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Intel CPU Drivers: is to have Windows drivers, Intel has proved better at what I do, I'm not saying AMD is bad, but Intel demonstrated the summit of his art comes with the new CPU all the time, making Quad Core Technology, cooling systems, and more. If you want a reliable computer, Intel is the way forward.
Samsung Display Drivers: Samsung has been a leader in its LCDs from its launch market, taking by storm! Drivers included in these screens is certainly in the background, proper operation, without altering the image. The screen Samsung better than hitting the market in my opinion, is the 22inch screen 2ms range. The beauty of this is the screen size and refresh rate, you do feel that you have your own films.
Units Seagate: Seagate has been a leader in hard drive technology for many years with fewer accidents and more reliable embedded software itself. Your E-SATA and SATA proved to be the best possible purchase in the market, This software is perfect and still requires no changes, but recommended that they are necessary. Seagate is the way to go in search of quality disk drive.
Games Logitech: Logitech has concentrated all its resources in their area, which play the most known devices, gaming keyboards like the G15 and G16, arcade flyers, such as the Logitech Wingman Formula Force GP. Your software never fails, and almost no defects, imperfections are like how the software detects a certain amount of movement in the pedal when it's not really the case, but in the end, it would calibrate their fault for not properly install the software.
Logitech Webcams: Logitech Webcams are the most abundant of all webcams, find that Logitech supplies to nearly 40% of all purchases of the camera in all different ranges to find. Logitech provides the latest software is available, have detectors motion, zoom, making it a distinctive look, a series of features for recording movies and more. Logitech knew what were doing when make such beautiful things!
The GeForce graphics cards: GeForce has been a leader in the technology of graphics cards with full DirectX support and recommended by EA Games, the largest gaming company in the world. Also supports the new GeForce SLI features cherished by all professional players, for a low price right! Their software is also impeccable, and if the fault can be easily updated by going to your site.
Sound Card Sound operator: operator Sound has been a leader with the help of AV rack, in recent years, AV Rack proved to be the best among best when it comes to sound drivers.
K-Lite Codec Pack: K-Lite Codec Pack is a free program that provides all audio and video drivers that may need to update its software all the time, arriving with the latest versions, with more codecs. Some files that you can not find work, but I am sure they are working on it. The beauty of these codecs is that they are compatible with Windows Media Plays and any other player you have May
Microsoft: With All pilots must learn, and all programs that highlight, which only contributes enormously. Is completed and updated. Downloading updates on your computer every time installation and with or without your permission.
HP: HP is the best thing to offer in the area of the printer. Its perfect software, and still works, the quality easy to download updates, and good. Its products are designed to last and work perfectly as long as possible.
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Java 2D Graphics $4.48 One weakness of Java has been its graphics capabilities. Java 1.0 and 1.1 only included simple primitives for line drawing: lines could only be one pixel wide, they could only be solid, and there wasn't any good way to draw curves. Font management and color management were also weak. Java 2D (collectively called the "2D API") signals a major improvement in Java's graphics capabilities. It covers many of the classes in Java 1.2 that address graphics handling and improves on many weaknesses that were present in the previous versions of Java. The 2D API allows you to produce high-quality, professional images on a screen or printer. "Java 2D Graphics" describes the 2D API from top to bottom, demonstrating how to set line styles and pattern fills as well as more advanced techniques of image processing and font handling. You'll see how to create and manipulate the three types of graphics objects: shapes, text, and images. Other topics include image data storage, color management, font glyphs, and printing. "Java 2D Graphics" assumes no prior knowledge of graphics. Chock full of detailed explanations and examples, this book provides beginning Java programmers with a solid foundation in 2D graphics and helps more advanced programmers create and use high-quality images in their applications. Topics covered in the book include: The rendering pipeline Shapes and paths Geometry Painting with solid colors, gradients, and textures Stroking paths, including dashed lines Transformations: translation, rotation, shearing, and scaling Alpha compositing Clipping Rasterizing and antialiasing Fonts and text Font metrics Glyphs Colors and color spaces sRGB and CIEXYZ ICC color profiles Images, image color models, and image data Image processing Image data storage Graphics devices Printing |
