Apress.Unboxing Android USB
Unboxing Android USB,USB世界级专家写作的android usb专门著作,目前为止,市面上第一份有关此专题的书籍,花钱买的,分享给大家!
Android Apps for Absolute Beginners 4th Edition 2017
Android Apps for Absolute Beginners: Covering Android 7 by Wallace Jackson English | 6 Apr. 2017 | ISBN: 1484222679 | 484 Pages | PDF | 26.76 MB Get your first Android apps up and running with the help of plain English and practical examples. If you have a great idea for an Android app, but have never programmed before, then this book is for you. Android Apps for Absolute Beginners cuts through the fog of jargon and mystery that surrounds Android app development, and gives you simple, step-by-step instructions to get you started. This book teaches Android application development in language anyone can understand, giving you the best possible start in Android development. It provides clean, straightforward examples that make learning easy, allowing you to pick up the concepts without fuss. It offers clear code descriptions and layout so that you can get your apps running as soon as possible Although this book covers what's new in Android 7, it is also backwards compatible to cover some of the previous Android releases. What You'll Learn Download, install, and configure the latest software needed for Android app development Work efficiently using an integrated development environment (IDE) Build useful, attractive applications and get them working immediately Create apps with ease using XML markup and drag-and-drop graphical layout editors Use new media and graphics to skin your app so that it has maximum appeal Create advanced apps combining XML, Java and new media content Who This Book Is For If you have a great idea for an Android app, but have never programmed before, then this book is for you. You don’t need to have any previous computer programming skills ― as long as you have a desire to learn and you know which end of the mouse is which, the world of Android apps development awaits.
Create Mobile Games with Corona: Build with Lua on iOS and Android
Develop cross-platform mobile games with Corona using the Lua programming language! Corona is experiencing explosive growth among mobile game developers, and this book gets you up to speed on how to use this versatile platform. You'll use the Corona SDK to simplify game programming and take a fun, no-nonsense approach to write and add must-have gameplay features. You'll find out how to create all the gaming necessities: menus, sprites, movement, perspective and sound effects, levels, loading and saving, and game physics. Along the way, you'll learn about Corona's API functions and build three common kinds of mobile games from scratch that can run on the iPhone, iPad, Kindle Fire, Nook Color, and all other Android smartphones and tablets.
Get a crash course in cross-platform mobile game programming using the Corona SDK. Corona, one of the easiest to use mobile gaming platforms, makes this often-difficult process both quick and easy to master.
Even if you have little previous programming knowledge, you'll feel comfortable as we begin with fundamentals before building examples of the most common kinds of games on the market today. You'll develop arcade, side scroller, and tower defense games from start to finish, and Corona will automatically turn them into apps that can run on both iOS and Android devices. These finished apps can be used as ready-to-go frameworks for your own future projects. You'll learn how to write clean, easily maintainable, easily expandable game code, and to create online leaderboards for your games. You'll also find out how to make money with games: enabling in-app purchases and in-game ads as well as how to get apps into the iTunes App Store, Google Play, and the Amazon Android Marketplace.
This book focuses on getting quick and effective results. Every page teaches by example and explanation, not with abstract lists of functions and variables. By the time you're done, you'll have learned most of what there is to know about mobile game programming and about the Corona SDK.
Enterprise Android Programming Android Database Applications for the Enterprise
The definitive guide to building data-driven Android applications for enterprise systems
Android devices represent a rapidly growing share of the mobile device market. With the release of Android 4, they are moving beyond consumer applications into corporate/enterprise use. Developers who want to start building data-driven Android applications that integrate with enterprise systems will learn how with this book. In the tradition of Wrox Professional guides, it thoroughly covers sharing and displaying data, transmitting data to enterprise applications, and much more.
Shows Android developers who are not familiar with database development how to design and build data-driven applications for Android devices and integrate them with existing enterprise systems
Explores how to collect and store data using SQLite, share data using content providers, and display data using adapters
Covers migrating data using various methods and tools; transmitting data to the enterprise using web services; serializing, securing, and synchronizing data
Shows how to take advantage of the built-in capabilities of the Android OS to integrate applications into enterprise class systems
Enterprise Android prepares any Android developer to start creating data-intensive applications that today’s businesses demand.
