|
El poder del networking
MANUAL DEL CONSULTOR DE DIRECCION
Python Essential Reference
Designed for the professional programmer, the book is concise, to the point, and highly accessible. It also includes detailed information on the Python library and many advanced subjects that is not available in either the official Python documentation or any other single reference source. Thoroughly updated to reflect the significant new programming language features and library modules that have been introduced in Python 2.6 and Python 3, the fourth edition of Python Essential Reference is the definitive guide for programmers who need to modernize existing Python code or who are planning an eventual migration to Python 3. Programmers starting a new Python project will find detailed coverage of contemporary Python programming idioms. This fourth edition of Python Essential Reference features numerous improvements, additions, and updates: Coverage of new language features, libraries, and modules Practical coverage of Python's more advanced features including generators, coroutines, closures, metaclasses, and decoratorsExpanded coverage of library modules related to concurrent programming including threads, subprocesses, and the new multiprocessing moduleUp-to-the-minute coverage of how to use Python 2.6’s forward compatibility mode to evaluate code for Python 3 compatibilityImproved organization for even faster answers and better usabilityUpdates to reflect modern Python programming style and idiomsUpdated and improved example codeDeep coverage of low-level system and networking library modules — including options not covered in the standard documentation Effective Java
This highly anticipated new edition of the classic, Jolt Award-winning work has been thoroughly updated to cover Java SE 5 and Java SE 6 features introduced since the first edition. Bloch explores new design patterns and language idioms, showing you how to make the most of features ranging from generics to enums, annotations to autoboxing. Each chapter in the book consists of several “items” presented in the form of a short, standalone essay that provides specific advice, insight into Java platform subtleties, and outstanding code examples. The comprehensive descriptions and explanations for each item illuminate what to do, what not to do, and why. Highlights include: New coverage of generics, enums, annotations, autoboxing, the for-each loop, varargs, concurrency utilities, and much more Updated techniques and best practices on classic topics, including objects, classes, libraries, methods, and serialization How to avoid the traps and pitfalls of commonly misunderstood subtleties of the language Focus on the language and its most fundamental libraries: java.lang, java.util, and, to a lesser extent, java.util.concurrent and java.io Simply put, Effective Java™, Second Edition, presents the most practical, authoritative guidelines available for writing efficient, well-designed programs. El Lenguaje Unificado de Modelado
The Game Localization Handbook
The topics covered are divided into five main areas that provide details on the major aspects of game localization. The first part defines localizations and discusses how to start thinking in a global mindset. It provides a general overview of each phase of the localization process, including localization, internationalization, and software age ratings requirements. The next section discusses how to plan your localizations. Youll also find details on what pre-production tasks are required, along with specifics on creating localization-friendly code, working with third-party vendors, console submissions processes, and determining budgets, schedules, and staffing needs. Part three delves into the core of the production process and discusses what is involved in producing final, code-released localized versions. Practical information is also presented on organizing assets for translations, asset integration, and testing. The next section focuses on the tasks that happen after the bulk of the games localization is finished, including marketing, creating localized demos, and assembling localization kits. In the final part, youll explore common localization pitfalls and ways to avoid them, including a case study of the localization of the Xbox® version of Tom Clancys Ghost Recon Island Thunder. If youre part of the development teamed tasked with localizing your games, this is a must-have resource! Features! * Concentrates on software localization specifically for the game industry * Discusses software localization for major gaming platforms * Provides a detailed plan for planning and executing localized games * Concentrates on localizations for European and Asian languages * Offers advice from industry professionals on how to achieve localization-friendly development and offers real-world case studies Core Techniques and Algorithms in Game Programming
