Showing posts with label programming. Show all posts
Showing posts with label programming. Show all posts

2D Game Building for Teens Review

2D Game Building for Teens
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2D Game Building for Teens ReviewI just finished the chapter entitled "Your First Game Project" and it was something of an ordeal. Duggan provides us with a series of game scripts which we are to either type into a text editor or the sample version of Torsion which is included on the book's CD. In at least two instances there are typos in this code which cause the intended effect not to occur. I found this out after a lengthy process of comparing the code I typed in with the code as it was printed in the book. I found them to be identical in every case, thus ruling out "operator error". I gave up on that strategy and decided to try and analyze the code to see if I could find any errors. I am not familiar with Torquescript or with C, but I did manage to find the typos and correct them (this thanks to a rudimentary familiarity with HTML and PHP). I can easily imagine how frustrating this would be for a newbie with zero technical knowledge. I am concerned that in subsequent chapters there will be errors that I will not know how to fix and the book will effectively become useless to me.
Because of these errors, I feel that 2D Game Building for Teens is a failure, and not an effective introduction to the Torque Game Builder. I bought the book in part to help me with evaluating the engine. If I used the book as my only yardstick, I would have moved on by now. Fortunately, the demo of the engine which comes on the CD has tutorials which serve to fill in some of the gaps. I could have easily downloaded this demo from Garage Games and saved myself the 20-odd dollars I spent on the book.2D Game Building for Teens OverviewBring your video game ideas to life with 2D Game Building for Teens! Written for anyone with an interest in creating video games, this book will show you how to use the Torque Game Builder, a simple drag-and-drop game engine, to make your very own games to play and share. Following easy-to- understand techniques and directions, you'll work your way through hands-on tutorials that help you put your new skills to use right away as you build simple to more complex games. Everything you need to build your own 2D game can be found in the book, including an introduction to the Torque Game Builder, how to design game graphics, basic programming and scripting techniques, and more. You'll even find an overview of the game development industry to give you an inside look at what it takes to make games, and information on the history of classic 2D games. If you've ever wanted to create your own video games, 2D Game Building for Teens will show you how.

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RPG Maker for Teens Review

RPG Maker for Teens
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RPG Maker for Teens ReviewThis book which begins with a fairly extensive history and background of RPG games (beginning with simple classics such as Nethack), describes the skills and planning needed for their preparation; and covers in some detail the development of a teen's own game in the easy to use $60.00 programming environment RPG Maker VX (a 30 day trial is available over the Internet) and various free graphics tools used to supplement this development environment. The book carefully proceeds to give instruction in developing a role-playing game that could easily be understood by a teen or any other novice as well as developmental and historical outlines of this genre to all who might be interested. The biggest barrier to entry (or long-term use) is the cost of RPG Maker VX; but less powerful tools available for free might have limited the scope of games possible to create with this book.
--Ira LaefskyRPG Maker for Teens OverviewMake your RPG ideas come to life! RPG Maker For Teens shows teens and other beginners how to create their very own role-playing games, sword-and-sorcery quest games that feature turn-based combat, inventories full of unique weapons and armor, and fierce monsters prowling in dungeons. Using RPG Maker VX, a complete computer game application software, means that prior programming experience is not required. You'll follow easy-to-understand instructions and hands-on tutorials as you first build a sample game, and then your very own RPG as you work your way through the book. With RPG Maker For Teens, you'll learn everything you need to create fun, fantasy RPGs that you can play and share with others, including how to build a game world, invent characters, stage battles, put together quests, and edit and publish your finished game.
From the Author: 10 Quick Tips to Getting Started with RPG Maker
Create a new project and name it something distinct.Your first step in your new project is to declare the size of your map.Right-click on the map name in the panel list and select Map Properties; there you can change the dimensions of the map.
Draw your major landforms or interior structure.From the menu, select Mode > Map or press F5.Use the Pencil, Rectangle, Ellipse, or Flood Fill tools to place tiles on your map where the ground, floors, and/or walls would exist.
Using the Pencil tool, draw major tile elements, including impassible forests, grass, fences, buildings, and so on. Add more detailed tile elements as you go, including hangings, decorations, boxes, props, and more.
Create more maps that fit the outline of the game you want to make, including interior and exterior maps to be explored.
Now place Events.From the menu, select Mode > Events or press F6.Start by placing your player starting position.Then add transfer events from the current map to subsequent maps.Add non-player characters (NPCs) the player can dialogue with.You can add Door, Inn, and Treasure Chest quick events wherever you believe them necessary.
Decide where you want Enemies. If you want Enemies ambushing players all over your map, open Map Properties and set Troop Encounters.If you want to prompt encounters physically, place NPCs that instigate Battle Processing (Tab 3 of the Event Commands dialog box) on Player Touch.You can even set the NPC to run at the player by setting Autonomous Movement Type to "Approach."
Decide who you want to start in the player's party by editing the Database.From the menu, select Tools > Database or press F9 and navigate to the Actors tab.You can also change their abilities in the Skills tab and their professions in the Classes tab.
Edit or create custom Items, Weapons, or Armors in the Database.You can edit or create custom Enemies there, also.
Fine-tune the look of your game in the System and Terms tab of the Database.You can also edit or create custom graphics and import them into your game.Some graphics to consider modifying include player characters, NPCs, enemies, objects, map tiles, the title screen, and the Game Over screen.Likewise, you can edit or create custom sounds for your game.Study the music and sound effects listed in the System tab of the Database for audio you might want to adapt.
Test your game thoroughly.You should test after each new element you add to save you editing time later on.After you've tested your game thoroughly, have someone else test it for you.If your game passes the test, go to File > Compress Game Data to publish your game to an executable file.Distribute your game on the Internet or burn it to CD-ROM so that other people can play it.


