Showing posts with label Android. Show all posts
Showing posts with label Android. Show all posts

Web Development with Node and Express: Leveraging the JavaScript Stack


More detail or purchase here >> The Beginner's Guide to Android Game Development

Author: Ethan Brown
Publication date: July 25, 2014
Pages: 330

Table of Contents:
  1. Introducing Express (JavaScript Revolution, Introducing & Brief History of Express, Node: A New Kind of Express, Node Ecosystem).
  2. Getting Started with Node.
  3. Saving Time with Express (Scaffolding, The Meadowlark Travel Website).
  4. Tidying Up (Best Practices, Version Control, npm Packages, Project Metadata, Node Modules).
  5. Quality Assurance (Logic vs Presentation, Types of Tests, QA Techniques, Page Testing, Cross-Page Testing, Logic Testing, Liting, Link Checking, Automating with Grunt, Continuous Integration(CI)).
  6. The Request and Response Objects.
  7. Templating with Handlebars (Template Engine, Jade: A Different Approach, Handlebars Basics).
  8. Form Handling (HTML Forms, Encoding, Form Handling with Express, Handling AJAX Forms, File Uploads, jQuery File Upload).
  9. Cookies and Session (Externalizing Credentials, Cookies in Express, Examining Cookies, Sessions, Using Sessions to Implement Flash Message).
  10. Middleware.
  11. Sending Email (SMTP, MSAs, and MTAs, Receiving Email, Email Headers & Formats, HTML Email, Nodemailer, Better Options for Bulk Email, Sending HTML Email, Enail as a Site Monitoring Tool).
  12. Production Concerns (Execution Environments, Environment-Specific Configuration, Scaling Your Website, Monitoring Your Website, Stress Testing).
  13. Persistence (Filesystem & Cloud & Database Persistence).
  14. Routing (Route and SEO, Subdomains, Route Handlers are Middleware & Paths and Regular Expressiong & Parameters).
  15. REST APIs and JSON (JSON & XML, API Error Reporting, Cross-Origin Resource Sharing (CORS), Using Express to Provide an API & REST Plugin & Subdomain).
  16. Static Content.
  17. Implementing MVC in Express.
  18. Security (HTTPS, Cross-Site Request Forgery, Authentication).
  19. Integrating with Third-Party APIs (Social Media, Geocoding, Wether Data)
  20. Debugging.
  21. Going Live (Domain Registration and Hosting).
  22. Maintenance.
  23. Additional Resources (Online Doc, Periodicals, Stack Overflow, Contributing to Express).

The Beginner's Guide to Android Game Development


More detail or purchase here >> The Beginner's Guide to Android Game Development

Author: James S Cho
Publication date: July 28, 2014
Pages: 438

Table of Contents:
  1. Fundamentals of Programming (Data Type, Operations, Functions, Control Flow: If-Else Statements & For-While Loops).
  2. Beginning Java.
  3. Designing Better Objects (Constructors, Getters and Setters, Interface, Polymorphism, Inheritance, Graphics).
  4. Laying the Foundations (Java Game Development, Build Games, Development Framework).
  5. Keeping It Simple (Game Development High Level Overview, LoneBell Project, Gameplay Screen, Designing the Paddles & Balls, Exporting & Executing the Game).
  6. The Next Level (Framework Needs an Update, Methods to Know, Updating the Game Loop, Switching to Active Rendering, Updating the State Classes, Adding RandomNumberGenerator & Animation, Ellio:  Optimization Matter & High-Level Overview. Design and Implementing).
  7. Beginning Android Development.
  8. The Android Game Framework.
  9. Building the Game.
  10. Releasing Your Game (Publish a Game on Google Play, Updating the Game, Integrating Google Play Game Services).
  11. Continuing the Journey (Publish a Game, Additional Resources).

Learning Android

 