Best of Game Programming Gems
Peopleware: Productive Projects and Teams
3D Math Primer for Graphics and Game Development
10 jeux avec Flash MX
3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic
This book is a complete guide to the engineering process, starting with a walk-through of the graphics pipeline showing how to construct the core elements of 3D systems, including data structures, the math system, and the object system. Dave explains how to manage data with scene graphs, how to build rendering and camera systems, and how to handle level of detail, terrain, and animation. Advanced rendering effects such as vertex and pixel shaders are also covered as well as collision detection and physics systems. The book concludes with a discussion of application design, development tools, and coding standards for the source code of the new version of the Wild Magic engine included on the CD-ROM. Wild Magic is a commercial-quality game engine used by many companies and is a unique resource for the game development community. *CD-ROM with the complete C++ source code for Wild Magic version 3, a commercial-quality game engine for Windows, Linux, and OS X. *A comprehensive, practical guide to all the steps necessary to build professional-quality real-time simulations with just minimal mathematics required. *Emphasizes the application of software engineering principles and describes the architecture of large libraries. Design Handbook: Concepts, Materials, Styles
At last: a highly affordable, user-friendly handbook on design that covers all the major concepts, materials, and styles over the last 150 years with concise, easy-to-understand definitions. And as you'd expect from TASCHEN, its packed cover to cover with outstanding images too. An absolutely indispensable book for all design fans! Refactoring: Improving the Design of Existing Code
With proper training a skilled system designer can take a bad design and rework it into well-designed, robust code. In this book, Martin Fowler shows you where opportunities for refactoring typically can be found, and how to go about reworking a bad design into a good one. Each refactoring step is simple-seemingly too simple to be worth doing. Refactoring may involve moving a field from one class to another, or pulling some code out of a method to turn it into its own method, or even pushing some code up or down a hierarchy. While these individual steps may seem elementary, the cumulative effect of such small changes can radically improve the design. Refactoring is a proven way to prevent software decay. In addition to discussing the various techniques of refactoring, the author provides a detailed catalog of more than seventy proven refactorings with helpful pointers that teach you when to apply them; step-by-step instructions for applying each refactoring; and an example illustrating how the refactoring works. The illustrative examples are written in Java, but the ideas are applicable to any object-oriented programming language. Game Interface Design
Pro Android
With Android 1.5 and this book that includes Android 1.5 coverage, developersyou should will be able to build leading edge mobile applications ranging from Games to Google Apps like add-ons to Google Docs and more—no matter the device interface. Extend and run APIs of the new Google Chrome browser/WebOS on G1, G2 and other forthcoming next generation Google Phones and other Android enabled devices and Netbooks. What you’ll learn What is Android and how to use Android to build Java-based mobile applications for Google Phones with touch screen or keyboard,thanks to Cupcake's inclusion as of Android 1.5.Create applications that run on either or both touch and keyboard screens.How to design and architect a variety of mobile phone and device applications using Google's Android SDK.Build Multimedia and even Game applications using Android's Media APIs, improved Media Framework and Simplified OpenGL.How to use Android's Location Based Services, Networking (WI-FI APIs) and Security.Who is this book for? This book is for professional software engineers/programmers looking to move their ideas and applications into the mobile space with Android. The author assumes the reader has a passable understanding of Java. They should be able to write classes and handle basic inheritance structures. This book also targets hobbyist developers looking to get their feet wet in the complex minefield of mobile software. About the Apress Pro Series The Apress Pro series books are practical, professional tutorials to keep you on and moving up the professional ladder. You have gotten the job, now you need to hone your skills in these tough competitive times. The Apress Pro series expands your skills and expertise in exactly the areas you need. Master the content of a Pro book, and you will always be able to get the job done in a professional development project. Written by experts in their field, Pro series books from Apress give you the hard–won solutions to problems you will face in your professional programming career. Cocoa