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Cloning Internet Applications with Ruby Review

Cloning Internet Applications with Ruby
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Cloning Internet Applications with Ruby ReviewThis book is for those interested in and with some experience with web applications. The interesting thing is that the author describes four well-known applications and shows you not only how to implement each one, but describes different concerns about each type of application.
The author will walk you through the code, but will not teach you in-depth programming theory, instead he will show you the parts that may be used to put together clones of these four famous services. He will also go over a quick history of each service type.
For example, you will not even get to page sixty, and you will have a URL Shortening Clone built and deployed. He shows you the `parts' that you will use with Ruby to get it up and running. He walks you through the installation of Sinatra, Haml, and DataMapper. And then shows you how to use Blueprint CSS, Google Chart API, and HostIP. Alternatively, he goes over quickly how to deploy using Heroku.
The next application you will look at is TwitterClone.
You will use the following: JSON, GoogleClientLogin, Gravatar, and TinyURL, RPX (authentication provisioning service), TinyURL, and of course, Heroku for non-local deployment.
Like the first clone, you will review why he chose Twitter (kind of obvious, right?), how it is popular and valued, and some of the issues faced. He will show you a data map of the features, and by page 120, you have done it again, went from Design to Implementation, to Deployment.
The next exercise is cloning Flickr, and the author brings you the history, and overview, and then goes through the steps with you once again, to bring you to the last two chapters in the book, which clones Facebook! And it really isn't as complex as you may think.
Have fun with this book, it will give you some insights, and may help to simplify a few tasks that you wanted to do, but were maybe intimidated by. It turns out, it isn't as complex as it may first appear!
(Posted with permission from Victor Goff III - [...] )Cloning Internet Applications with Ruby OverviewThis is a hands-on book with plenty of well-explained code. Each chapter has a standalone project in which a complete web application with specific features of a social networking site is emphasized. The final chapter of the book is a project that has a complete and fully developed social networking site. Each chapter begins with a brief description of the features of the Internet service and the market it is within. After extracting the main features of the service, the chapter goes into explaining how a clone of the service can be designed, followed by a short description of the technologies and platforms being used. The bulk of the chapter goes into describing how the clone is built, with step-by-step explanations and code examples. Finally, the chapter shows how the finished clone can be deployed on the Internet. This book is written for web application programmers with an intermediate knowledge of Ruby. You should also know how web applications work and you have used at least some of the cloned Internet services before. If you are a trying to find out exactly how can you make your very own customized applications such as TinyURL, Twitter, Flickr, or Facebook, this book is for you. Programmers who want to include features of these Internet services into their own web applications will also find this book interesting.

