Mastering Autodesk Revit MEP 2013 [[electronic resource] /] / Don Bokmiller, Plamen Hristov, Simon Whitbread |
Autore | Bokmiller Don |
Edizione | [1st edition] |
Pubbl/distr/stampa | Indianapolis, IN, : WIley Pub. Inc., c2012 |
Descrizione fisica | 1 online resource (722 p.) |
Disciplina |
720.28/40285536
720.285 |
Altri autori (Persone) |
HristovPlamen
WhitbreadSimon <1962-> |
Collana | Autodesk Official Training Guide |
Soggetto topico |
Architectural design - Data processing
Plumbing drafting |
Soggetto genere / forma | Electronic books. |
ISBN |
1-118-72208-6
1-118-46136-3 1-283-54042-8 9786613852878 1-118-46756-6 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Mastering Autodesk® Revit® Mep 2013; Contents; Part 1 General Project Setup; Chapter 1 Exploring the User Interface; The Ribbon; Tabs; Contextual Tabs; Family Editor Tabs; Customizing the Ribbon; Quick Access Toolbar; User Interface Features; Options Bar; Properties Palette; View Control Bar; Status Bar; Info Center; Exchange Apps; User Interface Control; Menus and Settings; Keyboard Shortcuts; Graphics; Context Menus; The Bottom Line; Chapter 2 Creating an Effective Project Template; Understanding Templates; Understanding the Project Browser Organization
Determining Which Views Are Grouped TogetherSorting Views within Groups; Determining the Number and Types of Views Needed; Number of Levels; Plan Types; Creating a Working View; Choosing How to Display Each View; Visibility Settings for Template Views; Visibility Settings Shortcut: View Templates; Schedule Views; Establishing Project Settings; Object Styles; Drafting Line Settings; Export Settings; Annotation Styles; Project Units; Project Phases; Defining Preloaded Content and Its Behavior; Annotation Families; Component Families; System Families; MEP Settings; Creating Sheet Standards TitleblocksSheet Organization; Preset Sheets; The Bottom Line; Chapter 3 Worksets and Worksharing; Understanding Central Files; Creating a Central File; Creating a New Workset; Working with Local Files; Creating a Local File; Synchronizing a Local File with the Central File; Managing and Using the Power of Worksets; Taking Ownership of Worksets; Working with Model Elements and Their Worksets; Controlling Visibility and Worksets; Enhancing Communication; The Bottom Line; Chapter 4 Project Collaboration; Preparing Your Files for Sharing; Working with Linked Revit Files; Linking Revit Files Using Shared CoordinatesManaging Revit Links; Controlling Visibility of Revit Links; Coordinating Elements within Shared Models; Monitoring Elements; Responding to Change Alerts; Reconciling Hosting; Maintaining Project Coordination; Working with Files from Other Applications; Linking CAD Files; Exporting Your Revit File to a CAD Format; Using Image Files in a Revit Project; Setting Options for Quality Control; Using Autodesk® Revit® Server; The Bottom Line; Chapter 5 Multiplatform Interoperability: Working with 2D and 3D Data; 2D Data Types; MicroStation 2D DGN; DXF 2D Data for Standard Details2D Data for Plans Sections and Elevations; 3D Data Types; Revit Project File; Revit Family File; ADSK; IFC; AutoCAD DWG; SketchUp; Point Clouds; The Bottom Line; Chapter 6 Parameters; Understanding Parameter Properties; Parameter Naming; Type Parameters; Instance Parameters; Parameter Discipline, Type, and Grouping; Using Parameters in Families; Dimensional Parameters Lock Function; Parameter Types; Type Catalogs; Formulas; Coded Parameters; Lookup Tables; Using Shared Parameters; Using Parameters in Projects; Project Parameters; Parameters in Schedules Creating and Using Parameters in Families and Schedules |
Record Nr. | UNINA-9910465421803321 |
Bokmiller Don | ||