Apress.Beginning.Android.3D.Game.Development
Beginning Android 3D Game Development is a unique book for today’s Android and game app developers who want to learn how to build 3D game apps that run on the latest Android KitKat platform using Java and OpenGL ES. A Drone Grid game case study is included. Table of Contents Chapter 1: Let’s Meet the Android Chapter 2: Java for Android Chapter 3: 3D Math Review Chapter 4: 3D Graphics Using OpenGL ES 2.0 Chapter 5: Motion and Collision Chapter 6: Game Environment Chapter 7: Drone Grid Case Study: Creating the Player Chapter 8: Drone Grid Case Study: Creating the Enemies Chapter 9: Drone Grid Case Study: The User Interface Chapter 10: The Final Drone Grid Game Chapter 11: The Android Native Development Kit (NDK) Chapter 12: Publishing and Marketing Your Final Game Book Details Title: Beginning Android 3D Game Development Author: Robert Chin Length: 492 pages Edition: 1 Language: English Publisher: Apress Publication Date: 2014-03-11 ISBN-10: 1430265477 ISBN-13: 9781430265474
The Business of Android Apps Development 2nd Edition
The growing but still evolving success of the Android platform has ushered in a second mobile technology “gold rush” for app developers. Google Play and Amazon Appstore for Android apps has become the second go-to apps eco for today's app developers. While not yet as large in terms of number of apps as iTunes, Google Play and Amazon Appstore have so many apps that it has become increasingly difficult for new apps to stand out in the crowd. Achieving consumer awareness and sales longevity for your Android app requires a lot of organization and some strategic planning.
Written for today's Android apps developer or apps development shop, this new and improved book from Apress, The Business of Android Apps Development, Second Edition, tells you today's story on how to make money on Android apps. This book shows you how to take your app from idea to design to development to distribution and marketing your app on Google Play or Amazon Appstore.
This book takes you step-by-step through cost-effective marketing, public relations and sales techniques that have proven successful for professional Android app creators and indie shops―perfect for independent developers on shoestring budgets. It even shows you how to get interest from venture capitalists and how they view a successful app vs. the majority of so-so to unsuccessful apps in Android. No prior business knowledge is required. This is the book you wish you had read before you launched your first app!
50 Android Hacks
The best programming techniques are often the shortest and simplest—the hacks. In this compact and infinitely useful book, Android expert Carlos Sessa delivers 50 hacks that will save you time, stretch your skills, and maybe even make you smile.
Hacks. Clever programming techniques to solve thorny little problems. Ten lines of code that save you two days of work. The little gems you learn from the old guy in the next cube or from the geniuses on Stack Overflow. That’s just what you’ll find in this compact and useful book.
Android Hacker's Handbook
原书英文版
这本全世界黑客翘首以盼的《黑客攻防技术宝典:Android篇》终于出版了。这是目前最全面的一本Android系统安全手册,书中细致地介绍了Android系统中的漏洞挖掘、分析,并给出了大量利用工具。这是作者阵容最强大的一本书,每位作者都是世界级顶尖黑客:Joshua J. Drake,Zach Lanier,Collin Mulliner,Pau Oliva,Stephen A. Ridley,Georg Wicherski。
【Android基础教程英文版】Hello.Android.4th.Edition.2015.5.pdf
What’s in This Book?
Hello, Android is divided into four main parts. Roughly speaking, the book
progresses from less advanced to more advanced topics, or from more common
to less common aspects of Android.
Several chapters share a common example: an Android Ultimate Tic-Tac-Toe
game. By gradually adding features to the game, you’ll learn about many
aspects of Android programming, including user interfaces, multimedia, and
the Android Activity and Fragment life cycles.
In Part I, we’ll start with an introduction to Android. This is where you’ll learn
how to install the Android emulator and how to use an IDE to write your first
program. Then we’ll introduce a few key concepts like the Android life cycle.
Programming in Android is a little different from what you’re probably used
to, so make sure you get these concepts before moving on.
Part II talks about Android’s user interface: display, input, multimedia, and
animation. These features will be used in many of the programs you write.
Part III digs deeper into the Android platform. Here we’ll explore making your
app compatible with multiple Android devices and versions. You’ll also learn
how to publish your app on the Google Play Store.
Part IV wraps things up with a discussion of more advanced topics, including
embedding HTML pages, accessing web services, using Google Play Services,
and storing data with the built-in SQLite database.
At the end of the book, you’ll find an appendix that covers the differences
between Android and Java Standard Edition (SE), along with a bibliography.
