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
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Chichester, U.K., : Wiley, 2010 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Chichester, U.K., : Wiley, 2010 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Chichester, U.K., : Wiley, 2010 | ||
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Lo trovi qui: Univ. Federico II | ||
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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 | ||
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Lo trovi qui: Univ. del Salento | ||
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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
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Birmingham, : Packt Pub., 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Birmingham, : Packt Pub., 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Birmingham, : Packt Pub., 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Milano : Apogeo, @2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Firenze, : Edizionifutura, 2016 | ||
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Lo trovi qui: Univ. del Sannio | ||
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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->
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Hoboken, N.J., : Wiley, c2011 | ||
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Lo trovi qui: Univ. Federico II | ||
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