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Beginning 3D Game Development with Unity is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max Maya or Cinema 4D or you may come from 2D tools such as Photoshop & Illustrator. On the other hand you may just want to familiarize yourself with programming games & the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way & rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you as an independent game artist can create casual interactive adventure games in the style of Telltale's Tales of Monkey Island while also giving you a firm foundation in game logic & design. * The first part of the book explains the logic involved in game interaction & soon has you creating game assets through simple examples that you can build upon & gradually exp&. * In the second part you'll build the foundations of a point-&-click style first-person adventure game--including reusable state management scripts load/save functionality a robust inventory system & a bonus feature: a dynamically configured maze & mini-map. * With the help of the provided 2D & 3D content you'll learn to evaluate & deal with challenges in bite-sized pieces as the project progresses gaining valuable problem-solving skills in interactive design. By the end of the book you will be able to actively use the Unity 3D game engine having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts & art assets with which to build future games. What you'll learn * How to build interactive games that work on a variety of platforms * Take the tour around Unity user interface fundamentals scripting & more * Create a test environment & gain control over functionality cursor control action objects state management object metadata message text & more * What is inventory logic & how to manage it * How to handle 3D object visibility effects & other special cases * How to handle variety of menus & levels in your games development * How to handle characters scrollers & more * How to create or integrate a story/walkthrough Who this book is for Students or artists familiar with tools such as 3ds Max or Maya who want to create games for mobile platforms computers or consoles but with little or no experience in scripting or the logic behind games development. Table of Contents * Exploring the Genre * Unity UI--Basics & Getting Started * Scripting--Getting your Feet Wet * Terrain Generation--Creating a Test Environment * Navigation & Introduction to Functionality * Cursor Control * Action Objects * Managing State * Object Metadata * Message Text * Inventory Logic * Managing the Inventory * Finishing the Basic Functionality * Getting Down to the Game * Maze & Final Sequence * Menus & Levels * Beyond the Basics * Appendix A: Shader Graphs * Appendix B: Keyboard Key Names * Appendix C: Final Sequence Outline ...
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Beginning Android 4 is an update to Beginning Android 3 originally written by Mark Murphy. It is your first step on the path to creating marketable apps for the burgeoning Android Market Amazons Android Appstore & more. Googles Android operating-system has taken the industry by storm going from its humble beginnings as a smartphone operating system to its current status as a platform for apps that run across a gamut of devices from phones to tablets to netbooks to televisions & the list is sure to grow. Smart developers are not sitting idly by in the stands but are jumping into the game of creating innovative & salable applications for this fast-growing mobile- & consumer-device platform. If youre not in the game yet now is your chance! Beginning Android 4 is fresh with details on the latest iteration of the Android platform. Begin at the beginning by installing the tools & compiling a skeleton app. Move through creating layouts employing widgets taking user input & giving back results. Soon youll be creating innovative applications involving multi-touch multi-tasking location-based feature sets using GPS. Youll be drawing data live from the Internet using web services & delighting your customers with life-enhancing apps. Not since the PC era first began has there been this much opportunity for the common developer. What are you waiting for? Grab your copy of Beginning Android 4 & get started! What youll learn * Develop Java-based mobile applications & games for a wide range of phones & devices. * Create user interfaces using Web Kit & the Android widget framework. * Build location- & map-based applications drawing on live feeds over the Internet. * Incorporate activities services content providers & broadcast receivers into your applications. * Support multiple Android versions multiple screen sizes & other device-specific characteristics. * Build & experience the array of new Web M video & other multimedia APIs for Android & more. Who this book is for Beginning Android 4 is aimed at programmers new to Android application development who desire to create marketable applications for the burgeoning market of smartphone tablet & other Android device users. Table of Contents * The Big Picture * How to Get Started * Your First Android Project * Examining Your First Project * A Bit About Eclipse * Enhancing Your First Project * Rewriting Your First Project * Using XML-Based Layouts * Employing Basic Widgets * Working with Containers * The Input Method Framework * Using Selection Widgets * Getting Fancy with Lists * Still More Widgets & Containers * Embedding the Web Kit Browser * Applying Menus * Showing Pop-up Messages * Handling Activity Lifecycle Events * Handling Rotation * Dealing with Threads * Creating Intent Filters * Launching Activities & Sub-Activities * Working with Resources * Defining & Using Styles * Handling Multiple Screen Sizes * Introducing the Honeycomb UI * Using the Action Bar * Fragments * Handling Platform Changes * Accessing Files * Using Preferences * Managing & Accessing Local Databases * Leveraging Java Libraries * Communicating via the Internet * Services: The Theory * Basic Service Patterns * Alerting Users via Notifications * Requesting & Requiring Permissions * Accessing Location-Based Services * Mapping with Map View & Map Activity * Handling Telephone Calls * Fonts * More Development Tools * The Role of Alternative Environments * HTML5 * Phone Gap * Other Alternative Environments * Dealing with Devices * Where Do We Go from Here? ...
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Understand Android OS for both smartphone & tablet programming This fast-paced introduction to the newest release of Android OS gives aspiring mobile app developers what they need to know to program for todays hottest Android smartphones & tablets. Android 4 OS is for the first time a single solution for both smartphones & tablets so if you master the information in this helpful guide youll be well on your way to successful development for both devices. From using activities & intents & creating rich user interfaces to working with SMS messaging APIs & the Android SDK what you need is here. Provides clear instructions backed by real-world programming examples Begins with the basics & covers everything Android 4 developers need to know for both smartphones & tablets Explains how to customize activities & intents create rich user interfaces & manage data Helps you work with SMS & messaging APIs the Android SDK & using location-based services Details how to package & publish your applications to the Android Market Beginning Android 4 Application Development pares down the most essential steps you need to know so you can start creating Android applications today. ...
