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  1. Introduction to DevOps with Chocolate, LEGO and Scrum Game
    Published: [2017]; © 2017
    Publisher:  Apress, [New York]

    Discover a role-based simulation game, designed to introduce DevOps in a very unusual way. Working with LEGO and chocolate, using avatars, personas, and role cards, you will gain an understanding of the Dev and Ops roles as well as their... more

    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
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    Technische Universität Hamburg, Universitätsbibliothek
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    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
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    Discover a role-based simulation game, designed to introduce DevOps in a very unusual way. Working with LEGO and chocolate, using avatars, personas, and role cards, you will gain an understanding of the Dev and Ops roles as well as their interdependencies. Throughout the game, players go through a range of emotions and learn to expand the boundaries of individual roles, acquire T-shaped skills, and grow the Scrum-team circle to include Operations. The game combines ideas from "The Phoenix Project" with the experience gained from real-life challenges, encountered by development and operations teams in many organizations. Security vulnerabilities, environments patching, deployment code freeze, development and operations silos - the game helps simulate an end-to-end product delivery process and visualize the bottlenecks in the value delivery flow. Introduction to DevOps with Chocolate, LEGO and Scrum Game engages all five senses to maximize learning effectiveness and in three sprints takes players through a gamified DevOps transformation journey. You will: Play the Chocolate, LEGO and Scrum role-simulation game Gain knowledge of DevOps and how to apply the game to it See how this game illustrates the DevOps cycle as a case study 1. Introduction -- 2. About this book -- 3. Rules of the Game -- 4. Game Components -- 5. Room Setup -- 6. Know Your Timebox -- 7. Be a Gamemaster -- 8. Play history and modifications -- 9. Key takeaways -- Appendix. Handouts, Role Cards and Posters -- Bibliography

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484225653
    Other identifier:
    Subjects: Computer science; Computer programming
    Scope: 1 Online-Ressource (XVII, 140 Seiten), 116 Illustrationen
  2. Learn Unity for Android Game Development
    A Guide to Game Design, Development, and Marketing
    Published: [2017]; © 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

    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
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    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
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    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
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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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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484227046
    Other identifier:
    RVK Categories: ST 324
    Series: Technology in action
    Subjects: Computer science; Computer programming; Software engineering; Programming languages (Electronic computers)
    Scope: 1 Online-Ressource (XIX, 248 Seiten)
  3. Mostly Codeless Game Development
    New School Game Engines
    Published: [2017]; © 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

    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
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    Technische Universität Hamburg, Universitätsbibliothek
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    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
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    Otto-von-Guericke-Universität, Universitätsbibliothek
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    eBook Springer
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    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
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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)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484229705
    Other identifier:
    RVK Categories: ST 250 ; ST 324 ; AP 15963
    Subjects: Computer science; Computer programming; Computer engineering; Video games; Video games; Video games
    Scope: 1 Online-Ressource (XXV, 219 Seiten)
    Notes:

    Leadwerks Game Engine 4.3 by Leadwerks Software

  4. Android Studio Game Development
    Concepts and Design
    Published: [2015]; © 2015
    Publisher:  Apress, Berkeley

    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

    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
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    Technische Universität Hamburg, Universitätsbibliothek
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    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
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    Otto-von-Guericke-Universität, Universitätsbibliothek
    eBook Springer
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    Otto-von-Guericke-Universität, Universitätsbibliothek, Medizinische Zentralbibliothek
    eBook Springer
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    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
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    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
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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
    Subjects: Computer science; Computer programming; Programming languages (Electronic computers)
    Scope: Online-Ressource (XIII, 95 Seiten), 42 Illustrationen
    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.

  5. Programmierung von verteilten Systemen und Webanwendungen mit Java EE
    erste Schritte in der Java Enterprise Edition
    Published: [2015]; © 2015
    Publisher:  Springer Vieweg, Wiesbaden

    Dieses Buch führt Sie in die Programmierung verteilter Systeme in Java ein. Besonderer Wert wird auf die Realisierung serverseitiger Anwendungen im Rahmen der Java EE-Architektur gelegt. Schritt für Schritt lernen Sie alle wichtigen Technologien und... more

