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EBookClubs

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Book Beginning Visual C  2012 Programming

Download or read book Beginning Visual C 2012 Programming written by Karli Watson and published by John Wiley & Sons. This book was released on 2012-12-04 with total page 915 pages. Available in PDF, EPUB and Kindle. Book excerpt: Step-by-step beginner’s guide to Visual C# 2012 Written for novice programmers who want to learn programming with C# and the .NET framework, this book offers programming basics such as variables, flow control, and object oriented programming. It then moves into web and Windows programming and data access (databases and XML). The authors focus on the tool that beginners use most often to program C#, the Visual C# 2012 development environment in Visual Studio 2012. Puts the spotlight on key beginning level topics with easy-to-follow instructions for Microsoft Visual C# 2012 Explores how to program for variables, expressions, flow control, and functions Explains the debugging process and error handling as well as object oriented programming, and much more Beginning Microsoft Visual C# 2012 Programming offers beginners a guide to writing effective programming code following simple step-by-step methods, each followed by the opportunity to try out newly acquired skills.

Book Beginning C  6 Programming with Visual Studio 2015

Download or read book Beginning C 6 Programming with Visual Studio 2015 written by Benjamin Perkins and published by John Wiley & Sons. This book was released on 2016-01-04 with total page 840 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get started with Visual C# programming with this great beginner's guide Beginning C# 6 Programming with Visual Studio 2015 provides step-by-step directions for programming with C# in the .NET framework. Beginning with programming essentials, such as variables, flow control, and object-oriented programming, this authoritative text moves into more complicated topics, such as web and Windows programming and data access within both database and XML environments. After your introduction to each of the chapters, you are invited to apply your newfound knowledge in Try it Out sections, which reinforce learning and help you understand the practical applications of the new concepts you have explored. Through this approach, you can write useful programming code following each of the steps that you explore in this essential text. Discover the basics of programming with C#, such as variables, expressions, flow control, and functions Discuss how to keep your program running smoothly through debugging and error handling Understand how to navigate your way through key programming elements, such as classes, class members, collections, comparisons, and conversions Explore object-oriented programming, web programming, and Windows programming Beginning C# 6 Programming with Visual Studio 2015 is a fundamental resource for any programmers who are new to the C# language.

Book Beginning C  7 Programming with Visual Studio 2017

Download or read book Beginning C 7 Programming with Visual Studio 2017 written by Benjamin Perkins and published by John Wiley & Sons. This book was released on 2018-03-20 with total page 1188 pages. Available in PDF, EPUB and Kindle. Book excerpt: Easily get started programming using the ultra-versatile C# 7 and Visual Studio 2017 Beginning C# 7 Programming with Visual Studio 2017 is the beginner’s ultimate guide to the world’s most popular programming language. Whether you’re new to programming entirely, or just new to C#, there has never been a better time to get started. The new C# 7 and Visual Studio 2017 updates feature a number of new tools and features that streamline the workflow, simplify the code, and make it easier than ever to build high-quality apps. This book walks you through everything you need to know, starting from the very basics, to have you programming in no time. You’ll learn about variables, flow control, and object oriented programming, then move into Web and Windows programming as well as databases and XML. The companion website provides downloadable code examples, and practical Try It Out sections provide explicit, step-by-step instructions for writing your own useful, customizable code. C# 7 can be used to build Windows applications, program Windows 10, and write Web apps when used alongside ASP.NET. With programming skills becoming de rigueur in fields far beyond the tech world, C# 7 is a great place to start building versatile, helpful skills. This book gets you started quickly and easily with instruction from a master-team of C# programmers. Learn how to program using the world’s leading programming language Build smarter, faster apps using the latest features in C# 7 and Visual Studio 2017 Find and fix bugs sooner, saving headaches down the line Integrate with all .NET Core, Azure applications, cloud services, Docker containers, and more The world of programming can seem intimidating to a beginner, and the prospect of learning a whole new “language” can seem daunting. Beginning C# 7 Programming with Visual Studio 2017 demystifies the process and shows you how to bring your ideas to life.

Book The Rules of Poker

Download or read book The Rules of Poker written by Lou Krieger and published by Lyle Stuart. This book was released on 2006 with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first book to comprehensively lay out all the rules of the game. Experts Lou Krieger and Sheree Bykofsky have the answer to every poker argument, standstill, or face-off imaginable and provide answers to hundreds of tough questions like: what is the minimum raise in a no-limit game? Can you bet and raise with a single chip? And can you cut a deal at the final table? Covers all the major games, including Texas Hold'em, Seven Card Stud, and Omaha and not only explains the official rules but also the rules of etiquette.

