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Books > Computing & IT > Computer programming
This monograph presents examples of best practices when combining bioinspired algorithms with parallel architectures. The book includes recent work by leading researchers in the field and offers a map with the main paths already explored and new ways towards the future. Parallel Architectures and Bioinspired Algorithms will be of value to both specialists in Bioinspired Algorithms, Parallel and Distributed Computing, as well as computer science students trying to understand the present and the future of Parallel Architectures and Bioinspired Algorithms.
Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum. Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.
The book describes the emergence of big data technologies and the role of Spark in the entire big data stack. It compares Spark and Hadoop and identifies the shortcomings of Hadoop that have been overcome by Spark. The book mainly focuses on the in-depth architecture of Spark and our understanding of Spark RDDs and how RDD complements big data's immutable nature, and solves it with lazy evaluation, cacheable and type inference. It also addresses advanced topics in Spark, starting with the basics of Scala and the core Spark framework, and exploring Spark data frames, machine learning using Mllib, graph analytics using Graph X and real-time processing with Apache Kafka, AWS Kenisis, and Azure Event Hub. It then goes on to investigate Spark using PySpark and R. Focusing on the current big data stack, the book examines the interaction with current big data tools, with Spark being the core processing layer for all types of data. The book is intended for data engineers and scientists working on massive datasets and big data technologies in the cloud. In addition to industry professionals, it is helpful for aspiring data processing professionals and students working in big data processing and cloud computing environments.
The book presents various state-of-the-art approaches for process synchronization in a distributed environment. The range of algorithms discussed in the book starts from token based mutual exclusion algorithms that work on tree based topology. Then there are interesting solutions for more flexible logical topology like a directed graph, with or without cycle. In a completely different approach, one of the chapters presents two recent voting-based DME algorithms. All DME algorithms presented in the book aim to ensure fairness in terms of first come first serve (FCFS) order among equal priority processes. At the same time, the solutions consider the priority of the requesting processes and allocate resource for the earliest request when no such request from a higher priority process is pending.
This reference and handbook describes theory, algorithms and applications of the Global Positioning System (GPS/Glonass/Galileo/Compass). It is primarily based on source-code descriptions of the KSGsoft program developed at the GFZ in Potsdam. The theory and algorithms are extended and verified for a new development of a multi-functional GPS/Galileo software. Besides the concepts such as the unified GPS data processing method, the diagonalisation algorithm, the adaptive Kalman filter, the general ambiguity search criteria, and the algebraic solution of variation equation reported in the first edition, the equivalence theorem of the GPS algorithms, the independent parameterisation method, and the alternative solar radiation model reported in the second edition, the modernisation of the GNSS system, the new development of the theory and algorithms, and research in broad applications are supplemented in this new edition. Mathematically rigorous, the book begins with the introduction, the basics of coordinate and time systems and satellite orbits, as well as GPS observables, and deals with topics such as physical influences, observation equations and their parameterisation, adjustment and filtering, ambiguity resolution, software development and data processing and the determination of perturbed orbits.
This book presents and discusses the state of the art and future trends in software engineering education, with a focus on agile methods and their budgetary implications. It introduces new and innovative methods, models and frameworks to focus the training towards the industry's requirements. The range of topics covered includes education models for software engineering, development of the software engineering discipline, innovation and evaluation of software engineering education, curricula for software engineering education, requirements and cultivation of outstanding software engineers for the future and cooperation models for industry and software engineering education.