    Universitätsbibliothek Braunschweig
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    HAWK Hochschule für angewandte Wissenschaft und Kunst Hildesheim/Holzminden/Göttingen, Bibliothek, Elektronische Ressourcen
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    INF 2016
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    KaufEBook202103
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    Dieses Buch führt Sie in die Programmierung verteilter Systeme in Java ein. Besonderer Wert wird auf die Realisierung serverseitiger Anwendungen im Rahmen der Java EE-Architektur gelegt. Schritt für Schritt lernen Sie alle wichtigen Technologien und Bestandteile von Enterprise Java sowie deren Zusammenspiel kennen. Jedes Kapitel enthält zahlreiche Beispiele und Übungsaufgaben, sodass der Leser nach der Lektüre des Buches in der Lage ist, komponentenbasierte Webanwendungen auf Basis der Java Enterprise-Architektur zu erstellen. Alle Übungen inklusive Lösungen sowie die Abbildungen des Buches stehen online auf der Webseite des Verlags zur Verfügung. Der Inhalt - Netzwerkprogrammierung mit Sockets - Remote Method Invocation (RMI) - Servlets - JavaServer Pages (JSP) - JavaServer Faces (JSF) - Java Database Connectivity (JDBC) - Enterprise JavaBeans (EJB) - Java Persistence API (JPA) Die Zielgruppen - Informatik-Studierende in höheren Semestern mit guten Kenntnissen in Java - Software-Entwickler in der Praxis mit Erfahrung in Java Die Autoren Frank Müller-Hofmann: Leitender System-Architekt bei T-Systems International GmbH für Enterprise Systeme, Lehrbeauftragter der Brunel University London und der Hochschule Esslingen Martin Hiller: Entwicklungsingenieur und verantwortlicher Scrum Product Owner eines verteilten Java-Systems bei der Daimler AG, Lehrbeauftragter der Hochschule Esslingen Gerhard Wanner: Professor an der Hochschule für Technik Stuttgart mit den Schwerpunkten Software Engineering und Middleware-Technologie

     

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    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783658105129
    Other identifier:
    RVK Categories: ST 250
    Subjects: Computer science; Computer organization; Computer programming; Programming languages (Electronic computers)
    Scope: 1 Online-Ressource (PDF-Datei: IX, 402 Seiten, 5619 KB)
    Notes:

    Netzwerkprogrammierung mit SocketsRemote Method Invocation (RMI) -- Servlets -- JavaServer Pages (JSP) -- JavaServer Faces (JSF) -- Java Database Connectivity (JDBC) -- Enterprise JavaBeans (EJB) -- Java Persistence API (JPA).

  6. MMOs from the Outside In
    The Massively-Multiplayer Online Role-Playing Games of Psychology, Law, Government, and Real Life
    Published: [2016]; © 2016
    Publisher:  Apress, [Berkeley]

    This follow-up volume to MMOs from the Inside Out is a further collection of bold ideas, information, and instruction from one of the true pioneers of Massively-Multiplayer Online Role-Playing Games. Whereas its predecessor looked at how MMOs can... more

    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
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    Technische Universität Hamburg, Universitätsbibliothek
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    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
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    Otto-von-Guericke-Universität, Universitätsbibliothek
    eBook Springer
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    Otto-von-Guericke-Universität, Universitätsbibliothek, Medizinische Zentralbibliothek
    eBook Springer
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    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
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    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
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    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
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    Universitätsbibliothek Osnabrück
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    This follow-up volume to MMOs from the Inside Out is a further collection of bold ideas, information, and instruction from one of the true pioneers of Massively-Multiplayer Online Role-Playing Games. Whereas its predecessor looked at how MMOs can change the world, MMOs from the Outside In: How Psychology, Law, Culture and Real Life see Massively-Multiplayer Role-playing Games looks at how the world can change MMOs - and not always for the better. The aim of this book is to inform an up-coming generation of designers, to alert and educate players and designers-to-be, and to caution those already working in the field who might be growing complacent about society’s acceptance of their chosen career. Playing and creating MMOs does not happen in a bubble. MMOs are so packed with potential that those who don’t understand them can be afraid, and those who do understand them can neglect their wider impact. Today's examples are little more than small, pioneering colonies on the shore of a vast, uncharted continent. What monsters lurk beyond the horizon? What horrors will explorers bring back to torment us? MMOs from the Outside In is for people with a spark of curiosity: it pours gasoline on that spark. It: • Explains how MMOs are perceived, how they could - and perhaps should - be perceived, and how the can contribute to wider society. • Delves into what researchers think about why players play. • Encourages, enthuses, enrages, engages, enlightens, envisions, and enchants. • Doesn't tell you what to think, it tells you to think. What You Will Learn: • The myriad challenges facing MMOs - and to decide for yourself how to address these challenges. • What MMOs bring to the world that it didn’t have before. • How MMOs are regarded, and what this means for how they will be regarded in future. • That playing and designing MMOs has implications for those who don’t play or design them. Whom This Book is For: MMOs from the Outside In is a book for those who wish to know more about the wider influence of game design in general and MMO design in particular. It's for people who play MMOs, for people who design MMOs, and for people who study MMOs. It's for people with a yearning to see beyond the worlds of their imagination and to change the world around them

