Beiglböck | Programming GPS and OpenStreetMap Applications with Java | E-Book | www.sack.de
E-Book

E-Book, Englisch, 248 Seiten

Beiglböck Programming GPS and OpenStreetMap Applications with Java

The RealObject Application Framework
Erscheinungsjahr 2012
ISBN: 978-1-4665-0720-3
Verlag: Taylor & Francis
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)

The RealObject Application Framework

E-Book, Englisch, 248 Seiten

ISBN: 978-1-4665-0720-3
Verlag: Taylor & Francis
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)



Written by an expert in the development of GPS systems with digital maps and navigation, Programming GPS and OpenStreetMap Applications with Java: The RealObject Application Framework provides a concrete paradigm for object-oriented modeling and programming. It presents a thorough introduction to the use of available global positioning data for the development of applications involving digital maps.

The author first describes the different formats of GPS data and digital maps and shows how to use recorded GPS traces to replay and display this data on a digital map. Then, he works through in detail the processing steps of obtaining dedicated data from OpenStreetMaps and how to extract a network for a simple navigation application. For each topic covered—GPS data, OpenStreetMaps, and navigation—Java code is developed that can easily be adapted to the readers’ needs and locality.
Finally, all components are put together in a sample computer-game application modeled on the well-known board game, Scotland Yard. The computer game is intended to be a basis from which readers can develop and customize their own application for their desired geographical area. The developed application can be "published" on the Internet and made available for interactive multiplayer competition.
This book provides a fun and interesting way to learn distributed programming with Java and real-world data. Open-source software is available on a companion website at www.roaf.de

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Autoren/Hrsg.


Weitere Infos & Material


FROM VISION TO MISSION

Software Objects and Real-World Representations

Introduction

Controlling Remote Objects via References

Object-Oriented Programming

Models in Physics

The Vision

Introduction

Physical Objects
Projecting Reality into Virtual Worlds

Real-World Objects (ROs)

Real Object Applications (RO-Apps)

Real Object Application Framework (ROAF)

OOA Analysis and Mission

Introduction

Language Analysis

Semantic Network

Gathering Information

Data Dictionary

Problem Statement

Candidate Objects

The Mission

GLOBAL POSITIONING
Space and Time

Introduction

A GeoPoint for Spatial Coordinate Systems

A Position Interface for Various Coordinate Systems

A Route to Manage an Array of Positions

NAVSTAR GPS

GPSpoint implements GPSinfo

GPStrace extends Route

JavaGPS

Requirements for a GPSunit

Real vs. SimulatedMotion

Recording a liveTrace

Loading a GPX File to a GPStrace

Play Back a GPStrace

The GPS Package: roaf.gps

From Geography to Cartography

Introduction

Map Projection Systems

Requirements for a Map GUI

The Framework Pattern

Creating a MapPanel

Creating a Swing Mapping Application

Interacting via MapEvents

Deploying the GPXviewer.jar

The GUI Mapping Package
REALOBJECTS (ROs)

Objects in Motion

Introduction

Every RealObject has a GPSunit

abstract Motion of a RealObject

Creating a Motorcycle

Observing Motorcycles

Processing Digital Maps

Introduction

Overview

A Map Compiler for OSM Data
Collecting Geometry in the Field

Map Attribution with JOSM

Map Formats

Processing Maps with Osmosis

Parsing OSM Files with the OSMparser

toolchain Configuration

Rendering OpenStreetMaps with Kosmos

Making Maps Navigable

Introduction

Map Compiler Branches

Networking

Creating a NavigableMap

Conclusion

Navigating Objects

Introduction

Navigation Systems

Route Calculation

Exploring the Graph with a GameMap

The Navigator
ROAPPS: REALOBJECT APPLICATIONS

Separating the RO Client and the ROA Server

Introduction

Observing Remote Objects

ROAF Client Software
The roaf.util.RMI Class

Client Server Architecture

Introduction

Status Report

Four-Layer Architecture

The ServerEngine

The RealObjectsServer

SOs: ServerObjects

Server Tuning

The RealObjectsBox

ROAdio Broadcasting

Rolling out a ROApp

Introduction

LC: The Game Scenario

Server Architecture

Application Layer: ROApp Extends ROServer

ROF: The RealObject Framework

ROApp clients: LCPlayer extends RealObject

More ServerObjects

The ROApp Scenario

Mission Accomplished: Time to Play

Introduction

Using the Application

Interactive GUIPlayers

Intelligent Players

Robocode

ROAF: REAL OBJECT APPLICATION FRAMEWORK
Evolution

Introduction

Game Scenario versus Real World

ROApp Classification

RO Classification

Decouple Mature ROs

The RealObject Hierarchy



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