More detail or purchase here >> Learning Android

Author: Marko Gargenta
Publication date: March 28, 2011
Pages: 270

Table of Contents:
  1. Android Overview.
  2. The Stack. (Stack Overview, Linux, Native Libraries, Dalvik, Application Framework)
  3. Quick Start. (Installing the Android SDK, Hello World, The Emulator)
  4. Main Building Blocks. (Real World Example, Activities, Intents, Services, Content Providers, Broadcast Receivers, Application Context)
  5. Yamba Project Overview. (Yamba Application, Design Philosophy)
  6. Android UI. (Two Ways to Create a UI, Views and Layouts, Starting the Yamba Project, The StatusActivity Layout, The StatusActivity  Java Class, Logging in Android, Threading in Android, Adding Colors and Graphics, Alternative Resources, Optimizing the UI)
  7. Preferences, Filesystem, Options Menu and Intents.
  8. Services. (The Yamba Application Object, UpdateService, Looping in the Service, Pulling Data from Twitter)
  9. The Database. (SQLite, DbHelper, Update UpdateServer, Refactoring Status Data)
  10. Lists and Adapters. (TimelineActivity, Basic TimelineActivity Layout, About Adapters, TimelineAdapter, ViewBuilder, Updating the Manifest File, Base Activity)
  11. Broadcast Receivers. (BootReceiver, TimeLineReceiver, Broadcasting Intents, The Network Receiver, Custom Permissions to Send and Receive Boardbasts)
  12. Content Providers. (Create and Using Content Providers)
  13. System Services. (Compass Demo, Location Service, Updating Yanba to Use the Location Service, Intent Service, Sending Notifications)
  14. The Android Interface Definition Language. (Implement the Remote Service and Client)
  15. The Native Development Kit (NDK)

Programming Android: Java Programming for the New Generation of Mobile Devices

 

More detail or purchase here >> Programming Android: Java Programming for the New Generation of Mobile Devices

Author: Zigurd Mednieks, Laird Dornin, G. Blake Meike, Masumi Nakamura
Publication date: October 19, 2012
Pages: 566

Table of Contents:

  1. Installing the Android SDK and Prerequisites.
  2. Java for Android. (Client-Side Java, Java Type System, Scope, Idioms of Java Programming)
  3. The Ingredients of an Android Application. (Traditional Programming Models, Activities Intents and Tasks, Android Components, Component Life Cycle, Static Application Resource and Context, Runtime Environment, Extending Android, Concurrency in Android, Serialization)
  4. Getting Your Application into User's Hands. (Application Signing, Placing an Application for Distribution in the Android Market, Alternative Distribution, Google Maps API Keys, API-Level Compatibility, Compatibility with Many Kinds of Screens)
  5. Eclipse for Android Software Development. (Concepts and Terminology, Eclipse Views and Perspectives, Java Coding in Eclipse, Eclipse and Android, Preventing Bugs and Keeping Your Code Clean, Eclipse Idiosyncrasies and Alternatives)
  6. Building a View. (Android GUI Architecture, Assembling a Graphical Interface, Wiring Up the Controller, The Menu and the Action Bar, View Debugging and Optimization)
  7. Fragments and Multiplatform Support. (Creating a Fragment, Fragment Life Cycle, The Fragment Manager, Fragment Transaction, The Support Package, Fragments and Layout)
  8. Drawing 2D and 3D Graphics.
  9. Handling and Persisting Data. (Relational Database Overview, SQLite, The SQL Language, SQL and the Database-Centric Data Model for Android Applications, The Android Database Classes, Database Design for Android Applications, Using the Database API: MJAndroid)
  10. A Framework for Well-Behaved Application. (Visualizing Life Cycle, Visualizing the Fragment Life Cycle, The Activity Class and Well-Behaved Applications, Life Cycle Methods of the Application Class)
  11. Building a User Interface. (Top-Level Design, Visual Editing of UI, Blank Slate, Laying Out the Fragment, Folding and Unfolding a Scalable UI, Making Activity Fragment Action Bar and Multiple Layouts Work Together)
  12. Using Content Providers. (Understanding Content Providers, Defining a Provider Public API, Writing and Integration a Content Provider, File Management and Binary Data, Android MVC and Content Observation, A Complete Content Provider, Declaring Your Content Provider)
  13. A Content Provider as a Facade for a RESTful Web Service. (A Network MVC, Video Content, Structure of the Source Code for the Finch YouTube Video Example, Stepping Through the Search Application)
  14. Search. (Search Interface, Query Suggestions)
  15. Location and Mapping. (Location-Based Service, Mapping, Google Map Activity, MapView and MapActivity, MapView and MyLocationOverlay Initialization, Pausing and Resuming a MapActivity, Controlling the Map with Menu Buttons and Keypad, Location Without Maps)
  16. Multimedia. (Audio and Video)
  17. Sensors, NFC, Speech, Gestures, and Accessibility.
  18. Communication, Identity, Sync, and Social Media.
  19. The Android Native Development Kit (NDK).

