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Palm OS game programming [electronic resource] / Nicholas Pleis.

By: Pleis, Nicholas.
Material type: TextTextSeries: Premier Press game development series: Publisher: [Indianapolis?] : Premier Press, c2002Description: 1 online resource (xxxiv, 423 p.) : ill.ISBN: 0585439788 (electronic bk.); 9780585439785 (electronic bk.); 1931841195; 9781931841191.Subject(s): Computer games -- Programming | Palm OS | Palm (Operating system) | Electronic books | GAMES -- Video & Electronic | Electronic books | Andre fag (naturvidenskab og teknik) Andre fagGenre/Form: Electronic books.Additional physical formats: Print version:: Palm OS game programming.DDC classification: 794.8/15265 Online resources: EBSCOhost
Contents:
So You Want to Be a Game Programmer -- How to Choose Your Device -- The Long Haul -- What You'll Need -- Choosing a Compiler -- Other Software -- Understanding Game Development -- The Development Cycle -- Go Team! (or Go Solo) -- The Hardware -- The PDA -- A Brief History -- Thinking Like a User -- The Future of PDAs -- The Palm Philosophy -- "Sophisticated Simplicity" -- Looking to the Future -- The Desktop Companion -- Palm Input -- The Touch Screen -- Graffiti -- Hard Keys -- Alternative Input Methods -- Designing Input -- Simple Is Better -- Under the Hood -- Shortcomings -- Not a Desktop Machine -- Storage and Code Design -- Smaller Is Better, Isn't It? -- Writing Your First Program -- Hello World -- Not Really C -- The Code -- Taking a Closer Look -- The Palm Event Loop -- Understanding Events -- Using the Event Manager -- Compiling Your Program -- GCC -- CodeWarrior -- Debugging Code -- The Palm OS Error API -- Debugging with POSE -- Setting Up -- Full Screen or Windowed? -- Working with Resources -- Introducing the Bitmap -- The Resource Compiler -- Drawing Your Bitmap -- Creating Windows -- A Simple Way to Draw -- Double Buffering -- What Is Double Buffering? -- Creating a Secondary Buffer -- Flipping -- The Canvas Class -- The Basic Design -- Working with a Canvas -- Getting Things Going with the SystemManager -- Polling the OS -- Using the SystemManager -- Working with Color -- Reading and Writing Files -- A Break from Tradition -- Palm Databases -- The Data Manager -- Creating a New Database.
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Includes bibliographical references and index.

So You Want to Be a Game Programmer -- How to Choose Your Device -- The Long Haul -- What You'll Need -- Choosing a Compiler -- Other Software -- Understanding Game Development -- The Development Cycle -- Go Team! (or Go Solo) -- The Hardware -- The PDA -- A Brief History -- Thinking Like a User -- The Future of PDAs -- The Palm Philosophy -- "Sophisticated Simplicity" -- Looking to the Future -- The Desktop Companion -- Palm Input -- The Touch Screen -- Graffiti -- Hard Keys -- Alternative Input Methods -- Designing Input -- Simple Is Better -- Under the Hood -- Shortcomings -- Not a Desktop Machine -- Storage and Code Design -- Smaller Is Better, Isn't It? -- Writing Your First Program -- Hello World -- Not Really C -- The Code -- Taking a Closer Look -- The Palm Event Loop -- Understanding Events -- Using the Event Manager -- Compiling Your Program -- GCC -- CodeWarrior -- Debugging Code -- The Palm OS Error API -- Debugging with POSE -- Setting Up -- Full Screen or Windowed? -- Working with Resources -- Introducing the Bitmap -- The Resource Compiler -- Drawing Your Bitmap -- Creating Windows -- A Simple Way to Draw -- Double Buffering -- What Is Double Buffering? -- Creating a Secondary Buffer -- Flipping -- The Canvas Class -- The Basic Design -- Working with a Canvas -- Getting Things Going with the SystemManager -- Polling the OS -- Using the SystemManager -- Working with Color -- Reading and Writing Files -- A Break from Tradition -- Palm Databases -- The Data Manager -- Creating a New Database.

Description based on print version record.

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Palm OS game programming by Pleis, Nicholas. ©2002
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