Canva For Dummies
by Jesse Stay
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 design
Explore advanced tools and techniques, including Canva's new AI tool, Magic Studio
Create engaging visuals for business, social media, and beyond
Utilize Canva hacks and trends to make your graphics pop
This 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!
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Table of Contents
Introduction 1 Part 1: Getting Started with Java 5 Chapter 1: All about Java 7 Chapter 2: All about Software. 21 Chapter 3: Using the Basic Building Blocks 35 Part 2: Writing Your Own Java Programs 57 Chapter 4: Making the Most of Variables and Their Values 59 Chapter 5: Controlling the Flow by Making Decisions 97 Chapter 6: Controlling Program Flow with Loops 135 Part 3: Working with the Big Picture: Object-Oriented Programming 155 Chapter 7: The Inside scOOP 157 Chapter 8: Constructing New Objects 205 Chapter 9: Piles of Files: Dealing with Information Overload 229 Chapter 10: Saving Time and Money: Reusing Existing Code 249 Part 4: Smart Java Techniques 279 Chapter 11: Putting Variables and Methods Where They Belong 281 Chapter 12: Using Collections and Streams 313 Chapter 13: Using Arrays to Juggle Values 349 Chapter 14: Looking Good When Things Take Unexpected Turns 377 Chapter 15: Fancy Reference Types. 407 Chapter 16: Oooey GUI Was a Worm 427 Part 5: The Part of Tens 443 Chapter 17: Ten Packs of Java Websites 445 Chapter 18: Ten Bits of Advice for New Software Developers 449 Index 455
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The essential guide to the popular, beginner-friendly graphic design platform
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