The Book of Qt 4

The Book of Qt 4

Book Description

Cross-platform is a kind of holy grail, and Trolltech’s toolkit may well be the most promising solution yet to this challenge. is widely used for the of GUI applications as well as console tools and servers, and it’s especially appealing to programmers who need to write cross-platform applications to run on /, Mac, and machines without having to rewrite for each platform.

The Book of Qt 4 offers an in-depth explanation of Qt 4 that goes beyond the common focus on C++ . Author Daniel Molkentin uses practical examples to explain features like the signal/slot concept and the event system, as he guides you through developing applications with and without Qt’s graphical GUI builder, Qt Designer. And as a core KDE developer, Molkentin’s head is full of real-world problems and solutions that he peppers liberally throughout The Book of Qt 4, making it a resource that you’ll consult time and again. You’ll find coverage of:

  • Tools for creating dialogs
  • GUI design with the Qt Designer
  • Widget layout and dialog construction
  • Data visualization using Qt’s model/view concept
  • The QtSql module and the graphics library Arthur
  • File handling, , processes, and network connections
  • Databases and threading
  • Event handling and using drag and drop Download Now »

The Book of Postfix

The Book of Postfix

Book Description

Best practices for –the popular alternative to .

Developed with security and speed in mind, has become a popular alternative to and comes preinstalled in many distributions as the default mailer. The Book of Postfix is a complete guide to Postfix whether used at home, as a mailrelay or virus-scanning gateway, or as a company mailserver. Practical examples show how to deal with daily challenges like protecting mail users from spam and viruses, managing multiple domains, and offering roaming access.

Table of Contents
Introduction
Chapter 1. Preparing Your Host and Environment
Chapter 2. Mailserver for a Single
Chapter 3. Dial-up Solution
Chapter 4. Understanding Restrictions
Chapter 5. Restrictions
Chapter 6. Understanding Checks
Chapter 7. Checks
Chapter 8. Understanding Filters
Chapter 9. Filters
Chapter 10. Mailrelay
Chapter 11. A Smart Mailrelay
Chapter 12. Filters Download Now »

iOS 5 Programming Cookbook

iOS 5 Programming Cookbook

Book Description

Now you can overcome the vexing, real-life issues you confront when creating apps for the , , or . By making use of more than 100 new recipes in this updated , you’ll quickly learn the steps necessary for writing complete apps, whether they’re as simple as a music player or feature a complex mix of animations, graphics, , a database, and storage.

If you’re comfortable with SDK, this will teach you how to use hundreds of techniques. Each recipe provides a clear solution with sample code that you can use right away.

  • Use different approaches to construct a user interface
  • Develop location-aware apps
  • Get working examples for implementing gesture recognizers
  • Play and files and access the iPod library
  • Retrieve contacts and groups from the Address Book
  • Determine availability and access the Photo Library
  • Create multitasking-aware apps
  • Maintain persistent storage in your apps
  • Use Event Kit to manage calendars and events
  • Learn capabilities of the Core Graphics framework
  • Access the accelerometer and gyroscope
  • Take advantage of the service Download Now »

Physics for Flash Games, Animation, and Simulations

Physics for Flash Games, Animation, and Simulations

Book Description

Physics for Games, , and Simulations teaches programmers how to incorporate real physics into their animations, games, user interfaces, and simulations.

  • Introduces Flash physics in an accurate, but approachable way, covering what is required to produce physically realistic simulations (as opposed to animations that look roughly right)
  • Packed full of practical examples of how physics can be applied to your own games and applications
  • Addresses the diverse needs of developers, animators, artists, and e-learning developers

The book assumes a basic knowledge of and Flash. However, no previous knowledge of physics is required—only some very basic math skills. The authors present everything from basic principles to advanced concepts, so you’ll be able to follow the logic and easily adapt the principles to your own applications. The book builds on your physics knowledge, enabling you to create not only visual effects, but also more complex models and simulations.

What you’ll learn

  • Basic math and physics you’ll need to incorporate realism into your games, animations and simulations
  • How to incorporate a wide range of forces, including environmental forces such as gravity and friction, and forces due to fluids, such as drag and upthrust
  • How to build a number of realistic simulations, like submarines and flight simulators Download Now »

Beginning iOS 5 Development: Exploring the iOS SDK

Beginning iOS 5 Development: Exploring the iOS SDK

Book Description

The team that brought you the bestselling Beginning 4  is back again for Beginning 5 , bringing this definitive guide up-to-date with ’s latest and greatest SDK, as well as with the latest version of .

There’s coverage of brand new technologies, with chapters on storyboards and , for example, as well as significant updates to existing chapters to bring them in line with all the changes that came with the iOS 5 SDK. You’ll have everything you need to create your very own apps for the latest iOS devices, including the 4S, 2, and the latest . Every single sample program in the book has been rebuilt from scratch using 4.2 and the latest iOS 5-specific templates and designed to take advantage of the latest Xcode features.

Assuming only a minimal working knowledge of , and written in a friendly, easy-to-follow style, Beginning iOS 5 Development offers a complete soup-to-nuts course in iPhone, , and . The book starts with the basics, walking through the process of downloading and installing Xcode and the iOS 5 SDK, and then guides you though the creation of your first simple application.

From there, you’ll learn how to integrate all the interface elements touch users have come to know and love, such as buttons, switches, pickers, toolbars, and sliders. You’ll master a variety of design patterns, from the simplest single view to complex hierarchical drill-downs. The confusing art of table building will be demystified, and you’ll learn how to save your data Download Now »

Beginning Android 4 Games Development

Beginning Android 4 Games Development

Book Description

Beginning 4 Games offers everything you need to join the ranks of successful developers. You’ll start with design fundamentals and basics, and then progress toward creating your own basic engine and playable that works on Android 4.0 and earlier devices. This will give you everything you need to branch out and write your own Android games.

The potential user base and the wide array of available high- devices makes Android an attractive target for aspiring game developers. Do you have an awesome idea for the next break-through gaming title? Beginning Android 4 Games  will help you kick-start your .

The book will guide you through the process of making several example games for the Android platform, and involves a wide range of topics:

  • The fundamentals of Android game development targeting Android 1.5-4.0+ devices
  • The Android platform basics to apply those fundamentals in the context of making a game
  • The design of and games and their successful implementation on the Android platform

What you’ll learn

  • How to set up and use the development tools for developing your first Android 4 or earlier version game app
  • The fundamentals of game in the context of the Android platform Download Now »