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Computer Graphics for Java Programmers $69.48 A great many varied and interesting visual effects can be achieved with computer graphics, for which a fundamental understanding of the underlying mathematical concepts – and a knowledge of how they can be implemented in a particular programming language – is essential. "Computer Graphics for Java Programmers, 2nd edition" covers elementary concepts in creating and manipulating 2D and 3D graphical objects, covering topics from classic graphics algorithms to perspective drawings and hidden-line elimination.  Completely revised and updated throughout, the second edition of this highly popular textbook contains a host of ready-to-run-programs and worked examples, illuminating general principles and geometric techniques. Ideal for classroom use or self-study, it provides a perfect foundation for programming computer graphics using Java. |
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Computer Graphics Using Java 2D and 3D $149.98 This Java handbook makes a practical tutorial on Java 2D and Java 3D for computer professionals. It contains in-depth coverage of basic computer graphics concepts and techniques, and introduces advanced graphic features to an audience mostly trained in the Java language. Chapter topics include mathematical background for computer graphics, .geometric transformation, views, lighting and texturing, behavior and interaction, and animation. For computer programmers and engineers, data analysts, graphic designers/animators, and game developers. |
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Introduction to Computer Graphics: Using Java 2D and 3D $57.98 Computer graphics comprises the creation and representation of simple graphical elements and images, as well as modern techniques for rendering a virtual reality. To apply these techniques correctly, one requires a basic understanding of the fundamental concepts in graphics. This book introduces the most important basic concepts of computer graphics, coupling the technical background and theory with practical examples and applications throughout. Its user-friendly approach enables the reader to gain understanding through the theory at work, via the many example programs provided. With only elementary knowledge of the programming language Java, the reader will be able to create their own images and animations immediately, using Java 2D and/or Java 3D. Features: a Presents computer graphics theory and practice in integrated combination a Focuses on the increasingly used Java 3D (and 2D in the first section of the book) a Uses many pedagogical tools, including numerous easy-to-understand example programs and end-of-chapter exercises a Offers Internet support for students and instructors (found at http: //public.rz.fh-wolfenbuettel.de/ klawonn/computergraphics), such as additional exercises, solutions, program examples, slides for lecturers and links to useful websites a Provides an ideal, self-contained introduction to computer graphics Written for second year undergraduates and above, this reader-friendly, clear and concise textbook will be an essential tool for those studying Computer Science and Computer Engineering. Frank Klawonn has many years of experience teaching computer graphics and coordinating application projects with companies. |
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Zoom $5.93 Zoom |
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Java 2 $39.99 Take JAVA to the max with expert help Beginning, intermediate, and advanced JAVA programmers alike take note: everything you need to get the best performance out of your applets and servlets is packed into JAVA 2.0: The Complete Reference. World- renowned authors, Patrick Naughton (ESPN's Sportszone, Disney, and ABC News Web sites), Herb Schildt, the world's leading programming author, and Joseph OAENeil add 30% more material to their hugely successful past editions of this best seller. They show you exactly how to develop, compile, debug, and run Java applications and applets quickly and confidently. Plus you'll become expert on all of Java's new features including: *Servlets used to build powerful, scalable, robust Web applications *The Swing component set, a GUI toolkit that simplifies the development of visual components such as menus, tool bars, dialogs *Utility class updates *Java2-D, which enables you to build advanced 2D graphics and images. |
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Java Java Java - Java Java Java $6.66 JAVA JAVA JAVA |
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Java for Programmers $39.98 The professional programmer's Deitel(R) guide to Java(TM) development and the powerful Java platformWritten for programmers with a background in high-level language programming, this book applies the Deitel signature live-code approach to teaching programming and explores the Java language and Java APIs in depth. The book presents concepts in the context of fully tested programs, complete with syntax shading, code highlighting, line-by-line code walkthroughs and program outputs. The book features 200+ complete Java programs with 18,000+ lines of proven Java code, and hundreds of tips that will help you build robust applications. Start with an introduction to Java using an early classes and objects approach, then rapidly move on to more advanced topics, including GUI, graphics, exception handling, generics, collections, JDBC(TM), web-application development with JavaServer(TM) Faces, web services and more. You'll enjoy the Deitels' classic treatment of object-oriented programming and the OOD/UML(R) ATM case study, including a complete Java implementation. When you're finished, you'll have everything you need to build object-oriented Java applications. Practical, example-rich coverage of: Java SE 7Classes, Objects, Encapsulation, Inheritance, Polymorphism, Interfaces Integrated OOP Case StudiesIndustrial-Strength, 95-Page OOD/UML(R) ATM Case StudyJavaServer(TM) Faces 2.0, Ajax-Enabled Web Apps, Web Services, NetworkingJDBC(TM), SQL, Java