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Displaying results 251 to 275 of 277.

  1. Das MoE-Programm
    eine Studie über geistige Organisation
    Published: 2001
    Publisher:  Fink, München

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Source: Staatsbibliothek zu Berlin
    Language: German
    Media type: Dissertation
    Format: Print
    ISBN: 3770535677
    RVK Categories: GM 4904
    Series: Musil-Studien ; 29
    Subjects: Computer programming; Creation (Literary, artistic, etc.)
    Other subjects: Array; Array; Array
    Scope: 481 S., graph. Darst.
    Notes:

    Zugl.: Paderborn, Univ., Diss., 1999

    Literaturverz. S. [456] - 481

  2. Wahrheitsregime
    Published: 2015
    Publisher:  Diaphanes, Zürich

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Source: Staatsbibliothek zu Berlin
    Language: German
    Media type: Book
    Format: Print
    ISBN: 9783037347508; 3037347503
    Other identifier:
    9783037347508
    RVK Categories: CC 5100
    Edition: 1. Aufl.
    Series: Denkt Kunst
    Subjects: Computer programming; Knowledge, Theory of; Truth; Truth; Mass media
    Other subjects: Foucault, Michel (1926-1984); Deleuze, Gilles (1925-1995)
    Scope: 103 S., 240 mm x 170 mm
  3. Gamification-based e-learning strategies for computer programming education
    Published: [2017]; © 2017
    Publisher:  IGI Global, Hershey PA

    "This book evaluates the different approaches and issues faced in integrating games into computer education settings, featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    "This book evaluates the different approaches and issues faced in integrating games into computer education settings, featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses"--

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781522510345
    Series: Advances in game-based learning (AGBL) book series
    Subjects: Simulation games in education; Gamification; Computer programming; Computer games
    Scope: xxi, 349 Seiten, Illustrationen, Diagramme, 29 cm
    Notes:

    Includes bibliographical references and index

  4. Connected gaming
    what making video games can teach us about learning and literacy
    Published: 2016
    Publisher:  The MIT Press, Cambridge, Massachusetts

    Introduction -- The serious side : making games for learning -- The social side : making games together beats making them alone -- The cultural side : rethinking access and participation in gaming -- The tangible side : merging old materials with new... more

    Universität Potsdam, Universitätsbibliothek
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    Introduction -- The serious side : making games for learning -- The social side : making games together beats making them alone -- The cultural side : rethinking access and participation in gaming -- The tangible side : merging old materials with new interfaces for gaming -- The creative side : tools for modding and making games -- Connected gaming for all.

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262336956
    RVK Categories: DW 4400
    Series: The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning
    Subjects: Video games in education; Computers and children; Computer programming; Video games; Constructivism (Education); Learning, Psychology of; Video games in education; Electronic books
    Scope: 1 Online-Ressource (xviii, 201 Seiten)
  5. Grundkurs JAVA
    Von den Grundlagen bis zu Datenbank- und Netzanwendungen
    Published: 2018
    Publisher:  Springer Vieweg, Wiesbaden

    Imperative und objektorientierte Sprachkonzepte -- Ausnahmebehandlung -- Ausgewählte Standardklassen - Generische Typen -- Lambdas, Streams und Optional -- Ein- und Ausgabe -- Threads und Prozesse -- Grafische Benutzungsoberflächen -- Einführung in... more

