Professional Windows Embedded Compact 7 [[electronic resource]]
| Professional Windows Embedded Compact 7 [[electronic resource]] |
| Autore | Phung Samuel |
| Edizione | [1st edition] |
| Pubbl/distr/stampa | New York, : Wiley, 2011 |
| Descrizione fisica | 1 online resource (746 p.) |
| Disciplina | 005.268 |
| Altri autori (Persone) |
JonesDavid
JoubertThierry |
| Collana | Wrox programmer to programmer |
| Soggetto topico |
Embedded computer systems -- Programming
Microsoft Windows (Computer file) Real-time data processing Embedded computer systems - Programming Electrical & Computer Engineering Engineering & Applied Sciences Electrical Engineering |
| ISBN |
1-283-24669-4
9786613246691 1-118-16750-3 |
| Classificazione | DAT 440f |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Professional Windows® Embedded Compact 7; Contents; Foreword; Introduction; Part I: Introducing Embedded Development; Chapter 1: Embedded Development; What Is an Embedded Device?; Similarity to Personal Computer; Difference from Personal Computer; Specialized Purpose Device; Example of Embedded Devices; What Is Embedded Software?; Programming Languages and Principles; Programming Discipline; Specialized Purpose Application; Development Considerations; Hardware; Operating Environment; User Environment; Feasibility; Summary; Chapter 2: Windows Embedded Compact 7
What Is Windows Embedded Compact?Windows Embedded Compact 7 Features; Modular and Compact Operating System; Real-Time Operating System; Support Broad Range of Hardware; History; Targeted Market; Why Windows Embedded Compact?; Developer-Friendly Tools; Debug, Testing, and Quality Control; Summary; Chapter 3: Development Station Preparation; Development Computer Requirements; Hardware; Software; Windows Embedded Compact 7 Software; Recommended Installation Steps; Quick Fix Engineering Updates; Development Environment Setup; Target Device; Virtual PC as Target Device; LAN with DHCP LAN without DHCPConnectivity for Debugging and Testing; Ethernet; Serial; Typical Development Environment; Summary; Chapter 4: Development Process; Planning; Hardware Selection; Software Selection; Typical Development Processes; Board Support Package (BSP); OS Design; Application Development; Debugging and Testing; Deployment; Post-Deployment Support and Updates; Summary; Chapter 5: Development Environment and Tools; Development Environment; Compact 7 Terminology; Platform Builder for Windows Embedded Compact 7; What's New in Compact 7; Environment Variables; Board Support Package (BSP) BSP Cloning WizardOS Design Wizard; OS Design Templates; Catalog Items; SDK Wizard; Remote Tools; Windows Embedded Silverlight Tool; Target Device Connectivity; Kernel Independent Transport Layer (KITL); Core Connectivity; Application for Compact 7; Windows Embedded Compact Test Kit; Summary; Part II: Platform Builder and OS Design; Chapter 6: BSP Introduction; BSP Provided by Platform Builder; BSP Components, Files, and Folders; Clone an Existing BSP; Customize the Cloned BSP; Add an ATAPI Driver Component to MyBSP; Add a Hive-Based Registry Component to MyBSP Add a Display Configuration Component to MyBSPAdd Files to the BSP; Add a Component to Configure System Memory; Add Serial Port Driver Components; Add a Component to Enable Serial Debug Messages; Summary; Chapter 7: OS Design; What Is an OS Design?; Develop an OS Design; OS Design Wizard; OS Design Project Files and Folders; Catalog Item View; Customize the OS Design; Compile and Generate OS Run-time Image; Generate SDK from the OS Design; Create a New SDK; Build and Generate an SDK MSI File; Summary; Chapter 8: Target Device Connectivity and Download; Target Device Connectivity Connecting to the Target Device |
| Record Nr. | UNINA-9910781760703321 |
Phung Samuel
|
||
| New York, : Wiley, 2011 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
Professional Windows Embedded Compact 7
| Professional Windows Embedded Compact 7 |
