Developing Software for Symbian OS: An Introduction to Creating Smartphone Applications in C++

Developing Software for Symbian OS: An Introduction to Creating Smartphone Applications in C++
Published: 2005-12-26 | ISBN: 0470018453 | PDF | 468 pages | 4 MB

Symbian OS is the advanced, customizable operating system licensed by the world’s leading mobile phone manufacturers. It is designed for the specific requirements of advanced 2.5G and 3G mobile phones.
Essential guide to successful programming in Symbian OS.
Symbian OS is already used in more than 32 million mobile phones worldwide yet there are few people with long-term programming experience in Symbian OS within the software development community. As demand grows and Symbian becomes more a globally prominent operating system, it is paramount that any programmer involved in creating software products for Symbian OS devices understands the technology.
Whether you’re new to the world of Symbian and want to get developing as quickly as possible, or a seasoned developer requiring a solid base of information for creating great Symbian software, this invaluable resource will give you what you need.
Steve Babin’s clear approach introduces many challenges and helps you through the problematic areas of the Object Oriented architecture, providing many examples with effective solutions.
This must-have book covers all aspects of development ranging from low-level programming to end-user GUI applications.
Key highlights include:
Development and packaging tools
Detailed reference and examples for key APLs
Series 60, series 80 and UIQ Platforms
Includes network programming using TCP/IP
Real-world examples from an expert in the field.

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Beginning Android Tablet Games Programming

eginning Android Tablet Games Programming
2010 | Jeremy Kerfs | Apress | ISBN: 1430238526 | PDF | 187 pages | 4.6 Mb

Android games programmers now have the power to write games for Android tablets. Beginning Android Tablet Games Programming explains how to enhance your Android games using the new tablet interface and the additional screen estate. You’ll learn how to bring your programming skills up to date and into a world where touch screens, games physics, and artificial intelligence come together in new and surprising ways.
Beginning Android Tablet Games Programming shows how to quickly and easily set up an Android development environment—in no time at all, you’ll be programming away. You’ll begin with some simple games using sprites and choreographed movement. Next, you’ll learn how to handle user input in the modern age of touch screens and motion.
Along the way, you’ll discover how to use that extra screen space on a tablet to provide more relaxed and more interesting user interactions in your games. You’ll learn how to use sound and music, for instance, to make your application menus more user-friendly.
The Android operating system has recently acquired multicore functionality to meet the demands of multicore devices now entering the tablet market. With Beginning Android Tablet Games Programming, you’ll discover how to harness that new power with your games programming through more process-demanding and fun techniques, including physics modeling, rich game world representation, artificial intelligence, and multiplayer interactions.
Throughout each chapter of Beginning Android Tablet Games Programming, you’ll find code that you can add or adapt to your own games to create the components you want. You can also work up to wrapping everything together into a complete Mario-type example game.
Finally, when you have your first games ready, learn how developers have released their games and made a profit. You’ll find tips on how to present your games in the Android and other application markets, and a solid approach to games marketing and monetization.
What you’ll learn
How to set up an Android tablet programming environment
How to program for touchscreens and other input devices
Techniques to take advantage of the extra screen size of a tablet
How to take advantage of multicore processing power in your games
How to program a multiplayer game
How to add artificial intelligence to in-game opponents
How to program game modes, game states, and game worlds
How to program a complete game
About in-app marketing and games monetization
Who this book is for
This is a book for Java programmers new to Honeycomb, tablets and games programming. An experienced games programmer can also use this book to migrate their existing expertise to the Android and the tablet environment.

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Databases DeMYSTiFieD (2nd Edition)

Databases DeMYSTiFieD (2nd Edition)
Published: 2010-11-10 | ISBN: 0071747990 | PDF | 448 pages | 8 MB

Learning DATABASE fundamentals just got a whole lot EASIER!
Now you can design, build, and manage a fully functional database with ease. Thoroughly updated to cover the latest technologies and techniques, Databases Demystified, Second Edition gives you the hands-on help you need to get started.
Written in a step-by-step format, this practical guide covers methods that can be used with any database, including Microsoft Access, MySQL, Microsoft SQL Server, and Oracle. You’ll learn about relational database components, database queries, SQL, the database life cycle, logical database design using normalization, and physical database design. Data and process modeling, database security, Online Analytical Processing (OLAP), and XML are also covered. Detailed examples and concise explanations make it easy to understand the material, and end-of-chapter quizzes and a final exam help reinforce learning.
It’s a no-brainer! You’ll find out how to:
Create and run database queries using the forms-based query tool in Microsoft Access
Write SQL statements and queries
Use entity relationship diagrams (ERDs) for data modeling
Design physical tables
Connect databases to users, computer systems, and applications
Secure database data
Handle cursor processing, transaction management, and performance tuning
Integrate XML documents and objects into databases
Simple enough for a beginner, but challenging enough for an advanced student, Databases Demystified, Second Edition is your self-paced guide to learning universal database concepts.

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Pattern Recognition

Pattern Recognition
Published: 2006-10-09 | ISBN: 3540444122 | DJVU | 804 pages | 16 MB

This book constitutes the refereed proceedings of the 28th Symposium of the German Association for Pattern Recognition, DAGM 2006. The book presents 32 revised full papers and 44 revised poster papers together with 5 invited papers. Topical sections include image filtering, restoration and segmentation, shape analysis and representation, recognition, categorization and detection, computer vision and image retrieval, machine learning and statistical data analysis, biomedical data analysis, and more.

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Brains, Machines, and Mathematics

Brains, Machines, and Mathematics”
1987 | pages: 202 | ISBN: 0387965394 | PDF | 16,9 mb

Traces the relationship between the development of computing machines and our knowledge of brain functioning, and introduces corresponding mathematical models designed to describe this relationship. Begins with a historical overview tracing the rise of cybernetics to the current interchange of ideas between AI and brain theory. Subsequent chapters introduce neural sets and finite automata, the crucial cybernetic concepts of feedback and realization, pattern recognition networks, “semi-neural” learning networks, capabilities of Turing machines and automata which construct as well as compute. The final chapter presents two accessible proofs of Gödel’s Incompleteness Theorem.

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