DB, MySQL(R) Threads and the Concurrency APIs I/O, Types, Control Statements, MethodsArrays, Generics, CollectionsException Handling, FilesGUI, Graphics, GroupLayout, JDIC Using the Debugger and the API DocsOnline, Three-Chapter Introduction to Android(TM) App Development Visit www.deitel.comFor information on Deitel's Dive Into(R) Series instructor-led training courses offered at customer sites worldwide visit www.deitel.com/training or write to deitel@deitel.comDownload code examplesCheck out the growing list of programming Resource CentersJoin the Deitel Twitter (@deitel ) and Facebook (www.deitel.com/DeitelFan") "communities.""To receive updates for this book, subscribe to the free "Deitel(R) Buzz Online" e-mail newsletter at www.deitel.com/newsletter/subscribe.html Comments from Recent Editions' Reviewers"Introduces good design practices and methodologies right from the beginning. An excellent starting point for developing high-quality robust Java applications."-Simon Ritter, Oracle Corporation "Updated to reflect the state of the art in Java technologies; its deep and crystal clear explanations make it indispensable. Excellent coverage of exception handling. A complete introduction to Java networking. Great coverage of multithreading."-Jose Antonio Gonzalez Seco, Parliament of Andalusia "Of immense value to practitioners of the object-oriented approach. Demystifies inheritance and polymorphism, and illustrates their use in getting elegant, simple and |
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Rescued By Java $60.99 Rescued by Java assumes that reader has no prior programming experience. This tiltle leads first-time programmers through a series of over forty 15-minute lessons, first introducing the basics and then covering concepts such as combing music with animated graphics, writing multithreaded applications, building class libaries, and much more. The companion CD-ROM contains the book's sample program code covered in each lesson for easy cut-and-paste operations. In addition, the CD-ROM contains two free Java compilers (Sun and Inprise). |
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Quicktime For Java $14.93 Intended for Java developers new to QuickTime, this guide shows how to build a movie player and editor, work with components and the QuickDraw graphics API, capture audio and video, read information from MP3 files, combine video tracks, and create captions with text media. The Java code examples use both AWT and Swing widgets. Annotation )2004 Book News, Inc., Portland, OR (booknews.com) |
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Computing with Java : Programs, Objects, Graphics $80.83 No Synopsis Available |
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Computing With Java: Programs, Objects and Graphics $101.79 No Synopsis Available |
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Java For Everyone $39.88 Programmers, computer scientists, and engineers need a book that delivers the essentials of how to program using Java in a more accessible, less rigorous approach. Java for Everyone provides them with a more user-friendly, graphics-intensive design that conveys complex concepts simply and effectively. It differs from other books in the market by focusing on topics such as loops and graphical interfaces, while avoiding a focus on object-orientation. The emphasis is placed on simple programs that use pre-built data structures and algorithms whenever possible. The examples and case studies explore practical applications that programmers, computer scientists, and engineers will find useful, such as processing tabular data, harvesting Web information, creating custom graphics, and building simple user interfaces. |
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Java for Everyone $143.48 Programmers, computer scientists, and engineers need a book that delivers the essentials of how to program using Java in a more accessible, less rigorous approach. Java for Everyone provides them with a more user-friendly, graphics-intensive design that conveys complex concepts simply and effectively. It differs from other books in the market by focusing on topics such as loops and graphical interfaces, while avoiding a focus on object-orientation. The emphasis is placed on simple programs that use pre-built data structures and algorithms whenever possible. The examples and case studies explore practical applications that programmers, computer scientists, and engineers will find useful, such as processing tabular data, harvesting Web information, creating custom graphics, and building simple user interfaces. |
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Java After Hours (Paperback) $18.1 Take your Java programming skills beyond the ordinary. Java After Hours: 10 Projects You'll Never Do at Work will make Java your playground with ten detailed projects that will have you exploring the various fields that Java offers to build exciting new programs. You'll learn to: Create graphics interactively on Web servers Send images to Web browsers Tinker with Java's Swing package to make it do seemingly impossible things Search websites and send e-mail from Java programs Use multithreading, Ant and more! Increase your Java arsenal by taking control of Java and explore its possibilities with Java After Hours. |