| Autore | Phung Samuel |
| Edizione | [1st edition] |
| Pubbl/distr/stampa | New York, : Wiley, 2011 |
| Descrizione fisica | 1 online resource (746 p.) |
| Disciplina | 005.268 |
| Altri autori (Persone) |
JonesDavid
JoubertThierry |
| Collana | Wrox programmer to programmer |
| Soggetto topico |
Embedded computer systems -- Programming
Microsoft Windows (Computer file) Real-time data processing Embedded computer systems - Programming Electrical & Computer Engineering Engineering & Applied Sciences Electrical Engineering |
| ISBN |
1-283-24669-4
9786613246691 1-118-16750-3 |
| Classificazione | DAT 440f |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Professional Windows® Embedded Compact 7; Contents; Foreword; Introduction; Part I: Introducing Embedded Development; Chapter 1: Embedded Development; What Is an Embedded Device?; Similarity to Personal Computer; Difference from Personal Computer; Specialized Purpose Device; Example of Embedded Devices; What Is Embedded Software?; Programming Languages and Principles; Programming Discipline; Specialized Purpose Application; Development Considerations; Hardware; Operating Environment; User Environment; Feasibility; Summary; Chapter 2: Windows Embedded Compact 7
What Is Windows Embedded Compact?Windows Embedded Compact 7 Features; Modular and Compact Operating System; Real-Time Operating System; Support Broad Range of Hardware; History; Targeted Market; Why Windows Embedded Compact?; Developer-Friendly Tools; Debug, Testing, and Quality Control; Summary; Chapter 3: Development Station Preparation; Development Computer Requirements; Hardware; Software; Windows Embedded Compact 7 Software; Recommended Installation Steps; Quick Fix Engineering Updates; Development Environment Setup; Target Device; Virtual PC as Target Device; LAN with DHCP LAN without DHCPConnectivity for Debugging and Testing; Ethernet; Serial; Typical Development Environment; Summary; Chapter 4: Development Process; Planning; Hardware Selection; Software Selection; Typical Development Processes; Board Support Package (BSP); OS Design; Application Development; Debugging and Testing; Deployment; Post-Deployment Support and Updates; Summary; Chapter 5: Development Environment and Tools; Development Environment; Compact 7 Terminology; Platform Builder for Windows Embedded Compact 7; What's New in Compact 7; Environment Variables; Board Support Package (BSP) BSP Cloning WizardOS Design Wizard; OS Design Templates; Catalog Items; SDK Wizard; Remote Tools; Windows Embedded Silverlight Tool; Target Device Connectivity; Kernel Independent Transport Layer (KITL); Core Connectivity; Application for Compact 7; Windows Embedded Compact Test Kit; Summary; Part II: Platform Builder and OS Design; Chapter 6: BSP Introduction; BSP Provided by Platform Builder; BSP Components, Files, and Folders; Clone an Existing BSP; Customize the Cloned BSP; Add an ATAPI Driver Component to MyBSP; Add a Hive-Based Registry Component to MyBSP Add a Display Configuration Component to MyBSPAdd Files to the BSP; Add a Component to Configure System Memory; Add Serial Port Driver Components; Add a Component to Enable Serial Debug Messages; Summary; Chapter 7: OS Design; What Is an OS Design?; Develop an OS Design; OS Design Wizard; OS Design Project Files and Folders; Catalog Item View; Customize the OS Design; Compile and Generate OS Run-time Image; Generate SDK from the OS Design; Create a New SDK; Build and Generate an SDK MSI File; Summary; Chapter 8: Target Device Connectivity and Download; Target Device Connectivity Connecting to the Target Device |
| Record Nr. | UNINA-9910973953403321 |
Phung Samuel
|
||
| New York, : Wiley, 2011 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
Professional Windows Phone 7 game development [[electronic resource] ] : creating games using XNA Game Studio 4 / / Chris G. Williams, George W. Clingerman
