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    C++ Visual C++ C

VRAĆENI PRIMERCI IZ KNJIŽARA PO AKCIJSKOJ CENI. Kreirajte moćne aplikacije za različite platforme koristeći C# 6, .NET Core 1.0, ASP.NET Core 1.0 i Visual Studio 2015. Šta ćete naučiti Kreirajte aplikacije za različite platforme koristeći C# 6 i .NET Core 1.0 Istražite ASP.NET Core 1.0 i naučite kako da kreirate profesionalne web aplikacije Poboljšajte performanse aplikacije koristeći višeprogramski rad Upotrebite Entity Framework Core 1.0 i naučite kako da kreirate Code-First baze podataka Savladajte objektno orijentisano programiranje koristeći C# za ponovnu upotrebu koda i efikasniji rad Upoznajte se sa razvojem aplikacija za različite platforme koristeći Universal Windows Platform i XAML Šaljite upite i manipulišite podacima koristeći LINQ Zaštitite podatke koristeći enkripciju i heširanje Opis knjige Izdanjem .NET Core-a 1.0, sada možete da kreirate aplikacije za Mac OS X i Linux, kao i za Windows, koristeći programerske alate koje poznajete i volite. Knjiga C# 6 i .NET Core 1.0 je podeljena na tri odeljka da bismo vam pomogli da započnete rad koristeći ove nove funkcije. Prvo ćemo vas provesti kroz osnove C#-a, kao i objektno orijentisanog programiranja, pre nego što pregledamo najnovije funkcije za C# 6 kao što je interpolacija niza radi lakšeg ispisa vrednosti promenljivih, izuzetno filtriranje i način izvršavanja importovanja statične klase. Takođe ćemo opisati stari .NET Framework sa svim funkcijama i novi međuplatformski .NET Core. Nakon brzog pregleda C#-a i opisa načina funkcionisanja .NET-a, opisaćemo unutrašnjost biblioteka .NET klase, i opisati teme kao što su performanse, nadgledanje, ispravljanje grešaka, internacionalizacija, serijalizacija i enkripcija. Pregledaćemo Entity Framework Core 1.0 i načine za kreiranje modela podataka za Code-First objekat, kao i načine upotrebe LINQ-a za slanje upita i manipulisanje tim podacima. Poslednji odeljak će predstaviti osnovne vrste aplikacija koje možete da gradite i upotrebite na različitim uređajima i različitim platformama. U ovom odeljku, opisaćemo Universal Windows Platform (UWP) aplikacije, web aplikacije i web servise. Na kraju, pomoći ćemo vam da izgradite kompletnu aplikaciju koju možete da hostujete na svim popularnim platformama, uključujući Linux i Docker. Do kraja knjige imaćete znanje koje vam je potrebno za gradnju moderne aplikacije za različite platforme koristeći C# i .NET Core. Kratak sadržaj Poglavlje 1 Zdravo C#!, dobrodošao NET Core! 1 Poglavlje 2 Govoriti C# jezikom 43 Kontrolisanje toka, konvertovanje vrsta i rukovanje izuzecima 77 Poglavlje 3 Upotreba uobičajenih NET vrsta 107 Poglavlje 4 Upotreba specijalizovanih NET vrsta 133 Poglavlje 5 Kreiranje sopstvenih vrsta pomoću objektno-orijentisanog programiranja 165 Poglavlje 6 Implementiranje interfejsa i nasleđivanje klasa 195 Poglavlje 7 Upotreba relacionih podataka pomoću Entity Frameworka 221 Poglavlje 8 Slanje upita i manipulisanje podacima pomoću LINQ-a 261 Poglavlje 9 Upotreba fajlova, nizova i serijalizacije 283 Poglavlje 10 Zaštita podataka i aplikacija 309 Poglavlje 11 Poboljšanje performanse i skalabilnosti korišćenjem višeprogramskog rada 329 Poglavlje 12 Kreiranje Universal Windows Platform aplikacije pomoću XAML-a 349 Poglavlje 13 Kreiranje web aplikacija i servisa pomoću ASP NET Corea 371 Poglavlje 14 Upotreba C#-a na različitim platformama 409 Poglavlje 15 Izgradnja kviz aplikacije 437 Poglavlje 16 Odgovori na pitanja iz odeljka „Testirajte svoje znanje“ 471 Dodatak A Kreiranje virtuelne mašine za razvojno okruženje 489 Dodatak B INDEKS 507 PREUZMITE KOD IZ KNJIGE KOD KOD KOD KOD KOD KOD.

