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Books > Computing & IT > Computer programming > General
This book takes the readers on a journey into the world of mobile game development aimed at beginner Objective-C programmers. The book enables the reader to create a number of projects, which include a matching game, a puzzle game, a whack-a-mole game, a pong game, and a coloring book. Each of these projects gives the readers a variety of knowledge and skills that they can apply to their own gaming projects. It includes a companion disc with source code, images, and project files. By the end of the book, the reader will have five apps that they've developed, along with the knowledge of making games for the iOS platform. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected]. Features: Builds five game projects including a matching game, a puzzle game, a coloring book, game of pong, and a ""whack-a-mole"" game that will give the reader exposure to making games on the iOS platform Includes information on iOS 5, iOS 6, iOS 7 and iOS8 - the latest versions for the iPhone and iPad . Utilizes the UIKit that enables readers to apply their knowledge to more areas than just games since many of the topics can be applied to general iOS development Includes a companion disc with source code, images, and project files.
Think in the Clojure way! Once you're familiar with Clojure, take the next step with extended lessons on the best practices and most critical decisions you'll need to make while developing. Learn how to model your domain with data, transform it with pure functions, manage state, spread your work across cores, and structure apps with components. Discover how to use Clojure in the real world, and unlock the speed and power of this beautiful language on the Java Virtual Machine. Clojure Applied gives you the practical, realistic advice and depth of field that's been missing from your development practice. You want to develop software in the most effective, efficient way possible. This book gives you the answers you've been looking for in friendly, clear language. Dive into the core concepts of Clojure: immutable collections, concurrency, pure functions, and state management. You'll finally get the complete picture you've been looking for, rather than dozens of puzzle pieces you must assemble yourself.First, explore the core concepts of Clojure development: learn how to model your domain with immutable data; choose the ideal collection; and write simple, pure functions for efficient transformation. Next you'll apply those core concepts to build applications: discover how Clojure manages state and identity; spread your work for concurrent programming; and create and assemble components. Finally, see how to manage external integration and deployment concerns by developing a testing strategy, connecting with other data sources, and getting your libraries and applications out the door. Go beyond the toy box and into Clojure's way of thinking. By the end of this book, you'll have the tools and information to put Clojure's strengths to work. What You Need: To follow along with the examples in the book, you will need Clojure 1.6, Leinegen 2, and Java 6 or higher.
Writing for the Web unites theory, technology, and practice to explore writing and hypertext for website creation. It integrates such key topics as XHTML/CSS coding, writing (prose) for the Web, the rhetorical needs of the audience, theories of hypertext, usability and architecture, and the basics of web site design and technology. Presenting information in digestible parts, this text enables students to write and construct realistic and manageable Web sites with a strong theoretical understanding of how online texts communicate to audiences. Key features of the book include: Screenshots of contemporary Web sites that will allow students to understand how writing for and linking to other layers of a Web site should work. Flow charts that describe how Web site architecture and navigation works. Parsing exercises in which students break down information into subsets to demonstrate how Web site architecture can be usable and scalable. Detailed step-by-step descriptions of how to use basic technologies such as file transfer protocols (FTP). Hands-on projects for students to engage in that allow them to connect the various components in the text. A companion website with downloadable code and additional pedagogical features: www.routledge.com/cw/applen Writing for the Web prepares students to work in professional roles, as it facilitates understanding of architecture and arrangement of written content of an organization's texts.
For the second or third programming course. A practical and unique approach to data structures that separates interface from implementation. This book provides a practical introduction to data structures with an emphasis on abstract thinking and problem solving, as well as the use of Java. It does this through what remains a unique approach that clearly separates each data structure's interface (how to use a data structure) from its implementation (how to actually program that structure). Parts I (Tour of Java), II (Algorithms and Building Blocks), and III (Applications) lay the groundwork by discussing basic concepts and tools and providing some practical examples, while Part IV (Implementations) focuses on implementation of data structures. This forces the reader to think about the functionality of the data structures before the hash table is implemented.
A computationally oriented comparison of solution algorithms for
two stage and jointly chance constrained stochastic linear
programming problems, this is the first book to present comparative
computational results with several major stochastic programming
solution approaches.