Learn Java for Android Development, 3rd Edition
Learn Java for Android Development, 3rd Edition, is an update of a strong selling book that now includes a primer on Android app development (in Chapter 1 and Appendix C, which is distributed in the book’s code archive). This book teaches programmers the essential Java language skills necessary for effectively picking up and using the new Android SDK platform to build mobile, embedded, and even PC apps, especially game apps. Android development is hot, and many programmers are interested in joining the fun. However, because this technology is based on Java, you should first obtain a solid grasp of the Java language and its APIs in order to improve your chances of succeeding as an effective Android app developer. This book helps you do that. Each of the book’s 16 chapters provides an exercise section that gives you the opportunity to reinforce your understanding of the chapter’s material. Answers to the book’s more than 700 exercises are provided in an appendix. A second appendix provides a significant game-oriented Java application, which you can convert into an Android app. Once you complete this one-of-a-kind book written by Jeff Friesen, an expert Java developer and JavaWorld.com columnist, you should be ready to begin your indie or professional Android app development journey. What youll learn The Java skills necessary for Android development The core Java language fundamentals Classes, objects, inheritance, polymorphism, and interfaces Advanced Java language features (such as generics) The basic Java APIs necessary for Android (such as the String class and threading) The Collections Framework for organizing objects The Concurrency Utilities for simplifying multithreading Classic and New I/O Networking and database access Parsing, creating, and transforming XML documents Additional APIs for creating and accessing ZIP and JAR files, and more Who this book is for This book is for any programmer—including existing Java programmers and Objective-C based iPhone and iPad programmers— of any skill level who needs to obtain a solid understanding of the Java language and foundational Java APIs before jumping into Android app development. Table of Contents Chapter 1: Getting Started with Java Chapter 2: Learning Language Fundamentals Chapter 3: Discovering Classes and Objects Chapter 4: Discovering Inheritance, Polymorphism, and Interfaces Chapter 5: Mastering Advanced Language Features, Part 1 Chapter 6: Mastering Advanced Language Features, Part 2 Chapter 7: Exploring the Basic APIs, Part 1 Chapter 8: Exploring the Basic APIs, Part 2 Chapter 9: Exploring the Collections Framework Chapter 10: Exploring the Concurrency Utilities Chapter 11: Performing Classic I/O Chapter 12: Accessing Networks Chapter 13: Migrating to New I/O Chapter 14: Accessing Databases Chapter 15: Parsing, Creating, and Transforming XML Documents Chapter 16: Focusing on Odds and Ends Chapter 17: Solutions to Exercises Chapter 18: Four of a Kind Book Details Title: Learn Java for Android Development, 3rd Edition Author: Jeff Friesen Length: 1200 pages Edition: 3 Language: English Publisher: Apress Publication Date: 2014-02-23 ISBN-10: 1430264543 ISBN-13: 9781430264545
Packt.Practical.Machine.Learning.2016
Foreword
Can machines think? This question has fascinated scientists and researchers around the
world. In the 1950s, Alan Turing shifted the paradigm from “Can machines think?” to
“Can machines do what humans (as thinking entities) can do?”. Since then, the field of
Machine learning/Artificial Intelligence continues to be an exciting topic and considerable
progress has been made.
The advances in various computing technologies, the pervasive use of computing devices,
and resultant Information/Data glut has shifted the focus of Machine learning from an
exciting esoteric field to prime time. Today, organizations around the world have
understood the value of Machine learning in the crucial role of knowledge discovery from
data, and have started to invest in these capabilities.
Most developers around the world have heard of Machine learning; the “learning” seems
daunting since this field needs a multidisciplinary thinking—Big Data, Statistics,
Mathematics, and Computer Science. Sunila has stepped in to fill this void. She takes a
fresh approach to mastering Machine learning, addressing the computing side of the
equation-handling scale, complexity of data sets, and rapid response times.
Practical Machine Learning is aimed at being a guidebook for both established and
aspiring data scientists/analysts. She presents, herewith, an enriching journey for the
readers to understand the fundamentals of Machine learning, and manages to handhold
them at every step leading to practical implementation path.
She progressively uncovers three key learning blocks. The foundation block focuses on
conceptual clarity with a detailed review of the theoretical nuances of the disciple. This is
followed by the next stage of connecting these concepts to the real-world problems and
establishing an ability to rationalize an optimal application. Finally, exploring the
implementation aspects of latest and best tools in the market to demonstrate the value to
the business users.
Packt.Spring.MVC.Cookbook.2016
Who this book is for
While writing this book, one of our objectives has been to remain as approachable as possible
while providing the widest possible overview of modern web development practices.
We believed that most of you, with an interest in a cookbook about Spring MVC, are primarily
looking for a starter kit and a toolbox to develop modern Spring-based web applications.
We also believed that most of you would tend to prefer conceptualizing from experience
and not from theory. Nowadays, it is clear that people have different mindsets and learning
preferences.
Under this light, chapters will have increasing exigence levels one after the other, from
the intuitive Chapter 1, Setup Routine for an Enterprise Spring Application, to the more
challenging Chapter 8, Communicating Through WebSockets and STOMP. The initial few
chapters will definitely suit a broader audience of Java developers than the final ones.
Having said this, we have everything in this book! The prerequisites here are mostly pointing
to external sources of information. And our showcase application is running and waiting for
you to dive into it and understand how things work.
More generally, we assume you to be a Java developer with prior web experience. Beyond
everything, we expect you to have a motivated interest in learning Spring web technologies.
Packt.TensorFlow.Machine.Learning.Cookbook.2017
TensorFlow was open sourced in November of 2015 by Google, and since
then it has become the most starred machine learning repository on
GitHub. TensorFlow's popularity is due to the approach of creating
computational graphs, automatic differentiation, and customizability.
Because of these features, TensorFlow is a very powerful and adaptable
tool that can be used to solve many different machine learning problems.
