Wednesday, August 8, 2012

The Hunger Games Trilogy


Saturday, July 28, 2012

Sergey's HTML5 & CSS3 (2nd Edition)

Book Description

3 Jan 2012 0983386722 978-0983386728
HTML and CSS are the most essential and fundamental web languages, which provide the foundation for the vast majority of web sites and web applications. HTML5 is on track to become the future of the web, offering simple plug-in free Rich Internet Application capabilities, easier development, and enhanced user experience. This book is an essential technical dictionary for professional web designers and developers, conveniently summarizing over 3000 pages of (X)HTML5 and CSS3 specifications and covering the most common and fundamental concepts and specs, including tags, attributes, values, objects, properties, methods, events, and APIs. Topics include: - Introduction to HTML5 - HTML5 and XTML5 syntax rules - Document semantic structure - Complete summary of HTML5 Elements and Attributes including Web Forms 2.0 - Global attributes and events - Complete summary of CSS3 properties - HTML5 APIs, including Canvas, SVG, Video, Audio, Web Workers, Web Sockets, Microdata, Geolocation, Web Storage and more. The author's goal was to create a one-stop resource reference source which is comprehensive but still concise, simple, easy-to-read, and structured. This is the world's first HTML5 reference-style book. This is also the first book with XHTML5 coverage. 2nd Edition additions and facts • New: Specification status and W3C link • Content is updated to reflect evolving W3C HTML5 specification • New: 2 markup elements • New: 15 additional original illustrations • New: 12 additional JavaScript API specifications • New: 17 tips • New: 32 additional CSS properties and selectors • Browser compatibility matrix is updated to reflect new browser including Android 4.0 and iOS 5 • New: browser compatibility information is added to individual HTML5 elements and CSS3 properties. • New: Special edition for libraries and academic institutions • PDF (Google ebook), Kindle and iPad versions will be available soon.

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Saturday, June 30, 2012

Unreal Development Kit Game Design Cookbook

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Friday, June 22, 2012

Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide

Book Description

December 15, 2011
Create games beyond your imagination with the Unreal Development Kit
  • Dive into game programming with UnrealScript by creating a working example game.
  • Learn how the Unreal Development Kit is organized and how to quickly set up your own projects.
  • Recognize and fix crashes and other errors that come up during a game's development.
  • A practical beginner's guide with fresh, fun writing that keeps you engaged as you learn game programming with UnrealScript.
In Detail
Unreal Development Kit is the free edition of Unreal Engine--the largest game engine in existence with hundreds of shipped commercial titles. The Unreal Engine is a very powerful tool for game development but with something so complex it's hard to know where to start.
This book will teach you how to use the UnrealScript language to create your own games with the Unreal Development Kit by using an example game that you can create and play for yourself. It breaks down the UnrealScript language into easy to follow chapters that will quickly bring you up to speed with UnrealScript game programming.
Unreal Development Kit Game Programming with UnrealScript takes you through the UnrealScript language for the Unreal Development Kit. It starts by walking through a project setup and setting up programs to write and browse code. It then takes you through using variables, functions, and custom classes to alter the game's behavior and create our own functionality. The use and creation of Kismet is also covered. Later, using replication to create and test multiplayer games is discussed. The book closes with code optimization and error handling as well as a few of the less common but useful features of UnrealScript.
What you will learn from this book
  • Set up a UDK project and learn how to compile and test your own code
  • Learn how to extend the UDK's code to add your own functionality
  • Create your own game types, player camera, and HUD
  • Learn how UnrealScript interacts with Kismet and create your own Kismet actions and events
  • Use networking to create and test multiplayer games
  • Optimize your code to fix errors and performance problems
  • Use DLLBind to interact with code outside of the UDK
Approach
This is a step-by-step book that builds on your knowledge by adding to an example game over the course of each chapter. Each topic uses example code that can be compiled and tested to show how things work instead of just telling you. Complicated tasks are broken down into easy to follow steps with clear explanations of what each line of code is doing.
Who this book is written for
This book is written for beginners to UnrealScript, whether this is your first experience with programming or you're coming into it from another language and would like to learn how UnrealScript uses concepts you're already familiar with. If you would like to make games with the Unreal Development Kit, this book is for you.


