the game manager; Introducing sounds and music; Working with different types of textures; Applying texture options; Using AndEngine font resources; Creating the resource manager; Saving and loading game data; Chapter 2: Working with Entities; Introduction; Understanding AndEngine entities; Applying primitives to a layer
Bringing a scene to life with spritesApplying text to a layer; Using relative rotation; Overriding the onManagedUpdate method; Using modifiers and entity modifiers; Working with particle systems; Chapter 3: Designing Your Menu; Introduction; Adding buttons to the menu; Adding music to the menu; Applying a background; Using parallax backgrounds to create perspective; Creating our level selection system; Hiding and retrieving layers; Chapter 4: Working with Cameras; Introduction; Introducing the camera object; Limiting the camera area with the bound camera
Taking a closer look with zoom camerasCreating smooth moves with a smooth camera; Pinch-zoom camera functionality; Stitching a background together; Applying a HUD to the camera; Applying a controller to the display; Coordinate conversion; Creating a split screen game; Chapter 5 : Scene and Layer Management; Introduction; Creating the scene manager; Setting up the resource manager for scene resources; Customizing managed scenes and layers; Setting up an activity to use the scene manager; Chapter 6 : Applications of Physics; Introduction to the Box2D physics extension
Understanding different body typesCreating category-filtered bodies; Creating multiple-fixture bodies; Creating unique bodies by specifying vertices; Using forces, velocities, and torque; Applying anti-gravity to a specific body; Working with joints; Creating a rag doll; Creating a rope; Working with collisions; Using preSolve and postSolve; Creating destructible objects; Raycasting; Chapter 7 : Working with Update Handlers; Getting started with update handlers; Attaching an update handler to an entity; Using update handlers with conditionals; Handling the removal of an entity from the game
Adding game timersSetting entity properties based on the time passed; Chapter 8 : Maximizing Performance; Introduction; Ignoring entity updates; Disabling background window rendering; Limiting simultaneous sound streams; Creating sprite pools; Cutting down render time with sprite groups; Chapter 9 : AndEngine Extensions Overview; Introduction; Creating live wallpaper; Networking with the multiplayer extension; Creating high-resolution graphics with SVG; Color mapping with SVG texture regions; Chapter 10: Getting More From AndEngine; Loading all textures from a folder; Using textured meshes
Applying a sprite-based shadow
Record Nr. UNINA-9910779586903321
Schroeder Jayme  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
AndEngine for Android game development cookbook : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
AndEngine for Android game development cookbook : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
Autore Schroeder Jayme
Edizione [1st ed.]
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica 1 online resource (380 p.)
Disciplina 005.268
Altri autori (Persone) BroylesBrian
Soggetto topico Application software - Development
Open source software
Mobile games
ISBN 1-84951-899-8
1-283-97089-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: AndEngine Game Structure; Introduction; Know the life cycle; Choosing our engine type; Selecting a resolution policy; Creating object factories; Creating the game manager; Introducing sounds and music; Working with different types of textures; Applying texture options; Using AndEngine font resources; Creating the resource manager; Saving and loading game data; Chapter 2: Working with Entities; Introduction; Understanding AndEngine entities; Applying primitives to a layer
Bringing a scene to life with spritesApplying text to a layer; Using relative rotation; Overriding the onManagedUpdate method; Using modifiers and entity modifiers; Working with particle systems; Chapter 3: Designing Your Menu; Introduction; Adding buttons to the menu; Adding music to the menu; Applying a background; Using parallax backgrounds to create perspective; Creating our level selection system; Hiding and retrieving layers; Chapter 4: Working with Cameras; Introduction; Introducing the camera object; Limiting the camera area with the bound camera
Taking a closer look with zoom camerasCreating smooth moves with a smooth camera; Pinch-zoom camera functionality; Stitching a background together; Applying a HUD to the camera; Applying a controller to the display; Coordinate conversion; Creating a split screen game; Chapter 5 : Scene and Layer Management; Introduction; Creating the scene manager; Setting up the resource manager for scene resources; Customizing managed scenes and layers; Setting up an activity to use the scene manager; Chapter 6 : Applications of Physics; Introduction to the Box2D physics extension
Understanding different body typesCreating category-filtered bodies; Creating multiple-fixture bodies; Creating unique bodies by specifying vertices; Using forces, velocities, and torque; Applying anti-gravity to a specific body; Working with joints; Creating a rag doll; Creating a rope; Working with collisions; Using preSolve and postSolve; Creating destructible objects; Raycasting; Chapter 7 : Working with Update Handlers; Getting started with update handlers; Attaching an update handler to an entity; Using update handlers with conditionals; Handling the removal of an entity from the game