     

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    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484217818
    Other identifier:
    RVK Categories: ST 324 ; SU 500
    Subjects: Computer science; Computer programming
    Scope: 1 Online-Ressource (XII, 514 Seiten), 40 Illustrationen
    Notes:

    Description based upon print version of record

    1. On Psychology2. On Research -- 3. On Law -- 4. On AI -- 5. On Gods & Government -- 6. On Culture & Community -- 7. On Real Life.

  7. Make a 2D RPG in a Weekend
    With RPG Maker MV
    Published: [2015]; © 2015
    Publisher:  Apress, [Berkeley]

    Updated for RPG Maker MV using JavaScript, Make a 2D RPG in a Weekend shows you how to create your very own dungeon crawler game in RPG Maker MV in a single weekend. The entire process, from start to finish, is covered within this book. You will see... more

    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
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    Technische Universität Hamburg, Universitätsbibliothek
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    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
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    Otto-von-Guericke-Universität, Universitätsbibliothek
    eBook Springer
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    Otto-von-Guericke-Universität, Universitätsbibliothek, Medizinische Zentralbibliothek
    eBook Springer
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    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
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    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
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    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
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    Updated for RPG Maker MV using JavaScript, Make a 2D RPG in a Weekend shows you how to create your very own dungeon crawler game in RPG Maker MV in a single weekend. The entire process, from start to finish, is covered within this book. You will see a variety of dungeon maps and events, all broken down for your convenience. One of the hardest parts of game development is actually finishing a game, but it is also one of the most important steps on the way to becoming a game developer. If you have yet to finish a game, this book will give you the confidence and resources you need to finally be able to create your very own RPG. Once you've completed the game in this book, you'll be able to modify it as much as you like, adding new monsters and quests, and you'll have the skills to go on to create your second game all by yourself. Among the topics covered in this book are: Creating various types of enemy encounters via the use of the eventing system, and JavaScript replacing the old Ruby commands. Creating a special area that allows the player to pick their character of choice instead of being forced to play a particular character. Clever uses of events to create items that allow the player to return to town instantly and summon vehicles to their side. What You'll Learn: Create playable characters that have different attributes and play styles. Create a wide variety of weapons, armors, and items for the player to purchase, find, and use. JavaScript is now used throughout. Design dungeon levels with specific goals in mind. Create treasure chests with random contents or contents based on the player?s character. Create doors that require keys or puzzles to unlock. Create a variety of enemy encounters. Who This Book is For: Make a 2D RPG in a Weekend is for anyone who has ever wanted to create a game from scratch. All you need is this book and a copy of RPG Maker MV Updated for RPG Maker MV using JavaScript, Make a 2D RPG in a Weekend shows you how to create your very own dungeon crawler game in RPG Maker MV in a single weekend. The entire process, from start to finish, is covered within this book. You will see a variety of dungeon maps and events, all broken down for your convenience. One of the hardest parts of game development is actually finishing a game, but it is also one of the most important steps on the way to becoming a game developer. If you have yet to finish a game, this book will give you the confidence and resources you need to finally be able to create your very own RPG. Once you've completed the game in this book, you'll be able to modify it as much as you like, adding new monsters and quests, and you'll have the skills to go on to create your second game all by yourself. Among the topics covered in this book are: Creating various types of enemy encounters via the use of the eventing system, and JavaScript replacing the old Ruby commands. Creating a special area that allows the player to pick their character of choice instead of being forced to play a particular character. Clever uses of events to create items that allow the player to return to town instantly and summon vehicles to their side. What You'll Learn: Create playable characters that have different attributes and play styles. Create a wide variety of weapons, armors, and items for the player to purchase, find, and use. JavaScript is now used throughout. Design dungeon levels with specific goals in mind. Create treasure chests with random contents or contents based on the player’s character. Create doors that require keys or puzzles to unlock. Create a variety of enemy encounters. Who This Book is For: Make a 2D RPG in a Weekend is for anyone who has ever wanted to create a game from scratch. All you need is this book and a copy of RPG Maker MV

