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Books > Computing & IT > Computer software packages
This text presents a wide variety of common types of models found in other mathematical modeling texts, as well as some new types. However, the models are presented in a very unique format. A typical section begins with a general description of the scenario being modeled. The model is then built using the appropriate mathematical tools. Then it is implemented and analyzed in Excel via step-by-step instructions. In the exercises, we ask students to modify or refine the existing model, analyze it further, or adapt it to similar scenarios.
Using a unique in-depth, case-based approach, Cengage's NEW PERSPECTIVES COLLECTION, MICROSOFT (R) 365 (R) & OFFICE (R) 2021 INTERMEDIATE thoroughly prepares you for the Microsoft (R) Office (R) Specialist (MOS) certification exam -- and success in your future career. As you apply Microsoft (R) Office (R) skills to real-world business scenarios based on Burning Glass market insights, you will sharpen your critical-thinking and problem-solving skills. Professional tips and insights incorporated throughout provide context and relevancy to real-world practice, while ProSkills Boxes help strengthen your employability skills, including written and verbal communication. Updated coverage of Microsoft (R) 365 (R) features and enhanced support for Mac users are also included. In addition, MindTap and up-to-date SAM (Skills Assessment Manager) online resources provide interactive study tools to help maximize your study time -- and results.
Enterprise Level Security 2: Advanced Topics in an Uncertain World follows on from the authors' first book on Enterprise Level Security (ELS), which covered the basic concepts of ELS and the discoveries made during the first eight years of its development. This book follows on from this to give a discussion of advanced topics and solutions, derived from 16 years of research, pilots, and operational trials in putting an enterprise system together. The chapters cover specific advanced topics derived from painful mistakes and numerous revisions of processes. This book covers many of the topics omitted from the first book including multi-factor authentication, cloud key management, enterprise change management, entity veracity, homomorphic computing, device management, mobile ad hoc, big data, mediation, and several other topics. The ELS model of enterprise security is endorsed by the Secretary of the Air Force for Air Force computing systems and is a candidate for DoD systems under the Joint Information Environment Program. The book is intended for enterprise IT architecture developers, application developers, and IT security professionals. This is a unique approach to end-to-end security and fills a niche in the market.
This book examines the life of the Australian artist Harry Reade (1927-1998) and his largely overlooked contribution to animation. It constitutes a biography of Reade, tracing his life from his birth to his period of involvement with animation between 1956 and 1969. It explores the forces that shaped Reade and chronicles his experiences as a child, his early working life, the influence of left-wing ideology on his creative development, his introduction to animation through the small but radical Waterside Workers' Federation Film Unit (WWFFU), and the influence he had on the development of Cuban animation as an educational tool of the Revolution. Key Features The text offers an alternative framework for considering the political, social, and cultural themes that characterised 1950s Australia and 1960s Cuba. A rare look into the cultural heritage of labor organizations and the populist power of animation to stimulate radical social consciousness. The book also crosses a range of intellectual disciplines, including Animation Studies, Art History, Cinema Studies, and the Social and Political Histories of Australia and Cuba. Max Bannah lives on Queensland's Sunshine Coast. Between 1976 and 2010, he worked in Brisbane as an animator producing television commercials, short films, and cartoon graphics. He also lectured in Animation History and Practice and Drawing for Animation at the Queensland University of Technology where, in 2007, he completed his Masters by Research thesis, "A Cause for Animation: Harry Reade and the Cuban Revolution."
Learn effective and scalable database design techniques in SQL Server 2019 and other recent SQL Server versions. This book is revised to cover additions to SQL Server that include SQL graph enhancements, in-memory online transaction processing, temporal data storage, row-level security, and other design-related features. This book will help you design OLTP databases that are high-quality, protect the integrity of your data, and perform fast on-premises, in the cloud, or in hybrid configurations. Designing an effective and scalable database using SQL Server is a task requiring skills that have been around for well over 30 years, using technology that is constantly changing. This book covers everything from design logic that business users will understand to the physical implementation of design in a SQL Server database. Grounded in best practices and a solid understanding of the underlying theory, author Louis Davidson shows you how to "get it right" in SQL Server database design and lay a solid groundwork for the future use of valuable business data. What You Will Learn Develop conceptual models of client data using interviews and client documentation Implement designs that work on premises, in the cloud, or in a hybrid approach Recognize and apply common database design patterns Normalize data models to enhance integrity and scalability of your databases for the long-term use of valuable data Translate conceptual models into high-performing SQL Server databases Secure and protect data integrity as part of meeting regulatory requirements Create effective indexing to speed query performance Understand the concepts of concurrency Who This Book Is For Programmers and database administrators of all types who want to use SQL Server to store transactional data. The book is especially useful to those wanting to learn the latest database design features in SQL Server 2019 (features that include graph objects, in-memory OLTP, temporal data support, and more). Chapters on fundamental concepts, the language of database modeling, SQL implementation, and the normalization process lay a solid groundwork for readers who are just entering the field of database design. More advanced chapters serve the seasoned veteran by tackling the latest in physical implementation features that SQL Server has to offer. The book has been carefully revised to cover all the design-related features that are new in SQL Server 2019.
