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Books > Computing & IT > Computer hardware & operating systems > Operating systems & graphical user interfaces (GUIs)

Data Privacy Management and Autonomous Spontaneus Security - 6th International Workshop, DPM 2011 and 4th International... Data Privacy Management and Autonomous Spontaneus Security - 6th International Workshop, DPM 2011 and 4th International Workshop, SETOP 2011, Leuven, Belgium, September 15-16, 2011, Revised Selected Papers (Paperback, 2012)
Joaquin Garcia-Alfaro, Guillermo Navarro-Arribas, Nora Cuppens-Boulahia, Sabrina de Capitani di Vimercati
R1,532 Discovery Miles 15 320 Ships in 10 - 15 working days

This book constitutes the thoroughly refereed joint post proceedings of two international workshops, the 6th International Workshop on Data Privacy Management, DPM 2011, and the 4th International Workshop on Autonomous and Spontaneous Security, SETOP 2011, held in Leuven, Belgium, in September 2011. The volume contains 9 full papers and 1 short paper from the DPM workshop and 9 full papers and 2 short papers from the SETOP workshop, as well as the keynote paper. The contributions from DPM cover topics from location privacy, privacy-based metering and billing, record linkage, policy-based privacy, application of data privacy in recommendation systems, privacy considerations in user profiles, in RFID, in network monitoring, in transactions protocols, in usage control, and in customer data. The topics of the SETOP contributions are access control, policy derivation, requirements engineering, verification of service-oriented-architectures, query and data privacy, policy delegation and service orchestration.

Pervasive Computing - The Mobile World (Paperback, 2nd ed. 2003): Uwe Hansmann Pervasive Computing - The Mobile World (Paperback, 2nd ed. 2003)
Uwe Hansmann; Foreword by P. Korhonen, P. Kahn; Lothar Merk, Martin S. Nicklous; Foreword by …
R4,148 Discovery Miles 41 480 Ships in 10 - 15 working days

This book describes a new class of computing devices which are becoming omnipresent in every day life. They make information access and processing easily available for everyone from anywhere at any time. Mobility, wireless connectivity, di- versity, and ease-of-use are the magic keywords of Pervasive and Ubiquitous Computing. The book covers these front-end devices as well as their operating systems and the back-end infrastructure which integrate these pervasive components into a seamless IT world. A strong emphasis is placed on the underlying technologies and standards applied when building up pervasive solutions. These fundamental topics include commonly used terms such as XML, WAP, UMTS, GPRS, Bluetooth, Jini, transcoding, and cryptography, to mention just a few. Voice, Web Application Servers, Portals, Web Services, and Synchronized and Device Management are new in the second edition.
Besides a comprehensive state-of-the-art description of the Pervasive Computing technology itself, this book gives an overview of today's real-life applications and accompanying service offerings. M-Commerce, e-Business, networked home, travel, and finance are exciting examples of applied Ubiquitous Computing.

Learn Objective-C on the Mac - For OS X and iOS (Paperback, 2nd ed.): Scott Knaster, Mark Dalrymple, Waqar Malik Learn Objective-C on the Mac - For OS X and iOS (Paperback, 2nd ed.)
Scott Knaster, Mark Dalrymple, Waqar Malik
R1,126 R960 Discovery Miles 9 600 Save R166 (15%) Ships in 10 - 15 working days

Learn to write apps for some of today's hottest technologies, including the iPhone and iPad (using iOS), as well as the Mac (using OS X). It starts with Objective-C, the base language on which the native iOS software development kit (SDK) and the OS X are based. Learn Objective-C on the Mac: For OS X and iOS, Second Edition updates a best selling book and is an extensive, newly updated guide to Objective-C. Objective-C is a powerful, object-oriented extension of C, making this update the perfect follow-up to Dave Mark's bestselling Learn C on the Mac. Whether you're an experienced C programmer or you're coming from a different language such as C++ or Java, leading Mac experts Scott Knaster and Waqar Malik show how to harness the power of Objective-C in your apps A complete course on the basics of Objective-C using Apple's newest Xcode tools An introduction to object-oriented programming Comprehensive coverage of new topics like blocks, GCD, ARC, class extensions, as well as inheritance, composition, object initialization, categories, protocols, memory management, and organizing source files An introduction to building user interfaces using what is called the UIKit A primer for non-C programmers to get off the ground even faster What you'll learn Learn Objective-C programming, the gateway to programming your iPhone, iPad or Mac Write apps for the iOS and/or OS X interfaces, the cleanest user-interfaces around Understand variables and how to design your own data structures Work with the new Objective-C features now available in this update like blocks, automated reference counting (ARC) and class extensions Work with new tools available like Clang static analyzer and Grand Central Dispatch (GCD) Undertand UIKit and how to build simple user interfaces easily and effectively Explore using the latest Xcode Who this book is for