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Java Foundation Classes in a Nutshell $39.99 Java Foundation Classes in a Nutshell is an indispensable quick reference for Java programmers who are writing applications that use graphics or graphical user interfaces. The author of the bestselling Java in a Nutshell has written fast-paced introductions to the Java APIs that comprise the Java Foundation Classes (JFC), such as the Swing GUI components and Java 2D, so that you can start using these exciting new technologies right away. This book also includes O'Reilly's classic-style, quick-reference material for all of the classes in the javax.swing and java.awt packages and their numerous subpackages. This reference material covers all of the new JFC classes in the Java 2 platform, as well as the existing Java 1.1 AWT classes. Once you've learned about the JFC, you'll keep this book next to your keyboard for handy reference while you program. Java Foundation Classes in a Nutshell contains the following: An overview of the architecture of graphical user interfaces built with both the new Swing API and the older AWT An introduction to the important components and application services provided by the Swing API An comprehensive explanation of the features of the new Java 2D graphics API A complete quick reference for the graphics- and GUI-related classes in the Java 2 platform This book is part of the two-volume set of quick references that every Java programmer needs. It is an essential companion to Java in a Nutshell, 3rd Edition , which covers the key nongraphical APIs in Java 1.2. A third volume, Java Enterprise in a Nutshell , focuses on the Java Enterprise APIs and is of interest to programmers working on server-side or enterprise Java applications. |
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Killer Game Programming in Java $35.99 Although the number of commercial Java games is still small compared to those written in C or C++, the market is expanding rapidly. Recent updates to Java make it faster and easier to create powerful gaming applications-particularly Java 3D-is fueling an explosive growth in Java games. Java games like Puzzle Pirates, Chrome, Star Wars Galaxies, Runescape, Alien Flux, Kingdom of Wars, Law and Order II, Roboforge, Tom Clancy's Politika, and scores of others have earned awards and become bestsellers. Java developers new to graphics and game programming, as well as game developers new to Java 3D, will find Killer Game Programming in Java invaluable. This new book is a practical introduction to the latest Java graphics and game programming technologies and techniques. It is the first book to thoroughly cover Java's 3D capabilities for all types of graphics and game development projects. Killer Game Programming in Java is a comprehensive guide to everything you need to know to program cool, testosterone-drenched Java games. It will give you reusable techniques to create everything from fast, full-screen action games to multiplayer 3D games. In addition to the most thorough coverage of Java 3D available, Killer Game Programming in Java also clearly details the older, better-known 2D APIs, 3D sprites, animated 3D sprites, first-person shooter programming, sound, fractals, and networked games. Killer Game Programming in Java is a must-have for anyone who wants to create adrenaline-fueled games in Java. |
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Mobile 3D Graphics: Learning 3D Graphics with the Java Micro Edition, 1st Edition $49.99 3D graphics capabilities continue to advance in leaps and bounds. Once the domain of high-end computers, amazing 3D graphics are now readily available for mobile devices. Mobile 3D Graphics: Learning 3D Graphics with the Java Micro Edition is your hands-on guide to this exciting new world! Learn the fundamentals of 3D graphics by using the Mobile 3D Graphics API (JSR 184). Focusing on the Java Platform, Micro Edition, this book is filled with a multitude of easy-to-understand, real-world examples. You will start with the basics of 3D programming, but there is plenty of advanced coverage too, including quaternion math, environment mapping, and creating articulated characters. You’ll also learn how to create 3D content in in the open-source tool Blender, import the artwork into your application, and then tailor the export to meet your needs. By the time you are finished, you will possess 3D graphic skills that will easily extend to other APIs, including OpenGL ES with JSR 239 and the MascotCapsule V3 API, which are both featured in the appendix. Whether you are a complete 3D graphics novice, a game programmer ready to extend your skills to a new arena, or a software developer hoping to break into the game industry, this book will serve as a one-of-a-kind, comprehensive guide to mobile 3D graphics! |
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Computing Concepts with Java Essentials $3.48 * Features the most effective introduction to computing and programming, using the most current version of the Java language (Java 1.4) * Includes expanded coverage of Applets and Graphics * The new edition features a stronger emphasis on design and interesting Java features * Material points out common mistakes, so that the reader will know to avoid them Wiley Higher Education |
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Wicked Cool Java $14.26 This book will help developers, systems architects, and hobbyists leverage their existing knowledge of Java. It provides ideas for combining Java libraries, including those built into the core API as well as the many open source libraries available, into useful projects, and includes example code. The book also covers tools for open-source environments and explains multimedia, graphics, and XML in Java. Eubanks is a consultant specializing in Internet technologies. Annotation )2006 Book News, Inc., Portland, OR (booknews.com) |
