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Friday 20 May 2016

Beginning C# 6 Programming with Visual Studio 2015


C# with Visual Studio 2015

Beginning C# 6 Programming with Visual Studio 2015 provides step-by-step directions for programming with C# in the .NET framework. Beginning with programming essentials, such as variables, flow control, and object-oriented programming, this authoritative text moves into more complicated topics, such as web and Windows programming and data access within both database and XML environments. After your introduction to each of the chapters, you are invited to apply your newfound knowledge in Try it Out sections, which reinforce learning and help you understand the practical applications of the new concepts you have explored .

Visual C# Contains

  • Discover the basics of programming with C#, such as variables, expressions, flow control, and functions
  • Discuss how to keep your program running smoothly through debugging and error handling
  • Understand how to navigate your way through key programming elements, such as classes, class members,collections, comparisons, and conversions
  • Explore object-oriented programming, web programming, and Windows programming
  • Beginning C# 6 Programming with Visual Studio 2015 is a fundamental resource for any programmers who are new to the C# language.

The hands-on guide to C# and programming with Visual Studio 2015

This book is the ideal beginner's guide to C# 6 programming and the .NET framework. Coverage starts with the very basics of object oriented programming, assuming no prior programming experience, and step-by-step hands-on tutorials focus on the tools beginners use most. Practical exercises utilize the C# environment in Visual Studio 2015, and includes the latest changes and updates as Microsoft pushes to make C# more compatible with other programming languages. With expert instruction from veteran Microsoft developers, this book will have complete beginners programming Windows and Web apps in no time!
Beginning C# 6 Programming with Visual Studio 2015:
  • Begins with the absolute basics, such as variables, flow control, object oriented programming, classes, functions, collections, comparisons, conversions, and more
  • Focuses on the beginner favorite Visual C#® 6 development environment in Visual Studio 2015, covering all of the latest updates and language changes
  • Includes intermediate instruction on Cloud and Windows® programming, including databases and XML
  • Demystifies error handling techniques and debugging processes
  • Features expert-led step-by-step tutorials to help beginners write useful code in real-world programming scenarios

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Monday 16 May 2016

Object-Oriented Programming in C++ (4th Edition)


object oriented programming

Object-Oriented Programming in C++ begins with the basic principles of the C++ programming language and systematically introduces increasingly advanced topics while illustrating the OOP methodology. While the structure of this book is similar to that of the previous edition, each chapter reflects the latest ANSI C++ standard and the examples have been thoroughly revised to reflect current practices and standards.
Object-oriented programming (OOP) is a programming paradigm based on the concept of "objects", which may contain data, in the form of fields, often known as attributes; and code, in the form of procedures, often known as methods. A feature of objects is that an object's procedures can access and often modify the data fields of the object with which they are associated (objects have a notion of "this" or "self"). In OOP, computer programs are designed by making them out of objects that interact with one another. There is significant diversity of OOP languages, but the most popular ones are class-based, meaning that objects are instances of classes, which typically also determine their type.

What you can learn from this book

This book is written for people who want to learn the basics of the C++ programming language. If you are looking for a comprehensive book that will teach you everything you need to know about C++, this just might be what you’re looking for.
By reading this book, you’ll learn the basics of C++. You’ll discover the ideas, concepts, techniques, and methods used by expert C++ programmers. For example, this book will discuss variables, strings, functions, and data structures. That means you’ll be able to write programs using the C++ language after reading this material.

Book contains

  • What is C++ Used For?
  • Why Use C++?
  • What You Need to Code in C++
  • Program Structure and Comments
  • Functions and Return Values
  • Variables and Data Types
  • Characters and Strings
  • Boolean Values
  • Constants
  • Operators
  • Basic Arithmetic
  • Advanced Data Types
  • Loops and Conditional Statements
  • Arrays and Pointers
  • Functions
  • Using Parameters with a Function Definition
  • Operator Overloading
  • Object Oriented Programming with C++
  • Inheritance Much, much more! 


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Sunday 15 May 2016

Beginning OpenGL Game Programming, Second Edition


What is OpenGL ?

Open Graphics Library (OpenGL) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering. Silicon Graphics Inc., (SGI) started developing OpenGL in 1991 and released it in January 1992;[6] applications use it extensively in the fields of computer-aided design (CAD), virtual reality, scientific visualization, information visualization, flight simulation, and video games. OpenGL is managed by the non-profit technology consortium Khronos Group.

What you will learn

Beginning OpenGL, Second Edition, provides an easy-to-understand introduction to OpenGL, introducing all the basic elements of OpenGL used in game development as they apply to games. Covering OpenGL 3.0, the new and more efficient API that provides Direct3D 10 level graphics and is platform independent. Perfect for programmers who are new to game development or new to OpenGL, new skills and concepts are taught using step-by-step instructions with end-of-chapter exercises for testing and reinforcement.

Book description

Are you a beginning programmer just getting started in 3D graphics programming? If you're comfortable programming in C++ and have a basic understanding of 3D math concepts, "Beginning OpenGL Game Programming, Second Edition" will get you started programming 3D graphics for games using the OpenGL API. Revised to work with the latest version of OpenGL, OpenGL 3.0, this book is perfect for programmers who are new to game development or new to OpenGL. New skills and concepts are taught using step-by-step instructions, with end-of-chapter exercises for testing and reinforcement. From creating a simple OpenGL application, to applying texture mapping, and even displaying 2D fonts, you'll find complete yet concise coverage of all the newest features of OpenGL as they apply to 3D graphics for game development. And by the end of the book, you'll be able to apply your new-found knowledge of OpenGL to create your very own games.

