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Books > Computing & IT > Computer programming > General
For courses in computer programming and engineering. Beginner to Intermediate Programming in Java This book is designed to serve as a textbook and reference for programming in the Java language. Although it does include programming techniques, it is organised around the features of the Java language rather than any particular curriculum of programming techniques. The main audience is undergraduate students who have not had extensive programming experience with the Java language. The introductory chapters are written at a level that is accessible to beginners, while the boxed sections of those chapters serve to quickly introduce more experienced programmers to basic Java syntax. Later chapters are still designed to be accessible, but are written at a level suitable for students who have progressed to these more advanced topics.
Thorough, up-to-date, comprehensive coverage of 3-D image processing This authoritative guide presents and explains numerous 3-D image processing, analysis, and visualization techniques, including volume filtering, interpolation, 3-D discrete Fourier transform, evaluation of topological and geometrical features, region segmentation and edge detection, skeletonization and registration, and visualization. Necessary theoretical background is provided for each topic, along with a number of algorithms, selected on the basis of their acceptance by the scientific community. The presentation of each technique includes a commented implementation, either in C code or in C-like pseudocode. Though presented in an almost ready-to-run form, the C code is simplified to expose the structure of the processing algorithms, rather than their programming details. This combination of theoretical treatment and C code implementation allows readers to gain a thorough insight into these techniques. Important features of 3-D Image Processing Algorithms include:
The material can be downloaded from an ftp site Based on the authors’ long experience in research and teaching of 2-D/3-D image processing, 3-D Image Processing Algorithms is an indispensable resource for electrical, computer, and biomedical engineers, as well as computer graphics professionals and programmers.
Since the emergence of digital game studies, a number of debates have engaged scholars. The debate between ludic (play) and narrative (story) paradigms remains the one that famously ""never happened."" This collection of new essays critically frames that debate and urges game scholars to consider it central to the field. The contributors examine various digital games, assessing the applicability of play versus narrative approaches or considering the failure of each. The essays consider the broader history of game studies, while applying notions of play and story to recent games in an attempt to foster serious debate and analysis.
Imagine a time in the not too distant future when not only game companies but also the human resources, marketing and product development divisions of major corporations are hiring game designers. The time is coming when companies large and small, creative agencies, school systems, museums, libraries and public and governmental institutions will employ game designers to engage employees, customers, students and volunteers to generate new audiences and deepen commitments. The skills that a game designer brings, organizing and presenting a body of information in the most appropriate and entertaining way, are the ones needed by the twenty-first century organization. Designing Gamified Systems is a practical guide for practicing and aspiring game designers to put their unique and valuable skills to work to drive engagement, build motivation, and facilitate positive behavior. Rather than the overused ideas of pervasive games or "gamification," this book uniquely focuses first and foremost on the partnership between the content expert or client and the game designer. It assumes that game systems are one more meaningful tool that can now be used to help organizations and individuals encourage people to care about them and support them. Providing a solid introduction to the fundamental principles of the game layer, it also offers a practical set of tools and activities to contextualize the practice within a variety of different scenarios. It includes interviews with industry leaders, content experts, game designers, museum professionals, and educators who are all using game practices and ideas in new and innovative ways. Catching a snapshot of this exciting moment while delivering enduring fundamentals, the book can be used in the classroom or can be read as a trade book, and will appeal to industry professionals, game designers and game design students."
