Part II. XNA Framework Library

This part focuses on exploring the XNA Framework library in detail. We will study every aspect of XNA 4.0 in this group of chapters which are part reference and part applied—never forgetting the ultimate goal: to learn how to write hardcore C# code using XNA. To get the most out of this environment and see the best results on the two primary platforms—Windows and Xbox 360—we need to know exactly what we’re dealing with in XNA, not relying on rumor or discussion but on cold hard facts.

The reference chapters are not meant to be a dry read that you will immediately skip, flipping through them later when needed. On the contrary, the reference chapters are presented in a quick reference style that specifically avoids trying to be a complete reference to the XNA Framework library. Instead, what you’ll find are short descriptions with lists of items contained within each namespace. These lists contain exactly the type of hands-on information that a fast-paced programmer needs, with return values and overloaded constructors on hand in a format you will not find in the XNA documentation or online on MSDN.

The chapters in this part are as follows:

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