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XMPP: The Definitive Guide: Building Real-Time Applications with Jabber Technologies Review

XMPP: The Definitive Guide: Building Real-Time Applications with Jabber Technologies
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XMPP: The Definitive Guide: Building Real-Time Applications with Jabber Technologies ReviewAn equally great book if you are new to XMPP, or if you are an architect or a developer who has been previously exposed to the technology. Placing myself in the latter camp (worked on an asynchronous XMPP Ruby client), I found this book to be very useful for filling in the technical gaps. While the XMPP spec is a well written one, it is still hardly an enjoyable read. The authors did a great job between balancing the technical details and adopting an informal style which allows them to compress the specification into easily digestible chapters (they give you the basics, you're free to read the full spec).
The book covers all the major components: overall architecture, handshake, presence protocol, multi-user chat, data transfers, security, etc. If you're thinking about adopting XMPP, you should pick up a copy.XMPP: The Definitive Guide: Building Real-Time Applications with Jabber Technologies Overview
This practical book provides everything you need to know about the Extensible Messaging and Presence Protocol (XMPP). This open technology for real-time communication is used in many diverse applications such as instant messaging, Voice over IP, real-time collaboration, social networking, microblogging, lightweight middleware, cloud computing, and more.XMPP: The Definitive Guide walks you through the thought processes and design decisions involved in building a complete XMPP-enabled application, and adding real-time interfaces to existing applications. You'll not only learn simple yet powerful XMPP tools, but you'll also discover, through real-world developer stories, how common XMPP "building blocks" can help solve particular classes of problems. With this book, you will:



Learn the basics of XMPP technologies, including architectural issues, addressing, and communication primitives
Understand the terminology of XMPP and learn about the wealth of XMPP servers, clients, and code libraries
Become familiar with the XMPP concepts and services you need to solve common problems
Construct a complete business application or real-time service with XMPP

Every day, more software developers and service providers are using XMPP for real-time applications, and with the help of XMPP: The Definitive Guide, you can, too.


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Flash Multiplayer Virtual Worlds Review

Flash Multiplayer Virtual Worlds
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Flash Multiplayer Virtual Worlds ReviewThis is a fantastic book that will give you a solid foundation in building isometric Flash MMOs. It makes a great addition for those who already have Jobe Makar's ActionScript for Multiplayer Games and Virtual Worlds by covering many new topics.
I've been a roleplayer all my life, starting with D&D in the 80s, LARPing in the 90s and internet gaming in the 21st century. My favorite game of all time has to be Neverwinter Nights. I loved it because of the fabulous Aurora toolset it came with that let you create your own virtual world. I spent two months building a "mod" for others to play. And hundreds did. In the end, I got some cheers and jeers and made a few friends. But it always irked me that I would be unable to profit from my creation because the platform I built my game on belonged to someone else. I hoped someone would create an open software system that would allow me to use my own art and build my own worlds.
That brings us to this book. Despite the enormous popularity of Flash social games, there are very few sources that pull back the veil and show step-by-step the code underlying them. This book teaches you how to set up SmartFox Server and create small tiled worlds linked with portals. These zones can then be populated with NPCs who have their own walkpaths and inventories. Character interaction and questing are both covered using dialog trees and keywords. The book also delves into minigames, stores and numerous social features using APIs from Facebook and Twitter. It doesn't cover combat, character stats, gold, spells or crafting, but lets hope the author writes a sequel.
Don't fool yourself into thinking this is going to be easy though. This is high-level Actionscript that will test your coding talent. Also be aware that this book came out a few months before the release of SmartFoxServer 2 which uses Java for server-side scripting. That means the server-side code examples (there are two in the book) may need to be rewritten from ActionScript to Java to work with SFS2.
The book has a few weaknesses. The editors dropped the ball several times with grammar. While the book is well organized, it could have benefited from having chapter checklists. Getting the tutorials up and running is not exactly plug and play. But I have gotten all the way through with 90% of the features intact. The book uses FLAs for content so FlashDevelop users and Adobe Flash Builder 4 owners may need to download Flash Professional trials to use the demo tutorials.
Soon I hope to build my first virtual world. And unlike modding for a game, it will be mine to do with as I will. Thanks, Makzan! And please keep writing!Flash Multiplayer Virtual Worlds OverviewThis is a step-by-step, hands-on guide that is filled with examples and screenshots of building a multiplayer virtual world. The virtual world is built gradually; each chapter in the book sequentially develops the virtual world. The author explains the fundamentals with examples from existing virtual worlds such as Club Penguin, Mole, Dofus, and World of Warcraft. If you are a Flash or an ActionScript developer who wants to build powerful and immersive multiplayer games, this book is for you. This book assumes that you have some experience with ActionScript 3.0.

