J2me game programming / (Record no. 4465)

MARC details
000 -LEADER
fixed length control field 02175nam a22002055a 4500
001 - CONTROL NUMBER
control field vtls000008354
003 - CONTROL NUMBER IDENTIFIER
control field VRT
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20250102222904.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 090630s2004 inu | 000 0 eng
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 1592001181
039 #9 - LEVEL OF BIBLIOGRAPHIC CONTROL AND CODING DETAIL [OBSOLETE]
Level of rules in bibliographic description 201402040155
Level of effort used to assign nonsubject heading access points VLOAD
Level of effort used to assign subject headings 201008091222
Level of effort used to assign classification malmash
Level of effort used to assign subject headings 200906301303
Level of effort used to assign classification venkatrajand
Level of effort used to assign subject headings 200906301302
Level of effort used to assign classification venkatrajand
-- 200906301300
-- venkatrajand
050 00 - LIBRARY OF CONGRESS CALL NUMBER
Classification number QA76.73.J38
Item number .W456 2004
245 00 - TITLE STATEMENT
Title J2me game programming /
Statement of responsibility, etc. [edited by] Jenny Davidson.
260 ## - PUBLICATION, DISTRIBUTION, ETC.
Place of publication, distribution, etc. Indianapolis, IN :
Name of publisher, distributor, etc. Premier Press Inc., a Division of Course Technology,
Date of publication, distribution, etc. c2004.
300 ## - PHYSICAL DESCRIPTION
Extent xxvi, 768 p.:
Dimensions 24 cm.
440 ## - SERIES STATEMENT/ADDED ENTRY--TITLE
Title Game Development
9 (RLIN) 12040
505 ## - FORMATTED CONTENTS NOTE
Formatted contents note Part 1: What is J2ME? 1. J2ME History 2. J2ME Overview 3. J2ME Enabled Devices Part 2: Show Me the Code! 4. The Development Environment 5. J2ME API 6. Device Specific Libraries 7. Game Time Part 3: Game On 8. The Project 9. The Graphics 10. The Action 11. The World 12. The Game 13. The Front-End 14. The Device Ports 15. The Optimizing 16. The Localization Part 4: Sell, Sell, Sell 17. Marketing Material 18. Sales Channels Part 5: What Next? 19. CLDC 1.1 and MIDP 2.0 20. The Isometric Engine 21. Raycasting 22. Making the Connection Appendix A: Java 2 Primer
520 ## - SUMMARY, ETC.
Summary, etc. J2ME Game Programming takes the reader from the birth of the game idea, through the hours of fun programming it, and then finally through the quest of getting the new game published. The main project in the book is the creation of the reader's own J2ME game, including assessment of the game's lifecycle, how to handle resources, various methods of drawing to the screen, optimizing memory usage, handling the users input, and even sharing high-scores online! The business models of the J2ME market are very independent-friendly, which is attractive to many programmers who are looking for the knowledge they need to make a few bucks on their own games. When working on a limited platform it is important to squeeze as much as possible out of those precious bytes -- in this book readers will find the tools and source code they need to get the most out of the constrained resources and successfully create their own game.
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme Library of Congress Classification
Suppress in OPAC No
Koha item type Books
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Home library Current library Shelving location Date acquired Cost, normal purchase price Total checkouts Full call number Barcode Date last seen Copy number Cost, replacement price Price effective from Koha item type Public note
    Library of Congress Classification     Library Library First Floor 21/12/2024 24.00   QA76.73.J38 .W456 2004 10014 21/12/2024 1 48.00 21/12/2024 Books + 1 CD-ROM INCLUDED
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