A Functional Start to Computing with Python enables students to quickly learn computing without having to use loops, variables, and object abstractions at the start. Requiring no prior programming experience, the book draws on Python's flexible data types and operations as well as its capacity for defining new functions. Along with the specifics of Python, the text covers important concepts of computing, including software engineering motivation, algorithms behind syntax rules, advanced functional programming ideas, and, briefly, finite state machines. Taking a student-friendly, interactive approach to teach computing, the book addresses more difficult concepts and abstractions later in the text. The author presents ample explanations of data types, operators, and expressions. He also describes comprehensions-the powerful specifications of lists and dictionaries-before introducing loops and variables. This approach helps students better understand assignment syntax and iteration by giving them a mental model of sophisticated data first. Web ResourceThe book's supplementary website at http://functionalfirstpython.com/ provides many ancillaries, including: Interactive flashcards on Python language elements Links to extra support for each chapter Unit testing and programming exercises An interactive Python stepper tool Chapter-by-chapter points Material for lectures
Writing for the Web unites theory, technology, and practice to explore writing and hypertext for website creation. It integrates such key topics as XHTML/CSS coding, writing (prose) for the Web, the rhetorical needs of the audience, theories of hypertext, usability and architecture, and the basics of web site design and technology. Presenting information in digestible parts, this text enables students to write and construct realistic and manageable Web sites with a strong theoretical understanding of how online texts communicate to audiences. Key features of the book include: Screenshots of contemporary Web sites that will allow students to understand how writing for and linking to other layers of a Web site should work. Flow charts that describe how Web site architecture and navigation works. Parsing exercises in which students break down information into subsets to demonstrate how Web site architecture can be usable and scalable. Detailed step-by-step descriptions of how to use basic technologies such as file transfer protocols (FTP). Hands-on projects for students to engage in that allow them to connect the various components in the text. A companion website with downloadable code and additional pedagogical features: www.routledge.com/cw/applen Writing for the Web prepares students to work in professional roles, as it facilitates understanding of architecture and arrangement of written content of an organization's texts.
Programming is now parallel programming. Much as structured
programming revolutionized traditional serial programming decades
ago, a new kind of structured programming, based on patterns, is
relevant to parallel programming today. Parallel computing experts
and industry insiders Michael McCool, Arch Robison, and James
Reinders describe how to design and implement maintainable and
efficient parallel algorithms using a pattern-based approach. They
present both theory and practice, and give detailed concrete
examples using multiple programming models. Examples are primarily
given using two of the most popular and cutting edge programming
models for parallel programming: Threading Building Blocks, and
Cilk Plus. These architecture-independent models enable easy
integration into existing applications, preserve investments in
existing code, and speed the development of parallel applications.
Examples from realistic contexts illustrate patterns and themes in
parallel algorithm design that are widely applicable regardless of
implementation technology.
This book covers the most important topics in the area of pattern recognition, object recognition, computer vision, robot vision, medical computing, computational geometry, and bioinformatics systems. Students and researchers will find a comprehensive treatment of polygonal approximation and its real life applications. The book not only explains the theoretical aspects but also presents applications with detailed design parameters. The systematic development of the concept of polygonal approximation of digital curves and its scale-space analysis are useful and attractive to scholars in many fields.
Disability and New Media examines how digital design is triggering disability when it could be a solution. Video and animation now play a prominent role in the World Wide Web and new types of protocols have been developed to accommodate this increasing complexity. However, as this has happened, the potential for individual users to control how the content is displayed has been diminished. Accessibility choices are often portrayed as merely technical decisions but they are highly political and betray a disturbing trend of ableist assumption that serve to exclude people with disability. It has been argued that the Internet will not be fully accessible until disability is considered a cultural identity in the same way that class, gender and sexuality are. Kent and Ellis build on this notion using more recent Web 2.0 phenomena, social networking sites, virtual worlds and file sharing. Many of the studies on disability and the web have focused on the early web, prior to the development of social networking applications such as Facebook, YouTube and Second Life. This book discusses an array of such applications that have grown within and alongside Web 2.0, and analyzes how they both prevent and embrace the inclusion of people with disability.
