Books: 13


KEY FEATURES * Create your own augmented reality game from scratch and join the virtual reality gaming revolution * Use the latest Unity 5 VR SDK to create pro-level AR games like Pokemon Go * Innovate and explore the latest and most promising trend of AR gaming in the mobile gaming industry BOOK more » DESCRIPTION The heyday of location-based augmented reality games is upon us. They have been around for a few years, but the release of Pokemon Go was a gamechanger that catalyzed the market and led to a massive surge in demand. Now is the time for novice and experienced developers alike to turn their good ideas into augmented reality (AR) mobile games and meet this demand! If you are keen to develop virtual reality games with the latest Unity 5 toolkit, then this is the book for you. The genre of location-based AR games introduces a new platform and technical challenges, but this book will help simplify those challenges and show how to maximize your game audience. This book will take you on a journey through building a location-based AR game that addresses the core technical concepts: GIS fundamentals, mobile device GPS, mapping, map textures in Unity, mobile device camera, camera textures in Unity, accessing location-based services, and other useful Unity tips. The technical material also discusses what is necessary for further development to create a multiplayer version of the game. At the end, you will be presented with troubleshooting techniques in case you get into trouble and need a little help. WHAT YOU WILL LEARN * Build a location-based augmented reality game called Foodie Go * Animate a player's avatar on a map * Use the mobile device's camera as a game background * Implement database persistence with SQLLite4Unity3D to carry inventory items across game sessions * Create basic UI elements for the game, inventory, menu, and settings * Perform location and content searches against the Google Places API * Enhance the game's mood by adding visual shader effects * Extend the game by adding multiplayer networking and other enhancements ABOUT THE AUTHOR Micheal Lanham is a solutions architect with petroWEB and currently resides in Calgary, Alberta in Canada. In his current role he develops integrated GIS applications with advanced spatial search capabilities. He has worked as a professional and amateur game developer building desktop and mobile games for over 15 years. In 2007, Micheal was introduced to Unity 3D and has been an avid fan and developer ever since. TABLE OF CONTENTS 1. Getting Started 2. Mapping the Player's Location 3. Making the Avatar 4. Spawning the Catch 5. Catching the Prey in AR 6. Storing the Catch 7. Creating the AR World 8. Interacting with an AR World 9. Finishing the Game 10. Troubleshooting « less
KEY FEATURES * Use Swift 3 and latest iOS 10 features to build awesome apps for iPhone and iPad * Explore and use a wide range of Apple development tools to become a confident iOS developer * From prototype to App Store―find out how to build an app from start to finish! BOOK DESCRIPTION You want more » to build iOS applications for iPhone and iPad―but where do you start? Forget sifting through tutorials and blog posts, this is a direct route into iOS development, taking you through the basics and showing you how to put the principles into practice. With every update, iOS has become more and more developer-friendly, so take advantage of it and begin building applications that might just take the App Store by storm! Whether you're an experienced programmer or a complete novice, this book guides you through every facet of iOS development. From Xcode and Swift―the building blocks of modern Apple development―and Playgrounds for beginners, one of the most popular features of the iOS development experience, you'll quickly gain a solid foundation to begin venturing deeper into your development journey. For the experienced programmer, jump right in and learn the latest iOS 10 features. You'll also learn the core elements of iOS design, from tables to tab bars, as well as more advanced topics such as gestures and animations that can give your app the edge. Find out how to manage databases, as well as integrating standard elements such as photos, GPS into your app. With further guidance on beta testing with TestFlight, you'll quickly learn everything you need to get your project on the App Store! WHAT YOU WILL LEARN * Get to grips with Swift 3 and Xcode, the building blocks of Apple development * Get to know the fundamentals of Swift, including variables, constants, and control flow * Discover the distinctive design principles that define the iOS user experience * See how to prototype your app with Swift's Playgrounds feature * Build a responsive UI that looks great on a range of devices * Find out how to use CoreLocation to add location services to your app * Add push notifications to