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The Book of CSS3: A Developers Guide to the Future of Web Design


CSS3 is the technology behind most of the eye-catching visuals on the Web today, but the official documentation can be dry and hard to follow. Luckily, The Book of CSS3 distills the heady technical language of the CSS3 specification into plain English, so you can get started on your next project right away.

The Book of CSS3: A Developers Guide to the Future of Web Design
Publisher: No Sta.rch Press 2011 | 304 Pages | ISBN: 1593272863 | EPUB + PDF | 6 MB + 15 MB

Download : Here

Ebook HTML5 Canvas

Pages: 652

Writer: Steve Fulton & Jeff Fulton

Publisher: O’Reilly

Genre: JavaScript

ISBN-10: 1-4493-9390-X
ISBN: 978-1-4493-9390-8



A lot of the hype around HTML5 and it’s so-called “Flash killer”-ability evolves around the canvas element – an element that makes it possible to draw on a designated area of the HTML-document and update or interact with it via JavaScript.

With the Flash Player abandoning the mobile browsers, this opens an immediate need for a technology, that satisfy the developers desire to create engaging content that goes beyond fading DOM-elements in or out of the page with jQuery – we are talking Physics, object collision and mouse interaction like we are used to on the Flash Platform. This is where the canvas element comes to the rescue, and this book tries to give you enough tools to work with the element.
Tone of voice

The book is precise and consistent in its tone of voice. It is not utterly humorously written, but is keeping a light and positive that makes most the more complex topics easier to swallow.

It is topic based, and all the topics takes you through the main areas of the usage of the canvas element. It starts with simple topics and primitive examples on how to set up the canvas, and how to draw and render text on the elements.

When that is all set, it takes on Physics and animation. Inspired by elder and well written routines from books like “Flash MX 2004 Game Programming”, and “Flash Animation – making things move” (FriendsOfEd) they are converting the concepts, so the work in the JavaScript environment.

After a throughout discussion on the other two main areas, where HTML5 is said to lift the Flash burden – video and audio – it goes into creating a game, and discusses many topics surrounding game development: Timers, transformation of elements, Game State Machine etc.

Finally, there is a topic that shows how PhoneGap can be used to make programs, made with HTML and JavaScript, install and work as native Apps on the device. It also gives pointers for further exploration in WebGL (3D-environment) and working with ElectroServer.

For me, it is the first book on the HTML5 Canvas element I have ever read. As an experienced Flash Developer and well wandered in the world of JavaScript, I had no problem following the examples and extract the new knowledge presented in the book. However, this is not a book teaching you JavaScript. You may learn a lot of new JavaScript-stuff along the way, but there is little help when it comes to understanding of function, conditions and loops. Instead you are getting solid information  about the do’s and don’ts of Canvas-programming.

It is not a beginners book, it’s not a reference book, but for an intermediate programmer, you should have no problems at all. When it comes to the physics stuff and game logic, you may have to read it a few times to get your head around it.

If you are facing any problems, when it comes to topics covered in the book – things you don’t understand or wan’t a discussion about, feel free to ask questions in the JavaScript forum.

Kind Regards
Karsten Vestergaard (ockley)


Developing Hybrid Applications for the iPhone: Using HTML, CSS, and JavaScript to Build Dynamic Apps for the iPhone



1 Developing with Dashcode and Xcode 1
Section 1: Using Dashcode and the Custom
QuickConnect Template 1
Section 2: Using Xcode and the Custom
QuickConnect Template 4
Section 3: Using Xcode and the Custom
PhoneGap Template 9
Section 4: Introduction to Basic Objective-C 11
Section 5: Objective-C QuickConnectiPhone
Application Structure 14
Section 6: Objective-C PhoneGap Application
Structure 17
Section 7: Embedding Web Content:
QuickConnectiPhone 19
Section 8: Embedding Web Content:
PhoneGap 23
Summary 24
2 JavaScript Modularity and iPhone Applications 25
Section 1: Modularity 25
Section 2: The QuickConnect JavaScript
Framework—A Modularity Example 26
Section 3: The QuickConnectiPhone
Implementation of the Modular Design 34
Section 4: Business and View Application
Controller Implementations 38
Section 5: Error Application Controller
Implementation 42
Section 6: Application Functionality Creation
Steps 43
Summary 43
3 Creating iPhone User Interfaces 45
Section 1: Apple’s Human Interface Guide 45
Section 2: List- and Browser-Based Interfaces 48
Section 3: Nonlist-Based View Applications 51
Section 4: Immersion Applications 55
Section 5: Creating and Using Custom
CSS Transforms 57
Section 6: Using and Creating
a Drag-and-Drop/Scale/Rotate Module 64
Summary 74
4 GPS, Acceleration, and Other Native
Functions with QuickConnect 75
Section 1: JavaScript Device Activation 75
Section 2: Objective-C Device Activation 81
Section 3: Objective-C Implementation
of the QuickConnectiPhone Architecture 88
Summary 94
5 Hybrid Applications, GPS, Acceleration, and Other
Native Functions with PhoneGap 95
Section 1: JavaScript Device Activation 95
Section 2: Objective-C Device Activation 102
Summary 109
6 Embedding Google Maps 111
Section 1: Displaying a Map from Within Your
QuickConnect JavaScript Application 111
Section 2: Objective-C Implementation of the
QuickConnect Mapping Module 115
Summary 126
7 Database Access 127
Section 1: BrowserDBAccess Example
Application 127
Section 2: Using WebView SQLite Databases 129
Section 3: Using Native SQLite Databases 133
Section 4: Using the DataAccessObject
with WebKit Engine Databases 135
Section 5: Using the DataAccessObject
with Native Databases 145
Summary 154
x  Contents
8 Remote Data Access 155
Section 1: BrowserAJAXAccess
Example Application 155
Section 2: Using the ServerAccessObject 157
Section 3: ServerAccessObject 162
Section 4: Security Control Functions 171
Summary 172
A Introduction to JSON 173
Section 1: Background 173
Section 2: A JSON JavaScript API 175
Summary 178
B The QuickConnectFamily Development
Roadmap 179
C The PhoneGap Development Roadmap 183


Pro OpenGL ES for Android

Pro OpenGL ES for Android (Professional Apress)

In Pro OpenGL ES for Android, you’ll find out how to harness the full power of OpenGL ES, and design your own 3D applications by building a fully-functional 3D solar system model using Open GL ES!
OpenGL has set the standard for 3D computer graphics, and is an essential aspect of Android development. This book offers everything you need to know, from basic mathematical concepts to advanced coding techniques. You’ll learn by building a fascinating 3D solar system simulator!
After introducing Open GL ES, Pro OpenGL ES for Android explains the basics of 3D math and then orients you to the native Android 3D libraries you’ll be using in your own 3D games and the solar system project you’ll build using this book. Through the solar system example project, you’ll learn how to incorporate a variety of graphic and animation techniques into your applications. You will also discover how the full spectrum of 3D development that awaits, with topics such as lighting, texture-mapping, modeling, shaders, blending modes, and several more advanced concepts.
By the time you finish Pro OpenGL ES for Android, you’ll have learned all the skills you’ll need to build your own incredible 3D applications, based on one of the most powerful 3D libraries available.

What you’ll learn
  • The basics of 3D mathematics, and how they are applied in the OpenGL library
  • How to design and build your 3D worlds
  • To create 2D interfaces within the 3D world
  • To develop animation and 3D movement
  • How to implement 3D shading, coloring, and texturing
  • The differences between OpenGL and other 3D toolkits
  • To build a fully-functional 3D solar system simulator using OpenGL ES
Who this book is for

Experienced Android programmers who want to enter the 3D world of OpenGL ES programming.

Table of Contents
  1. Introduction to OpenGL ES and Our 3D Solar System Project
  2. Generating a Basic OpenGL Program
  3. Getting Past the 3D Math
  4. Shading, Lighting and Colors
  5. Materials and Textures
  6. Animation
  7. Creating a User Interface
  8. Blending Modes, Buffer Objects, and Other Cool Stuff
  9. Latest Features of OpenGL ES
  10. Ray Tracing, Hidden Surfaces, and Other Advanced Topics

Appendix A: APIs