For anyone wanting to learn to program native apps in iOS and/orOS X, including developers new to the iOS-based iPhone and iPad as well as OS X-based Mac computers. This book is for developers new to Objective-C, but who have some programming experience. Table of Contents Hello Extensions to C Introduction to Object-Oriented Programming Inheritance Composition Source File Organization and Using Xcode 4 More About Xcode A Quick Tour of the Foundation Kit Memory Management and ARC Object Initialization Properties Categories Protocols Blocks and Concurrency Introduction to UIKit Introduction to the Application Kit File Loading and Saving Key-Value Coding Using the Static Analyzer NSPredicate

Virtual Machines (Paperback, 2006): Iain D. Craig Virtual Machines (Paperback, 2006)
Iain D. Craig
R4,348 Discovery Miles 43 480 Ships in 10 - 15 working days

I love virtual machines (VMs) and I have done for a long time.If that makes me "sad" or an "anorak," so be it. I love them because they are so much fun, as well as being so useful. They have an element of original sin (writing assembly programs and being in control of an entire machine), while still being able to claim that one is being a respectable member of the community (being structured, modular, high-level, object-oriented, and so on). They also allow one to design machines of one's own, unencumbered by the restrictions of a starts optimising it for some physical particular processor (at least, until one processor or other). I have been building virtual machines, on and off, since 1980 or there abouts. It has always been something of a hobby for me; it has also turned out to be a technique of great power and applicability. I hope to continue working on them, perhaps on some of the ideas outlined in the last chapter (I certainly want to do some more work with register-based VMs and concur rency). I originally wanted to write the book from a purely semantic viewpoint."

Architecture of Computing Systems - ARCS 2012 - 25th International Conference, Munich, Germany, February 28 - March 2, 2012.... Architecture of Computing Systems - ARCS 2012 - 25th International Conference, Munich, Germany, February 28 - March 2, 2012. Proceedings (Paperback, 2012)
Andreas Herkersdorf, Kay Roemer, Uwe Brinkschulte
R1,513 Discovery Miles 15 130 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 25th International Conference on Architecture of Computing Systems, ARCS 2012, held in Munich, Germany, in February/March 2012. The 20 revised full papers presented in 7 technical sessions were carefully reviewed and selected from 65 submissions. The papers are organized in topical sections on robustness and fault tolerance, power-aware processing, parallel processing, processor cores, optimization, and communication and memory.

NASA Formal Methods - 4th International Symposium, NFM 2012, Norfolk, VA, USA, April 3-5, 2012, Proceedings (Paperback, 2012):... NASA Formal Methods - 4th International Symposium, NFM 2012, Norfolk, VA, USA, April 3-5, 2012, Proceedings (Paperback, 2012)
Alwyn Goodloe, Suzette Person
R1,574 Discovery Miles 15 740 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the Fourth International Symposium on NASA Formal Methods, NFM 2012, held in Norfolk, VA, USA, in April 2012. The 36 revised regular papers presented together with 10 short papers, 3 invited talks were carefully reviewed and selected from 93 submissions. The topics are organized in topical sections on theorem proving, symbolic execution, model-based engineering, real-time and stochastic systems, model checking, abstraction and abstraction refinement, compositional verification techniques, static and dynamic analysis techniques, fault protection, cyber security, specification formalisms, requirements analysis and applications of formal techniques.

Compilers and Operating Systems for Low Power (Paperback, Softcover reprint of the original 1st ed. 2003): Luca Benini, Mahmut... Compilers and Operating Systems for Low Power (Paperback, Softcover reprint of the original 1st ed. 2003)
Luca Benini, Mahmut Kandemir, J. Ramanujam
R2,860 Discovery Miles 28 600 Ships in 10 - 15 working days

Compilers and Operating Systems for Low Power focuses on both application-level compiler directed energy optimization and low-power operating systems. Chapters have been written exclusively for this volume by several of the leading researchers and application developers active in the field. The first six chapters focus on low energy operating systems, or more in general, energy-aware middleware services. The next five chapters are centered on compilation and code optimization. Finally, the last chapter takes a more general viewpoint on mobile computing. The material demonstrates the state-of-the-art work and proves that to obtain the best energy/performance characteristics, compilers, system software, and architecture must work together. The relationship between energy-aware middleware and wireless microsensors, mobile computing and other wireless applications are covered. This work will be of interest to researchers in the areas of low-power computing, embedded systems, compiler optimizations, and operating systems.