    Universität Potsdam, Universitätsbibliothek
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    Imperative und objektorientierte Sprachkonzepte -- Ausnahmebehandlung -- Ausgewählte Standardklassen - Generische Typen -- Lambdas, Streams und Optional -- Ein- und Ausgabe -- Threads und Prozesse -- Grafische Benutzungsoberflächen -- Einführung in JavaFX -- Datenbankzugriffe mit JDBC -- Netzwerkkommunikation mit TCP/IP -- Fallbeispiel -- Java Persistence API -- Objektorientierte Datenbanken -- Einführung in das Java-Modulsystem. Lernen Sie mit diesem Buch schrittweise die wichtigsten Aspekte von Java kennen, von den elementaren Grundlagen über Konzepte der Objektorientierung und grafische Benutzungsoberflächen bis zu Datenbankzugriffen und Kommunikation im Netzwerk. Mit Java 9 wurde die Sprache um Module als neues Feature erweitert. Ein neues Kapitel führt in das Java-Modulsystem ein. Zudem wurden zahlreiche Ergänzungen und Neuerungen (API- und Syntax-Erweiterungen) in diese 10. Auflage eingearbeitet. Über 200 Übungen unterstützen Sie dabei, die einzelnen Themen zu vertiefen. Der vollständige Quellcode der im Buch behandelten Programme (125 Projekte) und die Lösungen zu den Aufgaben sind auf der Webseite zu diesem Buch verfügbar. Der Inhalt Imperative und objektorientierte Sprachkonzepte - Ausnahmebehandlung - Ausgewählte Standardklassen - Generische Typen - Lambdas, Streams und Optional - Ein- und Ausgabe - Threads und Prozesse - Grafische Benutzungsoberflächen - Einführung in JavaFX - Datenbankzugriffe mit JDBC - Netzwerkkommunikation mit TCP/IP - Fallbeispiel - Java Persistence API - Objektorientierte Datenbanken - Einführung in das Java-Modulsystem Die Zielgruppen • Studierende der Informatik und Wirtschaftsinformatik • IT-Beschäftigte in Ausbildung und Beruf • Programmiersprachenumsteiger Der Autor Prof. Dr. Dietmar Abts lehrt das Fachgebiet Wirtschaftsinformatik, insbesondere Anwendungsentwicklung, an der Hochschule Niederrhein in Mönchengladbach. Er ist Autor mehrerer erfolgreicher Fachbücher.

     

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    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783658219079
    Other identifier:
    RVK Categories: QH 500 ; ST 505 ; ST 250
    Edition: 10. Aufl. 2018
    Series: Array
    Subjects: Computer science; Computer Science; Computer programming; Software engineering; Programming languages (Electronic computers); Applied mathematics.; Engineering mathematics.; Computer science; Computer programming; Software engineering; Programming languages (Electronic computers); Java Standard Edition 9
    Scope: Online-Ressource (XII, 647 S. 127 Abb, online resource)
  6. Grundkurs JAVA
    Von den Grundlagen bis zu Datenbank- und Netzanwendungen
    Published: 2016
    Publisher:  Springer Vieweg, Wiesbaden

    Imperative und objektorientierte Sprachkonzepte -- Ausnahmebehandlung -- Ausgewählte Standardklassen.-Generische Typen -- Lambda-Ausdrücke -- Ein- und Ausgabe -- Threads -- Grafische Benutzungsoberflächen.-Einführung in JavaFX -- Datenbankzugriffe... more

    Universität Potsdam, Universitätsbibliothek
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    Imperative und objektorientierte Sprachkonzepte -- Ausnahmebehandlung -- Ausgewählte Standardklassen.-Generische Typen -- Lambda-Ausdrücke -- Ein- und Ausgabe -- Threads -- Grafische Benutzungsoberflächen.-Einführung in JavaFX -- Datenbankzugriffe mit JDBC -- Netzwerkkommunikation mit TCP/IP -- Fallbeispiel -- Java Persistence API -- Objektdatenbank db4o. . Lernen Sie mit diesem Buch schrittweise die wichtigsten Aspekte von Java kennen, von den elementaren Grundlagen über objektorientierte Konzepte und grafische Benutzungsoberflächen bis zu Datenbankanwendungen und Kommunikation im Netzwerk. Die 9. Auflage enthält eine Einführung zu JavaFX, dem aktuellen Framework zur Entwicklung moderner grafischer Oberflächen. Zahlreiche Verbesserungen und Ergänzungen wurden vorgenommen. Der Quellcode von 387 Programmbeispielen (inkl. Lösungen zu den Aufgaben) ist im Internet verfügbar. Der Inhalt • Imperative und objektorientierte Sprachkonzepte • Ausnahmebehandlung • Ausgewählte Standardklassen • Generische Typen • Lambda-Ausdrücke • Ein- und Ausgabe • Threads • Grafische Benutzungsoberflächen • Einführung in JavaFX • Datenbankzugriffe mit JDBC • Netzwerkkommunikation mit TCP/IP • Fallbeispiel • Java Persistence API • Objektdatenbank db4o Die Zielgruppen • Studierende der Informatik und Wirtschaftsinformatik • IT-Beschäftigte in Ausbildung und Beruf • Programmiersprachenumsteiger Der Autor Prof. Dr. Dietmar Abts lehrt das Fachgebiet Wirtschaftsinformatik, insbesondere Anwendungsentwicklung, an der Hochschule Niederrhein in Mönchengladbach.

