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Showing posts with label Platform. Show all posts
Showing posts with label Platform. Show all posts

SCJP: Sun Certified Programmer for Java Platform Study Guide: SE6:

>> Thursday, August 20, 2009

SCJP: Sun Certified Programmer for Java Platform Study Guide: SE6

SCJP: Sun Certified Programmer for Java Platform Study Guide: SE6

Product Description
Sun’s foundation-level Sun Certified Java Programmer (SCJP) for Standard Edition 6 is a must-have for any Java programmer, and is a prerequisite for Sun’s specialty certifications. This resource is essential preparation for the SCJP and focuses heavily on the skill set that Sun expects its SCJPs to have, with numerous examples, exercises, and real-world scenarios to give readers the tools needed to use what they learn. The material covers declarations, initialization, and scoping; flow control; API contents; concurrency; object-oriented concepts; collections/generics; and fundamentals. The interactive CD-ROM features chapter review questions, two bonus exams, a series of flashcards that can be used on PCs or handheld devices, and an e-book.

to download follow the link below:

http://rapidshare.com/files/269307550/S.C.F.P.rar

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Developing Facebook Platform Applications with Rails:

>> Sunday, August 16, 2009

Developing Facebook Platform Applications with Rails

Developing Facebook Platform Applications with Rails

Product Description
Developing Facebook Platform Applications with Rails leads you through the steps necessary to build your first application. You’ll get hands-on experience with Facebook technologies such as FBML and FQL, and master messaging and news feeds.

You’ll do more than just study the Facebook API-you’ll get practical tips from an experienced Facebook developer. We’ll cover advanced techniques such as AJAX and asynchronous messaging, and you’ll see how to slash development time with facebooker, the leading Ruby library for Facebook Platform development.

Together, we’ll build Karate Poke, a real Facebook Platform application, from configuration to deployment. You’ll get deep into Facebook requests right off the bat. From there, you’ll build the core of Karate Poke and then get a detailed look at the Facebook canvas and social features. We’ll finish by looking at advanced features and tips for handling millions of users.

Developing for the Facebook Platform can seem like a different world at first. Developing Facebook Platform Applications with Rails is your tour guide.

About the Author
Mike Mangino is the founder of Elevated Rails. He has been building applications for the web since 1995. He has been developing for the FacebookPlatform since its launch and has contributed to several of the most popular Facebook applications.

In his spare time, Mike is an avid runner. He has completed several marathons and hopes to eventually qualify for Boston.

to download follow the link below:

http://rapidshare.com/files/267910586/Devel.Facebook.Platf.Applica.with.Rails08.rar

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Beginning Java EE 6 Platform with GlassFish 3: From Novice to Professional:

>> Sunday, August 9, 2009

Beginning Java EE 6 Platform with GlassFish 3: From Novice to Professional

Beginning Java EE 6 Platform with GlassFish 3: From Novice to Professional

Product Description

Sun’s enterprise Java™ platform, Java EE (Enterprise Edition), is getting a facelift! Beginning Java EE 6 Platform with GlassFish 3 is one of the first tutorial books on the forthcoming Java EE 6 Platform.

Step–by–step and easy to follow, this book describes many of the Java EE 6 specifications and reference implementations and shows them in action using practical examples.

This book uses the new version of GlassFish™ 3 to deploy and administer the code examples.

Written by an expert member of the Java EE 6 specification request and review board in the Java Community Process (JCP), this book contains the best information possible, from an expert’s perspective in enterprise Java technologies and platform.

to download follow the link below:

http://rapidshare.com/files/264945024/Beginning_java_ee_6_platform_with_glassfish_3_apress_2009.rar

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Web Services Platform Architecture: SOAP, WSDL, WS-Policy, WS-Addressing, WS-BPEL, WS-Reliable Messaging, and More:

>> Wednesday, July 8, 2009

Web Services Platform Architecture: SOAP, WSDL, WS-Policy, WS-Addressing, WS-BPEL, WS-Reliable Messaging, and More

Web Services Platform Architecture: SOAP, WSDL, WS-Policy, WS-


Addressing, WS-BPEL,

WS-ReliableMessaging, and More

The Insider’s Guide to Building Breakthrough Services with Today’sNew Web Services Platform Using today’s new Web services platform, you can build services that are secure, reliable, efficient at handling transactions, and well suited to your evolving service-oriented architecture. What’s more, you can do all that without compromising the simplicity or interoperability that made Web services so attractive. Now, for the first time, the experts who helped define and architect this platform show you exactly how to make the most of it.

