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  1. 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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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    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)
  2. 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

    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
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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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    Source: Union catalogues
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    Media type: Ebook
    Format: Online
    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)
  3. 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

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
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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

  4. 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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    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)
  5. 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

  6. Java 9 Modularity Revealed
    Project Jigsaw and Scalable Java Applications
    Published: 2017
    Publisher:  Apress, Berkeley, CA

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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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; Java; Programming Techniques; Programming Languages, Compilers, Interpreters; Informatik; Java Standard Edition 9
    Scope: 1 Online-Ressource (XXVI, 221 Seiten), 50 Illustrationen, 17 Illustrationen (farbig)
  7. Learn Unity for Android Game Development
    A Guide to Game Design, Development, and Marketing
    Published: 2017
    Publisher:  Apress, Berkeley, CA

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    ISBN: 9781484227046
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    RVK Categories: ST 324
    Subjects: Computer science; Computer programming; Software engineering; Programming languages (Electronic computers); Computer Science; Programming Techniques; Programming Languages, Compilers, Interpreters; Software Engineering; Informatik; Computerspiel; Unity <Spiel-Engine>; Android <Systemplattform>; Programmierung
    Scope: 1 Online-Ressource (XIX, 248 Seiten), 211 Illustrationen, 199 Illustrationen (farbig)
  8. Java 9 recipes
    a problem-solution approach
    Author: Juneau, Josh
    Published: [2017]; © 2017
    Publisher:  Apress, [New York, NY]

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    ISBN: 9781484219768
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    RVK Categories: ST 250
    Edition: Third edition
    Subjects: Computer science; Computer programming; Programming languages (Electronic computers); Computer Science; Java; Programming Languages, Compilers, Interpreters; Programming Techniques; Informatik; Java Standard Edition 9
    Scope: 1 Online-Ressource (xlix, 626 Seiten), Illustrationen
  9. Coding literacy
    how computer programming is changing writing
    Author: Vee, Annette
    Published: [2017]
    Publisher:  The MIT Press, Cambridge, Massachusetts

    Universitäts- und Landesbibliothek Münster, Zentralbibliothek
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    Source: Union catalogues
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    ISBN: 9780262036245
    Series: Software studies
    Subjects: Computers and literacy; Literacy; Computer literacy; Written communication; Programming languages (Electronic computers); Rhetoric; Computer programming
    Scope: xi, 361 Seiten, Illustrationen
    Notes:

    Includes bibliographical references and index

  10. Game Development with Construct 2
    From Design to Realization
    Published: 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

    Hochschule Aalen, Bibliothek
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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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    Volltext (lizenzpflichtig)
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484227848
    Other identifier:
    Series: Array
    Subjects: Computer science; Computer Science; Computer science; Computer programming; Programming languages (Electronic computers); Computer graphics; Computer programming; Programming languages (Electronic computers); Computer graphics; Computer games—Programming.
    Scope: Online-Ressource (XXI, 240 p. 219 illus. in color, online resource)
  11. Coding literacy
    how computer programming is changing writing
    Author: Vee, Annette
    Published: [2017]; © 2017
    Publisher:  The MIT Press, Cambridge, Massachusetts

    HafenCity Universität Hamburg, Bibliothek
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    Source: Union catalogues
    Language: English
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    ISBN: 9780262340236
    RVK Categories: ES 900
    Series: Software studies
    Subjects: Computer literacy; Computer programming; Computers and literacy; Literacy; Programming languages (Electronic computers); Rhetoric; Written communication
    Scope: 1 Online-Ressource (xi, 361 Seiten), Illustrationen
  12. Java 9 Modularity Revealed
    Project Jigsaw and Scalable Java Applications
    Published: 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

