Image from Google Jackets

Micro Java game development / David Fox and Roman Verhovsek

By: Contributor(s): Publication details: Boston, Mass. : Addison-Wesley, c2002.Description: xix, 548 p. : ill. ; 24 cmISBN:
  • 0672323427
Subject(s): DDC classification:
  • 794.8151 FOX
Contents:
I. Introduction(or Everything I Wanted to Know About Micro Java Gaming But Was Afraid to Ask). 1. Small Devices. 2. The Mobile World. 3. Big Games, Small Screens. - Pt. II. Before, Between, and Beyond J2ME. 4. Wireless Standards: How Data Goes To and Fro. 5. Let's Ralk: Instant Wireless Messaging. 6. Wireless in Asia: I-Mode and cHTML. 7. The Wireless Landscape. - Pt. III. The Java 2. Micro Edition. 8. J2ME Overview. 9. Creating a MIDlet. 10. Making the Most of Limited Resources. 11. Making the Most of It: Optimizations. 12. Multithreaded Game Programming. - Pt. IV. Let the Games Begin. 13. High-level Graphical User Interfaces. 14. Working with Graphics: Low-Level Graphical User Interfaces. 15. Entering the Land of Sprites. 16. Managing Your Sprites. 17. Sprite Movement. 18. J2ME Audio Basics. 19. Be Persistent: MIDP Data Storage. 20. Connecting Out: Wireless Networking. - Pt. V. J2ME Extensions. 21. Personaljava, Connected Device Configuration, and Other Micro Java Blends. 22. JAppli: Micro Java with a Twist. 23. Siemens Game API. - Pt. VI. Micro Racer. 24. Micro Racer: Putting it all Together- Pt. VII. Appendixes A. Low-Level GUI Classes. B. MIDP i.i. C. Siemens Game Api. D. The iAppli API. - Index.
Holdings
Cover image Item type Current library Home library Collection Shelving location Shelf location Call number Materials specified Vol info Copy number Status Notes Date due Barcode Item holds Item hold queue priority Course reserves
Main Collection Taylor's Library-TU

Floor 4, Shelf 33 , Side 1, TierNo 2, BayNo 6

794.8151 FOX (Browse shelf(Opens below)) 1 Available SOCIT,15008,03,GR 5000025278

First printing, April 2002

I. Introduction(or Everything I Wanted to Know About Micro Java Gaming But Was Afraid to Ask). 1. Small Devices. 2. The Mobile World. 3. Big Games, Small Screens. - Pt. II. Before, Between, and Beyond J2ME. 4. Wireless Standards: How Data Goes To and Fro. 5. Let's Ralk: Instant Wireless Messaging. 6. Wireless in Asia: I-Mode and cHTML. 7. The Wireless Landscape. - Pt. III. The Java 2. Micro Edition. 8. J2ME Overview. 9. Creating a MIDlet. 10. Making the Most of Limited Resources. 11. Making the Most of It: Optimizations. 12. Multithreaded Game Programming. - Pt. IV. Let the Games Begin. 13. High-level Graphical User Interfaces. 14. Working with Graphics: Low-Level Graphical User Interfaces. 15. Entering the Land of Sprites. 16. Managing Your Sprites. 17. Sprite Movement. 18. J2ME Audio Basics. 19. Be Persistent: MIDP Data Storage. 20. Connecting Out: Wireless Networking. - Pt. V. J2ME Extensions. 21. Personaljava, Connected Device Configuration, and Other Micro Java Blends. 22. JAppli: Micro Java with a Twist. 23. Siemens Game API. - Pt. VI. Micro Racer. 24. Micro Racer: Putting it all Together- Pt. VII. Appendixes A. Low-Level GUI Classes. B. MIDP i.i. C. Siemens Game Api. D. The iAppli API. - Index.