Books: 8

Play

CoverTitleYear
KEY FEATURES * Learn the key concepts of game development in iOS * Take advantage of SpriteKit to create your own games and improve your apps * Follow the step-by-step chapters to create a complete product ready to submit to the App Store BOOK DESCRIPTION SpriteKit is Apple's game engine to develop more » native iOS games. Strongly boosted by the Apple Inc., Cupertino, it has increased in popularity since its first release. This book shows you the solutions provided by SpriteKit to help you create any 2D game you can imagine and apply them to create animations that will highlight your existing apps. This book will give you the knowledge you need to apply SpriteKit to your existing apps or create your own games from scratch. Throughout the book, you will develop a complete game. The beautiful designs implemented in the game in this book will easily lead you to learn the basis of 2D game development, including creating and moving sprites, and adding them to a game scene. You will also discover how to apply advanced techniques such as collision detection, action execution, playing music, or running animations to give a more professional aspect to the game. You will finish your first game by learning how to add a main menu and a tutorial, as well as saving and loading data from and to the player's device. Finally, you will find out how to apply some mobile games techniques such as accelerometer use or touch detection. WHAT YOU WILL LEARN * Create and configure a SpriteKit project from scratch * Load and manage the basic elements of games such as sprites, labels, and geometrical primitives * Handle touch events, detect collisions, and play sound audio files * Create complex elements, animate sprites, and run the parallax effect * Complete your games with key components such as a main menu, transitions between scenes, a tutorial, and the ability to load and save data * Increase the efficiency of your device using the accelerometer or by adding shaders, lights, and shadows * Gain complementary techniques such as creating or finding audio resources, applying SpriteKit to apps, or using third-party tools ABOUT THE AUTHOR Jorge Jordan is an iOS indie developer who's passionate about how things work since his childhood. This is the reason why he graduated in computer science and became a Java developer. After buying his first iPhone, he became deeply interested in its technology and spent his spare time learning how to develop apps for Apple's smartphones. Over time, he founded www.insaneplatypusgames.com, where he tries to make his dreams and games come true. He is also a member of the tutorial team at www.raywenderlich.com. Also, he has worked on a book titled Cocos2d Game Development Blueprints, Packt Publishing. In his free time, he loves to play video games, play bass guitar, and watch TV series. You can follow him on Twitter; his Twitter handle is @jjordanarenas. TABLE OF CONTENTS 1. The First Step toward SpriteKit 2. What Makes a Game a Game? 3. Taking Games One Step Further 4. From Basic to Professional Games 5. Utilizing the Hardware and Graphics Processor 6. Auxiliary Techniques « less
2016
Start building amazing projects with the Raspberry Pi right out of the box
ABOUT THIS BOOK * Explore the vast range of opportunities provided by Raspberry Pi and other hardware components such as a webcam, the Pi camera, and sensors * Get hands-on experience with coding, networking, and hardware with the Raspberry Pi platform * Learn through ample screenshots that offer more » a play-by-play account of how to implement Raspberry-Pi-based real-life projects WHO THIS BOOK IS FOR What's the best way to learn how to use your Raspberry Pi? By example! If you want something exciting to do whilst getting to grips with what your Pi can offer, this is the book for you. With both simple and complex projects, you'll create a wide variety of cool toys and functions with your Raspberry Pi - all with minimal coding experience necessary. WHAT YOU WILL LEARN * Set up your Raspberry Pi and get it ready for some interesting real-life projects * Work with images, videos, webcams, and the Pi camera and create amazing time-lapse videos * Explore the amazing world of Minecraft Pi * Get to know how to use PiGlow for GPIO programming * Interface your Pi with Grove Sensors and implement IoT applications * Build your own cluster with Raspberry Pi * Understand the networking and network programming fundamentals IN DETAIL Want to put your Raspberry Pi through its paces right out of the box? This tutorial guide is designed to get you learning all the tricks of the Raspberry Pi through building complete, hands-on hardware projects. Speed through the basics and then dive right in to development! Discover that you can do almost anything with your Raspberry Pi with a taste of almost everything. Get started with Pi Gaming as you learn how to set up Minecraft, and then program your own game with the help of Pygame. Turn the Pi into your own home security system with complete guidance on setting up a webcam spy camera and OpenCV computer vision for image recognition capabilities. Get to grips with GPIO programming to make a Pi-based glowing LED system, build a complete functioning motion tracker, and more. Finally, get ready to tackle projects that push your Pi to its limits. Construct a complete Internet of Things home automation system with the Raspberry Pi to control your house via Twitter; turn your Pi into a super-computer through linking multiple boards into a cluster and then add in advanced network capabilities for super speedy processing! STYLE AND APPROACH This step-by-step guide to building Raspberry-Pi-based projects is explained in a conversational and easy-to-follow style. Each topic is explained sequentially in the process of creating real-life projects, and detailed explanations of the basic and advanced features of various Python libraries are also included. « less
