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A11Y unraveled : become a web accessibility ninja / / Dimitris Georgakas
A11Y unraveled : become a web accessibility ninja / / Dimitris Georgakas
Autore Georgakas Dimitris
Edizione [1st ed. 2023.]
Pubbl/distr/stampa New York, NY : , : Apress Media LLC, , [2023]
Descrizione fisica 1 online resource (317 pages)
Disciplina 031
Soggetto topico Accessible Web sites for people with disabilities
Web site development
Web sites - Design
ISBN 1-4842-9085-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: When the amazon was nothing but a river -- Chapter 2: Be a designer they said. It'll be fun they said -- Chapter 3: One standard at a time. What is web acc..s... -- Chapter 4: How do people perceive content? -- Chapter 5: Tell me what to do! Designing for users with disabilities -- Chapter 6: How do I know I'm doing it right? -- Chapter 7: But do I have to? -- Chapter 8: What is usability? -- Chapter 9: Accessibility and usability. A love affair -- Chapter 10: Who are we designing for? -- Chapter 11: You can't tell me what to do. I'm an adult! -- Chapter 12: Now you see me, now you don't -- Chapter 13: Click me like you mean it.
Record Nr. UNINA-9910683353803321
Georgakas Dimitris  
New York, NY : , : Apress Media LLC, , [2023]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
The absolute beginner's guide to HTML and CSS : a step-by-step guide with examples and lab exercises / / Kevin Wilson
The absolute beginner's guide to HTML and CSS : a step-by-step guide with examples and lab exercises / / Kevin Wilson
Autore Wilson Kevin <1942->
Edizione [1st ed. 2023.]
Pubbl/distr/stampa New York, NY : , : Apress Media LLC, , [2023]
Descrizione fisica 1 online resource (244 pages)
Disciplina 006.74
Soggetto topico HTML (Document markup language)
Cascading style sheets
Web sites - Design
ISBN 1-4842-9250-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. What is HTML? -- 2. Getting Started with HTML -- 3. Adding Multimedia -- 4. Inline HTML Styles -- 5.Cascading Style Sheets -- 6. Adding Structure -- 7. CMS Systems -- 8. HTML Color Codes -- 9. HTML Tag Reference Library -- 10. CSS Property Reference Library -- 11. Common Web Fonts -- 12.Common Web Measurements.
Record Nr. UNINA-9910686469903321
Wilson Kevin <1942->  
New York, NY : , : Apress Media LLC, , [2023]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Agile Visualization with Pharo : crafting interactive visual support using roassal / / Alexandre Bergel
Agile Visualization with Pharo : crafting interactive visual support using roassal / / Alexandre Bergel
Autore Bergel Alexandre
Pubbl/distr/stampa New York, New York : , : Apress Media LLC, , [2022]
Descrizione fisica 1 online resource (268 pages)
Disciplina 001.4226
Soggetto topico Information visualization - Data processing
Agile software development
ISBN 1-4842-7161-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Table of Contents -- About the Author -- About the Technical Reviewer -- Chapter 1: Introduction -- Agile Visualization -- The Pharo Programming Language -- The Roassal Visualization Engine -- Roassal License -- Contributing to the Development of Roassal -- Accompanying Source Code -- Want to Have a Chat? -- Book Overview -- Who Should Read This Book? -- Acknowledgments -- Chapter 2: Quick Start -- Installation -- First Visualization -- Visualizing the Filesystem -- Charting Data -- Sunburst -- Graph Rendering -- What Have You Learned in This Chapter? -- Chapter 3: Pharo in a Nutshell -- Hello World -- Visualizing Some Numbers -- From Scripts to Object-Oriented Programming -- Pillars of Object-Oriented Programming -- Sending Messages -- Creating Objects -- Creating Classes -- Creating Methods -- Block Closures -- Control Structures -- Collections -- Cascades -- A Bit of Metaprogramming -- What Have You Learned in This Chapter? -- Chapter 4: Agile Visualization -- Visualizing Classes as a Running Example -- Example in the Pharo Environment -- Closing Words -- What Have You Learned in This Chapter? -- Chapter 5: Overview of Roassal -- Architecture of Roassal -- Shapes -- Canvas -- Events -- Interaction -- Normalizer -- Layouts -- Inspector Integration -- Animation -- What Have You Learned in This Chapter? -- Chapter 6: The Roassal Canvas -- Opening, Resizing, and Closing a Canvas -- Camera and Shapes -- Virtual Space -- Shape Order -- Canvas Controller -- Converting a Canvas to a Shape -- Events -- What Have You Learned in This Chapter? -- Chapter 7: Shapes -- Box -- Circle and Ellipse -- Label -- Polygon -- SVG Path -- Common Features -- Model -- Line -- Line Attach Point -- Line Marker -- Line with Control Points -- What Have You Learned in This Chapter? -- Chapter 8: Line Builder -- Difficulties with Build Lines -- Using a Line Builder.
Using Associations -- Graph Visualization -- What Have You Learned in This Chapter? -- Chapter 9: Shape Composition -- Composite Shapes -- Model Object in Composite -- Labels Part of a Composition -- Labeled Circles -- What Have You Learned in This Chapter? -- Chapter 10: Normalizing and Scaling Values -- Normalizing Shape Size -- The RSNormalizer Class -- Combining Normalization -- Normalizing Shape Position -- Line Width -- Scaling -- What Have You Learned in This Chapter? -- Chapter 11: Interactions -- Useful Interactions -- Using Any Shape in a Popup -- RSLabeled -- RSHighlightable -- What Have You Learned in This Chapter? -- Chapter 12: Layouts -- Circle Layout -- Grid Layout -- Flow Layout -- Rectangle Pack Layout -- Line Layout -- Tree Layout -- Force-Based Layout -- Conditional Layout -- Graphviz Layouts -- Installing Graphviz -- Bridging Roassal and Graphviz -- Graphviz Layout -- What Have You Learned in This Chapter? -- Chapter 13: Integration in the Inspector -- Pharo Inspector -- Visualizing a Collection of Numbers -- Chaining Visualizations -- What Have You Learned in This Chapter? -- Chapter 14: Reinforcement Learning -- Implementation Overview -- Defining the Map -- Modeling State -- The Reinforcement Learning Algorithm -- Running the Algorithm -- What Have You Learned in This Chapter? -- Chapter 15: Generating Visualizations From GitHub -- Requirements -- Creating a Workflow -- Trying the Workflow -- Running Unit Tests -- Running Tests -- Visualizing the UML Class Diagram -- Visualizing the Test Coverage -- What Have You Learned in This Chapter? -- Index.
Record Nr. UNINA-9910523888103321
Bergel Alexandre  
New York, New York : , : Apress Media LLC, , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
API marketplace engineering : design, build, and run a platform for external developers / / Rennay Dorasamy
API marketplace engineering : design, build, and run a platform for external developers / / Rennay Dorasamy
Autore Dorasamy Rennay
Pubbl/distr/stampa New York, New York : , : Apress Media LLC, , [2022]
Descrizione fisica 1 online resource (281 pages)
Disciplina 005.3
Soggetto topico Application program interfaces (Computer software)
ISBN 1-4842-7313-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. API Engineering -- 2. Regulation -- 3. Consumption -- 4. Monetization -- 5. Platform Architecture -- 6. Security -- 7. API Design -- 8. API Development -- 9. Sandbox -- 10. API Operations -- 11. Conclusion.
Record Nr. UNINA-9910523770303321
Dorasamy Rennay  
New York, New York : , : Apress Media LLC, , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Apple Device Management : A Unified Theory of Managing Macs, IPads, IPhones, and Apple TVs / / Charles Edge and Rich Trouton
Apple Device Management : A Unified Theory of Managing Macs, IPads, IPhones, and Apple TVs / / Charles Edge and Rich Trouton
Autore Edge Charles
Edizione [Second edition.]
Pubbl/distr/stampa New York, NY : , : Apress Media LLC, , [2023]
Descrizione fisica 1 online resource (846 pages)
Disciplina 005.4469
Soggetto topico iPhone (Smartphone)
ISBN 1-4842-9156-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: The Evolution of Apple Device Management -- Chapter 2: Agent-based Management -- Chapter 3: Profiles -- Chapter 4: MDM Internals -- Chapter 5: iOS Provisioning -- Chapter 6: mac Provisioning -- Chapter 7: Endpoint Encryption -- Chapter 8: Securing Your Fleet -- Chapter 9: A Culture of Automation and Continual Testing -- Chapter 10: Directory Services -- Chapter 11: To Be Advised -- Chapter 12: Identity and Device Trust -- Chapter 13: The Future of Apple Device Management -- Appendix 1: The Apple Ecosystem -- Appendix 2: Common Apple Ports -- Appendix 3: Managing NVRAM -- Appendix 4: Conferences, Helpful MacAdmins, and User Groups. .
Record Nr. UNINA-9910674344003321
Edge Charles  
New York, NY : , : Apress Media LLC, , [2023]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Architecting a Modern Data Warehouse for Large Enterprises : Build Multi-Cloud Modern Distributed Data Warehouses with Azure and AWS / / Anjani Kumar, Abhishek Mishra, and Sanjeev Kumar
Architecting a Modern Data Warehouse for Large Enterprises : Build Multi-Cloud Modern Distributed Data Warehouses with Azure and AWS / / Anjani Kumar, Abhishek Mishra, and Sanjeev Kumar
Autore Kumar Anjani
Edizione [First edition.]
Pubbl/distr/stampa New York, NY : , : Apress Media LLC, , [2024]
Descrizione fisica 1 online resource (XV, 368 p. 146 illus.)
Disciplina 005.7
Soggetto topico Data warehousing
Microsoft Azure (Computing platform)
Big data
Business enterprises - Data processing
ISBN 979-88-6880-029-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Introduction -- Chapter 2: Modern Data Warehouses -- Chapter 3: Data Lake, Lake House, and Delta Lake -- Chapter 4: Data Mesh -- Chapter 5: Data Orchestration Techniques -- Chapter 6: Data Democratization, Governance, and Security -- Chapter 7: Business Intelligence.
Record Nr. UNINA-9910799251003321
Kumar Anjani  
New York, NY : , : Apress Media LLC, , [2024]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginner's guide to Unity Shader Graph : create immersive game worlds using Unity's Shader tool / / Álvaro Alda
Beginner's guide to Unity Shader Graph : create immersive game worlds using Unity's Shader tool / / Álvaro Alda
Autore Alda Álvaro
Edizione [First edition.]
Pubbl/distr/stampa New York : , : Apress Media LLC, , [2023]
Descrizione fisica 1 online resource (453 pages)
Disciplina 794.816696
Soggetto topico Computer graphics
Video games - Programming
ISBN 1-4842-9672-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Table of Contents -- About the Author -- About the Technical Reviewer -- Acknowledgments -- Introduction -- Chapter 1: Introduction to Shaders -- What Is a Shader? -- Computational Objects and Meshes -- Vertices -- Normals -- UV Coordinates or Texture Coordinates -- Vertex Color -- Triangles and Polygons -- Programming Shaders -- Vertex-Fragment Shader -- Shader Programming Languages -- Shader Graph -- Shaders' Mathematical Foundations -- Vectors -- Adding Vectors -- Scalar Product -- Coordinate Systems -- Object Space -- World Space -- View Space -- Summary -- Chapter 2: Shader Graph -- Create a Unity 3D Project -- Unity Editor -- Create Your First Shader -- Create a Material -- Rendering Pipelines -- URP Pipeline -- Upgrading a Project to URP -- Install URP Package -- Set Up a URP Asset -- Upgrade Previous Materials -- Shader Graph Editor -- Main Preview -- Blackboard -- Graph Inspector -- Graph Settings -- Node Settings -- Master Stack -- Vertex Block -- Position Node -- Normal Node -- Tangent Node -- Fragment Block -- Base Color -- Normal -- Metallic -- Smoothness -- Emission -- Post-Processing Effects -- Ambient Occlusion -- Alpha -- Specular Color -- Shader Graph Elements -- Nodes -- Create Nodes -- Ports and Connections -- Node Previews -- Group Nodes -- Properties -- Properties Settings -- Reference -- Exposed -- Default -- Modes -- Redirect Elbow -- Sticky Notes -- Summary -- Chapter 3: Commonly Used Nodes -- UV Node -- One Minus Node -- Add Node -- Clamp Node -- Multiply Node -- Sine Node -- Time Node -- Remap Node -- Lerp Node -- Fraction Node -- Step Node -- SmoothStep Node -- Power Node -- Position Node -- Dot Product Node -- Posterize Node -- Procedural Noise Nodes -- Simple Noise -- Gradient Noise -- Voronoi Noise Node -- Fresnel Node -- Summary -- Chapter 4: Dynamic Shaders -- Scanline 3D.
Display Object Coordinates with Position Node -- Define Vertical Gradient Using the Split Node -- Use Multiply and Fraction Nodes for Repetition -- Dynamic Effect with Time and Add Nodes -- Adjust Contrast with Power Node -- Add Custom Color -- Dot Product Node to Set a Custom Orientation -- Expose Properties -- Arrow Pattern -- Create and Set Up a Line Renderer -- Create a Diagonal Line Pattern -- Create Vertical Symmetry with Absolute Node -- Hard-Edged Arrow Pattern with Fraction and Step Nodes -- Move the Arrow Along the Line Renderer -- Customize the Arrow Pattern Color -- Dissolve Effect -- Noisy Texture Using the Gradient Noise Node -- Gradual Dissolve Effect Using Add Node -- Dynamic Ping-Pong Dissolving Effect -- Dissolve Effect Along Custom Direction -- Create a Dissolving Edge with Color -- Hologram Shader -- Set a Vertical Gradient with Screen Position Node -- Repeat the Pattern Using Fraction Node -- Randomize the Pattern Using the Noise Node -- Create a Moving Pattern Using Add and Time Nodes -- Add Color to the Gradient Hologram Lines -- Emphasize the Effect with Fresnel Node -- Create Blink Effect Using Logic and Random Nodes -- Refactoring Shaders -- Summary -- Chapter 5: Vertex Shaders -- Procedural Fish Animation -- Import and Set Up the Fish Mesh -- Access the Pointing Direction Coordinate of the Fish -- Create a Wave Pattern Using Sine Node -- Make the Wave Movement Dynamic -- Deforming the Mesh along a Selected Axis -- Adjust the Wave Pattern Intensity -- Volumetric Snow -- Import 3D Models to Scene -- Define a Snow Direction Mask -- Extrude Geometry Along Normals -- Fixing Broken Extruded Mesh -- Adding Masked Color -- Adding Glowy Fresnel Effect -- Spawning Objects from a Black Hole -- Initial Setup -- Collapse the Vertices to the Center of the Mesh -- Set a Collapsing Destiny Singularity -- Collapse the Vertices by Distance.
Adding a Collapsing Glowing Color -- Summary -- Chapter 6: Distortion Shaders -- Ice Texture Refraction -- Initial Setup -- Modify the Scene Color to Create Distortion -- Use an Ice Texture to Modify the Scene Color -- Customize the Shader with the Ice Texture and Color -- Black Hole Distortion -- Creation of the Center of the Black Hole -- Using Particle Systems for a Billboard Effect -- Creating a Spiral Texture Using the Twirl Node -- Modifying the Scene Color Using the Spiral Texture -- Masking the Spiral Texture -- Adding Dynamic Rotation to the Spiral Texture -- Summary -- Chapter 7: Advanced Shaders -- Cartoon Water Shader -- Initial Setup -- Accessing the Depth Buffer to Create Foam with the Scene Depth Node -- Scene Depth Node -- Implementing the Depth Information in the Shader -- Controlling the Depth Gradient with Divide Node -- Create Water Caustics -- Using the Voronoi Noise Node -- Using SubGraph to Reuse Groups of Nodes -- Add Radial Deformation Using Radial Shear -- Adding Movement to the Voronoi Cells -- Adding Extra Caustic Layers -- Adding Color to the Water Caustics Texture -- Deforming the Vertices of the Water Surface -- Iridescent Bubble Shader -- Initial Setup -- Create and Set Up Reflections -- Reflection Probes and Reflection Cubemaps -- Creating an Iridescent Dynamic Pattern -- Adding Thin-Film Interference Gradient -- Adding Rim Transparency and Color -- Adding Random Vertex Displacement -- Summary -- Chapter 8: Interactive Snow Effect -- Scene Setup -- Give Movement to the Character -- Set Up Your IDE -- Create a Character Movement Script -- Snow Plane 3D Object -- Subdivided Plane Creation -- Import the Plane to Unity -- Interactive Snow Shader Graph -- Shader Graph Setup -- Apply Displacement Using Noise -- Apply Snow Color and Occlusion -- Interact with the Snow -- Using a Render Texture -- Painting the Character Path.
Recording Only the Character Path -- Adding a New Culling Mask to the Particles -- Update the Render Texture Camera Culling Mask -- Update the Main Camera Culling Mask -- Render Texture as a Displacement Mask -- Summary -- Index.
Record Nr. UNINA-9910746070803321
Alda Álvaro  
New York : , : Apress Media LLC, , [2023]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Java 17 fundamentals : object-oriented programming in Java 17 / / Kishori Sharan, Adam L. Davis
Beginning Java 17 fundamentals : object-oriented programming in Java 17 / / Kishori Sharan, Adam L. Davis
Autore Sharan Kishori (Software engineer)
Edizione [Third edition.]
Pubbl/distr/stampa New York : , : Apress Media LLC, , [2022]
Descrizione fisica 1 online resource (1023 pages)
Disciplina 005.133
Soggetto topico Java (Computer program language)
ISBN 1-4842-7307-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Table of Contents -- About the Authors -- About the Technical Reviewer -- Acknowledgments -- Introduction -- Chapter 1: Programming Concepts -- What Is Programming? -- Components of a Programming Language -- Programming Paradigms -- Imperative Paradigm -- Procedural Paradigm -- Declarative Paradigm -- Functional Paradigm -- Logic Paradigm -- Object-Oriented Paradigm -- What Is Java? -- The Object-Oriented Paradigm and Java -- Abstraction -- Abstraction for Hiding Complexities -- Data Abstraction -- Encapsulation and Information Hiding -- Inheritance -- Polymorphism -- Overloading Polymorphism -- Coercion Polymorphism -- Inclusion Polymorphism -- Parametric Polymorphism -- Summary -- Chapter 2: Setting Up the Environment -- System Requirements -- Installing JDK 17 -- The JDK Directory Structure -- Verifying the JDK Installation -- Starting the JShell Tool -- Installing NetBeans 12 -- Configuring NetBeans -- Summary -- Chapter 3: Writing Java Programs -- The Goal Statement -- Using the JShell Tool -- What Is a Java Program? -- Writing the Source Code -- Writing Comments -- Declaring a Module -- Declaring Types -- Package Declaration -- Import Declarations -- Class Declaration -- Types Have Two Names -- Compiling the Source Code -- Packaging the Compiled Code -- Running a Java Program -- Playing with Module Options -- Listing Observable Modules -- Limiting the Observable Modules -- Describing a Module -- Printing Module Resolution Details -- Dry-Running Your Program -- Enhancing a Module Descriptor -- Running Java Programs in Legacy Mode -- Duplicate Modules on a Module Path -- Syntax for Command-Line Options -- Writing Java Programs Using the NetBeans IDE -- Creating a Java Project -- Creating Modular JARs in NetBeans -- NetBeans Project Directory Structure -- Adding Classes to a Module -- Customizing NetBeans Project Properties.
Opening an Existing NetBeans Project -- Behind the Scenes -- Summary -- Chapter 4: Data Types -- What Is a Data Type -- What Is an Identifier? -- Keywords -- Data Types in Java -- Local Variable Type Inference -- Primitive Data Types in Java -- Integral Data Types -- The int Data Type -- The long Data Type -- The byte Data Type -- The short Data Type -- The char Data Type -- Character Literals in Single Quotes -- Character Escape Sequence -- Unicode Character Escape Sequence -- Octal Character Escape Sequence -- The boolean Data Type -- Floating-Point Data Types -- The float Data Type -- The double Data Type -- Underscores in Numeric Literals -- Java Compiler and Unicode Escape Sequence -- A Short Break -- Binary Representation of Integers -- Diminished Radix Complement -- Radix Complement -- Binary Representation of Floating-Point Numbers -- 32-Bit Single-Precision Floating-Point Format -- Sign -- Exponent -- Significand -- Special Floating-Point Numbers -- Signed Zeros -- Signed Infinities -- NaN -- Denormals -- Rounding Modes -- Rounding Toward Zero -- Rounding Toward Positive Infinity -- Rounding Toward Negative Infinity -- Rounding Toward Nearest -- IEEE Floating-Point Exceptions -- Division by Zero Exception -- Invalid Operation Exception -- Overflow Exception -- Underflow Exception -- Inexact Exception -- Java and IEEE Floating-Point Standards -- Little-Endian and Big-Endian -- Summary -- Chapter 5: Operators -- What Is an Operator? -- Assignment Operator -- Declaration, Initialization, and Assignment -- Arithmetic Operators -- Addition Operator (+) -- Subtraction Operator (-) -- Multiplication Operator (*) -- Division Operator (/) -- Modulus Operator (%) -- Rule #1 -- Rule #2 -- Rule #1 -- Rule #2 -- Rule #3 -- Rule #4 -- Rule #5 -- Unary Plus Operator (+) -- Unary Minus Operator (-) -- Compound Arithmetic Assignment Operators.
Increment (++) and Decrement (--) Operators -- String Concatenation Operator (+) -- Relational Operators -- Equality Operator (==) -- Rule #1 -- Rule #2 -- Rule #3 -- Inequality Operator (!=) -- Greater Than Operator (> -- ) -- Greater Than or Equal to Operator (> -- =) -- Less Than Operator (< -- ) -- Less Than or Equal to Operator (< -- =) -- Boolean Logical Operators -- Logical NOT Operator (!) -- Logical Short-Circuit AND Operator (& -- & -- ) -- Logical AND Operator (& -- ) -- Logical Short-Circuit OR Operator (||) -- Logical OR Operator (|) -- Logical XOR Operator (^) -- Compound Boolean Logical Assignment Operators -- Ternary Operator (?:) -- Bitwise Operators -- Operator Precedence -- Summary -- Chapter 6: Statements -- What Is a Statement? -- Types of Statements -- Declaration Statement -- Expression Statement -- Control Flow Statement -- A Block Statement -- The if-else Statement -- The switch Statement -- The switch Expression -- The for Statement -- Initialization -- Condition Expression -- Expression List -- The for-each Statement -- The while Statement -- The do-while Statement -- The break Statement -- The continue Statement -- An Empty Statement -- Summary -- Chapter 7: Classes -- What Is a Class? -- Declaring a Class -- Declaring Fields in a Class -- Creating Instances of a Class -- The null Reference Type -- Using Dot Notation to Access Fields of a Class -- Default Initialization of Fields -- Access Level Modifiers for a Class -- Import Declarations -- Single-Type Import Declaration -- Import-on-Demand Declaration -- Import Declarations and Type Search Order -- Automatic Import Declarations -- Static Import Declarations -- Static Import Rule #1 -- Static Import Rule #2 -- Static Import Rule #3 -- Declaring a Record -- Summary -- Chapter 8: Methods -- What Is a Method? -- Declaring Methods of a Class.
Local Variables -- Rule #1 -- Rule #2 -- Rule #3 -- Rule #4 -- Instance Methods and Class Methods -- Invoking a Method -- The Special main() Method -- What Is this? -- Access Levels for Class Members -- Access Level: A Case Study -- What Is a Var-Args Method? -- Overloading a Var-Args Method -- Var-Args Methods and the main() Method -- Parameter-Passing Mechanisms -- Pass by Value -- Pass by Constant Value -- Pass by Reference -- Pass by Reference Value -- Pass by Constant Reference Value -- Pass by Result -- Pass by Value Result -- Pass by Name -- Pass by Need -- Parameter-Passing Mechanisms in Java -- Summary -- Chapter 9: Constructors -- What Is a Constructor? -- Declaring a Constructor -- Overloading a Constructor -- Writing Code for a Constructor -- Calling a Constructor from Another Constructor -- Using a return Statement Inside a Constructor -- Access Level Modifier for a Constructor -- Default Constructor -- A static Constructor -- Instance Initialization Block -- Static Initialization Block -- The final Keyword -- final Local Variables -- final Parameters -- final Instance Variables -- final Class Variables -- final Reference Variables -- Compile-Time vs. Runtime final Variables -- Generic Classes -- Summary -- Chapter 10: Modules -- What Is a Module? -- Declaring Modules -- Declaring Module Dependence -- An Example of Module Dependence -- Troubleshooting -- Empty Package Error -- Module Not Found Error -- Package Does Not Exist Error -- Module Resolution Exception -- Implicit Dependence -- Optional Dependence -- Opening Modules and Packages -- Open Modules -- Opening Packages -- Splitting Packages Across Modules -- Restrictions in Module Declarations -- Types of Modules -- Normal Modules -- Open Modules -- Automatic Modules -- Unnamed Modules -- Aggregator Modules -- Knowing About Modules at Runtime -- Migration Path to Modules.
Java Class Dependency Analyzer -- Disassembling Module Definitions -- Summary -- Chapter 11: Object and Objects Classes -- The Object Class -- Rule #1 -- Rule #2 -- What Is the Class of an Object? -- Computing the Hash Code of an Object -- Comparing Objects for Equality -- String Representation of an Object -- Cloning Objects -- Finalizing an Object -- Immutable Objects -- The Objects Class -- Bounds Checks -- Comparing Objects -- Computing Hash Code -- Checking for Null -- Validating Arguments -- Obtaining String Representation of Objects -- Using the Objects Class -- Summary -- Chapter 12: Wrapper Classes -- Wrapper Classes -- Numeric Wrapper Classes -- The Character Wrapper Class -- The Boolean Wrapper Class -- Unsigned Numeric Operations -- Autoboxing and Unboxing -- Beware of Null Values -- Overloaded Methods and Autoboxing/Unboxing -- Comparison Operators and Autoboxing/Unboxing -- Collections and Autoboxing/Unboxing -- Summary -- Chapter 13: Exception Handling -- What Is an Exception? -- An Exception Is an Object -- Using a try-catch Block -- Transfer of Control -- Exception Class Hierarchy -- Arranging Multiple catch Blocks -- A Multi-catch Block -- Checked and Unchecked Exceptions -- Checked Exception: Catch or Declare -- Checked Exceptions and Initializers -- Throwing an Exception -- Creating an Exception Class -- The finally Block -- Rethrowing an Exception -- Analysis of Rethrown Exceptions -- Throwing Too Many Exceptions -- Accessing the Stack of a Thread -- The try-with-resources Block -- Summary -- Chapter 14: Assertions -- What Is an Assertion? -- Testing Assertions -- Enabling/Disabling Assertions -- Using Assertions -- Checking for Assertion Status -- Summary -- Chapter 15: Strings -- What Is a String? -- String Literals -- Escape Sequence Characters in String Literals -- Unicode Escapes in String Literals -- What Is a CharSequence?.
Creating String Objects.
Record Nr. UNINA-9910523784603321
Sharan Kishori (Software engineer)  
New York : , : Apress Media LLC, , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Java objects : from concepts to code / / Jacquie Barker
Beginning Java objects : from concepts to code / / Jacquie Barker
Autore Barker Jacquie
Edizione [Third edition.]
Pubbl/distr/stampa New York, NY : , : Apress Media LLC, , [2023]
Descrizione fisica 1 online resource (845 pages)
Disciplina 005.133
Soggetto topico Java (Computer program language)
Object-oriented programming (Computer science)
ISBN 9781484290606
9781484290590
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Part I: The ABCs of Objects -- Chapter 1: Abstraction and Modeling -- Chapter 2: Some Java Basics -- Chapter 3: Objects and Classes -- Chapter 4: Object Interactions -- Chapter 5: Relationships Between Objects -- Chapter 6: Collections of Objects -- Chapter 7: Some Final Object Concepts -- Part II -- Chapter 8: The Object Modeling Process in a Nutshell -- Chapter 9: Formalizing Requirements Through Use Cases -- Chapter 10: Modeling the Data Aspects of the System -- Chapter 11: Modeling the Behavioral Aspects of the System -- Chapter 12: Wrapping Up Our Modeling Efforts -- Chapter 13: A Few More Key Java Details -- Chapter 14: Transforming Your Model into Java Code. - Appendix A: Alternative Case Studies.
Record Nr. UNINA-9910698641803321
Barker Jacquie  
New York, NY : , : Apress Media LLC, , [2023]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning PyQt : a hands-on approach to GUI programming with PyQt6 / / Joshua M Willman
Beginning PyQt : a hands-on approach to GUI programming with PyQt6 / / Joshua M Willman
Autore Willman Joshua M.
Edizione [Second edition.]