Indianapolis, IN, : WIley Pub. Inc., c2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Mastering Autodesk Revit MEP 2013 [[electronic resource] /] / Don Bokmiller, Plamen Hristov, Simon Whitbread |
Autore | Bokmiller Don |
Edizione | [1st edition] |
Pubbl/distr/stampa | Indianapolis, IN, : WIley Pub. Inc., c2012 |
Descrizione fisica | 1 online resource (722 p.) |
Disciplina |
720.28/40285536
720.285 |
Altri autori (Persone) |
HristovPlamen
WhitbreadSimon <1962-> |
Collana | Autodesk Official Training Guide |
Soggetto topico |
Architectural design - Data processing
Plumbing drafting |
ISBN |
1-118-72208-6
1-118-46136-3 1-283-54042-8 9786613852878 1-118-46756-6 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Mastering Autodesk® Revit® Mep 2013; Contents; Part 1 General Project Setup; Chapter 1 Exploring the User Interface; The Ribbon; Tabs; Contextual Tabs; Family Editor Tabs; Customizing the Ribbon; Quick Access Toolbar; User Interface Features; Options Bar; Properties Palette; View Control Bar; Status Bar; Info Center; Exchange Apps; User Interface Control; Menus and Settings; Keyboard Shortcuts; Graphics; Context Menus; The Bottom Line; Chapter 2 Creating an Effective Project Template; Understanding Templates; Understanding the Project Browser Organization
Determining Which Views Are Grouped TogetherSorting Views within Groups; Determining the Number and Types of Views Needed; Number of Levels; Plan Types; Creating a Working View; Choosing How to Display Each View; Visibility Settings for Template Views; Visibility Settings Shortcut: View Templates; Schedule Views; Establishing Project Settings; Object Styles; Drafting Line Settings; Export Settings; Annotation Styles; Project Units; Project Phases; Defining Preloaded Content and Its Behavior; Annotation Families; Component Families; System Families; MEP Settings; Creating Sheet Standards TitleblocksSheet Organization; Preset Sheets; The Bottom Line; Chapter 3 Worksets and Worksharing; Understanding Central Files; Creating a Central File; Creating a New Workset; Working with Local Files; Creating a Local File; Synchronizing a Local File with the Central File; Managing and Using the Power of Worksets; Taking Ownership of Worksets; Working with Model Elements and Their Worksets; Controlling Visibility and Worksets; Enhancing Communication; The Bottom Line; Chapter 4 Project Collaboration; Preparing Your Files for Sharing; Working with Linked Revit Files; Linking Revit Files Using Shared CoordinatesManaging Revit Links; Controlling Visibility of Revit Links; Coordinating Elements within Shared Models; Monitoring Elements; Responding to Change Alerts; Reconciling Hosting; Maintaining Project Coordination; Working with Files from Other Applications; Linking CAD Files; Exporting Your Revit File to a CAD Format; Using Image Files in a Revit Project; Setting Options for Quality Control; Using Autodesk® Revit® Server; The Bottom Line; Chapter 5 Multiplatform Interoperability: Working with 2D and 3D Data; 2D Data Types; MicroStation 2D DGN; DXF 2D Data for Standard Details2D Data for Plans Sections and Elevations; 3D Data Types; Revit Project File; Revit Family File; ADSK; IFC; AutoCAD DWG; SketchUp; Point Clouds; The Bottom Line; Chapter 6 Parameters; Understanding Parameter Properties; Parameter Naming; Type Parameters; Instance Parameters; Parameter Discipline, Type, and Grouping; Using Parameters in Families; Dimensional Parameters Lock Function; Parameter Types; Type Catalogs; Formulas; Coded Parameters; Lookup Tables; Using Shared Parameters; Using Parameters in Projects; Project Parameters; Parameters in Schedules Creating and Using Parameters in Families and Schedules |
Record Nr. | UNINA-9910791707103321 |
Bokmiller Don | ||