Unlike other books, Web Services Platform Architecture covers the entire platform. The authors illuminate every specification that’s ready for practical use, covering messaging, metadata, security, discovery, quality of service, business-process modeling, and more.Drawing on realistic examples and case studies, they present a powerfully coherent view of how all these specifications fit together—and how to combine them to solve real-world problems
Service orientation: Clarifying the business and technical value propositions
Web services messaging framework: Using SOAP and WS-Addressing to deliver Web services messages
WSDL: Documenting messages and supporting diverse message interactions
WS-Policy: Building services that specify their requirements and capabilities, and how to interface with them
UDDI: Aggregating metadata and making it easily available
WS-MetadataExchange: Bootstrapping efficient, customized communication between Web services
WS-Reliable Messaging: Ensuring message delivery across unreliable networks
Transactions: Defining reliable interactions with WS-Coordination, WS-AtomicTransaction, and WS-BusinessActivity
Security: Understanding the roles of WS-Security, WS-Trust, WS-SecureConversation, and WS-Federation
BPEL: Modeling and executing business processes as service compositions

to download follow the link below:

http://rapidshare.com/files/253254931/We_Services_Platform_Architecture.rar

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Adobe Flash Platform ActionScript reference for RIA development:

>> Wednesday, July 1, 2009



This ActionScript reference for rich Internet application development provides an alphabetical reference for all native ActionScript APIs for the Adobe Flash platform runtimes: Adobe Flash Player and Adobe AIR—as well as the Adobe Flex framework APIs. Use this guide both as an API reference and a tool to learn about the ActionScript APIs available within the runtimes.

Download the guide:

The Adobe Flash platform contains two primary runtimes (see Figure 1). Flash Player is browser-based, and Adobe AIR is desktop-based. Because Adobe AIR is built on top of Flash Player, the Flash Player APIs are available within Adobe AIR. Consequently, Adobe AIR APIs are not available within Flash Player. The Flex framework is built on top of the Flash Player APIs, so it runs in both Flash Player and Adobe AIR. However, a number of Flex APIs take advantage of AIR APIs, and thus work only within Adobe AIR.

to download follow the link below:

http://www.adobe.com/devnet/actionscript/articles/atp_ria_guide/atp_ria_guide.pdf

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Cross-Platform Game Programming (Game Development):

>> Tuesday, June 30, 2009


With many of today’s games being released simultaneously on all platforms, the need for a good cross-platform development strategy is essential. Cross-Platform Game Programming covers this rarely discussed area and provides the techniques needed to develop your games effectively. It explains the plethora of problems that exist within every cross-platform game, and gives you the understanding and ability needed to solve them. It also teaches you how to write code that behaves identically on all machines.

In addition, the book explains why standard libraries are not standard enough, and covers the nuances between compilers, debuggers, and operating systems. Throughout the book, how-to guidelines are provided for using the same code to handle different hardware specifications without change for ported games, or those being build to work cross-platform from the ground up. It helps senior and lead programmers determine where the platform-specific features should start and end, and provides methods for achieving this. It also includes support for those using middleware by demonstrating how to write code that will run identically on different machines, despite the platform making use of the same APIs. Because this book teaches the methods, not the API, it scales well for future platforms and empowers you to create your own designs. • BuildTools – Jam, the cross-platform build tool covered in Chapter 11 as an alternative to Makefiles • Graphics – OpenGL, GLUT, and Microsoft DirectX SDK • Utility Libraries – STLport, Boost, POSIX threads for Windows, and PLib • Scripting – Lua, source for the Lua interpreter and Lua compiler, and the basic Lua core required by both

System Requirements IBM PC or 100% compatible, 128MB RAM (256MB recommended), 100MB of available hard-disk space (500MB additional space is required for the full DirectX SDK), and a copy of Microsoft Visual C++ version 6 or above. An Intel Pentium 90 Processor is required, although Pentium II or higher is recommended for the majority of the code. A Pentium III, 1 GHz is recommended for the DirectX SDK. Windows 98 SE or later is required with a VGA or higher-resolution monitor (Super VGA recommended). The DirectX SDK requires a DX9-compatible graphics card with suitable drivers and OpenGL.

About the Author
Steven Goodwin has been in the games industry for over 10 years, progressing from Windows programmer to lead and management roles on console platforms such as the PS2, GameCube, and Xbox. During this time, he was responsible for five titles, including the #1 selling Die Hard: Vendetta, which appeared on all three of the above platforms. He has also written over 30 articles in major publications, including the UK games development industry trade magazine, Develop.

to download follow the link below:

http://rapidshare.com/files/212045778/Charles.River.Media-Cross-Platform.Game.Programming.2005.1584503793.pdf

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