[Oracle.10g.认证辅导资料-].Sybex.-.OCA.-.Oracle.10g.Administration.I.-.Study.Guide.1Z0-042.-.2004.-.(By.Laxxuss).pdf
[Oracle.10g.认证辅导资料-].Sybex.-.OCA.-.Oracle.10g.Administration.I.-.Study.Guide.1Z0-042.-.2004.-.(By.Laxxuss).pdf
Mcgraw Hill Osborne Ocp Oracle Database 10G New Features For Administrators Exam Guide.pdf
Mcgraw Hill Osborne Ocp Oracle Database 10G New Features For Administrators Exam Guide.pdf
CSS 2.0 中文手冊
什么是样式表:
CSS 是 Cascading Style Sheet 的缩写。译作「层叠样式表单」。是用于(增强)控制网页样式并允许将样式信息与网页内容分离的一种标记性语言。
Apress - Beginning ASP.NET 3.5 in C# 2008 From Novice to Professional, Second Edition2
Apress - Beginning ASP.NET 3.5 in C# 2008 From Novice to Professional, Second Edition2
Flex 3 CookBook 简体中文
Flex 3 CookBook 简体中文
orcale内部培训课件含plsql 9i
orcale内部培训课件含plsql.zip
SQL Tuning
SQL Tuning author Dan Tow outlines a timesaving method he's developed for finding the optimum execution plan--rapidly and systematically--regardless of the complexity of the SQL or the database platform being used. You'll learn how to understand and control SQL execution plans and how to diagram SQL queries to deduce the best execution plan for a query. Key chapters in the book includes exercises to reinforce the concepts you've learned. SQL Tuning concludes by addressing special concerns and unique solutions to "unsolvable" problems.
Apress - Beginning Jsp Jsf And Tomcat Web Development From Novice To Professional (2007).pdf
Apress - Beginning Jsp Jsf And Tomcat Web Development From Novice To Professional (2007).pdf
Javaserver Faces Jsf In Action Manning.chm
Javaserver Faces Jsf In Action Manning.chm
Apress - Pro Jsf And Ajax - Building Rich Internet Components.pdf
Apress - Pro Jsf And Ajax - Building Rich Internet Components.pdf
2005 - Manning - Javaserver Faces In Action.pdf
2005 - Manning - Javaserver Faces In Action.pdf
核心 Jsf 編程.chm
核心 Jsf 編程.chm.............
Apress - Beginning Jsp, Jsf, And Tomcat Web Development 2007.pdf
Apress - Beginning Jsp, Jsf, And Tomcat Web Development 2007.pdf
Apress - Professional Jms Programming.pdf
Apress - Professional Jms Programming.pdf
Wrox - Professional Jms Programming.chm
Wrox - Professional Jms Programming.chm
Pragmatic Unit Testing In Java With Junit.pdf
Pragmatic Unit Testing In Java With Junit.pdf
Java Message Service (Jms) 1.1 Api.pdf
Java Message Service (Jms) 1.1 Api.pdf
The Art Of Unit Testing With Examples In May 2009.pdf
The Art Of Unit Testing With Examples In May 2009.pdf
Flex3 Cookbook
flex-3-cookbook-code-recipes-tips-and-tricks-.chm
Learning Ext Js
Learning Ext Js............
Libgdx Cross-platform Game Development Cookbook
Over 75 practical recipes to help you master
cross-platform 2D game development using the
powerful Libgdx framework
[Mac.OS.X开发系列电子书].OpenGL.ES.2.0.Programming.Guide
What Is OpenGL ES?
OpenGL ES is an application programming interface (API) for advanced 3D
graphics targeted at handheld and embedded devices such as cell phones,
personal digital assistants (PDAs), consoles, appliances, vehicles, and avionics.
OpenGL ES is one of a set of APIs created by the Khronos Group. The
Khronos Group, founded in January 2000, is a member-funded industry
consortium that is focused on the creation of open standard and royaltyfree
APIs for handheld and embedded devices.
In the desktop world there are two standard 3D APIs, DirectX and OpenGL.
DirectX is the de facto standard 3D API for any system running the
Microsoft Windows operating system and is used by the majority of 3D
games on that platform. OpenGL is a cross-platform standard 3D API for
desktop systems running Linux, various flavors of UNIX, Mac OS X, and
Microsoft Windows. It is a widely accepted standard 3D API that has seen
significant real-world usage. The API is used by games such as the Doom and
Quake series, user interfaces as in Mac OS X, workstation computer-aided
design (CAD) applications like CATIA, and digital content creation applications
such as Maya and SoftImage|XSI.