This book is an important collection for scholars and students interested in the critical analysis of digital games, and will be of interest across several disciplines including game studies, game design and development, internet studies, visual studies, cultural studies, communication studies, and media studies, as well as disability studies The book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community Drawing on key concerns in disability media studies, the book brings together scholars from disability studies and game studies, alongside game developers, educators, and disability rights activists, to reflect upon the increasing visibility of disabled characters in digital games Chapters explore the contemporary gaming environment as it relates to disability on platforms such as Twitch, Minecraft, and Tingyou, while also addressing future possibilities and pitfalls for people with disabilities within gaming given the rise of virtual reality applications, and augmented games such as Pokemon Go The book also asks how game developers can attempt to represent diverse abilities, taking games such as BlindSide and Overwatch as examples
Including the latest Microsoft 365 features and enhanced support for Mac users, Cengage's Illustrated Series (R) Collection, Microsoft (R) Office 365 (R) & PowerPoint (R) 2021 Comprehensive, 2nd edition, helps you quickly master the nuances of Microsoft (R) Office. Its concise, student-friendly approach uses a proven two-page layout that allows you to work through an entire task without turning the page. Each module begins with a brief overview of the principles covered while large, full-color screen images illustrate what you see on your computer. Module Learning Objectives are mapped to Microsoft Office Specialist (MOS) certification objectives, and module scenarios are based on Burning Glass market insights data -- helping you sharpen the critical skills you need for real-world success. In addition, MindTap and SAM (Skills Assessment Manager) online resources help maximize your study time -- and results.
Official art book of the Marvel's Midnight Suns video game, packed with interviews with the creative team behind the game, as well as stunning concept art created during the development process. When the demonic Lilith and her fearsome horde unite with the evil armies of Hydra, it's time to unleash Marvel's dark side. As The Hunter, your mission is to lead an unlikely team of seasoned Super Heroes and dangerous supernatural warriors to victory. Can legends such as Doctor Strange, Iron Man, and Blade put aside their differences in the face of a growing apocalyptic threat? If you're going to save the world, you'll have to forge alliances and lead the team into battle as the legendary Midnight Suns-Earth's last line of defence against the underworld. Marvel's Midnight Suns - The Art of the Game captures the creative process of this much-anticipated game. The exclusive concept art and in-game renderings created by the talented development team-creating the game in collaboration with Marvel-are shown in glorious detail in this lush, hardback volume. Characters, locations, gadgets, weapons, monsters, enemies, and much more are all accompanied by unique insights from the artists and developers behind the game. So step into the world of Marvel's Midnight Suns - and rise up against the darkness!
Geocomputation with R is for people who want to analyze, visualize and model geographic data with open source software. It is based on R, a statistical programming language that has powerful data processing, visualization, and geospatial capabilities. The book equips you with the knowledge and skills to tackle a wide range of issues manifested in geographic data, including those with scientific, societal, and environmental implications. This book will interest people from many backgrounds, especially Geographic Information Systems (GIS) users interested in applying their domain-specific knowledge in a powerful open source language for data science, and R users interested in extending their skills to handle spatial data. The book is divided into three parts: (I) Foundations, aimed at getting you up-to-speed with geographic data in R, (II) extensions, which covers advanced techniques, and (III) applications to real-world problems. The chapters cover progressively more advanced topics, with early chapters providing strong foundations on which the later chapters build. Part I describes the nature of spatial datasets in R and methods for manipulating them. It also covers geographic data import/export and transforming coordinate reference systems. Part II represents methods that build on these foundations. It covers advanced map making (including web mapping), "bridges" to GIS, sharing reproducible code, and how to do cross-validation in the presence of spatial autocorrelation. Part III applies the knowledge gained to tackle real-world problems, including representing and modeling transport systems, finding optimal locations for stores or services, and ecological modeling. Exercises at the end of each chapter give you the skills needed to tackle a range of geospatial problems. Solutions for each chapter and supplementary materials providing extended examples are available at https://geocompr.github.io/geocompkg/articles/. Dr. Robin Lovelace is a University Academic Fellow at the University of Leeds, where he has taught R for geographic research over many years, with a focus on transport systems. Dr. Jakub Nowosad is an Assistant Professor in the Department of Geoinformation at the Adam Mickiewicz University in Poznan, where his focus is on the analysis of large datasets to understand environmental processes. Dr. Jannes Muenchow is a Postdoctoral Researcher in the GIScience Department at the University of Jena, where he develops and teaches a range of geographic methods, with a focus on ecological modeling, statistical geocomputing, and predictive mapping. All three are active developers and work on a number of R packages, including stplanr, sabre, and RQGIS.