Reviews about this book

They go into all the stuff you need to know about general openGL and they cover what's being removed and added in the new openGL model. This is very helpful and guides you on what you should use in your applicaitons so you have an easy transition to gl 3.1. They also cover things like text, and GLSL.


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Introduction to Algorithms


Book Description

some books on algorithms are rigorous but incomplete; others cover masses of material but lack rigor. Introduction to Algorithms uniquely combines rigor and comprehensiveness. The book covers a broad range of algorithms in depth, yet makes their design and analysis accessible to all levels of readers. Each chapter is relatively self-contained and can be used as a unit of study. The algorithms are described in English and in a pseudocode designed to be readable by anyone who has done a little programming. The explanations have been kept elementary without sacrificing depth of coverage or mathematical rigor.The first edition became a widely used text in universities worldwide as well as the standard reference for professionals. The second edition featured new chapters on the role of algorithms, probabilistic analysis and randomized algorithms, and linear programming. The third edition has been revised and updated throughout. It includes two completely new chapters, on van Emde Boas trees and multithreaded algorithms, substantial additions to the chapter on recurrence (now called “Divide-and-Conquer”), and an appendix on matrices. It features improved treatment of dynamic programming and greedy algorithms and a new notion of edge-based flow in the material on flow networks. Many new exercises and problems have been added for this edition. As of the third edition, this textbook is published exclusively by the MIT Press.

What you will learn

First of all, this is the quintessential book on algorithms. If you want to learn, this is the book to get. The information in the book is awesome and it can make an excellent reference.
Students will need a very strong mathematical background and a strong arm to even think about picking up this book because the it is heavy (both physically and metaphorically). Mastery of discrete math is a must, graph theory, programming, and, combinatorics will also help.
With that said, this book falls short in one MAJOR area, explanations. Too often explanations are left out and left as exercises and there are no solutions to the exercises! Or details are replaced by ambiguous statements such as of "cleary, this works", or "it is easy to see that this ...". I get the concept of learning by doing, really I do, but there should be some kind of solutions so the student can CHECK his/her understanding of the material and sometimes the exercises are not about advanced aspects of a concept, sometimes it is the core material. Even if the solution manual only contained a simple answer without the work. Not only would it help tremendously but the purpose of doing the exercises would be preserved; that is the student getting his/her "hands dirty" and working out a problem.


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SQL Server 2014 Development Essentials


Design, implement, and deliver a successful database solution with Microsoft SQL Server 2014

About This Book

  • Discover SQL Server 2014's new in-memory OLTP engine and performance-related improvements
  • Explore the fundamentals of database planning and the Server Transact-SQL language syntax
  • Gain hands-on experience with the use of scalar and table-valued functions, branching, and more advanced data structures

Who This Book Is For

If you are a database developer, architect, or administrator who wants to learn how to design, implement, and deliver a successful database solution with SQL Server 2014, then this book is for you. Existing users of Microsoft SQL Server will also benefit from this book as they will learn what's new in the latest version.

What You Will Learn

  • Get introduced to SQL Server 2014's new in-memory database engine
  • Understand SQL Server database architecture and relational database design
  • Use joins, subqueries, CTEs, and windowing functions to write advanced Transact-SQL queries
  • Learn about tools that let you monitor SQL Server database performance
  • Identify and troubleshoot blocks or deadlocks that might slow down a system
  • Design, create, and manage advanced database objects that include scalar and table-valued functions, views, stored procedures, and triggers
  • Use SQL Server 2014's structured error handling blocks to handle errors that occur in the Transact-SQL batches and programmable objects

In Detail

SQL Server 2014 Development Essentials is an easy-to-follow yet comprehensive guide that is full of hands-on examples. With Microsoft SQL Server 2014, you can design, build, and deploy mission-critical database applications. The variety of new in-memory features enable you to design high performance database applications that can improve the performance of your applications, making them as much as ten times more efficient in some cases.
Whether you are thinking about becoming a database developer, architect, or administrator, or you are a seasoned database expert, this book will provide you with all the skills you need to successfully create, design, and deploy databases using SQL Server 2014. You will also learn how to add, modify, and delete data stored within a database. You will use Transact-SQL statements to create and manage advanced database objects that include scalar and table-valued functions, views, stored procedures, and triggers. Finally, you will learn about how SQL Server works, how indexes and statistics improve query performance, and the new SQL Server 2014 in-memory technologies.
Mcrosoft SQL server installation guide download

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I phone programing ( Introducing iOS 8)


Are you interested in I phone programing

Learn to make iOS apps even if you have absolutely no programming experience. This hands-on book takes you from idea to App Store, using real-world examples—such as driving a car or eating at a restaurant—to teach programming and app development. You’ll learn concepts through clear, concise, jargon-free language.
This book focuses on Apple’s new programming language, Swift. Each lesson is divided into two parts: the lecture portion explains the terms and concepts through examples, and the exercise portion helps you apply these concepts while building real-world apps, like a tip calculator. Learn how to think differently—and see the world from a whole new perspective.
    Learn the basic building blocks of programming
    Dive into the Swift programming language
    Make apps for iPhone and iPad
    Use GPS in your app to find a user’s location
    Take or select photos with your app
    Integrate your app with Facebook and Twitter
    Submit your app to the App Store
    Manage and market your app on the App Store

Editorial Reviews

Book Description

Swift Programming from Idea to App Store

About the Author

Steve Derico is the founder and lead iOS Developer at Bixby Apps. Bixby Apps is a mobile app development agency located in San Francisco. Bixby Apps builds top-rated apps used worldwide by millions and works with Fortune 500 clients like BMW, Lenovo, and MGM Resorts. You can find their work at  http://www.bixbyapps.com
Steve is also the founder and iOS Professor at App School. App School is an online app development school for absolute beginners. No programming experience is required. App School has taught hundreds of non-programmers how to make apps. You can learn how to make apps at  appschool.com
Steve enjoys wine, baseball, and running in his free time. He also loves to hear from readers and answer their questions. You can reach him at steve@appschool.com,
 http://www.twitter.com/stevederico, or (415) 779-2771.