This book addresses extensible and adaptable computing, a broad range of methods and techniques used to systematically tackle the future growth of systems and respond proactively and seamlessly to change. The book is divided into five main sections: Agile Software Development, Data Management, Web Intelligence, Machine Learning and Computing in Education. These sub-domains of computing work together in mutually complementary ways to build systems and applications that scale well, and which can successfully meet the demands of changing times and contexts. The topics under each track have been carefully selected to highlight certain qualitative aspects of applications and systems, such as scalability, flexibility, integration, efficiency and context awareness. The first section (Agile Software Development) includes six contributions that address related issues, including risk management, test case prioritization and tools, open source software reliability and predicting the change proneness of software. The second section (Data Management) includes discussions on myriad issues, such as extending database caches using solid-state devices, efficient data transmission, healthcare applications and data security. In turn, the third section (Machine Learning) gathers papers that investigate ML algorithms and present their specific applications such as portfolio optimization, disruption classification and outlier detection. The fourth section (Web Intelligence) covers emerging applications such as metaphor detection, language identification and sentiment analysis, and brings to the fore web security issues such as fraud detection and trust/reputation systems. In closing, the fifth section (Computing in Education) focuses on various aspects of computer-aided pedagogical methods.
This book provides extensive insight into the possibilities and challenges of XML in building new information management solutions in networked organizations. After a brief introduction to Web communication features and XML fundamentals, the book examines the benefits of adopting XML and illustrates various types of XML use: XML in document management; XML for data-centric and multimedia components; XML as a format for metadata, including metadata for the Semantic Web; and XML in support of data interchange between software applications and among organizations. The challenges of adopting XML in large-scale information management are also discussed. In addition, applications across a broad spectrum are examined and numerous case studies pertaining to the adoption of XML are presented. The book is particularly suitable for courses offered in Information Studies, Information Systems, or Information Technology. It also serves as an excellent practical guide for professionals in information management and provides important support material for courses in Computer Science and in Business.
This book presents material from 3 survey lectures and 14 additional invited lectures given at the Euroconference "Computational Methods for Representations of Groups and Algebras" held at Essen University in April 1997. The purpose of this meeting was to provide a survey of general theoretical and computational methods and recent advances in the representation theory of groups and algebras. The foundations of these research areas were laid in survey articles by P. DrAxler and R. NArenberg on "Classification problems in the representation theory of finite-dimensional algebras," R. A. Wilson on "Construction of finite matrix groups" and E. Green on "Noncommutative GrAbner bases, and projective resolutions." Furthermore, new applications of the computational methods in linear algebra to the revision of the classification of finite simple sporadic groups are presented. Computational tools (including high-performance computations on supercomputers) have become increasingly important for classification problems. They are also inevitable for the construction of projective resolutions of finitely generated modules over finite-dimensional algebras and the study of group cohomology and rings of invariants. A major part of this book is devoted to a survey of algorithms for computing special examples in the study of Grothendieck groups, quadratic forms and derived categories of finite-dimensional algebras. Open questions on Lie algebras, Bruhat orders, Coxeter groups and Kazhdan Lusztig polynomials are investigated with the aid of computer programs. The contents of this book provide an overview on the present state of the art. Therefore it will be very useful for graduate students and researchers in mathematics, computer science and physics.
Most networks and databases that humans have to deal with contain large, albeit finite number of units. Their structure, for maintaining functional consistency of the components, is essentially not random and calls for a precise quantitative description of relations between nodes (or data units) and all network components. This book is an introduction, for both graduate students and newcomers to the field, to the theory of graphs and random walks on such graphs. The methods based on random walks and diffusions for exploring the structure of finite connected graphs and databases are reviewed (Markov chain analysis). This provides the necessary basis for consistently discussing a number of applications such diverse as electric resistance networks, estimation of land prices, urban planning, linguistic databases, music, and gene expression regulatory networks.
A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Sony PlayStation Move), interaction with virtual reality devices using tracked motion controllers, etc. All these technologies which let a user interact in three dimensions are called 3D user interface technologies. These 3D user interfaces have the potential to make games more immersive & engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is unclear how their usage affects game play and if there are any user performance benefits. This book presents state of the art research on exploring 3D user interface technologies for improving video games. It also presents a review of research work done in this area and describes experiments focused on usage of stereoscopic 3D, head tracking, and hand gesture-based control in gaming scenarios. These experiments are systematic studies in gaming environments and are aimed at understanding the effect of the underlined 3D interface technology on the gaming experience of a user. Based on these experiments, several design guidelines are presented which can aid game designers in designing better immersive games.
