The Automobile


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Automotive Industries


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97 Things Every Java Programmer Should Know


Book Description

If you want to push your Java skills to the next level, this book provides expert advice from Java leaders and practitioners. You’ll be encouraged to look at problems in new ways, take broader responsibility for your work, stretch yourself by learning new techniques, and become as good at the entire craft of development as you possibly can. Edited by Kevlin Henney and Trisha Gee, 97 Things Every Java Programmer Should Know reflects lifetimes of experience writing Java software and living with the process of software development. Great programmers share their collected wisdom to help you rethink Java practices, whether working with legacy code or incorporating changes since Java 8. A few of the 97 things you should know: "Behavior Is Easy, State Is Hard"—Edson Yanaga “Learn Java Idioms and Cache in Your Brain”—Jeanne Boyarsky “Java Programming from a JVM Performance Perspective”—Monica Beckwith "Garbage Collection Is Your Friend"—Holly K Cummins “Java's Unspeakable Types”—Ben Evans "The Rebirth of Java"—Sander Mak “Do You Know What Time It Is?”—Christin Gorman







Java Garage


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The Garage Series, exciting and new, come aboard, we're expecting you; first up . . . let's talk about Java.




Commerce Reports


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Parking


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Beginning Mobile Phone Game Programming


Book Description

Build several fully functional games as well as a game engine to use for programming cell phone and mobile games with Beginning Mobile Phone Game Programming! The included CD provides the tool, code and graphics necessary to complete all exercises covered in the chapters. Beginning Cell Phone Game Programming demystifies wireless game programming by providing clear, practical lessons using the J2ME Game API. You will learn how to use the most popular mobile programming language, Java, to build compact games that can run on any Java-enabled device, including mobile phones, pagers and handheld computers. You will also learn to add a splash screen, create a demo mode, keep track of high scores, and test, debug, and deploy your games. Topics covered include: How to construct a game engine to drive mobile games. How to use Java 2 Micro Edition (J2ME) and the Java Game API to get the most performance out of your mobile games. How to implement sprite animation and control interactions among moving sprites. How to play sound effects and music in mobile games. How to take advantage of wireless networks to build mobile multiplayer games. How to design and develop a variety of different games spanning several video games genres.




Science No Fair!


Book Description

Hilarious story about a slightly crazy science and engineering experiment Logan Applebaum tries to keep his new robot cousin, Java, a secret Logan’s science fair rivals steal Java, and Logan worries they’ll discover Java’s true identity If you thought your science fair experience was nerve-wracking, try being Logan Applebaum. One day, his inventor mother declares that she made a new robot cousin for Logan, Java. Java might be incredibly bright, but he’ll also be quite the handful. Logan had a picture of how the third grade would go. Java was not part of that picture. As the third grade science fair gets closer and the kids prepare for their experiments, Logan thinks Java will come in handy. He can at least help Logan beat the Silverspoon twins, who always win everything. Unfortunately for Logan, the twins Sherry and Jerry steal Java as their partner. Even worse, these kids become suspicious. Can Logan work quickly enough to keep a crazy experiment from becoming a crazier disaster? Join mother-daughter author duo Nancy Krulik and Amanda Burwasser as they introduce the comedic pair of Logan and Java. This first installment of their Project Droid #1 story reminds readers of Amelia Bedelia with a delightful modern edge. Science No Fair! is an excellent pre- bedtime book choice.