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Pro Objective-C Design Patterns for iOS Review

Pro Objective-C Design Patterns for iOS
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Pro Objective-C Design Patterns for iOS ReviewIf you're looking for a book that clearly and concisely describes design patterns, then look elsewhere.
I was really hoping that this book would offer an updated take on the design patterns covered in the classic "Gang of Four" book (Design Patterns: Elements of Reusable Object-Oriented Software), but written in the context of iOS. Unfortunately, "Pro Objective-C Design Patterns for iOS" doesn't deliver.
Here's why:
1) English is clearly not the author's first language. Many grammatical mistakes, "Engrish" and rambling sentences can be found on every page. The code samples themselves are OK, but the editing and proofreading of the prose are abysmal. I doubt whether anyone at the publisher even read this book before its release.
2) The book is extremely repetitive in places. Entire pages are filled with words that say almost nothing. Here's an example:
"NSNumber is an example of Abstract Factory implementation. This flavor of Abstract Factory in the Foundation framework is referred to by the term 'Class Clusters.' Class Clusters are a design pattern that is commonly found in the Foundation framework. They are based on the idea of the Abstract Factory pattern."
3) Each chapter is usually prefaced with really poor analogies that you have to slog through before getting to any content.
4) There's no original thought. Every design pattern mentioned was originally described (far better, I might add) in the "Gang of Four" book. At least the author credits the original, but why would I want to read a poorly re-hashed version of someone else's ideas?
The book is really slow and contains relatively little code. I expect a "Pro" book to be written for professional developers, not beginners.
Do yourself a favor, and skip this one.Pro Objective-C Design Patterns for iOS Overview
It's time to capitalize on your mastery of Cocoa with Pro Objective-C Design Patterns for iOS.You've developed apps that impressed and performed, and now you're ready to jump into development practices that will leave you with more effective, efficient, and professional level apps.This book is the element you need to make the jump from journeyman to master. All too often, developers grind through building good apps on willpower and a vigorous focus on code development, leaving them unaware of and unable to benefit from the underlying structural and functional design patterns. Pro Objective-C Design Patterns for iOS will teach you those design patterns that have always been present at some level in your code, but were never recognized, acknowledged, or fully utilized.Implementation of specific pattern approaches will prove their value to any developer working in the iOS application arena. You'll learn to master classic patterns like singleton, abstract factory, chain of responsibility, and observer. You'll also discover less well-known but useful patterns like memento, composite, command, and mediator.

What you'll learn
The basic concepts ofvarious design patterns
How to apply designpatterns to your code based on different scenarios
How design patterns canstrengthen your apps

Who this book is for
Any professional or aspiring iOS developer will find productivity, efficiency, and effectiveness of software development enhanced by the methods and practice delivered by Pro Objective-C Design Patterns for iOS.

Table of Contents
Hello, Design Patterns!
A Case Study: Designing an App
Prototype
Factory Method
Abstract Factory
Builder
Singleton
Adapter
Bridge
Façade
Mediator
Observer
Composite
Iterator
Visitor
Decorator
Chain of Responsibility
Template Method
Strategy
Command
Flyweight
Proxy
Memento


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RailsSpace: Building a Social Networking Website with Ruby on Rails (Addison-Wesley Professional Ruby Series) Review

