Feb 01, 2012 |
3,426 views |

Book Description
Cross-platform development is a kind of holy grail, and Trolltech’s Qt toolkit may well be the most promising solution yet to this development challenge. Qt is widely used for the development 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 Linux/Unix, Mac, and Windows 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++ programming. 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, XML, processes, and network connections
- Databases and threading
- Event handling and using drag and drop Download Now »
Feb 01, 2012 |
3,351 views |

Book Description
Best practices for Postfix–the popular alternative to Sendmail.
Developed with security and speed in mind, Postfix has become a popular alternative to Sendmail and comes preinstalled in many Linux 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 Domain
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 »
Feb 01, 2012 |
4,948 views |

Book Description
Now you can overcome the vexing, real-life issues you confront when creating apps for the iPhone, iPad, or iPod Touch. By making use of more than 100 new recipes in this updated cookbook, you’ll quickly learn the steps necessary for writing complete iOS apps, whether they’re as simple as a music player or feature a complex mix of animations, graphics, multimedia, a database, and iCloud storage.
If you’re comfortable with iOS SDK, this cookbook will teach you how to use hundreds of iOS 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 audio and video files and access the iPod library
- Retrieve contacts and groups from the Address Book
- Determine camera 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 iCloud service Download Now »
Jan 31, 2012 |
4,219 views |

Book Description
Physics for Flash Games, Animation, and Simulations teaches ActionScript programmers how to incorporate real physics into their Flash 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 game developers, animators, artists, and e-learning developers
The book assumes a basic knowledge of ActionScript 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 »
Jan 31, 2012 |
4,950 views |

Book Description
The team that brought you the bestselling Beginning iPhone 4 Development is back again for Beginning iOS 5 Development, bringing this definitive guide up-to-date with Apple’s latest and greatest iOS SDK, as well as with the latest version of Xcode.
There’s coverage of brand new technologies, with chapters on storyboards and iCloud, 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 iPhone 4S, iPad 2, and the latest iPod touch. Every single sample program in the book has been rebuilt from scratch using Xcode 4.2 and the latest iOS 5-specific project templates and designed to take advantage of the latest Xcode features.
Assuming only a minimal working knowledge of Objective-C, and written in a friendly, easy-to-follow style, Beginning iOS 5 Development offers a complete soup-to-nuts course in iPhone, iPad, and iPod touch programming. 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 Apple 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 »
Jan 31, 2012 |
5,155 views |

Book Description
Beginning Android 4 Games Development offers everything you need to join the ranks of successful Android game developers. You’ll start with game design fundamentals and programming basics, and then progress toward creating your own basic game engine and playable game 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-performance devices makes Android an attractive target for aspiring game developers. Do you have an awesome idea for the next break-through mobile gaming title? Beginning Android 4 Games Development will help you kick-start your project.
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 2D and 3D 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 programming in the context of the Android platform Download Now »