Foundations of Real-Time Computing: Scheduling and Resource Management (Paperback, Softcover reprint of the original 1st ed.... Foundations of Real-Time Computing: Scheduling and Resource Management (Paperback, Softcover reprint of the original 1st ed. 1991)
Andre M.Van Tilborg, Gary M. Koob
R4,362 Discovery Miles 43 620 Ships in 10 - 15 working days

This volume contains a selection of papers that focus on the state-of the-art in real-time scheduling and resource management. Preliminary versions of these papers were presented at a workshop on the foundations of real-time computing sponsored by the Office of Naval Research in October, 1990 in Washington, D.C. A companion volume by the title Foundations of Real-Time Computing: Fonnal Specifications and Methods complements this book by addressing many of the most advanced approaches currently being investigated in the arena of formal specification and verification of real-time systems. Together, these two texts provide a comprehensive snapshot of current insights into the process of designing and building real-time computing systems on a scientific basis. Many of the papers in this book take care to define the notion of real-time system precisely, because it is often easy to misunderstand what is meant by that term. Different communities of researchers variously use the term real-time to refer to either very fast computing, or immediate on-line data acquisition, or deadline-driven computing. This text is concerned with the very difficult problems of scheduling tasks and resource management in computer systems whose performance is inextricably fused with the achievement of deadlines. Such systems have been enabled for a rapidly increasing set of diverse end-uses by the unremitting advances in computing power per constant-dollar cost and per constant-unit-volume of space. End-use applications of deadline-driven real-time computers span a spectrum that includes transportation systems, robotics and manufacturing, aerospace and defense, industrial process control, and telecommunications."

Android Hacker's Handbook (Paperback): J S Drake Android Hacker's Handbook (Paperback)
J S Drake
R1,236 Discovery Miles 12 360 Ships in 9 - 17 working days

The first comprehensive guide to discovering and preventing attacks on the Android OS As the Android operating system continues to increase its share of the smartphone market, smartphone hacking remains a growing threat. Written by experts who rank among the world's foremost Android security researchers, this book presents vulnerability discovery, analysis, and exploitation tools for the good guys. Following a detailed explanation of how the Android OS works and its overall security architecture, the authors examine how vulnerabilities can be discovered and exploits developed for various system components, preparing you to defend against them. If you are a mobile device administrator, security researcher, Android app developer, or consultant responsible for evaluating Android security, you will find this guide is essential to your toolbox. * A crack team of leading Android security researchers explain Android security risks, security design and architecture, rooting, fuzz testing, and vulnerability analysis * Covers Android application building blocks and security as well as debugging and auditing Android apps * Prepares mobile device administrators, security researchers, Android app developers, and security consultants to defend Android systems against attack Android Hacker's Handbook is the first comprehensive resource for IT professionals charged with smartphone security.

Analysis of Cache Performance for Operating Systems and Multiprogramming (Paperback, Softcover reprint of the original 1st ed.... Analysis of Cache Performance for Operating Systems and Multiprogramming (Paperback, Softcover reprint of the original 1st ed. 1989)
Agarwal
R2,851 Discovery Miles 28 510 Ships in 10 - 15 working days

As we continue to build faster and fast. er computers, their performance is be coming increasingly dependent on the memory hierarchy. Both the clock speed of the machine and its throughput per clock depend heavily on the memory hierarchy. The time to complet. e a cache acce88 is oft. en the factor that det. er mines the cycle time. The effectiveness of the hierarchy in keeping the average cost of a reference down has a major impact on how close the sustained per formance is to the peak performance. Small changes in the performance of the memory hierarchy cause large changes in overall system performance. The strong growth of ruse machines, whose performance is more tightly coupled to the memory hierarchy, has created increasing demand for high performance memory systems. This trend is likely to accelerate: the improvements in main memory performance will be small compared to the improvements in processor performance. This difference will lead to an increasing gap between prOCe880r cycle time and main memory acce. time. This gap must be closed by improving the memory hierarchy. Computer architects have attacked this gap by designing machines with cache sizes an order of magnitude larger than those appearing five years ago. Microproce880r-based RISe systems now have caches that rival the size of those in mainframes and supercomputers."

