With HTML5 and improved web browser support, JavaScript has become the tool of choice for creating high-performance web graphics. This faced-paced book shows you how to use JavaScript, jQuery, DHTML, and HTML5's Canvas element to create rich web applications for computers and mobile devices. By following real-world examples, experienced web developers learn fun and useful approaches to arcade games, DHTML effects, business dashboards, and other applications. This book serves complex subjects in easily digestible pieces, and each topic acts as a foundation for the next. Tackle JavaScript…mehr
With HTML5 and improved web browser support, JavaScript has become the tool of choice for creating high-performance web graphics. This faced-paced book shows you how to use JavaScript, jQuery, DHTML, and HTML5's Canvas element to create rich web applications for computers and mobile devices. By following real-world examples, experienced web developers learn fun and useful approaches to arcade games, DHTML effects, business dashboards, and other applications. This book serves complex subjects in easily digestible pieces, and each topic acts as a foundation for the next. Tackle JavaScript optimization and understand how it impacts performance Create fast-moving graphics by combining old-school DHTML with jQuery Learn advanced UI techniques using the jQuery UI and Ext JS libraries Build games with collision detection, object handling, and JavaScript scrolling techniques Master HTML5 Canvas basics for drawings, fills, bitmaps, animation, and more Create applications for the small screen with jQuery Mobile and PhoneGap Use Google's data visualization tools to create interactive dashboards
Raffaele Cecco is a veteran software developer from the European video games industry. He served as Technical Director at London-based software studio King of the Jungle Ltd, where he created software for clients such as Hasbro and Virgin. He has also worked with web technologies and retail e-commerce systems.
Inhaltsangabe
Preface Audience and Assumptions Organization Conventions Used in This Book Using Code Examples Safari® Books Online How to Contact Us Acknowledgments Chapter 1: Code Reuse and Optimization 1.1 Keeping It Fast 1.2 What and When to Optimize 1.3 Homespun Code Profiling 1.4 Optimizing JavaScript 1.5 Optimizing jQuery and DOM Interaction 1.6 Other Resources Chapter 2: DHTML Essentials 2.1 Creating DHTML Sprites 2.2 Converting into a jQuery Plug-in 2.3 Timers, Speed, and Frame Rate 2.4 Internet Explorer 6 Background Image Caching Chapter 3: Scrolling 3.1 CSS-Only Scrolling Effects 3.2 Scrolling with JavaScript Chapter 4: Advanced UI 4.1 HTML5 Forms 4.2 Using JavaScript UI Libraries 4.3 Creating UI Elements from Scratch Chapter 5: Introduction to JavaScript Games 5.1 Game Objects Overview 5.2 The Game Code Chapter 6: HTML5 Canvas 6.1 Canvas Support 6.2 Bitmaps, Vectors, or Both? 6.3 Canvas Limitations 6.4 Canvas Versus SVG 6.5 Canvas Versus Adobe Flash 6.6 Canvas Exporters 6.7 Canvas Drawing Basics 6.8 Animating with Canvas 6.9 Canvas and Recursive Drawing 6.10 Replacing DHTML Sprites with Canvas Sprites 6.11 A Graphical Chat Application with Canvas and WebSockets Chapter 7: Vectors for Games and Simulations 7.1 Operations on Vectors 7.2 Creating a JavaScript Vector Object 7.3 A Cannon Simulation Using Vectors 7.4 Rocket Simulation Chapter 8: Google Visualizations 8.1 Limitations 8.2 Chart Glossary 8.3 Image Charts 8.4 Interactive Charts Chapter 9: Reaching the Small Screen with jQuery Mobile 9.1 jQuery Mobile 9.2 TilePic: A Mobile-Friendly Web Application 9.3 PhoneGap Chapter 10: Creating Android Apps with PhoneGap 10.1 Installing PhoneGap 10.2 Creating a PhoneGap Project in Eclipse Colophon
Preface Audience and Assumptions Organization Conventions Used in This Book Using Code Examples Safari® Books Online How to Contact Us Acknowledgments Chapter 1: Code Reuse and Optimization 1.1 Keeping It Fast 1.2 What and When to Optimize 1.3 Homespun Code Profiling 1.4 Optimizing JavaScript 1.5 Optimizing jQuery and DOM Interaction 1.6 Other Resources Chapter 2: DHTML Essentials 2.1 Creating DHTML Sprites 2.2 Converting into a jQuery Plug-in 2.3 Timers, Speed, and Frame Rate 2.4 Internet Explorer 6 Background Image Caching Chapter 3: Scrolling 3.1 CSS-Only Scrolling Effects 3.2 Scrolling with JavaScript Chapter 4: Advanced UI 4.1 HTML5 Forms 4.2 Using JavaScript UI Libraries 4.3 Creating UI Elements from Scratch Chapter 5: Introduction to JavaScript Games 5.1 Game Objects Overview 5.2 The Game Code Chapter 6: HTML5 Canvas 6.1 Canvas Support 6.2 Bitmaps, Vectors, or Both? 6.3 Canvas Limitations 6.4 Canvas Versus SVG 6.5 Canvas Versus Adobe Flash 6.6 Canvas Exporters 6.7 Canvas Drawing Basics 6.8 Animating with Canvas 6.9 Canvas and Recursive Drawing 6.10 Replacing DHTML Sprites with Canvas Sprites 6.11 A Graphical Chat Application with Canvas and WebSockets Chapter 7: Vectors for Games and Simulations 7.1 Operations on Vectors 7.2 Creating a JavaScript Vector Object 7.3 A Cannon Simulation Using Vectors 7.4 Rocket Simulation Chapter 8: Google Visualizations 8.1 Limitations 8.2 Chart Glossary 8.3 Image Charts 8.4 Interactive Charts Chapter 9: Reaching the Small Screen with jQuery Mobile 9.1 jQuery Mobile 9.2 TilePic: A Mobile-Friendly Web Application 9.3 PhoneGap Chapter 10: Creating Android Apps with PhoneGap 10.1 Installing PhoneGap 10.2 Creating a PhoneGap Project in Eclipse Colophon
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