RailsSpace: Building a Social Networking Website with Ruby on Rails (Addison-Wesley Professional Ruby Series)
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RailsSpace: Building a Social Networking Website with Ruby on Rails (Addison-Wesley Professional Ruby Series) ReviewRailsSpace does an excellent job of teaching Ruby on Rails through a hands-on, real world application. If you are like me then you probably cringed at the thought of yet another social networking site. However, after reading through the first part to this book my apprehensions were put at ease. The authors explained in the opening chapter that "There's a tension in any educational book between the two extremes of pure tutorial and pure reference. We land firmly on the tutorial side of this spectrum--" The audience for the book is anyone beginning with Ruby on Rails. This book assumes no prior knowledge of Rails or Ruby, and sticks to that through the entire book. Each chapter walks you through the process of creating RailsSpace, while also teaching you best practices and some of the nuances of Ruby and the Rails framework.
This book is broken into two main parts, Foundations and Building a Social Network, with each part comprising several chapters each.
Foundations
Getting Started
With the introduction out of the way, it is time to jump into building the application. This chapter assists you in getting Ruby on Rails and its dependencies on your platform of choice, and then gives instruction for setting up your development environment. Once all of the pieces are in place they move to setting up your rails application, and how to get started with your first pages. They use rails generator to create the controllers and give you an idea of the default routing of a Rails application. The rest of the chapter spends some time building views and using embedded ruby to work with your templates. For the beginner to Ruby or Rails, this part is valuable for the rest of the application. They teach the basics of Ruby and introduce you to instance variables, hashes, and symbols. It isn't practical for them to cover everything, so they also give you direction on finding answers to questions that might arise. The first place to look is always the API. We have the basics down, we have created our application, generated some controllers, and put our navigation into place.
Modeling users
What good is a social networking site without any users? Here we are introduced to setting up our models in our application. This chapter touches on defining your schema through the use of migrations. You build the migration, run the migration, and then work within the model to create your validations. They spend some time with the validations and show you how to use the default helper methods or extend the validations to be more powerful and suit your needs. Now we have a place to store our users, lets move on to the process of letting them become part of the community.
Registering users
This chapter focuses on the process needed to allow a user to register to RailsSpace. We are introduced to some more Rails magic as we build the User controller and the views. We start first with the view of the registration form and learn how to use Rails helpers to generate our form fields and error messages. Next we look at the action that handles the response to the user. This involves the validation, flash error messages, and flash notifications. With the registration in place, we take a pause to look at something very important in any software development: testing.
Getting started with testing
Before we move any further we need to make sure things are responding as they should be. Testing things yourself may seem practical when the application is small, but as it expands testing proves to be extremely useful. We create tests for the database connection, our site controller, the registration process, and testing of the User model. Testing allows us to check all important aspects of our application. We can simulate the processes of a user and assure that we receive the proper response and that everything stays fine tuned. This chapter sets the foundation for the rest of the application as we expand and create new tests. We have tested everything is working as planned, now let's handle the process of logging in.
Logging in and out
Authenticating a user may seem simple at first glance, but there are often times steps that are overlooked in the process. This chapter attempts to cover all bases of making the login process painless. We learn how to setup the database for sessions and how to utilize them in our application. The sessions allow us to keep state of a user and their privileges. This also means that we need to protect our pages and some of our actions. They take the time to cover friendly URL forwarding, letting a user be directed back to any page after they login. Again, we run tests as we build more pieces onto the application. The end of the chapter is spent looking at the current code and refactoring to keep neat and tidy with the DRY principle. Just as with testing, this is also a very important part to the application and something the authors spend time doing with each and every piece of the application. We are also introduced to some more helpful Ruby nuances such as boolean methods and the bang! methods. A user has the ability to login, but we can take it one step further.