To deal with the flexible architectures and evolving functionalities of complex modern systems, the agent metaphor and agent-based computing are often the most appropriate software design approach. As a result, a broad range of special-purpose design processes has been developed in the last several years to tackle the challenges of these specific application domains. In this context, in early 2012 the IEEE-FIPA Design Process Documentation Template SC0097B was defined, which facilitates the representation of design processes and method fragments through the use of standardized templates, thus supporting the creation of easily sharable repositories and facilitating the composition of new design processes. Following this standardization approach, this book gathers the documentations of some of the best-known agent-oriented design processes. After an introductory section, describing the goal of the book and the existing IEEE FIPA standard for design process documentation, thirteen processes (including the widely known Open UP, the de facto standard in object-oriented software engineering) are documented by their original creators or other well-known scientists working in the field. As a result, this is the first work to adopt a standard, unified descriptive approach for documenting different processes, making it much easier to study the individual processes, to rigorously compare them, and to apply them in industrial projects.While there are a few books on the market describing the individual agent-oriented design processes, none of them presents all the processes, let alone in the same format. With this handbook, for the first time, researchers as well as professional software developers looking for an overview as well as for detailed and standardized descriptions of design processes will find a comprehensive presentation of the most important agent-oriented design processes, which will be an invaluable resource when developing solutions in various application areas.
Economies around the globe have evolved into being largely service-oriented economies. Consumers no longer just want a printer or a car, they rather ask for a printing service or a mobility service. In addition, service-oriented organizations increasingly exploit new devices, technologies and infrastructures. Agility is the ability to deal with such changing requirements and environments. Agile ways of working embrace change as a positive force and harness it to the organization's competitive advantage. The approach described in this book focuses on the notion of a service as a piece of functionality that offers value to its customers. Instead of solely looking at agility in the context of system or software development, agility is approached in a broader context. The authors illustrate three kinds of agility that can be found in an agile enterprise: business, process and system agility. These three types of agility reinforce each other and establish the foundation for the agile enterprise. Architecture, patterns, models, and all of the best practices in system development contribute to agile service development and building agile applications. This book addresses two audiences. On the one hand, it aims at agile and architecture practitioners who are looking for more agile ways of working in designing and building business services or who are interested in extending and improving their agile methods by using models and model-based architectures. On the other hand, it addresses students of (enterprise) architecture and software development or service science courses, both in computer science and in business administration.
This monograph illustrates important notions in security reductions and essential techniques in security reductions for group-based cryptosystems. Using digital signatures and encryption as examples, the authors explain how to program correct security reductions for those cryptographic primitives. Various schemes are selected and re-proven in this book to demonstrate and exemplify correct security reductions. This book is suitable for researchers and graduate students engaged with public-key cryptography.
Addressing the open problem of engineering normative open systems using the multi-agent paradigm, normative open systems are explained as systems in which heterogeneous and autonomous entities and institutions coexist in a complex social and legal framework that can evolve to address the different and often conflicting objectives of the many stakeholders involved. Presenting a software engineering approach which covers both the analysis and design of these kinds of systems, and which deals with the open issues in the area, ROMAS (Regulated Open Multi-Agent Systems) defines a specific multi-agent architecture, meta-model, methodology and CASE tool. This CASE tool is based on Model-Driven technology and integrates the graphical design with the formal verification of some properties of these systems by means of model checking techniques. Utilizing tables to enhance reader insights into the most important requirements for designing normative open multi-agent systems, the book also provides a detailed and easy to understand description of the ROMAS approach and the advantages of using ROMAS. This method is illustrated with case studies, in which the reader may develop a comprehensive understanding of applying ROMAS to a given problem. The case studies are presented with illustrations of the developments. Reading this book will help readers to understand the increasing demand for normative open systems and their development requirements; understand how multi-agent systems approaches can be used to deal with the development of systems of this kind; to learn an easy to use and complete engineering method for large-scale and complex normative systems and to recognize how Model-Driven technology can be used to integrate the analysis, design, verification and implementation of multi-agent systems.