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Java Examples in a Nutshell $39.99 The author of the best-selling Java in a Nutshell has created an entire book of real-world Java programming examples that you can learn from. If you learn best "by example," this is the book for you. This third edition covers Java 1.4 and contains 193 complete, practical examples: over 21,900 lines of densely commented, professionally written Java code, covering 20 distinct client-side and server-side APIs. It includes new chapters on the Java Sound API and the New I/O API. The chapters on XML and servlets have been rewritten to cover the latest versions of the specifications and to demonstrate best practices for Java 1.4. New and updated examples throughout the book demonstrate many other new Java features and APIs. Java Examples in a Nutshell is a companion volume to Java in a Nutshell , Java Foundation Classes in a Nutshell , and Java Enterprise in a Nutshell . It picks up where those quick references leave off, providing a wealth of examples for both novices and experts. This book doesn't hold your hand; it simply delivers well-commented working examples with succinct explanations to help you learn and explore Java and its APIs. Java Examples in a Nutshell contains examples that demonstrate: Core APIs, including I/O, New I/O, threads, networking, security, serialization, and reflection Desktop APIs, highlighting Swing GUIs, Java 2D graphics, preferences, printing, drag-and-drop, JavaBeans, applets, and sound Enterprise APIs, including JDBC (database access), JAXP (XML parsing and transformation), Servlets 2.4, JSP 2.0 (JavaServer Pages), and RMI The book begins with introductory examples demonstrating structured and object-oriented programming techniques for new Java programmers. A special index at the end of the book makes it easy to look up examples that use a particular Java class or accomplish a desired task. In between, each chapter includes exercises that challenge readers and suggest further avenues for exploration. |
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Mobile 3d Graphics $18 A thorough guide to 3D graphics programming with Java on mobiles for programmers with a working knowledge of Java programming furnishes a comprehensive tutorial in the essential skills of 3D programming and covers such areas as textures, lighting, blending and transparency, geometric objects, keyframe animations, M3G`s binary format, and other essential topics. Original. (Intermediate) |
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Java $24.99 Java - Wood Sign |
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Developing Games in Java $46.48 If you already have Java programming experience and are looking to program games, this book is for you. David Brackeen, along with co-authors Bret Barker and Lawrence Vanhelsuwe, show you how to make fast, full-screen action games such as side scrollers and 3D shooters. Key features covered in this book include Java 2 game programming techniques, including latest 2D graphics and sound technologies, 3D graphics and scene management, path-finding and artificial intelligence, collision detection, game scripting using BeanShell, and multi-player game engine creation. |
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Developing Games in Java (Paperback) $26.87 If you already have Java programming experience and are looking to program games, this book is for you. David Brackeen, along with co-authors Bret Barker and Lawrence Vanhelsuwe, show you how to make fast, full-screen action games such as side scrollers and 3D shooters. Key features covered in this book include Java 2 game programming techniques, including latest 2D graphics and sound technologies, 3D graphics and scene management, path-finding and artificial intelligence, collision detection, game scripting using BeanShell, and multi-player game engine creation. |
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Beginning Java Game Programming $29.99 Are you serious about learning how to create real, Java-based games for fun and sharing? Do you have a basic understanding of the Java programming language? If you’ve answered yes, then you are ready to get started building web-based 2D games from scratch using the latest version of the Java Development Kit! "Beginning Java Game Programming, Second Edition" is a hands-on guide that is perfect for beginner-level game programmers who want to quickly and easily learn how to create games using Java. Written in simple language, the book teaches each new skill using engaging tutorials, followed by end-of-chapter questions and exercises to help reinforce what you’ve just learned. Each chapter builds upon the previous ones, allowing you to repeat and practice the techniques covered. You’ll begin with the basics of writing a simple 2D game using vector graphics, move on to utilizing Java’s advanced 2D library to add animation and sound effects, and end by creating a professional, sprite-based game full of interesting artwork and details that you can share with others on your own website! |
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Advanced Java Game Programming $57.98 "Advanced Java Game Programming" teaches you how to create desktop and Internet computer games using the latest Java programming language techniques. Whereas other Java game programming books focus on introductory Java material, this book covers game programming for experienced Java developers. David Wallace Croft, founder of the Game Developers Java Users Group (GameJUG), has assembled an open source reusable game librarya Swing animation engine that allows developers to use these techniques and put out new games very rapidly. The open source game library also includes a reusable game deployment framework and a multiplayer networking library with HTTP firewall tunneling capability for applets. All of the code is open source, including the example games. The animation has been scrupulously tested and optimized in the Swing environment, and Croft clearly explains how the code works in great detail. The graphics and audio libraries used in the examples are public domain and may also be used royalty-free for creating new games. |
