• Libgdx Cross-platform Game Development Cookbook

    Over 75 practical recipes to help you master cross-platform 2D game development using the powerful Libgdx framework

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    121
    10.63MB
    2015-01-08
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  • [Mac.OS.X开发系列电子书].OpenGL.ES.2.0.Programming.Guide

    What Is OpenGL ES? OpenGL ES is an application programming interface (API) for advanced 3D graphics targeted at handheld and embedded devices such as cell phones, personal digital assistants (PDAs), consoles, appliances, vehicles, and avionics. OpenGL ES is one of a set of APIs created by the Khronos Group. The Khronos Group, founded in January 2000, is a member-funded industry consortium that is focused on the creation of open standard and royaltyfree APIs for handheld and embedded devices. In the desktop world there are two standard 3D APIs, DirectX and OpenGL. DirectX is the de facto standard 3D API for any system running the Microsoft Windows operating system and is used by the majority of 3D games on that platform. OpenGL is a cross-platform standard 3D API for desktop systems running Linux, various flavors of UNIX, Mac OS X, and Microsoft Windows. It is a widely accepted standard 3D API that has seen significant real-world usage. The API is used by games such as the Doom and Quake series, user interfaces as in Mac OS X, workstation computer-aided design (CAD) applications like CATIA, and digital content creation applications such as Maya and SoftImage|XSI.

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    2011-02-08
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  • Manning.Flex.4.in.Action.Dec.2009

    PART ONE: APPLICATION BASICS CHAPTER ONE: INTRODUCTION OT FLEX CHAPTER TWO: GETTING STARTED CHAPTER THREE:WORKING WITH ACTIONSCRIPT CHAPTER FOUR: LAYOUT AND CONTAINERS CHAPTER FIVE: DISPLAYING FORMS AND CAPTURING USER INPUT CHAPTER SIX: VALIDATING USER INPUT CHAPTER SEVEN: FORMATTING DATA CHAPTER EIGHT: HALO DATAGRIDS, LISTS AND TREES CHAPTER NINE: SPARK LISTS CHAPTER TEN: LIST CUSTOMIZATION PART TWO: APPLICATION FLOW AND STRUCTURE CHAPTER ELEVEN: EVENTS CHAPTER TWELVE: APPLICATION NAVIGATION CHAPTER THIRTEEN: INTRODUCTION TO POP-UPS CHAPTER FOURTEEN: VIEW STATES CHAPTER FIFTEEN:WORKING WITH DATA SERVICES CHAPTER SIXTEEN: OBJECTS AND CLASSES CHAPTER SEVENTEEN: CUSTOM COMPONENTS CHAPTER EIGHTEEN: ADVANCED REUSABILITY IN FLEX PART THREE: THE FINISHING TOUCHES CHAPTER NINETEEN: CUSTOMIZING THE EXPERIENCE CHAPTER TWENTY:WORKING WITH EFFECTS CHAPTER TWENTY-ONE: DRAG AND DROP CHAPTER TWENTY-TWO: CHARTING CHAPTER TWENTY-THREE: DEBUGGING AND TESTING CHAPTER TWENTY-FOUR:WRAPPING UP THE PROJECT

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    2010-11-14
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  • [Flash.Builder.4.&.Flex.4._典].Flash.Builder.4.and.Flex.4.Bible

    When Macromedia first released Flash MX in 2002, the product was branded as the new way to build Rich Internet Applications (known by the acronym RIA). The term was invented at Macromedia to describe a new class of applications that would offer the benefits of being connected to the Internet, including access to various types of Web-based services, but would solve many of the nagging issues that had been inherent in browser-based applications since the mid-1990s. Using Flash Player to host graphically rich applications delivered as Flash documents would address issues such as the ongoing differences between Web browsers in implementation of Cascading Style Sheets (CSS) and JavaScript. And because such applications would be able to leverage Flash Player’s original strengths, including animation and delivery of rich media (audio and video) to the desktop, the applications could be both functional and visually compelling. The first push into the new frontier of RIAs met with mixed success. Many applications built and delivered with Flash MX and ColdFusion MX (Macromedia’s recommended middleware application server software at the time) were very impressive. Perhaps the best known of this class is the iHotelier hotel reservations application, which is still used by many large hotels around the world. The application presents customers with a Flash-based interface they can use to find and reserve hotel rooms from a visually intuitive single-screen interface. A customer can input information and get a nearly instantaneous response without having to navigate the multi-page interface of classic HTML-based Web applications. Meanwhile, developers who were creating these applications were madly pulling their hair out. Building data-centric applications in Flash meant that they were working with a binary source file, making it difficult to integrate with source control systems. At the time, ActionScript wasn’t particularly object-oriented (although this part of the situation improved drastically with the release of ActionScript 2 in Flash MX 2004), and there was no enforcement of code placement standards. Its loose data typing and lack of strong compile-time error checking or debugging tools led to phenomena such as “silent failure” — the moment when something that’s supposed to happen doesn’t, and no information is offered as to the reason. In large multi-developer environments, figuring out where to put the code in a Flash document was a significant part of the application planning process, because the product wasn’t really designed for application development. And the ActionScript editor built into Flash gave experienced developers fits. Java developers, in particular, were used to sophisticated code editors, and working in Flash slowed their productivity and increased their frustration.