By dividing large applications into separate self-contained units, Microservices are a great step toward reducing complexity and increasing flexibility. Spring Microservices in Action, Second Edition teaches you how to build microservice-based applications using Java and the Spring platform. This second edition is fully updated for the latest version of Spring, with expanded coverage of API routing with Spring Cloud Gateway, logging with the ELK stack, metrics with Prometheus and Grafana, security with the Hashicorp Vault, and modern deployment practices with Kubernetes and Istio. about the technologyMicroservices break up your code into independent interconnected services that require careful forethought and design. Fortunately, Spring Boot, Spring Cloud, and Spring Cloud Gateway simplify the tedious plumbing and infrastructure setup required for microservice applications. Spring Boot removes the boilerplate code involved with writing a REST-based service. Spring Cloud provides a suite of tools for the discovery, routing, and deployment of microservices to the enterprise and the cloud. Spring Cloud Gateway provides a clear and effective routing to APIs, with a single entry point into a system. Together, they make it a snap to spin up Spring applications as microservices and wire them together into a reliable, scalable system. about the bookFully updated and upgraded for the latest version of Spring, Spring Microservices in Action, Second Edition is an expanded revision of a Manning bestseller. In it, you'll learn how to build microservice-based applications using Java and the Spring platform and how to efficiently monitor and log your microservices operations. Throughout the book, carefully selected real-life examples expose microservice-based patterns for configuring, routing, scaling, and deploying your services. You'll see how Spring's intuitive tooling can help augment and refactor existing applications with microservices and how Spring Cloud Gateway makes it easy to handle multiple APIs with a single tool. You'll also pick up best practices for using Spring with modern deployment platforms based on Kubernetes and Istio. what's inside Core microservice design principles Microservices best practices Using docker containers to run microservices Managing configuration with Spring Cloud Config and Hashicorp Vault for sensitive information Client-side resiliency with Hystrix, and Ribbon Managing application metrics with Prometheus and Grafana Intelligent routing using Spring Cloud Gateway Distributed tracing with Spring Cloud Sleuth, Zipkin and ELK Stack Deploying Spring Cloud applications with Kubernetes and Istio about the readerThis book is written for developers with Java and Spring experience. about the authors John Carnell is a senior cloud engineer with twenty years of experience in Java. Illary Huaylupo Sanchez is a software engineer with an MBA in IT management and over twelve years of experience in Java.
Shared Memory Application Programming presents the key concepts and applications of parallel programming, in an accessible and engaging style applicable to developers across many domains. Multithreaded programming is today a core technology, at the basis of all software development projects in any branch of applied computer science. This book guides readers to develop insights about threaded programming and introduces two popular platforms for multicore development: OpenMP and Intel Threading Building Blocks (TBB). Author Victor Alessandrini leverages his rich experience to explain each platform's design strategies, analyzing the focus and strengths underlying their often complementary capabilities, as well as their interoperability. The book is divided into two parts: the first develops the essential concepts of thread management and synchronization, discussing the way they are implemented in native multithreading libraries (Windows threads, Pthreads) as well as in the modern C++11 threads standard. The second provides an in-depth discussion of TBB and OpenMP including the latest features in OpenMP 4.0 extensions to ensure readers' skills are fully up to date. Focus progressively shifts from traditional thread parallelism to modern task parallelism deployed by modern programming environments. Several chapter include examples drawn from a variety of disciplines, including molecular dynamics and image processing, with full source code and a software library incorporating a number of utilities that readers can adapt into their own projects.
Introduction to Computational Models with Python explains how to implement computational models using the flexible and easy-to-use Python programming language. The book uses the Python programming language interpreter and several packages from the huge Python Library that improve the performance of numerical computing, such as the Numpy and Scipy modules. The Python source code and data files are available on the author's website. The book's five sections present: An overview of problem solving and simple Python programs, introducing the basic models and techniques for designing and implementing problem solutions, independent of software and hardware tools Programming principles with the Python programming language, covering basic programming concepts, data definitions, programming structures with flowcharts and pseudo-code, solving problems, and algorithms Python lists, arrays, basic data structures, object orientation, linked lists, recursion, and running programs under Linux Implementation of computational models with Python using Numpy, with examples and case studies The modeling of linear optimization problems, from problem formulation to implementation of computational models This book introduces the principles of computational modeling as well as the approaches of multi- and interdisciplinary computing to beginners in the field. It provides the foundation for more advanced studies in scientific computing, including parallel computing using MPI, grid computing, and other methods and techniques used in high-performance computing.
Have you ever wanted to learn how to program but never found quite the right book to get you started? Programming: A Primer gets you going straight away with the fundamentals of what programming is, basic programming with Python and the fundamental aspects of practical web development. In this book, you'll learn about:Programming: A Primer offers an easy way into coding for anyone with an interest in using technology to solve problems, whether a school or new undergraduate computer science student or a working professional. It gives everyone, regardless of background, the ideal foundations and motivation needed to get to grips with programming.A companion website can be found here: .
Have you ever wanted to learn how to program but never found quite the right book to get you started? Programming: A Primer gets you going straight away with the fundamentals of what programming is, basic programming with Python and the fundamental aspects of practical web development. In this book, you'll learn about:Programming: A Primer offers an easy way into coding for anyone with an interest in using technology to solve problems, whether a school or new undergraduate computer science student or a working professional. It gives everyone, regardless of background, the ideal foundations and motivation needed to get to grips with programming.A companion website can be found here: .