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Beginning iOS Development with Swift


What you’ll learn

  • Everything you need to know to develop your own bestselling iPhone and iPad apps
  • Utilizing Swift playgrounds
  • Best practices for optimizing your code and delivering great user experiences
  • What data persistence is, and why it’s important
  • Get started with building cool, crisp user interfaces
  • How to display data in Table Views
  • How to draw to the screen using Core Graphics
  • How to use iOS sensor capabilities to map your world
  • How to get your app to work with iCloud and more

Description Of book

The team that brought you the bestselling Beginning iPhone Development, the book that taught the world how to program on the iPhone, is back again for Beginning iPhone Development with Swift. This definitive guide to the Swift programming language and the iOS 8 SDK, and the source code has been updated to reflect Xcode 6.3.1 and Swift 1.2.
There’s coverage of brand-new technologies, including Swift playgrounds, as well as significant updates to existing material. You'll have everything you need to create your very own apps for the latest iOS devices. Every single sample app in the book has been rebuilt from scratch using the latest Xcode and the latest 64-bit iOS 8-specific project templates, and designed to take advantage of the latest Xcode features.
Assuming little or no working knowledge of the new Swift programming language, and written in a friendly, easy-to-follow style, this book offers a complete soup-to-nuts course in iPhone, iPad, and iPod touch programming. The book starts with the basics, walking through the process of downloading and installing Xcode and the iOS 8 SDK, and then guides you though the creation of your first simple application.
From there, you’ll learn how to integrate all the interface elements iOS 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 art of table building will be demystified, and you’ll learn how to save your data using the iPhone file system. You’ll also learn how to save and retrieve your data using a variety of persistence techniques, including Core Data and SQLite. And there’s much more!
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Data Structures and Algorithms in Java, Second Edition


About the book

"Data Structures and Algorithms in Java, Second Edition" is designed to be easy to read and understand although the topic itself is complicated. Algorithms are the procedures that software programs use to manipulate data structures. Besides clear and simple example programs, the author includes a workshop as a small demonstration program executable on a Web browser. The programs demonstrate in graphical form what data structures look like and how they operate. In the second edition, the program is rewritten to improve operation and clarify the algorithms, the example programs are revised to work with the latest version of the Java JDK, and questions and exercises will be added at the end of each chapter making the book even more useful. Educational Supplement Suggested solutions to the programming projects found at the end of each chapter are made available to instructors at recognized educational institutions. This educational supplement can be found at www.prenhall.com
, in the Instructor Resource Center.

What you'll learn

Data Structures and Algorithms in Java, Second Edition is designed to be easy to read and understand although the topic itself is complicated. Algorithms are the procedures that software programs use to manipulate data structures. Besides clear and simple example programs, the author includes a workshop as a small demonstration program executable on a Web browser. The programs demonstrate in graphical form what data structures look like and how they operate. In the second edition, the program is rewritten to improve operation and clarify the algorithms, the example programs are revised to work with the latest version of the Java JDK, and questions and exercises will be added at the end of each chapter making the book even more useful.

About the Author

Robert Lafore has degrees in Electrical Engineering and Mathematics, has worked as a systems analyst for the Lawrence Berkeley Laboratory, founded his own software company, and is a best-selling writer in the field of computer programming. Some of his current titles are C++ Interactive Course and Object-Oriented Programming in C++. Earlier best-selling titles include Assembly Language Primer for the IBM PC and XT and (back at the beginning of the computer revolution) Soul of CP/M.
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Advanced Game Design with HTML5 and JavaScript


Master advanced video game design techniques for mobile phones, tablets, desktop computers, and the Web, using the latest HTML5 and JavaScript technologies

What you’ll learn

  • The latest JavaScript ES6, HTML and Canvas Drawing API skills you need to know to make games.
  • Make game sprites, compose a scene graph, load and manage game assets, and how to use a texture atlas.
  • Control the geometry and physics of the game world using vector math, the Separating Axis Theory (SAT), and advanced collision detection strategies.
  • Build a custom music and sound effects player for games using the WebAudio API.
  • Keyframe animation and how to implement precise control over the frame rate and game loop.
  • Learn how to make interactive sprites and buttons for the keyboard, mouse and touch.
  • Create and manage game scenes, and learn how to make particle explosions and screen shake effects.
  • Manage complexity to build games of any size that scale seamlessly.

Description of the Book

You'll discover how to create and render game graphics, add interactivity, sound, and animation. You’ll learn how to build your own custom game engine with reusable components so that you can quickly develop games with maximum impact and minimum code. You’ll also learn the secrets of vector math and advanced collision detection techniques, all of which are covered in a friendly and non-technical manner. You'll find detailed working examples, with hundreds of illustrations and thousands of lines of source code that you can freely adapt for your own projects. All the math and programming techniques are elaborately explained and examples are open-ended to encourage you to think of original ways to use these techniques in your own games. You can use what you learn in this book to make games for desktops, mobile phones, tablets or the Web.
Advanced Game Design with HTML5 and JavaScript is a great next step for experienced programmers or ambitious beginners who already have some JavaScript experience, and want to jump head first into the world of video game development. It’s also great follow-up book for readers of Foundation Game Design with HTML5 and JavaScript (by the same author) who want to add depth and precision to their skills.
The game examples in this book use pure JavaScript, so you can code as close to the metal as possible without having to be dependent on any limiting frameworks or game engines. No libraries, no dependencies, no third-party plugins: just you, your computer, and the code. If you’re looking for a book to take your game design skills into the stratosphere and beyond, this is it!