About the Author

Rachel Cordone
Rachel Cordone is a designer and self-taught UnrealScript programmer who has been working with the Unreal Engine since 1999. She has worked for various game and simulation companies since 2003 including Pipeworks Software and Parsons Brinkerhoff, and has started up her own game company, Stubborn Horse Studios, to make independent games with the Unreal Development Kit. Stubborn Horse's first project, Prometheus, won several awards in Epic Games' Make Something Unreal Contest.

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Saturday, June 9, 2012

Mastering Unreal Technology, Volume I: Introduction to Level Design with Unreal Engine 3

Book Description

July 31, 2009 0672329913 978-0672329913 1
Mastering Unreal Technology, Volume I: Introduction to Level Design with Unreal Engine 3 is your start-to-finish guide to modding and level design with the world’s hottest new gaming engine: Unreal Engine 3. Here’s everything you need to know to jumpstart your skills and create stunning new content and games for consoles and PCs alike! Your authors aren’t just the world’s #1 Unreal game development trainers: They’ve even built the training modules that shipped with Unreal Tournament 3: Limited Collector’s Edition. Now, working with the full cooperation of Unreal Engine 3’s creators, Epic Games, they introduce every facet of game development—from simple level creation to materials, lighting, and terrain...even advanced level optimization and streaming!

Packed with tips, hands-on tutorials, and expert techniques, Mastering Unreal Technology, Volume I is all you need to create levels that look spectacular and work brilliantly...levels that gamers just can’t stop playing!

You’ll find expert tips on
  • Understanding the game development process from start to finish
  • Planning projects for greater efficiency, faster delivery, and better quality
  • Crafting worlds with stunning beauty and clarity
  • Bringing amazing realism to characters, objects, and props
  • Making the most of Unreal Engine 3’s massively upgraded lighting system
  • Scripting complex gameplay quickly and easily with Unreal Kismet
  • Building animated game assets with Unreal Matinee 
  • Testing game performance during live gameplay
  • Optimizing levels by improving the interaction between lights and surfaces
  • Using advanced level streaming to create vast, rich, highly playable levels
Winner of the Front Line Award for best game development book of 2009!

About the Author

Jason “Buzz” Busby is president and chief executive officer of 3D Buzz, Inc. For more than five years, he has taught 3D animation, programming, and game design through his website 3dbuzz.com, which has over 275,000 members. He coauthored Mastering Unreal: The Art of Level Design and Mastering the Art of Production with 3ds Max 4 and has created and overseen the production of more than 1,000 hours of video training.

Zak Parrish, chief of operations at 3D Buzz, Inc., has developed hundreds of video tutorials over 3D animation and game design. He helped produce training videos that shipped with Unreal Tournament 2004: Special Edition as well as those that shipped with Unreal Tournament 3: Limited Collector’s Edition. Zak also coauthored Mastering Unreal.

Jeff Wilson, 3D Buzz’s technical consultant for the Unreal Engine, helps develop the company’s Unreal Technology training videos. He has been studying the Unreal Engine for five years while creating modifications for Unreal Tournament 2003 and 2004. Wilson moderates the 3D Buzz forums.

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Thursday, June 7, 2012

269 Amazing Sex Games


Book Description

November 1, 2005
Hugh deBeer, inventor of the popular Foreplay® board game, offers couples a sexy variety of fun and games, including:

--A week of orgasms
--Orgasm express
--The long, slow climb to climax
--50 ways to feed your lover
--20 red hot things to do with ice
--So many kisses, so little time
--Every inch of you
--The ultimate sexual massage
--Here, there and everywhere
--And many more!

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Sunday, May 13, 2012

Bluetooth For Java

Book Description

March 26, 2003 1590590783 978-1590590782 1
Bluetooth is a technology for wireless communication that functions in much the same way that home/office laptops connect to the Internet. It is typically used for short burst communications instead of a continuous connection. Because of this difference, Bluetooth is more typically found supported in wireless phones and personal devices.
Bluetooth for Java is not an overview of Bluetooth. In the book, Bruce Hopkins and Ranjith Antony describe how to develop wireless Java applications using Bluetooth for a variety of platforms. This includes an API overview of the Java library, development of Bluetooth-based services, highlights of security concerns, and walkthroughs for development with some of the different tools available. Programs will not be just J2ME (micro devices)-based, but will also be for J2SE (client/desktop).