Gambling is both a multi-billion dollar international industry and a ubiquitous social and cultural phenomenon. It is also undergoing significant change, with new products and technologies, regulatory models, changing public attitudes and the sheer scale of the gambling enterprise necessitating innovative and mixed methodologies that are flexible, responsive and 'agile'. This book seeks to demonstrate that researchers should look beyond the existing disciplinary territory and the dominant paradigm of 'problem gambling' in order to follow those changes across territorial, political, technical, regulatory and conceptual boundaries. The book draws on cutting-edge qualitative work in disciplines including anthropology, history and media studies to explore the production and consumption of risk, risky places, risk technology, the gambling industry, and connections between gambling and other kinds of speculation such as financial derivatives. In doing so it addresses some of the most important issues in contemporary social science, including the challenges of studying deterritorialised social phenomena; globalizing technologies and local markets; regulation as it operates across local, regional and international scales; globalization, and the rise of games, virtual worlds, and social media.
In social sciences the use of information and communication technologies (ICT) is an ever growing phenomenon. Emanating from the need of knowledge about society and economy, we are constantly striving to create ideas and methods for a better use of information. This study analyses different practices such as business process management, business process modelling or relationship marketing. It also discusses the use of ICT in a variety of examples taken from different fields such as education, web clipping, public safety, tactic knowledge, or protection of intellectual property and offers an outline of state-of-the-art applications of ICT in social sciences.
One side-effect of having made great leaps in computing over the last few decades, is the resulting over-abundance in software tools created to solve the diverse problems. Problem solving with computers has, in consequence, become more demanding; instead of focusing on the problem when conceptualizing strategies to solve them, users are side-tracked by the pursuit of even more programming tools (as available).Computer-Based Problem Solving Process is a work intended to offer a systematic treatment to the theory and practice of designing, implementing, and using software tools during the problem solving process. This method is obtained by enabling computer systems to be more Intuitive with human logic rather than machine logic. Instead of software dedicated to computer experts, the author advocates an approach dedicated to computer users in general. This approach does not require users to have an advanced computer education, though it does advocate a deeper education of the computer user in his or her problem domain logic.This book is intended for system software teachers, designers and implementers of various aspects of system software, as well as readers who have made computers a part of their day-today problem solving.
Over the last three decades, Professor Peter Cheung has made significant contributions to a variety of areas, such as analogue and digital computer-aided design tools, high-level synthesis and hardware/software codesign, low-power and high-performance circuit architectures for signal and image processing, and mixed-signal integrated-circuit design.However, the area that has attracted his greatest attention is reconfigurable systems and their design, and his work has contributed to the transformation of this important and exciting discipline. This festschrift contains a unique collection of technical papers based on presentations at a workshop at Imperial College London in May 2013 celebrating Professor Cheung's 60th birthday. Renowned researchers who have been inspired and motivated by his outstanding research in the area of reconfigurable systems are brought together from across the globe to offer their latest research in reconfigurable systems. Professor Cheung has devoted much of his professional career to Imperial College London, and has served with distinction as the Head of Department of Electrical and Electronic Engineering for several years. His outstanding capability and his loyalty to Imperial College and the Department of Electrical and Electronic Engineering are legendary. Professor Cheung has made tremendous strides in ensuring excellence in both research and teaching, and in establishing sound governance and strong financial endowment; but above all, he has made his department a wonderful place in which to work and study.
Computer games represent a significant software application domain for innovative research in software engineering techniques and technologies. Game developers, whether focusing on entertainment-market opportunities or game-based applications in non-entertainment domains, thus share a common interest with software engineers and developers on how to best engineer game software. Featuring contributions from leading experts in software engineering, the book provides a comprehensive introduction to computer game software development that includes its history as well as emerging research on the interaction between these two traditionally distinct fields. An ideal reference for software engineers, developers, and researchers, this book explores game programming and development from a software engineering perspective. It introduces the latest research in computer game software engineering (CGSE) and covers topics such as HALO (Highly Addictive, sociaLly Optimized) software engineering, multi-player outdoor smartphone games, gamifying sports software, and artificial intelligence in games. The book explores the use of games in software engineering education extensively. It also covers game software requirements engineering, game software architecture and design approaches, game software testing and usability assessment, game development frameworks and reusability techniques, and game scalability infrastructure, including support for mobile devices and web-based services.
In this book, Graham Mayeda demonstrates how Watsuji Tetsuro and Kuki Shuzo, two twentieth-century Japanese philosophers, criticize and interpret Heideggerian philosophy, articulating traditional Japanese ethics in a modern idiom.
This is the first of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. In Volume I, the phenomenon of the Pokemon GO game is analysed in theoretical, cultural and conceptual contexts, with emphasis on its nature and the educational use of the game in children and adolescents. Game transfer phenomena, motives for playing Pokemon GO, players' experiences and memorable moments, social interaction, long-term engagement, health implications and many other issues raised by the Pokemon GO game are systematically examined and discussed. Augmented Reality Games I is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.
Are you interested in learning to program computers? PROGRAMMING FOR THE ABSOLUTE BEGINNER, SECOND EDITION is a friendly guide that will teach you the fundamentals of computer programming through the hands-on (and fun!) development of computer games. This book teaches programming using Just BASIC, a free, easy-to-learn software that lets you create programs for computers running Windows. Popular author and educator Jerry Ford, Jr., teaches you fundamental programming principles and gives you a broad view of computer programming and its many possibilities. As you work through this book, you will not only learn the basics of programming, but you'll also build a foundation from which you can advance into other programming languages with confidence. Get started programming today with PROGRAMMING FOR THE ABSOLUTE BEGINNER, SECOND EDITION.
The world is becoming increasingly mobile. Smartphones and tablets have become more powerful and popular, with many of these devices now containing confidential business, financial, and personal information. This has led to a greater focus on mobile software security. Establishing mobile software security should be of primary concern to every mobile application developer. This book explains how you can create mobile social applications that incorporate security throughout the development process. Although there are many books that address security issues, most do not explain how to incorporate security into the building process. Secure Development for Mobile Apps does exactly that. Its step-by-step guidance shows you how to integrate security measures into social apps running on mobile platforms. You'll learn how to design and code apps with security as part of the process and not an afterthought. The author outlines best practices to help you build better, more secure software. This book provides a comprehensive guide to techniques for secure development practices. It covers PHP security practices and tools, project layout templates, PHP and PDO, PHP encryption, and guidelines for secure session management, form validation, and file uploading. The book also demonstrates how to develop secure mobile apps using the APIs for Google Maps, YouTube, jQuery Mobile, Twitter, and Facebook. While this is not a beginner's guide to programming, you should have no problem following along if you've spent some time developing with PHP and MySQL.
Systems development is the process of creating and maintaining information systems, including hardware, software, data, procedures and people. It combines technical expertise with business knowledge and management skill. This practical book provides a comprehensive introduction to the topic and can also be used as a handy reference guide. It discusses key elements of systems development and is the only textbook that supports the BCS Certificate in Systems Development.
A solid understanding of HTML, CSS, and JavaScript -- and how they work together -- is vital to any kind of contemporary web development. And these core technologies are only growing in importance as contemporary web development moves away from a reliance on proprietary technologies like Flash for rich interface and mobile applications. Teach Yourself HTML, CSS, and JavaScript All in One combines these three fundamental web development technologies into one clearly written, carefully organized, step-by-step tutorial that expertly guides the beginner through these three interconnected technologies. By the end of this book the reader will understand how these technologies work, and more importantly, how they work together to create modern web pages and sites. After completing the book's lessons the reader will be able to confidently create basic but professional-looking interactive web sites. Coverage of the HTML5, CSS3, and ECMAScript 6 standards is thoughtfully integrated into every chapter of the book, mentioning new features or tools within context of the task or topic at hand.