This book is a timely and critical introduction for those interested in what data science is (and isn't), and how it should be applied. The language is conversational and the content is accessible for readers without a quantitative or computational background; but, at the same time, it is also a practical overview of the field for the more technical readers. The overarching goal is to demystify the field and teach the reader how to develop an analytical mindset instead of following recipes. The book takes the scientist's approach of focusing on asking the right question at every step as this is the single most important factor contributing to the success of a data science project. Upon finishing this book, the reader should be asking more questions than I have answered. This book is, therefore, a practising scientist's approach to explaining data science through questions and examples.
Analyses a variety of approaches to development and publishing, across a multitude of platforms and genres, to provide a new vision for the next twenty years of game development. Considers technical advances in adjacent markets and how they will impact the games industry over the next twenty years. Includes insightful interviews from leading game and entertainment industry figures.
A Criminologist's Guide to R: Crime by the Numbers introduces the programming language R and covers the necessary skills to conduct quantitative research in criminology. By the end of this book, a person without any prior programming experience can take raw crime data, be able to clean it, visualize the data, present it using R Markdown, and change it to a format ready for analysis. A Criminologist's Guide to R focuses on skills specifically for criminology such as spatial joins, mapping, and scraping data from PDFs, however any social scientist looking for an introduction to R for data analysis will find this useful. Key Features: Introduction to RStudio including how to change user preference settings. Basic data exploration and cleaning - subsetting, loading data, regular expressions, aggregating data. Graphing with ggplot2. How to make maps (hotspot maps, choropleth maps, interactive maps). Webscraping and PDF scraping. Project management - how to prepare for a project, how to decide which projects to do, best ways to collaborate with people, how to store your code (using git), and how to test your code.
Initially announced as 'Project Dolphin', the GameCube would represent Nintendo's transition to the world of digital media. The GameCube Anthology is a unique and original book celebrating the machine's memory, and was written by the same author who brought you the Nintendo 64 Anthology. The year was 1999. As the new century and millennium dawned, so did a new era of gaming. The graphic quality of console productions was nearing that of the pre-rendered 3D that had astonished us a few years earlier on the PlayStation especially. In the space of a few years, our hopes became reality. Brought to life by the new, so-called '128-bit generation' of consoles. Nintendo would have to play the pioneers if they hoped to compete. Up against their old enemy (Sega), a new and successful console (PlayStation), and the powerful newcomer from the PC industry (Microsoft), the Kyoto-based company geared up for a new console war. From the Cube's origins to the end of its life cycle, the GameCube Anthology covers it all in this new and richly illustrated account. CONTENTS: GameCube History Complete Software Library (647 games) Hardware Collectible Games and Objects Collector's Special (1272 versions of the GameCube releases
Do demons and devils have free will? Does justice exist in Menzoberranzan? What's the morality involved with player characters casting necromancy and summoning spells? "Dungeons & Dragons and Philosophy" probes the rich terrain of philosophically compelling concepts and ideas that underlie "Dungeons & Dragons," the legendary fantasy role-playing game that grew into a world-wide cultural phenomenon. A series of accessible essays reveals what the imaginary worlds of "D&D" can teach us about ethics, morality, metaphysics and more.Illustrates a wide variety of philosophical concepts and ideas that arise in "Dungeons & Dragons" gameplay and presents them in an accessible and entertaining mannerReveals how the strategies, tactics, improvisations, and role-play employed by "D&D" enthusiasts have startling parallels in the real world of philosophyExplores a wide range of philosophical topics, including the nature of free will, the metaphysics of personal identity, the morality of crafting fictions, sex and gender issues in tabletop gameplay, and friendship and collaborative storytellingProvides gamers with deep philosophical insights that can lead to a richer appreciation of "D&D" and any gaming experience
This book offers a comprehensive and detailed guide to accomplishing and perfecting a photorealistic look in digital content across visual effects, architectural and product visualization, and games. Emmy award-winning VFX supervisor Eran Dinur offers readers a deeper understanding of the complex interplay of light, surfaces, atmospherics, and optical effects, and then discusses techniques to achieve this complexity in the digital realm, covering both 3D and 2D methodologies. In addition, the book features artwork, case studies, and interviews with leading artists in the fields of VFX, visualization, and games. Exploring color, integration, light and surface behaviour, atmospherics, shading, texturing, physically-based rendering, procedural modelling, compositing, matte painting, lens/camera effects, and much more, Dinur offers a compelling, elegant guide to achieving photorealism in digital media and creating imagery that is seamless from real footage. Its broad perspective makes this detailed guide suitable for VFX, visualization and game artists and students, as well as directors, architects, designers, and anyone who strives to achieve convincing, believable visuals in digital media.