About the Author

Ranjith Antony earned his bachelor's degree in computer engineering from the College of Engineering, Chengannur, Kerala, India, an institute affiliated with Cochin University of Science and Technology. He became a lecturer in the Department of Computer Engineering of the Government Model Engineering College. In June 1998, he joined Atinav as a software engineer. Presently, he is working as a senior technical manager and is managing the Bluetooth-related Java products from Atinav.

Bruce Hopkins is a 6-year Java veteran with experience in distributed computing and wireless networking. He has an electrical and computer engineering degree from Wayne State University in Detroit and has interest in robotics, microcomputing, and electronics. He has worked in Java since JDK 1.0a, and his research studies include distributed computing, clustering, encryption, and pervasive computing. He currently works as an independent consultant in the Detroit area. 

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The Art of Java

Book Description

July 31, 2003 0072229713 978-0072229714 1
There is something for every programmer in this book, which presents a number of practical, high-powered applications of Java. Included are pure code subsystems such as the expression parser, which readers will adapt for use in their own programs, financial calculations and statistics programs that feature ready-for-use applets/servlets, interpreter or the AI-based search engine, and much more.
 

About the Author

Herb Schildt (Mahomet, IL) is a leading authority on C and C++ and a best-selling author whose books have sold more than 2 million copies. His acclaimed C and C++ books include Teach Yourself C, C++ from the Ground Up, C++: The Complete Reference, Java Programmer's Reference, STL Programming from the Ground Up, Windows 98 Programming from the Ground Up, and co-author of C/C++ Annotated Archives.  

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Wireless Java: Developing with J2ME (2nd Edition)

Book Description

March 5, 2003 1590590775 978-1590590775 2nd
Although Java is incredibly popular, the standard edition of Java is way too big and bulky to build applications for wireless devices such as PDAs and phones. Thus, Sun has released Java 2 Platform, Micro Edition (J2ME). J2ME has the potential to be as revolutionary in the wireless space as Java has been in the server space.
Wireless Java: Developing with J2ME, Second Edition is updated to include coverage of the next version of programs for mobile Java devices. MIDP 2.0 contains many exciting new features, such as sound HTTPS support, lots of user interface API enhancements, a Game API, and much more. Also, author Jonathan Knudsen makes clear what material is new, so readers can still use the book for MIDP 1.0/CLDC 1.0.

About the Author

Jonathan Knudsen is a Java developer and noted author of several books, including Wireless Java: Developing with J2ME, Second Edition, Mobile Java, The Unofficial Guide to LEGO MINDSTORMS Robots, Learning Java, and Java 2D Graphics. Jonathan began his object-oriented programming career in Objective-C on the NeXT OS, soon thereafter suffering through a couple of purgatorial years in Microsoft's Visual C++, before graduating to Java in 1996. He has written extensively about Java and LEGO robots, including five books, a monthly online column called "Bite-Size Java," and articles for JavaWorld, EXE, NZZ Folio, and the O'Reilly Network. Jonathan holds a degree in mechanical engineering from Princeton University. You can find him at www.jonathanknudsen.com. 

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Friday, May 11, 2012

Applied Java Patterns

Book Description

January 5, 2002 0130935387 978-0130935380 1
Sun Microsystems experts Stelting and Maassen describe how design patterns can be applied effectively to the Java platform and present proven techniques for all types of patterns, from system architecture to single classes. Applied Java Patterns features a pattern catalog organized into four major categories - the creational, structural, behavioral, and system patterns. In addition, the authors identify patterns in the core Java APIs and present techniques for pattern use in distributed development.
 

About the Author

STEPHEN STELTING is an instructor for Sun Microsystems specializing in Java technology and object-oriented programming. For over a decade, he has worked in software development, consulting, and technical training. He currently develops new course content and teaches a wide variety of introductory and advanced courses.
OLAV MAASSEN is a courseware developer for Sun Educational Services and a Master Instructor for Sun Ed in the Netherlands. He is a certified Java Developer as well as an Enterprise Architect.