..".the perfect companion to "Programming Massively Parallel Processors" by Hwu & Kirk." -Nicolas Pinto, Research Scientist at Harvard & MIT, NVIDIA Fellow 2009-2010 Graphics processing units (GPUs) can do much more than render graphics. Scientists and researchers increasingly look to GPUs to improve the efficiency and performance of computationally-intensive experiments across a range of disciplines. "GPU Computing Gems: Emerald Edition" brings their techniques to you, showcasing GPU-based solutions including: Black hole simulations with CUDAGPU-accelerated computation and interactive display of molecular orbitalsTemporal data mining for neuroscienceGPU -based parallelization for fast circuit optimizationFast graph cuts for computer visionReal-time stereo on GPGPU using progressive multi-resolution adaptive windowsGPU image demosaicingTomographic image reconstruction from unordered lines with CUDAMedical image processing using GPU -accelerated ITK image filters"41 more chapters" of innovative GPU computing ideas, written to be accessible to researchers from any domain "GPU Computing Gems: Emerald Edition" is the first volume in
Morgan Kaufmann's Applications of GPU Computing Series, offering
the latest insights and research in computer vision, electronic
design automation, emerging data-intensive applications, life
sciences, medical imaging, ray tracing and rendering, scientific
simulation, signal and audio processing, statistical modeling, and
video / image processing.
Validation and verification is an area of software engineering that has been around since the early stages of program development, especially one of its more known areas: testing. Testing, the dynamic side of validation and verification (V&V), has been complemented with other, more formal techniques of software engineering, and so the static verification - traditional in formal methods - has been joined by model checking and other techniques. ""Verification, Validation and Testing in Software Engineering"" offers thorough coverage of many valuable formal and semiformal techniques of V&V. It explores, depicts, and provides examples of different applications in V&V that produce many areas of software development - including real-time applications - where V&V techniques are required.
This book provides a general overview of multiple instance learning (MIL), defining the framework and covering the central paradigms. The authors discuss the most important algorithms for MIL such as classification, regression and clustering. With a focus on classification, a taxonomy is set and the most relevant proposals are specified. Efficient algorithms are developed to discover relevant information when working with uncertainty. Key representative applications are included. This book carries out a study of the key related fields of distance metrics and alternative hypothesis. Chapters examine new and developing aspects of MIL such as data reduction for multi-instance problems and imbalanced MIL data. Class imbalance for multi-instance problems is defined at the bag level, a type of representation that utilizes ambiguity due to the fact that bag labels are available, but the labels of the individual instances are not defined. Additionally, multiple instance multiple label learning is explored. This learning framework introduces flexibility and ambiguity in the object representation providing a natural formulation for representing complicated objects. Thus, an object is represented by a bag of instances and is allowed to have associated multiple class labels simultaneously. This book is suitable for developers and engineers working to apply MIL techniques to solve a variety of real-world problems. It is also useful for researchers or students seeking a thorough overview of MIL literature, methods, and tools.
"Computer and Information Sciences" is a unique and comprehensive review of advanced technology and research in the field of Information Technology. It provides an up to date snapshot of research in Europe and the Far East (Hong Kong, Japan and China) in the most active areas of information technology, including Computer Vision, Data Engineering, Web Engineering, Internet Technologies, Bio-Informatics and System Performance Evaluation Methodologies.