R Visualizations: Derive Meaning from Data focuses on one of the two major topics of data analytics: data visualization, a.k.a., computer graphics. In the book, major R systems for visualization are discussed, organized by topic and not by system. Anyone doing data analysis will be shown how to use R to generate any of the basic visualizations with the R visualization systems. Further, this book introduces the author's lessR system, which always can accomplish a visualization with less coding than the use of other systems, sometimes dramatically so, and also provides accompanying statistical analyses. Key Features Presents thorough coverage of the leading R visualization system, ggplot2. Gives specific guidance on using base R graphics to attain visualizations of the same quality as those provided by ggplot2. Shows how to create a wide range of data visualizations: distributions of categorical and continuous variables, many types of scatterplots including with a third variable, time series, and maps. Inclusion of the various approaches to R graphics organized by topic instead of by system. Presents the recent work on interactive visualization in R. David W. Gerbing received his PhD from Michigan State University in 1979 in quantitative analysis, and currently is a professor of quantitative analysis in the School of Business at Portland State University. He has published extensively in the social and behavioral sciences with a focus on quantitative methods. His lessR package has been in development since 2009.
For thirty years, Blizzard has been pushing boundaries and breaking expectations of what it means to draw for video games. Get a glimpse behind the curtain at how art has evolved at Blizzard and meet some of the artists who've shaped Blizzard's style and range to what it is today. Discover how art cross-pollinated amongst game teams and how grassroots movements from fans inspired some of Blizzard's most iconic artwork. With insights from more than fifty artists, animators, designers, and storytellers, this sweeping compendium is fans' ultimate keys to the kingdom of three decades in Blizzard artistry.
Welcome to Game Audio Programming: Principles and Practices! This book is the first of its kind: an entire book dedicated to the art of game audio programming. With over fifteen chapters written by some of the top game audio programmers and sound designers in the industry, this book contains more knowledge and wisdom about game audio programming than any other volume in history. One of the goals of this book is to raise the general level of game audio programming expertise, so it is written in a manner that is accessible to beginners, while still providing valuable content for more advanced game audio programmers. Each chapter contains techniques that the authors have used in shipping games, with plenty of code examples and diagrams. There are chapters on the fundamentals of audio representation and perception; advanced usage of several different audio middleware platforms (Audiokinetic Wwise, CRI ADX2, and FMOD Studio); advanced topics including Open Sound Control, Vector-Based Amplitude Panning, and Dynamic Game Data; and more! Whether you're an audio programmer looking for new techniques, an up-and-coming game developer looking for an area to focus on, or just the one who got saddled with the audio code, this book has something for you. Cutting-edge advanced game audio programming concepts, with examples from real games and audio engines Includes perspectives of both audio programmers and sound designers on working and communicating together Coverage not just on game audio engine design, but also on implementing audio tools and working with sound designers providing a comprehensive perspective on being an audio programmer
This adapted version of CBSD for the Fundamentals Series explores the characteristics of IT-driven business services, their requirements and how to gather the right requirements to improve the service lifecycle throughout design, development and maintenance until decommissioning. By understanding IT-driven business services and anchoring them in a service design statement (SDS), you will be able to accelerate the translation of the needs of the business to the delivery of IT-intensive business services. Product overview CBSD supports portfolio, programme and project management by identifying key questions and structuring the creative process of designing services. Insight into the CBSD approach to deriving an SDS is therefore a practical and powerful tool to help you: - Promote a coherent design so that fundamental issues and requirements of needs are mapped, based on different perspectives between demand and supply; - Gain insight into the dynamics between stakeholders within an enterprise; - Reflect on and formulate a practical and realistic roadmap; and - Guide the development, build, programme management and maintenance of IT-driven business services. CBSD complements existing frameworks such as TOGAF(R), IT4IT, BiSL(R) Next and ITIL(R) by focusing on business architecture, a subject rarely discussed before designing an IT-intensive, complex business service. Who should read this book This book is intended for