PyQt ist eine feste Gr f r die Entwicklung von GUI-Anwendungen mit Python. Es entstand parallel zum plattformunabh igen C++-Framework Qt und bietet dem Python-Entwickler Zug
The introductory programming course is difficult. Many students fail to succeed or have trouble in the course because they don`t understand the material and do not practice programming sufficiently.
Inhoudsopgave:
1. Introduction
1.1 Computer Programs
1.2 The Anatomy of a Computer
1.3 The Java Programming Language
1.4 Becoming Familiar with Your Programming Environment
1.5 Analyzing Your First Program
1.6 Errors
1.7 Problem Solving: Algorithm Design
2. Fundamental Data Types
2.1 Variables
2.2 Arithmetic
2.3 Input and Output
2.4 Problem Solving: First Do it By Hand
2.6 Strings
3. Decisions
3.1 The if Statement
3.2 Comparing Numbers and Strings
3.3 Multiple Alternatives
3.4 Nested Branches
3.5 Problem Solving: Flowcharts
3.6 Problem Solving: Test Cases
3.7 Boolean Variables and Operators
3.8 Application: Input Validation
4. Loops
4.1 The while Loop
4.2 Problem Solving: Hand-Tracing
4.3 The for Loop
4.4 The do Loop
4.5 Application: Processing Sentinel Values
4.6 Problem Solving: Storyboards
4.7 Common Loop Algorithms
4.8 Nested Loops
4.9 Application: Random Numbers and Simulations
5. Methods
5.1 Methods as Black Boxes
5.2 Implementing Methods
5.3 Parameter Passing
5.4 Return Values
5.5 Methods Without Return Values
5.6 Problem Solving: Reusable Methods
5.7 Problem Solving: Stepwise Refinement
5.8 Variable Scope
5.9 Recursive Methods (Optional)
6. Arrays and Array Lists
6.1 Arrays
6.2 The Enhanced for Loop
6.3 Common Array Algorithms
6.4 Using Arrays with Methods
6.5 Problem Solving: Adapting Algorithms
6.6 Problem Solving: Discovering Algorithms by
Manipulating Physical Objects
6.7 Two-Dimensional Arrays
6.8 Array Lists
7. Input/Output and Exception Handling
7.1 Reading and Writing Text Files
7.2 Text Input and Output
7.3 Command Line Arguments
7.4 Exception Handling
7.5 Application: Handling Input Errors
8. Objects and Classes
8.1 Object-Oriented Programming
8.2 Implementing a Simple Class
8.3 Specifying the Public Interface of a Class
8.4 Designing the Data Representation
8.5 Implementing Instance Methods
8.6 Constructors
8.7 Testing a Class
8.8 Problem Solving: Tracing Objects
8.8 Problem Solving: Patterns for Object Data
8.10 Object References
8.11 Static Variables and Methods
9. Inheritance and Interfaces
9.1 Inheritance Hierarchies
9.2 Implementing Subclasses
9.3 Overriding Methods
9.4 Polymorphism
9.5 Object: The Cosmic Superclass
9.6 Interface Types
10. Graphical User Interfaces
10.1 Frame Windows
10.2 Events and Event Handling
10.3 Processing Text Input
10.4 Creating Drawings
11. Advanced User Interfaces
11.1 Layout Management
11.2 Choices
11.3 Menus
11.4 Exploring the Swing Documentation
11.5 Using Timer Events for Animations
11.6 Mouse Events
12. Object-Oriented Design
12.1 Classes and Their Responsibilities
12.2 Relationships Between Classes