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484217931
    Other identifier:
    RVK Categories: ST 320 ; ST 324
    Edition: Second Edition
    Subjects: Computer science; Computer programming; Programming languages (Electronic computers)
    Scope: 1 Online-Ressource (XXII, 241 Seiten), 81 Illustrationen
    Notes:

    Includes index

    Chapter 1: Laying Out the FrameworkChapter 2: The Characters of our Game -- Chapter 3: The Upper Catacombs of Eagle’s Crossing -- Chapter 4: Populating Eagle’s Crossing -- Chapter 5: The Lower Catacombs of Eagle’s Crossing -- Chapter 6: The Caves -- Chapter 7: The Pixie’s Forest (West) -- Chapter 8: The Pixie’s Forest (East) -- Chapter 9: The Ancient Temple -- Chapter 10: What Comes Next -- Chapter 11: Appendix.

  8. Oracle certified professional Java SE 8 Programmer Exam 1Z0-809
    a Comprehensive OCPJP 8 certification guide
    Published: [2016]; © 2016
    Publisher:  Apress, New York

    This book is a comprehensive, step-by-step and one-stop guide for the Java SE 8 Programmer II exam (IZ0-809). Salient features of this book include: 100% coverage of the exam topics, a full-length mock exam, practice exam questions, exam notes and... more

    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
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    This book is a comprehensive, step-by-step and one-stop guide for the Java SE 8 Programmer II exam (IZ0-809). Salient features of this book include: 100% coverage of the exam topics, a full-length mock exam, practice exam questions, exam notes and tips. Oracle Certified Professional Java SE 8 Programmer II Guide (Exam IZ0-809) is a comprehensive guide for the OCPJP 8 exam. The book starts by answering frequently asked questions about the OCPJP 8 exam (Chapter 1). The book maps each exam topic into a chapter and covers 100% of the exam topics (next 12 Chapters). Exam topics are discussed using numerous programming and real-world examples. Each chapter ends with practice exam questions and a quick summary that revises key concepts covered in the chapter from exam perspective. After reading the main chapters, you can take the full-length mock exam to ensure that you have enough practice before actually taking the exam (Chapter 14). If you are an OCPJP 8 exam aspirant, this book is certainly for you. This book assumes that you are already familiar with Java fundamentals (that is in line with the prerequisite of having a OCAJP 8 certification before you take up the OCPJP 8 exam). This book will be a delectable read to you because of its simple language, example driven approach, easy-to-read style, and complete focus towards the exam. Salient Features ℓ́Ø In-depth and 100% coverage of all 12 exam topics for the certification ℓ́Ø Numerous illustrative programming and real-world examples ℓ́Ø Hundreds of practice exam questions (including a full-length mock exam) What you will learn: ℓ́Ø Have the necessary knowledge to clear the exam since 100% of the exam topics are covered to the required depth ℓ́Ø clearly understand the scope and objectives of the exam, the technical topics covered in the exam, and type and level-of-difficulty of the exam questions (in short, you will clearly know whatℓ́ℓs exactly required for passing the exam) ℓ́Ø get into an ℓ́ℓexam mindsetℓ́ℓ by trying out hundreds of practice exam questions This book is a comprehensive, step-by-step and one-stop guide for the Java SE 8 Programmer II exam (IZ0-809). Salient features of this book include: 100% coverage of the exam topics, a full-length mock exam, practice exam questions, exam notes and tips. Oracle Certified Professional Java SE 8 Programmer II Guide (Exam IZ0-809) is a comprehensive guide for the OCPJP 8 exam. The book starts by answering frequently asked questions about the OCPJP 8 exam (Chapter 1). The book maps each exam topic into a chapter and covers 100% of the exam topics (next 12 Chapters). Exam topics are discussed using numerous programming and real-world examples. Each chapter ends with practice exam questions and a quick summary that revises key concepts covered in the chapter from exam perspective. After reading the main chapters, you can take the full-length mock exam to ensure that you have enough practice before actually taking the exam (Chapter 14). If you are an OCPJP 8 exam aspirant, this book is certainly for you. This book assumes that you are already familiar with Java fundamentals (that is in line with the prerequisite of having a OCAJP 8 certification before you take up the OCPJP 8 exam). This book will be a delectable read to you because of its simple language, example driven approach, easy-to-read style, and complete focus towards the exam. Salient Features • In-depth and 100% coverage of all 12 exam topics for the certification • Numerous illustrative programming and real-world examples • Hundreds of practice exam questions (including a full-length mock exam) What you will learn: • Have the necessary knowledge to clear the exam since 100% of the exam topics are covered to the required depth • clearly understand the scope and objectives of the exam, the technical topics covered in the exam, and type and level-of-difficulty of the exam questions (in short, you will clearly know what’s exactly required for passing the exam) • get into an “exam mindset” by trying out hundreds of practice exam questions