The smart presentation style and easy-to-understood code examples help make this text an excellent resource. (It also helps that Aaron Hillegass is a truly engaging writer.) He first explains how the legacy NeXTSTEP platform has evolved into Cocoa on the Mac OS X. Beginning with short examples illustrating the actual Cocoa tools in action, the author gets you started with simple programs for a random-number generator, a raise calculator, and other comprehensible examples. Rather than just listing APIs and classes, the emphasis is on hands-on Cocoa development. An early standout section provides a nice tour of essential Objective-C features you'll need to know to use Cocoa effectively. This book covers the several dozen built-in Cocoa controls, from basic text and buttons to more advanced widgets (including lists and tables). Subsequent sections look at user interface design (using the Interface Builder to create nib files) and how to add programmatic processing behind the visual layout. Along the way, the author introduces coverage of essential Cocoa APIs for strings, arrays, and dictionaries. Later chapters look at saving and loading documents (and user defaults) and how to tap the powerful graphics abilities available in Cocoa. (Besides image and basic drawing, there are short sections on PDF support and printing.) More advanced user interface features get their due by the end of the book, including cutting and pasting data through the Cocoa pasteboard and also adding drag-and-drop support. Final sections look at creating new controls for use with the Interface Builder palette, and, briefly, how to use Java with Cocoa (an option that the author doesn't necessarily recommend). Throughout this text, the author provides more advanced, challenging problems at the end of each chapter for the "more curious" reader. This approach keeps beginners from getting lost in the details of Cocoa development, but gives the more advanced reader something more to do. While there are comparably fewer books on Mac OS X compared to other platforms, readers are lucky to have this one available. Anyone who wants to get onboard with Cocoa development will be well served by this title. It's a fine tutorial that earns high marks for its approachable, clear examples and an excellent presentation by an author who knows his stuff and, better yet, knows how to teach it to others. Richard Dragan Topics covered: Brief history of the Mac platform (from NeXTSTEP to Mac OS X), basic Cocoa development in Objective-C, using Project Builder and Interface Builder tools, tutorial to Objective-C (instances, variables, using classes, arrays and other containers, custom classes), the Objective-C debugger, basic Cocoa controls (building user interfaces), tables and data sources, event handling and delegates, archiving documents (encoding and decoding, saving and loading documents), Nib files, window panels, saving and retrieving user defaults (including using dictionary classes), notifications (observers and more on delegates), alert panels, localization (including string tables, a English and French example, the nibtool utility), custom views and drawing, drawing images and mouse events (plus coordinates systems and autoscrolling views), responders and keyboard events, fonts and strings (including attributed strings and PDF support), pasteboards and nil-targeted actions, using Objective-C categories (a code reuse feature), drag-and-drop support, timers, sheets and drawers, formatting strings, printing support, on-the-fly menu updating, text editing with text views, basic tutorial for using Java with Cocoa, and custom Interface Builder palettes (and inspectors). The Game Producer's Handbook
El Arte de Empezar
The Art of the Start will give you the essential steps to launch great products, services, and companies—whether you are dreaming of starting the next Microsoft or a not-for-profit that’s going to change the world. It also shows managers how to unleash entrepreneurial thinking at established companies, helping them foster the pluck and creativity that their businesses need to stay ahead of the pack. Kawasaki provides readers with GIST—Great Ideas for Starting Things—including his field-tested insider’s techniques for bootstrapping, branding, networking, recruiting, pitching, rainmaking, and, most important in this fickle consumer climate, building buzz. At Apple, Kawasaki helped turn ordinary customers into fanatics. As founder and CEO of Garage Technology Ventures, he has tested his iconoclastic ideas on real- world start- ups. And as an irrepressible columnist for Forbes, he has honed his best thinking about The Art of the Start. Japanese Graphics Now!
