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- HTML5 Mastery: Semantics, Standards, and Styling
- Firing at Will: A Manager’s Guide
- Beginning Java 7
- Beginning iOS Game Center and Game Kit
HTML5 Mastery: Semantics, Standards, and Styling Posted: 25 Nov 2011 09:51 AM PST Book DescriptionMarkup is synonymous with the development of the web, but most people only scratch the surface of its capabilities. Why settle for average HTML, when you can become an HTML5 master? That's where this unique book comes in. It's aimed at web designers and developers who want to take their markup even further in the exciting new directions the web has taken in multimedia, interactivity and improved semantics. HTML5 isn’t for just any web site, but for a web site that will contribute to tomorrow's "web of data." HTML5 Mastery will introduce the new markup elements of HTML5—including less commonly used ones—and show you where and how to use them. It also provides clever styling and scripting techniques that you can employ on your web site. It is completely standards-compliant, and up-to-date with modern web design techniques. What you'll learn
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Firing at Will: A Manager’s Guide Posted: 25 Nov 2011 09:51 AM PST Book DescriptionFiring at Will shows managers and employers how to do the most difficult part of their jobs: firing employees. Written by a leading employment lawyer in a refreshingly unlawyerly style, this guide takes the reader through the always-risky process of letting an employee go. Many employers and managers are afraid to pull the trigger when the employment relationship has broken down, and will postpone the decision by using progressive discipline and performance-improvement plans. However, an employer must be able to unload employees who threaten to undermine the company and its prospects, regardless of the risks involved in a termination. This book explains how to do it, how not to do it, and how to minimize the danger of an expensive employee lawsuit. No one said being an employer or a manager was easy. Fortunately, knowing how to fire employees will make your job much, much easier in the long run and save you heartache. Firing at Will teaches you what you need to know, without any legalese or boring recitations of statutes and case law. This book is filled with plain-English common sense, based on Jay Shepherd's 17 years of protecting employers in court. The style is conversational and often irreverent, but the lessons and tips are battle-tested. If you want to be a successful manager or employer—and sleep easier—you need to know how to fire at will.
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Posted: 25 Nov 2011 09:50 AM PST Book DescriptionBeginning Java 7 guides you through this language and a huge assortment of platform APIs according to the following table of contents: Chapter 1: Getting Started with Java Chapter 1 introduces you to Java and begins to cover the Java language by focusing on fundamental concepts such as comments, identifiers, variables, expressions, and statements. Chapter 2 continues to explore this language by presenting all of its features for working with classes and objects. You learn about features related to class declaration and object creation, encapsulation, information hiding, inheritance, polymorphism, interfaces, and garbage collection. Chapter 3 focuses on the more advanced language features related to nested classes, packages, static imports, exceptions, assertions, annotations, generics, and enums. Additional chapters will introduce you to the few features not covered in Chapters 1 through 3. Chapter 4 largely moves away from covering language features (although it does introduce class literals and strictfp) while focusing on language-oriented APIs. You learn about Math, StrictMath, Package, Primitive Type Wrapper Classes, Reference, Reflection, String, StringBuffer and StringBuilder, Threading, BigDecimal, and BigInteger in this chapter. Chapter 5 begins to explore Java’s utility APIs by focusing largely on the Collections Framework. However, it also discusses legacy collection-oriented APIs and how to create your own collections. Chapter 6 continues to focus on utility APIs by presenting the concurrency utilities along with the Objects and Random classes. Chapter 7 moves you away from the command-line user interfaces that appear in previous chapters and toward graphical user interfaces. You first learn about the Abstract Window Toolkit foundation, and then explore the Java Foundation Classes in terms of Swing and Java 2D. Appendix C explores Accessibility and Drag and Drop. Chapter 8 explores filesystem-oriented I/O in terms of the File, RandomAccessFile, stream, and writer/reader classes. New I/O is covered in Appendix C. Chapter 9 introduces you to Java’s network APIs, such as sockets. It also introduces you to the JDBC API for interacting with databases. Chapter 10 dives into Java’s XML support by first presenting an introduction to XML (including DTDs and schemas). It next explores the SAX, DOM, StAX, XPath, and XSLT APIs. It even briefly touches on the Validation API. While exploring XPath, you encounter namespace contexts, extension functions and function resolvers, and variables and variable resolvers. Chapter 11 introduces you to Java’s support for SOAP-based and RESTful web services. In addition to providing you with the basics of these web service categories, Chapter 11 presents some advanced topics, such as working with the SAAJ API to communicate with a SOAP-based web service without having to rely on JAX-WS. You will appreciate having learned about XML in Chapter 10 before diving into this chapter. Chapter 12 helps you put to use some of the knowledge you’ve gathered in previous chapters by showing you how to use Java to write an Android app’s source code. This chapter introduces you to Android, discusses its architecture, shows you how to install necessary tools, and develops a simple app. Appendix A presents the solutions to the programming exercises that appear near the end of Chapters 1 through 12. Appendix B introduces you to Java’s Scripting API along with Java 7′s support for dynamically typed languages. Appendix C introduces you to additional APIs and architecture topics: Accessibility, ByteArrayOutputStream and ByteArrayInputStream, classloaders, Console, Desktop, Drag and Drop, Dynamic Layout, Extension Mechanism and ServiceLoader, File Partition-Space, File Permissions, Formatter, Image I/O, Internationalization, Java Native Interface, NetworkInterface and InterfaceAddress, New I/O (including NIO.2), PipedOutputStream and PipedInputStream, Preferences, Scanner, Security, Smart Card, Splash Screen, Stream Tokenizer, StringTokenizer, SwingWorker, System Tray, Timer and TimerTask, Tools and the Compiler API, Translucent and Shaped Window, and XML Digital Signature. Appendix D presents a gallery of significant applications that demonstrate various aspects of Java. Unfortunately, there are limits to how much knowledge can be crammed into a print book. For this reason, Appendixes A, B, C, and D are not included in this book’s pages. Instead, these appendixes are freely distributed as PDF files. Appendixes A and B are bundled with the book’s associated code file at the Apress website (http://www.apress.com). Appendixes C and D are bundled with their respective code files on my TutorTutor.ca website at http://tutortutor.ca/cgi-bin/makepage.cgi?/books/bj7. Appendixes C and D are “living documents” in that I’ll occasionally add new material to them. For example, I plan to expand Appendix C by also covering Java Naming and Directory Interface, Java Sound, Remote Method Invocation and Corba, Robot, Runtime and Process, Swing Timer, and many other APIs/architecture topics (including a complete tour of Swing components). Of course, it will take time to write about these topics so don’t expect all of them to appear at once — they will slowly emerge in coming months (although smaller topics such as Robot will emerge much faster). What you'll learn
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Beginning iOS Game Center and Game Kit Posted: 25 Nov 2011 09:50 AM PST Book DescriptionBeginning iOS Game Center and Game Kit shows you how to use Game Center and Game Kit to create fun and polished games that use advanced features such as social networking and voice over IP (VoIP). Game Kit and Game Center can help you reach new customers through social interaction, so this book shows you how you can quickly add a level of polish to your app that used to take weeks of hard work and late nights. Implementing a leaderboard and achievement system has never been so simple! Gone are the days of writing your own server. You’ll also see how to easily add advanced networking concepts like VoIP support in hours, not days. Learn how to quickly implement many advanced social networking concepts into your apps. You’ll be guided through the process of creating a custom Game Center Manager class that can be rapidly deployed into any of your new or existing projects. Furthermore, learn how to avoid pitfalls commonly encountered by new Game Center developers. What you'll learn
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