If you want to be successful in any area of game development game design, programming, graphics, sound, or publishing you should know how standouts in the industry approach their work and address problems. In Honoring the Code: Conversations with Great Game Designers, 16 groundbreaking game developers share their stories and offer advice for anyone aspiring to a career in the games industry. You ll learn from their triumphs and failures and see how they dealt with sweeping changes in technology, including critical paradigm shifts from CD-ROMs and 3D graphic cards to the Internet and mobile revolution. The book presents in-depth interviews with a diverse mix of game professionals, emphasizing the makers of adventure games, role-playing games, and real-time strategies. It focuses on developers who have contributed to multiple eras or genres as well as those who have hired, taught, or mentored newcomers. Since the mobile revolution has opened up new demographics and new gameplay mechanics, the book features current developers of games for mobile devices. It also explores how indie game developers are making commercial-quality games with a small team mostly using free tools and funded with crowdsourcing applications. While there are plenty of resources available for aspiring game developers to learn the necessary technical skills, there is hardly any historical material on the culture that made the games industry possible. Filling the void, this book provides a historical and cultural context for the games industry. It takes you into the minds of the pioneers who blazed the trails and established the industry as we know it today."
This book is designed to provide the reader with basic Python3 programming concepts related to machine learning. The first four chapters provide a fast-paced introduction to Python 3, NumPy, and Pandas. The fifth chapter introduces the fundamental concepts of machine learning. The sixth chapter is devoted to machine learning classifiers, such as logistic regression, k-NN, decision trees, random forests, and SVMs. The final chapter includes material on NLP and RL. Keras-based code samples are included to supplement the theoretical discussion. The book also contains separate appendices for regular expressions, Keras, and TensorFlow 2. Features: Provides the reader withbasic Python3 programming concepts related to machine learning Includes separate appendices for regular expressions, Keras, and TensorFlow 2
This book compares the three most prominent representatives of evolutionary algorithms - genetic algorithms, evolution strategies, and evolutionary programming - computational methods at the border between computer science and evolutionary biology. The algorithms are explained within a common formal framework, thereby clarifying the similarities and differences of these methods. The author also presents new results regarding the role of mutation and selection in genetic algorithms and uses a meta-evolutionary approach to confirm some of the theoretical results.
This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of "geek therapy." This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.
The Knowledge Grid is an intelligent and sustainable interaction environment that consists of autonomous individuals, self-organized semantic communities, adaptive networking mechanisms, evolving semantic link networks keeping meaningful connection between individuals, flows for dynamic resource sharing, and mechanisms supporting effective resource management and providing appropriate knowledge services for learning, innovation, teamwork, problem solving, and decision making. This book presents its methodology, theory, models and applications systematically for the first time.Its second edition fulfils the ideal of the Knowledge Grid by includingmany new contents, including: (1) The insight of cyber-physical society; (2) The systematic method of semantic link network that supports uncertainty management, discovery of semantic links and semantic communities, autonomous semantic data model, and cyber-physical-socio semantic link network; (3) Semantic peer-to-peer infrastructures for efficient knowledge sharing; (4) A new centrality measure of network; and (5) The Energy-Knowledge Grid. This new edition will undoubtedly provide inspiring materials for researchers, academics, practitioners and students.
Unleash the power of the Android OS and build the kinds of brilliant, innovative apps users love to use If you already know your way around the Android OS and can build a simple Android app in under an hour, this book is for you. If you re itching to see just how far you can push it and discover what Android is really capable of, it s for you. And if you re ready to learn how to build advanced, intuitive, innovative apps that are a blast to use, this book is definitely for you. From custom views and advanced multi-touch gestures, to integrating online web services and exploiting the latest geofencing and activity recognition features, ace Android developer, Erik Hellman, delivers expert tips, tricks and little-known techniques for pushing the Android envelope so you can: * Optimize your components for the smoothest user experience possible * Create your own custom Views * Push the boundaries of the Android SDK * Master Android Studio and Gradle * Make optimal use of the Android audio, video and graphics APIs * Program in Text-To-Speech and Speech Recognition * Make the most of the new Android maps and location API * Use Android connectivity technologies to communicate with remote devices * Perform background processing * Use Android cryptography APIs * Find and safely use hidden Android APIs * Cloud-enable your applications with Google Play Services * Distribute and sell your applications on Google Play Store Learn how to unleash the power of Android and transform your apps from good to great in Android Programming: Pushing the Limits.