This book addresses many machine learning algorithms, applies them to
real situations and data, and shows how to interpret the results.
Pearson.Absolute.Java.6th.Edition.2016
Chapter 1 Getting Started 33
Chapter 2 Console Input and Output 89
Chapter 3 Flow of Control 131
Chapter 4 Defining Classes I 205
Chapter 5 Defining Classes II 291
Chapter 6 Arrays 377
Chapter 7 Inheritance 459
Chapter 8 Po lymorphism and Abstract Classes 515
Chapter 9 Exception Handling 555
Chapter 10 File I/O 613
Chapter 11 Recursion 683
Chapter 12 UML and Patterns 725
Chapter 13 Interfaces and Inner Classes 747
Chapter 14 Generics and the ArrayList Class 795
Chapter 15 Lin ked Data Structures 839
Chapter 16 Collections, Maps and Iterators 935
Chapter 17 Swing I 981
Chapter 18 Swing II 1057
Chapter 19 Java Never Ends 1119
Chapter 20 Applets and HTML
Pearson.Modern.Systems.Analysis.and.Design.8th.Edition.2017
DesCriPtiOn
Modern Systems Analysis and Design, Eighth Edition, covers the concepts, skills, methodologies,
techniques, tools, and perspectives essential for systems analysts to successfully
develop information systems. The primary target audience is upper-division
undergraduates in a management information systems (MIS) or computer information
systems curriculum; a secondary target audience is MIS majors in MBA and MS
programs. Although not explicitly written for the junior college and professional
development markets, this book can also be used by these programs.
We have over 55 years of combined teaching experience in systems analysis and
design and have used that experience to create this newest edition of Modern Systems
Analysis and Design. We provide a clear presentation of the concepts, skills, and techniques
that students need to become effective systems analysts who work with others
to create information systems for businesses. We use the systems development life
cycle (SDLC) model as an organizing tool throughout the book to provide students
with a strong conceptual and systematic framework. The SDLC in this edition has five
phases and a circular design.
With this text, we assume that students have taken an introductory course on
computer systems and have experience designing programs in at least one programming
language. We review basic system principles for those students who have not
been exposed to the material on which systems development methods are based. We
also assume that students have a solid background in computing literacy and a general
understanding of the core elements of a business, including basic terms associated
with the production, marketing, finance, and accounting functions.
Springer.Machine.Learning.in.Complex.Networks.2015
Machine learning stands as an important research area that aims at developing
computational methods capable of improving their performances with previously
acquired experiences. Although a large amount of machine learning techniques
has been proposed and successfully applied in real systems, there are still many
challenging issues that need to be addressed. In the last years, an increasing
interest in techniques based on complex networks (large-scale graphswith nontrivial
connection patterns) has been verified. This emergence is explained by the inherent
advantages that the data representation as networks provides. They allow for
capturing spatial, topological, and functional relations of the data. This book
presents the features and possible advantages offered by complex networks in the
machine learning domain. In the first part, we give an introduction to the machine
learning and complex networks areas, supplying necessary background materials.
Then, we present a comprehensive description on network-based machine learning.
In the second part, we describe some specific techniques based on complex networks
for supervised, unsupervised, and semi-supervised learning as case studies with
the purpose of showing detailed know-how on network-based machine learning.
Particularly, we explore a particle competition technique for both unsupervised
and semi-supervised learning using a stochastic nonlinear dynamical system. We
also walk through analytical aspects of the competitive system, enabling us to
predict the behavior of the technique. Additionally, we deal with the problem of
imperfect learning, exploring data reliability issues in semi-supervised learning and
adapting the competitive system to withstand flawed training sets. Identifying and
preventing error propagation have practical importance and are found to be of little
investigation in the literature. Still in the second part of this book, we present a
hybrid supervised classification technique that combines both low and high orders of
learning. The low-level term is implemented by traditional classification techniques,
while the high-level term is realized by extracting features of the underlying network
constructed from the input data. The general idea of the model is that the low-level
term classifies test instances by their physical features, while the high-level term
measures the compliance of test instances with the pattern formation of the data.
We show that the high-level technique can realize classification according to the
semantic meaning of the data.
This book intends to bridge two widely studied research areas: machine learning
and complex networks. Therefore, we hope it will generate broad interests to
the scientific community. This book is intended to be employed by researchers
and students who are interested in machine learning and complex networks. To
accomplish that, not only have we included classic knowledge but also recent
research results. This book is aimed to be self-contained and to give interested
readers insights on modeling, analysis, and applications of network-based machine
learning techniques. We also provide pointers to the literature for further reading
on each explored topic. Moreover, numerous illustrative figures and step-by-step
examples help readers to understand the main ideas and implementation details.
Think.Python.3rd.Edition
Chapter 1 The way of the program
• Chapter 2 Variables, expressions, and statements
• Chapter 3 Hello, little turtles!