Advanced login
Users now have the ability to login. It is time to extend the login by allowing the application to remember the user. This chapter is spent on building the remember me functionality. This involves extending several aspects including the User model, the user session, and the authentication cookie stored in the browser. Since we are updating different aspects we take the time to extend our tests, assure our previous tests still work, and refactor some more of the code that we are building.
Updating user information
With login out of the way it is time to look at allowing users to interact with the website. The first part to this interaction is allowing them to update their details and information. This chapter discusses the process of allowing a user to change their email or update their password. The username is left untouched, as we will be creating a permalink with their username.
Our foundation is set. We have come a long way in just a few chapters, now it is time to extend our solid foundation.
Building a Social Network
Personal profiles
In the last chapter we allowed the user to update their email and password. Now we extend that to let the user create their own profile or spec. This allows a user to share all of their most intimate details one a single page. We look at building the user profile to be modular and utilize the same views for the public face and administrative face. We are introduced to some more rails helpers and some advanced routing techniques named routes. The user profile is in place, now it is time to create the pieces that allow all of your friends, teachers, aunts, and enemies to find you.
Community
The next few chapters will be spent building the central hub that will allow you to interact with the community as a whole. The first part addresses setting up the Community controller and setting up sample data to test our features with. Our first piece to the community controller is allowing you to browse users by an alphabetical index. This shows us some more options of the find method in ActiveRecord and how we can implement pagination and a summary in our results. Browsing by an alphabetical index is helpful, but lets move on to allow search and browsing by A/S/L.
Searching and browsing
Here we are introduced to plugins and using Ferret to help us with our search. As with the alphabetical listing we set it up to allow pagination within the results. We then setup a custom form to allow the user to search by age and sex. This utilizes the same views to return the results and allow pagination. Now we look at the location part. This is a little more advanced as it uses a GeoData database and a proximity search that allows you to find other users within a certain mileage of your current zip code. This concludes giving us all of the tools we need to find any information we need related to our users.
Avatars
What good is a name without a face? This chapter discusses several new aspects. The first is using a model that doesn't connect to a table in the database. The second is handling image uploads and resizing. We create the interface and allow for the user to upload, save, or delete their picture.
Email
This chapter introduces us to Active Mailer, an aspect of Rails that allows us to send emails. We will setup a model that extends Active Mailer, configure our server to send email, and create the necessary links to allow users to contact their friends. We create a double-blind email system that allows the users to contact each other without exposing their actual email address. Naturally, we add the methods that allow you to correspond with the user. Once it is all in place, we take a look at some new testing methods that allow us to simulate the sending of emails without filling our inboxes.
Friendships
Friendships live at the core of creating a social networking system. After all, the more friends you have the more popular you must be in real life! Again, we are introduced to some new modeling techniques in this chapter. In order for a user to be a friend with another user, we must create the relationship accordingly. This involves having a Friendship model that has the current user ID, and the friend ID. Using has_many :through we are able to recursively look through this table to keep track of the friendships and their statuses. As with everything else, we take the time at the end to test and refactor.
RESTful blogs
This chapter throws an advanced topic our way, that of creating RESTful URLs for our application. There is much to be...Read more›RailsSpace: Building a Social Networking Website with Ruby on Rails (Addison-Wesley Professional Ruby Series) Overview
Ruby on Rails is fast displacing PHP, ASP, and J2EE as the development framework of choice for discriminating programmers, thanks to its elegant design and emphasis on practical results. RailsSpace teaches you to build large-scale projects with Rails by developing a real-world application: a social networking website like MySpace, Facebook, or Friendster.

