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  1. Beginning Android 4 Games Development
    Published: 2011; ©2011
    Publisher:  Apress L. P., Berkeley, CA

    Aims to be first Android 4 Games book to market Updates this strong or bestselling Android games book Android technology is hot and now the world's leading mobile platform, according to Gartner. Title Page -- Copyright Page -- Contents at a Glance --... more

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    Aggregator (lizenzpflichtig)
    Hochschulbibliothek Friedensau
    Online-Ressource
    No inter-library loan
    Hochschule für Wirtschaft und Umwelt Nürtingen-Geislingen, Bibliothek Nürtingen
    eBook ProQuest
    No inter-library loan
    Universität Ulm, Kommunikations- und Informationszentrum, Bibliotheksservices
    No inter-library loan

     

    Aims to be first Android 4 Games book to market Updates this strong or bestselling Android games book Android technology is hot and now the world's leading mobile platform, according to Gartner. Title Page -- Copyright Page -- Contents at a Glance -- Table of Contents -- About the Authors -- Acknowledgments -- Introduction -- A Word About the Target Audience -- How This Book Is Organized -- Getting the Source Code -- Chapter 1: Android, the New Kid on the Block -- A Brief History of Android -- Fragmentation -- The Role of Google -- The Android Open Source Project -- The Android Market -- Challenges, Device Seeding, and Google I/O -- Android's Features and Architecture -- The Kernel -- The Runtime and Dalvik -- System Libraries -- The Application Framework -- The Software Development Kit -- The Developer Community -- Devices, Devices, Devices! -- Hardware -- The Range of Devices -- The Minimum Practical Target -- Cutting-Edge Devices -- The Future: Next Generation -- Game Controllers -- Compatibility Across All Devices -- Mobile Gaming Is Different -- A Gaming Machine in Every Pocket -- Always Connected -- Casual and Hardcore -- Big Market, Small Developers -- Summary -- Chapter 2: First Steps with the Android SDK -- Setting Up the Development Environment -- Setting Up the JDK -- Setting Up the Android SDK -- Installing Eclipse -- Installing the ADT Eclipse Plug-In -- A Quick Tour of Eclipse -- Helpful Eclipse Shortcuts -- Hello World, Android Style -- Creating the Project -- Exploring the Project -- Writing the Application Code -- Running and Debugging Android Applications -- Connecting a Device -- Creating an Android Virtual Device -- Running an Application -- Debugging an Application -- LogCat and DDMS -- Using ADB -- Summary -- Chapter 3: Game Development 101 -- Genres: To Each One's Taste -- Casual Games -- Puzzle Games -- Action and Arcade Games -- Tower-Defense Games -- Innovation -- Game Design: The Pen Is Mightier Than the Code -- Core Game Mechanics -- A Story and an Art Style -- Screens and Transitions.

     

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    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Contributor: Green, Robert (MitwirkendeR)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781430239888
    RVK Categories: ST 261 ; ST 320 ; ST 324 ; ST 326
    Subjects: Android (Electronic resource); Application software -- Development; Open source software; Mobile games; Android (Electronic resource); Application software ; Development..; Open source software..; Mobile games; Electronic books
    Scope: 1 online resource (684 pages)
    Notes:

    Description based on publisher supplied metadata and other sources

    Title Page; Copyright Page; Contents at a Glance; Table of Contents; About the Authors; Acknowledgments; Introduction; A Word About the Target Audience; How This Book Is Organized; Getting the Source Code; Chapter 1: Android, the New Kid onthe Block; A Brief History of Android; Fragmentation; The Role of Google; The Android Open Source Project; The Android Market; Challenges, Device Seeding, and Google I/O; Android's Features and Architecture; The Kernel; The Runtime and Dalvik; System Libraries; The Application Framework; The Software Development Kit; The Developer Community

    Devices, Devices, Devices!Hardware; The Range of Devices; The Minimum Practical Target; Cutting-Edge Devices; The Future: Next Generation; Game Controllers; Compatibility Across All Devices; Mobile Gaming Is Different; A Gaming Machine in Every Pocket; Always Connected; Casual and Hardcore; Big Market, Small Developers; Summary; Chapter 2: First Steps with the Android SDK; Setting Up the Development Environment; Setting Up the JDK; Setting Up the Android SDK; Installing Eclipse; Installing the ADT Eclipse Plug-In; A Quick Tour of Eclipse; Helpful Eclipse Shortcuts; Hello World, Android Style

    Creating the ProjectExploring the Project; Writing the Application Code; Running and Debugging Android Applications; Connecting a Device; Creating an Android Virtual Device; Running an Application; Debugging an Application; LogCat and DDMS; Using ADB; Summary; Chapter 3: Game Development 101; Genres: To Each One's Taste; Casual Games; Puzzle Games; Action and Arcade Games; Tower-Defense Games; Innovation; Game Design: The Pen Is Mightier Than the Code; Core Game Mechanics; A Story and an Art Style; Screens and Transitions; Code: The Nitty-Gritty Details; Application and Window Management

    InputFile I/O; Audio; The Physics of Sound; Recording and Playback; Audio Quality and Compression; In Practice; Graphics; Of Rasters, Pixels, and Framebuffers; Vsync and Double-Buffering; What Is Color?; Color Models; Encoding Colors Digitally; Image Formats and Compression; Alpha Compositing and Blending; In Practice; The Game Framework; The Game and Screen Interfaces; A Simple Example; Frame Rate-Independent Movement; Summary; Chapter 4: Android for Game Developers; Defining an Android Application: The Manifest File; The Element; The Element; The Element; The Element; The Element

    The ElementAndroid Game Project Setup in Ten Easy Steps; Market Filters; Defining the Icon of Your Game; Android API Basics; Creating aTest Project; The AndroidBasicsStarter Activity; Starting Activities Programmatically; Creating the Test Activities; The Activity Life Cycle; In Theory; In Practice; Input Device Handling; Getting (Multi-)Touch Events; Processing Single-Touch Events; Processing Multitouch Events; Pointer IDs and Indices; The Action Mask and More Event Types; In Practice; Processing Key Events; Reading the Accelerometer State; Reading the Compass State; File Handling

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