| Professional Windows Phone 7 game development [[electronic resource] ] : creating games using XNA Game Studio 4 / / Chris G. Williams, George W. Clingerman |
| Autore | Williams Chris G |
| Edizione | [1st edition] |
| Pubbl/distr/stampa | Indianapolis, IN, : Wiley, c2011 |
| Descrizione fisica | 1 online resource (554 p.) |
| Disciplina | 794.815268 |
| Altri autori (Persone) | ClingermanGeorge W |
| Collana | Wrox professional guides |
| Soggetto topico |
Video games - Design
Video games - Programming |
| ISBN |
1-283-37457-9
9786613374578 1-118-06798-3 1-118-06796-7 |
| Classificazione |
DAT 440f
DAT 758f |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
PROFESSIONAL Windows® Phone 7 Game Development; CONTENTS; INTRODUCTION; CHAPTER 1: GETTING TO KNOW THE WINDOWS PHONE 7 DEVICE; Minimum Specifications; Chassis Design; Screen Resolution; Phone Features; Capacitive Touch; Sensors; Accelerometer; aGPS; Compass; Light Sensor; Proximity Sensor; Digital Camera; DirectX 9 Acceleration; Face Buttons; Back Button; Start Button; Search Button; QWERTY Keyboard; Software Features; Start and Lock Screens; Hubs; People Hub; Pictures Hub; Music + Video Hub; Games Hub; Marketplace Hub; Office Hub; Other Applications; Summary; CHAPTER 2: GETTING STARTED
Getting the Tools You Need Meeting the System Requirements; Satisfying the Developer Requirements; What You Get; XNA Game Studio 4.0; Creating Your First Project; Spotting Differences Between the Windows Phone Game and Other XNA Game Projects; Setting Up a Windows Phone Device; Using the Windows Phone Emulator; Using Command-Line Options; Summary; CHAPTER 3: ORIENTATION; Device Orientation; Setting Device Orientation; Hardware Scaling; Automatic Rotation; Detecting Device Orientation; Running in Full-Screen Mode; Phone Title-Safe Area; Accelerometer; Accelerometer Sample; Summary CHAPTER 4: TOUCH INPUT Responding to Touch Events; Overview of Touch Interfaces; Detecting Touch Input; Detecting Gestures; Tap; Double Tap; Hold; Horizontal Drag; Vertical Drag; Free Drag; Drag Complete; Flick; Pinch; Pinch Complete; Seeing Results; Custom Gestures; Designing for Touch Games; Remember Your Platform; Design for the Right Resolution; Be Consistent and Predictable; The Soft Input Panel (SIP); Summary; CHAPTER 5: GIVE ME YOUR INPUT; Building the Input Management System; Input.cs; Gesture Definition.cs; Game Input.cs; Touch Indicator.cs; TouchIndicatorCollection.cs Using the Input Management System Actions.cs; Game 1.cs; Summary; CHAPTER 6: THE STATE OF THINGS; Game State; Managing Game State; Option 1: Boolean Flags; Option 2: Enumerations; Option 3: Object-Oriented; Handling Multiple Layers of Screens; Phone Hardware Events; Detecting the Back Button; Overriding the Back Button; Game, Interrupted; Notifications and Temporary Interruptions; Game-Stopping Events; Somebody Save Me; Summary; CHAPTER 7: LET THE MUSIC PLAY; Handling Audio; Playing Music with Media Player; Do You Mind? I'm Playing Music Here; Background Music; Song Collections; Visualizations Sound Effect Sound Effect Instance; XACT 3.0; Recording Audio; The Microphone Class; Saving and Retrieving Captured Audio; Summary; CHAPTER 8: PUTTING IT ALL TOGETHER: DRIVE & DODGE; Creating the Game; Screens; Screen.cs; Screen State Switchboard.cs; Title.cs; Sprite.cs; Background.cs; Content; Game 1.cs; Text.cs; screenFont.spritefont; Button.cs; The Input Wrapper; Game Input.cs; Gesture Definition.cs; Input.cs; Touch Indicator.cs; Touch Indicator Collection.cs; Adding Sounds and Music; Music.cs; SoundEffects.cs; More Screens; MainGame.cs; InGameMenu.cs; GameOver.cs; Coding the Main Game Screen; Road.cs Car.cs |
| Altri titoli varianti | Windows Phone 7 game development |
| Record Nr. | UNINA-9910789495103321 |
Williams Chris G
|
||
| Indianapolis, IN, : Wiley, c2011 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
Professional Windows Phone 7 game development : creating games using XNA Game Studio 4 / / Chris G. Williams, George W. Clingerman