This Book is for whom!

Advanced Game Design with HTML5 and JavaScript is for video game developers with some experience who want to learn the essential techniques they need to know to take their skills to the next level. It’s for readers who want to understand and fine-tune every line of code they write, without resorting to quick fixes. All the techniques covered in this book are core game design skills that can be applied to many other programming technologies
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Beginning Android 3D Game Development


What you’ll learn

  • How to build 3D game apps using Android SDK, NDK and OpenGL ES
  • What are the Android SDK and NDK APIs most useful for 3D game development
  • How to get a 3D Math Review for game development
  • How to build 3D graphics using OpenGL ES
  • How to create various motion patterns
  • How to set up a game environment: gravity grid, sounds and heads-up display
  • How to create the characters, including the player and its enemies or targets
  • How to develop a rich menu system with high score table
  • How to build a 3D game app using case study offered in book

Who this book is for

This book is for Android developers who want a quick start but detailed enough guide for making 3D games that run on the Android platform using Java and the OpenGL ES. This book is also for game developers who are new to the Android platform and want to learn how to create their own 3D games for Android.

Detail Overview

Beginning Android 3D Game Development is a unique, examples-driven book for today's Android and game app developers who want to learn how to build 3D game apps that run on the latest Android 5.0 (KitKat) platform using Java and OpenGL ES.
Android game app development continues to be one of the hottest areas where indies and existing game app developers seem to be most active. Android is the second best mobile apps eco and arguably even a hotter game apps eco than iOS. 3D makes your games come alive; so in this book you'll find that we go in depth on creating 3D games for the Android platform with OpenGL ES 2.0 using an original case study game called Drone Grid.
Moreover, this book offers an extensive case study with code that will be modular and re-useable helping you create your own games using advanced vertex and fragment shaders. Drone Grid is a game app case study that is somewhat similar to the best selling Geometry Wars game series utilizing a gravity grid and colorful abstract graphics and particles.

What this book covers


After reading and using this book, you'll be able to build your first 3D Android game app for smartphones and tablets. You may even be able to upload and sell from popular Android app stores like Google Play and Amazon Appstore.
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Advanced Topics in Java: Core Concepts in Data Structures


Book Description

Java is one of the most widely used programming languages today. It was first released by Sun Microsystems in 1995. Over the years, its popularity has grown to the point where it plays an important role in most of our lives. From laptops to data centers, game consoles to scientific supercomputers, cell phones to the Internet, Java is everywhere! There are tons of applications and heaps of websites that will not work unless you have Java installed, and more are created every day. And, of course, Java is used to power what has become the world's most dominant mobile platform, Android.
Advanced Topics In Java teaches the algorithms and concepts that any budding software developer should know. You'll delve into topics such as sorting, searching, merging, recursion, random numbers and simulation, among others. You will increase the range of problems you can solve when you learn how to create and manipulate versatile and popular data structures such as binary trees and hash tables.

This book covers

This book assumes you have a working knowledge of basic programming concepts such as variables, constants, assignment, selection (if..else) and looping (while, for). It also assumes you are comfortable with writing functions and working with arrays. If you study this book carefully and do the exercises conscientiously, you would become a better and more agile software developer, more prepared to code today's applications - no matter the language

About the author

Dr. Noel Kalicharan is a Senior Lecturer in Computer Science at the University of the West Indies, St. Augustine, Trinidad. For more than 30 years, he has taught programming courses to people at all levels. He has been teaching programming, among other things, at the University since 1976. In 1988, he developed and hosted a 26-programme television series entitled Computers - Bit by Bit. Among other things, this series taught programming to the general public. He is always looking for innovative ways to teach logical thinking skills which go hand in hand with programming skills. His efforts resulted in two games - BrainStorm! and Not Just Luck - which won him the Prime Minister's Award for Invention and Innovation in 2000 and 2002. He is a Computer Science author for Cambridge University Press which published his international successes
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Sams Teach Yourself Java in 24 Hours


Covering Java 7 and Android Development

In just 24 lessons of one hour or less, you can learn how to create Java applications. Using a straightforward, step-by-step approach, popular author Rogers Cadenhead helps you master the skills and technology you need to create desktop and web programs, web services, and even an Android app in Java.
Full-color figures and clear step-by-step instructions visually show you how to program with Java.
Quizzes and Exercises at the end of each chapter help you test your knowledge.

What you will learn!