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Algorithms in Java, Parts 1-4 (3rd Edition)

Book Description

August 2, 2002 0201361205 978-0201361209 3
For the first time, Sedgewick's seminal work on algorithms and data structures is available with implementations in Java. Michael Schidlowsky and Sedgewick have developed new Java code that both expresses the methods in a concise and direct manner, and also provides programmers with the practical means to test them on real applications. This particular book, Parts 1-4, represents the essential first half of Sedgewick's complete work. Its four parts are fundamentals, data structures, sorting, and searching. It has expanded coverage of arrays, linked lists, strings, trees, ADT's, and object-oriented programming.
 

About the Author

Robert Sedgewick is the William O. Baker Professor of Computer Science at Princeton University. He is a Director of Adobe Systems and has served on the research staffs at Xerox PARC, IDA, and INRIA. He earned his Ph.D from Stanford University under Donald E. Knuth.

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Tuesday, May 8, 2012

Unreal Development Kit Beginner's Guide

Book Description

August 26, 2011
This beginner's guide focuses on getting you quickly through all the major learning points in a smooth, logical order. You'll also learn how to avoid some common pitfalls. Aspiring game developers who want to learn how to create their own levels, maps, game worlds and environments. You don’t need game design or game development experience and no experience of UDK is required
 

About the Author

Richard Moore
Richard graduated in 2009 studying video games design at Hull School of Art and Design but has expanded his creativity by working as a web designer/illustrator in Hull, East Yorkshire and London for 3 years. He is very passionate about 3D modelling, level design, concept drawing, web development and graphical illustrations.
He has worked on a number of different projects with clients from different industry backgrounds. A collection of stylish web templates, logos, brochures, business cards, web banners, animated graphics and email marketing campaigns.
Through the clouds lies my passion in video game development. Complete creation of 3D art including modeling, texturing and high resolution rendering. He also dazzles in game documentation and conceptual drawings.
He will always take any opportunity to meet as many different people from the game development community as possible and as a result, I have attended the Games Grads career fair for one consecutive year, participated in the Game Republic 2009 student showcase in Sheffield and Platform 2010, Hulls -1st Digital and Gaming event where I won the award for best character and a cheque for £100.
In March 2011 he was involved in Platform Expo's 2011, Hull's second video game expo where I entered in this year's video game showcase and won 2nd prize for my outstanding contribution to video game design and is now involved in Platform Expo's 2012.
In July 2011 he volunteered as a marketing assistant/designer for an on-line based video games magazine assisting the editor-in-chief in designing templates for latest issues of the magazine, writing reviews on latest video game titles and talking to clients about potential advertising coverage within our magazine and online. In his spare time now focuses on more freelance design and development work with up and coming companies.
As a result, Richard has had some impressive feedback from fellow designers and clients and is very much interested in starting up his very own design company focusing on all the things that he loves. He has the ideas, the drive and determination to put it together. 2011 is the start of something big for this video game designer.

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Monday, May 7, 2012

Advanced Java Networking (2nd Edition)

Book Description

April 14, 2000
Advanced Java Networking, Second Edition is a complete update to the #1 book on Java networking. The book is designed to help developers choose among Java's wide range of networking facilities -- and then implement networking as quickly and effectively as possible. This new edition includes complete coverage of new Java tools and APIs, including Jini, JMAPI, servlets, and JNDI; plus guidance for Web-enabling any application. Start with a practical review of TCP/IP and Sockets programming; next, master Java Database Connectivity (JDBC) and Remote Method Invocation (RMI). Use the Java IDL to build CORBA-compliant applications; master Java-based component models; and discover new ways to integrate Java with application servers. The book includes detailed chapters on Java security and architecting enterprise applications. The CD-ROM contains JDK2, the JNDI and Servlet APIs, and an evaluation copy of Inprise VisiBroker for Java.
 