your app * Make your app able to be used on both iPhone and iPad ABOUT THE AUTHOR Craig Clayton is a self-taught, Senior iOS Engineer at Adept Mobile, which specializes in building mobile experiences primarily for NBA and NFL teams. He also volunteers as the organizer of the Suncoast iOS meetup group in the Tampa/St. Petersburg area, and prepares presentations and hands-on talks for the group as well as for other groups in the community. He has worked with both adults and kids who wish to start learning how to program, or those who aspire to become iOS developers. On top of all that, starting in 2017 Craig has plans to launch Cocoa Academy online, which will specialize in bringing a diverse list of iOS courses. The courses will range from building apps to games for all programming levels. TABLE OF CONTENTS 1. Getting Familiar with Xcode 2. Building a Foundation with Swift 3. Digging Deeper 4. Digging into Collections 5. Starting the UI Setup 6. Setting Up UI 7. Getting Started with the Grid 8. Getting Started with the List 9. Working More with Lists 10. Where Are We? 11. Where's My Data? 12. Foodie Reviews 13. Saving Reviews 14. Universal 15. iMessages 16. Notifications 17. Just a Peek 18. Beta and Store Submission « less
KEY FEATURES * Learn to build applications for Windows 10, the latest Windows version * Develop your applications to be compatible with smartphones, tablets, and desktops * This guide is packed with recipes covering major solutions to day-to-day problems faced by Windows programmers BOOK DESCRIPTION Need more » to ensure you can always create the best Windows apps regardless of platform? What you need are solutions to the biggest issues you can face, so you can always ensure you're making the right choices and creating the best apps you can. The book starts with recipes that will help you set up the integrated development environment before you go ahead and design the user interface. You will learn how to use the MVVM design pattern together with data binding, as well as how to work with data in different file formats. Moving on, you will explore techniques to add animations and graphics to your application, and enable your solution to work with multimedia content. You will also see how to use sensors, such as an accelerometer and a compass, as well as obtain the current GPS location. You will make your application ready to work with Internet-based scenarios, such as composing e-mails or downloading files, before finally testing the project and submitting it to the Windows Store. By the end of the book, you will have a market-ready application compatible across different Windows devices, including smartphones, tablets, and desktops. WHAT YOU WILL LEARN * Start developing universal applications for Windows 10 * Design user interface in the XAML language * Use the MVVM design pattern with data binding * Store data in files and in a database * Use multimedia content and animations * Capture data from built-in sensors * Handle various Internet-based scenarios * Test the application and submit it to the Windows Store ABOUT THE AUTHOR Marcin Jamro , PhD, is an entrepreneur and researcher as well as a developer and architect of various kinds of application, such as web, mobile, and distributed ones. He is interested in many aspects of computer science, including software engineering and project management. Marcin is passionate about C#, C++, and C languages in general, design patterns, new technologies, and mobile devices, especially the Windows platform. He has significant practical experience in project development and holds the position of the President of the Board at TITUTO Sp. z o.o. [Ltd.] in Rzeszow, Poland. His company develops various IT projects, including mobile and web applications. To add to this, TITUTO Sp. z o.o. [Ltd.] has a set of its own products dedicated to hotels and tour operators. You can read more about them at Marcin has published several papers, taken part in many conferences, organized a few of them, and participated in two internships at Microsoft in Redmond, USA. He has Microsoft Certified Professional, Microsoft Certified Technology Specialist, and Microsoft Certified Professional Developer certificates. You can find out more about Marcin on his website,, and you can easily contact him by sending an e-mail to TABLE OF CONTENTS 1. Getting Started 2. Designing a User Interface 3. MVVM and Data Binding 4. Data Storage 5. Animations and Graphics 6. Multimedia 7. Built-in Sensors 8. Internet-based Scenarios 9. Testing and Submission 10. Useful Resources « less
