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Product Details »ù±¾ÐÅÏ¢ ISBN-13 ÊéºÅ 9781484296967 Author ×÷Õß Vaskaran Sarcar Format °æ±¾ ƽװ-½º¶© Pages Number Ò³Êý 278Ò³ Publisher ³ö°æÉç Apress Publication Date ³ö°æÈÕÆÚ 2023-09-16 Language ÓïÖÖ ÆäËü£¨º¬¶àÓ Book Contents ÄÚÈݼò½é Understand the power of C#, a multi-paradigm language. This book will help you learn, analyze, and harness the functional aspects of C# so you can create a better program.The book is divided into two parts. Part I starts with an overview of functional programming (FP). It covers the building blocks for FP: functions and immutability. You will learn about the built-in supports for FP, first- and higher-order functions (HOF), functional purity and side effects, different forms of immutability, and much more. Part II includes discussions on functional composition using pipelining and currying. It also explains how to handle temporal coupling and discusses partial f
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¡¾Ô¤¶©¡¿SQL Server Database Programming with C#: Desktop and Web ¹úÍâ¿â·¿·¢»õ£¬Í¨³£¸¶¿îºó3-5Öܵ½»õ£¡
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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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