Inside, the authors walk you step by step from the creation of the site's virtually static front page, through user registration and authentication, and into a highly dynamic site, complete with user profiles, image upload, email, blogs, full-text and geographical search, and a friendship request system. In the process, you learn how Rails helps you control code complexity with the model-view-controller (MVC) architecture, abstraction layers, automated testing, and code refactoring, allowing you to scale up to a large project even with a small number of developers.

This essential introduction to Rails provides

A tutorial approach that allows you to experience Rails as it is actually used
A solid foundation for creating any login-based website in Rails
Coverage of newer and more advanced Rails features, such as form generators, REST, and Ajax (including RJS)
A thorough and integrated introduction to automated testing

The book's companion website provides the application source code, a blog with follow-up articles, narrated screencasts, and a working version of the RailSpace social network.


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Twisted Network Programming Essentials Review

Twisted Network Programming Essentials
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Twisted Network Programming Essentials ReviewCheck out the table of contents: The chapters are Getting Started, Building Simple Clients and Servers, Web Clients, Web Servers, Web Services and RPC, Authentication, Mail Clients, Mail Servers, NNTP Clients and Servers, SSH, and finally Services, Processes, and Logging.
That's a lot of distinct subjects in a two-hundred page book. The result is a good demonstration of how broad Twisted's domain is, but the chapters, for the most part, do not build on one another. While that allows you to skip the chapter on news servers and read the SSH chapter without much difficulty, it also means you're getting lots of separate chunks of knowledge that don't add up to anything greater than the sum of their parts.
I was hoping to see more material on general topics that apply to all Twisted programs. Interfaces are one example. Interfaces, as used in Twisted, are not a part of the Python standard library and I would not assume a reader to be familiar with them. But while Interfaces do come up in a number of the examples, nowhere does the author take the time to explain why you're importing from zope.interface or how and where Twisted uses them. Yes, there are examples, but nothing to help you understand the theory for when you have to write your own code.
Nowhere do we learn how to write tests for asynchronous functions. While the last chapter touches on the organization of services in a Twisted application, it fails to note basics like what method you'd want to implement to run tasks during a graceful shutdown. In all the attention to different network protocols, the framework aspect of Twisted seems to have been neglected.
So overall, if you want to embed an email server in your application, this book will give you a place to start. If you want a hard copy text to demonstrate the range of applications Twisted can reach, this book will do that. But if your main concern is that Twisted makes your head hurt and you want someone to make it seem less alien, I'm not sure this is the book you've been waiting for.Twisted Network Programming Essentials Overview
Twisted Network Programming Essentials from O'Reilly is a task-oriented look at this new open source, Python-based technology. The book begins with recommendations for various plug-ins and add-ons to enhance the basic package as installed.It then details Twisted's collection simple network protocols, and helper utilities.The book also includes projects that let you try out the Twisted framework for yourself. For example, you'll find examples of using Twisted to build web services applications using the REST architecture, using XML-RPC, and using SOAP.

Written for developers who want to start building applications using Twisted, this comprehensive guide presents examples of the most common tasks you'll face when building network applications.It also helps you understand the key concepts and design patterns used in Twisted applications.Here are just some of the topics discussed in Twisted Network Programming Essentials:

Installing Twisted
How to make TCP connections
How to use Twisted to work with the Web
Twisted's authentication framework
Usenet and SSH clients and servers

Along the way, each lesson is supported by thorough notes and explanations to make absolutely certain you're up to speed with this leading-edge Python technology.


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Sams Teach Yourself Android Application Development in 24 Hours (Sams Teach Yourself -- Hours) Review

Sams Teach Yourself Android Application Development in 24 Hours (Sams Teach Yourself -- Hours)
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Sams Teach Yourself Android Application Development in 24 Hours (Sams Teach Yourself -- Hours) ReviewFinally, I finished reading this book 24 hr is a misnomer, if you are thinking to finish the book in a day (it took me 13 days 2 hr a day cover to cover). One of the nice thing is the book is in Full Colour version these include screenshots, code and references to Eclipse (especially helpful if you are new with eclipse development). The book is easy to read, font and spacing were pleasing.
I should confess this is a beginner's book. You need some basic understanding of java and its concepts. The game the author picked was too basic for me, I wish I would have stated with this book months ago as it covers androids basic concepts and the first 6 chapters builds up the ground work for development on how to use eclipse and introduction to device debugging and logging( Eclipse DDMS, Android LogCat Logging).
A very good early introduction to debugging in chapter 2 right place before you get your hands dirty with coding, which i haven't seen any other books covering in that details. The author also mentions the reason they selected to use a particular android API or functionality at places and provide links for further reading.
There are also examples and exercises and although they are simple and primitive they give you the idea how to implement or use specific functionality and the solution for exercises are missing (it would have been helpful if there was a downloadable version on the website).Tips at some places are very useful and practical, some places it was an eye opener for an advance developer like me.
You will find this book useful and I'm sure it can be used as manual (not for expert android developer).Sams Teach Yourself Android Application Development in 24 Hours (Sams Teach Yourself -- Hours) OverviewFull Color!In just 24 sessions of one hour or less, learn how to build powerful applications for the world's first complete, open, and free mobile platform: Android. Using this book's straightforward, step-by-step approach, you'll build a fully-featured Android application from the ground up and master the skills you need to design, develop, test, and publish powerful applications. Each lesson builds on what you've already learned, giving you a rock-solid foundation for real-world success!Step-by-step instructions carefully walk you through the most common Android development tasks.Quizzes and Exercises at the end of each chapter help you test your knowledge. By the Way notes present interesting information related to the discussion. Did You Know? tips offer advice or show you easier ways to perform tasks. Watch Out! cautions alert you to possible problems and give you advice on how to avoid them.Learn how to… Develop Android applications quickly and successfully with JavaMaster Google's Android SDK and development toolsLeverage the Eclipse programming environment to develop Android projectsUnderstand the Android application lifecycleBuild effective, user-friendly user interfacesRetrieve, store, and work with application dataDevelop powerful network applications Add popular social features and location-based services to your applicationsTake advantage of Android device hardware like the cameraInternationalize, test, and publish your Android applications