2016
Delve into the Broadcom VideoCore GPU used on the Raspberry Pi and master topics such as OpenGL ES and OpenMAX. Along the way, you’ll also learn some Dispmanx, OpenVG, and GPGPU programming. The author, Jan Newmarch bumped into a need to do this kind of programming while trying to turn the RPi into more » a karaoke machine: with the CPU busting its gut rendering MIDI files, there was nothing left for showing images such as karaoke lyrics except for the GPU, and nothing really to tell him how to do it. Raspberry Pi GPU Audio Video Programming scratches his itch and since he had to learn a lot about RPi GPU programming, he might as well share it with you. What started as a side issue turned into a full-blown project of its own; and this stuff is hard. What You'll Learn * Use Dispmanx and EGL on Raspberry Pi * Work with OpenMAX and its components, state, IL Client Library, * * Buffers, and more on RPi * Process images and video on RPi * Handle audio on RPi * Render OpenMAX to OpenGL on the RPi * Play multimedia files on the RPi * Use OpenVG for text processing and more * Master overlays Who This Book Is For You should be comfortable with C programming and at least some concurrency and thread programming using it. This book is for experienced programmers who are new or learning about Raspberry Pi. « less
2016
Covers Play, Akka, and Reactive Streams
Reactive applications build on top of components that communicate asynchronously as they react to user and system events. As a result, they become scalable, responsive, and fault-tolerant. Java and Scala developers can use the Play Framework and the Akka concurrency toolkit to easily implement reactive more » applications without building everything from scratch. Reactive Web Applications teaches web developers how to benefit from the reactive application architecture and presents hands-on examples using Play, Akka, Scala, and Reactive Streams. This book starts by laying out the fundamentals required for writing functional and asynchronous applications and quickly introduces Play as a framework to handle the plumbing of your application. The book alternates between chapters that introduce reactive ideas (asynchronous programming with futures and actors, managing distributed state with CQRS) and practical examples that show you how to build these ideas into your applications. « less
2016
Start developing awesome web applications with this friendly, practical guide to the Play! Framework
The Learning Play! Framework 2 has been created for web developers that are building web applications. The core idea is to focus on the HTTP features and to enable them through a simplification lens. Building a web application no longer requires a configuration phase, an environment setup, or a long more » development lifecycle - it's integrated! Learning Play! Framework 2 will enable any web developers to create amazing web applications taking advantage of the coolest features. It's the fastest way to dive into Play!, focusing on the capabilities by using them in a sample application. Although essentially Java based code, a Scala version is presented as well - giving an opportunity to see some Scala in action. « less
2013
Covers Play 2
Play is a Scala web framework with built-in advantages: Scala's strong type system helps deliver bug-free code, and the Akka framework helps achieve hassle-free concurrency and peak performance. Play builds on the web's stateless nature for excellent scalability, and because it is event-based and nonblocking, more » you'll find it to be great for near real-time applications. Play for Scala teaches you to build Scala-based web applications using Play 2. It gets you going with a comprehensive overview example. It then explores each facet of a typical Play application by walking through sample code snippets and adding features to a running example. Along the way, you'll deepen your knowledge of Scala and learn to work with tools like Akka. Written for readers familiar with Scala and web-based application architectures. No knowledge of Play is assumed. « less
2013
A piece of cake
This book is different than many Arduino books in that it expects no previous knowledge in electronics or programming. Instead of going into depth teaching those topics, it teaches only enough so that you can make things. In this book, you will: * Use lights to quickly learn basic programming concepts * more » Make noise and music on a speaker * Make a digital thermometer * Add graphics to your thermometer to show a graph of recorded temperature * Play with sensors to detect light, magnets, and knocking * Make a rubber band gun that uses a joystick for panning, tilting, and firing * Be encouraged to go create your own projects! There are exercises after each chapter (with sample solutions) to help you make sure you understand the concepts. « less
2011
Aimed at teaching mathematics students how to program using their knowledge of mathematics, the entire books emphasis is on "how to think" when programming. Three methods for constructing an algorithm or a program are used: manipulation and enrichment of existing code; use of recurrent sequences; deferral more » of code writing, in order to deal with one difficulty at a time. Many theorems are mathematically proved and programmed, and the text concludes with an explanation of how a compiler works and how to compile "by hand" little programs. Intended for anyone who thinks mathematically and wants to program and play with mathematics. « less
2000