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What You Will Learn Recognize some of the most common design patterns used in C++, and what additional information is expressed by their use in context. Understand how to use C++ generic programming to solve some of the most common design problems. Explore the most powerful C++ idioms, their strengths, and drawbacks. Rediscover some of the most popular C++ idioms, such as Resource Acquisition Is Initialization, and learn the new ways they can be used together with generic programming. Understand the impact of different design and implementation choices on the program performance, and how to write well-designed and readable programs without sacrificing performance. Book Description C++ is a general-purpose programming language built with a bias towards embedded programming and systems programming. Design patterns are, in essence, a library of reusable components, only for software architecture, not for a concrete implementation. With this book, we will teach you how to recognize and apply some of the most common C++ design patterns and idioms. We will focus on the design patterns that naturally lend themselves to the needs of a C++ programmer and fit well with the language’s features. Armed with the knowledge of these patterns, you will spend less time searching for a solution to a common problem and be familiar with the solutions developed from experience, their advantages and drawbacks. The other use of design patterns is as a concise and efficient way to communicate. The patterns are familiar and instantly recognizable solutions to specific problems; with its use, sometimes with a single line of code, we can convey a considerable amount of information. The code speaks: "this is the problem we are facing, these are additional considerations that are most important in our case, and, thus, the following well-known solution was chosen." By the end of this book, you will have gained a comprehensive understanding of the Design Patterns to create robust, reusable and easily maintainable apps. Authors Fedor G Pikus Fedor G Pikus is a Chief Engineering Scientist in the Design to Silicon division of Mentor Graphics Corp (Siemens business). His earlier positions included a Senior Software Engineer at Google and a Chief Software Architect for Calibre PERC, LVS, DFM at Mentor Graphics. He joined Mentor Graphics in 1998 when he made a switch from academic research in computational physics to the software industry. Fedor is a recognized expert on high-performance computing and C++, he presented his works at CPPCon, SD West, DesignCon, in Software Development Journal, and is also an O’Reilly author. His responsibilities as a Chief Scientist include planning the long-term technical direction of Calibre products, directing and training the engineers who work on these products, design and architecture of the software, and research in the new design and software technologies. Fedor has over 25 patents and over 100 papers and conference presentations on physics, EDA, software design, and C++ language. Table of Contents Chapter 1: An Introduction to Inheritance and Polymorphism Chapter 2: Function Templates Chapter 3: Class Templates Chapter 4: Swap Chapter 5: A Comprehensive Look at RAII Chapter 6: TBD - OOP Idiom Chapter 7: Type Erasure Chapter 8: SFINAE and Overload Resolution Management Chapter 9: Classic Patterns for Object-Oriented Designs Chapter 10: Local Buffer Optimization Chapter 11: Friend Factory Chapter 12: Virtual Constructors and Factories Chapter 13: Memory Ownership Chapter 14: Template Method Pattern and Non-Virtual Idiom Chapter 15: Curiously Recurring Template Pattern Chapter 16: Mixin Chapter 17: Scopeguard Chapter 18: Serialization/Deserialization and Virtual Template Chapter 19: Policy-Based Design Chapter 20: Policy-Based Design, Inside-Out Chapter 21: Typelist and Typemap Chapter 22: Visitor and Multiple Dispatch