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Sunday, May 6, 2012

Ajax on Java

Book Description

March 1, 2007 0596101872 978-0596101879 1
This practical guide shows you how to make your Java web applications more responsive and dynamic by incorporating new Ajaxian features, including suggestion lists, drag-and-drop, and more. Java developers can choose between many different ways of incorporating Ajax, from building JavaScript into your applications "by hand" to using the new Google Web Toolkit (GWT).
Ajax on Java starts with an introduction to Ajax, showing you how to write some basic applications that use client-side JavaScript to request information from a Java servlet and display it without doing a full page reload. It also presents several strategies for communicating between the client and the server, including sending raw data, and using XML or JSON (JavaScript Object Notation) for sending more complex collections of data.
The book then branches out into different approaches for incorporating Ajax, which include:
  • The Prototype and script.aculo.us Javascript libraries, the Dojo and Rico libraries, and DWR
  • Integrating Ajax into Java ServerPages (JSP) applications
  • Using Ajax with Struts
  • Integrating Ajax into Java ServerFaces (JSF) applications
  • Using Google's GWT, which offers a pure Java approach to developing web applications: your client-side components are written in Java, and compiled into HTML and JavaScript

About the Author

Steven Olson has been a software developer for 20 years, starting in 1984 with ForTran, Pascal, Basic, and, later, C at a company called Signetics. In 1991, he went to work for Novell, writing C. He began dabbling in Java, and in 1995 was one of the first to join the Java development group at Novell. Since then, he has consulted or worked directly for eight other companies writing primarily in Java. Currently, he works for logoworks.com, where his programming adventures continue.

Ajax gives web developers the ability to build applications that are more interactive, more dynamic, more exciting and enjoyable for your users. If you're a Java developer and haven't tried Ajax, but would like to get started, this book is essential. Your users will be grateful.


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Thursday, April 26, 2012

CryENGINE 3 Cookbook

Book Description

June 23, 2011
Written in a cookbook style, this book offers solutions using a recipe based approach. Each recipe contains step-by-step instructions followed by an analysis of what was done in each task and other useful information. The cookbook approach means you can dive into whatever recipes you want in no particular order. The CryENGINE3 Cookbook is written to be accessible to all developers currently using the CryENGINE3. It also explores the depth and power of the CryENGINE3 and is a useful guide to follow when becoming familiar with this award winning middle-ware game engine. This book is written with the casual and professional developer in mind. Fundamental knowledge of some Digital Content Creation Tools, like Photoshop and 3d Studio Max is required. The Software Development Kit version of the CryENGINE is used for all examples, so the reader should have a version of the development kit to follow the recipes contained in this book.
 

About the Author

Dan Tracy Dan Tracy is Crytek's Technical Level Designer for the award-winning CryENGINE and Crysis 2. He is responsible for the creation and maintenance of numerous technical features and external applications used for telemetry and optimization. Viewed as more than a level designer, Dan prides himself on pushing the envelope when it comes to improving both technical and game related designs across multiple production disciplines. Dan was recruited by Crytek in 2009 after the previous year working as a Quality Assurance Technician for BioWare. He was recruited due to his pivotal role in co-founding and leading development on the award winning total conversion project `MechWarrior:Living Legends'. Since then, he has been featured in numerous gaming magazines and has been interviewed by multiple media outlets. Dan is a passionate gamer, but an even more passionate modder and game designer with vast knowledge and experience with multiple engines and titles including Never Winter Nights' "Aurora", Battlefield's engine "Frostbite", Unreal 3, and CryENGINE.

Sean Tracy
Sean Tracy is Crytek's Senior Field Application Engineer for the award-wining CryENGINE. He is responsible for adapting the engine and its features to individual licensees, as well as developing full technical and `vertical slice' demos for prospective and existing clients. Describing himself as a `generalizing specialist', he also gives support directly to CryENGINE licensees, while designing and maintaining their workflows, pipelines and development techniques. Sean was recruited by Crytek in 2008 after working as an electronics technician for the Canadian Military. He was recruited due to his role in founding and leading the development on the award winning total conversion project `MechWarrior:Living Legends'. Since then, he has been featured in numerous gaming magazines and has been invited to speak at many game related trade shows and seminars. He is an avid gamer with extensive modding experience on titles including Never Winter Nights, The Battlefield engine "Frostbite" , Doom and Quake.


