Hardware Books
Related Subjects: I-Opener
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Used price: $19.00
Collectible price: $79.00

Jim Sloan's CL Tips & TechniquesReview Date: 2000-01-06
Jim Sloan's CL Tips & TechniquesReview Date: 2000-01-06

Used price: $0.11

Quality manual shows you how to do itReview Date: 2005-09-27
Very concise clear book, high production qualitiesReview Date: 2005-09-26

Used price: $18.40

Great overview of wireless technology!Review Date: 2002-10-18
A Practical Guide to Wireless ComputingReview Date: 2002-10-22

Used price: $1.89

Excelent Guide to KPTReview Date: 1999-08-08
Nick Clarke has produced Kai's Power Tools 3: An Illustrated Guide to offer an extraordinary gallery of cool KPT special effects! This book is a comprehensive and beautifully illustrated tutorial guide to understanding how to use this filter collection. Clarke takes his readers on a grand tour of the description, operation, and use of each filter. Exceptional color photographs of every filter interface control panel and their individual controls are provided to assist Clarke as he demonstrates just how easy KPT is easy to use. His own mastery of the use of KPT is evident throughout the book.
The book is accompanied by a CD loaded with KPT presets, KPT graphics, a graphic image showcase featuring the work of KPT users from around the world, a portfolio of KPT artist work, tutorial resources, software, and links to Websites offering additional information about this amazing collection of graphics filters! The graphics on this CD provides some of the most breathtaking illustrations ever created to bring out the rich details of this product!
As I read through this book it became clear that Clarke enjoys sharing the use of KPT with others. I experienced his enthusiasm as I read every page. This book also left me with the impression that I had just completed a full course on the use of this product. This book will inspire readers to create their own cherished works of art which may one day be featured in a book! Highly recommended!
The best KPT Guide book on the market!!!Review Date: 1999-08-08
I am a self taught designer running a new CD and flyer design business and this book is as powerful a tool as the Kai program itself . How about a follow up on KPT5 and an advanced techniques book please Nick - you get my vote?

Used price: $14.00

Cutting edge help on writing mobile applications with JavaReview Date: 2008-02-15
Section: I Getting Started
Chapter 1. Overview - explains why MIDP is such a good fit for mobile devices and describes how MIDP and the rest of the band fit together to form a powerful platform for mobile applications.
Chapter 2. Tools - Building MIDP applications is surprisingly easy. This chapter describes several development alternatives and explains some of the magic that these tools provide. Also justifies Netbeans, which I dislike, but it's a fair trade-off to play with such cool stuff.
Chapter 3. Quick Start -Describes a few simple parts of MIDP so that you can get something running right away. You'll also have a basic scaffolding upon which to build your later knowledge.
Chapter 4. Core APIs - Don't assume that you know all this stuff, even if you're experienced with Java technology on the desktop or in a server environment. The constraints of small devices dictate that these APIs are more compact and less rich than their desktop counterparts.
Section: II The Lives of MIDlets
Chapter 5. The MIDlet Habitat - learn the details of how MIDlets live and die and how devices prevent bad MIDlets from performing bad deeds.
Chapter 6. Starting MIDlets Automatically - Incoming network connections can start a MIDlet. For example, a Short Message Service (SMS) message arriving on a certain port or an incoming socket connection could launch a MIDlet. MIDlets can request to be started at a specific time. MIDlets can respond to specific types of content. For example, an audio player MIDlet can be set to handle one or more audio file types. Other applications can ask the device to launch a MIDlet to handle a certain type of content.
Section: III User Interface
Chapter 7. Basic User Interface - This chapter and Chapter 8 discuss the screens that LCDUI, the user interface, supplies and their supporting baggage.
Chapter 8. More User Interface
Section: IV Graphics
Chapter 9. Creating Custom Screens - If the plain old LCDUI screens are not sufficiently jazzy or flexible for your application, you can create your own screen using a canvas. It's more work, but it's more fun. You can control almost all of the drawing on the display and you get fine-grained event information as well.
Chapter 10. Custom Items - A middle ground lies between the easy path of canned LCDUI screens and the raw bravado of using Canvas. Custom items are your own items that can be placed into standard forms. A custom item is very similar to a canvas, but it has some additional equipment to allow it to be part of a form.
Chapter 11. Using the Game API - One popular category of Java ME applications is games. Even when faster data networks make other types of applications more popular, games will always be an important part of the Java ME ecosystem. MIDP has a Game API designed to help you create 2D action or board games. It has a souped-up canvas and supports building a screen using multiple layers. The entire API consists of five classes that are discussed in this chapter.
Chapter 12. Scalable Vector Graphics - The shortcomings of images on small devices are addressed by JSR 226, the Scalable 2D Vector Graphics API for J2ME. Scalable Vector Graphics (SVG) is a kind of XML for describing pictures. Because it is essentially a programming language, SVG can also describe animations and user interactions. JSR 226 is a standard API for displaying and manipulating SVG documents.
Chapter 13. 3D Graphics - The Mobile 3D Graphics (M3G) API, gives MIDlets the ability to show 3D content. It is a scaled-down version of the desktop Java platform 3D API. The M3G API is a scene graph API, which means it knows how to render scenes that are described as a hierarchy of groups and objects. How to use the API is discussed here.
Section: V Storage and Resources
Chapter 14. Record Stores - MSA devices provide three ways to work with persistent storage. The first way is with record stores, which are tiny databases that contain records. The official name for this API is the Record Management System (RMS), which is covered in this chapter.
Chapter 15. Reading and Writing Files - MIDP devices often have some kind of hierarchical file system. The PDA Optional Packages define a FileConnection API that provides access to a device's file system. It is a mandatory part of MSA and MSA subset. The FileConnection API is the subject of this chapter.
Chapter 16. Contacts and Calendars - The Personal Information Management (PIM) API provides access to contact lists, calendars, and to-do lists on mobile devices. The API is the subject of this chapter.
Chapter 17. Mobile Internationalization - A fancy phrase that means making your application run in different languages. Internationalization is handled by Mobile Internationalization API, the subject of this chapter.
Section: VI Networking
Chapter 18. The Generic Connection Framework - All network access in MIDP devices works through the Generic Connection Framework (GCF). The fundamental idea of GCF is very simple. Your application supplies a connection string, and GCF hands back the corresponding input and output streams.
Chapter 19. Text and Multimedia Messaging - This chapter covers the Wireless Messaging API (WMA) which extends this capability of transmitting and receiving text messages to MIDlets.
Chapter 20. Bluetooth and OBEX - teaches you the fundamentals of Bluetooth communication but does not attempt to cover the Bluetooth and OBEX (Object Exchange) APIs in meticulous detail.
Chapter 21. XML and Web Services - describes how to use the XML parsing API, how to call Web services using the JAX-RPC API, and how to work with RESTful Web services. Examples will show how to parse a Rich Site Summary (RSS) feed and how to write a RESTful client for the Flickr photo-sharing service.
Chapter 22. Session Initiation Protocol - Session Initiation Protocol (SIP) is a standard way to set up a call, videoconference, or other session between two network endpoints. This chapter is a broad overview.
Section: VII Multimedia
Chapter 23. Playing and Recording Sound and Video - Discusses the Mobile Media API (MMAPI) for working with images, audio, and video. There are some good detailed examples here.
Chapter 24. Advanced Multimedia - expands on the promise of MMAPI with 3D audio, image processing and encoding, camera and radio control. The basics are in the book, the online software has more detailed examples.
Section: VIII Security and Transactions
Chapter 25. Smart Cards and Cryptography - an introduction to the Security and Trust Services APIs (SATSA). SATSA actually contains four separate APIs. Two of these are for communicating with smart cards, while the other two relate to cryptography. Only the basics are covered.
Chapter 26. Mobile Payments - discusses The Payment API, which provides MIDlets with a simple API for making payments.
Chapter 27. Know Where You Are - discusses the Location API for using GPS to determine where you are or where you want to go.
Chapter 28. Application Architecture - a good capstone chapter presents ideas to help you with your application design. This chapter gets you in the right frame of mind to design your own application effectively and imaginatively.
Excellent bookReview Date: 2008-02-08
And it have new technology for J2ME