Book Creating Better Futures

Download or read book Creating Better Futures written by James A. Ogilvy and published by Oxford University Press. This book was released on 2002-04-11 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: As a founder and managing director of Global Business Network, James Ogilvy helped develop the technique of scenario planning, which has become an integral part of strategic thinking in both business and government. Now Ogilvy shows how we can use this cutting-edge method for social change in our own neighborhoods. In Creating Better Futures, Ogilvy presents a profound new vision of how the world is changing--and how it can be changed for the better. Ogilvy argues that self-defined communities, rather than individuals or governments, have become the primary agents for social change. Towns, professional associations, and interest groups of all kinds help shape the future in all the ways that matter most, from schools and hospitals to urban development. The key to improvement is scenario planning--a process that draws on groups of people, both lay and expert, to draft narratives that spell out possible futures, some to avoid, some inspiring hope. Scenario planning has revolutionized both public and private planning, leading to everything from the diverse product lines that have revived the auto industry, to a timely decision by the state of Colorado to avoid pouring millions into an oil-shale industry that never materialized. But never before has anyone proposed that it be taken up by society as a whole. Drawing on years of experience in both academia and the private sector, where he developed both a keen sense of how businesses work best and an abiding passion for changing the world, James Ogilvy provides the tools we need to create better communities: better health, better education, better lives.

Book Build Your Algorithm Skills

Download or read book Build Your Algorithm Skills written by Christopher Harris and published by Enslow Publishing, LLC. This book was released on 2019-07-15 with total page 48 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the simplest applications to the largest networking centers, algorithms are the heartbeat of computer science. The beauty of computers is their ability to automate processes, and algorithms are the tools coders use to make that possible. They employ core computational thinking skills, including logic and problem solving to make software tick. Through a series of thoughtful activities, readers will learn what algorithms are, what they are used for, and how to make their own algorithms using pseudocode and flowcharts. These interactive, game-like projects provide an accessible path to understanding algorithms, even with little or no computer science experience.

Book The Game Production Handbook

Download or read book The Game Production Handbook written by Heather Maxwell Chandler and published by Jones & Bartlett Publishers. This book was released on 2009 with total page 510 pages. Available in PDF, EPUB and Kindle. Book excerpt: This handbook focuses on the major production issues of game development, including managing tasks and schedules, organizing and motivating a team, creating an efficient art program and engineering the design production pipeline. This second edition also includes interviews with industry experts.

Book Game Design Workshop

    Book Details:
  • Author : Tracy Fullerton
  • Publisher : CRC Press
  • Release : 2014-03-05
  • ISBN : 1482217163
  • Pages : 540 pages

Download or read book Game Design Workshop written by Tracy Fullerton and published by CRC Press. This book was released on 2014-03-05 with total page 540 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. The book puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. It provides you with the foundation to advance your career in any facet of the game industry, including design, producing, programming, and visual design.

Book The Art of Game Design

Download or read book The Art of Game Design written by Jesse Schell and published by CRC Press. This book was released on 2014-11-06 with total page 594 pages. Available in PDF, EPUB and Kindle. Book excerpt: Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.

Book Computational Aspects of Cooperative Game Theory

Download or read book Computational Aspects of Cooperative Game Theory written by Georgios Chalkiadakis and published by Morgan & Claypool Publishers. This book was released on 2011-10-01 with total page 170 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cooperative game theory is a branch of (micro-)economics that studies the behavior of self-interested agents in strategic settings where binding agreements among agents are possible. Our aim in this book is to present a survey of work on the computational aspects of cooperative game theory. We begin by formally defining transferable utility games in characteristic function form, and introducing key solution concepts such as the core and the Shapley value. We then discuss two major issues that arise when considering such games from a computational perspective: identifying compact representations for games, and the closely related problem of efficiently computing solution concepts for games. We survey several formalisms for cooperative games that have been proposed in the literature, including, for example, cooperative games defined on networks, as well as general compact representation schemes such as MC-nets and skill games. As a detailed case study, we consider weighted voting games: a widely-used and practically important class of cooperative games that inherently have a natural compact representation. We investigate the complexity of solution concepts for such games, and generalizations of them. We briefly discuss games with non-transferable utility and partition function games. We then overview algorithms for identifying welfare-maximizing coalition structures and methods used by rational agents to form coalitions (even under uncertainty), including bargaining algorithms. We conclude by considering some developing topics, applications, and future research directions.