OS X and iOS Kernel Programming (Paperback, 1st ed.): Ole Henry Halvorsen, Douglas Clarke OS X and iOS Kernel Programming (Paperback, 1st ed.)
Ole Henry Halvorsen, Douglas Clarke
R2,225 Discovery Miles 22 250 Ships in 10 - 15 working days

OS X and iOS Kernel Programming combines essential operating system and kernel architecture knowledge with a highly practical approach that will help you write effective kernel-level code. You'll learn fundamental concepts such as memory management and thread synchronization, as well as the I/O Kit framework. You'll also learn how to write your own kernel-level extensions, such as device drivers for USB and Thunderbolt devices, including networking, storage and audio drivers. OS X and iOS Kernel Programming provides an incisive and complete introduction to the XNU kernel, which runs iPhones, iPads, iPods, and Mac OS X servers and clients. Then, you'll expand your horizons to examine Mac OS X and iOS system architecture. Understanding Apple's operating systems will allow you to write efficient device drivers, such as those covered in the book, using I/O Kit. With OS X and iOS Kernel Programming, you'll: Discover classical kernel architecture topics such as memory management and thread synchronization Become well-versed in the intricacies of the kernel development process by applying kernel debugging and profiling tools Learn how to deploy your kernel-level projects and how to successfully package them Write code that interacts with hardware devices Examine easy to understand example code that can also be used in your own projects Create network filters

Whether you're a hobbyist, student, or professional engineer, turn to OS X andiOS Kernel Programming and find the knowledge you need to start developing What you'll learn OS X and iOS common core architecture How to write extremely efficient code by exploiting kernel details Coding kernel-level extensions How to write device drivers How to program the I/O Kit framework Key mobile device topics like power management driversand video capture modules To understand OS X memory management and threads To parse kernel debug messages and package projects ready for deployment Who this book is for

This book is suited for Intermediate and advanced iPhone and OS X programmers ready for the next step Kernel-level programmers interested in how OS X and iOS function Open source programmers with a background in Linuxor BSD, OS X and iOS Programmers interested in application performance System administrators running OS X clusters Table of Contents Operating System Fundamentals Mac OS X and iOS Xcode and the Kernel Development Environment The I/O Kit Framework Interacting with Drivers fromApplications Memory Management Synchronisation and Threading USB Drivers PCI and Thunderbolt Power Management Serial Port Drivers Core Audio Network Drivers Storage Drivers and Filesystems User-Space Drivers Debugging and Profiling Advanced Kernel Programming Deployment

A System Administrator's Guide to Sun Workstations (Paperback, Softcover reprint of the original 1st ed. 1991): George... A System Administrator's Guide to Sun Workstations (Paperback, Softcover reprint of the original 1st ed. 1991)
George Becker, Kathy Slattery
R1,550 Discovery Miles 15 500 Ships in 10 - 15 working days

This Guide to Sun Administration is areference manual written by Sun administrators for Sun administrators. The book is not in tended to be a complete guide to UNIX Systems Administration; instead it will concentrate on the special issues that are particular to the Sun environment. It will take you through the basic steps necessary to install and maintain a network of Sun computers. Along the way, helpful ideas will be given concerning NFS, YP, backup and restore procedures, as well as many useful installation tips that can make a system administrator's job less painful. Spe cifically, SunGS 4.0 through 4.0.3 will be studied; however, many ofthe ideas and concepts presented are generic enough to be used on any version of SunGS. This book is not intended to be basic introduction to SunGS. It is assumed thatthe reader will have at least a year ofexperience supporting UNIX. BookOverview The firstchaptergives adescription ofthe system types thatwill be discussed throughout the book. An understanding of all of the system types is needed to comprehend the rest ofthe book. Chapter 2 provides the information necessary to install a workstation. The format utility and the steps involved in the suninstall process are covered in detail. Ideas and concepts about partitioning are included in this chapter. YP is the topic of the third chapter. A specific description of each YPmap and each YPcommand ispresented, along with some tips about ways to best utilize this package in your environment.

Foundations of Real-Time Computing: Formal Specifications and Methods (Paperback, Softcover reprint of the original 1st ed.... Foundations of Real-Time Computing: Formal Specifications and Methods (Paperback, Softcover reprint of the original 1st ed. 1991)
Andre M.Van Tilborg, Gary M. Koob
R4,359 Discovery Miles 43 590 Ships in 10 - 15 working days