Thinking with Type: A Critical Guide for Designers, Writers, Editors, & Students
Beginning iPhone 3 Development: Exploring the iPhone SDK
Assuming only a minimal working knowledge of Objective-C, and written in a friendly, easy-to-follow style, this book offers a complete soup-to-nuts course in iPhone and iPod touch programming. The book starts with the basics, walking you through the process of downloading and installing Apple's free iPhone SDK, and then stepping you though the creation of your first simple iPhone application. From there, you'll learn to integrate all the interface elements iPhone users have come to know and love, such as buttons, switches, pickers, toolbars, and sliders. You'll master a variety of design patterns, from the simplest single view to complex hierarchical drill-downs. The confusing art of table building will be demystified, and you'll see how to save your data using the iPhone file system. You'll also learn how to save and retrieve your data using SQLite, iPhone's built-in database management system. In addition, you'll also learn about Core Data, an important persistence mechanism that has just been added with SDK 3. And there's much more! You'll learn to draw using Quartz 2D and OpenGL ES, add multitouch gestural support (pinches and swipes) to your applications, and work with the camera, photo library, accelerometer, and built-in GPS. You'll discover the fine points of application preferences and learn how to localize your apps for multiple languages. You can discover more about this book, download source code, and find support forums at the book's companion site, at www.iphonedevbook.com. The iPhone 3 update to the best-selling and most recommended book for iPhone developersPacked full of tricks, techniques, and enthusiasm for the new SDK from a developer perspectiveThe most complete, useful, and up-to-date guide to all things having to do with Apple's iPhone SDKWhat you'll learn Everything you need to know to develop your own best-selling iPhone appsBest practices for optimizing your code and delivering great user experiencesWho is this book for? Anyone who wants to start developing for iPhone and iPod touch What's changed from the first edition of Beginning iPhone Development All code samples have been updated to follow current Apple coding conventionsThe autorotation code has been updated to use the new single-step fast autorotation instead of the original two-step methodA new section has been added introducing Core Data, covering basic principles and showing how to build a simple Core Data applicationAll the table view'related chapters have been updated to use table view cell styles. They've also been updated to use textLabel and detailTextLabel instead of the deprecated text property of the table view cell.All known errata have been correctedAll projects have been rebuilt from scratch using the SDK 3.0 templatesMany concepts have been clarified based on feedback and supplemented with information we've learned from another year of using the SDKSummary of Contents Welcome to the JungleAppeasing the Tiki GodsHandling Basic InteractionMore User Interface FunAutorotation and AutosizingMultiview ApplicationsTab Bars and PickersIntroduction to Table ViewsNavigation Controllers and Table ViewsApplication Settings and User DefaultsBasic Data PersistenceDrawing with Quartz and OpenGLTaps, Touches, and GesturesWhere Am I? Finding Your Way with Core LocationWhee! Accelerometer!iPhone Camera and Photo LibraryApplication LocalizationWhere to Next?Reviews "People ask me again and again about how to get started in iPhone development, but I never had a very good answer for them until now. Dave and Jeff's book starts at the beginning in clear English, making sure you understand the fundamentals with many large illustrations. From there, they progress into key concepts such as the MVC pattern and ImageBuilder fundamentals. Additionally, I find myself flipping back to it as a reference guide—the plethora of code samples make it a must-have." —Steve Demeter, Creator of "Trism" and owner of Demiforce LLC "Beginning iPhone Development delivers a clear picture of the entire development process from registering as an iPhone developer through creation of complete applications. There is a wealth of examples illustrating each feature of the iPhone. The authors did an excellent job of demonstrating "best practice" coding methodology throughout the book. You would be hard pressed to find a better guide to creating software for the iPhone." —Aaron Basil, iDev2.com "Dave Mark has always been the king of Mac programming authors, and now he's proven to be the reigning king for books on iPhone development! "Beginning iPhone Development is the definitive guide for iPhone development, and anyone aspiring to develop for the iPhone should get this invaluable reference." —Brian Greenstone, President & CEO, Pangea Software, Inc. "Jeff and Dave have done an exceptional job exploring the iPhone SDK. This book is far and away the single best resource for iPhone SDK development. Developers will latch on to this book and find it useful as they create the next great iPhone application. If you're a developer with an interest in this amazing new platform, this is a must buy." —Chris Stewart, Founder, iPhoneDevSDK.com "If you're planning on coding for the iPhone, start here. Dave and Jeff know their stuff and also know how to explain it. I was amazed how much stuff they cover, from Hello World through analyzing user gestures. Not only do they cover the fun stuff