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Networked Graphics $43.99 This broad-ranging book equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking. The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. The book explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions. Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs. Everything designers need to know when developing networked graphics and games is covered in one volume - no need to consult multiple sources. The many examples throughout the text feature real simulation code in C++ and Java that developers can use in their own design experiments. Case studies describing real-world systems show how requirements and constraints can be managed. |
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Mastering Java 2, J2SE 1.4 $32.99 The 1.4 version of Java 2 Standard Edition provides many new programming capabilities while making plenty of old tasks easier. But without reliable guidance, you'll find it hard to take advantage of even a fraction of what the new SDK has to offer. Filled with detailed coverage of the new technology, step-by-step instruction, and tips from an acclaimed Java consultant and author, Mastering Java 2, J2SE 1.4 is the resource you'll want to keep within easy reach. Coverage Includes: * Understanding the Java programming language * Building forms with the Swing component set * Creating superior graphics with the Java 2D API * Supporting advanced data structures with the Collections API * Improving the speed of your Java applications * Taking advantage of Swing's support of drag and drop * Understanding OOP concepts, including UML * Working with Java's new assertion capabilities * Using Java's new I/O capabilities: nonblocking read and write operations, application preferences, and logging * Solving tough printing challenges * Working with installation options, including Java Plug-in and Java Web Start * Working with multiple threads and timer tasks |
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Computer Graphics Using Java 2d And 3d $65.28 No Synopsis Available |
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Computer Graphics for Java Programmers, 2nd Edition $71.5 No Synopsis Available |
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Introduction to Computer Graphics : Using Java 2D and 3D $48.7 No Synopsis Available |
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Beginning Java ME Platform $16.48 Have you thought about building games for your cell phone or other wireless devices? Whether you are a first-time wireless Java developer or an experienced professional, Beginning Java(TM) ME Platform brings exciting wireless and mobile Java application development right to your door and device Beginning Java(TM) ME Platform empowers you with the flexibility and power to start building Java applications for your Java-enabled mobile device or cell phone. The book covers sound HTTPS support, user interface API enhancements, the Mobile Media API, the Game API, 3D graphics, Bluetooth, and more. Further, this book is easy to read and includes many practical, hands-on, and ready-to-use code examples. What you'll learn Discover the various aspects of Java ME, including J2ME and CDC, with special attention paid to the up-and-coming JSRs that will be integrated with future Java ME releases, such as MJSP (JSR248 and JSR249). Solidify your understanding of the Java platform and which parts of the platform are in various JSRs to help you select the appropriate market-supported platforms on which to deploy and port your applications Explore the full life cycle of Java ME application development, from design to application obfuscation to signing for carrier validation and release. Create multimedia and game applications from scratch using the Mobile Media API, Game API, and other APIs most suited for mobile Java-enabled devices and cell phones. Work with the latest tools, including NetBeans 5.5 and the NetBeans Mobility Pack. Who is this book for? This book is written for developers with a minimum of J2SE experience interested in making the transition to Java ME. It assumes some previous programming experience, but no experience with mobile application development or carriers. About the Apress Beginning Series The Beginning series from Apress is the right choice to get the information you need to land that crucial entry-level job. These books will teach you a standard and important technology from the ground up because they are explicitly designed to take you from "novice to professional." You'll start your journey by seeing what you need to know--but without needless theory and filler. You'll build your skill set by learning how to put together real-world projects step by step. So whether your goal is your next career challenge or a new learning opportunity, the Beginning series from Apress will take you there--it is your trusted guide through unfamiliar territory |
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Mobile 3D Graphics: Learning 3D Graphics with the Java Micro Edition $39 No Synopsis Available |