This volume contains a selection of papers that focus on the state-of the-art in formal specification and verification of real-time computing systems. Preliminary versions of these papers were presented at a workshop on the foundations of real-time computing sponsored by the Office of Naval Research in October, 1990 in Washington, D. C. A companion volume by the title Foundations of Real-Time Computing: Scheduling and Resource Management complements this hook by addressing many of the recently devised techniques and approaches for scheduling tasks and managing resources in real-time systems. Together, these two texts provide a comprehensive snapshot of current insights into the process of designing and building real time computing systems on a scientific basis. The notion of real-time system has alternative interpretations, not all of which are intended usages in this collection of papers. Different communities of researchers variously use the term real-time to refer to either very fast computing, or immediate on-line data acquisition, or deadline-driven computing. This text is concerned with the formal specification and verification of computer software and systems whose correct performance is dependent on carefully orchestrated interactions with time, e. g., meeting deadlines and synchronizing with clocks. Such systems have been enabled for a rapidly increasing set of diverse end-uses by the unremitting advances in computing power per constant-dollar cost and per constant-unit-volume of space. End use applications of real-time computers span a spectrum that includes transportation systems, robotics and manufacturing, aerospace and defense, industrial process control, and telecommunications."

Pro Windows Embedded Compact 7 - Producing Device Drivers (Paperback, 1st ed.): Abraham Kcholi Pro Windows Embedded Compact 7 - Producing Device Drivers (Paperback, 1st ed.)
Abraham Kcholi
R1,663 Discovery Miles 16 630 Ships in 10 - 15 working days

Windows Embedded Compact 7 is the natural choice for developing sophisticated, small-footprint devices for both consumers and the enterprise. For this latest version, a number of significant enhancements have been made, most notably the ability to run multi-core processors and address more than the 512 MB of memory constraint in previous versions. Using familiar developer tools, Pro Windows Embedded Compact 7 will take you on a deep-dive into device driver development. You'll learn how to set up your working environment, the tools that you'll need and how to think about developing for small devices before quickly putting theory into practice and developing your own first driver from the ground up. As you delve deeper into the details of driver development, you'll learn how to master hardware details, deal with I/O and interrupts, work with networks, and test and debug your drivers ready for deployment - all in the company of an author who's been working with Windows CE for more than a decade. Packed with code samples, Pro Windows Embedded Compact 7 contains everything you'll need to start developing for small footprint devices with confidence. What you'll learn * Understand the internals of Windows Embedded * Know how the Windows Embedded Compact device driver model works * Plan and design your device driver from scratch * Develop stream interface device drivers * Learn how to develop NDIS network device drivers * Debug and test device drivers for quality and performance Who this book is for This book is ideal for anyone who wants to learn how to develop device drivers. While primarily focused on driver development, it also provides useful insights for both application developers and BSP developers. Table of ContentsPart I: Getting Started * Introduction to Device Driver Development for Embedded OSs * Development Environments - The Tools of the Trade Part II: Fundamentals * Design your Device Driver First * Mastering the Hardware Details * Dealing with Device Driver Registry Settings Part III: Device Driver Types * Understanding Device Drivers * The Essence of Stream Device Drivers Part IV: Device Driver I/O Essentials * Device Driver I/O and Interrupts * Device I/O Control Handling * Network Device Drivers Part V: Debugging and Testing * Debugging Device Driver Code * Using CTK to Develop Test Code

Windows Azure Platform (Paperback, 2nd ed.): Tejaswi Redkar, Tony Guidici Windows Azure Platform (Paperback, 2nd ed.)
Tejaswi Redkar, Tony Guidici
R1,314 R1,121 Discovery Miles 11 210 Save R193 (15%) Ships in 10 - 15 working days

The Windows Azure Platform has rapidly established itself as one of the most sophisticated cloud computing platforms available. With Microsoft working to continually update their product and keep it at the cutting edge, the future looks brightif you have the skills to harness it. In particular, new features such as remote desktop access, dynamic content caching and secure content delivery using SSL make the latest version of Azure a more powerful solution than ever before It's widely agreed that cloud computing has produced a paradigm shift in traditional architectural concepts by providing new ways to both store and process data. The basic concepts of the cloud are now well understood throughout the industry. What is much less well understood, and the primary focus of this book, is how the the Windows Azure technology can be applied in real-world scenarios and made to work for you. This book answers those questions, demonstrating how all the features of Windows Azureboth old and newcan be put to work. By the time you're done reading, you will be comfortable building high-quality end-to-end Windows Azure services of your own. The book, like the Azure platform itself, is divided into three key partsWindows Azure, SQL Azure, and Windows Azure AppFabric. Each of these plays a unique role in the functioning of your cloud service. It is the goal of this book to show you how to use these components, both separately and together, to build flawless cloud applications as well as hybrid architectures thatfit in alongside your business' existing systems. Pro Windows Azure Platform, Second Edition is a down-to-earth, code-centric book that shows precisely how the all the components of Windows Azure are employed, and demonstrates the techniques and best practices you'll need to put them to work. What you'll learn Everything you need to understand the Windows Azure platform componentsfrom Access Control to SQL Azure, from the ServiceBus to Windows Azure Connect The architectural theory behind Windows Azure and the nuts-and-bolts code that binds your services together How to design, build, and deploy an Azure service The critical new services of Azure and how the work: Windows Azure Connect, VMRole, SQLAzure Data Sync and Windows Azure AppFabric caching are all covered Who this book is for