  • Set up your Java programming environment
  • Write your first working program in just minutes
  • Control program decisions and behavior
  • Store and work with information
  • Build straightforward user interfaces
  • Create interactive web programs
  • Use threading to build more responsive programs
  • Read and write files and XML data
  • Master best practices for object-oriented programming
  • Create flexible, interoperable web services with JAX-WS
  • Use Java to create an Android app

Blogger review about this book

I found this to be a great book for those with prior programming experience in othe languages, but I'm not certain what the book's core audience is. The early chapters are a bit too simplistic for an experienced developer while the latter chapters might be overwhelming for someone without prior experience. At any rate, if you do have prior experience and work through the early chapters you will find this book valuable.
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Beginning Programming with Java For Dummies, 4th Edition


A practical introduction to programming with Java

Beginning Programming with Java For Dummies, 4th Edition is a comprehensive guide to learning one of the most popular programming languages worldwide. This book covers basic development concepts and techniques through a Java lens. You'll learn what goes into a program, how to put the pieces together, how to deal with challenges, and how to make it work. The new Fourth Edition has been updated to align with Java 8, and includes new options for the latest tools and techniques.
Java is the predominant language used to program Android and cloud apps, and its popularity is surging as app demand rises. Whether you're just tooling around, or embarking on a career, Beginning Programming with Java For Dummies, 4th Edition is a great place to start. Step-by-step instruction, easy-to-read language, and quick navigation make this book the perfect resource for new programmers. You'll begin with the basics before moving into code, with simple, yet detailed explanations every step of the way

This Book includes

  • Learn the language with sample programs and the Java toolkit
  • Familiarize yourself with decisions, conditions, statements, and information overload
  • Differentiate between loops and arrays, objects and classes, methods and variables
  • The book also contains links to additional resources, other programming languages, and guidance as to the most useful classes in the Java API. If you're new to programming languages, Beginning Programming with Java For Dummies, 4th Edition provides the instruction and practice you need to become a confident Java programmer.
  • Use basic development concepts and techniques with Java
  • Debug Java programs and create useful code
  • Work with files on your computer’s hard drive
  • Work with the latest features of Java 8
  • How to identify the words in a Java program
  • Plain-English explanations of Java statements and methods
  • The scoop on programming with windows, buttons, and other graphical items
  • Java troubleshooting tips
  • Ways to write several kinds of decision-making statements
  • How to diagnose loop problems
  • Tips, resources, and all kinds of interesting goodies

about the author

Barry Burd, PhD, is a professor of mathematics and computer science at Drew University. He is the author of Android Application Development All-in-One For Dummies and Java Programming for Android Developers For Dummies.
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Unity Multiplayer Games


Take your gaming development skills into the online multiplayer arena by harnessing the power of Unity 4 or 3. This is not a dry tutorial - it uses exciting examples and an enthusiastic approach to bring it all to life.

This book contain

Unity is a game development engine that is fully integrated with a complete set of intuitive tools and rapid workflows used to create interactive 3D content. Multiplayer games have long been a staple of video games, and online multiplayer games have seen an explosion in popularity in recent years. Unity provides a unique platform for independent developers to create the most in-demand multiplayer experiences, from relaxing social MMOs to adrenaline-pumping competitive shooters.
A practical guide to writing a variety of online multiplayer games with the Unity game engine, using a multitude of networking middleware from player-hosted games to standalone dedicated servers to cloud multiplayer technology. You can create a wide variety of online games with the Unity 4 as well as Unity 3 Engine.
You will learn all the skills needed to make any multiplayer game you can think of using this practical guide. We break down complex multiplayer games into basic components, for different kinds of games, whether they be large multi-user environments or small 8-player action games. You will get started by learning networking technologies for a variety of situations with a Pong game, and also host a game server and learn to connect to it.Then, we will show you how to structure your game logic to work in a multiplayer environment. We will cover how to implement client-side game logic for player-hosted games and server-side game logic for MMO-style games, as well as how to deal with network latency, unreliability, and security.
You will then gain an understanding of the Photon Server while creating a star collector game; and later, the Player.IO by creating a multiplayer RTS prototype game. You will also learn using PubNub with Unity by creating a chatbox application. Unity Multiplayer Games will help you learn how to use the most popular networking middleware available for Unity, from peer-oriented setups to dedicated server technology.

What you will learn from this book

  • Use Unity networking for in-game player-hosted servers
  • Create cloud-based games with Photon Cloud
  • Employ dedicated servers for massive multiuser environments
  • Make game logic server-authoritative
  • Deal with latency and unreliable networks
  • Use PubNub for HTTP-based push messaging
  • Employ Player.IO to persist game data to the cloud
  • Use various forms of networked entity interpolation

Who this book is written for

If you are a developer who wants to start making multiplayer games with the Unity game engine, this book is for you. This book assumes you have some basic experience with programming. No prior knowledge of the Unity IDE is required.
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Advanced C and C++ Compiling


This book contain

Learning how to write C/C++ code is only the first step. To be a serious programmer, you need to understand the structure and purpose of the binary files produced by the compiler: object files, static libraries, shared libraries, and, of course, executables.
Advanced C and C++ Compiling explains the build process in detail and shows how to integrate code from other developers in the form of deployed libraries as well as how to resolve issues and potential mismatches between your own and external code trees.
With the proliferation of open source, understanding these issues is increasingly the responsibility of the individual programmer. Advanced C and C++ Compiling brings all of the information needed to move from intermediate to expert programmer together in one place -- an engineering guide on the topic of C/C++ binaries to help you get the most accurate and pertinent information in the quickest possible time.

What you will learn

  • The details of the build process, including compiling and linking
  • The inner workings of static libraries, shared libraries, and executables
  • Ways to properly architect code for smooth integration of future changes
  • Tips for troubleshooting problems with compiling and linking as well as run-time problems
  • How to use operating system-specific (Linux and Windows) tools for analysis of binary files

this book is for who?

Who this book is for C/C++ software designers aspiring to senior levels, software architects, build engineers, and Linux system administrators.
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Raspberry Pi For Dummies


What is Raspberry Pi

The Raspberry Pi is a low cost, credit-card sized computer that plugs into a computer monitor or TV, and uses a standard keyboard and mouse. It is a capable little device that enables people of all ages to explore computing, and to learn how to program in languages like Scratch and Python.