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What You Will Learn Learn about the new core language features and the problems they were intended to solve Understand the inner workings and requirements of iterators by implementing them Explore algorithms, functional programming style, and lambda expressions Leverage the rich, portable, fast, and well-tested set of well-designed algorithms provided in the STL Work with strings the STL way instead of handcrafting C-style code Understand standard support classes for concurrency and synchronization, and how to put them to work Use the filesystem library addition available with the C++17 STL Book Description C++ has come a long way and is in use in every area of the industry. Fast, efficient, and flexible, it is used to solve many problems. The upcoming version of C++ will see programmers change the way they code. If you want to grasp the practical usefulness of the C++17 STL in order to write smarter, fully portable code, then this book is for you. Beginning with new language features, this book will help you understand the language’s mechanics and library features, and offers insight into how they work. Unlike other books, ours takes an implementation-specific, problem-solution approach that will help you quickly overcome hurdles. You will learn the core STL concepts, such as containers, algorithms, utility classes, lambda expressions, iterators, and more, while working on practical real-world recipes. These recipes will help you get the most from the STL and show you how to program in a better way. By the end of the book, you will be up to date with the latest C++17 features and save time and effort while solving tasks elegantly using the STL. Authors Jacek Galowicz Jacek Galowicz obtained his master of science in electrical engineering/computer engineering at RWTH Aachen University, Germany. While at university, he enjoyed working as a student assistant in teaching and research, and he participated in several scientific publications. During and after his studies, he worked as a freelancer and implemented applications as well as kernel drivers in C and C++, touching various areas, including 3D graphics programming, databases, network communication, and physics simulation. In recent years, he has been programming performance- and security-sensitive microkernel operating systems for Intel x86 virtualization at Intel and FireEye in Braunschweig, Germany. He has a strong passion for modern C++ implementations of low-level software, and he tries hard to combine high performance with an elegant coding style. Learning purely functional programming and Haskell in recent years triggered his drive to implement generic code with the aid of meta programming. Table of Contents

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What You Will Learn Develop advanced real-world applications in Windows Design and implement a graphical object-oriented class library in C++ Get to grips with the workings of the integral aspects of the Win32 API, such as mouse input, drawing, cut-and-paste, file handling, and drop files Identify general problems when developing graphical applications as well as specific problems regarding drawing, spreadsheet, and word processing applications Implement classes, functions, and macros of the object-oriented class library developed in the book and how we implement its functionality by calling functions and macros in the Win32 API Book Description It is critical that modern developers have the right tools to build practical, user-friendly, and efficient applications in order to compete in today’s market. Through hands-on guidance, this book illustrates and demonstrates C++ best practices and the Small Windows object-oriented class library to ease your development of interactive Windows applications. Begin with a focus on high level application development using Small Windows. Learn how to build four real-world applications which focus on the general problems faced when developing graphical applications. Get essential troubleshooting guidance on drawing, spreadsheet, and word processing applications. Finally finish up with a deep dive into the workings of the Small Windows class library, which will give you all the insights you need to build your own object-oriented class library in C++. Authors Stefan Björnander Stefan Björnander holds a master's degree in computer science, and has worked with software development for many years. He has lectured on programming for the industry and universities. He has also authored Microsoft Visual C++ Windows Applications by Example for Packt Publishing, which gained great acclaim. Table of Contents Chapter 1: Introduction Chapter 2: Hello, Small World! Chapter 3: Building a Tetris Application Chapter 4: Working with Shapes and Figures Chapter 5: The Figure Hierarchy Chapter 6: Building a Word Processor Chapter 7: Keyboard Input and Character Calculation Chapter 8: Building a Spreadsheet Application Chapter 9: Formula Interpretation Chapter 10: The Framework Chapter 11: The Document Chapter 12: The Auxiliary Classes Chapter 13: The Registry, Clipboard, Standard Dialogs, and Print Preview Chapter 14: Dialogs, Controls, and Page Setup

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Learn to Program with C teaches computer programming to the complete beginner using the native C language. As such, it assumes you have no knowledge whatsoever about programming. The main goal of this book is to teach fundamental programming principles using C, one of the most widely used programming languages in the world today. We discuss only those features and statements in C that are necessary to achieve our goal. Once you learn the principles well, they can be applied to any language. If you are worried that you are not good at high-school mathematics, don’t be. It is a myth that you must be good at mathematics to learn programming. C is considered a ‘modern’ language even though its roots date back to the 1970s. Originally, C was designed for writing ‘systems’ programs—things like operating systems, editors, compilers, assemblers and input/output utility programs. But, today, C is used for writing all kinds of applications programs as well—word processing programs, spreadsheet programs, database management programs, accounting programs, games, robots, embedded systems/electronics (i.e., Arduino), educational software—the list is endless. Note: Appendices A-D are available as part of the free source code download on apress.com. What you’ll learn How to get started with programming using the C language How to use the basics of C How to program with sequence, selection and repetition logic How to work with characters How to work with functions How to use arrays Who this book is for This book is intended for anyone who is learning programming for the first time, regardless of age or institution. able of Contents 1. Elementary Programming Concepts 2. C The Basics 3. Programs with Sequence Logic 4. Programs with Selection Logic 5. Programs with Repetition Logic 6. Working with Characters and Strings 7. Working with Functions 8. Working with Arrays 9. Working with Structures A. Keywords in C B. ASCII C. Integers D. C Compilers