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Prepare to look feel & perform better than you ever have before! Why bodybuilding? Put simply lifting weights--or resistance training--is one of the best ways to achieve total body health & fitness. Research has shown time & again that pumping iron provides a host of benefits: Bigger muscles of course but also greater strength higher bone density & enhanced cardiovascular capacity. Adding muscle also naturally ignites your body's internal fat-burners increasing your metabolism while lowering your blood pressure & cholesterol. Oh yeah & you'll look terrific. Here's all you need to start building serious muscle including crucial information on: Complete workouts & techniques to maximize results Specific tips on achieving more defined abs arms legs chest & back How bodybuilding is different & better than other training methods Basic anatomy & physiology Gym jargon" via a special decoder How long & often you should work out--and how much recovery time your body needs" ...
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Beginning C++ Through Game Programming Third Edition" approaches learning C++ from the unique & fun perspective of games. Written for the beginning game developer or programmer the book assumes no previous programming experience & each new skill & concept is taught using simple language & step-by-step instructions. Readers will complete small projects in each chapter to reinforce what theyve learned & a final project at the end combines all of the major topics covered in the book. Featuring twenty five percent new material this third edition covers all the latest technology & advances." ...
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The team that brought you the bestselling Beginning iPhone Development is back again for Beginning i OS 6 Development bringing this definitive guide up-to-date with Apple's latest & greatest i OS 6 SDK as well as with the latest version of Xcode. There's coverage of brand new technologies with chapters on storyboards & i Cloud for example as well as significant updates to existing chapters to bring them in line with all the changes that came with the i OS 6 SDK. You'll have everything you need to create your very own apps for the latest i OS devices including the iPhone 4S iPad 2 & the latest iPod touch. Every single sample app in the book has been rebuilt from scratch using latest Xcode & the latest 64-bit i OS 6-specific project templates & designed to take advantage of the latest Xcode features. Assuming only a minimal working knowledge of Objective-C & written in a friendly easy-to-follow style Beginning i OS 6 Development offers a complete soup-to-nuts course in iPhone iPad & iPod touch programming. The book starts with the basics walking through the process of downloading & installing Xcode & the i OS 6 SDK & then guides you though the creation of your first simple application. From there you'll learn how to integrate all the interface elements Apple touch users have come to know & love such as buttons switches pickers toolbars & sliders. You'll master a variety of design patterns from the simplest single view to complex hierarchical drill-downs. The confusing art of table building will be demystified & you'll learn how to save your data using the iPhone file system. You'll also learn how to save & retrieve your data using a variety of persistence techniques including Core Data & SQLite. & there's much more! You'll learn to draw using Quartz 2D & Open GL ES add multitouch gestural support (pinches & swipes) to your applications & work with the camera photo library accelerometer & built-in GPS. You'll discover the fine points of application preferences & learn how to localize your apps for multiple languages. * The i OS 6 update to the bestselling & most recommended book for Cocoa touch developers * Packed full of tricks techniques & enthusiasm for the new SDK from a developer perspective * Written in an accessible easy-to-follow style What you'll learn * Everything you need to know to develop your own bestselling iPhone & iPad apps * Best practices for optimizing your code & delivering great user experiences * How to create universal" apps for both the iPhone & iPad * What is data persistence & why is it important * Get started with building cool crisp User Interfaces * What & how to use Table Views * How to do graphics with Quartz & Open GL ES * What geo app development features the new i OS brings to the iPhone * How to get your app in i Cloud * & much much more... Who this book is for Everyone who wants to start developing for iPhone iPod touch & iPad! For the latest source code please head to www.iphonedevbook.com. Table of Contents 1. Welcome to the Jungle 2. Appeasing the Tiki Gods 3. Handling Basic Interaction 4. More User Interface Fun 5. Autorotation & Autosizing 6. Multiview Applications 7. Tab Bars & Pickers 8. Introduction to Table Views 9. Navigation Controllers & Table Views 10. Storyboards 11. iPad Considerations 12. Application Settings & User Defaults 13. Basic Data Persistence 14. Get Your App in the i Cloud 15. Grand Central Dispatch Background Processing & You 16. Drawing with Quartz & Open GL 17. Taps Touches & Gestures 18. Where Am I? Finding Your Way with Core Location 19. Whee! Gyro & Accelerometer! 20. iPhone Camera & Photo Library 21. Collection Views 22. Application Localization 23. Appendix: Where to Next?" ...
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Beginning Linux Programming Fourth Edition continues its unique approach to teaching UNIX programming in a simple & structured way on the Linux platform. Through the use of detailed & realistic examples students learn by doing & are able to move from being a Linux beginner to creating custom applications in Linux. The book introduces fundamental concepts beginning with the basics of writing Unix programs in C & including material on basic system calls file I/O interprocess communication (for getting programs to work together) & shell programming. Parallel to this the book introduces the toolkits & libraries for working with user interfaces from simpler terminal mode applications to X & GTK+ for graphical user interfaces. Advanced topics are covered in detail such as processes pipes semaphores socket programming using My SQL writing applications for the GNOME or the KDE desktop writing device drivers POSIX Threads & kernel programming for the latest Linux Kernel. ...
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In our search for truth how far have we advanced? This uniquely human quest for good explanations has driven amazing improvements in everything from scientific understanding & technology to politics moral values & human welfare. But will progress end either in catastrophe or completion
- or will it continue indefinitely? In this profound & seminal book David Deutsch explores the furthest reaches of our current understanding taking in the Infinity Hotel supernovae & the nature of optimism to instill in all of us a wonder at what we have achieved
- & the fact that this is only the beginning of humanity's infinite possibility.

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So you want to be a programmer? Or maybe you just want to be able to make your computer do what YOU want for a change? Maybe you enjoy the challenge of identifying a problem & solving it. If programming intrigues you for whatever reason Beginning Programming All-In-One Desk Reference For Dummies is like having a starter programming library all in one handy if beefy book. In this practical guide youll find out about compiling algorithms best practices debugging your programs & much more. The concepts are illustrated in several different programming languages so youll get a feel for the variety of languages & the needs they fill. Seven minibooks cover:* Getting started* Programming basics* Data structures* Algorithms* Web programming* Programming language syntax* Applications Beginning Programming All-In-One Desk Reference For Dummies shows you how to decide what you want your program to do turn your instructions into machine language" that the computer understands use programming best practices explore the "how" & "why" of data structuring & more. Youll even get a look into various applications like database management bioinformatics computer security & artificial intelligence. Soon youll realize that
- wow! Youre a programmer! Note: CD-ROM/DVD & other supplementary materials are not included as part of e Book file."
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An ideal starting point to get a strong grasp of the fundamentals of C++ C++ is an object-oriented programming language commonly adopted by would-be programmers. This book explores the basic development concepts & techniques of C++ & explains the how" & "why" of C++ programming from the ground up. You'll discover what goes into creating a program as well as how to put the various pieces together deal with standard programming challenges handle debugging & make it all work. Details the basics of C++ programming & explores the "how" & "why" of this object-oriented language Addresses the various components that go into creating a program with C++ Walks you through common challenges of C++ programming Assuming no prior experience Beginning Programming with C++ For Dummies is a fun & friendly guide to learning the C++ language. Note: CD-ROM/DVD & other supplementary materials are not included as part of e Book file." ...
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Beginning HTML And CSS