anyone responsible for designing and implementing IT-driven services or involved in their operation. This includes: - Internal and external service providers, such as service managers, contract managers, bid managers, lead architects and requirement analysts; - Business, financial, sales, marketing and operations managers who are responsible for output and outcome; - Sales and product managers who need to present and improve service offerings; - Developers who need to develop new and improved services; - Contract managers and those responsible for purchasing; and - Consultants, strategists, business managers, business process owners, business architects, business information managers, chief information officers, information systems owners and information architects. Collaborative Business Design: The Fundamentals is part of the Fundamentals Series. Authors Brian Johnson has published more than 30 books, including a dozen official titles in the IT Infrastructure Library (ITIL), all of which are used worldwide. He designed and led the programme for ITIL version 2. He has fulfilled many roles during his career, including vice president, chief architect, senior director and executive consultant. One of his current roles is chief architect at the ASL BiSL Foundation, which provides guidance on business information management to a wide range of public and private-sector businesses in the Benelux region. Brian is chief architect for the redesign of all guidance and is the author of new strategic publications. Leon-Paul de Rouw studied technical management and organisation sociology. He worked for several years as a consultant and researcher in the private sector. Since 2003, he has been a programme manager with the central government in the Netherlands. He is responsible for all types of projects and programmes that focus on business enabled by IT.
Ranging from blockbuster movies to experimental shorts or documentaries to scientific research, computer animation shapes a great part of media communication processes today. Be it the portrayal of emotional characters in moving films or the creation of controllable emotional stimuli in scientific contexts, computer animation's characteristic artificiality makes it ideal for various areas connected to the emotional: with the ability to move beyond the constraints of the empirical "real world," animation allows for an immense freedom. This book looks at international film productions using animation techniques to display and/or to elicit emotions, with a special attention to the aesthetics, characters and stories of these films, and to the challenges and benefits of using computer techniques for these purposes.
SQL is the ubiquitous language for software developers working with structured data. Most developers who rely on SQL are experts in their favorite language (such as Java, Python, or Go), but they're not experts in SQL. They often depend on antipatterns - solutions that look right but become increasingly painful to work with as you uncover their hidden costs. Learn to identify and avoid many of these common blunders. Refactor an inherited nightmare into a data model that really works. Updated for the current versions of MySQL and Python, this new edition adds a dozen brand new mini-antipatterns for quick wins. No matter which platform, framework, or language you use, the database is the foundation of your application, and the SQL database language is the standard for working with it. Antipatterns are solutions that look simple at the surface, but soon mire you down with needless work. Learn to identify these traps, and craft better solutions for the often-asked questions in this book. Avoid the mistakes that lead to poor performance and quality, and master the principles that make SQL a powerful and flexible tool for handling data and logic. Dive deep into SQL and database design, and learn to recognize the most common missteps made by software developers in database modeling, SQL query logic, and code design of data-driven applications. See practical examples of misconceptions about SQL that can lure software projects astray. Find the greatest value in each group of data. Understand why an intersection table may be your new best friend. Store passwords securely and don't reinvent the wheel. Handle NULL values like a pro. Defend your web applications against the security weakness of SQL injection. Use SQL the right way - it can save you from headaches and needless work, and let your application really shine! What You Need: The SQL examples use the MySQL 8.0 flavor, but other popular brands of RDBMS are mentioned. Other code examples use Python 3.9+ or Ruby 2.7+.
By the end of this book, the reader will understand: the difficulties of finding a needle in a haystack; creative solutions to address the problem; unique ways of engineering features and solving the problem of the lack of data (e.g. synthetic data). Additionally, the reader will be able to: avoid mistakes resulting from a lack of understanding; search for appropriate methods of feature engineering; locate the relevant technological solutions within the general context of decision-making. |
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