In today's market, where rival web services compete for attention, a well-designed REST API is a must-have feature. This concise book presents a set of API design rules, drawn primarily from best practices that stick close to the Web's REST architectural style. Along with rules for URI design and HTTP use, you'll learn guidelines for media types and representational forms. REST APIs are ubiquitous, but few of them follow a consistent design methodology. Using these simple rules, you will design web service APIs that adhere to recognized web standards. To assist you, author Mark Masse introduces the Web Resource Modeling Language (WRML), a conceptual framework he created for the design and implementation of REST APIs.Learn design rules for addressing resources with URIsApply design principles to HTTP's request methods and response status codesWork with guidelines for conveying metadata through HTTP headers and media typesGet design tips to address the needs of client programs, including the special needs of browser-based JavaScript clientsUnderstand why REST APIs should be designed and configured, not coded
Makes Numerical Programming More Accessible to a Wider Audience Bearing in mind the evolution of modern programming, most specifically emergent programming languages that reflect modern practice, Numerical Programming: A Practical Guide for Scientists and Engineers Using Python and C/C++ utilizes the author's many years of practical research and teaching experience to offer a systematic approach to relevant programming concepts. Adopting a practical, broad appeal, this user-friendly book offers guidance to anyone interested in using numerical programming to solve science and engineering problems. Emphasizing methods generally used in physics and engineering-from elementary methods to complex algorithms-it gradually incorporates algorithmic elements with increasing complexity. Develop a Combination of Theoretical Knowledge, Efficient Analysis Skills, and Code Design Know-How The book encourages algorithmic thinking, which is essential to numerical analysis. Establishing the fundamental numerical methods, application numerical behavior and graphical output needed to foster algorithmic reasoning, coding dexterity, and a scientific programming style, it enables readers to successfully navigate relevant algorithms, understand coding design, and develop efficient programming skills. The book incorporates real code, and includes examples and problem sets to assist in hands-on learning. Begins with an overview on approximate numbers and programming in Python and C/C++, followed by discussion of basic sorting and indexing methods, as well as portable graphic functionality Contains methods for function evaluation, solving algebraic and transcendental equations, systems of linear algebraic equations, ordinary differential equations, and eigenvalue problems Addresses approximation of tabulated functions, regression, integration of one- and multi-dimensional functions by classical and Gaussian quadratures, Monte Carlo integration techniques, generation of random variables, discretization methods for ordinary and partial differential equations, and stability analysis This text introduces platform-independent numerical programming using Python and C/C++, and appeals to advanced undergraduate and graduate students in natural sciences and engineering, researchers involved in scientific computing, and engineers carrying out applicative calculations.
Cellular automata were introduced in the first half of the last century by John von Neumann who used them as theoretical models for self-reproducing machines. The authors present a self-contained exposition of the theory of cellular automata on groups and explore its deep connections with recent developments in geometric group theory, symbolic dynamics, and other branches of mathematics and theoretical computer science. The topics treated include in particular the Garden of Eden theorem for amenable groups, and the Gromov-Weiss surjunctivity theorem as well as the solution of the Kaplansky conjecture on the stable finiteness of group rings for sofic groups. The volume is entirely self-contained, with 10 appendices and more than 300 exercises, and appeals to a large audience including specialists as well as newcomers in the field. It provides a comprehensive account of recent progress in the theory of cellular automata based on the interplay between amenability, geometric and combinatorial group theory, symbolic dynamics and the algebraic theory of group rings which are treated here for the first time in book form.
Complete Coverage of OpenGL (R) 4.5-the Latest Version (Includes 4.5, 4.4, SPIR-V, and Extensions) The latest version of today's leading worldwide standard for computer graphics, OpenGL 4.5 delivers significant improvements in application efficiency, flexibility, and performance. OpenGL 4.5 is an exceptionally mature and robust platform for programming high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and shaders. OpenGL (R) Programming Guide, Ninth Edition, presents definitive, comprehensive information on OpenGL 4.5, 4.4, SPIR-V, OpenGL extensions, and the OpenGL Shading Language. It will serve you for as long as you write or maintain OpenGL code. This edition of the best-selling "Red Book" fully integrates shader techniques alongside classic, function-centric approaches, and contains extensive code examples that demonstrate modern techniques. Starting with the fundamentals, its wide-ranging coverage includes drawing, color, pixels, fragments, transformations, textures, framebuffers, light and shadow, and memory techniques for advanced rendering and nongraphical applications. It also offers discussions of all shader stages, including thorough explorations of tessellation, geometric, and compute shaders. New coverage in this edition includes Thorough coverage of OpenGL 4.5 Direct State Access (DSA), which overhauls the OpenGL programming model and how applications access objects Deeper discussions and more examples of shader functionality and GPU processing, reflecting industry trends to move functionality onto graphics processors Demonstrations and examples of key features based on community feedback and suggestions Updated appendixes covering the latest OpenGL libraries, related APIs, functions, variables, formats, and debugging and profiling techniques |
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