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Learning Java Bindings for OpenGL (Jogl) $21.48 Now high end 3D graphics programming is available to the large community of Java programmers. Java Bindings for OpenGL (JOGL) brings the traditional OpenGL libraries to Java programmers. All the power of OpenGL can be accessed from a Java environment. Learning Java Bindings for OpenGL (JOGL) is a book for beginners. Whether you are new to Java or just new to JOGL this book is designed to allow an easy learning curve. The book is filled with example code. Many books on OpenGL or 3D programming start with a chapter that is easy to follow and quickly progress to topics too advanced for beginners. This results in much frustration for new programmers. This book is for beginners, from cover to cover Inside you'll find introductory information on GLCanvas objects, animations, drawing geometric primitives, matrices, first person 3D movement, lighting, textures and much, much more. This is all presented at a reasonable pace for beginning JOGL programmers. |
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Java and Flex Integration Bible $14.99 Marry Java and Flex to live happily ever after in Web development bliss. Whether you're a designer who wants to master programming or a creative developer seeking to broaden your skills beyond coding, now you have two powerful tools and a valuable guide to get you there. Thanks to the step-by-step instructions and practical examples in this in-depth book, you'll quickly get up to speed on relational databases, learn the ins and outs of Java and Flex, and discover the art and science of mashups by mixing code and graphics to create custom interfaces. |
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Beginning Java 5 Game Programming $29.99 If you are interested in creating games for the casual game market, then get ready to set the wheels in motion! This hands-on guide for beginners allows you to increase your skill level along the way as you create a game full of cool artwork and intricate details. This book is not an introductory guide to the Java programming language, but instead serves as an introduction to the field of game programming using Java. From the basics of creating simple Java programs and writing graphics code to utilizing Java's advanced 2D library and adding sound effects and music, this book's step-by-step instructions will help you acquire all the skills you need to create a professional-quality, sprite-based game. |
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The Art & Science of Java (Paperback) $62.8 In The Art and Science of Java, Stanford professor and well-known leader in Computer Science Education Eric Roberts emphasizes the reader-friendly exposition that led to the success of The Art and Science of C. By following the recommendations of the Association of Computing Machinery’s Java Task Force, this first edition text adopts a modern objects-first approach that introduces readers to useful hierarchies from the very beginning. Introduction; Programming by Example; Expressions; Statement Forms; Methods; Objects and Classes; Objects and Memory; Strings and Characters; Object-Oriented Graphics; Event-Driven Programs; Arrays and ArrayLists; Searching and Sorting; Collection Classes; Looking Ahead. A modern objects-first approach to the Java programming language that introduces readers to useful class hierarchies from the very beginning. |
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Fundamentals of Computer Science Using Java $4.48 Fundamentals Of Computer Science Using Java Uses An Object-Based Approach To The Introduction Of Computer Science Using Java As The Programming Language. The Book Is Example-Based With Approximately 50 Completely Worked Examples. The Use Of A Turtle Graphics Library Allows Early Examples And Exercises To Be Interesting While Still Simple. The Use Of A Basic I/O Library Allows I/O Without Having To Deal With Exceptions And Formatting, As Would Be The Case In The Standard Library. |
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Java Drawing with Apache Batik: A Tutorial $33.98 This guide to Apache Batik-- the Java library that can be used to read SVG files and translate the instructions in the files into graphics-- shows how Batik can also be used to save the graphics as JPEG, TIFF, PNG, GIF, and other formats, so that the graphics can be transferred. Using Batik to create animation similar to Flash movies and its use for creating a drawing program such as Corel DRAW are also covered. |
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Java Applets 3rd Edition (B&w) $42.98 Finally - an easy-to-learn approach for programming Java applets This book covers Swing graphics (Java 6) in Java applets. It starts with an introduction to computing, then dives right in to programming to give you a chance to create first and analyze after. Simple drawing techniques are covered, followed by creating methods, components, layout managers and design, conditionals, events, loops, arrays and ArrayLists, threads, game programming, Internet applications, security issues and how to host your applets on the Internet. This book is intended for beginners with a gentle approach to learning programming, allowing you to explore the concepts of programming through a hands-on first approach. This edition added more business-related examples as well as case studies on real-world websites designed into Java applets. Lecture note slides and other teaching materials available. This book contains B&W interior. Color version available. Website: http: //java.frogandthefly.com |