Manning.Flex.4.in.Action.Dec.2009
PART ONE: APPLICATION BASICS
CHAPTER ONE: INTRODUCTION OT FLEX
CHAPTER TWO: GETTING STARTED
CHAPTER THREE:WORKING WITH ACTIONSCRIPT
CHAPTER FOUR: LAYOUT AND CONTAINERS
CHAPTER FIVE: DISPLAYING FORMS AND CAPTURING USER INPUT
CHAPTER SIX: VALIDATING USER INPUT
CHAPTER SEVEN: FORMATTING DATA
CHAPTER EIGHT: HALO DATAGRIDS, LISTS AND TREES
CHAPTER NINE: SPARK LISTS
CHAPTER TEN: LIST CUSTOMIZATION
PART TWO: APPLICATION FLOW AND STRUCTURE
CHAPTER ELEVEN: EVENTS
CHAPTER TWELVE: APPLICATION NAVIGATION
CHAPTER THIRTEEN: INTRODUCTION TO POP-UPS
CHAPTER FOURTEEN: VIEW STATES
CHAPTER FIFTEEN:WORKING WITH DATA SERVICES
CHAPTER SIXTEEN: OBJECTS AND CLASSES
CHAPTER SEVENTEEN: CUSTOM COMPONENTS
CHAPTER EIGHTEEN: ADVANCED REUSABILITY IN FLEX
PART THREE: THE FINISHING TOUCHES
CHAPTER NINETEEN: CUSTOMIZING THE EXPERIENCE
CHAPTER TWENTY:WORKING WITH EFFECTS
CHAPTER TWENTY-ONE: DRAG AND DROP
CHAPTER TWENTY-TWO: CHARTING
CHAPTER TWENTY-THREE: DEBUGGING AND TESTING
CHAPTER TWENTY-FOUR:WRAPPING UP THE PROJECT
[Flash.Builder.4.&.Flex.4._典].Flash.Builder.4.and.Flex.4.Bible
When Macromedia first released Flash MX in 2002, the product was branded as the new
way to build Rich Internet Applications (known by the acronym RIA). The term was
invented at Macromedia to describe a new class of applications that would offer the
benefits of being connected to the Internet, including access to various types of Web-based services,
but would solve many of the nagging issues that had been inherent in browser-based applications
since the mid-1990s. Using Flash Player to host graphically rich applications delivered as
Flash documents would address issues such as the ongoing differences between Web browsers in
implementation of Cascading Style Sheets (CSS) and JavaScript. And because such applications
would be able to leverage Flash Player’s original strengths, including animation and delivery of rich
media (audio and video) to the desktop, the applications could be both functional and visually
compelling.
The first push into the new frontier of RIAs met with mixed success. Many applications built and
delivered with Flash MX and ColdFusion MX (Macromedia’s recommended middleware application
server software at the time) were very impressive. Perhaps the best known of this class is the
iHotelier hotel reservations application, which is still used by many large hotels around the world.
The application presents customers with a Flash-based interface they can use to find and reserve
hotel rooms from a visually intuitive single-screen interface. A customer can input information and
get a nearly instantaneous response without having to navigate the multi-page interface of classic
HTML-based Web applications.
Meanwhile, developers who were creating these applications were madly pulling their hair out.
Building data-centric applications in Flash meant that they were working with a binary source file,
making it difficult to integrate with source control systems. At the time, ActionScript wasn’t particularly
object-oriented (although this part of the situation improved drastically with the release of
ActionScript 2 in Flash MX 2004), and there was no enforcement of code placement standards. Its
loose data typing and lack of strong compile-time error checking or debugging tools led to phenomena
such as “silent failure” — the moment when something that’s supposed to happen doesn’t,
and no information is offered as to the reason.
In large multi-developer environments, figuring out where to put the code in a Flash document
was a significant part of the application planning process, because the product wasn’t really
designed for application development. And the ActionScript editor built into Flash gave experienced
developers fits. Java developers, in particular, were used to sophisticated code editors, and
working in Flash slowed their productivity and increased their frustration.
Wondershare Video Converter Platinum v4.3.1.0
Wondershare Video Converter Platinum v4.3.1.0
O'Reilly.HTML5.Up.and.Running.pdf
O'Reilly.HTML5.Up.and.Running.pdf
Apress - Pro HTML5 Programming, Powerful APIs for Richer Internet Application Development (2010).pdf
Apress - Pro HTML5 Programming, Powerful APIs for Richer Internet Application Development (2010).pdf
Wrox.Professional.Android.2.Application.Development.pdf
Now is an exciting time for mobile developers. Mobile phones have never been more popular, and
powerful smartphones are now a popular choice for consumers. Stylish and versatile phones packing
hardware features like GPS, accelerometers, and touch screens, combined with fixed-rate, reasonably
priced data plans provide an enticing platform upon which to create innovative mobile applications.