Indianapolis, IN, : WIley Pub. Inc., c2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Mastering Autodesk Revit MEP 2013 / / Don Bokmiller, Plamen Hristov, Simon Whitbread |
Autore | Bokmiller Don |
Edizione | [1st edition] |
Pubbl/distr/stampa | Indianapolis, IN, : WIley Pub. Inc., c2012 |
Descrizione fisica | 1 online resource (722 p.) |
Disciplina |
720.28/40285536
720.285 |
Altri autori (Persone) |
HristovPlamen
WhitbreadSimon <1962-> |
Collana | Autodesk Official Training Guide |
Soggetto topico |
Architectural design - Data processing
Plumbing drafting |
ISBN |
9786613852878
9781118722084 1118722086 9781118461365 1118461363 9781283540421 1283540428 9781118467565 1118467566 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Mastering Autodesk® Revit® Mep 2013; Contents; Part 1 General Project Setup; Chapter 1 Exploring the User Interface; The Ribbon; Tabs; Contextual Tabs; Family Editor Tabs; Customizing the Ribbon; Quick Access Toolbar; User Interface Features; Options Bar; Properties Palette; View Control Bar; Status Bar; Info Center; Exchange Apps; User Interface Control; Menus and Settings; Keyboard Shortcuts; Graphics; Context Menus; The Bottom Line; Chapter 2 Creating an Effective Project Template; Understanding Templates; Understanding the Project Browser Organization
Determining Which Views Are Grouped TogetherSorting Views within Groups; Determining the Number and Types of Views Needed; Number of Levels; Plan Types; Creating a Working View; Choosing How to Display Each View; Visibility Settings for Template Views; Visibility Settings Shortcut: View Templates; Schedule Views; Establishing Project Settings; Object Styles; Drafting Line Settings; Export Settings; Annotation Styles; Project Units; Project Phases; Defining Preloaded Content and Its Behavior; Annotation Families; Component Families; System Families; MEP Settings; Creating Sheet Standards TitleblocksSheet Organization; Preset Sheets; The Bottom Line; Chapter 3 Worksets and Worksharing; Understanding Central Files; Creating a Central File; Creating a New Workset; Working with Local Files; Creating a Local File; Synchronizing a Local File with the Central File; Managing and Using the Power of Worksets; Taking Ownership of Worksets; Working with Model Elements and Their Worksets; Controlling Visibility and Worksets; Enhancing Communication; The Bottom Line; Chapter 4 Project Collaboration; Preparing Your Files for Sharing; Working with Linked Revit Files; Linking Revit Files Using Shared CoordinatesManaging Revit Links; Controlling Visibility of Revit Links; Coordinating Elements within Shared Models; Monitoring Elements; Responding to Change Alerts; Reconciling Hosting; Maintaining Project Coordination; Working with Files from Other Applications; Linking CAD Files; Exporting Your Revit File to a CAD Format; Using Image Files in a Revit Project; Setting Options for Quality Control; Using Autodesk® Revit® Server; The Bottom Line; Chapter 5 Multiplatform Interoperability: Working with 2D and 3D Data; 2D Data Types; MicroStation 2D DGN; DXF 2D Data for Standard Details2D Data for Plans Sections and Elevations; 3D Data Types; Revit Project File; Revit Family File; ADSK; IFC; AutoCAD DWG; SketchUp; Point Clouds; The Bottom Line; Chapter 6 Parameters; Understanding Parameter Properties; Parameter Naming; Type Parameters; Instance Parameters; Parameter Discipline, Type, and Grouping; Using Parameters in Families; Dimensional Parameters Lock Function; Parameter Types; Type Catalogs; Formulas; Coded Parameters; Lookup Tables; Using Shared Parameters; Using Parameters in Projects; Project Parameters; Parameters in Schedules Creating and Using Parameters in Families and Schedules |
Record Nr. | UNINA-9910819443003321 |