| Professional Windows Phone 7 game development : creating games using XNA Game Studio 4 / / Chris G. Williams, George W. Clingerman |
| Autore | Williams Chris G |
| Edizione | [1st edition] |
| Pubbl/distr/stampa | Indianapolis, IN, : Wiley, c2011 |
| Descrizione fisica | 1 online resource (554 p.) |
| Disciplina | 794.815268 |
| Altri autori (Persone) | ClingermanGeorge W |
| Collana | Wrox professional guides |
| Soggetto topico |
Video games - Design
Video games - Programming |
| Soggetto genere / forma | Electronic books. |
| ISBN |
9786613374578
9781283374576 1283374579 9781118067987 1118067983 9781118067963 1118067967 |
| Classificazione |
DAT 440f
DAT 758f |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
PROFESSIONAL Windows® Phone 7 Game Development; CONTENTS; INTRODUCTION; CHAPTER 1: GETTING TO KNOW THE WINDOWS PHONE 7 DEVICE; Minimum Specifications; Chassis Design; Screen Resolution; Phone Features; Capacitive Touch; Sensors; Accelerometer; aGPS; Compass; Light Sensor; Proximity Sensor; Digital Camera; DirectX 9 Acceleration; Face Buttons; Back Button; Start Button; Search Button; QWERTY Keyboard; Software Features; Start and Lock Screens; Hubs; People Hub; Pictures Hub; Music + Video Hub; Games Hub; Marketplace Hub; Office Hub; Other Applications; Summary; CHAPTER 2: GETTING STARTED
Getting the Tools You Need Meeting the System Requirements; Satisfying the Developer Requirements; What You Get; XNA Game Studio 4.0; Creating Your First Project; Spotting Differences Between the Windows Phone Game and Other XNA Game Projects; Setting Up a Windows Phone Device; Using the Windows Phone Emulator; Using Command-Line Options; Summary; CHAPTER 3: ORIENTATION; Device Orientation; Setting Device Orientation; Hardware Scaling; Automatic Rotation; Detecting Device Orientation; Running in Full-Screen Mode; Phone Title-Safe Area; Accelerometer; Accelerometer Sample; Summary CHAPTER 4: TOUCH INPUT Responding to Touch Events; Overview of Touch Interfaces; Detecting Touch Input; Detecting Gestures; Tap; Double Tap; Hold; Horizontal Drag; Vertical Drag; Free Drag; Drag Complete; Flick; Pinch; Pinch Complete; Seeing Results; Custom Gestures; Designing for Touch Games; Remember Your Platform; Design for the Right Resolution; Be Consistent and Predictable; The Soft Input Panel (SIP); Summary; CHAPTER 5: GIVE ME YOUR INPUT; Building the Input Management System; Input.cs; Gesture Definition.cs; Game Input.cs; Touch Indicator.cs; TouchIndicatorCollection.cs Using the Input Management System Actions.cs; Game 1.cs; Summary; CHAPTER 6: THE STATE OF THINGS; Game State; Managing Game State; Option 1: Boolean Flags; Option 2: Enumerations; Option 3: Object-Oriented; Handling Multiple Layers of Screens; Phone Hardware Events; Detecting the Back Button; Overriding the Back Button; Game, Interrupted; Notifications and Temporary Interruptions; Game-Stopping Events; Somebody Save Me; Summary; CHAPTER 7: LET THE MUSIC PLAY; Handling Audio; Playing Music with Media Player; Do You Mind? I'm Playing Music Here; Background Music; Song Collections; Visualizations Sound Effect Sound Effect Instance; XACT 3.0; Recording Audio; The Microphone Class; Saving and Retrieving Captured Audio; Summary; CHAPTER 8: PUTTING IT ALL TOGETHER: DRIVE & DODGE; Creating the Game; Screens; Screen.cs; Screen State Switchboard.cs; Title.cs; Sprite.cs; Background.cs; Content; Game 1.cs; Text.cs; screenFont.spritefont; Button.cs; The Input Wrapper; Game Input.cs; Gesture Definition.cs; Input.cs; Touch Indicator.cs; Touch Indicator Collection.cs; Adding Sounds and Music; Music.cs; SoundEffects.cs; More Screens; MainGame.cs; InGameMenu.cs; GameOver.cs; Coding the Main Game Screen; Road.cs Car.cs |
| Altri titoli varianti | Windows Phone 7 game development |
| Record Nr. | UNINA-9910964575603321 |
Williams Chris G
|
||
| Indianapolis, IN, : Wiley, c2011 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||