For one-semester courses in software engineering. Introduces software engineering techniques for developing software products and apps With Engineering Software Products, author Ian Sommerville takes a unique approach to teaching software engineering and focuses on the type of software products and apps that are familiar to students, rather than focusing on project-based techniques. Written in an informal style, this book focuses on software engineering techniques that are relevant for software product engineering. Topics covered include personas and scenarios, cloud-based software, microservices, security and privacy and DevOps. The text is designed for students taking their first course in software engineering with experience in programming using a modern programming language such as Java, Python or Ruby.
Network Science is the emerging field concerned with the study of large, realistic networks. This interdisciplinary endeavor, focusing on the patterns of interactions that arise between individual components of natural and engineered systems, has been applied to data sets from activities as diverse as high-throughput biological experiments, online trading information, smart-meter utility supplies, and pervasive telecommunications and surveillance technologies. This unique text/reference provides a fascinating insight into the state of the art in network science, highlighting the commonality across very different areas of application and the ways in which each area can be advanced by injecting ideas and techniques from another. The book includes contributions from an international selection of experts, providing viewpoints from a broad range of disciplines. It emphasizes networks that arise in nature-such as food webs, protein interactions, gene expression, and neural connections-and in technology-such as finance, airline transport, urban development and global trade. Topics and Features: begins with a clear overview chapter to introduce this interdisciplinary field; discusses the classic network science of fixed connectivity structures, including empirical studies, mathematical models and computational algorithms; examines time-dependent processes that take place over networks, covering topics such as synchronisation, and message passing algorithms; investigates time-evolving networks, such as the World Wide Web and shifts in topological properties (connectivity, spectrum, percolation); explores applications of complex networks in the physical and engineering sciences, looking ahead to new developments in the field. Researchers and professionals from disciplines as varied as computer science, mathematics, engineering, physics, chemistry, biology, ecology, neuroscience, epidemiology, and the social sciences will all benefit from this topical and broad overview of current activities and grand challenges in the unfolding field of network science.
VHDL 101 is written for Electrical Engineers and others wishing to break into FPGA design and assumes a basic knowledge of digital design and some experience with engineering process . Bill Kafig, industry expert, swiftly brings the reader up to speed on techniques and functions commonly used in VHDL (VHSIC Hardware Description Language) as well as commands and data types. Extensive simple, complete designs accompany the content for maximum comprehension. The book concludes with a section on design re-use, which is of utmost importance to today's engineer who needs to meet a deadline and lower costs per unit. *Gets you up to speed with VHDL fast, reducing time to market and driving down costs * Companion website with source code and other documents to assist the student in building the reference design used throughout the book (http: //www.elsevierdirect.com/companion.jsp?ISBN=9781856177047) *Covers the basics including language concepts and includes complete design examples for ease of learning * Covers widely accepted industry nomenclature * Learn from "best design practices" *Gets you up to speed with VHDL fast, reducing time to market and driving down costs * Companion website with source code and other documents to assist the student in building the reference design used throughout the book (http: //www.elsevierdirect.com/v2/companion.jsp?ISBN=9781856177047) *Covers the basics including language concepts and includes complete design examples for ease of learning * Covers widely accepted industry nomenclature * Learn from "best design practices""
For years, Jack Flanagan has buried himself in the little town of Friendship, New York. Alcohol is a convenient way to banish the ghosts of the past, but it can't fill the void of loneliness. A serendipitous twist of fate has Jack dog-sitting Darla, an orphaned Golden Retriever, and he soon realizes the true nature of friendship. Jack and Darla form a close bond as they struggle to find inner peace over their individual losses. Yet the farmhouse where Jack is staying is anything but peaceful-it's Norman Rockwell on the outside and Salvador Dali within, as Jack continually fights the bottle's lure. His relationship with Kate, a spunky middle-aged waitress, forces Jack to confront his failed marriage, especially when Kate reveals secrets of her own. But it is the impish Darla who brings laughter at the most dismal of times and touches the hearts of those around her. Through Darla, Jack rethinks his life and realizes that it's never too late to change. |
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