Book Raspberry Pi contains

Embrace the exciting new technology of Raspberry Pi! With the invention of the unique credit-card sized single-board computer, the Raspberry Pi, comes a new wave of hardware geeks, hackers, and hobbyists who are excited about the possibilities of the Raspberry Pi, and this is the perfect guide to get you started in this exhilarating new arena. With this fun and friendly book, you'll quickly discover why the supply for the Pi cannot keep up with the demand! Veteran tech authors Sean McManus and Mike Cook show you how to download and install the operating system, use the installed applications, and much more. Covers connecting the Pi to other devices such as a keyboard, mouse, monitor, and more Teaches you basic Linux System Admin Walks you through editing images, creating web pages, and playing music Details how to program with Scratch and Python Explores creating simple hardware projects Raspberry Pi For Dummies makes computing as easy as pie. Now discover the history of Raspberry Pi! The Raspberry Pi sold a million units in its first year, and came from a previously unknown organisation, The Raspberry Pi Foundation.

Description

master your Raspberry Pi in a flash with this easy-to-follow guide Raspberry Pi For Dummies, 2nd Edition is a comprehensive guide to this exciting technology, fully updated to align with the Rev 3 board. Veteran technology authors provide expert insight and guidance that get you up and running fast, allowing you to explore the full capabilities of your Raspberry Pi. The clear, concise style makes this guide easy to follow for complete beginners, providing step-by-step instruction throughout the setup process and into systems administration and programming.
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OS X Mavericks All-in-One For Dummies


Your all in one guide to all things OS X mavericks

This fun and friendly For Dummies guide is your ticket to taking advantage of all the features of Apple’s latest desktop operating system – OS X Mavericks. You’ll get to know OS X, customize Mavericks for your needs, become more productive, and take your system to a whole new level with eight minibooks dedicated to OS X essentials. Plus, you’ll learn how to keep your system safe, stay connected on the go, turn your Mac into a multimedia hub, and make your Mac happy with the over 200 new features found in OS X Mavericks.

Includes eight minibooks

: Introducing OS X, Customizing and Sharing, the Digital Hub, Using iWork, the Typical Internet Stuff, Networking in OS X, Expanding Your System, and Advanced OS X Covers new-to-OS X tools and features including iBooks, Maps, iCloud Keychain, Finder Tabs, and Tags plus the streamlined Calendar, Notifications, and Safari applications Shows you how to navigate around the desktop with Launchpad and Mission Control, build the Finder of your dreams, and sync your important stuff with iCloud
Walks you through the fun stuff, too, including editing images in iPhoto, trying out your cinema skills with iMovie, rockin' out with GarageBand and iTunes, becoming a gaming guru, video-chatting with FaceTime, surfing the web with Safari, and more
Whether you want to test the OS X waters or just dive right in, OS X Mavericks All-in-One For Dummies is here to help guide your way.

You can also watch the video lectures by clicking the link here

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Learning C# by Developing Games with Unity 3D Beginner’s Guide


This book is for

for the absolute beginner to any concept of programming, writing a script can appear to be an impossible hurdle to overcome. The truth is, there are only three simple concepts to understand: 1) having some type of information; 2) using the information; and 3) communicating the information. Each of these concepts is very simple and extremely important. These three concepts are combined to access the feature set provided by Unity. The beauty of this book is that it assumes absolutely no knowledge of coding at all. Starting from very first principles it will end up giving you an excellent grounding in the writing of C# code and scripts.

Overview

You've actually been creating scripts in your mind your whole life, you just didn't realize it. Apply this logical ability to write Unity C# scripts
Learn how to use the two primary building blocks for writing scripts: the variable and the method. They're not mysterious or intimidating, just a simple form of substitution Learn about GameObjects and Component objects as well as the vital communication between these objects using Dot Syntax. It's easy, just like addressing a postal letter Stay logically organized by utilizing a State Machine for your code. Use the simple concept of a State to control your Unity project. You will definitely save time by knowing where your code is located With your new knowledge of coding, you will be able to look at Unity's Scripting Reference code examples with confidence

In Detail

For the absolute beginner to any concept of programming, writing a script can appear to be an impossible hurdle to overcome. The truth is, there are only three simple concepts to understand:
  1. having some type of information;
  2. using the information;
  3. communicating the information. Each of these concepts is very simple and extremely important. These three concepts are combined to access the feature set provided by Unity.

"Learning C# by Developing Games with Unity 3D" assumes that you know nothing about programming concepts. First you will learn the absolute basics of programming using everyday examples that you already know. As you progress through the book, you will find that C# is not a foreign language after all, because you already know the words. With a few keywords and using substitution, before you know it, you'll be thinking in code.
The book starts by explaining in simple terms the three concepts you need for writing C# code and scripts: 1) variables to hold information; 2) methods (functions) to use the information; and 3) Dot Syntax to communicate the information where it's needed. The book builds on these concepts to open up the world of C# coding and Unity scripting. You will use this new power to access the features provided in Unity's Scripting Reference.
The first half of this book is devoted to the code writing beginner. The concepts of variables, methods, Dot Syntax, and decision processing are fully explained. Since C# is an actual programming language, we take advantage of this to develop a State Machine to help control and organize each phase of a Unity project. Once the basic programming concepts are established and we have some State Machine organization, the features and power of Unity are accessed using the Scripting Reference.

The goal of "Learning C# by Developing Games with Unity 3D" is to teach to you how to use the Unity Scripting Reference

.

