哪里可以找到Build Your Own PC Game Using Visual Basic?

idleguy 2001-02-24 12:08:00
DX相关for VB的也可以。多谢。


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About the Book

Real-world developer training for results on the job—and on the exam.

Build real-world programming skills—and prepare for MCP Exams 70-305 and 70-315—with this official Microsoft study guide. Work at your own pace through the lessons and hands-on exercises to learn how to build Web applications using Visual Basic .NET and Visual C# .NET. Then extend your expertise through additional skill-building exercises. As you gain practical experience with essential Web development tasks, you’re also preparing for MCAD or MCSD certification for Microsoft .NET.
Learn how to:
•Use Microsoft ASP.NET to build Web Forms applications
•Create user services, including user input, localization features, and online help
•Access and modify data with Microsoft ADO.NET
Build and reuse custom Web controls
•Manage application appearance and behavior with style sheets and XML
•Configure security features for Web applications, including authentication and authorization
•Test and debug coding errors
•Deploy applications to your server or hosting service
•Maintain and optimize applications

Your kit includes:
•NEW—60-day evaluation version of Microsoft Visual Studio® .NET 2003 Professional Edition on DVD
•Comprehensive self-paced study guide that maps to the objectives of the final exams
•NEW—Expanded coverage on delegates, events, unmanaged code, COM, and installation programs, plus a new chapter on caching
•NEW—150 challenging practice questions on CD. Test yourself by exam (70-305 or 70-315) or by individual objective(s). Choose the number of questions and timed or untimed mode. You get automated scoring and detailed explanation for both correct and incorrect answers.
•NEW—20-question interactive game
•NEW—300+ revised and tested code samples and labs for Visual C# .NET and Visual Basic .NET
•Learn-by-doing exercises for skills you can apply to the job
•Fully searchable eBook