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484218365
    Other identifier:
    RVK Categories: ST 250
    Series: The expert's voice in Java
    Subjects: Computer science; Computer programming; Programming languages (Electronic computers)
    Scope: 1 Online-Ressource (XXII, 484 Seiten), 40 Illustrationen
    Notes:

    Includes index

    The OCPJP 8 Exam: Frequently Asked Questions (FAQ)Java Class Design -- Advanced Java Class Design -- Generics and Collections Lambda Built-in Functional Interfaces -- Java Stream API -- Exceptions and Assertions -- Use Java SE 8 Date/Time API -- Java I/O Fundamentals -- Java File I/O (NIO.2) -- Java Concurrency -- Building Database Applications with JDBC -- Localization -- Full-length Mock Exam.

  9. 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

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    10 A 25388
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
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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
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262035378
    RVK Categories: DW 4000 ; 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
    Scope: xviii, 201 Seiten, Illustrationen, 24 cm
    Notes:

    Includes bibliographical references and index

  10. Retrogame archeology
    exploring old computer games
    Published: [2016]; ©2016
    Publisher:  Springer International Publishing, Cham ; Imprint: Springer

    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; Software Engineering; Programmierung; Medienkultur; Eklektizismus; Computerspiel
    Scope: 1 Online-Ressource (XIX, 222 Seiten), Illustrationen
  11. Beginning Java 9 Fundamentals
    Arrays, Objects, Modules, JShell, and Regular Expressions
    Published: [2017]; © 2017
    Publisher:  Apress, Berkeley, CA

    Learn the basics of Java 9, including basic programming concepts and the object-oriented fundamentals necessary at all levels of Java development. Author Kishori Sharan walks you through writing your first Java program step-by-step. Armed with that... more

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    Learn the basics of Java 9, including basic programming concepts and the object-oriented fundamentals necessary at all levels of Java development. Author Kishori Sharan walks you through writing your first Java program step-by-step. Armed with that practical experience, you'll be ready to learn the core of the Java language.Beginning Java 9 Fundamentals provides over 90 diagrams and 240 complete programs to help you learn the topics faster. The book continues with a series of foundation topics, including using data types, working with operators, and writing statements in Java. These basics lead onto the heart of the Java language: object-oriented programming. By learning topics such as classes, objects, interfaces, and inheritance you'll have a good understanding of Java's object-oriented model. The final collection of topics takes what you've learned and turns you into a real Java programmer. You'll see how to take the power of object-oriented programming and write programs that can handle errors and exceptions, process strings and dates, format data, and work with arrays to manipulate data. This book is a companion to two other books also by Sharan focusing on APIs and advanced Java topics. You will: Write your first Java programs with an emphasis on learning object-oriented programming in Java Work with data types, operators, statements, classes and objects Handle exceptions, assertions, strings and dates, and object formatting Use regular expressions  Work with arrays, interfaces, enums, and inheritance Deploy Java applications on memory-constrained devices using compact profiles Take advantage of the new JShell REPL tool p.p1 { margin: 0.0px 0.0px 0.0px 0.0px; line-height: 16.0px; font: 14.0px Helvetica; color: rgb(0,0,0); } span.s1 { } span.s2 { color: rgb(0,0,0); } 1. Programming Concepts -- 2. Setting Up the Environment -- 3. Writing Java Programs -- 4. Data Types -- 5. Operators -- 6. Statements -- 7. Classes and Objects -- 8. Methods -- 9. Constructors -- 10. Modules -- 11. Object and Objects Classes -- 12. Wrapper Classes -- 13. Execution Handling -- 14. Assertions -- 15. Strings -- 16. Dates and Times -- 17. Formatting Data -- 18. Regular Expressions -- 19. Arrays -- 20. Inheritance -- 21. Interfaces -- 22. Enum Types -- 23. Java Shell -- Appendix A: Character Encodings -- Appendix B: Documentation Comments