If you have ever wondered what quaternions are - then look no further, John Vince will show you how simple and useful they are. This 2nd edition has been completely revised and includes extra detail on the invention of quaternions, a complete review of the text and equations, all figures are in colour, extra worked examples, an expanded index, and a bibliography arranged for each chapter. Quaternions for Computer Graphics includes chapters on number sets and algebra, imaginary and complex numbers, the complex plane, rotation transforms, and a comprehensive description of quaternions in the context of rotation. The book will appeal to students of computer graphics, computer science and mathematics, as well as programmers, researchers, academics and professional practitioners interested in learning about quaternions. John Vince explains in an easy-to-understand language, with the aid of useful figures, how quaternions emerged, gave birth to modern vector analysis, disappeared, and reemerged to be adopted by the flight simulation industry and computer graphics. This book will give you the confidence to use quaternions within your every-day mathematics, and explore more advanced texts.
As part of the best selling Pocket Primer series, this book provides an overview of the major aspects and the source code to use the latest versions of Android. It has coverage of the fundamental aspects of Android that are illustrated via code samples for versions 4.x through 7.x and features the Google Pixel phone. This Pocket Primer is primarily for self-directed learners who want to learn Android programming and it serves as a starting point for deeper exploration of its numerous applications. Companion disc (also available for downloading from the publisher) with source code, images, and appendices. Features: Contains latest material on Android VR, graphics/animation, apps, and features the new Google Pixel phone Includes companion files with all of the source code, appendices, and images from the book Provides coverage of the fundamental aspects of Android that are illustrated via code samples for versions 4.x through 7.x On the Companion Files: Source code samples All images from the text (including 4-color) Appendices
This edition provides a comprehensively updated and enhanced review of current quality methods and standards. It outlines causes of failure, current practice and standards and suggests an ideal approach to software control at each stage of the design cycle. The emphasis of this new edition has shifted towards safety critical software. This book should be of interest to systems designers, software engineers, and safety and reliability engineers.
As part of the new Pocket Primer series, this book provides an overview of the major aspects and the source code to use Python 2. It covers the latest Python developments, built-in functions and custom classes, data visualization, graphics, databases, and more. It includes a companion disc with appendices, source code, and figures. This Pocket Primer is primarily for self-directed learners who want to learn Python 2 and it serves as a starting point for deeper exploration of Python programming. Features: Includes a companion disc with appendices, source code, and figures Contains material devoted to Raspberry Pi, Roomba, JSON, and Jython Includes latest Python 2 developments, built-in functions and custom classes, data visualization, graphics, databases, and more Provides a solid introduction to Python 2 via complete code samples On the CD-ROM: Appendices (HTML5 and JavaScript Toolkits, Jython, SPA) Source code samples All images from the text (including 4-color) Solutions to Odd-Numbered Exercises
The Free and Open Source Software (FOSS) movement demonstrates how labour can self-organise production, and, as is shown by the free operating system GNU/Linux, even compete with some of the worlds largest firms. The book examines the hopes of such thinkers as Friedrich Schiller, Karl Marx, Herbert Marcuse and Antonio Negri, in the light of the recent achievements of the hacker movement. This book is the first to examine a different kind of political activism that consists in the development of technology from below.
This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively. The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give platform and context specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters on: Accessibility Mobile Game Usability Data Science Virtual and Augmented Reality Esports This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX.
This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively. The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give platform and context specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters on: Accessibility Mobile Game Usability Data Science Virtual and Augmented Reality Esports This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX.
Programming Graphical User Interfaces with R introduces each of the major R packages for GUI programming: RGtk2, qtbase, Tcl/Tk, and gWidgets. With examples woven through the text as well as stand-alone demonstrations of simple yet reasonably complete applications, the book features topics especially relevant to statisticians who aim to provide a practical interface to functionality implemented in R. The book offers: A how-to guide for developing GUIs within R The fundamentals for users with limited knowledge of programming within R and other languages GUI design for specific functions or as learning tools The accompanying package, ProgGUIinR, includes the complete code for all examples as well as functions for browsing the examples from the respective chapters. Accessible to seasoned, novice, and occasional R users, this book shows that for many purposes, adding a graphical interface to one's work is not terribly sophisticated or time consuming. |
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