• Chapter 4 Functions
• Chapter 5 Conditionals
• Chapter 6 Fruitful functions
• Chapter 7 Iteration
• Chapter 8 Strings
• Chapter 9 Tuples
• Chapter 10 Event handling
• Chapter 11 Lists
• Chapter 12 Modules
• Chapter 13 Files
• Chapter 14 List Algorithms
• Chapter 15 Classes and Objects - the Basics
• Chapter 16 Classes and Objects - Digging a little deeper
• Chapter 17 PyGame
• Chapter 18 Recursion
• Chapter 19 Exceptions
• Chapter 20 Dictionaries
• Chapter 21 Even more OOP
• Chapter 22 Collections of Objects
• Chapter 23 Inheritance
• Chapter 24 Linked Lists
• Chapter 25 Stacks
• Chapter 26 Queues
• Chapter 27 Trees
• Appendix A Debugging
• Appendix B An odds-and-ends Workbook
• Appendix C Configuring Ubuntu for Python Development
• Appendix D Customizing and Contributing to the Book
• Appendix E Some Tips, Tricks, and Common Errors
• GNU Free Document License
UML Classroom
The Unified Modeling Language (UML) is a consolidation of the best Unified Modeling
practices that have been established over the years in the use of model- Language (UML)
ing languages. UML enables us to present the widely varying aspects
of a software system (e.g., requirements, data structures, data flows,
and information flows) within a single framework using object-oriented
concepts. Before we venture too deeply into UML, however, in this
chapter we first explain why modeling is an indispensable part of software
development. To do this, we look at what models are and what
we need them for. We briefly recapitulate the basic concepts of object
orientation before continuing with an overview of the structure of the
book.
Wiley.Raspberry.Pi.User.Guide.4th.Edition.2016
So What Can You Do with the Raspberry Pi?
This book explores a number of things you can do with your Raspberry Pi, from controlling
hardware with Python, to using it as a media centre, setting up camera projects, or building
games in Scratch. The beauty of the Raspberry Pi is that it’s just a very tiny general-purpose
computer (which may be a little slower than you’re used to for some desktop applications,
but much better at some other stuff than a regular PC), so you can do anything you could do
on a regular computer with it. In addition, the Raspberry Pi has powerful multimedia and 3D
graphics capabilities, so it has the potential to be used as a games platform, and we very
much hope to see more people starting to write games for it.
We think physical computing—building systems using sensors, motors, lights, and microcontrollers—
is something that gets overlooked in favour of pure software projects in a lot of
instances, and it’s a shame, because physical computing is massive fun. To the extent that
there was any children’s computing movement when we began this project, it was a physical
computing movement. The LOGO turtles that represented physical computing when we
were kids are now fighting robots, quadcopters, or parent-sensing bedroom doors, and
we love it. However, the lack of General Purpose Input/Output (GPIO) on home PCs is a real
handicap for many people getting started with robotics projects. The Raspberry Pi exposes
GPIO so you can get to work straight away.
Systems.Analysis.and.Design.An.Object-Oriented.Approach.with.UML.5th
Systems Analysis and Design (SAD) is an exciting, active fi eld in which analysts continually
learn new techniques and approaches to develop systems more eff ectively and effi ciently.
However, there is a core set of skills that all analysts need to know—no matter what
approach or methodology is used. All information systems projects move through the four
phases of planning, analysis, design, and implementation; all projects require analysts to
gather requirements, model the business needs, and create blueprints for how the system
should be built; and all projects require an understanding of organizational behavior concepts
like change management and team building. Today, the cost of developing modern
soft ware is composed primarily of the cost associated with the developers themselves and
not the computers. As such, object-oriented approaches to developing information systems
hold much promise in controlling these costs.
Today, the most exciting change to systems analysis and design is the move to
object-oriented techniques, which view a system as a collection of self-contained objects
that have both data and processes. Th is change has been accelerated through the creation
of the Unifi ed Modeling Language (UML). UML provides a common vocabulary of
object-oriented terms and diagramming techniques that is rich enough to model any systems
development project from analysis through implementation.
Th is book captures the dynamic aspects of the fi eld by keeping students focused on
doing SAD while presenting the core set of skills that we feel every systems analyst needs to
know today and in the future. Th is book builds on our professional experience as systems
analysts and on our experience in teaching SAD in the classroom.
Th is book will be of particular interest to instructors who have students do a major
project as part of their course. Each chapter describes one part of the process, provides
clear explanations on how to do it, gives a detailed example, and then has exercises for the
students to practice. In this way, students can leave the course with experience that will
form a rich foundation for further work as a systems analyst.
