Using Sqlite Small Fast Reliable Choose Any Three

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Using SQLite

Author: Jay Kreibich
language: en
Publisher: "O'Reilly Media, Inc."
Release Date: 2010-08-17
Explains how to build database-backed applications for the Web, desktop, embedded systems, and operating systems using SQLite.
Using SQLite

Author: Jay A. Kreibich
language: en
Publisher: "O'Reilly Media, Inc."
Release Date: 2010-08-10
Application developers, take note: databases aren't just for the IS group any more. You can build database-backed applications for the desktop, Web, embedded systems, or operating systems without linking to heavy-duty client-server databases such as Oracle and MySQL. This book shows you how to use SQLite, a small and lightweight relational database engine that you can build directly into your application. With SQLite, you'll discover how to develop a database-backed application that remains manageable in size and complexity. This book guides you every step of the way. You'll get a crash course in data modeling, become familiar with SQLite's dialect of the SQL database language, and much more. Learn how to maintain localized storage in a single file that requires no configuration Build your own SQLite library or use a precompiled distribution in your application Get a primer on SQL, and learn how to use several language functions and extensions Work with SQLite using a scripting language or a C-based language such as C# or Objective-C Understand the basics of database design, and learn how to transfer what you already know to SQLite Take advantage of virtual tables and modules "Complex SQL concepts explained clearly." --D. Richard Hipp, creator of SQLite
Event-Database Architecture for Computer Games

Event-Database Architecture for Computer Games proposes the first explicit software architecture for game development, answering the problem of building modern Computer Games with little or no game design. An archetypal software production process, based on this architecture, is also introduced. This volume begins by describing the formal definition of software production processes in general and the production process of Computer Games in particular. It introduces the two basic principles behind the software architecture that addresses the communication and productivity problems of a degenerative production process. It goes on to describe the archetypal software production process and outlines the role that the Game Designers, Game Programmers, Game Artists, Sound Designers and Game Testers play in that process. This book will be of great interest to professional game developers involved in programming roles, such as Tools Programmers, UI Programmers, Gameplay Programmers and Engineers, as well as students studying game development and programming. Rodney Quaye is Senior Software Development Engineer in Test at Build A Rocket Boy. He has worked in the Computer Games industry for over 16 years. He has worked at several Games Studios including Sumo Digital, nDreams, Supermassive Games, Traveller’s Tales, Hotgen, Oysterworld, Second Impact, Flaming Pumpkin, Goldhawk Interactive, Jagex, Gusto Games, Criterion, Asylum Entertainment, Codemasters and Deibus Studios. The famous titles he has worked on include Burnout 2 and 3 for Criterion, LMA Manager for Codemasters, Runescape for Jagex, Lego Worlds for Traveller’s Tales, and Everywhere for Build A Rocket Boy.