Related Books

MCAD/MCSD Self-Paced Training Kit: Implementing Security for Applications with Microsoft® Visual Basic® .NET and Microsoft Visual C#® .NET
MCAD/MCSD Self-Paced Training Kit: Developing Windows®-Based Applications with Microsoft® Visual Basic® .NET and Microsoft Visual C#® .NET, Second Ed
MCAD/MCSD Self-Paced Training Kit: Microsoft® .NET Core Requirements, Exams 70-305/70-315, 70-306/70-316, 70-310/70-320, and 70-300
Create and develop exciting games from start to finish using SFML About This Book Familiarize yourself with the SFML library and explore additional game development techniques Craft, shape, and improve your games with SFML and common game design elements A practical guide that will teach you how to use utilize the SFML library to build your own, fully functional applications Who This Book Is For This book is intended for game development enthusiasts with at least decent knowledge of the C++ programming language and an optional background in game design. What You Will Learn Create and open a window by using SFML Utilize, manage, and apply all of the features and properties of the SFML library Employ some basic game development techniques to make your game tick Build your own code base to make your game more robust and flexible Apply common game development and programming patterns to solve design problems Handle your visual and auditory resources properly Construct a robust system for user input and interfacing Develop and provide networking capabilities to your game In Detail Simple and Fast Multimedia Library (SFML) is a simple interface comprising five modules, namely, the audio, graphics, network, system, and window modules, which help to develop cross-platform media applications. By utilizing the SFML library, you are provided with the ability to craft games quickly and easily, without going through an extensive learning curve. This effectively serves as a confidence booster, as well as a way to delve into the game development process itself, before having to worry about more advanced topics such as “rendering pipelines” or “shaders.” With just an investment of moderate C++ knowledge, this book will guide you all the way through the journey of game development. The book starts by building a clone of the classical snake game where you will learn how to open a window and render a basic sprite, write well-structured code to implement the design of the game, and use the AABB bounding box collision concept. The next game is a simple platformer with enemies, obstacles and a few different stages. Here, we will be creating states that will provide custom application flow and explore the most common yet often overlooked design patterns used in game development. Last but not the least, we will create a small RPG game where we will be using common game design patterns, multiple GUI. elements, advanced graphical features, and sounds and music features. We will also be implementing networking features that will allow other players to join and play together. By the end of the book, you will be an expert in using the SFML library to its full potential. Style and approach An elaborate take on the game development process in a way that compliments the reader's existing knowledge, this book provides plenty of examples and is kind to the uninitiated. Each chapter builds upon the knowledge gained from the previous one and offers clarifications on common issues while still remaining within the scope of its own subject and retaining clarity. Table of Contents Chapter 1: It's Alive! It's Alive! – Setup and First Program Chapter 2: Give It Some Structure – Building the Game Framework Chapter 3: Get Your Hands Dirty – What You Need to Know Chapter 4: Grab That Joystick – Input and Event Management Chapter 5: Can I Pause This? – Application States Chapter 6: Set It in Motion! – Animating and Moving around Your World Chapter 7: Rediscovering Fire – Common Game Design Elements Chapter 8: The More You Know – Common Game Programming Patterns Chapter 9: A Breath of Fresh Air – Entity Component System Continued Chapter 10: Can I Click This? – GUI Fundamentals Chapter 11: Don't Touch the Red Button! – Implementing the GUI Chapter 12: Can You Hear Me Now? – Sound and Music Chapter 13: We Have Contact! – Networking Basics Chapter 14: Come Play with Us! – Multiplayer Subtleties
