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Wireless Game Development in C/C++ with BREW (Wordware Game Developer's Library)

Wireless Game Development in C/C++ with BREW (Wordware Game Developer

Ralph Barbagallo, Wordware Publishing, Inc.

ISBN:1556229054, Edition: 550, 2003-04-25

Price: $49.95

  • Table of Contents
  • BackCover
  • Wireless Game Development in C/C++ with BREW
  • Foreword
  • Introduction
    • What Is BREW and How Does It Fit into All of This?
    • Who Does This Guy Think He Is Anyway?
    • Who Is This Book For?
    • How Do I Use This Book?
    • Why C?
    • Coding Conventions
    • Companion Files
    • How Do I Use the Companion Files?
    • Conclusion
  • Chapter 1: A Crash Course in Wireless Gaming
    • Mobile Phone Gaming: Past, Present, and Future
    • The Business Model
    • Conclusion
  • Chapter 2: Introducing BREW
    • The Big Picture
    • A Note About Versions
    • The Hardware
    • The SDK
    • The Distribution Model
    • Conclusion
  • Chapter 3: BREW Gaming Examples
    • Action Games
    • Puzzle/Board Games
    • Strategy Games
    • Sports Games
    • Adventure/RPG Games
    • Casino Games
    • Software Toys
    • Card Games
    • Multiplayer Games
    • Conclusion
  • Chapter 4: Getting Started
    • The Tools of the Trade
    • Becoming a Registered Developer
    • What Is in the SDK?
    • Using the Emulator
    • The Device Configurator
    • Conclusion
  • Chapter 5: Your First BREW Application
    • The Ingredients of a BREW Applet
    • Creating the Ingredients
    • Creating the Project
    • Programming the Applet
    • Running Your Applet
    • Conclusion
  • Chapter 6: The Anatomy of BREW
    • The BREW Interfaces
    • Conclusion
  • Chapter 7: Using Resources
    • Resource Types
    • Creating a Resource File
    • Generating the Resource File
    • Conclusion
  • Chapter 8: Bitmap Graphics
    • Bitmaps
    • Displaying Bitmaps the Easy Way
    • A Simple Animation Example
    • Displaying Bitmaps the Hard Way
    • Two Image Examples
    • Conclusion
  • Chapter 9: Text and Geometric Graphics
    • Drawing Text
    • What Are Geometric Primitives?
    • Conclusion
  • Chapter 10: GUI
    • Creating an Object Instance
    • Using Static Text
    • Using Menus
    • Using Text Controls
    • Using Time Controls
    • Using Date Controls
    • Using Dialogs
    • A Simple Example
    • Conclusion
  • Chapter 11: Persistent Storage
    • Basic File I/O
    • Databases
    • Applet Preferences
    • Conclusion
  • Chapter 12: Sound and Music
    • The Beep
    • Tones and Tone Lists
    • Advanced Sound Capabilities
    • Making Sounds Interactive
    • Simple Examples
    • Conclusion
  • Chapter 13: Miscellaneous Topics
    • Strings and String Manipulation
    • Memory Management
    • Timers
    • Telling Time
    • Random Numbers
    • Conclusion
  • Chapter 14: Putting It All Together
    • The Mobile Game Development Process
    • Attack of the Flarb
    • Conclusion
  • Chapter 15: BREW Extensions
    • What Is an Extension?
    • Creating the Extension
    • Using the Extension
    • The Final Product
    • Conclusion
  • Chapter 16: Tile Graphics
    • What Are Tile Graphics?
    • Larger Worlds
    • Modifying Worlds
    • Creating Tile Maps
    • A Simple Example
    • Conclusion
  • Chapter 17: Wireless Networking
    • The Wireless Network
    • So Who Cares?
    • Internet Game Programming
    • Sockets
    • BREW's Networking and Socket Interface
    • A Simple Example
    • Making a Real Multiplayer Game
    • Conclusion
  • Chapter 18: Running on Hardware
    • Inside BREW Hardware
    • Getting a Handset
    • Getting the Newest Installation of BREW
    • Compiling Native Code
    • Digital Signatures
    • Creating Real BID Files
    • Uploading to the Device
    • Hardware Debugging
    • Conclusion
  • Chapter 19: Optimization
    • Timing Your Code
    • Basic Optimization Techniques
    • Graphics Optimizations
    • Conclusion
  • Chapter 20: Certification and Publishing
    • True BREW Certification
    • Carrier Distribution
    • Paid in Full
    • The Developer-Publisher Model
    • Conclusion
  • Appendix A: BREW and Java
    • Introducing Java
    • Java for BREW?
    • Conclusion
  • Appendix B: SMS
    • What Is an SMS Message?
    • SMS Gaming
    • How to Receive an SMS Message
    • Beyond SMS: EMS and MMS
    • Conclusion
  • Appendix C: BREW 1.1
    • The New 1.1 Interfaces
    • API Additions
    • Tool Enhancements
    • New Tools
    • To Use or Not to Use?
    • Conclusion
  • Appendix D: BREW 2.0
    • The New 2.0 Interfaces
    • Graphics Enhancements
    • Tool Enhancements
    • When Can I Use It?
    • The Future of BREW
    • Conclusion
  • Appendix E: Using C++
    • Is It C, or Is It C++?
    • Hello, Again
    • C++ Makefiles
    • Conclusion
  • Appendix F: Fixed-point Math
    • Fixed-point Math
    • Conclusion
  • Appendix G: The BMP File Format
    • Why Bother?
    • The Anatomy of a BMP
    • Changing Pixels
    • Conclusion
  • Index
    • Index_A
    • Index_B
    • Index_C
    • Index_D
    • Index_E
    • Index_F
    • Index_G
    • Index_H
    • Index_I
    • Index_J
    • Index_K
    • Index_L
    • Index_M
    • Index_N
    • Index_P
    • Index_Q
    • Index_R
    • Index_S
    • Index_T
    • Index_U
    • Index_V
    • Index_W
  • List of Figures
  • List of Tables
  • List of Code Listings