KEY FEATURES * Write native cross-platform applications with Xamarin * Design user interfaces that can be shared across Android, iOS, and Windows Phone using Xamarin.Forms * Practical cross-platform development strategies BOOK DESCRIPTION Xamarin is a leading cross-platform application development more » tool used by top companies such as Coca-Cola, Honeywell, and Alaska Airlines to build apps. Version 4 features significant updates to the platform including the release of Xamarin.Forms 2.0 and improvements have been made to the iOS and Android designers. Xamarin was acquired by Microsoft so it is now a part of the Visual Studio family. This book will show you how to build applications for iOS, Android, and Windows. You will be walked through the process of creating an application that comes complete with a back-end web service and native features such as GPS location, camera, push notifications, and other core features. Additionally, you'll learn how to use external libraries with Xamarin and Xamarin.Forms to create user interfaces. This book also provides instructions for Visual Studio and Windows. This edition has been updated with new screenshots and detailed steps to provide you with a holistic overview of the new features in Xamarin 4. WHAT YOU WILL LEARN * Apple's MVC design pattern * The Android activity lifecycle * Share C# code across platforms and call native Objective-C or Java libraries from C# * Create a real web service back end in Windows Azure using SQL Azure as database storage * Set up third-party libraries such as NuGet and Objective Sharpie in many different ways, and port a desktop .NET library to Xamarin * Use Xamarin.Mobile for camera, contacts, and location ABOUT THE AUTHOR Jonathan Peppers is a Xamarin MVP and lead developer on popular apps and games at Hitcents such as the Hanx Writer (for Tom Hanks) and the Draw a Stickman franchise. Jon has been working with C# for over 10 years working on a wide range of projects at Hitcents. Jon began his career working Self-Checkout software written in WinForms and later migrated to WPF. Over his career, he has worked with many .NET-centric technologies such as ASP.Net WebForms, MVC, Windows Azure, WinRT/UWP, F#, and Unity3D. In recent years, Hitcents has been heavily investing in mobile development with Xamarin, and has development over 50 mobile applications across multiple platforms. TABLE OF CONTENTS 1. Xamarin Setup 2. Hello, Platforms! 3. Code Sharing Between iOS and Android 4. XamSnap - A Cross-Platform App 5. XamSnap for iOS 6. XamSnap for Android 7. Deploying and Testing on Devices 8. Contacts, Camera, and Location 9. Web Services with Push Notifications 10. Third-Party Libraries 11. Xamarin.Forms 12. App Store Submission « less
LTE (long-term evolution) mobile communication system is offering high bitrates in IP communications. Fourth Generation Mobile Communications/LTE describes various aspects of LTE as well as the change of paradigm, which it is bringing to mobile communications. The book is a vital resource for the entire more » mobile communication community. Coverage includes: LTE standards and architecture, Radio access sub-system, Signaling on the radio path, Macrocells, microcells, femtocells, SIM card and security, SIM card description, GPS driven applications, The Apple model, and much more more. « less
An Introduction
The leading introduction to computer crime and forensicsis now fully updated to reflect today's newest attacks, laws, and investigatory best practices. Packed with new case studies, examples, and statistics, Computer Forensics and Cyber Crime, Third Edition adds up-to-the-minute coverage of smartphones, more » cloud computing, GPS, Mac OS X, Linux, Stuxnet, cyberbullying, cyberterrorism, search and seizure, online gambling, and much more. Covers all forms of modern and traditional computer crime, defines all relevant terms, and explains all technical and legal concepts in plain English, so students can succeed even if they have no technical, legal, or investigatory background. « less
The RealObject Application Framework
Written by an expert in the development of GPS systems with digital maps and navigation, Programming GPS and OpenStreetMap Applications with Java: The RealObject Application Framework provides a concrete paradigm for object-oriented modeling and programming. It presents a thorough introduction to the more » use of available global positioning data for the development of applications involving digital maps. The author first describes the different formats of GPS data and digital maps and shows how to use recorded GPS traces to replay and display this data on a digital map. Then, he works through in detail the processing steps of obtaining dedicated data from OpenStreetMaps and how to extract a network for a simple navigation application. For each topic covered—GPS data, OpenStreetMaps, and navigation—Java code is developed that can easily be adapted to the readers’ needs and locality. Finally, all components are put together in a sample computer-game application modeled on the well-known board game, Scotland Yard. The computer game is intended to be a basis from which readers can develop and customize their own application for their desired geographical area. The developed application can be "published" on the Internet and made available for interactive multiplayer competition. This book provides a fun and interesting way to learn distributed programming with Java and real-world data. Open-source software is available on a companion website at « less
