Sams educate your self home windows cell 7 video game Programming in 24 Hours (11) by way of Harbour, Jonathan [Paperback (2011)]
Read or Download Sams Teach Yourself Windows Phone 7 Game Programming in 24 Hours (Sams Teach Yourself...in 24 Hours) PDF
Similar programming: programming languages books
Réaliser des websites dynamiques en Flash avec ActionScript, MySQL et Hypertext Preprocessor (versions five ou 4). remark afficher sur net des données en temps réel, tels les résultats d'une élection ou le rating d'un fit de tennis ? Grâce à Flash eight, personal home page et MySQL, qui permettent de concevoir des interfaces internet graphiques et conviviales, couplées à des bases de données.
- Java - How to progra
- Building Websites with DotNetNuke 5: Quickly build and deploy your own feature-rich website with DotNetNuke 5, VB.NET, C#, and Silverlight
Extra resources for Sams Teach Yourself Windows Phone 7 Game Programming in 24 Hours (Sams Teach Yourself...in 24 Hours)
Fortunately, the code base is largely the same (thanks to XNA and C#), so those Zune games can be easily ported to WP7 now. Did you Know? Rendering states, enumerations, return values, and so forth are the same in XNA as they are in Direct3D, so it could be helpful to study a Direct3D book to improve your skills as an XNA programmer! The project templates for Windows Phone might surprise you—there are only two! We can build a Windows Phone game or a game library. All the other templates are related to the other platforms supported by XNA.
A. Load(). Just be careful not to distribute any nonlicensed font files with your game. The fonts included with XNA are free, but not all font files are public domain. Many of the Windows fonts (such as Times New Roman) are licensed and cannot be distributed with a game. Q. How can I print a message that’s centered on the screen? A. MeasureString() method, which returns a Vector2 containing the dimensions of the string that you can use to center the text based on the width and height of the screen and the text.
From a developer’s point of view, this openness makes life more difficult. Android, for instance, may be too open, with many different screen sizes and hardware specs. Developing a game for iPhone? That’s a piece of cake, as far as specifications go, because there is only one (although, admittedly, adjustments to the settings are required for iPad due to its larger screen resolution). 2 shows the common hardware specifications among most of the models available at the time of this writing. The most notable thing about the specifications is that they now follow a basic standard across all manufacturers.