GNU/Linux Application Programming
Author: M Tim Jones
The wide range of applications available in GNU/Linux includes not only pure applications, but also tools and utilities for the GNU/Linux environment. GNU/Linux Application Programming takes a holistic approach to teaching developers the ins-and-outs of GNU/Linux programming using APIs, tools, communication, and scripting. Covering a variety of topics related to GNU/Linux application programming, the book is split into six parts: The GNU/Linux Operating System, GNU Tools, Application Development, Advanced Topics (including communication and synchronization and distributed computing), Debugging GNU/Linux Applications, and Scripting.
The book introduces programmers to the environment from the lowest layers (kernel, device drivers, modules) to the user layer (applications, libraries, tools), using an evolutionary approach that builds on knowledge to cover the more complex aspects of the operating system. Through a readable, code-based style developers will learn about the relevant topics of file handling, pipes and sockets, processes and POSIX threads, inter-process communication, and other development topics. After working through the text, they'll have the knowledge base and skills to begin developing applications in the GNU/Linux environment.
Key Features!
* Focuses on GNU/ Linux, not only the Linux APIs, but the GNU tools and libraries that make Linux programming possible
* Covers a variety of useful APIs for process management, shared memory, message queues, semaphores, POSIX, file handling, sockets, and more
* Provides detailed discussion of scripting and integration with the GNU/Linux environment with bash, including useful shell commands
* Introduces developers to GNU/Linux from the lowest layers (kernel, device drivers, modules) to the user layer (applications, libraries, tools)
* Explores the multiprocess and multithreaded programming APIs, including debugging applications with the GNU Debugger
* Includes a CD-ROM with code snippets for all the detailed APIs and the figures from the book
On the CD!
* SOURCE CODE - Includes code examples for all the detailed APIs from the book
* FIGURES - Includes all of the figures from the book
SYSTEM REQUIREMENTS
PC: Linux with a 2.4 or 2.6 Kernel (tested with Red Hat and Fedora); Pentium I Processor or greater; CD-ROM drive; Hard drive; 256MB of RAM; 1MB of hard drive space for the code examples.
Read also Testing Computer Software or The Software Project Managers Bridge to Agility
ActionScript 3.0 for Adobe Flash CS4 Professional (Classroom in a Book Series)
Author: Adobe Creative Team
The fastest, easiest, most comprehensive way to learn ActionScript® 3.0 for Adobe Flash CS4 Professional
ActionScript® 3.0 for Adobe Flash CS4 Professional Classroom in a Book contains 14 lessons. The book covers the basics of learning ActionScript and provides countless tips and techniques to help you become more productive. You can follow the book from start to finish or choose only those lessons that interest you.
Learn to add interactivity to Flash files using ActionScript 3.0: Control timelines and animation, write event-handling functions, and control loading of and interaction with data, text, video, sound, and images.
"The Classroom in a Book series is by far the best training material on the market. Everything you need to master the software is included: clear explanations of each lesson, step-by-step instructions, and the project files for the students." —Barbara Binder, Adobe Certified Instructor, Rocky Mountain Training
Classroom in a Book®, the best-selling series of hands-on software training workbooks, helps you learn the features of Adobe software quickly and easily. Classroom in a Book offers what no other book or training program does—an official training series from Adobe Systems Incorporated, developed with the support of Adobe product experts.
Table of Contents:
Getting Started
Chapter 1 Introduction to ActionScript
Chapter 2 Navigating the Flash Timeline
Chapter 3 Working with Events
Chapter 4 Class files and Display Objects
Chapter 5 Controlling Display properties, tweens, and conditional statements
Chapter 6 Working with Components and Loaders
Chapter 7 Using Arrays and Loops
Chapter 8 ActionScript and Text
Chapter 9 Using preloaders and version checking
Chapter 10 ActionScript and Sound
Chapter 11 ActionScript and Video
Chapter 12 Flash and XML
Chapter 13 Working with color, and filters and bitmaps
Chapter 14 Sending email and contextual menus
Chapter 15 Controlling Printing
Chapter 16 ActionScript and Adobe AIR
No comments:
Post a Comment