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    12.81MB
    2010-11-14
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  • Wondershare Video Converter Platinum v4.3.1.0

    Wondershare Video Converter Platinum v4.3.1.0

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    10.98MB
    2010-10-25
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  • O'Reilly.HTML5.Up.and.Running.pdf

    O'Reilly.HTML5.Up.and.Running.pdf

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    35
    4.6MB
    2010-10-10
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  • Apress - Pro HTML5 Programming, Powerful APIs for Richer Internet Application Development (2010).pdf

    Apress - Pro HTML5 Programming, Powerful APIs for Richer Internet Application Development (2010).pdf

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    5.08MB
    2010-10-10
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  • Wrox.Professional.Android.2.Application.Development.pdf

    Now is an exciting time for mobile developers. Mobile phones have never been more popular, and powerful smartphones are now a popular choice for consumers. Stylish and versatile phones packing hardware features like GPS, accelerometers, and touch screens, combined with fixed-rate, reasonably priced data plans provide an enticing platform upon which to create innovative mobile applications. A host of Android handsets are now available to tempt consumers, including phones with QVGA screens and powerful WVGA devices like the Motorola Droid and the Google Nexus One. The real win though, is for developers. With much existing mobile development built on proprietary operating systems that restrict the development and deployment of third-party applications, Android offers an open alternative. Without artificial barriers, Android developers are free to write applications that take full advantage of increasingly powerful mobile hardware and distribute them in an open market. As a result, developer interest in Android devices has exploded as handset sales have continued to grow. In 2009 and the early parts of 2010 more than 20 Android handsets have been released from OEMs including HTC, Motorola, LG, Samsung, and Sony Ericsson. Android devices are now available in over 26 countries on more than 32 carriers. In the United States, Android devices are available on all four major carriers: T-Mobile, Verizon, AT&T, and Sprint. Additionally, you can now buy the unlocked Google Nexus One handset directly from Google at http://www.google.com/phone. Built on an open source framework, and featuring powerful SDK libraries and an open philosophy, Android has opened mobile phone development to thousands of developers who haven’t had access to tools for building mobile applications. Experienced mobile developers can now expand into the Android platform, leveraging the unique features to enhance existing products or create innovative new ones. Using the Android Market for distribution, developers can take advantage of an open marketplace, with no review process, for distributing free and paid apps to all compatible Android devices. This book is a hands-on guide to building mobile applications using version 2 of the Android software development kit. Chapter by chapter, it takes you through a series of sample projects, each introducing new features and techniques to get the most out of Android. It covers all the basic functionality as well as exploring the advanced features through concise and useful examples. Google’s philosophy is to release early and iterateoften. Since Android’s first full release in October 2008, there have been seven platform and SDK releases. With such a rapid release cycle, there are likely to be regular changes and improvements to the software and development libraries. While the Android engineering team has worked hard to ensure backwards compatibility, future releases are likely to date some of the information provided in this book. Nonetheless, the explanations and examples included here will give you the grounding and knowledge needed to write compelling mobile applications using the current SDK, along with the flexibility to quickly adapt to future enhancements.

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    71
    20.1MB
    2010-10-03
    10
  • Manning.Unlocking.Android.A.Developer's.Guide.May.2009.pdf

    Part I: What is Android—The Big Picture Chapter 1: Targeting Android Chapter 2: Development environment Part II: Learning Android’s Key Technologies Chapter 3: User Interfaces Chapter 4: Intents and Services Chapter 5: Storing and Retrieving Data Chapter 6: Networking Chapter 7: Telephony Chapter 8: Notification and Alarms Chapter 9: Graphics and Animation Chapter 10: Multimedia Chapter 11: Location Based Services Part III: Android applications for the Real Device Chapter 12: Putting it all together: A Field Service Application Chapter 13: Hacking Android

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    123
    5.29MB
    2010-10-03
    0
  • O'Reilly - Facebook Cookbook.pdf

    One day, in the not too distant future, I fully expect my grandmother to ask me about Facebook. She’s particularly hip, as grandmothers go, and is already all over email. She even occasionally “surfs” the Web to read up on the latest events in her native South Africa! You might not think she falls into Facebook’s target demographic, but I would hate to be the person standing between her and her Mac if anyone told her that she could learn even more about her beloved Toronto Maple Leafs by registering for a Facebook account. She is, after all, their number-one fan. There’s an important takeaway in there for everyone who has picked up this book in a bookstore and is weighing the idea of building a Facebook empire: my grandmother, and millions of people like her, are waiting for you to build the application that lures them into the world’s fastest growing social network. Please don’t disappoint her, because I’m her number one fan, and I have no objection to getting a little rough in the corners, if you know what I mean.

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    28
    8.85MB
    2010-10-03
    5
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