This book is intended for professional developers who want to dig into the internals of Azure and start investigating its features in depthin order to adoptthem into their workflow systems. Table of Contents Windows Azure Platform Overview Windows Azure Compute Windows Azure Storage, Part I: Blobs and Drives Windows Azure Storage, Part II: Queues Windows Azure Storage, Part III: Tables VMRole and Windows Azure Connect AppFabric: Access Control Service AppFabric: Service Bus AppFabric: Caching SQLAzure

Parallel Language and Compiler Research in Japan (Paperback, Softcover reprint of the original 1st ed. 1995): Lubomir Bic,... Parallel Language and Compiler Research in Japan (Paperback, Softcover reprint of the original 1st ed. 1995)
Lubomir Bic, Alexandru Nicolau, Mitsuhisa Sato
R5,648 Discovery Miles 56 480 Ships in 10 - 15 working days

Parallel Language and Compiler Research in Japan offers the international community an opportunity to learn in-depth about key Japanese research efforts in the particular software domains of parallel programming and parallelizing compilers. These are important topics that strongly bear on the effectiveness and affordability of high performance computing systems. The chapters of this book convey a comprehensive and current depiction of leading edge research efforts in Japan that focus on parallel software design, development, and optimization that could be obtained only through direct and personal interaction with the researchers themselves.

Beginning iOS 5 Games Development - Using the iOS SDK for iPad, iPhone and iPod touch (Paperback, 1st ed.): Lucas Jordan Beginning iOS 5 Games Development - Using the iOS SDK for iPad, iPhone and iPod touch (Paperback, 1st ed.)
Lucas Jordan
R1,003 R865 Discovery Miles 8 650 Save R138 (14%) Ships in 10 - 15 working days

Game apps on iPhone and now iPad remain one of the most popular type of apps in the Apple iTunes App Store. Does Angry Birds ring a bell? What you were once able to do just for the iPhone (and iPod touch) is now possible for the popular iPad, using the new iOS 5 SDK. Beginning iOS 5 Games Development provides a clear path for you to create games using the iOS 5 SDK platform for the iPad, iPhone, and iPad touch. You'll learn how to use the core classes to create game apps, including graphics, animations, and sound. The latest version of Xcode will be used in parts of the book to guide you along the way of building your apps. Other topics include iOS 5 game apps development with the newest iOS Game Center update, persisting user data, and designing a compelling user experience. After reading this book, you'll come away with the skills and techniques for building a game app, top to bottom, that could perhaps even be sold on the Apple iTunes App Store.What you'll learn * How to use UIViews to display game assets * How to leverage Core Animation to simplify animations * How to create frame-by-frame animations for action games * How to play sound using media classes * How to integrate with Game Center and other social media services * How to use Core Data to persist game state Who this book is for This book is for new iOS developers who want to create compelling 2D games. A basic understanding of Xcode and Objective-C is assumed. Table of Contents * Introduction and HelloGame * Setting Up your Game App Project * Explore the Game App Life cycle * Quickly Build an Input Driven Game * Quickly Build a Frame by Frame Game * Build Your Game: Game Engine, Image Actors, and Behaviors * Build Your Game: Vector Actors and Particles * Build Your Game: Understand Gestures and Movements * Build Your Game: Apple's Game Center and Social Media * A Complete Example: Belt Commander * Design and Create Graphics * Monetizing via the Apple App Store

Pro iOS 5 Augmented Reality (Paperback, 1st ed.): Kyle Roche Pro iOS 5 Augmented Reality (Paperback, 1st ed.)
Kyle Roche
R1,006 R868 Discovery Miles 8 680 Save R138 (14%) Ships in 10 - 15 working days

Augmented reality takes the real world and through the use of graphics, sound and other effects allows you to enhance the environment. It makes a game more real. Your social media app puts you where want to be or go. Pro iOS 5 Augmented Reality walks you through the foundations of building an augmented reality application for the iPhone or iPad. From using MapKit, to the accelerometer and magnetometer, to integrating facial recognition and Facebook data, you'll learn the building blocks of creating augmented reality applications. Case studies are included in this one-of-a-kind book and you'll learn how to create augmented reality apps that unleash the full potential of the on-board sensors and camera. This book complements other iOS game or social media apps development books available from Apress. After reading Pro iOS 5 Augmented Reality, you'll be able to build augmented reality rich media apps or integrate all the best augmented reality techniques and tools into your existing apps.