     

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    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783658138073
    Other identifier:
    RVK Categories: ST 250
    Edition: 9. Aufl. 2016
    Series: Array
    Subjects: Computer science; Computer Science; Computer programming; Programming languages (Electronic computers); Applied mathematics; Engineering mathematics; Computer science; Computer programming; Programming languages (Electronic computers); Applied mathematics; Engineering mathematics
    Scope: Online-Ressource (XIII, 590 S. 101 Abb, online resource)
  7. Java 6 Core Techniken
    Essentielle Techniken für Java-Apps
    Published: 2009; ©2008
    Publisher:  Oldenbourg Wissenschaftsverlag, München

    Wenn Ihr Interesse an Java über die Programmierung von einfachen Applikationen hinausgeht, ergeben sich sehr bald Fragen wie z.B.: -- - Welche Techniken sind in Java 6 essentiell? -- - Wie kann man Techniken wie Generics, Reflexions, Annotationen und... more

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    Universität Potsdam, Universitätsbibliothek
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    Wenn Ihr Interesse an Java über die Programmierung von einfachen Applikationen hinausgeht, ergeben sich sehr bald Fragen wie z.B.: -- - Welche Techniken sind in Java 6 essentiell? -- - Wie kann man Techniken wie Generics, Reflexions, Annotationen und Prozessoren bei der Programmierung eigener Applikationen einsetzen? -- - Wie kann man Services und Komponenten - ClassLoader, ServiceLoader, Easy of Development mit JDBC 4 und JavaDB sowie JMX gezielt nutzen? -- - Kann das Compiler-API für die dynamische Erstellung von Klassen zur Laufzeit verwendet werden? -- All diese Punkte werden in klar voneinander abgegrenzten Kapiteln anhand von vielen Beispielen und Hinweisen beantwortet.

     

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    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783486584110
    Other identifier:
    RVK Categories: ST 250
    Series: Naturwissenschaft und Technik 1/2010
    Subjects: Computer programming; Java (Computer program language); COMPUTERS / Computer Science
    Scope: XII, 455 S., graph. Darst.
    Notes:

    In: Oldenbourg-link.com

  8. Gaming the Iron Curtain
    how teenagers and amateurs in communist Czechoslovakia claimed the medium of computer games
    Published: [2018]
    Publisher:  The MIT Press, Cambridge, Massachusetts

    "Based on oral histories gathered from players, game creators and hobbyists active in the 1980s, as well as archival material like computer club newsletters, official documents, hobby magazines, TV broadcasts and the games produced in the period,... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    "Based on oral histories gathered from players, game creators and hobbyists active in the 1980s, as well as archival material like computer club newsletters, official documents, hobby magazines, TV broadcasts and the games produced in the period, Gaming the Iron Curtain offers a social history of games in Communist-era Czechoslovakia - a country with a rigid centrally planned economy, separated from its Western neighbors by the so-called Iron Curtain. In Czechoslovakia at the time, there was no hardware or software market, no private enterprise, no commercial advertising and no publicly available computing or gaming magazines. Despite these limitations, a vibrant computer hobby scene emerged. Tens of thousands of Czechs and Slovaks played computer games and at least two hundred titles were developed over the course of the 1980s. Aside from playing games, Czechoslovak home computer enthusiasts were also "gaming" their hardware and software by discovering new ways to code, crack and hack. But most importantly, they looked for and took advantage of 'gaps' in the Iron Curtain and the oppressive political regime in order to play and create games. Gaming the Iron Curtain therefore an original historical narrative as well as a comprehensive social historical understanding of how computer games were made and how gaming communities functioned in the Soviet bloc."--

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0262038846; 9780262038843
    RVK Categories: AP 15963
    Series: Game histories
    Subjects: Computer games; Computer games; Computer games; Computer programming
    Scope: XLIII, 351 Seiten, Illustrationen
    Notes:

    Includes bibliographical references and index

    1 Micros in the margins : computer technology in the state socialist society -- 2 Hunting down the machine : trajectories of microcomputer domestication -- 3 Our amateur can work miracles : infrastructures of hobby computing -- 4 Who's afraid of gameplay? : Czechoslovak discourses on computer games -- 5 Lighting up the shadows : informal distribution of game software -- 6 Bastard children of the West : establishing a domestic coding culture -- 7 Empowered by games : games as a means of self-expression and activism -- Conclusion -- Epilogue: after the curtain fell.

  9. Coding literacy
    how computer programming is changing writing
    Author: Vee, Annette
    Published: [2017]; © 2017
    Publisher:  The MIT Press, Cambridge, Massachusetts

    How the theoretical tools of literacy help us understand programming in its historical, social and conceptual contexts Intro -- Contents -- Series Foreword -- Acknowledgments -- Introduction: Computer Programming as Literacy -- Making Room for... more

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    Universitäts- und Landesbibliothek Sachsen-Anhalt / Zentrale
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    Otto-von-Guericke-Universität, Universitätsbibliothek
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    Universitätsbibliothek Mannheim
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    Hochschulbibliothek Friedensau
    Online-Ressource
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    Hochschule für Wirtschaft und Umwelt Nürtingen-Geislingen, Bibliothek Nürtingen
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    How the theoretical tools of literacy help us understand programming in its historical, social and conceptual contexts Intro -- Contents -- Series Foreword -- Acknowledgments -- Introduction: Computer Programming as Literacy -- Making Room for Computer Programming Outside of Computer Science -- Programming as Writing -- Computation Intertwines with Writing -- Sociomaterialities of Literacy -- Literacy and Power -- About This Book -- 1 Coding for Everyone and the Legacy of Mass Literacy -- What Do We Mean by Literacy? -- The Origins of Mass Programming Ideologies in Literacy -- What Is Programming For? -- Conclusion -- 2 Sociomaterialities of Programming and Writing -- Thinking with Technologies -- Programming Is/and Written Language -- Affordances of Form in Code -- Social Coding -- Conclusion -- 3 Material Infrastructures of Writing and Programming -- The Adoption of Writing in Medieval England -- The Adoption of Computation in Twentieth-Century America -- Conclusion: From Symbolic to Practical, Centralized to Distributed -- 4 Literacy for Everyday Life -- Surrounded by Writing -- Surrounded by Computation -- From Computational Mentality to Literacy? -- Conclusion -- Conclusion: Promoting Coding Literacy-Lessons from Reading and Writing -- Promoting Computational Literacy -- Looking Forward -- Notes -- Introduction -- Chapter 1 -- Chapter 2 -- Chapter 3 -- Chapter 4 -- Conclusion -- Bibliography -- Index

     

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  10. Grundkurs JAVA
    Von den Grundlagen bis zu Datenbank- und Netzanwendungen
    Published: 2016
    Publisher:  Springer Fachmedien Wiesbaden, Wiesbaden ; Springer International Publishing AG, Cham

    Technische Hochschule Bingen, Bibliothek
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    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783658138073; 3658138076
    Other identifier:
    RVK Categories: ST 250
    DDC Categories: 004
    Edition: 9th ed. 2016
    Subjects: Java Standard Edition 8; Compilers (Computer programs); Computer programming; Engineering mathematics; Engineering; Compilers and Interpreters; Programming Techniques; Mathematical and Computational Engineering Applications
    Scope: 1 Online-Ressource (XIII, 590 Seiten), 101 Abb.
  11. Programmierung von verteilten Systemen und Webanwendungen mit Java EE
    Erste Schritte in der Java Enterprise Edition
    Published: 2015
    Publisher:  Springer Fachmedien Wiesbaden, Wiesbaden ; Springer International Publishing AG, Cham

    Technische Hochschule Bingen, Bibliothek
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    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783658105129; 3658105127
    Other identifier:
    RVK Categories: ST 250
    DDC Categories: 004
    Edition: 1st ed. 2015
    Subjects: Java EE 7; Verteiltes System; World Wide Web; Anwendungssystem; Komponente <Software>; Programmierung; Computer programming; Compilers (Computer programs); Computer engineering; Computer networks ; Programming Techniques; Compilers and Interpreters; Computer Engineering and Networks
    Scope: 1 Online-Ressource (IX, 402 Seiten), 149 Abb. in Farbe.
  12. Android Studio Game Development
    Concepts and Design
    Published: 2015
    Publisher:  Apress, Berkeley, CA

    This one of a kind short book walks any Android developer through the process of creating mobile games using the new Android Studio IDE. What You’ll Learn How to create projects in Android Studio How to use the SDK manager to keep your Android SDK... more

    Hochschule Furtwangen University. Informatik, Technik, Wirtschaft, Medien. Campus Furtwangen, Bibliothek
    eBook Springer
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    Springer ebook Computing
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    This one of a kind short book walks any Android developer through the process of creating mobile games using the new Android Studio IDE. What You’ll Learn How to create projects in Android Studio How to use the SDK manager to keep your Android SDK current How to commit and get projects to and from Git hub How to use OpenGL ES to load images How to react to player input How to debug your games using Android Studio

     

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    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484217184
    Other identifier:
    RVK Categories: ST 261 ; ST 324
    Series: Array
    Subjects: Computer science; Computer programming; Programming languages (Electronic computers); Computer Science; Computer science; Computer programming; Programming languages (Electronic computers)
    Scope: Online-Ressource (XIII, 95 p. 42 illus, online resource)
    Notes:

    1. Installing Android Studio2. Exploring the IDE -- 3. Creating a New Project -- 4. Setting-Up Git Hub as Your VCS -- 5. Intro to Game Development -- 6. OpenGL ES and Polygons -- 7. Loading Images and Sprite Sheets -- 8. Reading User Input -- 9. In-Game Movement -- 10. Collision Detection.

  13. Learn Unity for Android Game Development
    A Guide to Game Design, Development, and Marketing
    Published: 2017
    Publisher:  Apress, Berkeley, CA

    Get a thorough and practical introduction to Unity development for Android devices with no previous experience with game development needed. In this book, you'll go through every step from downloading and installing Unity and the Android SDK, to... more

    Hochschule Furtwangen University. Informatik, Technik, Wirtschaft, Medien. Campus Furtwangen, Bibliothek
    eBook Springer
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
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    Springer ebook Computing
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    Get a thorough and practical introduction to Unity development for Android devices with no previous experience with game development needed. In this book, you'll go through every step from downloading and installing Unity and the Android SDK, to creating fully functional games. The bulk of Learn Unity for Android Game Development is a simple project to create a 2D platform game complete with touchscreen controls, physics, enemies, respawning, collectibles and more. The book closes with a brief introduction to creating 3D games, virtual reality games for the Gear VR, and other more advanced applications. It also provides some guidance on publishing and marketing, as well as thinking about game design and mechanics. Resources including sprites and scripts are provided in the code download. What You Will Learn Install Unity with the Android SDK Understand and use scripts, prefabs and Android Studio Design a great game Build a game app Add a bit of polish Deploy for various Android devices Build and deploy for 3D games, virtual reality and more Promote your game and make money Who This Book Is For This book requires no previous experience with programming or game development of any kind. Prior experience with the Android ecosystem recommended 1: Why This is An Incredibly Exciting Time to Develop Games for Android -- 2: An Introduction to Unity and Getting Set Up -- 3: Finding Your Way Around Unity -- 4: Adding Physics and Getting Started With Coding -- 5: Filling the World with Prefabs, Effectors and Collectables -- 6: Adding Animation, Effects and the HUD -- 7: Making an Android App -- 8: Expanding the Game World With Checkpoints, Levels and Save Files -- 9: Adding More Game Elements - Springs, Moving Platforms, AI and More -- 10: Making the Game Fun and Optimized -- 11: An Introduction to 3D Game Development and Virtual Reality -- 12: How to Publish and Promote Your Android App

     

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    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484227046
    Other identifier:
    RVK Categories: ST 324
    Series: Array
    Subjects: Computer science; Computer Science; Computer science; Computer programming; Software engineering; Programming languages (Electronic computers); Computer programming; Software engineering; Programming languages (Electronic computers)
    Scope: Online-Ressource (XIX, 248 p. 211 illus., 199 illus. in color, online resource)
  14. Mostly Codeless Game Development
    New School Game Engines
    Published: 2017
    Publisher:  Apress, Berkeley, CA

    Get a head start in your game development career with this all-genre guide for absolute beginners. Whether you're into action games, role-playing games, or interactive fiction, we've got you covered. Mostly Codeless Game Development empowers new... more

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    Get a head start in your game development career with this all-genre guide for absolute beginners. Whether you're into action games, role-playing games, or interactive fiction, we've got you covered. Mostly Codeless Game Development empowers new developers with little or no previous experience and presents all major areas of game development in a succinct, entertaining fashion. Have you dreamed of making your own video game? Do you find the prospect daunting? Fear not. A new generation of game engines has emerged. Lengthy and complicated feats of programming are largely a thing of the past in video game development. To create commercially viable games you simply need the right tools, many of which are discussed in this book. A gigantic software team isn't a must-have prerequisite for success. The one-person operation is back. You will: Master the concepts and jargon used in game creation for the beginner Find the best game development suite for your project Make the most out of related graphics and audio production software Discover video game marketing essentials Chapter 1: A Good Game -- Chapter 2: Game Developer's Battlestation -- Chapter 3: Game Maker's Lexicon - Level One -- Chapter 4: Commercial Game Engines -- Chapter 5: Freeware Game Engines -- Chapter 6: Audiovisual Assets -- Chapter 7: Business and Marketing -- Chapter 8: A Brief History of Video Games -- Chapter 9: Game Engine Museum -- Chapter 10: Game Maker's Lexicon - Level Two -- Chapter 11: The Mostly Codeless challenge

     

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    Volltext (lizenzpflichtig)
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    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484229705
    Other identifier:
    RVK Categories: ST 324 ; AP 15963 ; ST 250
    Series: Array
    Subjects: Computer science; Computer Science; Computer science; Computer programming; Computer engineering; Computer programming; Computer engineering; Computer games—Programming.; Video games; Video games; Video games
    Scope: Online-Ressource (XXV, 219 p. 47 illus. in color, online resource)
    Notes:

    Leadwerks Game Engine 4.3 by Leadwerks Software

  15. Das MoE-Programm
    eine Studie über geistige Organisation
    Published: 2001
    Publisher:  Fink, München

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    ISBN: 3770535677
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    RVK Categories: GM 4904
    Series: Musil-Studien ; 29
    Subjects: Der Mann ohne Eigenschaften (Musil); Interpretatie; Psychologie; Musil, Robert ; 1880-1942 ; Der Mann ohne Eigenschaften ; rswk-swf; Musil, Robert <1880-1942> ; Mann ohne Eigenschaften; Musil, Robert <1880-1942> ; Criticism and interpretation; Musil, Robert <1880-1942> ; Technique; Computer programming; Creation (Literary, artistic, etc.)
    Scope: 481 S.
    Notes:

    Volltext // 2010 digitalisiert von: Bayerische Staatsbibliothek, München. Exemplar der Bayerischen Staatsbibliothek mit der Signatur: PVB 2001.10391

    Zugl.: Paderborn, Univ., Diss., 1999

  16. Java 6 Core Techniken
    Essentielle Techniken für Java-Apps
    Published: 2009; ©2008
    Publisher:  Oldenbourg Wissenschaftsverlag, München

    Wenn Ihr Interesse an Java über die Programmierung von einfachen Applikationen hinausgeht, ergeben sich sehr bald Fragen wie z.B.: -- - Welche Techniken sind in Java 6 essentiell? -- - Wie kann man Techniken wie Generics, Reflexions, Annotationen und... more

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    Wenn Ihr Interesse an Java über die Programmierung von einfachen Applikationen hinausgeht, ergeben sich sehr bald Fragen wie z.B.: -- - Welche Techniken sind in Java 6 essentiell? -- - Wie kann man Techniken wie Generics, Reflexions, Annotationen und Prozessoren bei der Programmierung eigener Applikationen einsetzen? -- - Wie kann man Services und Komponenten - ClassLoader, ServiceLoader, Easy of Development mit JDBC 4 und JavaDB sowie JMX gezielt nutzen? -- - Kann das Compiler-API für die dynamische Erstellung von Klassen zur Laufzeit verwendet werden? -- All diese Punkte werden in klar voneinander abgegrenzten Kapiteln anhand von vielen Beispielen und Hinweisen beantwortet.

     

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    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783486584110
    Other identifier:
    RVK Categories: ST 250
    Series: Naturwissenschaft und Technik 1/2010
    Subjects: Computer programming; Java (Computer program language); COMPUTERS / Computer Science
    Scope: XII, 455 S., graph. Darst.
    Notes:

    In: Oldenbourg-link.com

  17. Art ++
    Contributor: Lartigaud, David-Olivier (Hrsg.)
    Published: 2011
    Publisher:  Hyx, Orléans

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    Source: Union catalogues
    Contributor: Lartigaud, David-Olivier (Hrsg.)
    Language: French
    Media type: Book
    Format: Print
    ISBN: 9782910385514
    Other identifier:
    9782910385514
    RVK Categories: LH 61100
    Series: Script
    Subjects: Computer art; Computer programming
    Scope: 452 S., zahlr. Ill.
    Notes:

    Includes bibliographical references

  18. Connected gaming
    what making video games can teach us about learning and literacy
    Published: [2016]; © 2016
    Publisher:  The MIT Press, Cambridge, Massachusetts

    Introduction -- The serious side : making games for learning -- The social side : making games together beats making them alone -- The cultural side : rethinking access and participation in gaming -- The tangible side : merging old materials with new... more

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    Introduction -- The serious side : making games for learning -- The social side : making games together beats making them alone -- The cultural side : rethinking access and participation in gaming -- The tangible side : merging old materials with new interfaces for gaming -- The creative side : tools for modding and making games -- Connected gaming for all

     

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    Source: Staatsbibliothek zu Berlin
    Contributor: Steinkuehler, Constance (VerfasserIn eines Vorworts)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0262035375; 9780262035378
    RVK Categories: DW 4400 ; DW 4000
    Series: The John D. and Catherine T. MacArthur Foundation series on digital media and learning
    Subjects: Video games in education; Computers and children; Computer programming; Video games; Constructivism (Education); Learning, Psychology of
    Scope: xiii, 201 Seiten, Illustrationen
    Notes:

    Includes bibliographical references and index

  19. Geek sublime
    the beauty of code, the code of beauty
    Published: [2014]; © 2014
    Publisher:  Graywolf Press, Minneapolis, Minnesota

    Hello, world! -- Learning to write -- The language of logic -- Histories and mythologies -- The code of beauty : Anandavardhana -- The beauty of code -- The code of beauty : Abhinavagupta -- Mythologies and histories -- The language of literature --... more

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    Hello, world! -- Learning to write -- The language of logic -- Histories and mythologies -- The code of beauty : Anandavardhana -- The beauty of code -- The code of beauty : Abhinavagupta -- Mythologies and histories -- The language of literature -- Application.Restart(). A man who is both a computer programmer and a published fiction author searches for the connections between the worlds of art and technology, by exploring the similarities between coding and creative writing.--Publisher's description

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781555976859; 1555976859
    Subjects: Literature and technology; Art and technology; Computer programming
    Scope: XIII, 236 Seiten, Illustrationen, 21 cm
    Notes:

    Includes bibliographical references (pages 223-233)

  20. Coding literacy
    how computer programming is changing writing
    Author: Vee, Annette
    Published: [2017]; © 2017
    Publisher:  The MIT Press, Cambridge, Massachusetts

    Introduction : Computer programming as literacy -- Coding for everyone and the legacy of mass literacy -- Sociomaterialities of programming and writing -- Material infrastructures of programming and writing -- Literacy for everyday life -- Conclusion... more

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    Introduction : Computer programming as literacy -- Coding for everyone and the legacy of mass literacy -- Sociomaterialities of programming and writing -- Material infrastructures of programming and writing -- Literacy for everyday life -- Conclusion : Promoting coding literacy : lessons from reading and writing

     

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  21. Learn unity for android game development
    a guide to game design, development, and marketing
    Published: [2017]; © 2017
    Publisher:  Apress, Springer Science+Business Media, New York, NY

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    cover (Cover)
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781484227039
    RVK Categories: ST 324
    Series: Technology in action
    Subjects: Computer science; Computer programming; Software engineering; Programming languages (Electronic computers); Computer Science; Mobile games; Computer games
    Scope: xix, 248 Seiten, Illustrationen
  22. Gaming the Iron Curtain
    how teenagers and amateurs in communist Czechoslovakia claimed the medium of computer games
    Published: [2018]
    Publisher:  The MIT Press, Cambridge, Massachusetts