Everything you need to build websites with the newest versions of HTML and CSS If you develop websites you know that the goal posts keep moving especially now that your website must work on not only traditional desktops but also on an ever-changing range of smartphones and tablets. This step-by-step book efficiently guides you through the thicket. Teaching you the very latest best practices and techniques this practical reference walks you through how to use HTML5 and CSS3 to develop attractive modern websites for today's multiple devices. From handling text forms and video to implementing powerful JavaScript functionality this book covers it all. Serves as the ultimate beginners guide for anyone who wants to build websites with HTML5 and CSS3 whether as a hobbyist or aspiring professional
developer Covers the basics including the different versions of HTML and CSS and how modern websites use structure and semantics to describe their contents Explains core processes such as marking up text images lists tables forms audio and video Delves into CSS3 teaching you how to control or change the way your pages look and offer tips on how to create attractive designs Explores the jQuery library and how to implement powerful JavaScript features such as tabbed content image carousels and more Get up to speed on HTML5 CSS3 and today's website design with this practical guide. Then keep it on your desk as a reference!
  • Availability: In Stock
  • Supplier: WHSmith
  • SKU: 9781118340189
Availability: In Stock
£15.35

Product Description

Everything you need to build websites with the newest versions of HTML & CSS If you develop websites you know that the goal posts keep moving especially now that your website must work on not only traditional desktops but also on an ever-changing range of smartphones & tablets. This step-by-step book efficiently guides you through the thicket. Teaching you the very latest best practices & techniques this practical reference walks you through how to use HTML5 & CSS3 to develop attractive modern websites for today's multiple devices. From handling text forms & video to implementing powerful Java Script functionality this book covers it all. Serves as the ultimate beginners guide for anyone who wants to build websites with HTML5 & CSS3 whether as a hobbyist or aspiring professional developer Covers the basics including the different versions of HTML & CSS & how modern websites use structure & semantics to describe their contents Explains core processes such as marking up text images lists tables forms audio & video Delves into CSS3 teaching you how to control or change the way your pages look & offer tips on how to create attractive designs Explores the j Query library & how to implement powerful Java Script features such as tabbed content image carousels & more Get up to speed on HTML5 CSS3 & today's website design with this practical guide. Then keep it on your desk as a reference!

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Jargon Buster

Desk - A piece of furniture often used in and office for writing or computer use
Audio - Also known as sound. An audible vibration wave which can be heard.
speed - A measurement of how fast an object travels between two points
professional - A term used to describe products or people which may be focused on specialist educational training
Traditional - Something that has become the same through a period of time and thus repeated.
Traditional - Something that has been around for a while and is repeated regularly.
Professional - A person that is trained within a profession.
Practical - Weather a task is easy to carry out and realistically succeed.
Design - A drawing or styles that shows the look and functionality of something before its made.
Reference - To prove evidence with a back up source.

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