An App-Driven Approach
The professional programmer’s Deitel® guide to Android™ smartphone and tablet app development and the Eclipse IDE with the Android Development Tools (ADT) plug-in Billions of apps have been downloaded from Android Market! This book gives you everything you’ll need to start developing great Android more » apps quickly and getting them published on Android Market. The book uses an app-driven approach—each new technology is discussed in the context of 16 fully tested Android apps, complete with syntax coloring, code walkthroughs and sample outputs. Apps you’ll develop include: * SpotOn Game * Slideshow * Flag Quiz * Route Tracker * Favorite Twitter® Searches * Address Book * Tip Calculator * Doodlz * Weather Viewer * Cannon Game * Voice Recorder * Pizza Ordering Practical, example-rich coverage of: * Smartphone and Tablet Apps, Android Development Tools (ADT) Plug-In for Eclipse * Activities, Intents, Content Providers * GUI Components, Menus, Toasts, Resource Files, Touch and Gesture Processing * Tablet Apps, ActionBar and AppWidgets * Tweened Animations, Property Animations * Camera, Audio, Video, Graphics, OpenGL ES * Gallery and Media Library Access * SharedPreferences, Serialization, SQLite * Handlers and Multithreading, Games * Google Maps, GPS, Location Services, Sensors * Internet-Enabled Apps, Web Services, Telephony, Bluetooth® * Speech Synthesis and Recognition * Android Market, Pricing, Monetization * And more… PLUS: Register your product at for additional online chapters that cover Android Ice Cream Sandwich (Android 4), including a complete, working Ice Cream Sandwich app! VISIT WWW.DEITEL.COM * For information on Deitel’s Dive Into® Series instructor-led programming language training courses offered at customer sites worldwide visit or write to * Download code examples * Check out the growing list of programming Resource Centers * Join the Deitel Twitter (@deitel) and Facebook ( communities * To receive updates for this book, subscribe to the free Deitel ® Buzz Online e-mail newsletter at « less
Build Your Own Apps - No Experience Required!
Create Android mobile apps, no programming required!Even with limited programming experience, you can easily learn to create apps for the Android platform with this complete guide to App Inventor for Android. App Inventor for Android is a visual language that relies on simple programming blocks that more » users can drag and drop to create apps. This handy book gives you a series of fully worked-out apps, complete with their programming blocks, which you can customize for your own use or use as a starting point for creating the next killer app. And it's all without writing a single line of code. Don't miss the book's special section on Apps Inventor Design Patterns, which explains computer terms in simple terms and is an invaluable basic reference. * Teaches programmers and non-programmers alike how to use App Inventor for Android to create Android apps * Provides a series of fully worked-out apps that you can customize, download, and use on your Android phone or use as a starting point for building the next great app * Includes a valuable reference section on App Inventor Design Patterns and general computer science concepts * Shows you how to create apps that take advantage of the Android smartphone?s handy features, such as GPS, messaging, contacts, and more With App Inventor for Android and this complete guide, you'll soon be creating apps that incorporate all of the Android smartphone's fun features, such as the accelerometer, GPS, messaging, and more. From the Author: Getting Data In and Out of App Inventor Apps In today’s mobile world, applications are expected to not only provide functionality locally but also have up to date content and external awareness. "How do I get all this data into App Inventor?" is one of the most frequently asked questions by new developers. Initially getting rows and columns of data into App Inventor was a kind of linear equation. You used the TinyWebDB or you turned to some of the third party hacks that are available. The TinyWebDB component is still a possibility for volatile data that needs to be pulled from the internet and placed into App Inventor. It has the added benefit of being quick and allowing write to the web database. For getting rows and columns of data into App Inventor the algorithm would follow these steps: 1. Pull data from WebService and place in temporary variable. 