Book Dungeon Master For Dummies

Download or read book Dungeon Master For Dummies written by James Wyatt and published by John Wiley & Sons. This book was released on 2008-11-17 with total page 431 pages. Available in PDF, EPUB and Kindle. Book excerpt: Design your own fantasy D&D epic filled with adventurous exploits, cloaked characters, and mysterious monsters If you're a Dungeons & Dragons fan, you've surely thought of becoming a Dungeon Master. Learning to be a DM isn't as hard as you might think, especially if you have Dungeon Master For Dummies tucked into your bag of tricks! Whether you've assumed the role of Dungeon Master before or not, this illustrated reference can help you run a D&D game, either online or in person. From organizing your first D&D game to dealing with difficult players, this book covers everything a DM needs to know. Written for the newest edition of D&D by the experts at Wizards of the Coast, the game's creators, it shows you how to: Run your very first campaign, from shaping storylines and writing your own adventures to dealing with unruly players and characters Build challenging encounters, make reasonable rulings, and manage disagreements Recognize all the common codes, tables, and spells Understand the parts of a D&D adventure and how to create dungeon maps and craft monsters Shape storylines and write your own adventures Find your style as a DM and develop a game style that plays to your strengths Script an encounter, vary the terrain and challenges, and establish rewards (experience points and treasure) Decide whether to use published adventures Use and follow the official Dungeon Master's Guide Develop a campaign with exciting themes, memorable villains, and plots to entrance players If you're getting the urge to lead the charge in a D&D game of your own, Dungeon Master For Dummies provides the information you need to start your own game, craft exciting stories, and set up epic adventures. Grab your copy today, and you'll be on your way!

Book Kotlin and Android Development featuring Jetpack

Download or read book Kotlin and Android Development featuring Jetpack written by Michael Fazio and published by Pragmatic Bookshelf. This book was released on 2021-06-15 with total page 549 pages. Available in PDF, EPUB and Kindle. Book excerpt: Start building native Android apps the modern way in Kotlin with Jetpack's expansive set of tools, libraries, and best practices. Learn how to create efficient, resilient views with Fragments and share data between the views with ViewModels. Use Room to persist valuable data quickly, and avoid NullPointerExceptions and Java's verbose expressions with Kotlin. You can even handle asynchronous web service calls elegantly with Kotlin coroutines. Achieve all of this and much more while building two full-featured apps, following detailed, step-by-step instructions.With Kotlin and Jetpack, Android development is now smoother and more enjoyable than ever before. Dive right in by developing two complete Android apps. With the first app, Penny Drop, you create a full game complete with random die rolls, customizable rules, and AI opponents. Build lightweight Fragment views with data binding, quickly and safely update data with ViewModel classes, and handle all app navigation in a single location. Use Kotlin with Android-specific Kotlin extensions to efficiently write null-safe code without all the normal boilerplate required for pre-Jetpack + Kotlin apps. Persist and retrieve data as full objects with the Room library, then display that data with ViewModels and list records in a RecyclerView. Next, you create the official app for the Android Baseball League. It's a fake league but a real app, where you use what you learn in Penny Drop and build up from there. Navigate all over the app via a Navigation Drawer, including specific locations via Android App Links. Handle asynchronous and web service calls with Kotlin Coroutines, display that data smoothly with the Paging library, and send notifications to a user's phone from your app. Come build Android apps the modern way with Kotlin and Jetpack! What You Need: You'll need the Android SDK, a text editor, and either a real Android device or emulator for testing. While not strictly required, it's assumed you're using Android Studio, which comes with the Android SDK and simplifies creating an emulator. Also, a few examples require JDK 1.8 or later, though all of these pieces can be completed in other ways when using JDK 1.6.

Book Playing for Real

Download or read book Playing for Real written by Ken Binmore and published by Oxford University Press. This book was released on 2007-03-29 with total page 656 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ken Binmore's previous game theory textbook, Fun and Games (D.C. Heath, 1991), carved out a significant niche in the advanced undergraduate market; it was intellectually serious and more up-to-date than its competitors, but also accessibly written. Its central thesis was that game theory allows us to understand many kinds of interactions between people, a point that Binmore amply demonstrated through a rich range of examples and applications. This replacement for the now out-of-date 1991 textbook retains the entertaining examples, but changes the organization to match how game theory courses are actually taught, making Playing for Real a more versatile text that almost all possible course designs will find easier to use, with less jumping about than before. In addition, the problem sections, already used as a reference by many teachers, have become even more clever and varied, without becoming too technical. Playing for Real will sell into advanced undergraduate courses in game theory, primarily those in economics, but also courses in the social sciences, and serve as a reference for economists.