12.3 Application: Printing an Invoice
12.4 Packages
13. Recursion
13.1 Triangle Numbers Revisited
13.2. Problem Solving: Thinking Recursively
13.3 Recursive Helper Methods
13.4 The Efficiency of Recursion
13.5 Permutations
13.6 Mutual Recursions
13.7 Backtracking
14. Sorting and Searching
14.1 Selection Sort
14.2 Profiling the Selection Sort Algorithm
14.3 Analyzing the Performance of the Selection Sort Algorithm
14.4 Merge Sort
14.5 Analyzing the Merge Sort Algorithm
14.6 Searching
14.7 Problem Solving: Estimating The Running Time Of An Algorithm
14.8 Sorting and Searching in the Java Library
15. The Java Collections Framework
15.1 An Overview of the Collections Framework
15.2 Linked Lists
15.3 Stacks, Queues, and Priority Queues
15.4 Sets
15.5 Maps
16. Basic Data Structures
16.1 Implementing Linked Lists
16.2 Implementing Array Lists
16.3 Implementing Stacks and Queues
16.4 Stack and Queue Applications
16.5 Implementing A Hash Table
17. Tree Structures
17.1 Basic Tree Concepts
17.2 Binary Trees
17.3 Binary Search Trees
17.4 Tree Traversal
17.5 Red-Black Trees
17.6 Heaps
17.7 The Heapsort Algorithm
18. Generic Classes
18.1 Generic Classes and Type Parameters
18.2 Implementing Generic Types
18.3 Generic Methods
18.4 Constraining Type Parameters
18.5 Type Erasure
19. Streams and Binary Input/Output
19.1 Readers, Writers, and Streams
19.2 Binary Input and Output
19.3 Random Access
19.4 Object Streams
===== Web chapters ==========================================
20. Multithreading (Online only)
20.1 Running Threads
20.2 Terminating Threads
20.3 Race Conditions
20.4 Synchronizing Object Access
20.5 Avoiding Deadlocks
21. Internet Networking (Online only)
21.1 The Internet Protocol
21.2 Application Level Protocols
21.3 A Client Program
21.4 A Server Program
21.5 URL Connections
22. Database Programming (Online only)
22.1 Organizing Database Information
22.2 Queries
22.3 Installing a Database
22.4 Database Programming in Java
22.5 Application: Entering An Invoice
23. XML (Online only)
23.1 XML Tags and Documents
23.2 Parsing XML Documents
23.3 Creating XML Documents
23.4 Validating XML Documents
24. Web Applications (Online only)
24.1 The Architecture of a Web Application
24.2 The Architecture of a JSF Application
24.3 JavaBeans Components
24.4 Navigation Between Pages
24.5 JSF Components
24.6 A Three-Tier Application
==== Appendices ==========================================
APPENDIX A THE BASIC LATIN AND LATIN-1 SUBSETS OF UNICODE
APPENDIX B JAVA OPERATOR SUMMARY
APPENDIX C JAVA RESERVED WORD SUMMARY
APPENDIX D THE JAVA LIBRARY
APPENDIX E JAVA SYNTAX SUMMARY
APPENDIX F HTML SUMMARY
APPENDIX G TOOL SUMMARY
APPENDIX H JAVADOC SUMMARY
APPENDIX I NUMBER SYSTEMS
APPENDIX J BIT AND SHIFT OPERATIONS
APPENDIX K UML SUMMARY
APPENDIX L JAVA LANGUAGE CODING GUIDELINES
Extra informatie:
Ingenaaid: paperback,kaft slap, 1018 pagina's
Verschenen: februari 2012
Gewicht: 1633 gram
Formaat: 254 x 203 x 38 mm
John Wiley & Sons Inc