6 , chunks.zip<br>This will open a file and read it in "Chunks" of a selected file.<END><br>7 , logging.zip<br>This is a bas that will log installation procedures so the file can be removed later.<END><br>8 , savetree.zip<br>This will save the info in a Tree View. "This technique allows a program to save hierarchical information like the data in a TreeView in a way that is easy to understand."<END><br>11 , OLE.zip<br>Demonstrates the use of OLE.<END><br>12 , gradtxt2.zip<br>"A program for drawing horizontal, rectangular or spherical gradient texts."<END><br>13 , sweepgl.zip<br>This example greatly demonstrates how to use OpenGL in Visual Basic.<END><br>15 , drawdemo.zip<br>This is an excellent example of how to make a paint program with a few extras.<END><br>16 , cube.zip<br>This example demonstrates how to rotate a cube in visual basic.<END><br>17 , sprite1.zip<br>This is an Excellent example on how to use sprites in your program.<END><br>18 , charcreate.zip<br>This is an example of how to assign "characters" to differant pictureboxes. This would be a good starting point for VB game developers.<END><br>19 , breakthrough.zip<br>This demonstrates a simple game in Visual Basic. An excellent example.<END><br>26 , openlib.zip<br>These are the type libs that go with OpenGL. This is used to make 3D text.<END><br>27 , basMath.zip<br>This module contains functions for various math equations. <END><br>28 , calc.zip<br>This is a basic calculator written in Visual Basic.<END><br>29 , stopwatch.zip<br>This shows how to count off time in a Stop Watch format.<END><br>31 , taskhide.zip<br>This will hide your application from the taskbar, Alt+Tab, and Alt+Ctrl+Del.<END><br>32 , newbie.zip<br>This is a nicely done help file for programmers that are new to Visual Basic.<END><br>33 , vbfaq.zip<br>This is AOL's PC Dev Visual Basic FAQ. This is an excellent starting point for begginners.<END><br>34 , Bas.zip<br>it is very good modual for activex<END><br>35, paraviasource.zip<br>This is
iOS 9 App Development Essentials is latest edition of this popular book series and has now been fully updated for the iOS 9 SDK, Xcode 7 and the Swift 2 programming language. Beginning with the basics, this book provides an outline of the steps necessary to set up an iOS development environment. An introduction to the architecture of iOS 9 and programming in Swift is provided, followed by an in-depth look at the design of iOS applications and user interfaces. More advanced topics such as file handling, database management, in-app purchases, graphics drawing and animation are also covered, as are touch screen handling, gesture recognition, multitasking, iAds integration, location management, local notifications, camera access and video and audio playback support. Other features are also covered including Auto Layout, Twitter and Facebook integration, App Store hosted in-app purchase content, Sprite Kit-based game development, local map search and user interface animation using UIKit dynamics. Additional features of iOS development using Xcode 7 are also covered, including Swift playgrounds, universal user interface design using size classes, app extensions, Interface Builder Live Views, embedded frameworks, CloudKit data storage and TouchID authentication. The key new features of iOS 9 and Xcode 7 are also covered in detail, including new error handling in Swift 2, designing Stack View based user interfaces, multiple storyboard support, iPad multitasking, map flyover support, 3D Touch and Picture-in-Picture media playback. The aim of this book, therefore, is to teach you the skills necessary to build your own apps for iOS 9. Assuming you are ready to download the iOS 9 SDK and Xcode 7, have an Intel-based Mac and ideas for some apps to develop, you are ready to get started. Table of Contents Chapter 1. Start Here Chapter 2. Joining the Apple Developer Program Chapter 3. Installing Xcode 7 and the iOS 9 SDK Chapter 4. A Guided Tour of Xcode 7 Chapter 5. An Introduction to Xcode 7 Playgrounds Chapter 6. Swift Data Types, Constants and Variables Chapter 7. Swift Operators and Expressions Chapter 8. Swift Flow Control Chapter 9. The Swift Switch Statement Chapter 10. An Overview of Swift 2 Functions, Methods and Closures Chapter 11. The Basics of Object Oriented Programming in Swift Chapter 12. An Introduction to Swift Subclassing and Extensions Chapter 13. Working with Array and Dictionary Collections in Swift Chapter 14. Understanding Error Handling in Swift 2 Chapter 15. The iOS 9 Application and Development Architecture Chapter 16. Creating an Interactive iOS 9 App Chapter 17. Understanding iOS 9 Views, Windows and the View Hierarchy Chapter 18. An Introduction to Auto Layout in iOS 9 Chapter 19. Working with iOS 9 Auto Layout Constraints in Interface Builder Chapter 20. An iOS 9 Auto Layout Example Chapter 21. Implementing iOS 9 Auto Layout Constraints in Code Chapter 22. Implementing Cross-Hierarchy Auto Layout Constraints in iOS 9 Chapter 23. Understanding the iOS 9 Auto Layout Visual Format Language Chapter 24. Using Size Classes to Design Adaptable Universal iOS User Interfaces Chapter 25. Using Storyboards in Xcode 7 Chapter 26. Organizing Scenes over Multiple Storyboard Files Chapter 27. Using Xcode 7 Storyboards to Create an iOS 9 Tab Bar Application Chapter 28. An Overview of iOS 9 Table Views and Xcode 7 Storyboards Chapter 29. Using Xcode 7 Storyboards to Build Dynamic TableViews Chapter 30. Implementing iOS 9 TableView Navigation using Storyboards in Xcode 7 Chapter 31. Working with the iOS 9 Stack View Class Chapter 32. An iOS 9 Stack View Tutorial Chapter 33. An iOS 9 Split View Master-Detail Example Chapter 34. A Guide to Multitasking in iOS 9 Chapter 35. An iOS 9 Multitasking Example Chapter 36. Implementing a Page based iOS 9 Application with UIPageViewController Chapter 37. An Example iOS 9 UIPageViewController Application Chapter 38. Working with Directories in Swift on iOS 9 Chapter 39. Working with Files in Swift on iOS 9 Chapter 40. iOS 9 Directory Handling and File I/O in Swift – A Worked Example Chapter 41. Preparing an iOS 9 App to use iCloud Storage Chapter 42. Managing Files using the iOS 9 UIDocument Class Chapter 43. Using iCloud Storage in an iOS 9 Application Chapter 44. Synchronizing iOS 9 Key-Value Data using iCloud Chapter 45. iOS 9 Database Implementation using SQLite Chapter 46. An Example SQLite based iOS 9 Application using Swift and FMDB Chapter 47. Working with iOS 9 Databases using Core Data Chapter 48. An iOS 9 Core Data Tutorial Chapter 49. An Introduction to CloudKit Data Storage on iOS 9 Chapter 50. An iOS 9 CloudKit Example Chapter 51. An iOS 9 CloudKit Subscription Example Chapter 52. An Overview of iOS 9 Multitouch, Taps and Gestures Chapter 53. An Example iOS 9 Touch, Multitouch and Tap Application Chapter 54. Detecting iOS 9 Touch Screen Gesture Motions Chapter 55. Identifying Gestures using iOS 9 Gesture Recognizers Chapter 56. An iOS 9 Gesture Recognition Tutorial Chapter 57. A 3D Touch Force Handling Tutorial Chapter 58. An iOS 9 3D Touch Quick Actions Tutorial Chapter 59. An iOS 9 3D Touch Peek and Pop Tutorial Chapter 60. Implementing TouchID Authentication in iOS 9 Apps Chapter 61. Drawing iOS 9 2D Graphics with Core Graphics Chapter 62. Interface Builder Live Views and iOS 9 Embedded Frameworks Chapter 63. An iOS 9 Graphics Tutorial using Core Graphics and Core Image Chapter 64. Basic iOS 9 Animation using Core Animation Chapter 65. iOS 9 UIKit Dynamics – An Overview Chapter 66. An iOS 9 UIKit Dynamics Tutorial Chapter 67. An Introduction to iOS 9 Sprite Kit Programming Chapter 68. An iOS 9 Sprite Kit Level Editor Game Tutorial Chapter 69. An iOS 9 Sprite Kit Collision Handling Tutorial Chapter 70. An iOS 9 Sprite Kit Particle Emitter Tutorial Chapter 71. Integrating iAds into an iOS 9 App Chapter 72. iOS 9 Multitasking, Background Transfer Service and Fetching Chapter 73. Scheduling iOS 9 Local Notifications Chapter 74. An Overview of iOS 9 Application State Preservation and Restoration Chapter 75. An iOS 9 State Preservation and Restoration Tutorial Chapter 76. Integrating Maps into iOS 9 Applications using MKMapItem Chapter 77. An Example iOS 9 MKMapItem Application Chapter 78. Getting Location Information using the iOS 9 Core Location Framework Chapter 79. An Example iOS 9 Location Application Chapter 80. Working with Maps on iOS 9 with MapKit and the MKMapView Class Chapter 81. Working with MapKit Local Search in iOS 9 Chapter 82. Using MKDirections to get iOS 9 Map Directions and Routes Chapter 83. An iOS 9 MapKit Flyover Tutorial Chapter 84. An Introduction to Extensions in iOS 9 Chapter 85. An iOS 9 Today Extension Widget Tutorial Chapter 86. Creating an iOS 9 Photo Editing Extension Chapter 87. Creating an iOS 9 Action Extension Chapter 88. Receiving Data from an iOS 9 Action Extension Chapter 89. Using iOS 9 Event Kit to Create Date and Location Based Reminders Chapter 90. Accessing the iOS 9 Camera and Photo Library Chapter 91. An Example iOS 9 Camera Application Chapter 92. iOS 9 Video Playback using AVPlayer and AVPlayerViewController Chapter 93. An iOS 9 Multitasking Picture in Picture Tutorial Chapter 94. Playing Audio on iOS 9 using AVAudioPlayer Chapter 95. Recording Audio on iOS 9 with AVAudioRecorder Chapter 96. Integrating Twitter and Facebook into iOS 9 Applications Chapter 97. An iOS 9 Social Media Integration Tutorial using UIActivityViewController Chapter 98. iOS 9 Facebook and Twitter Integration using SLRequest Chapter 99. An iOS 9 Twitter Integration Tutorial using SLRequest Chapter 100. Making Store Purchases with the SKStoreProductViewController Class Chapter 101. Building In-App Purchasing into iOS 9 Applications Chapter 102. Preparing an iOS 9 Application for In-App Purchases Chapter 103. An iOS 9 In-App Purchase Tutorial Chapter 104. Configuring and Creating App Store Hosted Content for iOS 9 In-App Purchases Chapter 105. Preparing and Submitting an iOS 9 Application to the App Store

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