Book The Game Design Reader

    Book Details:
  • Author : Katie Salen Tekinbas
  • Publisher : MIT Press
  • Release : 2005-11-23
  • ISBN : 0262195364
  • Pages : 955 pages

Download or read book The Game Design Reader written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2005-11-23 with total page 955 pages. Available in PDF, EPUB and Kindle. Book excerpt: Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.

Book The Ethics of Poker

Download or read book The Ethics of Poker written by Todd M. Furman and published by McFarland. This book was released on 2017-08-07 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: Is it morally permissible to plunder a drunken player at the poker table? In a game of bluffing, are all deceits acceptable? Is it wrong to play against a pathological gambler? Are there any real right and wrongs within poker other than violations of the rules? The first of its kind, this book explores the moral dimensions of playing poker for money in a detailed discussion of applied ethics. Topics include the moral standing of bluffing, collusion versus "soft play," the problem of players staked by backers, and "Why Kant Kan't Play Poker."

Book Lotteries

    Book Details:
  • Author : Alan J. Karcher
  • Publisher : Transaction Publishers
  • Release : 1989-01-01
  • ISBN : 9781412827713
  • Pages : 144 pages

Download or read book Lotteries written by Alan J. Karcher and published by Transaction Publishers. This book was released on 1989-01-01 with total page 144 pages. Available in PDF, EPUB and Kindle. Book excerpt: Economic pressure on states in the 1980s have led a number in this country to market lotteries in an unprecedentedly aggressive manner. This book was inspired by the author's experience with the New Jersey state lottery during a period of major growth. Karcher examines lotteries from a historical, psychological, and philosophical perspective, offering a reflective and cogent explanation of their popularity. He looks at the fluctuating popularity of state-sponsored gambling and the consequent peaking and fattening of revenues, exposing the measures lottery commissions sometimes take in order to increase revenues. Self policed lottery commissions, he predicts, will resort to marketing abuses and increasingly prey upon the poor if they are given unbridled power to act. Karcher suggests thoughtful, easily implemented, and constructive reforms. As more state governments inevitably turn to lotteries as a way out of tax dilemmas, this book will contribute to the public discourse on this important policy issue.

Book Slaying the Dragon

Download or read book Slaying the Dragon written by Ben Riggs and published by St. Martin's Press. This book was released on 2022-07-19 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: Role-playing game historian Ben Riggs unveils the secret history of TSR— the company that unleashed imaginations with Dungeons & Dragons, was driven into ruin by disastrous management decisions, and then saved by their bitterest rival. "Ben Riggs manages to walk the fine line between historical accuracy and fun about as well as anyone and SLAYING THE DRAGON is equal parts historical accuracy and entertainment. It was an essential read for me while directing and producing the Official D&D documentary but I’d recommend it to anyone regardless of the subject material. It’s a wild and fun ride through the turbulent history of one the most influential brands in our lifetime." - JOE MANGANIELLO Co-created by wargame enthusiasts Gary Gygax and Dave Arneson, the original Dungeons & Dragons role-playing game released by TSR (Tactical Studies Rules) in 1974 created a radical new medium: the role-playing game. For the next two decades, TSR rocketed to success, producing multiple editions of D&D, numerous settings for the game, magazines, video games, New York Times bestselling novels by Margaret Weis, Tracy Hickman, and R. A. Salvatore, and even a TV show! But by 1997, a series of ruinous choices and failed projects brought TSR to the edge of doom—only to be saved by their fiercest competitor, Wizards of the Coast, the company behind the collectible card game Magic: The Gathering. Unearthed from Ben Riggs’s own adventurous campaign of in-depth research, interviews with major players, and acquisitions of secret documents, Slaying the Dragon reveals the true story of the rise and fall of TSR. Go behind the scenes of their Lake Geneva headquarters where innovative artists and writers redefined the sword and sorcery genre, managers and executives sabotaged their own success by alienating their top talent, ignoring their customer fanbase, accruing a mountain of debt, and agreeing to deals which, by the end, made them into a publishing company unable to publish so much as a postcard. As epic and fantastic as the adventures TSR published, Slaying the Dragon is the legendary tale of the rise and fall of the company that created the role-playing game world.