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Assuming only basic knowledge of C#, Beginning C# 5.0 Databases teaches all the fundamentals of database technology and database programming readers need to quickly become highly proficient database users and application developers. A comprehensive tutorial on both SQL Server 2012 and Visual Studio 2012, Beginning C# 5.0 Databases explains and demonstrates various techniques and ways to build a database application using T–SQL and C#. Full of practical, detailed examples, it’s been fully revised and updated for Winforms using C# 5.0 and Visual Studio 2012 and offers the most complete, detailed, and gentle introduction to database technology for all C# programmers at any level of experience. Comprehensively and concisely explains fundamental database concepts and database programming techniques Rich in step-by-step working examples of both T–SQL and C# programs Covers all the features ADO.NET most database programming ever requires What you’ll learn How relational databases work and how to use them How to create database and table objects using SQL Server 2012 How to write SQL queries to modify data in SQL Tables How to write SQL queries to retrieve data using various querying techniques, including JOINS How to write stored procedures in T–SQL and call them from C# 5.0 programs How C# 5.0 uses various techniques to access databases How to build Windows form based applications How to handle runtime anomalies i.e. Exceptions How to program with each individual object of ADO .NET How to use XML in database applications How to use LINQ to simplify C# database programming How to use ADO .NET Entity Framework How to use SQL CLR to create stored procedures using C# Who this book is for Beginning C# 5.0 Databases is for every C# programmer. Database programming requires relatively little knowledge of C# but a lot of knowledge about relational database concepts, database language SQL and ADO.NET. This book assumes no prior database experience and teaches you, always through hands–on examples, how to create and use relational databases with SQL Server 2012 and how to access them with C# 5.0 using ADO.NET. Almost every application needs to access a database, and this book teaches all the fundamentals you need and may ever need to develop professional database applications.

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What You Will Learn Understand the fundamentals of variables, methods, and code syntax in C# Get to know about techniques to turn your game idea into working project Use loops and collections efficiently in Unity to reduce the amount of code Develop a game using the object-oriented programming principles Generate infinite levels for your game Create and code a good-looking functional UI system for your game Publish and share your game with users Book Description Unity is a cross-platform game engine that is used to develop 2D and 3D video games. Unity 5 is the latest version, released in March 2015, and adds a real-time global illumination to the games, and its powerful new features help to improve a game’s efficiency. This book will get you started with programming behaviors in C# so you can create 2D games in Unity. You will begin by installing Unity and learning about its features, followed by creating a C# script. We will then deal with topics such as unity scripting for you to understand how codes work so you can create and use C# variables and methods. Moving forward, you will find out how to create, store, and retrieve data from collection of objects. You will also develop an understanding of loops and their use, and you’ll perform object-oriented programming. This will help you to turn your idea into a ready-to-code project and set up a Unity project for production. Finally, you will discover how to create the GameManager class to manage the game play loop, generate game levels, and develop a simple UI for the game. By the end of this book, you will have mastered the art of applying C# in Unity. Authors Greg Lukosek Greg Lukosek was born and raised in the Upper Silesia region of Poland. When he was about 8 years old, his amazing parents bought him and his brother a Commodore C64. That was when his love of programming started. He would spend hours writing simple basic code, and when he couldn't write it on the computer directly, he used a notepad. Greg completed his mechanical engineering diploma at ZSTiO Meritum— Siemianowice Slaskie, Poland. He has learned all his programming skills through determination and hard work at home. Greg met the love of his life, Kasia, in 2003, which changed his life forever. They both moved to London in search of adventure and decided to stay there. He started work as a 3D artist and drifted away from programming for some years. Deep inside, he still felt the urge to come back to game programming. During his career as a 3D artist, he discovered Unity and adopted it for an interactive visualizations project. At that very moment, he started programming again. His love for programming overcomes his love for 3D graphics. Greg ditched his 3D artist career and came back to writing code professionally. He is now doing what he really wanted to do since he was 8 years old—developing games. These days, Greg lives in a little town called Sandy in the UK with Kasia and their son, Adam. Table of Contents Chapter 1: Discovering Your Hidden Scripting Skills and Getting Your Environment Ready Chapter 2: Introducing the Building Blocks for Unity Scripts Chapter 3: Getting into the Details of Variables Chapter 4: Getting into the Details of Methods Chapter 5: Lists, Arrays, and Dictionaries Chapter 6: Loops Chapter 7: Object, a Container with Variables and Methods Chapter 8: Let's Make a Game! – From Idea to Development Chapter 9: Starting Your First Game Chapter 10: Writing GameManager Chapter 11: The Game Level Chapter 12: The User Interface Chapter 13: Collectables — What Next?