Predictably Dependable Computing Systems (Paperback, Softcover reprint of the original 1st ed. 1995): Brian Randell, Jean... Predictably Dependable Computing Systems (Paperback, Softcover reprint of the original 1st ed. 1995)
Brian Randell, Jean Claude Laprie, Hermann Kopetz, Bev Littlewood
R2,964 Discovery Miles 29 640 Ships in 10 - 15 working days

The first ESPRIT Basic Research Project on Predictably Dependable Computing Systems (No. 3092, PDCS) commenced in May 1989, and ran until March 1992. The institutions and principal investigators that were involved in PDCS were: City University, London, UK (Bev Littlewood), lEI del CNR, Pisa, Italy (Lorenzo Strigini), Universitiit Karlsruhe, Germany (Tom Beth), LAAS-CNRS, Toulouse, France (Jean-Claude Laprie), University of Newcastle upon Tyne, UK (Brian Randell), LRI-CNRS/Universite Paris-Sud, France (Marie-Claude Gaudel), Technische Universitiit Wien, Austria (Hermann Kopetz), and University of York, UK (John McDermid). The work continued after March 1992, and a three-year successor project (No. 6362, PDCS2) officially started in August 1992, with a slightly changed membership: Chalmers University of Technology, Goteborg, Sweden (Erland Jonsson), City University, London, UK (Bev Littlewood), CNR, Pisa, Italy (Lorenzo Strigini), LAAS-CNRS, Toulouse, France (Jean-Claude Laprie), Universite Catholique de Louvain, Belgium (Pierre-Jacques Courtois), University of Newcastle upon Tyne, UK (Brian Randell), LRI-CNRS/Universite Paris-Sud, France (Marie-Claude Gaudel), Technische Universitiit Wien, Austria (Hermann Kopetz), and University of York, UK (John McDermid). The summary objective of both projects has been "to contribute to making the process of designing and constructing dependable computing systems much more predictable and cost-effective." In the case of PDCS2, the concentration has been on the problems of producing dependable distributed real-time systems and especially those where the dependability requirements centre on issues of safety and/or security.

Principles of Distributed Systems - 15th International Conference, OPODIS 2011, Toulouse, France, December 13-16, 2011,... Principles of Distributed Systems - 15th International Conference, OPODIS 2011, Toulouse, France, December 13-16, 2011, Proceedings (Paperback, 2011 ed.)
Antonio Fernandez Anta, Giuseppe Lipari, Matthieu Roy
R1,602 Discovery Miles 16 020 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 15th International Conference on Principles of Distributed Systems, OPODIS 2011, held in Toulouse, France, in December 2011. The 26 revised papers presented in this volume were carefully reviewed and selected from 96 submissions. They represent the current state of the art of the research in the field of the design, analysis and development of distributed and real-time systems.

Provable Security - 6th International Conference, ProvSec 2012, Chengdu, China, September 26-28, 2012, Proceedings (Paperback,... Provable Security - 6th International Conference, ProvSec 2012, Chengdu, China, September 26-28, 2012, Proceedings (Paperback, 2012 ed.)
Tsuyoshi Takagi, Guilin Wang, Zhiguang Qin, Shaoquan Jiang, Yong Yu
R1,538 Discovery Miles 15 380 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 6th International Conference on Provable Security, ProvSec 2012, held in Chengdu, China, in September 2012. The 16 full papers and 4 short papers presented were carefully reviewed and selected from 66 submissions. The papers are grouped in topical sections on signature schemes, foundations, leakage resilence and key escrow, encryption schemes, and information theoretical security.

Software Engineering for Resilient Systems - Fourth International Workshop, SERENE 2012, Pisa, Italy, September 27-28, 2012,... Software Engineering for Resilient Systems - Fourth International Workshop, SERENE 2012, Pisa, Italy, September 27-28, 2012, Proceedings (Paperback, 2012 ed.)
Paris Avgeriou
R1,939 Discovery Miles 19 390 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the Fourth International Workshop on Software Engineering for Resilient Systems, SERENE 2012, held in Pisa, Italy, in September 2012. The 12 revised full papers were carefully reviewed and selected from numerous submissions. The papers address all aspects of fault tolerance and exception handling, safety modeling, supporting evolution, resilience in service-oriented computing, and applying formal methods in case studies.