Adding game timersSetting entity properties based on the time passed; Chapter 8 : Maximizing Performance; Introduction; Ignoring entity updates; Disabling background window rendering; Limiting simultaneous sound streams; Creating sprite pools; Cutting down render time with sprite groups; Chapter 9 : AndEngine Extensions Overview; Introduction; Creating live wallpaper; Networking with the multiplayer extension; Creating high-resolution graphics with SVG; Color mapping with SVG texture regions; Chapter 10: Getting More From AndEngine; Loading all textures from a folder; Using textured meshes
Applying a sprite-based shadow
Record Nr. UNINA-9910825430603321
Schroeder Jayme  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Android 4 : guida per lo sviluppatore / Massimo Carli
Android 4 : guida per lo sviluppatore / Massimo Carli
Autore Carli, Massimo
Edizione [nuova edizione aggiornata]
Pubbl/distr/stampa Milano : Apogeo, @2013
Descrizione fisica xviii, 670 p. : ill. ; 24 cm
Disciplina 005.268
Collana Guida completa
Soggetto non controllato Piattaforme per lo sviluppo di applicazioni mobili
Programmazione per specifici sistemi operativi
ISBN 978-88-503-3222-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione ita
Record Nr. UNINA-990009855640403321
Carli, Massimo  
Milano : Apogeo, @2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Android studio 2 : creare vere applicazioni Android partendo da zero / [Gabriele Grandinetti]
Android studio 2 : creare vere applicazioni Android partendo da zero / [Gabriele Grandinetti]
Autore Grandinetti, Gabriele
Pubbl/distr/stampa Firenze, : Edizionifutura, 2016
Descrizione fisica 320 p. : ill. ; 24 cm
Disciplina 005.26
005.268
ISBN 9788889600580
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione ita
Titolo uniforme
Record Nr. UNISANNIO-RT10071723
Grandinetti, Gabriele  
Firenze, : Edizionifutura, 2016
Materiale a stampa
Lo trovi qui: Univ. del Sannio
Opac: Controlla la disponibilità qui
App inventor for Android [[electronic resource] ] : build your own apps-- no experience required! / / Jason Tyler
App inventor for Android [[electronic resource] ] : build your own apps-- no experience required! / / Jason Tyler
Autore Tyler Jason <1976->
Edizione [1st edition]
Pubbl/distr/stampa Hoboken, N.J., : Wiley, c2011
Descrizione fisica 1 online resource (467 p.)
Disciplina 005.265
005.268
Soggetto topico Application software - Development
Smartphones - Programming
Open source software
Mobile computing
Soggetto genere / forma Electronic books.
ISBN 1-119-99480-2
1-283-20463-0
9786613204639
1-119-99481-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto App Inventor for Android:; Table of Contents; Introduction; Who This Book Is For; Part I: Getting Up and Running with Google App Inventor; Part II: Designing Your Own Apps: Step-by-Step Guides; Part III: Reference and Appendixes; Downloadable Project Files and Bonus Content; About This Book; Part I; Chapter 1: Building Your First App While Exploring the Interface; Starting a New Project; Getting Familiar with Design View; Adding Components to Your New Project; Keeping your project neat; Introducing the Blocks Editor; Previewing Built-in Blocks; Placing Your Button Component Blocks
Placing Your Sound Component BlocksManaging Your Projects; Peeking inside the .ZIP file; Chapter 2: Programming and Design Fundamentals; Clarifying Your Design Idea; Getting Primitive with Your Design; Starting Easy, Getting More Complex; Mastering the Fundamentals of Programming Terminology; Part II; Chapter 3: SounDroid: Creating anAndroid Sound Machine; Creating SounDroid 2.0; Getting Started on SounDroid 2.0; Expanding the SounDroid Project: SounDroid 3.0; Getting Started on SounDroid 3.0; Chapter 4: OrderDroid: A Maintainable Mobile Commerce App; Creating the OrderDroid Application
Getting Started on OrderDroid 1.0Adding New Components to OrderDroid 1.0; Creating OrderDroid 2.0; Getting Started on OrderDroid 2.0; Chapter 5: AndroidDown: A Location-Aware Panic Button; Creating the AndroidDown Application; Getting Started on AndroidDown 1.0; Making the most of typeblocking; Creating AndroidDown 2.0; Getting Started on AndroidDown 2.0; Chapter 6: AlphaDroid: An Alphabet Tracing Game; Creating AlphaDroid 1.0; Getting Started on AlphaDroid 1.0; Creating AlphaDroid 2.0; Beginning AlphaDroid 2.0; Chapter 7: PunchDroid: An Android Punch Bug Game
Creating the PunchDroid ApplicationGetting Started on the PunchDroid Application; Installing the PunchDroid Application; Chapter 8: Collection Assistant: A Barcode and Database Application; Creating Collection Assistant 1.0; Getting Started on Collection Assistant 1.0; Creating Collection Assistant 2.0; Getting Started on Collection Assistant 2.0; Challenging Yourself; Chapter 9: BlueChat: A Bluetooth Chat Client; Creating the BlueChat Application; Getting Started on BlueChat; Challenging Yourself; Chapter 10: TwiTorial: A Twitter Application; Creating the TwiTorial Application
Getting Started on TwiTorialPart III; Blocks and Component Reference; Built-In Blocks; My Blocks; Appendix A: Setting Up Your Phone and Computer; Setting Up Your Phone; Testing Java Web Start; Installing the App Inventor Extras; Working with ADB ( Android Debug Bridge); Adapting to Special Circumstances; Working with the Android Emulator; Exploring the Android SDK and Other Emulator Options; Troubleshooting Your Phone's Connection; Appendix B: Creating Your Own TinyWebDB; Setting Up Your Google App Engine; Customizing and Installing the TinyWebDB Service; Index
Record Nr. UNINA-9910456516303321
Tyler Jason <1976->  
Hoboken, N.J., : Wiley, c2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui