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Appcelerator Titanium application development by example beginner's guide [[electronic resource] ] : over 30 interesting recipes to help you create cross-platform apps with Titanium, and explore the new features in Titanium 3 / / Darren Cope
Appcelerator Titanium application development by example beginner's guide [[electronic resource] ] : over 30 interesting recipes to help you create cross-platform apps with Titanium, and explore the new features in Titanium 3 / / Darren Cope
Autore Cope Darren
Pubbl/distr/stampa Birmingham, U.K., : Packt Publishing, c2013
Descrizione fisica 1 online resource (334 p.)
Disciplina 005.365
Soggetto topico Application software
Mobile computing - Programming
Soggetto genere / forma Electronic books.
ISBN 1-84969-501-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: How to Get Up and Running with Titanium; System requirements and restrictions; Installing Titanium; Time for action - installing Titanium Studio; Setting up Titanium Studio; Time for action - setting up Titanium Studio; Installing the Android SDK; Time for action - configuring the Android SDK; Installing the iOS SDK; Time for action - configuring the iOS SDK; Installation problems - did something go wrong?; Your first cross-platform app
Time for action - creating an app from a templateTime for action - running an app in the emulator; Did the app fail to run?; A review of the first app; tiapp.xml; tiapp XML structure explained; Other files in the base directory; The Resources directory; app.js; KS_nav_ui.png and KS_nav_views.png; The android and iphone directories; Summary; Chapter 2: How to Make an Interface; What's in the toolkit?; A recap; Window; Tab group and tabs; Creating a tab group; Creating a tab; Labels; Views; Time for action - adding a view to a window; Time for action - adding a button to a view
Time for action - making something happen when the button is pressedAdding a settings screen - a TableView masterclass; Time for action - adding a new window; Time for action - adding a styled TableViewRow object; Platform-specific tools; Add an Android menu; Time for action - adding an Android menu; Time for action - running the Android menu changes on iOS; Why did this fail?; Isolating platform-specific code; Time for action - add an iOS fix for the Android menu; Capturing debug messages; Coding iOS specific elements; Time for action - add an info button to the navigation bar; Summary
Chapter 3: How to Design Titanium AppsJSON; Extending your app over multiple files; Titanium.include; Time for action - creating an activity indicator; Require; Require - loading a marketplace module; Time for action - adding an Appcelerator marketplace module; Require - promoting commonJS compliant code; MVC; Time for action - creating a better designed app using MVC; Behind the scenes - a look at the code; What does this mean?; An example of require; Alloy; Time for action - creating an Alloy app; Summary; Chapter 4: Gluing Your App Together with Events, Variables, and Callbacks
Sharing dataExecution context; Global variables; What is the right way to share data?; Time for action - sharing information between windows; Events; Event scope; Event properties; Making something happen - fireEvent; Time for action - creating a progress bar game; Global event listeners and garbage collection; Better event code using callbacks; Summary; Chapter 5: It's All About Data; External data; Time for action - creating an HTTP request; RSS reader; Time for action - fetching RSS; Time for action - parsing and displaying the RSS; Storing data on the device; Which one should you use
filesystem, database, or properties?
Record Nr. UNINA-9910463177303321
Cope Darren  
Birmingham, U.K., : Packt Publishing, c2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Appcelerator Titanium application development by example beginner's guide [[electronic resource] ] : over 30 interesting recipes to help you create cross-platform apps with Titanium, and explore the new features in Titanium 3 / / Darren Cope
Appcelerator Titanium application development by example beginner's guide [[electronic resource] ] : over 30 interesting recipes to help you create cross-platform apps with Titanium, and explore the new features in Titanium 3 / / Darren Cope
Autore Cope Darren
Pubbl/distr/stampa Birmingham, U.K., : Packt Publishing, c2013
Descrizione fisica 1 online resource (334 p.)
Disciplina 005.365
Soggetto topico Application software
Mobile computing - Programming
ISBN 1-84969-501-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: How to Get Up and Running with Titanium; System requirements and restrictions; Installing Titanium; Time for action - installing Titanium Studio; Setting up Titanium Studio; Time for action - setting up Titanium Studio; Installing the Android SDK; Time for action - configuring the Android SDK; Installing the iOS SDK; Time for action - configuring the iOS SDK; Installation problems - did something go wrong?; Your first cross-platform app
Time for action - creating an app from a templateTime for action - running an app in the emulator; Did the app fail to run?; A review of the first app; tiapp.xml; tiapp XML structure explained; Other files in the base directory; The Resources directory; app.js; KS_nav_ui.png and KS_nav_views.png; The android and iphone directories; Summary; Chapter 2: How to Make an Interface; What's in the toolkit?; A recap; Window; Tab group and tabs; Creating a tab group; Creating a tab; Labels; Views; Time for action - adding a view to a window; Time for action - adding a button to a view
Time for action - making something happen when the button is pressedAdding a settings screen - a TableView masterclass; Time for action - adding a new window; Time for action - adding a styled TableViewRow object; Platform-specific tools; Add an Android menu; Time for action - adding an Android menu; Time for action - running the Android menu changes on iOS; Why did this fail?; Isolating platform-specific code; Time for action - add an iOS fix for the Android menu; Capturing debug messages; Coding iOS specific elements; Time for action - add an info button to the navigation bar; Summary
Chapter 3: How to Design Titanium AppsJSON; Extending your app over multiple files; Titanium.include; Time for action - creating an activity indicator; Require; Require - loading a marketplace module; Time for action - adding an Appcelerator marketplace module; Require - promoting commonJS compliant code; MVC; Time for action - creating a better designed app using MVC; Behind the scenes - a look at the code; What does this mean?; An example of require; Alloy; Time for action - creating an Alloy app; Summary; Chapter 4: Gluing Your App Together with Events, Variables, and Callbacks
Sharing dataExecution context; Global variables; What is the right way to share data?; Time for action - sharing information between windows; Events; Event scope; Event properties; Making something happen - fireEvent; Time for action - creating a progress bar game; Global event listeners and garbage collection; Better event code using callbacks; Summary; Chapter 5: It's All About Data; External data; Time for action - creating an HTTP request; RSS reader; Time for action - fetching RSS; Time for action - parsing and displaying the RSS; Storing data on the device; Which one should you use
filesystem, database, or properties?
Record Nr. UNINA-9910786708603321
Cope Darren  
Birmingham, U.K., : Packt Publishing, c2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Appcelerator Titanium application development by example beginner's guide : over 30 interesting recipes to help you create cross-platform apps with Titanium, and explore the new features in Titanium 3 / / Darren Cope
Appcelerator Titanium application development by example beginner's guide : over 30 interesting recipes to help you create cross-platform apps with Titanium, and explore the new features in Titanium 3 / / Darren Cope
Autore Cope Darren
Edizione [1st ed.]
Pubbl/distr/stampa Birmingham, U.K., : Packt Publishing, c2013
Descrizione fisica 1 online resource (334 p.)
Disciplina 005.365
Soggetto topico Application software
Mobile computing - Programming
ISBN 1-84969-501-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: How to Get Up and Running with Titanium; System requirements and restrictions; Installing Titanium; Time for action - installing Titanium Studio; Setting up Titanium Studio; Time for action - setting up Titanium Studio; Installing the Android SDK; Time for action - configuring the Android SDK; Installing the iOS SDK; Time for action - configuring the iOS SDK; Installation problems - did something go wrong?; Your first cross-platform app
Time for action - creating an app from a templateTime for action - running an app in the emulator; Did the app fail to run?; A review of the first app; tiapp.xml; tiapp XML structure explained; Other files in the base directory; The Resources directory; app.js; KS_nav_ui.png and KS_nav_views.png; The android and iphone directories; Summary; Chapter 2: How to Make an Interface; What's in the toolkit?; A recap; Window; Tab group and tabs; Creating a tab group; Creating a tab; Labels; Views; Time for action - adding a view to a window; Time for action - adding a button to a view
Time for action - making something happen when the button is pressedAdding a settings screen - a TableView masterclass; Time for action - adding a new window; Time for action - adding a styled TableViewRow object; Platform-specific tools; Add an Android menu; Time for action - adding an Android menu; Time for action - running the Android menu changes on iOS; Why did this fail?; Isolating platform-specific code; Time for action - add an iOS fix for the Android menu; Capturing debug messages; Coding iOS specific elements; Time for action - add an info button to the navigation bar; Summary
Chapter 3: How to Design Titanium AppsJSON; Extending your app over multiple files; Titanium.include; Time for action - creating an activity indicator; Require; Require - loading a marketplace module; Time for action - adding an Appcelerator marketplace module; Require - promoting commonJS compliant code; MVC; Time for action - creating a better designed app using MVC; Behind the scenes - a look at the code; What does this mean?; An example of require; Alloy; Time for action - creating an Alloy app; Summary; Chapter 4: Gluing Your App Together with Events, Variables, and Callbacks
Sharing dataExecution context; Global variables; What is the right way to share data?; Time for action - sharing information between windows; Events; Event scope; Event properties; Making something happen - fireEvent; Time for action - creating a progress bar game; Global event listeners and garbage collection; Better event code using callbacks; Summary; Chapter 5: It's All About Data; External data; Time for action - creating an HTTP request; RSS reader; Time for action - fetching RSS; Time for action - parsing and displaying the RSS; Storing data on the device; Which one should you use
filesystem, database, or properties?
Record Nr. UNINA-9910813467903321
Cope Darren  
Birmingham, U.K., : Packt Publishing, c2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Android C++ game development / / Bruce Sutherland
Beginning Android C++ game development / / Bruce Sutherland
Autore Sutherland Bruce
Edizione [1st ed. 2013.]
Pubbl/distr/stampa New York : , : Apress, , 2013
Descrizione fisica 1 online resource (xix, 296 pages) : illustrations (some color)
Disciplina 004
794.815268
Collana Gale eBooks
Soggetto topico Application software - Development
Mobile computing - Programming
C++ (Computer program language)
ISBN 1-4302-5831-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""Contents at a Glance""; ""Contents""; ""About the Author""; ""About the Technical Reviewer ""; ""Acknowledgments""; ""Introduction""; ""Chapter 1: An Introduction to Game Development""; ""A Brief History of Video Games""; ""Who Makes Games?""; ""The Difference between Computer Games and Board Games""; ""Comparing Mobile Phones to Game Consoles""; ""An Overview of Game Engines""; ""Summary""; ""Chapter 2: An Introduction to the Android Game Development Ecosystem""; ""Java and the Dalvik Virtual Machine""; ""C++ and the NDK""; ""Fragmentation and the Android Ecosystem""; ""Android Versions""
""Screen Resolution and Aspect Ratio""""Input Device Support""; ""GPUs""; ""HelloDroid - Our First Android Game""; ""Creating a New Eclipse Project""; ""Adding NDK Support""; ""A Look at the NDK Build System""; ""Modifying the Build File""; ""Adding Application-Level Build Options""; ""Enabling Debugging""; ""Running the Game""; ""Summary""; ""Chapter 3: Game Design for Beginners: Droid Runner""; ""An Introduction to Design Documents""; ""Creating a World, Telling a Story, and Setting the Scene""; ""The Droid Runner Design Overview""; ""Section 1 - Game Overview""
""Defining the Gameplay and Mechanics""""Section 2 - Gameplay and Mechanics""; ""Section 2.1 - Gameplay""; ""Section 2.2 - Mechanics""; ""Section 2.2.1 - Movement""; ""Section 2.2.2 - Obstacles""; ""Section 2.2.3 - Pickups""; ""Level Design""; ""Pacing""; ""Aesthetics""; ""Scale""; ""Technical Requirements""; ""Summary""; ""Chapter 4: Building a Game Engine""; ""Creating an Application Object""; ""Creating the Game Loop Using a Kernel and Tasks""; ""Starting the Kernel Class""; ""Defining the Task Interface""; ""Examining the Kernel Methods""; ""Android�s Native App Glue""; ""Timekeeping""
""Summary""""Chapter 5: Writing a Renderer""; ""Initializing the Window and OpenGL Using EGL""; ""An Introduction to Shaders""; ""An Introduction to Vertex Shaders in OpenGL ES 2.0""; ""An Introduction to Fragment Shaders in OpenGL ES 2.0""; ""Creating a Shader Program""; ""Rendering a Quad with OpenGL""; ""Representing Geometry""; ""Creating a Renderable""; ""Creating the Basic Shader""; ""Creating an App-Specific Application and Task""; ""Applying Textures to Geometry""; ""Loading a File""; ""Loading a TGA File""; ""Representing a GL Texture""; ""Creating TextureShader""
""Initializing Textures and Shaders""""Loading Textures in a Task""; ""Summary""; ""Chapter 6: Game Entities""; ""What Is a Game Entity?""; ""Communicating with Game Objects via Events""; ""The Event Class""; ""The EventHandler Classes""; ""The EventManager""; ""EventManager�s Friend Functions""; ""Big O Notation""; ""EventManager�s Interface Methods""; ""Rendering an Object""; ""The TransformComponent Class""; ""The Transform Class""; ""The RenderableComponent""; ""The TransformShader Class""; ""The Player Object""; ""Making the Player Jump""; ""A Basic AI Entity""; ""Summary""
""Chapter 7: Building Game Levels with Collision""
Record Nr. UNINA-9910735387703321
Sutherland Bruce  
New York : , : Apress, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning iOS Game Center and GameKit : for iOS, tvOS, and MacOS / / Kyle Richter, Beau G. Bolle
Beginning iOS Game Center and GameKit : for iOS, tvOS, and MacOS / / Kyle Richter, Beau G. Bolle
Autore Richter Kyle
Edizione [Second edition.]
Pubbl/distr/stampa New York, New York : , : Apress, , 2022
Descrizione fisica 1 online resource (315 pages)
Disciplina 004.167
Soggetto topico Application software - Development
Computer games - Programming
Mobile computing - Programming
Operating systems (Computers)
ISBN 1-4842-7756-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Getting Started with GameKit and Game Center -- Chapter 2: Game Center: Configuring and Getting Started -- Chapter 3: Leaderboards -- Chapter 4: Achievements -- Chapter 5: Matchmaking and Invitations -- Chapter 6: Network Design Overview -- Chapter 7: Exchanging Data -- Chapter 8: Turned-Based Gaming with Game Center -- Chapter 9: Voice Chat -- Chapter 10: In-App Purchase with StoreKit -- Chapter 11: Game Controllers.
Record Nr. UNINA-9910522980803321
Richter Kyle  
New York, New York : , : Apress, , 2022
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Swift : master the fundamentals of programming in Swift 4. / / Rob Kerr, Kare Morstol
Beginning Swift : master the fundamentals of programming in Swift 4. / / Rob Kerr, Kare Morstol
Autore Kerr Robert
Edizione [1st edition]
Pubbl/distr/stampa Birmingham ; ; Mumbai : , : Packt, , 2018
Descrizione fisica 1 online resource (1 volume) : illustrations
Disciplina 005.3
Soggetto topico Swift (Computer program language)
Mobile computing - Programming
Soggetto genere / forma Electronic books.
ISBN 1-78953-864-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910466619603321
Kerr Robert  
Birmingham ; ; Mumbai : , : Packt, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Swift : master the fundamentals of programming in Swift 4. / / Rob Kerr, Kare Morstol
Beginning Swift : master the fundamentals of programming in Swift 4. / / Rob Kerr, Kare Morstol
Autore Kerr Robert
Edizione [1st edition]
Pubbl/distr/stampa Birmingham ; ; Mumbai : , : Packt, , 2018
Descrizione fisica 1 online resource (1 volume) : illustrations
Disciplina 005.3
Soggetto topico Swift (Computer program language)
Mobile computing - Programming
ISBN 1-78953-864-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910796826003321
Kerr Robert  
Birmingham ; ; Mumbai : , : Packt, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Swift : master the fundamentals of programming in Swift 4. / / Rob Kerr, Kare Morstol
Beginning Swift : master the fundamentals of programming in Swift 4. / / Rob Kerr, Kare Morstol
Autore Kerr Robert
Edizione [1st edition]
Pubbl/distr/stampa Birmingham ; ; Mumbai : , : Packt, , 2018
Descrizione fisica 1 online resource (1 volume) : illustrations
Disciplina 005.3
Soggetto topico Swift (Computer program language)
Mobile computing - Programming
ISBN 1-78953-864-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910828887303321
Kerr Robert  
Birmingham ; ; Mumbai : , : Packt, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
IBM worklight mobile application development essentials : develop efficient mobile applications using IBM Worklight / / Muhammad Saif Uddin, Talha Haroon ; cover image by Ronak Dhruv
IBM worklight mobile application development essentials : develop efficient mobile applications using IBM Worklight / / Muhammad Saif Uddin, Talha Haroon ; cover image by Ronak Dhruv
Autore Uddin Muhammad Saif
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing Ltd, , 2014
Descrizione fisica 1 online resource (144 p.)
Disciplina 005.437
Altri autori (Persone) HaroonTalha
DhruvRonak
Collana Professional expertise distilled
Soggetto topico Mobile computing - Programming
Mobile computing - Security measures
Soggetto genere / forma Electronic books.
ISBN 1-78217-761-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; Acknowledgement; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with IBM Worklight; The IBM Worklight solution; Worklight capabilities and supported platforms; Components of Worklight; Worklight Studio; Features of the Worklight Studio platform; Worklight Device Runtime; Worklight Server; Worklight Console; Worklight Application Center; Summary; Chapter 2: Installing Worklight; Installing IBM Worklight Consumer Edition; Installing IBM Installation Manager; Installing the IBM Worklight Server
Configuring the WebSphere Application Server (Liberty profile)Installing IBM Worklight Studio; Installing IBM Worklight Developer Edition; Installing Android SDK; Summary; Chapter 3: Creating a Basic Worklight Application; Creating a simple IBM Worklight application; Worklight project and application structure; Application resources; Rich Page Editor; Adding an environment; Verifying the server configuration; Building the application; Application skins; Previewing an application in the mobile simulator; Summary; Chapter 4: Customizing a Worklight Application; A quick overview of HTML5
The IBM Worklight client-side APIThe WLClient JavaScript client library; Exploring Dojo Mobile; Designing your first Dojo application; Adding an environment in IBM Worklight; Application resources; Application-descriptor; The main HTML file; Client scripts and stylesheets; The application icon; The splash screen; The Worklight client property file; Exploring the Android application environment; Summary; Chapter 5: Adding an Adapter; IBM Worklight Adapter concept; Exploring Adapter files; Types of Adapters; HTTP Adapters; SQL Adapters; Invoking the Adapter procedure
Calling Java code using an AdapterInvoking Java code from the Adapter; Summary; Chapter 6: Authentication and Security; Worklight security principles, concepts, and terminologies; Challenge handler; Authenticator; The login module; Authentication realms; Security test; Examining generated realms, security test, and login modules; Generating realms; Generating login modules; Generating security tests; Creating adapter-based authentication; Client side - adapter authentication components; Challenge handler in Worklight; Form-based authentication; Security realm; The login module; Security test
Challenge handlerCustom authentication; Summary; Chapter 7: Advanced Features of IBM Worklight; Push notification; Device and platforms support; Worklight push notification concepts and terminology; WL client API; WL.BusyIndicator; WL.Logger; WL.SimpleDialog; Cordova plugins; Encrypted Offline Cache; Storage JSONStore; Summary; Index
Record Nr. UNINA-9910464212703321
Uddin Muhammad Saif  
Birmingham, England : , : Packt Publishing Ltd, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
IBM worklight mobile application development essentials : develop efficient mobile applications using IBM Worklight / / Muhammad Saif Uddin, Talha Haroon ; cover image by Ronak Dhruv
IBM worklight mobile application development essentials : develop efficient mobile applications using IBM Worklight / / Muhammad Saif Uddin, Talha Haroon ; cover image by Ronak Dhruv
Autore Uddin Muhammad Saif
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing Ltd, , 2014
Descrizione fisica 1 online resource (144 p.)
Disciplina 005.437
Altri autori (Persone) HaroonTalha
DhruvRonak
Collana Professional expertise distilled
Soggetto topico Mobile computing - Programming
Mobile computing - Security measures
ISBN 1-78217-761-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; Acknowledgement; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with IBM Worklight; The IBM Worklight solution; Worklight capabilities and supported platforms; Components of Worklight; Worklight Studio; Features of the Worklight Studio platform; Worklight Device Runtime; Worklight Server; Worklight Console; Worklight Application Center; Summary; Chapter 2: Installing Worklight; Installing IBM Worklight Consumer Edition; Installing IBM Installation Manager; Installing the IBM Worklight Server
Configuring the WebSphere Application Server (Liberty profile)Installing IBM Worklight Studio; Installing IBM Worklight Developer Edition; Installing Android SDK; Summary; Chapter 3: Creating a Basic Worklight Application; Creating a simple IBM Worklight application; Worklight project and application structure; Application resources; Rich Page Editor; Adding an environment; Verifying the server configuration; Building the application; Application skins; Previewing an application in the mobile simulator; Summary; Chapter 4: Customizing a Worklight Application; A quick overview of HTML5
The IBM Worklight client-side APIThe WLClient JavaScript client library; Exploring Dojo Mobile; Designing your first Dojo application; Adding an environment in IBM Worklight; Application resources; Application-descriptor; The main HTML file; Client scripts and stylesheets; The application icon; The splash screen; The Worklight client property file; Exploring the Android application environment; Summary; Chapter 5: Adding an Adapter; IBM Worklight Adapter concept; Exploring Adapter files; Types of Adapters; HTTP Adapters; SQL Adapters; Invoking the Adapter procedure
Calling Java code using an AdapterInvoking Java code from the Adapter; Summary; Chapter 6: Authentication and Security; Worklight security principles, concepts, and terminologies; Challenge handler; Authenticator; The login module; Authentication realms; Security test; Examining generated realms, security test, and login modules; Generating realms; Generating login modules; Generating security tests; Creating adapter-based authentication; Client side - adapter authentication components; Challenge handler in Worklight; Form-based authentication; Security realm; The login module; Security test
Challenge handlerCustom authentication; Summary; Chapter 7: Advanced Features of IBM Worklight; Push notification; Device and platforms support; Worklight push notification concepts and terminology; WL client API; WL.BusyIndicator; WL.Logger; WL.SimpleDialog; Cordova plugins; Encrypted Offline Cache; Storage JSONStore; Summary; Index
Record Nr. UNINA-9910789008203321
Uddin Muhammad Saif  
Birmingham, England : , : Packt Publishing Ltd, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui