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  1. Beginning Unity Editor Scripting
    Create and Publish Your Game Tools
    Author: Kok, Benny
    Published: [2021]
    Publisher:  Apress, Berkeley, CA

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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  2. Grundkurs JAVA
    von den Grundlagen bis zu Datenbank- und Netzanwendungen
    Published: [2020]; © 2020
    Publisher:  Springer Vieweg, Wiesbaden

    Lernen Sie schrittweise die wichtigsten Aspekte von Java kennen, von den elementaren Grundlagen über Konzepte der Objektorientierung und grafische Benutzungsoberflächen bis zu Datenbankanwendungen und Kommunikation im Netzwerk. Rund 220 Übungen... more

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    Lernen Sie schrittweise die wichtigsten Aspekte von Java kennen, von den elementaren Grundlagen über Konzepte der Objektorientierung und grafische Benutzungsoberflächen bis zu Datenbankanwendungen und Kommunikation im Netzwerk. Rund 220 Übungen unterstützen Sie dabei, die einzelnen Themen zu vertiefen. Der vollständige Quellcode der im Buch behandelten Programme und alle Lösungen zu den Aufgaben sind auf der Webseite zu diesem Buch verfügbar. Der Inhalt- Grundlegende Sprachkonzepte und Kernthemen der Objektorientierung- Behandlung von Ausnahmen- Ausgewählte Standard-Klassen- Generische Programmierung (parametrisierte Typen)- Funktionale Programmierung mit Lambda-Ausdrücken und Streams- Dateiverarbeitung- Nebenläufigkeit und Synchronisation- Programmierung grafischer Oberflächen mit Swing und JavaFX- Datenbankschnittstelle JDBC- Netzwerkprogrammierung auf der Basis von TCP/IP- Prinzipien objektorientierten Designs- Modularisierung. Die Zielgruppen- Studierende der Informatik und Wirtschaftsinformatik - IT-Beschäftigte in Ausbildung und Beruf- Programmiersprachen-Umsteiger. Der Autor Prof. Dr. Dietmar Abts lehrte 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: Book
    Format: Print
    ISBN: 9783658304935
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    Edition: 11., aktualisierte und überarbeitete Auflage
    Subjects: Programming languages (Electronic computers); Computer software; Computer programming; Computer science
    Other subjects: Programmier- und Skriptsprachen; Objektorientierte Programmierung
    Scope: XII, 611 Seiten, Illustrationen, Diagramme
  3. Java in a nutshell
    Published: December 2018
    Publisher:  O'Reilly, Farnham

    Hochschulbibliothek der Fachhochschule Aachen
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781492037255
    Edition: Seventh edition
    Subjects: Computer programming / software development; Object-oriented programming (OOP); Java Computer program language; Computer programming
    Other subjects: Computing: Professional & Programming
    Scope: xvi, 436 Seiten, Illustrationen, Diagramme
    Notes:

    "7th edition - covers Java 11", "a desktop quick reference" . - Auf dem Umschlag

  4. Beginning java 9 fundamentals
    arrays, objects, modules, jShell, and regular expressions
    Published: [2017]
    Publisher:  Apress, Berkeley, CA

    Universitätsbibliothek der RWTH Aachen
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484229026
    Edition: Second Edition
    Subjects: Computer science; Computer programming
    Scope: 1 Online-Ressource
  5. Unreal engine 4 shaders and effects cookbook
    over 70 recipes for mastering post-processing effects and advanced shading techniques
    Published: 2019
    Publisher:  Packt, Birmingham ; Mumbai

    Fachhochschule Dortmund, Hochschulbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781789533361
    Subjects: Computer games -- Programming; Computer games -- Development; Application software; Electronic games; Computer programming
    Scope: 1 Online-Ressource (viii, 503 Seiten), Illustrationen
  6. Retrogame archeology
    exploring old computer games
    Published: [2016]; ©2016
    Publisher:  Springer International Publishing, Cham

    Universitäts- und Landesbibliothek Düsseldorf
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319300047
    Subjects: Computer science; Computer programming; Multimedia information systems; Computers; Communication; Sociology; Mass media
    Scope: 1 Online-Ressource (XIX, 222 Seiten), Illustrationen
  7. Building a 2D game physics engine
    using HTML5 and JavaScript
    Published: [2017]; © 2017
    Publisher:  Apress, New York

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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  8. Grundkurs JAVA
    von den Grundlagen bis zu Datenbank- und Netzanwendungen
    Published: 2018
    Publisher:  Springer Fachmedien Wiesbaden, Wiesbaden

    Berliner Hochschule für Technik, Hochschulbibliothek
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    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
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  9. Beginning Unreal Engine 4 Blueprints Visual Scripting :
    Using C++: From Beginner to Pro /
    Author: Pv, Satheesh
    Published: 2021.
    Publisher:  Apress,, Berkeley, CA : ; Apress.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 978-1-4842-6396-9
    Other identifier:
    Edition: First edition 2021
    Subjects: Game Development; Programming Techniques; Computer games—Programming; Computer programming; Computerspiel; Programmierung; C++
    Scope: 1 Online-Ressource (XIII, 165 Seiten) :, 135 Illustrationen, 1 Illustration (farbig).
  10. Introduction to video game engine development :
    learn to design, implement, and use a cross-platform 2D game engine /
    Published: [2021].; © 2021.
    Publisher:  Apress,, Berkeley, CA :

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 978-1-4842-7039-4
    Other identifier:
    Subjects: Game Development; Java; Programming Techniques; Professional Computing; Computer games—Programming; Java (Computer program language); Computer programming; Computer software; Spiel-Engine; Computerspiel; Programmierung; Java <Programmiersprache>
    Scope: 1 Online-Ressource (xxiii, 382 Seiten) :, Illustrationen.
  11. Beginning Unity Editor Scripting :
    Create and Publish Your Game Tools /
    Author: Kok, Benny
    Published: [2021].
    Publisher:  Apress,, Berkeley, CA : ; Apress.

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  12. Beginning Unreal Engine 4 Blueprints Visual Scripting :
    Using C++: From Beginner to Pro /
    Author: Pv, Satheesh
    Published: 2021.
    Publisher:  Apress,, Berkeley, CA : ; Apress.

    Freie Universität Berlin, Universitätsbibliothek, Zentralbibliothek
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    Source: Philologische Bibliothek, FU Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 978-1-4842-6396-9
    Other identifier:
    Edition: First edition 2021
    Subjects: Game Development; Programming Techniques; Computer games—Programming; Computer programming; Computerspiel; Programmierung; C++
    Scope: 1 Online-Ressource (XIII, 165 Seiten) :, 135 Illustrationen, 1 Illustration (farbig).
  13. Introduction to video game engine development :
    learn to design, implement, and use a cross-platform 2D game engine /
    Published: [2021].; © 2021.
    Publisher:  Apress,, Berkeley, CA :

    Freie Universität Berlin, Universitätsbibliothek, Zentralbibliothek
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    Source: Philologische Bibliothek, FU Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 978-1-4842-7039-4
    Other identifier:
    Subjects: Game Development; Java; Programming Techniques; Professional Computing; Computer games—Programming; Java (Computer program language); Computer programming; Computer software; Spiel-Engine; Computerspiel; Programmierung; Java <Programmiersprache>
    Scope: 1 Online-Ressource (xxiii, 382 Seiten) :, Illustrationen.
  14. Beginning Unity Editor Scripting :
    Create and Publish Your Game Tools /
    Author: Kok, Benny
    Published: [2021].
    Publisher:  Apress,, Berkeley, CA : ; Apress.

    Freie Universität Berlin, Universitätsbibliothek, Zentralbibliothek
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  15. Artificial neural networks with Java
    tools for building neural network applications
    Published: [2022]
    Publisher:  Apress, New York, NY

    Develop neural network applications using the Java environment. After learning the rules involved in neural network processing, this second edition shows you how to manually process your first neural network example. The book covers the internals of... more

     

    Develop neural network applications using the Java environment. After learning the rules involved in neural network processing, this second edition shows you how to manually process your first neural network example. The book covers the internals of front and back propagation and helps you understand the main principles of neural network processing. You also will learn how to prepare the data to be used in neural network development and you will be able to suggest various techniques of data preparation for many unconventional tasks. This book discusses the practical aspects of using Java for neural network processing. You will know how to use the Encog Java framework for processing large-scale neural network applications. Also covered is the use of neural networks for approximation of non-continuous functions. In addition to using neural networks for regression, this second edition shows you how to use neural networks for computer vision. It focuses on image recognition such as the classification of handwritten digits, input data preparation and conversion, and building the conversion program. And you will learn about topics related to the classification of handwritten digits such as network architecture, program code, programming logic, and execution. The step-by-step approach taken in the book includes plenty of examples, diagrams, and screenshots to help you grasp the concepts quickly and easily.What You Will Learn - Use Java for the development of neural network applications- Prepare data for many different tasks- Carry out some unusual neural network processing- Use a neural network to process non-continuous functions- Develop a program that recognizes handwritten digitsWho This Book Is ForIntermediate machine learning and deep learning developers who are interested in switching to Java

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781484273678
    Other identifier:
    9781484273678
    RVK Categories: ST 250 ; ST 301
    Edition: Second edition
    Subjects: Artificial intelligence; Java (Computer program language); Computer software; Open source software; Computer programming; Computer science
    Other subjects: Hardcover, Softcover / Informatik, EDV/Informatik
    Scope: xviii, 631 Seiten, Illustrationen, Diagramme, 1222 grams
  16. Grundkurs JAVA
    von den Grundlagen bis zu Datenbank- und Netzanwendungen
    Published: [2016]
    Publisher:  Springer Vieweg, Wiesbaden

    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.... more

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    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 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

     

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    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783658138073
    Other identifier:
    RVK Categories: ST 250
    Edition: 9. Auflage
    Series: Lehrbuch
    Subjects: Computer science; Computer programming; Programming languages (Electronic computers); Applied mathematics; Engineering mathematics
    Scope: 1 Online-Ressource (XIII, 590 Seiten, 101 Abbildungen)
  17. Retrogame Archeology
    Exploring Old Computer Games
    Author: Aycock, John
    Published: 2016
    Publisher:  Springer International Publishing, Cham

    Drawing on extensive research, this book explores the techniques that old computer games used to run on tightly-constrained platforms. Retrogame developers faced incredible challenges of limited space, computing power, rudimentary tools, and the lack... more

    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
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    KaufEBook202103
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    eBook Springer
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    Drawing on extensive research, this book explores the techniques that old computer games used to run on tightly-constrained platforms. Retrogame developers faced incredible challenges of limited space, computing power, rudimentary tools, and the lack of homogeneous environments. Using examples from over 100 retrogames, this book examines the clever implementation tricks that game designers employed to make their creations possible, documenting these techniques that are being lost. However, these retrogame techniques have modern analogues and applications in general computer systems, not just games, and this book makes these contemporary connections. It also uses retrogames' implementation to introduce a wide variety of topics in computer systems including memory management, interpretation, data compression, procedural content generation, and software protection. Retrogame Archeology targets professionals and advanced-level students in computer science, engineering, and mathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities Introduction -- Memory Management -- Slow, Wildly Incompatible I/O -- Interpreters -- Data Compression -- Procedural Content Generation -- Protection -- Obfuscation and Optimization -- Endgame

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319300047
    Other identifier:
    RVK Categories: AP 15963 ; ST 324
    Subjects: Computer science; Computer programming; Multimedia information systems; Computers; Communication; Sociology; Mass media
    Scope: 1 Online-Ressource (234 p)
  18. Game development with Construct 2
    from design to realization
    Published: [2017]; © 2017
    Publisher:  Apress, Berkeley, CA

    Design and create video games using Construct 2. No prior experience is required. Game Development with Construct 2 teaches you to create 12 different game projects from a variety of genres, including car racing and tower defense to platformer and... more

    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
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    Design and create video games using Construct 2. No prior experience is required. Game Development with Construct 2 teaches you to create 12 different game projects from a variety of genres, including car racing and tower defense to platformer and action-adventure. The software is user friendly and powerful, and the games you create can be exported to run on the web, desktop computers, and smartphones. What You'll Learn Create complete functional games using the Construct 2 game engine Understand general logical structures underlying video game programs Use practical game design advice (such as visual feedback and gameplay balancing) Understand programming concepts useful throughout computer science Chapter 1: Getting Started with Construct 2 -- Chapter 2: Starfish Collector -- Chapter 3: Space Rocks -- Chapter 4: Cleanup Challenge -- Chapter 5: Adding Polish to your Game -- Chapter 6: Plane Dodger -- Chapter 7: Racecar 500 -- Chapter 8: Rectangle Destroyer -- Chapter 9: Spell Shooter -- Chapter 10: Airplane Assault -- Chapter 11: Tower Defenders -- Chapter 12: Maze Runman -- Chapter 13: Jumping Jack -- Chapter 14: Treasure Chest -- Chapter 15: The Journey Continues -- Appendix A: Game Design Documentation

     

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    ISBN: 9781484227848
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    Subjects: Computer science; Computer programming; Programming languages (Electronic computers); Computer graphics
    Scope: 1 Online-Ressource (XXI, 240 Seiten, Illustrationen)
  19. Programmieren für Ingenieure und Naturwissenschaftler
    Grundlagen
    Published: [2016]; © 2016
    Publisher:  Springer Vieweg, Berlin

    Ziel des Buches ist es, Studierenden der Ingenieur- oder Naturwissenschaften die Programmierung als Schlüsselqualifikation mit zahlreichen Anwendungsmöglichkeiten vorzustellen. Die Umsetzung von Programmierkonzepten und algorithmischen Verfahren... more

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    Ziel des Buches ist es, Studierenden der Ingenieur- oder Naturwissenschaften die Programmierung als Schlüsselqualifikation mit zahlreichen Anwendungsmöglichkeiten vorzustellen. Die Umsetzung von Programmierkonzepten und algorithmischen Verfahren erfolgt in diesem Buch in Java. Im ersten Teil gibt der Autor eine Einführung in die Grundkonzepte von Java, im zweiten Teil werden algorithmische Verfahren aus dem Bereich der Numerik, sowie allgemeine Methoden zum Entwurf von Algorithmen vorgestellt. Im dritten Teil werden Grundlagen der objektorientierten Programmierung dargestellt sowie ein Überblick über die Erstellung von graphischen Benutzeroberflächen gegeben. Ein Kapitel zu diversen Anwendungen aus dem Bereich der Ingenieur- und Naturwissenschaften sowie Aufgaben und Lösungen in jedem Kapitel runden das Buch ab Grundbegriffe der Programmierung -- Strukturelle Programmierung -- Elementare Datenstrukturen in Java -- Entwicklung von Computerprogrammen -- Numerische Algorithmen -- Entwurfsmuster von Algorithmen -- Objektorientierte Programmierung -- Graphische Benutzeroberflächen -- Technische und naturwissenschaftliche Anwendungen -- Anhänge: -- Installation der Entwicklungsumgebung -- Startanleitung Eclipse -- API-Dokumentation -- Java-Paket stlib -- Java Schlüsselwörter -- Grundlagen der Mathematik -- Literatur

     

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    ISBN: 9783662504574
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    RVK Categories: ST 230 ; ST 110
    Series: eXamen.press
    Subjects: Computer science; Computer programming; Algorithms; Numerical analysis; Computer science; Computer mathematics; Mathematical physics; Applied mathematics; Engineering mathematics; Ingenieurwissenschaften; Programmierung; Naturwissenschaften; Java Standard Edition 8
    Scope: 1 Online-Ressource (XV, 466 Seiten), 275 Illustrationen
  20. Beginning Android Games
    Published: [2016]; © 2016
    Publisher:  Apress, [New York]

    Learn all of the basics needed to join the ranks of successful Android game developers. You'll start with game design fundamentals and Android programming basics, and then progress toward creating your own basic game engine and playable game apps... more

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    Learn all of the basics needed to join the ranks of successful Android game developers. You'll start with game design fundamentals and Android programming basics, and then progress toward creating your own basic game engine and playable game apps that work on Android smartphones and tablets. Beginning Android Games, Third Edition gives you everything you need to branch out and write your own Android games for a variety of hardware. Do you have an awesome idea for the next break-through mobile gaming title? Beginning Android Games will help you kick-start your project. This book will guide you through the process of making several example game apps using APIs available in Android. What You'll Learn Gain the fundamentals of game programming in the context of the Android platform Use Android's APIs for graphics, audio, and user input to reflect those fundamentals Develop two 2D games from scratch, based on Canvas API and OpenGL ES Create a full-featured 3D game Publish your games, get crash reports, and support your users Complete your own playable 2D OpenGL games Who This Book Is For People with a basic knowledge of Java who want to write games on the Android platform. It also offers information for experienced game developers about the pitfalls and peculiarities of the platform 1. AN ANDROID IN EVERY HOME -- 2. FIRST STEPS WITH THE ANDROID SDK -- 3. GAME DEVELOPMENT 101 -- 4. ANDROID FOR GAME DEVELOPERS -- 5. AN ANDROID GAME DEVELOPMENT FRAMEWORK -- 6. MR. NOM INVADES ANDROID -- 7. OPENGL ES: A GENTLE INTRODUCTION -- 8. 2D GAME PROGRAMMING TRICKS -- 9. SUPER JUMPER: A 2D OPENGL ES GAME -- 10. OPENGL ES: GOING 3D -- 11. 3D PROGRAMMING TRICKS -- 12. ANDROID INVADERS: THE GRANDE FINALE -- 13. GOING NATIVE WITH THE NDK -- 14. MARKETING AND MONETIZING -- 15. PUBLISHING YOUR GAME

     

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    ISBN: 9781484204726
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    RVK Categories: ST 324
    Edition: Third edition
    Subjects: Computer science; Computer programming
    Scope: 1 Online-Ressource (XXVI, 605 Seiten), 188 Illustrationen
  21. Practical GameMaker: Studio
    Language Projects
    Author: Tyers, Ben
    Published: [2016]; © 2016
    Publisher:  Apress, [New York]

    Gain the skills required to create fun and compelling games using GameMaker: Studio, and its GML programming language. In this full-color book you’ll learn 24 practical programming elements that are important when creating any game. Each section... more

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    Gain the skills required to create fun and compelling games using GameMaker: Studio, and its GML programming language. In this full-color book you’ll learn 24 practical programming elements that are important when creating any game. Each section includes an introduction to a new programming element, some examples, a worksheet, and mini projects to allow you to test your new knowledge. After completing all elements, you will put into action what you have learned in a classic arcade style game. In Practical GameMaker: Studio, you will create a fully featured game, with guidance and in color. After each section you’ll see how you’ll apply what you’ve learned to the final game, and discover additional projects to try. These mini projects include a separate scoring guide, and a working example for each, which is useful if you’re using this book in an educational environment. Similarly, the book also contains a number of assignments, which you may include as part of any associated coursework in your classes. What You Will Learn Use GameMaker: Studio and GameMaker Language (GML) to create games Work with GML variables, conditionals, drawing, keyport I/O, objects, and events Create GML sprites, health/lives, alarms, collisions, and rooms Improve your game with GML backgrounds, sound and music, splash screens and menus, and effects< Include GML random and AI movements in your game Use GML loops, arrays, ds_lists, paths, and scripts Who This Book Is For Experienced game developers new to GameMaker or for those with at least some prior exposure or experience with GameMaker: Studio but who are new to GML 0. Introduction -- 1. Variables -- 2. Conditionals -- 3. Drawing -- 4. Drawing Continued -- 5. Keyboard Input & Simple Movement -- 6. Objects & Events -- 7. Sprites -- 8. Health, Lives & Score -- 9. Mouse -- 10. Alarms -- 11. Collisions -- 12. Rooms -- 13. Backgrounds -- 14. Sounds & Music -- 15. Splash Screens & Menu -- 16. Random -- 17. More Movement (Basic AI) -- 18. INI Files -- 19. Effects -- 20. Loops -- 21. Arrays -- 22. ds_lists -- 23. Paths -- 24. Scripts -- 25. Hints & Tips -- 26. Creating A Game - Outline -- 27 . Creating A Game -Sprites -- 28. Creating A Game -Sounds -- 29. Creating A Game -Backgrounds -- 30. Creating A Game -Paths -- 31. Creating A Game -Scripts -- 32. Creating A Game -Fonts -- 33. Creating A Game -Objects - Introduction -- 34. Creating A Game -Parent Objects -- 35. Creating A Game -Objects -- 36. Creating A Game -Rooms -- 37. Progress Sheet -- 38. Marking Guide -- 39. End Of Project Assignment -- 40. End Of Project Test

     

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    ISBN: 9781484223734
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    RVK Categories: ST 324
    Subjects: Computer science; Computer programming
    Scope: 1 Online-Ressource (XXXIX, 313 Seiten), 107 Illustrationen
  22. Rapid Game Development Using Cocos2d-JS
    An end-to-end guide to 2D game development using JavaScript
    Published: [2016]; © 2016
    Publisher:  Apress, [New York]

    Get a gentle introduction to the Cocos2d-JS framework to begin working with sprite manipulations, animations, and other 2d game development topics. This book covers environment setup and getting started with a framework that works seamlessly across... more

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    Get a gentle introduction to the Cocos2d-JS framework to begin working with sprite manipulations, animations, and other 2d game development topics. This book covers environment setup and getting started with a framework that works seamlessly across all browsers. Rapid Game Development Using Cocos2d-JS teaches you the overall architecture of Cocos2d-JS and explains the internal working of the framework. You will dive deep into sprites, the most important entity in Cocos2d-JS, animation APIs, and primitive shapes. You’ll also learn about the Cocos2d-JS UI system to get a head start in 2d game development. Finally, you’ll discover the features of Chipmunk (the built-in physics engine) with full examples. You will: Get a simple head start in Cocos2d-JS Gain an architectural overview of the different blocks of the framework Master sprites, spritesheets, and frame animation Work with the event system in Cocos2d-JS Discover the animation APIs in Cocos2d-JS Leverage the built-in physics engine Chapter 1: Getting Started -- Chapter 2: Architecture Overview -- Chapter 3: Deeper Look into Sprites -- Chapter 4: Handling Inputs and Events -- Chapter 5: Adding GUI -- Chapter 6: Fun with Animation -- Chapter 7: Adding Physics to your game -- Chapter 8: Miscellaneous features.-

     

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    ISBN: 9781484225530
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    RVK Categories: ST 324
    Subjects: Computer science; Computer programming
    Scope: 1 Online-Ressource (XV, 126 Seiten), 42 Illustrationen
  23. Beginning Microsoft Kinect for Windows SDK 2.0
    Motion and Depth Sensing for Natural User Interfaces
    Published: [2017]; © 2017
    Publisher:  Apress, Berkeley, CA

    Develop applications in Microsoft Kinect 2 using gesture and speech recognition, scanning of objects in 3D, and body tracking. Create motion-sensing applications for entertainment and practical uses, including for commercial products and industrial... more

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    Develop applications in Microsoft Kinect 2 using gesture and speech recognition, scanning of objects in 3D, and body tracking. Create motion-sensing applications for entertainment and practical uses, including for commercial products and industrial applications. Beginning Microsoft Kinect for Windows SDK 2.0 is dense with code and examples to ensure that you understand how to build Kinect applications that can be used in the real world. Techniques and ideas are presented to facilitate incorporation of the Kinect with other technologies. What You Will Learn: Set up Kinect 2 and a workspace for Kinect application development Access audio, color, infrared, and skeletal data streams from Kinect Use gesture and speech recognition Perform computer vision manipulations on image data streams Develop Windows Store apps and Unity3D applications with Kinect 2 Take advantage of Kinect Fusion (3D object mapping technology) and Kinect Ripple (Kinect projector infotainment system) Introduction-.1. Getting Started -- 2. Understanding How the Kinect Works -- 3. Working with Image Data Sources -- 4. Audio & Speech -- 5. Body & Face Tracking -- 6. Computer Vision & Image Processing -- 7. Game Development with Unity -- 8. Miscellaneous Tools -- 9. Appendix: Windows 10 & Universal Windows Platform

     

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    ISBN: 9781484223161
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    RVK Categories: ST 323 ; ST 324
    Subjects: Computer science; Input-output equipment (Computers); Computer programming; Image processing; Biometrics (Biology)
    Scope: 1 Online-Ressource (XX, 297 Seiten)
  24. Java 9 Modularity Revealed
    Project Jigsaw and Scalable Java Applications
    Published: [2017]; © 2017
    Publisher:  Apress, Berkeley, CA

    Develop modular applications using the Java Platform Module System, the single most anticipated feature in Java 9. You will improve maintainability and performance of your Java applications by deploying only modules that are needed and encapsulating... more

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    Develop modular applications using the Java Platform Module System, the single most anticipated feature in Java 9. You will improve maintainability and performance of your Java applications by deploying only modules that are needed and encapsulating their implementation details.  Until now Java has been monolithic. Using any one part of Java has meant incorporating the entirety of the runtime environment, an approach ill-suited to the increasing number of IoT devices such as fitness monitors, kitchen appliances, toys and games, and so forth. This book shows a new way, to make Java scale from the smallest of footprints in the smallest of devices through desktop PCs and on up to server platforms.  With Java 9 Modularity  Revealed you will learn to make your projects more reliable and scalable than ever using the most important feature in Java 9-The Java Platform Module System, known more commonly as Pro ject Jigsaw. You will learn how to avoid one of the major pain points of Java programming, that of conflicting class names from different modules, or packages. You will learn to create custom run-time images that represent a minimal and more compact JRE containing only those modules that you need. You will further learn to migrate existing Java applications to modular ones using different approaches and tools. The end result is a new ability to plug together different modules without fear of namespace and other conflicts, and you can deploy to everything from small devices to large servers.  This book provides code examples and explanations.    What You'll Learn: Build Java applications using the new modular system introduced in Java 9  Create your own JRE consisting only of the modules that you require  Declare your dependencies on other modules  Enable modules to export only specific packages  Migrate existing Java applications to modular ones  Improve maintainability and performance of Java applications Introduction -- Chapter 1: Modular Programming Concepts -- Chapter 2: Project Jigsaw -- Chapter 3: Modular JDK and Source Code -- Chapter 4: Defining and Using Modules -- Chapter 5: Modular Run-Time Images -- Chapter 6: Services -- Chapter 7: jLink: The Java Linker -- Chapter 8: Migration -- Chapter 9: The New Module API -- Chapter 10: Advanced topics -- Chapter 11: Testing Modular Applications -- Chapter 12: Integration with Tools

     

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    ISBN: 9781484227138
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    RVK Categories: ST 250
    Subjects: Computer science; Computer programming; Programming languages (Electronic computers); Computer science; Computer programming; Programming languages (Electronic computers)
    Scope: 1 Online-Ressource (XXVI, 221 Seiten)
  25. 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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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262036245
    RVK Categories: SR 850 ; ES 900
    Series: Software studies
    Subjects: Computers and literacy; Literacy; Computer literacy; Written communication; Programming languages (Electronic computers); Rhetoric; Computer programming; Computer literacy; Computer programming; Computers and literacy; Literacy; Programming languages (Electronic computers); Rhetoric; Written communication
    Scope: xi, 361 Seiten, Illustrationen
    Notes:

    Literaturverzeichnis: Seite 293-321