    Hochschule Furtwangen University. Informatik, Technik, Wirtschaft, Medien. Campus Furtwangen, Bibliothek
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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
    Series: Array
    Subjects: Computer science; Computer Science; Computer science; Computer programming; Programming languages (Electronic computers); Computer programming; Programming languages (Electronic computers); Java (Computer program language).; Computer science; Computer programming; Programming languages (Electronic computers)
    Scope: Online-Ressource (XXVI, 221 p. 50 illus., 17 illus. in color, online resource)
  13. Coding literacy
    how computer programming is changing writing
    Author: Vee, Annette
    Published: [2017]
    Publisher:  The MIT Press, Cambridge, Massachusetts

    The message from educators, the tech community, and even politicians is clear: everyone should learn to code. To emphasize the universality and importance of computer programming, promoters of coding for everyone often invoke the concept of... more

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    The message from educators, the tech community, and even politicians is clear: everyone should learn to code. To emphasize the universality and importance of computer programming, promoters of coding for everyone often invoke the concept of "literacy," drawing parallels between reading and writing code and reading and writing text. In this book, Annette Vee examines the coding-as-literacy analogy and argues that it can be an apt rhetorical frame. The theoretical tools of literacy help us understand programming beyond a technical level, and in its historical, social, and conceptual contexts. Viewing programming from the perspective of literacy and literacy from the perspective of programming, she argues, shifts our understandings of both. Computer programming becomes part of an array of communication skills important in everyday life, and literacy, augmented by programming, becomes more capacious. Vee examines the ways that programming is linked with literacy in coding literacy campaigns, considering the ideologies that accompany this couplig, and she looks at how both writing and programming encode and distribute information. She explores historical parallels between writing and programming, using the evolution of mass textual literacy to shed light on the trajectory of code from military and government infrastructure to large-scale businesses to personal use. Writing and coding were institutionalized, domesticated, and then established as a basis for literacy.

     

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  14. Coding literacy :
    how computer programming is changing writing /
    Published: [2017]
    Publisher:  The MIT Press,, Cambridge, Massachusetts :

    The message from educators, the tech community, and even politicians is clear: everyone should learn to code. To emphasize the universality and importance of computer programming, promoters of coding for everyone often invoke the concept of... more

    Freie Universität Berlin, Universitätsbibliothek, Zentralbibliothek
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    The message from educators, the tech community, and even politicians is clear: everyone should learn to code. To emphasize the universality and importance of computer programming, promoters of coding for everyone often invoke the concept of "literacy," drawing parallels between reading and writing code and reading and writing text. In this book, Annette Vee examines the coding-as-literacy analogy and argues that it can be an apt rhetorical frame. The theoretical tools of literacy help us understand programming beyond a technical level, and in its historical, social, and conceptual contexts. Viewing programming from the perspective of literacy and literacy from the perspective of programming, she argues, shifts our understandings of both. Computer programming becomes part of an array of communication skills important in everyday life, and literacy, augmented by programming, becomes more capacious. Vee examines the ways that programming is linked with literacy in coding literacy campaigns, considering the ideologies that accompany this couplig, and she looks at how both writing and programming encode and distribute information. She explores historical parallels between writing and programming, using the evolution of mass textual literacy to shed light on the trajectory of code from military and government infrastructure to large-scale businesses to personal use. Writing and coding were institutionalized, domesticated, and then established as a basis for literacy.

     

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    Source: Philologische Bibliothek, FU Berlin
    Media type: Ebook
    Format: Online
    ISBN: 0-262-34024-0; 0-262-34023-2
    Other identifier:
    99973420893
    Series: Software studies
    Subjects: Computers and literacy.; Literacy; Computer literacy.; Written communication; Programming languages (Electronic computers); Rhetoric; Computer programming
    Other subjects: computer programmering; kommunikation; retorik; skrivning; DIGITAL HUMANITIES & NEW MEDIA/New Media Theory; COMPUTER SCIENCE/Human Computer Interaction
    Scope: 1 PDF (xi, 361 pages) :, illustrations, maps.
    Notes:

    Includes bibliographical references and index.

    Also available in print.

    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.