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Horstmann, Cay, Big Java Prijs Euro 127.95
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Levertijd: 5 tot 7 werkdagen
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Beginning Open GL ES 2.0 for Smart Devices
Prijs van Euro 43.95 voor Euro 41.75
Develop graphically sophisticated apps and games today!
The smart phone app market is progressively growing, and there is new market gap to fill that requires more graphically sophisticated applications and games. Game and Graphics Programming for iOS and Android with OpenGL ES 2.
Extra informatie:
Ingenaaid: paperback,kaft slap, 286 pagina's
Verschenen: februari 2012
Gewicht: 544 gram
Formaat: 235 x 191 x 19 mm
John Wiley & Sons Inc

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Marucchi-foino, Romain, Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 Prijs van Euro 43.95 voor Euro 41.75
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Levertijd: 5 tot 7 werkdagen
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Beginning iOS Application Development with HTML and JavaScript
Prijs van Euro 33.95 voor Euro 32.25
Web developers with HTML/JS skills will quickly learn to apply them to the iPhone/iPad platform
Beginning to intermediate web developers who want to apply their existing HTML/CSS/JS/Ajax skills to the wildly popular iPhone/iPad OS will love this book.
Inhoudsopgave:
INTRODUCTION xxiii
PART I: GETTING STARTED
CHAPTER 1: INTRODUCING IOS DEVELOPMENT USING WEB TECHNOLOGIES 3
CHAPTER 2: WORKING WITH CORE TECHNOLOGIES 15
CHAPTER 3: THE DOCUMENT OBJECT MODEL 47
CHAPTER 4: WRITING YOUR FIRST HELLO WORLD APPLICATION 65
CHAPTER 5: ENABLING AND OPTIMIZING WEB SITES FOR THE IPHONE AND IPAD 79
PART II: APPLICATION DESIGN
CHAPTER 6: DESIGNING THE IPHONE UI 99
CHAPTER 7: DESIGNING FOR IPAD 117
CHAPTER 8: STYLING WITH CSS 135
PART III: APPLICATION DEVELOPMENT
CHAPTER 9: PROGRAMMING THE INTERFACE 153
CHAPTER 10: HANDLING TOUCH INTERACTIONS AND EVENTS 189
CHAPTER 11: SPECIAL EFFECTS AND ANIMATION 207
CHAPTER 12: INTEGRATING WITH IOS SERVICES 223
CHAPTER 13: PACKAGING APPS AS BOOKMARKS: BOOKMARKLETS AND DATA URLS 235
PART IV: ADVANCED PROGRAMMING TECHNIQUES
CHAPTER 14: PROGRAMMING THE CANVAS 251
CHAPTER 15: OFFLINE APPLICATIONS 269
CHAPTER 16: BUILDING WITH WEB APP FRAMEWORKS 287
CHAPTER 17: BANDWIDTH AND PERFORMANCE
OPTIMIZATIONS 303
CHAPTER 18: DEBUG AND DEPLOY 317
PART V: NEXT STEPS: DEVELOPING NATIVE IOS APPLICATIONS WITH HTML AND JAVASCRIPT
CHAPTER 19: PREPARING FOR NATIVE IOS DEVELOPMENT 333
CHAPTER 20: PHONEGAP: NATIVE APPS FROM YOUR HTML, CSS, AND JAVASCRIPT 345
CHAPTER 21: SUBMITTING YOUR APP TO THE APP STORE 363
APPENDIX: EXERCISE ANSWERS 375
INDEX 381
Extra informatie:
Ingenaaid: paperback,kaft slap, 400 pagina's
Verschenen: februari 2012
Gewicht: 724 gram
Formaat: 231 x 188 x 21 mm
John Wiley & Sons Inc

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Wagner, Richard, Beginning iOS Application Development with HTML and JAVASCRIPT Prijs van Euro 33.95 voor Euro 32.25
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Levertijd: 5 tot 7 werkdagen
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Spielend Visual Basic lernen
Für Programmieranfänger von 12 bis 99 Jahren
Prijs Euro 30.75
Spielend leicht Visual Basic lernen - und zwar wortwörtlich! Steuern Sie einen Käfer mit selbstgeschriebenen Programmen durch Spieleparcours, die nach und nach immer
Taal / Language : German
Extra informatie:
Ingenaaid: paperback,kaft slap, 396 pagina's
Verschenen: februari 2012
Gewicht: 826 gram
Formaat: 231 x 175 x 33 mm
Galileo Press GmbH

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Willms, André, Spielend Visual Basic lernen Prijs Euro 30.75
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Levertijd: 5 tot 7 werkdagen
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Margolis, Michael, Weldin, Nicholas Robert
Arduino Cookbook
Prijs van Euro 43.95 voor Euro 41.75
Create your own toys, remote controllers, alarms, detectors, robots, and many other projects with the Arduino device. This simple microcontroller board lets artists and design
Extra informatie:
Ingenaaid: paperback,kaft slap, 699 pagina's
Verschenen: januari 2012
Gewicht: 1113 gram
Formaat: 233 x 180 x 37 mm
Oreilly & Associates Inc

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Margolis, Michael, Arduino Cookbook Prijs van Euro 43.95 voor Euro 41.75
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Levertijd: 5 tot 7 werkdagen
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