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  1. 1

    IPhone game blueprints : develop amazing games, visual charts, plots, and graphics for your iPhone by Uduslivii, Igor

    Published 2013
    Table of Contents: “…Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Starting the Game; Telling a story; Characters; Levels; Naming; Working with graphic assets; Sprites and tiles; Preparing animation; Background; Application icon; Achievements; Trophies; Banners; Screenshots; Gameplay videos; Summary; Chapter 2: Ergonomics; Portraying the player; Ergonomic aspects; Simple rules; Distance to the game; The Pause button; Autosaving; The Continue button; Visibility of the control elements; Direct control; Introducing functionality.…”
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  2. 2

    Creating E-Learning Games with Unity. by Horachek, David

    Published 2014
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  3. 3

    Mastering CryENGINE. by Gundlach, Sascha

    Published 2014
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  4. 4

    Comprehensive Ruby Programming. by Hudgens, Jordan

    Published 2017
    Table of Contents: “…Implementing a prime number counting algorithm -- How to code the power digit sum algorithm -- Implementing a humanize counting algorithm -- Implementing a date algorithm -- How to code a Fibonacci digit counter -- Implementing a permutation algorithm -- Implementing an amicable number algorithm -- Implementing a factorial algorithm -- Implementing an even Fibonacci number algorithm -- Implementing the least common multiple -- Summary -- Chapter 19: Machine Learning -- Big data analysis -- Basic decision tree implementation -- Addition of attributes -- Addition of training data and its values -- Calling the ID3 method -- Function of the train method -- Addition of the test method -- Setting up decision variables -- Print the results out -- Testing the program -- Advantage of decision trees over if ... else statements -- How to develop a big data analysis application in Ruby -- Summary -- Index.…”
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    Anyone Can Code : The Art and Science of Logical Creativity. by Arya, Ali

    Published 2020
    Table of Contents: “…4.4 Combining Selection and Iteration -- 4.4.1 Guessing Game -- 4.4.2 Simple Calculator -- 4.5 Naming Conventions -- 4.5.1 #Define In C/C ++ -- Highlights -- End-of-Chapter Notes -- Chapter 5 Functions -- Overview -- 5.1 Defining and Using Functions -- 5.1.1 Returning From a Function -- 5.2 Functions in C/C++ -- 5.2.1 Void Main() -- 5.2.2 Void Hello() -- 5.2.3 Int Getdata() -- 5.3 Local and Global Variables -- 5.4 Function Parameters -- 5.4.1 Simple Board Game Simulator -- 5.4.2 Bmi Calculator -- 5.4.3 Prime Number Listing -- Highlights -- End-of-Chapter Notes -- Part 3 Structured Programming…”
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    Functional Python programming : discover the power of functional programming, generator functions, lazy evaluation, the built-in itertools library, and monads by Lott, Steven F.

    Published 2018
    Table of Contents: “…Cover -- Copyright and Credits -- Packt Upsell -- Contributors -- Table of Contents -- Preface -- Chapter 1: Understanding Functional Programming -- Identifying a paradigm -- Subdividing the procedural paradigm -- Using the functional paradigm -- Using a functional hybrid -- Looking at object creation -- The stack of turtles -- A classic example of functional programming -- Exploratory data analysis -- Summary -- Chapter 2: Introducing Essential Functional Concepts -- First-class functions -- Pure functions -- Higher-order functions -- Immutable data -- Strict and non-strict evaluation -- Recursion instead of an explicit loop state -- Functional type systems -- Familiar territory -- Learning some advanced concepts -- Summary -- Chapter 3: Functions, Iterators, and Generators -- Writing pure functions -- Functions as first-class objects -- Using strings -- Using tuples and named tuples -- Using generator expressions -- Exploring the limitations of generators -- Combining generator expressions -- Cleaning raw data with generator functions -- Using lists, dicts, and sets -- Using stateful mappings -- Using the bisect module to create a mapping -- Using stateful sets -- Summary -- Chapter 4: Working with Collections -- An overview of function varieties -- Working with iterables -- Parsing an XML file -- Parsing a file at a higher level -- Pairing up items from a sequence -- Using the iter() function explicitly -- Extending a simple loop -- Applying generator expressions to scalar functions -- Using any() and all() as reductions -- Using len() and sum() -- Using sums and counts for statistics -- Using zip() to structure and flatten sequences -- Unzipping a zipped sequence -- Flattening sequences -- Structuring flat sequences -- Structuring flat sequences -- an alternative approach -- Using reversed() to change the order.…”
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  8. 8