Bokmiller Don | ||
Indianapolis, IN, : WIley Pub. Inc., c2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Professional HTML5 mobile game development [[electronic resource] /] / Pascal Rettig, David Karlins, Brad Wilson |
Autore | Rettig Pascal K |
Edizione | [1st edition] |
Pubbl/distr/stampa | Indianapolis, IN, : WIley Pub. Inc., 2012 |
Descrizione fisica | 1 online resource (554 p.) |
Disciplina |
006.3
794.81526 |
Altri autori (Persone) |
KarlinsDavid
WilsonBrad |
Soggetto topico |
HTML (Document markup language)
Computer games - Programming |
Soggetto genere / forma | Electronic books. |
ISBN |
1-118-42144-2
1-283-59246-0 9786613904911 1-118-30133-1 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Professional HTML5 Mobile Game Development; About the Author; Acknowledgments; Contents; Introduction; Part I: Diving In; Chapter 1: Flying Before You Walk; Introduction; Building a Complete Game in 500 Lines; Adding the Boilerplate HTML and CSS; Getting Started with Canvas; Creating Your Game's Structure; Loading the SpriteSheet; Creating the Game Object; Adding a Scrolling Background; Putting in a Title Screen; Adding a Protagonist; Summary; Chapter 2: Making It a Game; Introduction; Creating the GameBoard Object; Firing Missiles; Adding Enemies; Refactoring the Sprite Classes
Handling CollisionsRepresenting Levels; Summary; Chapter 3: Finishing Up and Going Mobile; Introduction; Adding Touch Controls; Maximizing the Game; Adding a Score; Making It a Fair Fight; Summary; Part II: Mobile HTML5; Chapter 4: HTML5 for Mobile; Introduction; Capturing a Brief History of HTML5; Using HTML5 The Right Way; Considering HTML5 from a Game Perspective; Considering HTML5 from a Mobile Perspective; Surveying the Mobile Browser Landscape; Summary; Chapter 5: Learning Some Helpful Libraries; Introduction; Learning JavaScript Libraries; Starting with jQuery; Using Underscore.js SummaryChapter 6: Being a Good Mobile Citizen; Introduction; Responding to Device Capabilities; Dealing with Browser Resizing, Scrolling, and Zooming; Configuring Your App for the iOS Home Screen; Taking Mobile Performance into Consideration; Adapting to Limited Bandwidth and Storage; Going Offline Completely with Application Cache; Summary; Part III: JavaScript Game Dev Basics; Chapter 7: Learning about Your HTML5 Game Development Environment; Introduction; Picking an Editor; Exploring the Chrome Developer Tools; Debugging JavaScript; Profiling and Optimizing Your Code; Mobile Debugging SummaryChapter 8: Running JavaScript on the Command Line; Introduction; Learning About Node.js; Installing Node; Installing and Using Node Modules; Creating Your Own Script; Writing a Sprite-Map Generator; Summary; Chapter 9: Bootstrapping the Quintus Engine: Part I; Introduction; Creating a Framework for a Reusable HTML5 Engine; Adding the Game Loop; Adding Inheritance; Supporting Events; Supporting Components; Summary; Chapter 10: Bootstrapping the Quintus Engine: Part II; Introduction; Accessing a Game Container Element; Capturing User Input; Loading Assets; Summary Chapter 11: Bootstrapping the Quintus Engine: Part IIIIntroduction; Defining SpriteSheets; Adding Sprites; Setting the Stage with Scenes; Finishing Blockbreak; Summary; Part IV: Building Games with CSS3 and SVG; Chapter 12: Building Games with CSS3; Introduction; Deciding on a Scene Graph; Implementing DOM Support; Summary; Chapter 13: Crafting a CSS3 RPG; Introduction; Creating a Scrolling Tile Map; Building the RPG; Summary; Chapter 14: Building Games with SVG and Physics; Introduction; Understanding SVG Basics; Working with SVG from JavaScript; Adding SVG Support to Quintus Adding Physics with Box2D |
Record Nr. | UNINA-9910465253103321 |
