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The most up-to-20011029 book on C programming for the Carbon API, Aqua user interface, and Mac OS X system software. Contains highly requested information within the Macintosh community by both individuals and instructors. Upon completion of the book, the reader will have sufficient knowledge to write a serious and useful Macintosh application in C and C++ that will run on Mac OS 8, 9, and the new OS X. Written by the author of MacTech magazine's popular online programming tutorial. Carbon Programming is a comprehensive guide that is logically organized, compatible with the current system software, and includes ready-to-run demonstration programs within each chapter.The book covers Mac progr...
The first Workshop on Intrusion Detection and Prevention took place in November 2000, under the auspices of the 7th ACM Conference on Computer Security. The selected papers here reflect the contrast of the old and new regarding the development in the field of IDS. For instance, papers involving profiling, a tried-and-true strategy for identifying potential mistreatments, are included, as well as a discussion of the business model of security.
A guide to ActionScript programming covers such topics as conditionals and loops, functions, datatypes, interfaces, event handling, namespaces, XML, Flash, programmic animation, and bitmap programming.
The All-in-one Electronics Simplified is comprehensive treatise on the whole gamut of topics in Electronics in Q &A format. The book is primarily intended for undergraduate students of Electronics Engineering and covers six major subjects taught at the undergraduate level students of Electronics Engineering and covers six major subjects taught at the undergraduate level including Electronic Devices and Circuits, Network Analysis , Operational Amplifiers and Linear Integrated Circuits, Digital Electronics, Feedback and Control Systems and Measurements and Instrumentation. Each of the thirty chapters is configured as the Q&A part followed by a large number of Solved Problems. A comprehensive Self-Evaluation Exercise comprising multiple choice questions and other forms of objective type exercises concludes each chapter.
So you have a great game idea for iPhone or iPad, but Objective-C just seems a bit daunting. What are your alternatives? The App Store is very picky about languages, but there is hope: Lua is a versatile, lightweight, fast, and easy to learn language that you can use to build your iOS games and get them accepted into the App Store. Learn Lua for iOS Game Development walks you through the Lua basics, then shows you how to create games using the top Lua frameworks like Corona SDK, Gideros, Moai, and even how to create games on the iPad (not just for the iPad) with Codea. You aren't tied to Xcode and Objective-C -- you can create all sorts of amazing games with Lua. But if you already have an existing iOS game, you'll also learn how to integrate Lua to extend the game. If you're an aspiring or current iOS developer, you need to know Lua, and Learn Lua for iOS Game Development will give you just what you need to do that.
bull; Learn UNIX essentials with a concentration on communication, concurrency, and multithreading techniques bull; Full of ideas on how to design and implement good software along with unique projects throughout bull; Excellent companion to Stevens' Advanced UNIX System Programming
This book is a rich text for introducing diverse aspects of real-time systems including architecture, specification and verification, scheduling and real world applications. It is useful for advanced graduate students and researchers in a wide range of disciplines impacted by embedded computing and software. Since the book covers the most recent advances in real-time systems and communications networks, it serves as a vehicle for technology transition within the real-time systems community of systems architects, designers, technologists, and system analysts. Real-time applications are used in daily operations, such as engine and break mechanisms in cars, traffic light and air-traffic control and heart beat and blood pressure monitoring. This book includes 15 chapters arranged in 4 sections, Architecture (chapters 1-4), Specification and Verification (chapters 5-6), Scheduling (chapters 7-9) and Real word applications (chapters 10-15).