    Kotlin programming by example : build real-world Android and web applications the Kotlin way by Adelekan, Iyanu

    Published 2018
    Table of Contents: “…Installing IntelliJ IDEASetting up a Kotlin project with IntelliJ; The fundamentals of the Kotlin programming language; Kotlin basics; Variables; Variable scope; Local variables; Operands and operators; Types; Int; Float; Double; Boolean; String; Char ; Array; Functions; Declaring functions; Invoking functions; Return values; The function naming convention; Comments; Single-line comments; Multiline comments; Doc comments; Controlling program flow; Conditional expressions; The if expression; The when expression; The Elvis operator; Loops; The for loops; The while loops.…”
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    Game Programming using Qt 5 Beginner's Guide : Create amazing games with Qt 5, C++, and Qt Quick, 2nd Edition. by Strakhov, Pavel Vladimirovich

    Published 2018
    Table of Contents: “…; Automatic slot connection and its drawbacks; Time for action -- Changing the texts on the labels from the code; Creating a widget for the tic-tac-toe board; Choosing between designer forms and plain C++ classes; Time for action -- Creating a game board widget; What just happened?; Automatic deletion of objects; Time for action -- Functionality of a tic-tac-toe board; Time for action -- Reacting to the game board's signals; What just happened?…”
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    Mastering UI Development with Unity : an in-depth guide to developing engaging user interfaces with Unity 5, Unity 2017, and Unity 2018. by Godbold, Ashley

    Published 2018
    Table of Contents: “…Cover; Title Page; Copyright and Credits; Packt Upsell; Contributors; Table of Contents; Preface; Chapter 1: Designing User Interfaces; UI and GUI; Four game interface types; Layout; Color schemes; Interface metaphors; Resolution and aspect ratio; Changing the aspect ratio and resolution of the game view; Building for a single resolution; Resetting the resolution; Method 1 -- PlayerPrefs. …”
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    CryENGINE game programming with C++, C♯, and Lua by Lundgren, Filip

    Published 2013
    Table of Contents: “…; Verifying that the build is functional; Integrating CryMono (C♯ support); Compiling the CryMono project; Loading and initializing CryMono via the CryGame.dll library; Registering your CryDev account; What just happened?…”
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    Unreal Engine Virtual Reality Quick Start Guide : Design and Develop Immersive Virtual Reality Experiences with Unreal Engine 4. by Plowman, Jessica

    Published 2019
    Table of Contents: “…Chapter 2: Locomotion, Design, and Starting Our ProjectThe Human-Centered Design process; Choosing our locomotion method; Natural locomotion; Artificial locomotion; Cockpit locomotion ; Physical locomotion; Setting up new game files in UE4; Project setup; Creating our custom Game Mode; Creating a GameState; Creating a custom PlayerPawn; Programming our custom PlayerPawn; Summary; Chapter 3:Exploring Riveting Gameplay in Virtual Reality; What does VR bring to video games?…”
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    Marmalade SDK mobile game developement essentials by Scaplehorn, Sean

    Published 2012
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    Mobile Game Design Essentials. by Claudio Scolastici, Dr

    Published 2013
    Table of Contents: “…Coding Games -- Main features of programming languages -- Libraries -- Abstraction.…”
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    Nominal sets : names and symmetry in computer science by Pitts, A. M. (Andrew M.)

    Published 2013
    Table of Contents: “…Cover; Contents; Preface; 0 Introduction; 0.1 Atomic names; 0.2 Support and freshness; 0.3 Abstract syntax with binders; 0.4 Name abstraction; 0.5 Orbit-finiteness; 0.6 Alternative formulations; 0.7 Prerequisites; 0.8 Notation; PART ONE THEORY; 1 Permutations; 1.1 The category of G-sets; 1.2 Products and coproducts; 1.3 Natural numbers; 1.4 Functions; 1.5 Power sets; 1.6 Partial functions; 1.7 Quotient sets; 1.8 Finite permutations; 1.9 Name symmetries; Exercises; 2 Support; 2.1 The category of nominal sets; 2.2 Products and coproducts; 2.3 Natural numbers; 2.4 Functions; 2.5 Power sets.…”
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    SDL Game Development. by Mitchell, Shaun

    Published 2013
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    Adventures in Arduino by Stewart, Becky

    Published 2015
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