Rettig Pascal K | ||
Indianapolis, IN, : WIley Pub. Inc., 2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Professional HTML5 mobile game development [[electronic resource] /] / Pascal Rettig, David Karlins, Brad Wilson |
Autore | Rettig Pascal K |
Edizione | [1st edition] |
Pubbl/distr/stampa | Indianapolis, IN, : WIley Pub. Inc., 2012 |
Descrizione fisica | 1 online resource (554 p.) |
Disciplina |
006.3
794.81526 |
Altri autori (Persone) |
KarlinsDavid
WilsonBrad |
Soggetto topico |
HTML (Document markup language)
Video games - Programming |
ISBN |
1-118-42144-2
1-283-59246-0 9786613904911 1-118-30133-1 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Professional HTML5 Mobile Game Development; About the Author; Acknowledgments; Contents; Introduction; Part I: Diving In; Chapter 1: Flying Before You Walk; Introduction; Building a Complete Game in 500 Lines; Adding the Boilerplate HTML and CSS; Getting Started with Canvas; Creating Your Game's Structure; Loading the SpriteSheet; Creating the Game Object; Adding a Scrolling Background; Putting in a Title Screen; Adding a Protagonist; Summary; Chapter 2: Making It a Game; Introduction; Creating the GameBoard Object; Firing Missiles; Adding Enemies; Refactoring the Sprite Classes
Handling CollisionsRepresenting Levels; Summary; Chapter 3: Finishing Up and Going Mobile; Introduction; Adding Touch Controls; Maximizing the Game; Adding a Score; Making It a Fair Fight; Summary; Part II: Mobile HTML5; Chapter 4: HTML5 for Mobile; Introduction; Capturing a Brief History of HTML5; Using HTML5 The Right Way; Considering HTML5 from a Game Perspective; Considering HTML5 from a Mobile Perspective; Surveying the Mobile Browser Landscape; Summary; Chapter 5: Learning Some Helpful Libraries; Introduction; Learning JavaScript Libraries; Starting with jQuery; Using Underscore.js SummaryChapter 6: Being a Good Mobile Citizen; Introduction; Responding to Device Capabilities; Dealing with Browser Resizing, Scrolling, and Zooming; Configuring Your App for the iOS Home Screen; Taking Mobile Performance into Consideration; Adapting to Limited Bandwidth and Storage; Going Offline Completely with Application Cache; Summary; Part III: JavaScript Game Dev Basics; Chapter 7: Learning about Your HTML5 Game Development Environment; Introduction; Picking an Editor; Exploring the Chrome Developer Tools; Debugging JavaScript; Profiling and Optimizing Your Code; Mobile Debugging SummaryChapter 8: Running JavaScript on the Command Line; Introduction; Learning About Node.js; Installing Node; Installing and Using Node Modules; Creating Your Own Script; Writing a Sprite-Map Generator; Summary; Chapter 9: Bootstrapping the Quintus Engine: Part I; Introduction; Creating a Framework for a Reusable HTML5 Engine; Adding the Game Loop; Adding Inheritance; Supporting Events; Supporting Components; Summary; Chapter 10: Bootstrapping the Quintus Engine: Part II; Introduction; Accessing a Game Container Element; Capturing User Input; Loading Assets; Summary Chapter 11: Bootstrapping the Quintus Engine: Part IIIIntroduction; Defining SpriteSheets; Adding Sprites; Setting the Stage with Scenes; Finishing Blockbreak; Summary; Part IV: Building Games with CSS3 and SVG; Chapter 12: Building Games with CSS3; Introduction; Deciding on a Scene Graph; Implementing DOM Support; Summary; Chapter 13: Crafting a CSS3 RPG; Introduction; Creating a Scrolling Tile Map; Building the RPG; Summary; Chapter 14: Building Games with SVG and Physics; Introduction; Understanding SVG Basics; Working with SVG from JavaScript; Adding SVG Support to Quintus Adding Physics with Box2D |
Record Nr. | UNINA-9910792090903321 |
Rettig Pascal K | ||