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Java Number Cruncher: The Java Programmer's Guide to Numerical Computing $50.98 -- Contains clear, non-theoretical explanations of practical numerical algorithms. -- Based on the Java programming language and its intrinsic computational features. -- Introduces popular computational algorithms without being encyclopedic or cluttered in mathematical detail -- working Java programs demonstrate all concepts used in the book. This book introduces Java programmers to numerical computing. It contains clear, non-theoretical explanations of practical numerical algorithms, including safely summing numbers, finding roots of equations, interpolation and approximation, numerical integration and differentiation, and matrix operations, including solving sets of simultaneous equations. Many of the programs are applets that take advantage of Java's interactive graphics capabilities. These programs allow the user to interact with them as they dynamically demonstrate the computational algorithms in action. Java Number Cruncher devotes several chapters to searching for patterns in the prime numbers, generating random numbers, intriguing formulas for pi and e, arbitrarily long numbers and their relationship to data encryption, and algorithms for creating fractal images. Working Java programs demonstrate all the concepts from this book. |
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C# for Java Developers $10.98 Although Java and C# share many similarities, there are fundamental differences between them. What's more, C#-the language designed from the ground up for programming the Microsoft .NET Framework-offers a wealth of new features that enable programmers to tap the full power of.NET. This is the ideal guide to help any Java developer master .NET programming with C#. The authors-two Java and C# experts-reveal the similarities and differences between the two platforms these languages support. Then they show you how to leverage your Java experience to get up to speed in C# development with a minimum of difficulty. It's the definitive programming resource as you tackle the .NET class libraries and learn to write applications for .NET with C#. Topics covered include: OVERVIEW . Introduction to Microsoft .NET . Comparing Java and .NET technologies THE C# LANGUAGE . Creating assemblies . Language syntax and features . Data types . Advanced language features PROGRAMMING .NET WITH C# . Strings and regular expressions . Numbers and dates . Collections . Streams, files, and I/O . XML processing ADVANCED TOPICS . Reflection . Threading and synchronization . Networking . Remoting . Database connectivity . Security and cryptography . Graphics and UI . Introduction to XML Web services PRAISE FOR THIS BOOK FROM THE MICROSOFT VISUAL C# TM .NET TEAM: The two tech veterans who wrote this book can help you master C# quickly. They do an admirable job of describing the basics of the .NET initiative: its goals, structure, and capabilities. Then they help you leap the biggest hurdle of all-understanding the structure and purpose of the .NET class libraries. Their book presents the underlying concepts, explainsthe challenges you'll face, and guides you past the pitfalls with ease. -Prashant Sridharan, Product Manager, Microsoft Visual C# .NET team |
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Java Gently: Programming Principles Explained $4.98 The third edition of Java Gently by Judith Bishop continues the successful approach that made earlier versions popular and has added improvements which will maintain its place as a worldwide bestseller. Java Gently teaches the reader how to program and how to do it in the best possible style in Java. In the process, it details the fundamental structures of the Java 2 language and most of its core libraries and utilities. The book covers object-orientation, software design, structured programming, graphical user interfacing, event-driven programming, networking, and an introduction to data structures. Java Gently gets students started on meaningful input/output in an object-oriented way without hiding basic concepts. Applets, multimedia, graphics, and networking are introduced as students encounter and can handle classes, objects, instantiation, and inheirtance. The textbook's excellent pedagogy reinforces understanding and demonstrates good programming practice. The three kinds of diagrams include class, form, and algorithm diagrams. The fully worked examples have been carefully chosen to illustrate recently introduced concepts and solve real-world problems in a user-friendly manner. End of chapter multiple choice quizzes and problems allow students to test their comprehension of the material. |
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Beginning Java Game Programming [With CDROM] $23.98 Are you serious about learning how to create real, Java-based games for fun and sharing? Do you have a basic understanding of the Java programming language? If youave answered yes, then you are ready to get started building web-based 2D games from scratch using the latest version of the Java Development Kit "Beginning Java Game Programming, Second Edition" is a hands-on guide that is perfect for beginner-level game programmers who want to quickly and easily learn how to create games using Java. Written in simple language, the book teaches each new skill using engaging tutorials, followed by end-of-chapter questions and exercises to help reinforce what youave just learned. Each chapter builds upon the previous ones, allowing you to repeat and practice the techniques covered. Youall begin with the basics of writing a simple 2D game using vector graphics, move on to utilizing Javaas advanced 2D library to add animation and sound effects, and end by creating a professional, sprite-based game full of interesting artwork and details that you can share with others on your own website |
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