Programming from the Ground Up uses Linux assembly language to teach new programmers the most important concepts in programming. It takes you a step at a time through these concepts: * How the processor views memory * How the processor operates * How programs interact with the operating system * How computers represent data internally * How to do low-level and high-level optimization Most beginning-level programming books attempt to shield the reader from how their computer really works. Programming from the Ground Up starts by teaching how the computer works under the hood, so that the programmer will have a sufficient background to be successful in all areas of programming. This book is being used by Princeton University in their COS 217 "Introduction to Programming Systems" course.
Kicking off with the basic history of the Standard Template Library (STL) and its recent standardization, this text concludes with a complete understanding of the advanced power and versitility behind the STL code.
This book describes the MFC class hierarchy and teaches how to use it to create professional-quality Windows programs in record time. The author clearly explains how to handle messages, create menus, develop dialog boxes, and handle controls. There are various chapters on new, common controls such as toolbars, tree views, and status bars. It also covers advanced topics such as Windows 95 console interface, multithreaded multitasking, floating menus, context-sensitive help, and the system registry.
A uniquely comprehensive guide leads readers through the basics of JavaBeans and the Bean Development Kit; shows them how to build, link, and distribute the JavaBeans components; and covers the JDBC, RMI, and multicasting. Original. (All Users).
Written for the new generation of hobbyists and aspiring game developers, HTML5 Game Development from the Ground Up with Construct 2 shows you how to use the sophisticated yet user-friendly HTML5-based game engine Construct 2 to develop and release polished, two-dimensional games on a multitude of different platforms. The book also covers the foundational knowledge of game analysis and design based on the author’s research and teaching experiences at DigiPen Institute of Technology, James Cook University, and other institutions. The author first helps you understand what really matters in games. He guides you in becoming a better game designer from the ground up, being able to play any game critically, and expressing your ideas in a clear and concise format. The book then presents step-by-step tutorials on designing games. It explains how to build an arcade-style game as well as a platformer integrating some physics elements. It also shows you how to create a more complex puzzle game—the author’s own published game, Turky on the Run. Lastly, the book discusses different ways to deploy and monetize games across several platforms, including Facebook, iOS, Android, and web-based marketplaces. Sample Construct 2 project files for the games designed in the book are available on the author’s website. Integrating hands-on guidance with theoretical game design concepts, this book gives you a solid foundation in game development. It will help you advance in your journey as an indie game developer.