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Introduction to Game Development
Based on the curriculum guidelines of the IGDA, Introduction to Game Development is the first book to survey all aspects of the theory and practice of game development, design, and production. The book, which might be used as a text for introductory courses or as a comprehensive reference for game developers and designers, is divided into seven independent
parts: Critical Game Studies, Game Design, Game Programming (Languages and Architecture), Game Programming (Mathematics, Collision Detection, and Physics), Game Programming (Graphics, Animation, Artificial Intelligence, Audio, and Networking), Audio Visual Design and Production, and Game Production and the Business of Games. Twenty-seven of the leading game developers, programmers, and designers have contributed chapters that discuss state of the art principles and techniques from the game development industry. The accompanying CD-ROM covers tutorials, animations, images, demos, source code, and Microsoft PowerPoint lecture slides that reinforce the concepts presented in the book. This is a must-have resource for anyone looking to understand the entire game development process.
CONTENTS:
Pro Hibernate 3
DAVE MINTER AND JEFF LINWOOD
Pro Hibernate 3
Copyright 2005 by Dave Minter and Jeff Linwood
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Contents at a Glance
About the Authors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiii
About the Technical Reviewer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xv
Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xvii
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xix
PART 1 ■ ■ ■ Hibernate 3 Primer
■CHAPTER 1 An Introduction to Hibernate 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
■CHAPTER 2 Integrating and Configuring Hibernate . . . . . . . . . . . . . . . . . . . . . . . . . 13
■CHAPTER 3 Building a Simple Application . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
■CHAPTER 4 Using Annotations with Hibernate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
PART 2 ■ ■ ■ Hibernate 3 Reference
■CHAPTER 5 The Persistence Lifecycle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
■CHAPTER 6 Creating Mappings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
■CHAPTER 7 Querying Objects with Criteria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
■CHAPTER 8 Querying with HQL and SQL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
■CHAPTER 9 Using the Session . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
■CHAPTER 10 Design Considerations with Hibernate 3 . . . . . . . . . . . . . . . . . . . . . . 175
■CHAPTER 11 Events and Interceptors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
■CHAPTER 12 Hibernate Filters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203
■CHAPTER 13 Fitting Hibernate into the Existing Environment . . . . . . . . . . . . . . . 213
■CHAPTER 14 Upgrading from Hibernate 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
■INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229
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