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Chapter 1, “Using Flash and ActionScript 3.0,” introduces ActionScript 3.0 and some basic concepts such as game programming strategies and a checklist to help you develop games in Flash CS3.
Chapter 2, “ActionScript Game Elements,” presents a series of short code snippets and functions, such as creating text fields, drawing shapes, and playing sounds. This is a useful and practical library of c ...
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"1.96 MB"
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Section 1 – Dot Net 3.0 – Enterprise Patterns Made Real
1 Introducting.NET 3.0
This book will take a goal and objective-oriented approach to learning the .Net 3.0 and technologies and will focus implicitly on a MVC / n-tier and SOA approach to building applications. Best practices and pattern-based programming will be made explicit from the very beginning, without letting these architectural d ...
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"2.15 MB"
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Chapter 1 introduces the concept of an object-oriented framework and shows how frameworks differ from other reuse techniques, such as class libraries, components, patterns, and model-integrated computing. We then outline the frameworks in the ACE toolkit that are covered in subsequent chapters.
Chapter 2 completes the domain analysis begun in C++ NPv1, which covered the communication protocols ...
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"0.59 MB"
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Working on the assumption that the reader has no formal training in programming, Perl Programming for Biologists demonstrates how Perl is used to solve biological problems.
Each chapter opens with a set of learning objectives, provides numerous review questions and self-study exercises, and concludes with a bulleted summary of key points.
The author incorporates numerous real-life examples ...
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"16.62 MB"
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The Deitels' groundbreaking How to Program series offers unparalleled breadth and depth of programming concepts and intermediate-level topics for further study.
The books in this series feature hundreds of complete, working programs with thousands of lines of code. This edition is completely up-to-date with The Java 2 Platform Standard Edition (J2SE) 1.5.
Now includes topics such as autobo ...
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