Wrox.Beginning.Android.Programming.with.Android.Studio.4th.Edition.2017
Introduction. xvii
Chap ter 1 Getting Started with Android Programming. 1
Chap ter 2 Using Android Studio for Android Development . 29
Chap ter 3 Activities, Fragments, and Intents. 47
Chap ter 4 Getting to Know the Android User Interface . 101
Chap ter 5 Designing Your User Interface with Views. 147
Chap ter 6 Displaying Pictures and Menus with Views. 203
Chap ter 7 Data Persistence. 231
Chap ter 8 Content Providers . 269
Chap ter 9 Messaging . 297
Chap ter 10 Location-Based Services . 325
Chap ter 11 Networking. 351
Chap ter 12 Developing Android Services . 381
App endix Answers to Exercises. 415
Wrox.Beginning.Java.Programming.The.Object-Oriented.Approach.2015
Chapter 1 A General Introduction to Programming. 1
Chapter 2 Getting to Know Java. 11
Chapter 3 Setting Up Your Development Environment. 41
Chapter 4 Moving Toward Object‐Oriented Programming . 61
Chapter 5 Controlling the Flow of Your Program . 129
Chapter 6 Handling Exceptions and Debugging. 171
Chapter 7 Delving Further into Object‐Oriented Concepts . 221
Chapter 8 Handling Input and Output. 261
Chapter 9 Working with Databases in Java . 307
Chapter 10 Accessing Web Sources. 347
Chapter 11 Designing Graphical Interfaces. 463
Chapter 12 Using Object‐Oriented Patterns . 557
Wrox.Beginning.Spring.2015
Foreword
I have fond memories of Wrox books. The Spring story started 12 years ago from a Wrox book.
Before that, I’d contributed chapters to several Wrox books and served as a reviewer on many others.
Some of these memories concern what the imprint has meant to me, but many relate to its philosophy
and format, a key reason I was excited to become a Wrox author in 2000. The distinctive
format offers an effective structure for imparting knowledge, encouraging the author to highlight
important points, and promoting systematic explanation. It emphasizes practical code examples—
the most valuable tool for teaching programming.
These virtues are evident in Mert Çalıskan’s and Kenan Sevindik’s Beginning Spring. It’s well structured,
with plentiful examples that include clear instructions on getting the code running and stepby‐
step explanations.
Spring—like building enterprise Java applications itself—is a broad subject, making it impossible for
an introductory book to cover even the core Spring Framework exhaustively. Mert and Kenan have
done a good job in selecting what to focus on. The scope of this book is well chosen to get you productive
as a Spring web developer: the core Dependency Injection container; the MVC framework
(with a special emphasis on REST); relational data access and transaction management; the use of
AOP and Spring EL to customize application behavior; and how Spring 4.0 embraces the important
language enhancements in Java 8. Although Spring Security is the only Spring subproject covered,
this book provides a solid base on which to build knowledge of the broad Spring ecosystem.
The level of the content is equally well targeted. There’s a judicious mix of important background
information (for example, the ACID properties of transactions) and specific detail about how to use
Spring to get things done. Although this book assumes no knowledge of Spring, it does not waste
time covering programming topics better served in more introductory books.
Although I’m no longer personally involved, I continue to observe Spring’s progress with pleasure.
Reading this book serves as a reminder of why Spring remains so relevant. The core concepts have
stood up well over the past 12 years: for example, the consistent, lightweight approach to transaction
management and the central principle of Dependency Injection. When you understand the
“Spring way,” you can master additional Spring technologies quickly.
If you’re a Java web developer as yet unfamiliar with Spring, you will find that Spring can make
your life much easier, and I recommend this book as a good way to get started with it.
—Rod Johnson
Wrox.Expert.Android.Studio.2016
Why We Wrote This Book
In November 2007, Google released a preview version of Android SDK to allow developers to start
playing with the new mobile operating system. Roughly two years later, in October 2009, ADT
(Android Developer Tools) a plugin set for Eclipse, was released to the public.
As a Google I/O 2009 attendee, I (Murat) was lucky enough to have an Android device and was
probably one of the earliest developers to download and install the plugins to my Eclipse. As years
passed, we both followed the same passion to download and try new stuff released with new ADT
versions.
At the time, I was an Eclipse committer who knew how to write plugins, extend the IDE’s capabilities,
and introduce the behavior and functionality I needed. So with each release of ADT, I was more
and more excited to see what had been done with the tools.
On May 2013, at Google I/O, roughly four years after our love-hate relationship with ADT started,
Google announced Android Studio, which soon became the official, supported IDE for Android
development. ADT was never perfect. but it was familiar. Like many other developers, we knew
all the shortcuts, how things work, what to do when something was not working, workarounds,
and how the projects were structured. More significantly, we were able to write our own plugins
or inspect ADT plugins to see why something went wrong. However, with the release of Android
Studio, suddenly we were all in a new platform that we knew very little about.