2. Parse data into psuedo-array 3. Write data to a local TinyDB This is still an option for getting tabular data into App Inventor. It has the advantage of being fast and stable. It has the disadvantage of needing the TinyWebDB service installed and running on a web server. Setting up and installing the TinyWebDB service can be complex and frustrating. There is the added complexity of needing a separate application to actually pre-populate TinyWebDB with data. The App Inventor team recently released an update to App Inventor that includes functionality to allow access to the Google Fusion Tables. Google Fusion Tables is an online database solution that allows simple SQL like commands to be sent via HTTP to stored data. There is a nice back-end management solution that allows a user to pre-build and pre-populate data into created tables. All of the data lives in Google’s "cloud" service. The back-end management system will be very familiar to users of Google Docs or other Google cloud products. The algorithm for getting tabular data into an App Inventor app using Fusion Tables will follow these steps: 1. Create the desired Fusion Table and populate the table with data using the Web backend. 2. The app will be "initialized" by pulling the data from a Fusion Table. 3. The app will store the returned Lists in a local TinyDB The advantage of Fusion Tables is the ability to easily pre-populate the online data by hand entering or importing a spreadsheet of values. This will allow the developer to maintain the data that all the deployed apps consume. Thereby, fresh content and data could be added to applications by changing the data in the Fusion Table. The disadvantage of Fusion Tables is the data retrieval method. When the data is pulled from the Fusion Table the application stops while displaying a notification that it is pulling data from a Fusion Table. Which appears a little bit hokey on a professional level application. It is also linear and fairly slow. In other words you will not likely be repeatedly and frequently pulling data from a Fusion table in the same App session. Instead, an application would likely pull data once when the application starts and then only when specifically refreshed. The options and power that are given to developers with the new Fusion Table has yet to be fully explored and I look forward to some exciting uses of Fusion Tables. (Hint: Someone should use this for a text based MMORPG ... the possibilities are endless. ) The newest version of App Inventor released by the incredible rock stars on the Google App Inventor developer team includes the long awaited Holy Grail. I am, of course, talking about the "WebComponent". Now the web component as it currently exists is a little bit limited and not easy to implement. However, it is REALLY powerful even in its current iteration. It has the power to send HTTP formatted requests to existing web services and web sites and then store and manipulate the returned data. It combines the speed of the TinyWebDB service requests and the flexibility of using existing data like with the Fusion Tables. The web component brings the ability to use HTTP POST and GET commands which are the foundation of most simple web services. The algorithm for using the WebComponent would (or at least could) follow these steps: 1. Establish (or use existing) web service that will respond to GET/POST. 2. Use the WebComponent to send a GET request to the service. 3. Use the Text parsing blocks to parse out the tabular data sent by the web service. The advantage of using GET/POST commands is the speed with which they can be used inline with programmatic functions in an application. Another advantage is the flexibility of using existing data and or maintaining external data in a database behind your webservice. The WebComponent opens up App Inventor to REAL web service and interactive internet services development. I am excited about the direction the App Inventor team is taking this awesome product and look forward to an even more mature Rapid Application Development framework. « less
Applied GPS for Engineers and Project Managers introduces civil engineers especially those who are not already licensed surveyors to the fundamental principles of global positioning technology (GPS). This book covers GPS basics, including positioning and measuring principles, techniques to improve accuracy, more » and an analysis of low-cost versus high-precision systems. Subsequent chapters explain the considerations for selecting and implementing a GPS system and then demonstrate specific applications of GPS in a variety of engineering situations, including monitoring the health of structures, robotics and machine control, maritime operations, material tracking in large construction sites, site control and design, and monitoring geohazards. This book will be valuable for all civil engineers interested in benefiting from the use of GPS technologies. « less