What you will learn from this book

  • Understand what a variable is and how it works
  • Learn about methods and functions is and how they are used to manipulate information
  • Learn the concept of an object, a component of a GameObject, and the class they come from
  • Learn about communication between objects using Dot Syntax
  • Understand how to make decisions in code
  • Learn how to use a State Machine to control and organize a Unity project
  • Master the Scripting Reference to bring GameObjects to life
  • Learn how to use the Unity Physics engine for moving and detecting GameObject collisions and triggers
  • Display information on the game screen

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Android Studio Application Development


Android Studio Application Development

this is the beginner's guide to learn what is android studio and application development you can click on the link to download the book as you i mention early in the blog our blog is mainly composed of book links and information about this link

You can also learn tutorials

By clicking this link
In the tutorials you would know the basics requirements of Android and the definitions also first you should know the java. I would prefer the java essential training its free available in Youtube.com

System Requirements Android studio

You will be delighted, to know that you can start your Android application development on either of the following operating systems −
 Microsoft® Windows® 8/7/Vista/2003 (32 or 64-bit).

    Mac® OS X® 10.8.5 or higher, up to 10.9 (Mavericks)

    GNOME or KDE desktop
Second point is that all the required tools to develop Android applications are open source and can be downloaded from the Web. Following is the list of software's you will need before you start your Android application programming.
 
  Java JDK5 or later version

    Java Runtime Environment (JRE) 6

    Android Studio
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Learning Java, 4th Edition


About the book

Java is the preferred language for many of today’s leading-edge technologies—everything from smartphones and game consoles to robots, massive enterprise systems, and supercomputers. If you’re new to Java, the fourth edition of this bestselling guide provides an example-driven introduction to the latest language features and APIs in Java 6 and 7. Advanced Java developers will be able to take a deep dive into areas such as concurrency and JVM enhancements.
You’ll learn powerful new ways to manage resources and exceptions in your applications, and quickly get up to speed on Java’s new concurrency utilities, and APIs for web services and XML. You’ll also find an updated tutorial on how to get started with the Eclipse IDE, and a brand-new introduction to database access in Java.

what you will learn

  • A Modern Language
  • Tools of the Trade
  • Objects in Java
  • Relationships Among Classes
  • understanding the basics
  • object oreintation

about author

Patrick Niemeyer became involved with Oak (Java's predecessor) while working at Southwestern Bell Technology Resources. He is an independent consultant and author in the areas of networking and distributed applications. Pat is the author of BeanShell, a popular Java scripting language, as well as various other free goodies on the Net. Most recently, Pat has been developing enterprise architecture for A.G. Edwards. He currently lives in the Central West End area of St. Louis with various creatures.
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Responsive Web Design with HTML5 and CSS3


What is responsive website

Responsive web design (RWD) is an approach to web design aimed at crafting sites to provide an optimal viewing and interaction experience—easy reading and navigation with a minimum of resizing, panning, and scrolling—across a wide range of devices (from desktop computer monitors to mobile phones)

Through Html and CSS Book

  • Learn and explore how to harness the latest features of HTML5 in the context of responsive web design
  • Learn to wield the new Flexbox layout mechanism, code responsive images, and understand how to implement SVGs in a responsive project
  • Make your pages interactive by using CSS animations, transformations, and transitions
Are you writing two websites – one for mobile and one for larger displays? Or perhaps you've already implemented your first ‘RWD' but are struggling bring it all together? If so, Responsive Web Design with HTML5 and CSS3, Second Edition gives you everything you need to take your web sites to the next level.
You'll need some HTML and CSS knowledge to follow along, but everything you need to know about Responsive Design and making great websites is included in the book!

To read This book You'll be able to learn

  • Understand what responsive design is, and why it's vital for modern web development
  • HTML5 markup is cleaner, faster, and more semantically rich than anything that has come before - learn how to use it and its latest features
  • Integrate CSS3 media queries into your designs to use different styles for different media. You'll also learn about future media queries which are evolving in CSS4.
  • Responsive images allow different images to be presented in different scenarios. We'll cover how to load
  • different sets of images depending upon screen size or resolution and how to display different images in different contexts.
  • Conquer forms! Add validation and useful interface elements like date pickers and range sliders with HTML5 markup alone.
  • Implement SVGs into your responsive designs to provide resolution independent images, and learn how to adapt and animate them
  • Learn how to use the latest features of CSS including custom fonts, nth-child selectors (and some CSS4 selectors), CSS custom properties (variables), and CSS calc

Web Design with HTML5 and CSS3

Desktop-only websites just aren't good enough anymore. With mobile internet usage still rising, and tablets changing internet consumption habits, you need to know how to build websites that will just ‘work', regardless of the devices used to access them. This second edition of Responsive Web Design with HTML5 and CSS3 explains all the key approaches necessary to create and maintain a modern responsive design.
The changing way in which we access the web means that there has never been a greater range of screen sizes and associated user experiences to consider. With these recent trends driving changes in design, typical desktop-only websites fail to meet even minimum expectations when it comes to style and usability, which can be vital when your website is central to yours or your client's brand. Responsive Web Design with HTML5 and CSS3, Second Edition is an updated and improved guide that responds to the latest challenges and trends in web design, giving you access to the most effective approaches to modern responsive design.
Learn how to build websites with a “responsive and mobile first” methodology, allowing a website to display effortlessly on every device that accesses it. Packed with examples, and a thorough explanation of modern techniques and syntax, Responsive Web Design with HTML5 and CSS3, Second Edition provides a comprehensive resource for all things ‘responsive'.
This updated new edition covers all the most up-to-date techniques and tools needed to build great responsive designs, ensuring that your projects won't just be built ‘right' for today, but in the future too.
Chapter example code is all hosted on rwd.education, a dedicated site for the book, built by the author, using the approaches and techniques championed throughout.