We resisted switching to Android Studio for a while, but finally gave it a try. Suddenly, Android, a
platform we were long familiar with, was a stranger. The new project structure was very different
because of the changes introduced by IntelliJ and Gradle. To adopt IntelliJ, we decided to follow
IntelliJ shortcuts instead of using IntelliJ shortcut mapping for Eclipse shortcuts, which made the
situation even worse. We were barely able to search for a file or piece of code, navigate through
menus, right-click to create files, or even generate some basic getters and setters. We went from
being experts with ADT to beginners with Android Studio.
We had finally had enough! We were experienced developers, but struggled with Android Studio and
were not able to show our skills. So we started following IntelliJ talks, pinning the IntelliJ shortcut
cheat sheet in our cubicles, reading IntelliJ plugin code, and forcing ourselves to use Android Studio
in our daily work.
This book is the summary of the lessons we learned walking unaided on this difficult path . This
book is what we needed for ourselves when we were switching from Eclipse-based ADT to IntelliJbased
Android Studio. This is why we believe any developer, whether an Android newbie or a seasoned
Android developer who used to work on ADT, will find this book useful for developing his
or her knowledge of the tools that are actually there to support his or her coding skills.
Wrox.Professional.Android.Wearables.2015
The book is divided into three parts, Part I offers basic theory about wearables and the related field
of the Internet of Things in an easily digested way. Part II will give you a foundation in Googles
Wearable platform, Android Wear, and Part III contains three easy-to-build projects.
Chapter 1 introduces the history of and research into wearables. Chapter 2 introduces the closely
related field of the Internet of Things. Chapter 3 covers installing your development environment
and preparing devices and emulators before you compile and run your first Android Wear
application—Recipe Assistant.
Chapters 4 through 8 provide detailed reviews of the different APIs introduced with Android Wear,
including notifications, Wear UIs, communicating with mobile apps, voice interactions and locationbased
services.
Chapters 9, 10, and 11 describe building wearable applications and projects that include Android Wear.
Android Wear is an area that is in constant motion, much like Android was in its infancy. Therefore,
the technologies used for developing Android Wear change often. We used the latest versions, but
you may see some discrepancies with your development environment.
Wrox.Web.Development.with.jQuery.2nd.Edition.2014
JQUERY HAS BECOME ESSENTIAL in the world of web development. jQuery’s mission as a JavaScript
library is simple: It strives to make the lives of web developers easier by making many tasks much
easier. jQuery began as a library to patch cross-browser inconsistencies, to make developing in
JavaScript easier, while it still provides a lot of cross-browser normalization. As browsers have
advanced and fi lled in holes in compatibility, jQuery has become leaner, more effi cient, and better at
fulfi lling the task of providing an API that makes developing JavaScript easier.
jQuery has the proven capability to reduce many lines of ordinary JavaScript to just a few lines,
and, in many cases, just a single line of jQuery-enabled JavaScript. The trade-off is including the
additional size and complexity of the jQuery library (and possibly additional related downloads) in
the materials your users need to obtain to use your website or application. This is less of a trade-off
today as more and more people have access to high-speed Internet. High-speed internet, although
still pathetic in the United States when compared to some other nations, has inched up in overall
speed. So, the additional download isn’t all that much when you consider the big picture.
jQuery strives to remove barriers in JavaScript development by removing redundancy wherever
possible. jQuery 1.9 and earlier focus more on normalizing cross-browser JavaScript development
in key areas where browsers would otherwise differ, such as Microsoft’s Event API and the W3C
Event API, and other, more remedial tasks such as getting the mouse cursor’s position when an event
has taken place. With the normalization efforts taking place in the browsers, jQuery 2.0 can shed
a great deal of legacy baggage that focused on bridging things such as event compatibility between
Internet Explorer and everyone else. Now, the latest version of Internet Explorer has the standard
event API in strict standards rendering mode, so when you include the right Document Type
Declaration, there is no need to bridge event support.
jQuery 1.9 should be used if you need to work with older versions of Internet Explorer, such as IE8.
Both jQuery 1.9 and jQuery 2.0 work with all the modern browsers, including the latest versions of
Safari, Firefox, Google Chrome, and Internet Explorer.
Getting started with jQuery is easy—all you need to do is include a single script in your HTML or
XHTML documents to include the base jQuery JavaScript library. Throughout this book, jQuery’s
API (Application Programming Interface) components are demonstrated in detail and show you how
everything within this framework comes together to enable you to rapidly develop web applications.
This book also covers the jQuery UI library, which makes redundant user interface (UI) tasks on
the client side easier and more accessible to everyday web developers who might not have much
JavaScript programming expertise. The jQuery UI library includes widgets such as dialogs, tabs,
accordions, and a datepicker; for a complete demonstration, view the examples available at
http://www.jqueryui.com.
A large, thriving community of jQuery plugins is available for free, and a few of the most popular
are covered. In addition, you learn how to create your own jQuery plugins, from simple to complex.
