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Beginning Android games / (Record no. 9047)

MARC details
000 -LEADER
fixed length control field 06112cam a22004574i 4500
001 - CONTROL NUMBER
control field 17806765
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20210110112537.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 130710t20122012nyua 001 0 eng
010 ## - LIBRARY OF CONGRESS CONTROL NUMBER
LC control number 2013409767
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781430246770 (paperback)
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
Cancelled/invalid ISBN 9781430246787 (electronic)
040 ## - CATALOGING SOURCE
Original cataloging agency DLC
Language of cataloging eng
Transcribing agency DLC
Description conventions rda
Modifying agency DLC
042 ## - AUTHENTICATION CODE
Authentication code pcc
050 00 - LIBRARY OF CONGRESS CALL NUMBER
Classification number QA76.76.A65
Item number Z43 2012
082 00 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 005.3
Edition number 23
Item number Z.M.B
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Zechner, Mario,
Relator term author.
245 10 - TITLE STATEMENT
Title Beginning Android games /
Statement of responsibility, etc Mario Zechner, Robert Green.
246 3# - VARYING FORM OF TITLE
Title proper/short title Android games
250 ## - EDITION STATEMENT
Edition statement Second edition.
264 #1 - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT)
Place of publication, distribution, etc [New York] :
Name of publisher, distributor, etc Apress,
Date of publication, distribution, etc [2012]
264 #4 - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT)
Date of publication, distribution, etc ©2012.
300 ## - PHYSICAL DESCRIPTION
Extent xxvii, 688 pages :
Other physical details illustrations ;
Dimensions 24 cm
336 ## - CONTENT TYPE
Content type term text
Source rdacontent
337 ## - MEDIA TYPE
Media type term unmediated
Source rdamedia
338 ## - CARRIER TYPE
Carrier type term volume
Source rdacarrier
500 ## - GENERAL NOTE
General note "Build Android smartphone and tablet game apps"--Front cover.
500 ## - GENERAL NOTE
General note computer bookfair2015
500 ## - GENERAL NOTE
General note Includes index.
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note • Title<br/>• Dedication<br/>• Contents at a Glance<br/>• Contents<br/>• About the Authors<br/>• About the Technical Reviewer<br/>• Acknowledgments<br/>• Introduction<br/>• Chapter 1: An Android in Every Home<br/>1. A Brief History of Android<br/>2. Fragmentation<br/>3. The Role of Google<br/>4. Android’s Features and Architecture<br/>5. The Software Development Kit<br/>6. The Developer Community<br/>7. Devices, Devices, Devices!<br/>8. Compatibility Across All Devices<br/>9. Mobile Gaming Is Different<br/>10. Summary<br/>• Chapter 2: First Steps with the Android SDK<br/>1. Setting Up the Development Environment<br/>2. Creating a New Project in Eclipse and Writing Your Code<br/>3. Running the Application on a Device or Emulator<br/>4. Debugging and Profiling an Application<br/>5. Useful Third-Party Tools<br/>6. Summary<br/>• Chapter 3: Game Development 101<br/>1. Genres: To Each One’s Taste<br/>2. Game Design: The Pen Is Mightier Than the Code<br/>3. Code: The Nitty-Gritty Details<br/>4. Summary<br/>• Chapter 4: Android for Game Developers<br/>1. Defining an Android Application: The Manifest File<br/>2. For Those Coming from iOS/Xcode<br/>3. Android API Basics<br/>4. Best Practices<br/>5. Summary<br/>• Chapter 5: An Android Game Development Framework<br/>1. Plan of Attack<br/>2. The AndroidFileIO Class<br/>3. AndroidAudio, AndroidSound, and AndroidMusic: Crash, Bang, Boom!<br/>4. AndroidInput and AccelerometerHandler<br/>5. CompassHandler<br/>6. AndroidGraphics and AndroidPixmap: Double Rainbow<br/>7. AndroidGame: Tying Everything Together<br/>8. Summary<br/>• Chapter 6: Mr. Nom Invades Android<br/>1. Creating the Assets<br/>2. Setting Up the Project<br/>3. MrNomGame: The Main Activity<br/>4. The Main Menu Screen<br/>5. The HelpScreen Classes<br/>6. The High-Scores Screen<br/>7. Abstracting the World of Mr. Nom: Model, View, Controller<br/>8. The GameScreen Class<br/>9. Summary<br/>• Chapter 7: OpenGL ES: A Gentle Introduction<br/>1. What Is OpenGL ES and Why Should I Care?<br/>2. Before We Begin<br/>3. GLSurfaceView: Making Things Easy Since 2008<br/>4. GLGame: Implementing the Game Interface<br/>5. Look Mom, I Got a Red Triangle!