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The essential guide to the popular, beginner-friendly graphic design platform Canva For Dummies is a beautiful full-color reference, covering everything you need to create dazzling visual materials in Canva Free and Pro versions. Discover all tools, templates, and features at the ready, plus utilize expert tips and tricks to improve your design and visual communication skills. Start with basic functionalities and graphic design principles, and then work your way up to more complex design tasks with ease. Canva For Dummies also covers Canva's new AI tool, Magic Studio, so you'll be up to speed on everything this cool app can do. Plus, the useful case studies and practical design projects inside are sure to ignite your creativity. Create effective social media posts, presentations, brand style guides, and everything in between, thanks to the helpful guidance in this book. Understand the Canva interface and get a primer on graphic designExplore advanced tools and techniques, including Canva's new AI tool, Magic StudioCreate engaging visuals for business, social media, and beyondUtilize Canva hacks and trends to make your graphics popThis handy guide is for everyone, answering all your questions whether you're new to the platform or a current user. Rock your next design project with Canva For Dummies!
Jesse Stay is a seasoned author and digital media expert who brings a wealth of knowledge about social media marketing and technology to his projects. He’s the author of several Dummies books on social media, including TikTok For Dummies. He’s has been a Canva user since before Canva was Canva—he worked on the development team.
Introduction 1Part 1: Getting Started with Java 5Chapter 1: All about Java 7Chapter 2: All about Software. 21Chapter 3: Using the Basic Building Blocks 35Part 2: Writing Your Own Java Programs 57Chapter 4: Making the Most of Variables and Their Values 59Chapter 5: Controlling the Flow by Making Decisions 97Chapter 6: Controlling Program Flow with Loops 135Part 3: Working with the Big Picture: Object-Oriented Programming 155Chapter 7: The Inside scOOP 157Chapter 8: Constructing New Objects 205Chapter 9: Piles of Files: Dealing with Information Overload 229Chapter 10: Saving Time and Money: Reusing Existing Code 249Part 4: Smart Java Techniques 279Chapter 11: Putting Variables and Methods Where They Belong 281Chapter 12: Using Collections and Streams 313Chapter 13: Using Arrays to Juggle Values 349Chapter 14: Looking Good When Things Take Unexpected Turns 377Chapter 15: Fancy Reference Types. 407Chapter 16: Oooey GUI Was a Worm 427Part 5: The Part of Tens 443Chapter 17: Ten Packs of Java Websites 445Chapter 18: Ten Bits of Advice for New Software Developers 449Index 455