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484229026
    Other identifier:
    Edition: Second edition
    Subjects: Computer science; Computer programming
    Scope: 1 Online-Ressource (XXXVI, 1037 p. 128 illus., 45 illus. in color)
  12. Coding literacy
    how computer programming is changing writing
    Author: Vee, Annette
    Published: [2017]
    Publisher:  The MIT Press, Cambridge, Massachusetts

    Universitäts- und Landesbibliothek Münster
    3K 73710
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780262036245
    Series: Software studies
    Subjects: Computers and literacy; Literacy; Computer literacy; Written communication; Programming languages (Electronic computers); Rhetoric; Computer programming; Programmierung; Schriftlichkeit; Schriftsprache; Kommunikation
    Scope: xi, 361 Seiten, Illustrationen
    Notes:

    Includes bibliographical references and index

  13. Beginning Java 9 Fundamentals
    Arrays, Objects, Modules, JShell, and Regular Expressions
    Published: 2017
    Publisher:  Apress, Berkeley, CA ; Imprint: Apress

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    Edition: 2nd ed
    Subjects: Computer science; Computer programming; Programmiersprache; Java Standard Edition 9; Java <Programmiersprache>
    Scope: 1 Online-Ressource (XXXVI, 1037 p. 128 illus., 45 illus. in color)
  14. Grundkurs JAVA
    Von den Grundlagen bis zu Datenbank- und Netzanwendungen
    Published: 2018
    Publisher:  Springer Fachmedien Wiesbaden, Wiesbaden ; Imprint: Springer Vieweg

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    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783658219079
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    Edition: 10. Aufl. 2018
    Subjects: Computer science; Computer programming; Software engineering; Programming languages (Electronic computers); Java Standard Edition 9
    Scope: 1 Online-Ressource (XII, 647 S. 127 Abb)
  15. Grundkurs JAVA
    von den Grundlagen bis zu Datenbank- und Netzanwendungen
    Published: [2018]; © 2018
    Publisher:  Springer Vieweg, Wiesbaden

    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... more

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    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 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

     

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    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783658219079
    Other identifier:
    RVK Categories: QH 500 ; ST 505
    Edition: 10., aktualisierte und erweiterte Auflage
    Subjects: Computer science; Computer programming; Software engineering; Programming languages (Electronic computers)
    Scope: 1 Online-Ressource (XII, 644 Seiten), Illustrationen
  16. Geek sublime
    writing fiction, coding software
    Published: 2014
    Publisher:  Faber & Faber, London

    Bibliothek für Informatik und Wirtschaftsinformatik und Bibliothek des Regionalen Rechenzentrums (RRZK)
    006/005.1/Chan45
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    Englisches Seminar der Universität, Bibliothek
    PSA Chan D:1
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780571310302
    Subjects: Literature and technology; Computer programming; Programmierung; Literaturproduktion
    Scope: XIII, 258 S., Ill., graph. Darst.
  17. Java in a nutshell
    Published: December 2018
    Publisher:  O'Reilly, Beijing ; Boston ; Farnham ; Sebastopol ; Tokyo

    Hochschulbibliothek der Fachhochschule Aachen
    21 TXB 170(7)
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    Universitäts- und Stadtbibliothek Köln, Hauptabteilung
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781492037255
    Edition: Seventh edition
    Subjects: Java <Programmiersprache>; Java Standard Edition 11
    Other subjects: Computing: Professional & Programming; Computer programming / software development; Object-oriented programming (OOP); Java Computer program language; Computer programming
    Scope: xvi, 436 Seiten, Illustrationen, Diagramme
    Notes:

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

  18. Beginning Unreal Game Development
    Foundation for Simple to Complex Games Using Unreal Engine 4
    Author: Nixon, David
    Published: 2020
    Publisher:  Apress, Berkeley, CA ; Springer International Publishing AG, Cham