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XNA Game Studio 4.0 Programming: Developing for Windows Phone 7 and Xbox 360 (Developer''s Library) Review

XNA Game Studio 4.0 Programming: Developing for Windows Phone 7 and Xbox 360 (Developer''s Library)
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XNA Game Studio 4.0 Programming: Developing for Windows Phone 7 and Xbox 360 (Developer''s Library) ReviewThis isn't just an XNA manual with half-baked examples that cover the API: this is an aircraft carrier linear catapult to get you off the ground and making games.
I've been doing graphics programming since the DOS era, and have seen a lot of bad tutorials, and a lot of over-eager underachievers who write a "game programming" book to satisfy their need to accomplish something on a platform.
This is not one of those books: this is an accessible, clear, and purpose-driven course in games programming. It assumes only that you have a basic understanding of C#, and have at least seen a Dictionary declaration before, but doesn't assume that you're a veteran D3D coder.
The coding examples are clear, thoroughly-explained, and ramp up quickly. Lots of best practices and gentle introduction of xna/winpho concepts, like game Components. The elements that are repeated are repeated in order to train you into them, and not just to pad out the book. This book doesn't fall into the Petzold trap of making an example for every member of every Enum, just to have one. There are a few typos here and there, but you'll catch them when you compile.
TL/DR; This book is worth purchasing for the skeletal animation code alone.XNA Game Studio 4.0 Programming: Developing for Windows Phone 7 and Xbox 360 (Developer''s Library) OverviewGet Started Fast with XNA Game Studio 4.0–and Build Great Games for Both Windows® Phone 7 and Xbox 360®This is the industry's best reference and tutorial for all aspects of XNA Game Studio 4.0 programming on all supported platforms, from Xbox 360 to Windows Phone 7 and Windows PCs. The only game development book authored by Microsoft XNA development team members, it offers deep insider insights you won't get anywhere else–including thorough coverage of new Windows Phone APIs for mobile game development. You'll quickly build simple games and get comfortable with Microsoft's powerful XNA Game Studio 4.0 toolset. Next, you'll drill down into every area of XNA, including graphics, input, audio, video, storage, GamerServices, and networking. Miller and Johnson present especially thorough coverage of 3D graphics, from Reach and HiDef to textures, effects, and avatars. Throughout, they introduce new concepts with downloadable code examples designed to help you jumpstart your own projects. Coverage includesDownloading, installing, and getting started with XNA Game Studio 4Building on capabilities provided in the default game templateUsing 2D sprites, textures, sprite operations, blending, and SpriteFontsCreating high-performance 3D graphics with XNA's newly simplified APIsLoading, generating, recording, and playing audioSupporting keyboards, mice, Xbox 360 controllers, Touch, accelerometer, and GPS inputsManaging all types of XNA storageUsing avatars as characters in your gamesUtilizing gamer types, player profiles, presence information, and other GamerServicesSupporting Xbox LIVE and networked gamesCreating higher-level input systems that seamlessly manage cross-platform issuesFrom Windows Phone 7 mobile gaming to Xbox 360, XNA Game Studio 4.0 creates huge new opportunities for experienced Microsoft developers. This book helps you build on skills you already have, to create the compelling games millions of users are searching for.

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