  15. 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

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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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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  16. Learn Unity for Android Game Development
    A Guide to Game Design, Development, and Marketing
    Published: 2017
    Publisher:  Apress, Berkeley, CA

    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484227046
    Other identifier:
    RVK Categories: ST 324
    Subjects: Computer science; Computer programming; Software engineering; Programming languages (Electronic computers); Computer Science; Programming Techniques; Programming Languages, Compilers, Interpreters; Software Engineering; Informatik; Computerspiel; Unity <Spiel-Engine>; Android <Systemplattform>; Programmierung
    Scope: 1 Online-Ressource (XIX, 248 Seiten), 211 Illustrationen, 199 Illustrationen (farbig)
  17. Java 9 Modularity Revealed
    Project Jigsaw and Scalable Java Applications
    Published: 2017
    Publisher:  Apress, Berkeley, CA

    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
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    Source: Union catalogues
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    Media type: Ebook
    Format: Online
    ISBN: 9781484227138
    Other identifier:
    RVK Categories: ST 250
    Subjects: Computer science; Computer programming; Programming languages (Electronic computers); Computer Science; Java; Programming Techniques; Programming Languages, Compilers, Interpreters; Informatik; Java Standard Edition 9
    Scope: 1 Online-Ressource (XXVI, 221 Seiten), 50 Illustrationen, 17 Illustrationen (farbig)
  18. Java 9 recipes
    a problem-solution approach
    Author: Juneau, Josh
    Published: [2017]; © 2017
    Publisher:  Apress, [New York, NY]

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    ISBN: 9781484219768
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    RVK Categories: ST 250
    Edition: Third edition
    Subjects: Computer science; Computer programming; Programming languages (Electronic computers); Computer Science; Java; Programming Languages, Compilers, Interpreters; Programming Techniques; Informatik; Java Standard Edition 9
    Scope: 1 Online-Ressource (xlix, 626 Seiten), Illustrationen
  19. 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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    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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  20. 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

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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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    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)
  21. Java
    Author: Burd, Barry
    Published: [2017]
    Publisher:  John Wiley & Sons, Inc., Hoboken, NJ

    "If you want to learn to speak the world's most popular programming language like a native, Java For Dummies is your ideal companion. With a focus on reusing existing code, it quickly and easily shows you how to create basic Java objects, work with... more

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    "If you want to learn to speak the world's most popular programming language like a native, Java For Dummies is your ideal companion. With a focus on reusing existing code, it quickly and easily shows you how to create basic Java objects, work with Java classes and methods, understand the value of variables, learn to control program flow with loops or decision-making statements, and so much more! Java is everywhere, runs on almost any computer, and is the engine that drives the coolest applications. Written for anyone who's ever wanted to tackle programming with Java but never knew quite where to begin, this bestselling guide is your ticket to success! Featuring updates on everything you'll encounter in Java 9--and brimming with tons of step-by-step instruction--it's the perfect resource to get you up and running with Java in a jiffy!"--Amazon.com Getting started with Java. All about Java ; All about software ; Using the basic building blocks -- Writing your own Java programs. Making the most of variables and their values ; Controlling program flow with decision-making statements ; Controlling program flow with loops -- Working with the big picture : object-oriented programming. Thinking in terms of classes and objects ; Saving time and money: reusing existing code ; Constructing new objects -- Smart Java techniques. Putting variables and methods where they belong ; Using arrays to juggle values ; Using collections and streams (when arrays aren't good enough) ; Looking good when things take unexpected turns ; Sharing names among the parts of a Java program ; Fancy reference types ; Responding to keystrokes and mouse clicks ; Using Java database connectivity -- The part of tens. Ten ways to avoid mistakes ; Ten websites for Java

     

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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781119235552
    RVK Categories: ST 250
    Edition: 7th edition
    Series: For dummies
    Learning made easy
    Subjects: Java (Computer program language); Internet programming; Programming languages (Electronic computers)
    Scope: xii, 488 Seiten
    Notes:

    "Learning made easy"--Cover

  22. 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

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
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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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  23. 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
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    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
  24. Java 9 modularity revealed
    project Jigsaw and scalable Java applications
    Published: [2017]; © 2017
    Publisher:  Apress, New York

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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