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Microsoft Visual C# 2013 Step by Step


What is C-sharp (C#)

C# is designed to be a platform-independent language in the tradition of Java (although it is implemented primarily on Windows). It's syntax is similar to C and C++ syntax, and C# is designed to be an object-oriented language. There are, for the most part, minor variations in syntax between C++ and C#. Main has no return type, there are no semicolons after class names, there are some (to C++ programmers) strange decisions regarding capitalization - such as the capitalization of Main. Other a few differences, the syntax is often the same. This decision is reasonable, in light of the fact that C syntax has been used with several other languages - notably Java.
Similar to Java, C# does not support multiple inheritance; instead it provides Java's solution: interfaces. Interfaces implemented by a class specify certain functions that the class is guaranteed to implement. Interfaces avoid the messy dangers of multiple inheritance while maintaining the ability to let several classes implement the same set of methods.

Book description

C# is a powerfull programming language Expand your expertise—and teach yourself the fundamentals of Microsoft Visual C# 2013. If you have previous programming experience but are new to Visual C# 2013, this tutorial delivers the step-by-step guidance and coding exercises you need to master core topics and techniques.

What you'll learn from this book

  • Create and debug C# applications in Visual Studio 2013
  • Work with variables, identifiers, statements, operators, and methods
  • Create interfaces and define abstract classes
  • Write robust code that can catch and handle exceptions
  • Display and edit data using data binding with Microsoft ADO.NET Entity Framework
  • Respond to user input and touchscreen gestures
  • Handle events arising from multiple sources
  • Develop your first Windows 8.1 apps
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Saturday 7 May 2016

Ivor Horton’s Beginning Visual C++ 2010


The leading author of programming tutorials for beginners introduces you to Visual C++ 2010

Ivor Horton is the preeminent author of introductory programming language tutorials; previous editions of his Beginning Visual C++ have sold nearly 100,000 copies. This book is a comprehensive introduction to both the Standard C++ language and to Visual C++ 2010; no previous programming experience is required. All aspects of the 2010 release are covered, including changes to the language and the C++ standard.. Microsoft Visual C++ is one of the most popular C++ development environments and compilers, used by hundreds of thousands of developers Ivor Horton's approach to programming tutorials has achieved a huge following; this book gives beginning programmers a comprehensive introduction to both Standard C++ and Visual C++ 2010 Covers all the language changes in Visual C++ 2010, library additions, new MFC features, changes in the Visual Studio development environment, and more Also includes a brief introduction to programming for multicore processors in native C++ and C++/CLR processors Nearly 100,000 copies of this book have been sold in previous editions

this book is for who

Beginners seeking a complete education in Visual C++ will find everything they need in Ivor Horton's Beginning Visual C++ 2010.
  • Teaches the essentials of C++ programming using both of the C++ language technologies supported by Visual C++ 2010
  • Shares techniques for finding errors in C++ programs and explains general debugging principles
  • Discusses the structure and essential elements that are present in every Windows application
  • Demonstrates how to develop native Windows applications using the Microsoft Foundation Classes
  • Guides you through designing and creating substantial Windows applications in both C++ and C++/CLI
  • Features numerous working examples and exercises that help build programming skills
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C++ How to Program (8th Edition)


This book contain

For Introduction to Programming (CS1) and other more intermediate courses covering programming in C++. Also appropriate as a supplement for upper-level courses where the instructor uses a book as a reference for the C++ language.

this book is for who

This best-selling comprehensive text is aimed at readers with little or no programming experience. It teaches programming by presenting the concepts in the context of full working programs and takes an early-objects approach. The authors emphasize achieving program clarity through structured and object-oriented programming, software reuse and component-oriented software construction. The Eighth Edition encourages students to connect computers to the community, using the Internet to solve problems and make a difference in our world. All content has been carefully fine-tuned in response to a team of distinguished academic and industry reviewers.

About the Author

Paul J. Deitel, CEO and Chief Technical Officer of Deitel & Associates, Inc., is a graduate of MIT’s Sloan School of Management, where he studied Information Technology. He holds the Java Certified Programmer and Java Certified Developer certifications, and has been designated by Sun Microsystems as a Java Champion. Through Deitel & Associates, Inc., he has delivered Java, C, C++, C# and Visual Basic courses to industry clients, including IBM, Sun Microsystems, Dell, Lucent Technologies, Fidelity, NASA at the Kennedy Space Center, the National Severe Storm Laboratory, White Sands Missile Range, Rogue Wave Software, Boeing, Stratus, Cambridge Technology Partners, Open Environment Corporation, One Wave, Hyperion Software, Adra Systems, Entergy, CableData Systems, Nortel Networks, Puma, iRobot, Invensys and many more. He has also lectured on Java and C++ for the Boston Chapter of the Association for Computing Machinery. He and his father, Dr. Harvey M. Deitel, are the world’s best-selling programming language textbook authors.

New Features in the Next C++ Standard

We discuss four new language features that will be part of the next C++ standard and are already implemented by some of today’s C++ compilers. These include: Initializer Lists for User-Defined Types. These enable objects of your own types to be initialized using the same syntax as built-in arrays. Range-Based for Statement. A version of the for statement that iterates over all the elements of an array or container (such as an object of the vector class). Lambda Expressions. These enable you to create anonymous functions that can be passed to other functions as arguments. Concepts. These enable template programmers to specify the requirements for data types that will be used with a particular template. Compilers can then pro- vide more meaningful error messages when data types do not meet a template’s requirements.


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