000 -LEADER |
fixed length control field |
02030nam a2200229 4500 |
001 - CONTROL NUMBER |
control field |
vtls002393760 |
003 - CONTROL NUMBER IDENTIFIER |
control field |
MY-SjTCS |
005 - DATE AND TIME OF LATEST TRANSACTION |
control field |
20200306154026.0 |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
fixed length control field |
110218s2002 a 001 eng |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
1931841233 |
039 #9 - LEVEL OF BIBLIOGRAPHIC CONTROL AND CODING DETAIL [OBSOLETE] |
Level of rules in bibliographic description |
201910021533 |
Level of effort used to assign nonsubject heading access points |
ummi |
Level of effort used to assign subject headings |
201102181613 |
Level of effort used to assign classification |
VLOAD |
-- |
200407271937 |
-- |
VLOAD |
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER |
Classification number |
794.815265 |
Item number |
SOU |
100 1# - MAIN ENTRY--PERSONAL NAME |
Personal name |
Sousa, Bruno Miguel Teixeira de. |
9 (RLIN) |
205931 |
245 10 - TITLE STATEMENT |
Title |
Game programming all in one / |
Statement of responsibility, etc. |
Bruno Miguel Teixeira de Sousa |
260 ## - PUBLICATION, DISTRIBUTION, ETC. |
Place of publication, distribution, etc. |
[S.l.] : |
Name of publisher, distributor, etc. |
Premier Press, |
Date of publication, distribution, etc. |
c2002. |
300 ## - PHYSICAL DESCRIPTION |
Extent |
xxxvii, 952 p. : |
Other physical details |
ill. ; |
Dimensions |
24 cm. + |
Accompanying material |
1 electronic optical disc (CD-ROM) (4 3/4 in.). |
440 #4 - SERIES STATEMENT/ADDED ENTRY--TITLE |
Title |
The Premier Press game development series / series editor, Andre LaMothe |
9 (RLIN) |
205932 |
505 0# - FORMATTED CONTENTS NOTE |
Formatted contents note |
Introduction. - Pt. One. C++ Programming. Ch. 1. Introduction to C++ Programming. Ch. 2. Variables and Operators. Ch. 3. Functions and Program Flow. Ch. 4. Multiple Files and the Preprocessor. Ch. 5. Arrays, Pointers, and Strings. Ch. 6. Classes. Ch. 7. Developing Monster. Ch. 8. Streams. Ch. 9. Basic Software Architecture. - Pt. Two. Windows Programming. Ch. 10. Designing Your Game Library: Mirus. Ch. 11. Beginning Windows Programming. Ch. 12. Introduction to DirectX. Ch. 13. DirectX Graphics. Ch. 14. DirectInput. Ch. 15. DirectSound. - Pt. Three. Hardcore Game Programming. Ch. 16. Introduction to Game Design. Ch. 17. Data Structures and Algorithms. Ch. 18. The Mathematical Side of Games. Ch. 19. Introduction to Artificial Intelligence. Ch. 20. Introduction to Physics Modeling. Ch. Building Breading Through. Ch. 22. Publishing Your Game. - Pt. Four. Appendixes. Appendix A. What's on the CD-ROM. Appendix B. Debudding Using Microsoft Visual C++. Appendix C. Binary, Hexadecimal, and Decimal System. Appendix D. A C Primer. Appendix E. Answers to the Exercises. Appendic F. C++ Keywords. Appendix G. Useful Tables. Appendix H. More Resources. - Index. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name entry element |
Computer games |
General subdivision |
Programming. |
9 (RLIN) |
10151 |
700 1# - ADDED ENTRY--PERSONAL NAME |
Personal name |
Lamothe, Andre. |
Relator term |
(series ed.) |
9 (RLIN) |
10150 |
920 ## - Programme |
Programme |
CIT(DIP) : 540311, CD540139 |
999 ## - SYSTEM CONTROL NUMBERS (KOHA) |
Koha biblionumber |
24260 |
Koha biblioitemnumber |
24260 |