VC2010 MFC 滚动条窗口显示图像
VC2010 MFC 多文档项目,CImage载入图像并用带滚动条的窗口显示。
滚动条显示图片scrollbar vc++6.0
switch (nSBCode)
{
case SB_THUMBTRACK: //拖动滚动块
ScrollWindow(-(nPos-pos),0);
SetScrollPos(SB_HORZ,nPos);
break;
case SB_LINELEFT : //单击左箭头
if (pos != 0)
{
ScrollWindow(1,0);
SetScrollPos(SB_HORZ,pos-1);
}
break;
case SB_LINERIGHT: //单击右箭头
if (pos+thumbwidth <= max)
{
SetScrollPos(SB_HORZ,pos+1);
ScrollWindow(-1,0);
}
break;
case SB_PAGELEFT: //在滚动块的左方空白滚动区域单击
if (pos >= thumbwidth)
{
ScrollWindow(thumbwidth,0);
SetScrollPos(SB_HORZ,pos-thumbwidth);
}
else
{
ScrollWindow(pos,0);
SetScrollPos(SB_HORZ,0);
}
break;
case SB_PAGERIGHT: //在滚动块的右方空白滚动区域单击
if (pos+thumbwidth <= max-thumbwidth)
{
ScrollWindow(-thumbwidth,0);
SetScrollPos(SB_HORZ,pos+thumbwidth);
}
else
{
ScrollWindow(-(max-(pos+thumbwidth)),0);
SetScrollPos(SB_HORZ,max-thumbwidth);
}
break;
}
CDialog::OnHScroll(nSBCode, nPos, pScrollBar);
Floyd - Digital Fundamentals 9e.djvu
Digital Fundamentals, 9e Thomas L. Floyd著
国外经典数字电路教材,学习数字电路必读书籍。
国内数字电路基本没有好书,基本都是越看越晕。
想学好数字电路好好读读这本吧。
英文版本 (需用DJVY软件打开)
Design Patterns for Embedded Systems in C
C嵌入式编程设计模式
Design Patterns for Embedded Systems in C
英文版 First edition 2011
介绍如何使用设计模式为嵌入式系统创建高效且优化的C语言设计,这些设计方法已经实践证明非常有效。
针对嵌入式系统中发生的问题,本书的设计模式给出了模式化的解决方案。
通过学习本书,你将获得嵌入式领域专家来之不易的经验。
嵌入式设计模式,识货的不多说。。。。。
敏捷软件开发:原则、模式与实践HD(高清PDF版本)
1.书名:敏捷软件开发:原则、模式与实践 高清版PDF(Agile Software Development)
2.非常好的软件设计的书,曾获13界软件开发震撼(Jolt)大奖,做软件的别说不知道这个奖哈。。。。。。
3.想做软件构架师的话,这本书基本是必读的了。另外刚刚毕业没有多久的程序员,如果发现自己代码写的越多越乱,最后无从下手,建议也多读读这本书。
4.这本书是真正清晰版本,大家放心下载。(网上有17M的那个是非清晰版本,这个23M的才是目前网上最清晰的版本。)
敏捷软件开发:原则、模式与实践HD(PDF高清版本)
1.书名:敏捷软件开发:原则、模式与实践(Agile Software Development)。
2.一本非常好的关于软件设计的书,获得13界软件开发震(JOlT)撼大奖,做软件开发的别说不知道这个奖哈。。。。。
3.刚刚毕业没有几年的程序员发现自己代码写的越多越乱,大项目就无从下手,建议恶补下这类书籍。另外这本书也是成为软件构架师的必读作品。
4.这本绝对是清晰版,大家放心下载。
设计模式之禅(完整但不清晰版本)
1.国人写的非常牛的设计模式,内容浅显易懂,采用java语言描述。
2.里边借用了大量历史故事做比喻,非常适合国人研读,比GOF那本更好理解。
3.这本书每章都全,唯一美中不足是不是太清晰(只是相对那本小而清晰的版本),毕竟这本是扫描版本,不过也不很好阅读的。
4.如果要下载清晰而且小巧那个版本,请到我另外资源下载吧。
5.最好是两本一起下,平时看清晰版本,当清晰版本没有章节时候,再看扫描版本吧。
设计模式之禅(清晰但不完整版本 PDF)
1.国人写的非常牛的设计模式,内容浅显易懂,采用java语言描述。
2.里边借用了大量历史故事做比喻,非常适合国人研读,比GOF那本更好理解。
3.这本书非常清晰,但是唯一美中不足的是,没有【23 章亨元模式Flyweight Pattern】、【24 章备忘录模式Memento Pattern】、【25 章模式大PK 】
4.我也上传了完整版本(每章都全),但是不是太清晰(因为是扫描版的缘故吧),大家可以两本一起下载,合起来看吧。
5.如果要下载完整版本,请到我另外资源下载吧。
tcpip winsock wininet
是本介绍Winsock和wininet编程的书,挺不错。