A host of Android handsets are now available to tempt consumers, including phones with QVGA
screens and powerful WVGA devices like the Motorola Droid and the Google Nexus One. The real
win though, is for developers. With much existing mobile development built on proprietary operating
systems that restrict the development and deployment of third-party applications, Android offers an
open alternative. Without artificial barriers, Android developers are free to write applications that take
full advantage of increasingly powerful mobile hardware and distribute them in an open market.
As a result, developer interest in Android devices has exploded as handset sales have continued to grow.
In 2009 and the early parts of 2010 more than 20 Android handsets have been released from OEMs
including HTC, Motorola, LG, Samsung, and Sony Ericsson. Android devices are now available in over
26 countries on more than 32 carriers. In the United States, Android devices are available on all four
major carriers: T-Mobile, Verizon, AT&T, and Sprint. Additionally, you can now buy the unlocked
Google Nexus One handset directly from Google at http://www.google.com/phone.
Built on an open source framework, and featuring powerful SDK libraries and an open philosophy,
Android has opened mobile phone development to thousands of developers who haven’t had access
to tools for building mobile applications. Experienced mobile developers can now expand into the
Android platform, leveraging the unique features to enhance existing products or create innovative
new ones.
Using the Android Market for distribution, developers can take advantage of an open marketplace,
with no review process, for distributing free and paid apps to all compatible Android devices.
This book is a hands-on guide to building mobile applications using version 2 of the Android software
development kit. Chapter by chapter, it takes you through a series of sample projects, each introducing
new features and techniques to get the most out of Android. It covers all the basic functionality as well
as exploring the advanced features through concise and useful examples.
Google’s philosophy is to release early and iterateoften. Since Android’s first full release in October
2008, there have been seven platform and SDK releases. With such a rapid release cycle, there are likely
to be regular changes and improvements to the software and development libraries. While the Android
engineering team has worked hard to ensure backwards compatibility, future releases are likely to date
some of the information provided in this book.
Nonetheless, the explanations and examples included here will give you the grounding and knowledge
needed to write compelling mobile applications using the current SDK, along with the flexibility to
quickly adapt to future enhancements.
Manning.Unlocking.Android.A.Developer's.Guide.May.2009.pdf
Part I: What is Android—The Big Picture
Chapter 1: Targeting Android
Chapter 2: Development environment
Part II: Learning Android’s Key Technologies
Chapter 3: User Interfaces
Chapter 4: Intents and Services
Chapter 5: Storing and Retrieving Data
Chapter 6: Networking
Chapter 7: Telephony
Chapter 8: Notification and Alarms
Chapter 9: Graphics and Animation
Chapter 10: Multimedia
Chapter 11: Location Based Services
Part III: Android applications for the Real Device
Chapter 12: Putting it all together: A Field Service Application
Chapter 13: Hacking Android
O'Reilly - Facebook Cookbook.pdf
One day, in the not too distant future, I fully expect my grandmother to ask me about
Facebook. She’s particularly hip, as grandmothers go, and is already all over email. She
even occasionally “surfs” the Web to read up on the latest events in her native South
Africa! You might not think she falls into Facebook’s target demographic, but I would
hate to be the person standing between her and her Mac if anyone told her that she
could learn even more about her beloved Toronto Maple Leafs by registering for a
Facebook account. She is, after all, their number-one fan.
There’s an important takeaway in there for everyone who has picked up this book in a
bookstore and is weighing the idea of building a Facebook empire: my grandmother,
and millions of people like her, are waiting for you to build the application that lures
them into the world’s fastest growing social network. Please don’t disappoint her,
because I’m her number one fan, and I have no objection to getting a little rough in the
corners, if you know what I mean.
Learning Facebook Application Development.pdf
Using Facebook applications, developers can add custom features to one of the most popular websites in the world. Facebook is the biggest social network among college students, and is gaining ground among professionals too. Facebook applications enable you to add new ways for users to interact with each other using Facebook.
Facebook applications are written in a server-side language, and hosted on the application developer's own server. They interface with Facebook, so that they appear to users to be part of Facebook itself.
This book shows PHP developers how to quickly get started building powerful Facebook applications, how to work with data stored in Facebook, including photos, and how to handle multimedia and other custom data within Facebook applications.
The book covers how to send notifications and invitations from within an application, update a user's profile, create application control panels for users, and much more.
Building Facebook Applications For Dummies.pdf
If you have spent much time developing Web apps over the past couple of
years, you’ve probably heard the term social network so many times that
you hear it ringing in your ears while you sleep. (Talk about nightmares.)