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Saturday, April 21, 2012

Programming Wireless Devices with the Java™2 Platform, Micro Edition (2nd Edition)

Book Description

June 20, 2003 0321197984 978-0321197986 2
This book presents the JavaaA A 2 Platform, Micro Edition (J2MEaA A ) standards that support the development of applications for consumer devices such as mobile phones, two-way pagers, and wireless personal organizers. To create these standards, Sun collaborated with such consumer device companies as Motorola, Nokia, NTT DoCoMo, Research In Motion, Samsung, Siemens, Sony Ericsson, and many others. The result is a highly portable, small-footprint application development environment that brings the unique capabilities of Java technology, including platform independence and enhanced security, to the rapidly growing wireless market. This definitive JavaaA A Series guide provides a programmer's introduction to the Java 2 Platform, Micro Edition. It presents a general description of wireless technology and an overview of the J2ME platform. In addition, the book details the Connected Limited Device Configuration (CLDC) version 1.1 and the Mobile Information Device Profile (MIDP) version 2.0, the standards that define the Java platform features and libraries for wireless, resource-constrained devices.Written by a team of authors that includes the original J2ME technology experts from Sun, Motorola, and Nokia, this book provides a description of the Java 2 Platform, Micro Edition, as well as practical implementation advice. The JavaaA A Series is supported, endorsed, and authored by the creators of the Java technology at Sun Microsystems, Inc. It is the official place to go for complete, expert, and definitive information on Java technology. The books in this Series provide the inside information you need to build effective, robust, and portable applications and applets. The Series is an indispensable resource for anyone targeting the JavaaA A 2 platform.

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XML and Java™: Developing Web Applications

Book Description

May 23, 2002 0201770040 978-0201770049 2
XML and Java(tm): Developing Web Applications is a tutorial that will teach Web developers, programmers, and system engineers how to create robust XML business applications for the Internet using the Java technology. The authors, a team of IBM XML experts, introduce the essentials of XML and Java development, from a review of basic concepts to thorough coverage of advanced techniques. Using a step-by-step approach, this book illustrates real-world implications of XML and Java technologies as they apply to Web applications. Readers should have a basic understanding of XML as well as experience in writing simple Java programs. XML and Java enables you to:
* Develop Web business applications using XML and Java through real-world examples and code * Quickly obtain XML programming skills * Become familiar with Document Object Models (DOM) and the Simple API for XML (SAX) * Understand the Electronic Document Interchange (EDI) system design using XML and Document Type Definition (DTD), including * coverage on automating business-to-business message exchange * Leverage JavaBean components * Learn a hands-on, practical orientation to XML and Java
XML has strong support from industry giants such as IBM, Sun, Microsoft, and Netscape. Java, with its "write once, run anywhere" capabilities, is a natural companion to XML for building the revolutionary Internet applications described in this book. XML and Java demonstrates how developers can harness the power of these technologies to develop effective Web applications. If you want to learn Java-based solutions for implementing key XML features--including parsing, document generation, object tree manipulation, and document processing--there is no better resource than this book.

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The Essence of Object-Oriented Programming with Java™ and UML

Book Description

January 5, 2002 0201734109 978-0201734102
This book can give any Java developer -- regardless of experience -- the firm foundation they need to achieve the full benefits of object-oriented programming. The book combines practical introductions to UML, object-oriented methodologies, design patterns, libraries, and frameworks -- giving developers all the skills they need to begin writing robust object-oriented programs -- and to tackle the entire field of object-oriented development. Leading developer Bruce Wampler begins with a brief introduction to objects and their benefits; then introduces the fundamental concepts of object orientation and shows how they can be implemented in Java -- starting with the basics, and moving on to advanced topics such as object lifetime and copies of objects. He moves on to Object-Oriented Analysis and Design, introducing the essential concepts at the heart of every methodology. Next, he presents the essence of today's leading techniques for building effective object-oriented Java systems -- including design patterns, refactoring, and more. Wampler concludes by drawing on his decades of development experience to share powerful personal guidelines for creating more effective software. For all application developers who know at least the basics of Java, and are seeking to strengthen their object-oriented programming skills.
 

About the Author

Bruce E. Wampler, founder and CEO of Object Central, was a pioneer in developing spelling and grammar checking software for personal computers, and the co-founder of Reference Software International, which was later acquired by WordPerfect. During his extensive career, he has worked at Sandia National Laboratory and taught at the University of New Mexico. He has also developed and delivered many successful, real-world applications, and several widely used open source object-oriented programming tools.