like playing with the camera, they cover real-world development issues like localization. I learned a huge amount from them" —Mark Dalrymple, Co-founder, CocoaHeads, and Principal Author, Advanced Mac OS X Programming "Starting with an overview of the technology, how to approach the device, the authors lead us straight into the heart of iPhone development. As you progress, you'll learn more about various layout engines and view managers, as well as the more meaty topics like accelerometer and GPS APIs. This book is a must-have for anyone interested in getting started quickly and efficiently with iPhone development!" —Chris Pelsor, Manager, Tarantell:Hybrid "All in all I was very surprised and pleased with the book. I've had the fortune of reading many technical books, and few do a great job of walking someone through the basics without making them feel like a dolt. It felt like every time I was stuck or unsure there was a tip, hint or paragraph which explained what was going on." —Cory Foy, at Slashdot.org About the Apress Beginning Series The Beginning series from Apress is the right choice to get the information you need to land that crucial entry–level job. These books will teach you a standard and important technology from the ground up because they are explicitly designed to take you from “novice to professional.” You’ll start your journey by seeing what you need to know—but without needless theory and filler. You’ll build your skill set by learning how to put together real–world projects step by step. So whether your goal is your next career challenge or a new learning opportunity, the Beginning series from Apress will take you there—it is your trusted guide through unfamiliar territory! Professional Android Application Development
What this book includesAn introduction to mobile development, Android, and how to get started.An in-depth look at Android applications and their life cycle, the application manifest, Intents, and using external resources.Details for creating complex and compelling user interfaces by using, extending, and creating your own layouts and Views and using Menus.A detailed look at data storage, retrieval, and sharing using preferences, files, databases, and Content Providers.Instructions for making the most of mobile portability by creating rich map-based applications as well as using location-based services and the geocoder.A look at the power of background Services, using threads, and a detailed look at Notifications.Coverage of Android's communication abilities including SMS, the telephony APIs, network management, and a guide to using Internet resourcesDetails for using Android hardware, including media recording and playback, using the camera, accelerometers, and compass sensors.Advanced development topics including security, IPC, advanced 2D / 3D graphics techniques, and user–hardware interaction. Who this book is for This book is for anyone interested in creating applications for the Android mobile phone platform. It includes information that will be valuable whether you're an experienced mobile developer or making your first foray, via Android, into writing mobile applications. It will give the grounding and knowledge you need to write applications using the current SDK, along with the flexibility to quickly adapt to future enhancements. Logo Mondo
This is a replete, typography and logo collection, reflecting todayÆs urban aesthetic. The collection is a tour de force, brimming with individuality and selected from thousands of entries submitted from hundreds of designers worldwide. The content is divided into categories, including typographic, icons, and illustrations, and further classified into categories, like Hip-Hop, Neo-Baroque, kanji, kana, psychedelic, 60s to 70s, corporate, erotic, and other distinct groups. This book features more than 1,000 works and is not only an idea source book, but also is comprehensive in its coverage of typography and design fonts. Designers featured are from 18 different countries including, Japan, USA, Sweden, Hungary, Germany, Turkey, UK, Austria, Italy, Denmark, Switzerland, Hong Kong, The Netherlands, Ireland, France. Lebanon, Brazil, and RussiaContains chapter written by Art Director Hitoshi Nagasawa, tracing the development of modern typography and design from the Bauhaus in the 1920s to today Practical Arduino: Cool Projects for Open Source Hardware
Arduino has taken off as an incredibly popular building block among ubicomp (ubiquitous computing) enthusiasts, robotics hobbyists, and DIY home automation developers. Authors Jonathan Oxer and Hugh Blemings provide detailed instructions for building a wide range of both practical and fun Arduino-related projects, covering areas such as hobbies, automotive, communications, home automation, and instrumentation. Take Arduino beyond "blink" to a wide variety of projects from simple to challengingHands-on recipes for everything from home automation to interfacing with your car engine management systemExplanations of techniques and references to handy resources for ubiquitous computing projects Supplementary material includes a circuit schematic reference, introductions to a range of electronic engineering principles and general hints & tips. These combine with the projects themselves to make Practical Arduino: Cool Projects for Open Source Hardware an invaluable reference for Arduino users of all levels. You'll learn a wide variety of techniques that can be applied to your own projects. What you'll learn Communication with serial devices including RFID readers, temperature sensors, and GPS modulesConnecting Arduino to Ethernet and WiFi networksAdding synthesized speech to ArduinoLinking Arduino to web servicesDecoding data streams from commercial wireless devicesHow to make DIY prototyping shields for only a couple of dollarsWho is this book for? This book is for hobbyists and developers interested in physical computing using a low-cost, easy-to-learn platform. 1001 Ways to Energize Employees