    Bibliothek der Hochschule Darmstadt, Zentralbibliothek
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    Universitätsbibliothek Gießen
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    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484256398; 1484256395
    Other identifier:
    Edition: 1st ed. 2020
    Subjects: Computerspiel; Programmierung; Spiel-Engine; Computer games; Computer programming; Game Development; Programming Techniques
    Scope: 1 Online-Ressource (XXIV, 389 Seiten), 401 illus.
  19. Grundkurs JAVA
    Von den Grundlagen bis zu Datenbank- und Netzanwendungen
    Published: 2020
    Publisher:  Springer Fachmedien Wiesbaden, Wiesbaden ; Springer International Publishing AG, Cham

    Technische Hochschule Bingen, Bibliothek
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    TU Darmstadt, Universitäts- und Landesbibliothek - Stadtmitte
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    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783658304942; 3658304944
    Other identifier:
    DDC Categories: 004
    Edition: 11th ed. 2020
    Subjects: Java Standard Edition 8; Compilers (Computer programs); Programming languages (Electronic computers); Computer programming; Compilers and Interpreters; Programming Language; Programming Techniques
    Scope: 1 Online-Ressource (XII, 611 Seiten), 101 Abb.
  20. Learning C# by Programming Games
    Published: 2019
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Springer International Publishing AG, Cham

    Bibliothek der Hochschule Darmstadt, Zentralbibliothek
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    TU Darmstadt, Universitäts- und Landesbibliothek - Stadtmitte
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783662592526; 3662592525
    Other identifier:
    RVK Categories: ST 250
    DDC Categories: 793; 004
    Edition: 2nd ed. 2019
    Subjects: C sharp; Computerspiel; Programmierung; Computer programming; Compilers (Computer programs); Microcomputers; Multimedia systems; Programming Techniques; Compilers and Interpreters; Personal Computing; Multimedia Information Systems
    Scope: 1 Online-Ressource (XXVI, 512 Seiten), 66 illus., 34 illus. in color.
  21. Grundkurs JAVA
    Von den Grundlagen bis zu Datenbank- und Netzanwendungen
    Published: 2024
    Publisher:  Springer Fachmedien Wiesbaden, Wiesbaden ; Springer International Publishing AG, Cham

    Technische Hochschule Bingen, Bibliothek
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    Bibliothek der Hochschule Darmstadt, Zentralbibliothek
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    Technische Hochschule Mittelhessen, Hochschulbibliothek Gießen
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    Hochschul- und Landesbibliothek RheinMain, Rheinstraße
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    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783658435745; 3658435747
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    DDC Categories: 004
    Edition: 12th ed. 2024
    Subjects: Java Standard Edition 8; Compilers (Computer programs); Programming languages (Electronic computers); Computer programming; Compilers and Interpreters; Programming Language; Programming Techniques
    Scope: 1 Online-Ressource (XIII, 685 Seiten), 99 Abb.
  22. Grundkurs JAVA
    Von den Grundlagen bis zu Datenbank- und Netzanwendungen
    Published: 2018
    Publisher:  Springer Fachmedien Wiesbaden, Wiesbaden ; Springer International Publishing AG, Cham

    Technische Hochschule Bingen, Bibliothek
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    Bibliothek der Hochschule Darmstadt, Zentralbibliothek
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    Bibliothek der Frankfurt University of Applied Sciences
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    Bibliothek der Hochschule Mainz, Untergeschoss
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    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783658219079; 3658219076
    Other identifier:
    RVK Categories: ST 250
    Edition: 10th ed. 2018
    Subjects: Java Standard Edition 9; Compilers (Computer programs); Computer programming; Software engineering; Engineering mathematics; Engineering; Compilers and Interpreters; Programming Techniques; Software Engineering; Mathematical and Computational Engineering Applications
    Scope: 1 Online-Ressource (XII, 647 Seiten), 127 Abb.
  23. Grundkurs JAVA
    von den Grundlagen bis zu Datenbank- und Netzanwendungen
    Published: [2018]; © 2018
    Publisher:  Springer Vieweg, Wiesbaden

    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... more

    Universität Potsdam, Universitätsbibliothek
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    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 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

     

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    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783658219079
    Other identifier:
    RVK Categories: QH 500 ; ST 505
    Edition: 10., aktualisierte und erweiterte Auflage
    Subjects: Computer science; Computer programming; Software engineering; Programming languages (Electronic computers)
    Scope: 1 Online-Ressource (XII, 644 Seiten), Illustrationen
  24. 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

    Universität Potsdam, Universitätsbibliothek
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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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    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783662504574
    Other identifier:
    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
  25. Games playing with computers
    Published: 1972
    Publisher:  Allen, London

    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
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