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The Design Patterns Java Companion


Micro Java™ Game Development

Book Description

April 28, 2002 0672323427 978-0672323423 1
Micro Java Games Development explains game development for devices that support J2ME MIDP. The six parts cover a full range of topics, from a tour of all available micro-devices (Palms, cell phones and pagers), a discussion of software standards apart from J2ME (cell phones, messaging, I-mode and wireless enhancements such as Bluetooth), and available J2ME extensions (Siemans, Ericcson, Nokia), development tools and restrictions, to the creation of a meaty J2ME game!
 

About the Author

David Fox works for Next Game, Inc., creating Web and wirelessmultiplayer games. Prior to that, his design and development credits includeMichael Crichton's "Westworld 2000," Fox Interactive's"X-Files: Unauthorized Access," and PlayLink's real-time strategy"Citizen 01." He is the author of several best-selling books aboutInternet technologies, and his writing frequently appears in publications suchas Salon.com, Gamasutra, and Developer.com. David has presented topics in Javagaming at Sun Microsytem's JavaOne conference for the past three years, andhas been the winner of the Motorola-Nextel Developer Challenge for the past twoyears.
Roman Verhovsek is CEO and co-founder of Cocoasoft Ltd., where he isleading a team of J2ME developers. He holds a bachelor's degree inelectrical engineering from the University of Ljubljana, and is working on hismaster's degree of computer science. Since early 1996, he has focusedprimarily on Java technologies, and for last two years in particular onJava-enabled small devices. In 2001 he held a lecture on J2ME game developmentat the JavaOne conference. In his other life, Roman enjoys cooking,mountaineering, jogging, and traveling with his girlfriend, Lina.
 

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The Java™ Tutorial: A Short Course on the Basics

Book Description

January 7, 2001 0201703939 978-0201703931 3
(Pearson Education) A hands-on guide to proficiency with Java, with clear explanations of fundamentals such as objects, classes and data structures. The CD-ROM contains 3 Java tutorial books in HTML, all major versions of the Java platform, and more. Softcover. DLC: Java (Computer program language). 
 

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Java 2 Platform, Enterprise Edition: Platform and Component Specifications

Book Description

May 30, 2000 0201704560 978-0201704563 1st
The newly-released Java TM 2 Platform Enterprise Edition (J2EE) is rapidly becoming the hottest technology for enterprise development. This complete, authoritative J2EE specification, direct from Sun Microsystems, is all developers need to know to deploy J2EE. Java 2 Enterprise Edition Specifications contains detailed coverage of the J2EE standard platform for application hosting; the new J2EE compatibility test suite; Sun's J2EE Reference Implementation; and the J2EE application model for developing multi-tier thin-client services. Every key element of J2EE is presented, including new technologies generating serious excitement amongst enterprise developers: servlets, JavaServer Pages, JNDI, and Enterprise JavaBeans. Coverage also includes security, JDBC, RMI-IIOP support, the Java Transaction API, interoperability issues, XML support, and more -- including a full chapter on the future of Java 2 Enterprise Edition.

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Java(TM) Performance and Scalability (Volume 1) : Server-Side Programming Techniques

Book Description

June 2, 2000 Java Performance and Scalability (Book 1)
Performance is now the area where Java is being put to the test, offering ever greater competitive advantage for those who master it. In this book, one of the world's leading software optimization experts presents 48 lessons that address virtually every aspect of Java server-side performance, Java Performance and Scalability, Volume I proves that, through careful attention to underlying source code and program design, the Java programming language can meet and exceed developers' greatest expectations. Dov Bulka targets the most common and critical Java performance pitfalls, offering dozens of practical tips and solutions covering each performance-critical area. Bulka has done the hard work of digging deep into the JDK to understand Java performance in unprecedented depth. This book includes not only code examples, but actual measurements quantifying the improvements they deliver. Coverage includes strings, containers, numerics, I/O, RMI, JDBC, servlets, JSP, and much more -- including a complete case study that walks through improving the performance of a Web server by a full order of magnitude.
 

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