Used price: $1.98

Una gran ayudaReview Date: 2001-04-24
El complemento indispensableReview Date: 2001-04-21

Used price: $0.21

Muy educativoReview Date: 2004-03-13
Muy recomendable.
Great starting point to learn LightwaveReview Date: 2003-10-21

Used price: $5.00

The Linux Web Server CD BookshelfReview Date: 2003-04-28
Sean Seely
An Excellent ReferenceReview Date: 2003-03-04

Used price: $1.34

Just what I neededReview Date: 2006-01-26
A must for "switchers"Review Date: 2005-09-15
I truly recomend it as the basic guide to get into the Mac brave new world.

Used price: $0.01

The only Mac OS X book you will ever need!Review Date: 2003-06-12
Thus, I had to learn more complicated procedures for getting my prime writing and editing done.
During that 18 months I went bonkers with almost daily freeze-ups and system crashes. Finally, exasperated, I surrendered and bought a Mac iBook in Cairo, Egypt, even though almost no individual in this country uses one.
This iBook is running on Jaguar. In other words, it runs on system 9 (of which I am well-experienced), and system X in which I have not a clue! To make a long story short, I bought Mac OS X Jaguar Hands-on Training because I was having troubles trying to re-learn 9 and to learn to use X in a manner similar to 9.
The explanation of the differences between 9 and X helped bail me out of deep schisms I was falling towards.
The training in iLife programs, especially iTunes, iPhoto and iCalendar has given a deep appreciation for Apple - the corporation that knows how to provide a real system and computer for people who want to get a mission accomplished instead of impressing folks with how computer literate they are. In other words, engineers will use Windows, managers, writers and editors will use Mac.
This book is a quick read despite its 800-plus pages. The included lessons and examples on the accompanying CD are extremely helpful, especially for my wife, Dina, who has never used a MAC!
Allow me to use a metaphor. God made man in His image. Eventually, man made computers in his image - that is the MAC.
Mac is a Godsend. Mac OS X Hands-On Training is my first choice for learning to use a computer that acts like a human.
Bottom line: buy the best book for most easily learning the best computer operating system!
Mac OS X Hands-On Training is the Best of the BunchReview Date: 2004-05-03
Related Subjects: I-Opener
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