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¡¾Ô¤¶©¡¿C++ Systems Programming Cookbook 9781838646554 ¹úÍâ¿â·¿·¢»õ£¬Í¨³£¸¶¿îºó3-5Öܵ½»õ£¡
Product Details »ù±¾ÐÅÏ¢ ISBN-13 ÊéºÅ 9781838646554 Author ×÷Õß Vaticone Format °æ±¾ ƽװ-½º¶© Pages Number Ò³Êý 292Ò³ Publisher ³ö°æÉç Packt Publishing Publication Date ³ö°æÈÕÆÚ 2020-02-21 Product Dimensions ÉÌÆ·³ß´ç 9.25 x 7.50 x 0.61 Shipping Weight ÉÌÆ·ÖØÁ¿ 1.11 Language ÓïÖÖ ÆäËü£¨º¬¶àÓ Book Contents ÄÚÈݼò½é C++ is the preferred language for system programming due to its efficient low-level computation, data abstraction, and object-oriented features. System programming is about designing and writing computer programs that interact closely with the underlying operating system and allow computer hardware to interface with the programmer and the user. The C++ System Programming Cookbook will serve as a reference for developers who want to have ready-to-use solutions for the essential aspects of system programming using the latest C++ standards wherever possible.This C++ bo
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Product Details »ù±¾ÐÅÏ¢ ISBN-13 ÊéºÅ 9781138428102 Author ×÷Õß Buono Format °æ±¾ ¾«×° Pages Number Ò³Êý 532Ò³ Publisher ³ö°æÉç A K PETERS Publication Date ³ö°æÈÕÆÚ 1800-01-01 Product Dimensions ÉÌÆ·³ß´ç 9.40 x 7.50 x 1.30 Shipping Weight ÉÌÆ·ÖØÁ¿ 2.35 Language ÓïÖÖ ÆäËü£¨º¬¶àÓ
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¡¾Ô¤¶©¡¿Learning C# by Programming Games 9783662592519 ÃÀ¹ú¿â·¿·¢»õ£¬Í¨³£¸¶¿îºó3-5Öܵ½»õ£¡
Product Details »ù±¾ÐÅÏ¢ ISBN-13 ÊéºÅ 9783662592519 Author ×÷Õß Wouter van Toll Format °æ±¾ ¾«×° Pages Number Ò³Êý 490Ò³ Publisher ³ö°æÉç Springer Berlin Heidelberg Publication Date ³ö°æÈÕÆÚ 2019-09-14 Language ÓïÖÖ Ó¢Óï Book Contents ÄÚÈݼò½é Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games ¨C and without requiring any previous programming experience.Contrary to most programming books, van Toll, Egges, and Fokker do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games s
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