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Čist C++ 20 Obrasci održivog razvoja softvera i najbolja praksa Napišite savremeni, proširivi i izdržljivi softver koji možete održavati pomoću modernog jezika C++. Ova knjiga, ažurirana za nedavno objavljeni standard C++ 20, obavezna je za svakog programera, softverskog arhitektu ili vođu tima koji su zainteresovani za dobro izrađen C++ kod i koji takođe žele da uštede na troškovima razvoja. Ako želite da naučite da napišete bolji C++ kod, knjiga „Čist C++ 20“ je upravo ono što vam treba. Napisana je za C++ programere svih nivoa veština i na primerima pokazuje kako se može napisati razumljiv, fleksibilan, održiv i efikasan C++ kod. Čak i ako ste sezonski programer za C++, u ovoj knjizi postoje informacije i tačke podataka koje će vam biti korisne u vašem radu. Ako ne vodite računa o svojoj bazi kodova, možete proizvesti veliku, neurednu i neodrživu „zver“ na bilo kojem programskom jeziku. Međutim, posebno projekti na C++-u često postaju neuredni i obično postaju „noćna mora“ kada je reč o održavanju. Postoji mnogo C++ koda koji izgleda kao da je napisan osamdesetih godina prošlog veka i koji ignoriše principe i praksu dobro napisanog i modernog jezika C++. Čini se da su programere C++ zaboravili oni koji „propovedaju“ principe izrade softvera i čistog koda. Veb je prepun primera C++ koda koji mogu biti veoma brzi i visokooptimizovani, ali su njihovi programeri potpuno ignorisali elementarne principe dobrog dizajna i dobro napisanog koda. U ovoj knjizi je objašnjeno kako da to izbegnete i kako da najbolje iskoristite vaš C++ kod. Otkrićete da vaše pisanje koda postaje efikasnije i, što je najvažnije, zabavnije. Šta ćete naučiti: Steći ćete zdrave principe i pravila za čisto kodiranje na jeziku C++. Izvršićete razvoj koji je vođen testovima (TDD). Bolje ćete modulirati svoju C++ bazu koda. Otkrićete i primenićete projektne obrasce i idiome C++jezika. Napisaćete C++ kod u objektno-orijentisanom i u funkcionalnom stilu programiranja. Kome je namenjena ova knjiga Namenjena je bilo kojem C++ programeru ili softverskom inženjeru koji želi da proizvede bolji kod. O autoru Stephan Roth je koač, savetnik i trener za sistemski i softverski inženjering u nemačkoj konsultantskoj kompaniji „oose Innovative Informatik eG“, čije je sedište u Hamburgu. Pre nego što se pridružio toj kompaniji, radio je dugi niz godina kao programer softvera, softverski arhitekta i sistemski inženjer u oblasti radio-izviđanja i šifrovanog sistema za komunikaciju. Razvio je sofisticirane aplikacije, posebno u sistemskom okruženju visokih performansi, i grafički korisnički interfejs koji koristi C++ i druge programske jezike. Stephan je aktivni pobornik pokreta Software Craftsmanship i bavi se principima i praksom razvoja čistog koda (CCD-om). Sadržaj Predgovor Uvod Izgradite bezbednosnu mrežu Budite principijelni Osnove čistog C++ koda Napredni koncepti modernog jezika C++ Modularizacija Funkcionalno programiranje Razvoj koji je vođen testovima Projektni obrasci i idiomi Epilog

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