    "Based on oral histories gathered from players, game creators and hobbyists active in the 1980s, as well as archival material like computer club newsletters, official documents, hobby magazines, TV broadcasts and the games produced in the period,... more

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    Institut für osteuropäische Geschichte und Landeskunde, Bibliothek
    34659
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    "Based on oral histories gathered from players, game creators and hobbyists active in the 1980s, as well as archival material like computer club newsletters, official documents, hobby magazines, TV broadcasts and the games produced in the period, Gaming the Iron Curtain offers a social history of games in Communist-era Czechoslovakia - a country with a rigid centrally planned economy, separated from its Western neighbors by the so-called Iron Curtain. In Czechoslovakia at the time, there was no hardware or software market, no private enterprise, no commercial advertising and no publicly available computing or gaming magazines. Despite these limitations, a vibrant computer hobby scene emerged. Tens of thousands of Czechs and Slovaks played computer games and at least two hundred titles were developed over the course of the 1980s. Aside from playing games, Czechoslovak home computer enthusiasts were also "gaming" their hardware and software by discovering new ways to code, crack and hack. But most importantly, they looked for and took advantage of 'gaps' in the Iron Curtain and the oppressive political regime in order to play and create games. Gaming the Iron Curtain therefore an original historical narrative as well as a comprehensive social historical understanding of how computer games were made and how gaming communities functioned in the Soviet bloc."--

     

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    Content information
    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0262038846; 9780262038843
    RVK Categories: AP 15963
    Series: Game histories
    Subjects: Computer games; Computer games; Computer games; Computer programming
    Scope: XLIII, 351 Seiten, Illustrationen
    Notes:

    Includes bibliographical references and index

    1 Micros in the margins : computer technology in the state socialist society -- 2 Hunting down the machine : trajectories of microcomputer domestication -- 3 Our amateur can work miracles : infrastructures of hobby computing -- 4 Who's afraid of gameplay? : Czechoslovak discourses on computer games -- 5 Lighting up the shadows : informal distribution of game software -- 6 Bastard children of the West : establishing a domestic coding culture -- 7 Empowered by games : games as a means of self-expression and activism -- Conclusion -- Epilogue: after the curtain fell.

  23. Wahrheitsregime
    Published: 2015
    Publisher:  Diaphanes, Zürich

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    1 A 964663
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    68/11416
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    Content information
    Source: Staatsbibliothek zu Berlin
    Language: German
    Media type: Book
    Format: Print
    ISBN: 9783037347508; 3037347503
    Other identifier:
    9783037347508
    RVK Categories: CC 5100
    Edition: 1. Aufl.
    Series: Denkt Kunst
    Subjects: Computer programming; Knowledge, Theory of; Truth; Truth; Mass media
    Other subjects: Foucault, Michel (1926-1984); Deleuze, Gilles (1925-1995)
    Scope: 103 S., 240 mm x 170 mm
  24. Exploratory programming for the arts and humanities
    Published: [2016]; © 2016
    Publisher:  The MIT Press, Cambridge, Massachusetts

    Sorbisches Institut e. V., Serbski institut z. t., Sorbische Zentralbibliothek, Serbska centralna biblioteka
    CH-4136
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    Programming
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    ST 230 M784 E9
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    Nl 3073
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262034203
    Other identifier:
    9780262034203
    RVK Categories: ST 205 ; ST 680 ; AP 15840 ; AK 39950
    Subjects: Computer programming; Digital humanities
    Scope: xiv, 314 Seiten, 24 cm
    Notes:

    Includes bibliographical references (pages 289-291) and index

  25. Java 9 modularity revealed
    project Jigsaw and scalable Java applications
    Published: [2017]; © 2017
    Publisher:  Apress, New York

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    TXK / Jav / Jec
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    cover (Cover)
    cover (Cover)
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781484227121; 1484227123
    Other identifier:
    9781484227121
    RVK Categories: ST 250
    Series: For professionals by professionals
    Subjects: Computer science; Computer programming; Programming languages (Electronic computers)
    Scope: xxvi, 221 Seiten, Illustrationen, Diagramme, 23.5 cm x 15.5 cm