Android How to Program (2nd Edition)



More detail or purchase here >> Android How to Program (2nd Edition)

Author: Paul Deitel, Harvey Deitel, Abbey Deitel
Publication date: January 20, 2014
Pages: 736

Table of Contents: (N/A)

Book Detail: 
- Introduction and Intermediate-Level Programming for Android 4.3 and 4.4 by using JAVA
- Teaching and Learning Experience for Teacher and Student. In this session  provide "Add an App Component to your JAVA course", "Motivate Students with an App-driven Approach", and "Enchance Learning with Outstanding Pedagogical Features".

FEB 2014 Top 10 Hot New Release - Programming Book

1# iOS 7 Application Development in 24 Hours, Sams Teach Yourself (5th Edition)
Click at Book's Image for more detail or purchase.



2# Programming in HTML5 with JavaScript and CSS3 
Click at Book's Image for more detail or purchase.



3# Java SE 8 for the Really Impatient 

Click at Book's Image for more detail or purchase.


4# The Privacy Engineer's Manifesto: 
Getting from Policy to Code to QA to Value
Click at Book's Image for more detail or purchase.


5# Beginning Haskell 
 
Click at Book's Image for more detail or purchase.



6# Learning Android: 
Develop Mobile Apps using Java and Eclipse
 
Click at Book's Image for more detail or purchase.



7# Data Structures and Algorithms in Java
Click at Book's Image for more detail or purchase.



8# Programming in Java with Financial Literacy
 
Click at Book's Image for more detail or purchase.



9# Android How to Program (2nd Edition)
Click at Book's Image for more detail or purchase.



10# Web Development with Clojure: 
Build Bulletproof Web Apps with Less Code
Click at Book's Image for more detail or purchase.

HTML5 Games: Creating Fun with HTML5, CSS3, and WebGL


More detail or purchase here >> HTML5 Games: Creating Fun with HTML5, CSS3, and WebGL  

Author: Jacob Seidelin
Publication date: December 27, 2011
Pages: 456
Detail: This book teach about;
  1. Gaming on the Web. (History of HTML5, Using HTML5 for Games, Creating Backward Compatibility. Building a Game.)
  2. Taking the First Step. (Understanding the Game, Identifying Game Stages, Creating the Application Skeleton, Creating the Splash Screen.)
  3. Going Mobile. (Developing Mobile Applications, Handling User Input on Mobile Devices, Adapting to Small Screen Resolutions, Creating Different Views, Developing for iOS and Android Devices, Debugging mobile Web Applications.)
  4. Building the Game. (Creating the Game Board Module, Implementing the Rules.)
  5. Delegating Tasks to Web Workers..
  6. Creating the Game Display. (Preloading Game Files, Improving the Background, Building the Game Screen.)
  7. Interacting with the Game. (Capturing User Input, Building the Input Module.)
  8. Animating Game Graphics. (Making the Game React, Adding Points and Time.)
  9. Creating Audio for Games. (HTML5 Audio, Using the audio Element, Working with Audio Data, Building the Audio Module.)
  10. Resourses

Programming with Mobile Applications: Android(TM), iOS, and Windows Phone 7

Book4Coding,Programming with Mobile Applications: Android(TM), iOS, and Windows Phone 7

More detail or purchase here >> Programming with Mobile Applications: Android(TM), iOS, and Windows Phone 7

Author: Thomas J. Duffy
Publication date: Feb 6, 2012
Pages: 368
Detail: This book teach about The Computer of the Future is in your Hand, Developing for Small Devices, Best Practices for Small Device Programming, Google AndroidL Motorola MOTODEV Studio, Apple iOS, Microsoft Windows Phone 7, Web Applications, Cross-Platform Development with PhoneGap.

Flash CS6: The Missing Manual


More detail or purchase here >> Flash CS6: The Missing Manual

Author: Chris Grover
Publication date: Jul 26, 2012
Pages: 840+
Price: $27.59
Detail: This book teach about Getting Around Flash, Creating Simple Drawings, Animate Your Art, Organizing Frames and Layers, Advanced Drawing and Coloring, Choosing and Formatting Text, Reusable Flash, Symbols and Templates, Advanced Tweens with the Motion Editor, Realistic Animation with IK Bones, Incorporating Sound and Video, Introduction to ActionScript 3.0, Controlling Actions with Events, Organizing Objects with the Display List, Controlling the Timeline and Animation, Components for Interactivity, Choosing Using and Animating Text, Drawing with ActionScript, Testing and Debugging Your Animation, Publishing and Exporting, Introduction to Adobe AIR, Making iPhone Apps, Making Android Apps.
Related Posts Plugin for WordPress, Blogger...