Presentation Zen: Simple Ideas on Presentation Design and Delivery
ActionScript 3.0 Game Programming University
Rules of Play: Game Design Fundamentals
Game Testing All in One
How To Be a Graphic Designer Without Losing Your Soul
Pro Android Games
Pro Android Games teaches you how to build cool games like Space Blaster and the classic Asteroids from scratch on the latest Android platform. This book also shows you how to port other classic freeware/shareware games like Doom and Wolfenstein 3D from C using the Java Native Interface (JNI) for Android. This book is all about a unique perspective in Android game development: a well-balanced, powerful combination of pure Java and hybrid game development, mixing Java and C. By combining the elegant object-oriented features of Java and the raw power of C, there is no limit to the types of games that you can build for the platform. With actionable real-world source code in hand, this book allows you to dive right into games development on Android. You’ll definitely have fun, and perhaps you’ll even make some money. Enjoy! What you’ll learn How to write/port advanced 3D games for any Android device.How to setup a Linux system for hybrid game compilation.How to combine Java and C code in an elegant manner by building a simple Java application on top of a native library.How to tackle pure Java gaming with two practical games: Space Blaster and the arcade classic Asteroids.How to mix OpenGL API calls in Java and C for high performance 3D graphics using the 3D cubes sample by Google.How to bring two of the greatest PC 3D shooters to the Android platform: Wolfenstein 3D and Doom using Java and C.Who is this book for? This book is for Google Android developers interested in game application development in Java or porting existing C-based games via JNI into Android and developing/deploying from there. It is targeted to developers who already know such basics of Android development as activity, view, and layout. Additionally, it assumes that you are a seasoned game developer in Java and C, and have a basic knowledge of Linux and Shell Scripting. Joel on Software: And on Diverse and Occasionally Related Matters That Will Prove of Interest to Software Developers, Designers, and Managers, and to Those Who, Whether by Good Fortune or Ill Luck, Work with Them in Some Capacity
— Greg Wilson, Dr. (Joel Spolsky's) genuine desire to make the software world a better place keeps us coming back for more. — Bruce Hadley, softwareCEO. This book will challenge, encourage, upset, and entertain you. Spolsky knows his stuff, and he's got the war wounds to prove it. This book is worth the price of admission... — Tom Duff, Duffbert's Random Musings An entertaining oportunity to get to know one of today's most influential developer/authors.Spolsky based these observations on years of personal experience. The result just a handful of years later? Spolsky's technical knowledge, caustic wit, and extraordinary writing skills have earned him status as a programming guru! His blog has become renowned throughout the programming world&emdash;now linked to more than six hundred websites and translated into over thirty languages. Joel on Software covers every conceivable aspect of software programming&emdash;from the best way to write code, to the best way to design an office in which to write code! All programmers, all people who want to enhance their knowledge of programmers, and all who are trying to manage programmers will surely relate to Joel's musings. The C++ Programming Language: Special Edition
Advanced 3-D Game Programming with DirectX 8.0
Among the topics discussed are: * Lighting and shading schemes * Networking and multithreading * Texture mapping * Scene management Along with several sample applications that target specific algorithms, full source code is provided for a client-server networked 3-D first-person game that demonstrates many of the techniques discussed in the book. This gives readers the opportunity to develop their own code easily, basing it upon the technology discussed in the book. A New Kind of Science
On the frontier of complexity science since he was a boy, Wolfram is a champion of cellular automata256 "programs" governed by simple nonmathematical rules. He points out that even the most complex equations fail to accurately model biological systems, but the simplest cellular automata can produce results straight out of naturetree branches, stream eddies, and leopard spots, for instance. The graphics in A New Kind of Science show striking resemblance to the patterns we see in nature every day. Wolfram wrote the book in a distinct style meant to make it easy to read, even for nontechies; a basic familiarity with logic is helpful but not essential. Readers will find themselves swept away by the elegant simplicity of Wolfram's ideas and the accidental artistry of the cellular automaton models. Whether or not Wolfram's revolution ultimately gives us the keys to the universe, his new science is absolutely awe-inspiring. Therese Littleton |
Made with Delicious Library