Pubbl/distr/stampa New York, NY : , : Apress Media LLC, , [2022]
Descrizione fisica 1 online resource (557 pages) : illustrations
Disciplina 005.437
Collana ITpro collection
Soggetto topico Graphical user interfaces (Computer systems)
ISBN 1-4842-7999-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Table of Contents -- About the Author -- About the Technical Reviewers -- Acknowledgments -- Introduction -- Chapter 1: Getting Started with PyQt -- The PyQt Framework -- Why Choose PyQt? -- PyQt5 vs. PyQt6 -- Installing Python 3 and PyQt6 -- Checking Your Version of Python -- Installing PyQt6 -- Introduction to User Interfaces -- What Is a Graphical User Interface? -- Concepts for Creating Good Interface Design -- Creating Your First GUI: An Empty Window -- Explanation for Creating an Empty Window -- Modifying the Window -- Summary -- Chapter 2: Building a Simple GUI -- The QLabel Widget -- Explanation for Using QLabel -- Project 2.1 - User Profile GUI -- Designing the User Profile GUI -- Explanation for the User Profile GUI -- Summary -- Chapter 3: Adding More Functionality with Widgets -- Event Handlers and Signals and Slots -- The QPushButton Widget -- Explanation for Using QPushButton -- The QLineEdit Widget -- Explanation for Using QLineEdit -- The QCheckBox Widget -- Explanation for Using QCheckBox -- The QMessageBox Dialog -- Windows vs. Dialogs -- Explanation for Using QMessageBox -- Project 3.1 - Login GUI and Registration Dialog -- Designing the Login GUI and Registration Dialog -- Explanation for Creating the Login GUI -- How to Open a New Window or Dialog -- Using Event Handlers to Close a Window -- Explanation for Creating the Main Window -- Explanation for Creating the Registration Dialog -- Summary -- Chapter 4: Learning About Layout Management -- Using Layout Managers in PyQt -- Absolute Positioning -- Horizontal and Vertical Layouts with Box Layouts -- Explanation for QHBoxLayout -- Explanation for QVBoxLayout -- The QButtonGroup Class -- Creating Nested Layouts -- Explanation for Nested Layouts -- The QSpinBox and QComboBox Widgets -- Combining Layouts and Arranging Widgets.
Arranging Widgets in Grids with QGridLayout -- Explanation for QGridLayout -- The QTextEdit Widget -- Adding Widgets and Spanning Rows and Columns in QGridLayout -- Finding Child Widgets in a Layout -- Building Forms with QFormLayout -- Explanation for QFormLayout -- Adding Widgets and Layouts to QFormLayout -- Managing Pages with QStackedLayout -- Explanation for QStackedLayout -- Additional Tips for Managing Space -- Explanation for Managing Space -- Setting Content Margins -- Summary -- Chapter 5: Menus, Toolbars, and More -- Common Practices for Creating Menus -- Creating a Simple Menu Bar -- Explanation for Creating a Menu Bar -- QMainWindow vs. QWidget -- Creating the Menu Bar and Adding Actions -- Using Icons and the QIcon Class -- Explanation for Using Icons -- Setting the Central Widget -- Built-in Dialog Classes in PyQt -- The QFileDialog Class -- The QInputDialog Class -- The QFontDialog Class -- The QColorDialog Class -- The About QMessageBox -- Project 5.1 - Rich Text Notepad GUI -- Designing the Rich Text Notepad GUI -- Explanation for the Rich Text Notepad GUI -- Expanding the Features in a Main Window -- Explanation for Expanding the Features -- The QStatusBar Class -- Creating Submenus with Checkable Menu Items -- The QToolBar Class -- The QDockWidget Class -- Project 5.2 - Simple Photo Editor GUI -- Designing the Photo Editor GUI -- Explanation for the Photo Editor GUI -- Handling Images in the Photo Editor GUI -- The QPrinter Class -- Summary -- Chapter 6: Styling Your GUIs -- What Are Styles in PyQt? -- Changing the Default Style -- Modifying Widget Appearances -- Using HTML to Change the Look of Text -- Using Qt Style Sheets to Change the Look of Widgets -- Explanation for Using "Inline" Qt Style Sheets -- Customizing Styles to React to Interactions -- Explanation for Using "Embedded" Qt Style Sheets.