Until Facebook released its platform, one could understand the nightmares,
because social networking seemed far more important to teenage girls on
MySpace than to serious Web developers. However, when the Facebook
Platform was announced by Facebook, social networking suddenly became a
buzzword worth dreaming about for the Web development community. A
whole new breed of Web application was born — a social network–enabled
application.
Apress.Pro.Android.2.Mar.2010.pdf
Covers Google’s Android 2 Platform including advanced
topics such as OpenGL, Widgets, Text to Speech,
Multi-Touch, and Titanium Mobile
Beginning Android 2 (Apress, 2010, 1430226293).pdf
Begin the journey toward your own
successful Android 2 applications
x-dvd-ripper-platinum5
x-dvd-ripper-platinum5
Head First Programming - A Learner's Guide To Programming Using The Python Language.pdf
Head First Programming - A Learner's Guide To Programming Using The Python Language.pdf
[Actionscript.3.0游戏设计及相关].FoundationGameDesignWithFlash
So you want to make a video game. Where do you start? What do you need to learn? To whom
can you look for help?
If you’ve ever asked any of these questions, you’ll know how difficult it is to find the answers. I
asked myself these same questions many years ago in a little village outside of Bangalore, India,
where I was teaching programming and interactive media at an international school. All my
students were playing games and they all wanted to create games, but there were no comprehensive
books or online resources available on how to do this.
A little bit of research turned up something surprising: not only did basic game design require
relatively little programming knowledge but the same set of techniques could also be used over
and over again in different contexts to create completely different kinds of games. It was fun to
do, the results were immediate, and it was a great creative outlet. The result of this research was
an in-house textbook on game design that formed the basis of three high school–level courses
and inspired the writing of this book.
That was back in the now almost prehistoric days of Flash 4 and 5, when the ActionScript programming
language was still in version 1.0, and Flash had some wonderful built-in interactive
tutorials that guided new users every step of the way. It seemed as if everyone was a beginner
in those days, so it was relatively easy to find books and tutorials that assumed the reader had
no background knowledge.
ActionScript is now in version 3.0, and things are not so easy. The ActionScript language has
become much more powerful but also much more complex. Many of the resources that you’ll
find for AS3.0 are focused on that complexity, and it’s harder and harder for beginners with
little previous programming experience to get a comprehensive foothold to start learning. The
irony of all this is that AS3.0 actually makes it much easier to build games than in the days of
AS1.0. What this book does is to strip away the apparent complexity of AS3.0 and get to the
core of what you need to know to make games. It’s fun and easy, and anyone can do it.
Game design is a fantastic thing, and what you’re about to learn is one of the closest things you
can get to creating magic that the real world allows. Hang on for a wild ride—you’ll be amazed
by what you’ll start producing very quickly.
一目了然 designing the obvious 中文版和英文版
Designing the Obvious belongs in the toolbox of every person charged with the design and development of Web-based software, from the CEO to the programming team. Designing the Obvious explores the character traits of great Web applications and uses them as guiding principles of application design so the end result of every project instills customer satisfaction and loyalty. These principles include building only whats necessary, getting users up to speed quickly, preventing and handling errors, and designing for the activity. Designing the Obvious does not offer a one-size-fits-all development process--in fact, it lets you use whatever process you like. Instead, it offers practical advice about how to achieve the qualities of great Web-based applications and consistently and successfully reproduce them.
ActionScript 3.0 Cookbook 中文版.pdf
在Ajax 和微软WPF 袭来之前,Macromedia 率先推出基于Flash的RIA解决方案,用于创建
具有桌面程序富有交互和多功能的Web应用程序,我们称之为“Rich Internet Application”。现
在,新东家Adobe 更是赋予了Flash超越Web之能力,使之成为完整的开发环境。
除了理论,本书来源于实际ActionScript应用,超过300个解决方法用于解决各种编写代码中遇
到的问题。比如:
检测用户Flash 播放器版本或操作系统
开发自定义类
数据和类型格式化
字符串的使用
开发用户界面组件
声音和视频的使用
使用Flash Remoting and web services 实现远程过程调用
读取,发送和搜索XML数据
更多。。。。。。
Prentice Hall PTR - Oracle PL SQL by Example (3rd)
Start developing applications with Oracle PL/SQL--fast! This integrated book-and-Web learning solution teaches all the Oracle PL/SQL skills you need, hands on, through real-world labs, extensive examples, exercises, projects, and a complete Web-based training site. Oracle PL/SQL by Example, Third Edition covers Oracle 10g and all the fundamentals: Master PL/SQL syntax, iterative and conditional control, scoping, anchored datatypes, cursors, triggers, security, tables, procedures, functions, packages and Oracle-supplied packages--plus powerful new techniques for working with exceptions, cursors, collections, and records. Your free Web-based training module includes a Virtual Study Lounge where you can interact with other learners, work on new projects, and get updates!