Indianapolis, IN, : WIley Pub. Inc., 2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Professional HTML5 mobile game development / / Pascal Rettig, David Karlins, Brad Wilson |
Autore | Rettig Pascal K |
Edizione | [1st edition] |
Pubbl/distr/stampa | Indianapolis, IN, : WIley Pub. Inc., 2012 |
Descrizione fisica | 1 online resource (554 p.) |
Disciplina |
006.3
794.81526 |
Altri autori (Persone) |
KarlinsDavid
WilsonBrad |
Soggetto topico |
HTML (Document markup language)
Computer games - Programming |
ISBN |
9786613904911
9781118421444 1118421442 9781283592468 1283592460 9781118301333 1118301331 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Professional HTML5 Mobile Game Development; About the Author; Acknowledgments; Contents; Introduction; Part I: Diving In; Chapter 1: Flying Before You Walk; Introduction; Building a Complete Game in 500 Lines; Adding the Boilerplate HTML and CSS; Getting Started with Canvas; Creating Your Game's Structure; Loading the SpriteSheet; Creating the Game Object; Adding a Scrolling Background; Putting in a Title Screen; Adding a Protagonist; Summary; Chapter 2: Making It a Game; Introduction; Creating the GameBoard Object; Firing Missiles; Adding Enemies; Refactoring the Sprite Classes
Handling CollisionsRepresenting Levels; Summary; Chapter 3: Finishing Up and Going Mobile; Introduction; Adding Touch Controls; Maximizing the Game; Adding a Score; Making It a Fair Fight; Summary; Part II: Mobile HTML5; Chapter 4: HTML5 for Mobile; Introduction; Capturing a Brief History of HTML5; Using HTML5 The Right Way; Considering HTML5 from a Game Perspective; Considering HTML5 from a Mobile Perspective; Surveying the Mobile Browser Landscape; Summary; Chapter 5: Learning Some Helpful Libraries; Introduction; Learning JavaScript Libraries; Starting with jQuery; Using Underscore.js SummaryChapter 6: Being a Good Mobile Citizen; Introduction; Responding to Device Capabilities; Dealing with Browser Resizing, Scrolling, and Zooming; Configuring Your App for the iOS Home Screen; Taking Mobile Performance into Consideration; Adapting to Limited Bandwidth and Storage; Going Offline Completely with Application Cache; Summary; Part III: JavaScript Game Dev Basics; Chapter 7: Learning about Your HTML5 Game Development Environment; Introduction; Picking an Editor; Exploring the Chrome Developer Tools; Debugging JavaScript; Profiling and Optimizing Your Code; Mobile Debugging SummaryChapter 8: Running JavaScript on the Command Line; Introduction; Learning About Node.js; Installing Node; Installing and Using Node Modules; Creating Your Own Script; Writing a Sprite-Map Generator; Summary; Chapter 9: Bootstrapping the Quintus Engine: Part I; Introduction; Creating a Framework for a Reusable HTML5 Engine; Adding the Game Loop; Adding Inheritance; Supporting Events; Supporting Components; Summary; Chapter 10: Bootstrapping the Quintus Engine: Part II; Introduction; Accessing a Game Container Element; Capturing User Input; Loading Assets; Summary Chapter 11: Bootstrapping the Quintus Engine: Part IIIIntroduction; Defining SpriteSheets; Adding Sprites; Setting the Stage with Scenes; Finishing Blockbreak; Summary; Part IV: Building Games with CSS3 and SVG; Chapter 12: Building Games with CSS3; Introduction; Deciding on a Scene Graph; Implementing DOM Support; Summary; Chapter 13: Crafting a CSS3 RPG; Introduction; Creating a Scrolling Tile Map; Building the RPG; Summary; Chapter 14: Building Games with SVG and Physics; Introduction; Understanding SVG Basics; Working with SVG from JavaScript; Adding SVG Support to Quintus Adding Physics with Box2D |
Record Nr. | UNINA-9910818137303321 |
Rettig Pascal K | ||
Indianapolis, IN, : WIley Pub. Inc., 2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|