Applying Changes to Specific Widgets -- Organizing Widgets with Containers and Tabs -- The QRadioButton Widget -- The QGroupBox Class -- The QTabWidget Class -- Explanation for Using Containers and Tabs -- Project 6.1 - Food Ordering GUI -- Design the Food Ordering GUI -- Explanation for the Food Ordering GUI -- Creating the Style Sheet -- Building the Main Window -- CSS Properties Reference -- Summary -- Chapter 7: Handling Events in PyQt -- Event Handling in PyQt -- Using Signals and Slots -- Using Event Handlers to Handle Events -- Difference Between Signals and Slots and Event Handlers -- Handling Key Events -- Explanation for Handling Key Events -- Handling Mouse Events -- Explanation for Handling Mouse Events -- Creating Custom Signals -- Explanation for Creating Custom Signals -- Summary -- Chapter 8: Creating GUIs with Qt Designer -- Getting Started with Qt Designer -- Installing Qt Designer -- Exploring Qt Designer's User Interface -- Qt Designer's Editing Modes -- Creating an Application in Qt Designer -- Project 8.1 - Keypad GUI -- Explanation for the Keypad GUI -- Selecting a Form -- Arranging Objects on the Form -- The QFrame Class -- Applying Layouts in Qt Designer -- Editing the Properties of Objects -- Previewing Your GUI -- Connecting Signals and Slots in Qt Designer -- Creating Python Code from Qt Designer -- Generating Code Using pyuic6 -- Creating a New Script to Build a GUI -- Extra Tips for Using Qt Designer -- Setting Up Main Windows and Menus -- Adding Menus and Submenus in Qt Designer -- Adding Toolbars in Qt Designer -- Adding Actions in Qt Designer -- Displaying Images in Qt Designer -- Adding Style Sheets in Qt Designer -- Summary -- Chapter 9: Working with the Clipboard -- The QClipboard Class -- Explanation for Using QClipboard -- Project 9.1 - Sticky Notes GUI -- Explanation for the Sticky Notes GUI -- Summary.
Chapter 10: Presenting Data in PyQt -- Quickly Handling Data in PyQt -- The QListWidget Class -- Explanation for Using QListWidget -- Drag and Drop in PyQt -- Explanation for Drag and Drop -- The QTableWidget Class -- Explanation for Using QTableWidget -- Creating Context Menus -- Using Built-in QTableWidget Methods to Edit Data -- The QTreeWidget Class -- Explanation for Using QTreeWidget -- Summary -- Chapter 11: Graphics and Animation in PyQt -- Introduction to the QPainter Class -- Explanation for Using the QPainter Class -- The paintEvent() Event Handler -- The QColor, QPen, and QBrush Classes -- Drawing Points and Lines -- Drawing Text -- Drawing Two-Dimensional Shapes -- Drawing Gradients -- Project 11.1 - Painter GUI -- Explanation for the Painter GUI -- Creating the Canvas Class -- Handling Mouse Movement Events -- Creating the Painter GUI's MainWindow Class -- Creating Tool Tips for Widgets -- Animating Scenes with QPropertyAnimation -- Explanation for Animating Scenes -- Introduction to Animating Widgets -- Explanation for Animating Widgets -- Summary -- Chapter 12: Creating Custom Widgets -- Project 12.1 - RGB Slider Custom Widget -- PyQt's Image Handling Classes -- The QSlider Widget -- Explanation for the RGB Slider Widget -- Updating the Sliders and Spin Boxes -- Updating the Colors -- Adding Methods to a Custom Widget -- RGB Slider Demo -- Explanation for the RGB Slider Demo -- Summary -- Chapter 13: Working with Qt Quick -- Outlining QtQuick and QML -- Elements in QtQuick -- Introduction to the QML Language and Syntax -- Explanation for QML Language and Syntax -- Defining Properties of an Element -- The Coordinate System -- Building and Running QML Components -- Creating and Loading QML Components -- Explanation for Creating QML Components -- Positioning Elements with Anchors -- Adding Images in QtQuick.
Explanation for Loading QML Components -- Creating Reusable Components -- Explanation for Creating Custom Components -- Making an Element Interactive with Mouse Handling -- Layout Handling in QML -- Using Positioners to Position Elements -- Explanation for Using Column and Grid Positioners -- Building and Loading QML Windows -- QtQuick Controls -- Explanation for Creating QML Windows -- Creating a Menu Bar -- Signals and Signal Handlers -- Using FileDialog to Open Files -- Explanation for Loading QML Windows -- Using Transformations to Animate Objects -- Explanation for Simple Transformations -- Explanation for Using Transformations to Animate Objects -- Summary -- Chapter 14: Introduction to Handling Databases -- Thinking About Data -- Introduction to Model/View Programming -- The Components of the Model/View Architecture -- PyQt's Model/View Classes -- Explanation for Introduction to Model/View -- Setting Up the Model, View, and Selection Modes -- Working with CSV Files -- Working with SQL Databases in PyQt -- What Is SQL? -- Working with Database Management Systems -- Getting Familiar with SQL Commands -- Project 14.1 - Account Management GUI -- Explanation for Working with the QtSql Module -- Creating a Connection to a Database -- Building a Dataset with QSqlQuery -- Visualizing SQL Data Using SQLite -- Explanation for Querying a Database with QSqlQuery -- Working with the QSqlTableModel Class -- Explanation for Working with QSqlTableModel -- Working with the QSqlRelationalTableModel Class -- Explanation for Working with QSqlRelationalTableModel -- Adding Delegates to Edit Relational Data -- Explanation for the Account Management GUI -- Summary -- Chapter 15: Managing Threads -- Introduction to Threading -- Threading in PyQt -- Methods for Processing Long Events in PyQt -- Project 15.1 - File Renaming GUI -- The QProgressBar Widget.
Explanation for File Renaming GUI.
Record Nr. UNINA-9910552739803321
Willman Joshua M.  
New York, NY : , : Apress Media LLC, , [2022]
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