This book focuses on the distinct but tightly inter-related areas of development for distributed sensing systems In this book, the authors discuss the technological developments lead by sensor technology, addressing viable new applications to...
The Atari 2600 was released in 1977, and now there's finally a book about how to write games for it! You'll learn about the 6502 CPU, NTSC frames, scanlines, cycle counting, players, missiles, collisions, procedural generation, pseudo-3D, and more....
Best selling author Bruce Eckel has joined forces with Chuck Allison to write Thinking in C++, Volume 2, the sequel to the highly received and best selling Thinking in C++, Volume 1. Eckel is the master of teaching professional programmers how to...
Scott Oaks, lead author of O'Reilly's new JXTA in a Nutshellsays,"Fundamental scalability and centralization forces are constraining the Internet and are restricting its growth. Peer-to-peer networks like JXTA are essential to bring the internet to...
This book attempts to capture the spirit of the ''Bronze Age'' of video games, when video games were designed as circuits, not as software. We'll delve into these circuits as they morph from Pong into programmable personal computers and game...
The book presents an expanded excursion into the creative activities of the Tallinn Research Group during 1970–2022 with a focus on researches and development in such main fields as mainframes, personal computers, general statistics theory,...
At first glance, it may seem like I’m reinventing the wheel; Windows already comes with a very complex, very functional GUI. Unfortunately, while the Windows GUI is great for office apps, quite frequently, it’s not suited for many games. Games...