<br/>6. Specifying Per-Vertex Color<br/>7. Texture Mapping: Wallpapering Made Easy<br/>8. Indexed Vertices: Because Re-use Is Good for You<br/>9. Alpha Blending: I Can See Through You<br/>10. More Primitives: Points, Lines, Strips, and Fans<br/>11. 2D Transformations: Fun with the Model-View Matrix<br/>12. Optimizing for Performance<br/>13. Summary<br/>• Chapter 8: 2D Game Programming Tricks<br/>1. Before We Begin<br/>2. In the Beginning . . . There Was the Vector<br/>3. A Little Physics in 2D<br/>4. Collision Detection and Object Representation in 2D<br/>5. A Camera in 2D<br/>6. Texture Atlas: Because Sharing Is Caring<br/>7. Texture Regions, Sprites, and Batches: Hiding OpenGL ES<br/>8. Sprite Animation<br/>9. Summary<br/><br/>
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 9: Super Jumper: A 2D OpenGL ES Game<br/>Core Game Mechanics<br/>Developing a Backstory and Choosing an Art Style<br/>Defining Screens and Transitions<br/>Defining the Game World<br/>Creating the Assets<br/>Implementing Super Jumper<br/>To Optimize or Not to Optimize<br/>Summary<br/>Chapter 10: OpenGL ES: Going 3D<br/>Before We Begin<br/>Vertices in 3D<br/>Perspective Projection: The Closer, the Bigger<br/>Z-buffer: Bringing Order to Chaos<br/>Defining 3D Meshes<br/>Matrices and Transformations, Again<br/>Summary<br/>Chapter 11: 3D Programming Tricks<br/>Before We Begin<br/>Vectors in 3D<br/>Lighting in OpenGL ES<br/>Mipmapping<br/>Simple Cameras<br/>Loading Models<br/>A Little Physics in 3D<br/>Collision Detection and Object Representation in 3D<br/>Summary<br/>Chapter 12: Android Invaders: The Grand Finale<br/>Core Game Mechanics<br/>Developing a Backstory and Choosing an Art Style<br/>Defining Screens and Transitions<br/>Defining the Game World<br/>Creating the Assets<br/>Plan of Attack<br/>The Assets Class<br/>The Settings Class<br/>The Main Activity<br/>The Main Menu Screen<br/>The Settings Screen<br/>The Simulation Classes<br/>The GameScreen Class<br/>The WorldRender Class<br/>Optimizations<br/>Summary<br/>Chapter 13: Going Native with the NDK<br/>What Is the Android NDK?<br/>The Java Native Interface<br/>Setting Up the NDK<br/>Setting Up an NDK Android Project<br/>Creating Java Native Methods<br/>Creating the C/C++ Header and Implementation<br/>Building the Shared Library<br/>Putting It All Together<br/>Summary<br/>Chapter 14: Marketing and Monetizing<br/>Monetizing Your Game<br/>Getting Your Game Discovered<br/>Monetizable by Design<br/>Discoverable by Design<br/>Summary<br/>Chapter 15: Publishing Your Game<br/>A Word on Testing<br/>Becoming a Registered Developer<br/>Signing Your Game’s APK<br/>Putting Your Game on Google Play<br/>More On The Developer Console<br/>Summary<br/>Chapter 16: What’s Next?<br/>Location Awareness<br/>Multiplayer Functionality<br/>OpenGL ES 2.0/3.0 and More<br/>Frameworks and Engines<br/>Resources on the Web<br/>Closing Words<br/>Index
630 00 - SUBJECT ADDED ENTRY--UNIFORM TITLE
Uniform title Android (Electronic resource)
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Application software
General subdivision Development.
9 (RLIN) 968
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Mobile games.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Open source software.
9 (RLIN) 13559
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Green, Robert
Titles and other words associated with a name (Game developer),
Relator term author.
856 ## - ELECTRONIC LOCATION AND ACCESS
Materials specified Abstract
Uniform Resource Identifier <a href="http://repository.fue.edu.eg/xmlui/handle/123456789/3601">http://repository.fue.edu.eg/xmlui/handle/123456789/3601</a>
906 ## - LOCAL DATA ELEMENT F, LDF (RLIN)
a 7
b cbc
c orignew
d 2
e ncip
f 20
g y-gencatlg
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme Dewey Decimal Classification
Koha item type Books
Holdings
Lost status Source of classification or shelving scheme Damaged status Not for loan Collection code Home library Current library Shelving location Date acquired Source of acquisition Cost, normal purchase price Acquisition method Total Checkouts Full call number Barcode Date last seen Price effective from Koha item type
  Dewey Decimal Classification     Computers & Information Technology ( Computer Science ) Main library Main library A1 05/02/2015 Academic bookshop 284.00 Purchase   005.3 Z.M.B 00011591 18/02/2025 05/02/2015 Books