Security and Trust Management - 6th International Workshop, STM 2010, Athens, Greece, September 23-24, 2010, Revised Selected... Security and Trust Management - 6th International Workshop, STM 2010, Athens, Greece, September 23-24, 2010, Revised Selected Papers (Paperback, 2011)
Jorge Cuellar, Javier Lopez, Gilles Barthe, Alexander Pretschner
R1,886 Discovery Miles 18 860 Ships in 10 - 15 working days

This book constitutes the thoroughly refereed post-conference proceedings of the 6th International Workshop on Security and Trust Management, STM 2010, held in Athens, Greece, in September 2010.
The 17 revised full papers presented were carefully reviewed and selected from 40 submissions. Focusing on high-quality original unpublished research, case studies, and implementation experiences, STM 2010 encouraged submissions discussing the application and deployment of security technologies in practice.

Security and Privacy in Communication Networks - 7th International ICST Conference, SecureComm 2011, London, September 7-9,... Security and Privacy in Communication Networks - 7th International ICST Conference, SecureComm 2011, London, September 7-9, 2011, Revised Selected Papers (Paperback, 2012 ed.)
Muttukrishnan Rajarajan, Fred Piper, Haining Wang, George Kesidis
R1,600 Discovery Miles 16 000 Ships in 10 - 15 working days

This volume presents the refereed proceedings of the 7th International ICST Conference on Security and Privacy in Communication Networks, SecureComm 2011, held in London, UK, in September 2011. The 35 revised papers included in the volume were carefully reviewed and selected from numerous submissions. Topics covered include network intrusion detection; anonymity and privacy; wireless security; system security; DNS and routing security; and key management.

Learn cocos2d Game Development with iOS 5 (Paperback, 1st ed.): Steffen Itterheim, Andreas Lw Learn cocos2d Game Development with iOS 5 (Paperback, 1st ed.)
Steffen Itterheim, Andreas Lw
R1,070 R931 Discovery Miles 9 310 Save R139 (13%) Ships in 10 - 15 working days

Create compelling 2D games with Learn cocos2d Game Development with iOS 5. This book shows you how to use the powerful cocos2d game engine to develop games for iPhone and iPad with tilemaps, virtual joypads, Game Center, and more. It teaches you: * The process and best practices of mobile game development, including sprite batching, texture atlases, parallax scrolling, touch and accelerometer input. * How to enhance your games using the Box2D and Chipmunk physics engines and other cocos2d-related tools and libraries. * How to add UIKit views to cocos2d and how to add cocos2d to UIKit apps. * The ins and outs of the Kobold2D development environment for cocos2d and its preconfigured libraries, including cocos3d and Lua. Best of all, Learn cocos2d Game Development with iOS 5 will have you making games right from the very start. It guides you step-by-step through the creation of sample games.These fun examples are modeled after popular App Store games and teach you key concepts of the cocos2d game engine and relevant tools like TexturePacker (texture atlas), PhysicsEditor (physics collision shapes), Particle Designer (particle effects), Glyph Designer (bitmap fonts), and others. This book offers a rock-solid introduction to creating games made entirely with cocos2d and little or no iOS 5 SDK and OpenGL code. It also details alternative implementations, identifies the best free and commercial tools for cocos2d game development, features coverage of the author's improved cocos2d game engine (Kobold2D), and even helps you enhance your game's marketability on the App Store. What you'll learn * The process and best practices of mobile game development, including sprite batching, texture atlases, parallax scrolling, touch and accelerometer input. * How to enhance your games using the Box2D and Chipmunk physics engines and other cocos2d-related tools and libraries. * How to add UIKit views to cocos2d and how to add cocos2d to UIKit apps.* The ins and outs of the Kobold2D development environment for cocos2d and its preconfigured libraries, including cocos3d and Lua. Who this book is for The book is aimed at beginning game developers looking for an easier and even more powerful way to create compelling 2D graphics using OpenGL and Objective-C. It is assumed that the reader will have some knowledge of object-oriented programming and the Apple and iPhone/iPad developer environment. Table of Contents * Introduction * Getting Started * Essentials * Your First Game * Game Building Blocks * Sprites In-Depth * Scrolling with Joy * Shoot em Up * Particle Effects * Working with Tilemaps * Isometric Tilemaps * Physics Engines * Pinball Game * Game Center * Best Tools for cocos2D Development * Kobold2D Fundamentals * Out of the Ordinary

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