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Books > Computing & IT > Computer programming > General

Advances in Linear and Integer Programming (Hardcover): J.E. Beasley Advances in Linear and Integer Programming (Hardcover)
J.E. Beasley
R3,887 Discovery Miles 38 870 Ships in 12 - 17 working days

In recent years there has been an explosion of research into linear programming, as well as further steady advances in integer programming. This research has been reported in the research literature but there has been little done from the view of a "combined whole". This book aims to overcome this. With an international authorship of contributors from acknowledged experts in their field, this book provides a clear exposition on such topics as simplex algorithms, and interior point algorithms, both from a theoretical and a computational viewpoint. Surveying recent research that is currently only available in journals this topical book will be of interest not only in the field of mathematics, but also in computer science and operations research as well.

Professional Java Native Interfaces with SWT/JFace (Paperback): JL Guojie Professional Java Native Interfaces with SWT/JFace (Paperback)
JL Guojie
R849 Discovery Miles 8 490 Ships in 12 - 17 working days

Professional Java Native Interfaces takes a solutions-based approach in showing how SWT/JFace works, discussing each common component, providing useful, practical ideas, tips and techniques to make the Java developers' work easier. The author provides relevant and timely examples, both stand-alone applications and smaller code snippets that readers can incorporate into their own code.

To provide a truly real-world quality, the author builds an email/ftp client sample application to show readers how to combine everything into a presentable Java native UI application.

Developing Intelligent Agent Systems - A Practical  Guide (Hardcover, New): L Padgham Developing Intelligent Agent Systems - A Practical Guide (Hardcover, New)
L Padgham
R2,102 Discovery Miles 21 020 Ships in 12 - 17 working days

Build your own intelligent agent system...

Intelligent agent technology is a tool of modern computer science that can be used to engineer complex computer programmes that behave rationally in dynamic and changing environments. Applications range from small programmes that intelligently search the Web buying and selling goods via electronic commerce, to autonomous space probes.

This powerful technology is not widely used, however, as developing intelligent agent software requires high levels of training and skill. The authors of this book have developed and tested a methodology and tools for developing intelligent agent systems. With this methodology ("Prometheus") developers can start agent-oriented designs and implementations easily from scratch saving valuable time and resources.

"Developing Intelligent Agent Systems" not only answers the questions "what are agents?" and "why are they useful?" but also the crucial question: "how do I design and build intelligent agent systems?" The book covers everything a practitioner needs to know to begin to effectively use this technology - including an introduction to the notion of agents, a description of the concepts involved, and a software engineering methodology.

Read on for: a practical step-by-step introduction to designing and building intelligent agent systems.a full life-cycle methodology for developing intelligent agent systems covering specification, analysis, design and implementation of agents."PDT: Prometheus Design Tool" - software support for the "Prometheus" design process.the example of an electronic bookstore to illustrate the design process throughout the book.

Electronic resources including the Prometheus Design Tool (PDT), can be found at: "http: //www.cs.rmit.edu.au/agents/prometheus"

This book is aimed at industrial software developers, software engineers and at advanced undergraduate students. It assumes knowledge of basic software engineering but does not require knowledge of Artificial Intelligence or of mathematics. Familiarity with Java will help in reading the examples in chapter 10.

Polygonal Approximation and Scale-Space Analysis of Closed Digital Curves (Hardcover, New): Kumar S. Ray, Bimal Kumar  Ray Polygonal Approximation and Scale-Space Analysis of Closed Digital Curves (Hardcover, New)
Kumar S. Ray, Bimal Kumar Ray
R5,752 Discovery Miles 57 520 Ships in 10 - 15 working days

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.

The Essentials of CAGD (Paperback): Gerald Farin, Dianne Hansford The Essentials of CAGD (Paperback)
Gerald Farin, Dianne Hansford
R1,772 Discovery Miles 17 720 Ships in 12 - 17 working days

Putting the G into CAGD, the authors provide a much-needed practical and basic introduction to computer-aided geometric design. This book will help readers understand and use the elements of computer-aided geometric design, curves and surfaces, without the mathematical baggage that is necessary only for more advanced work. Though only minimal background in mathematics is needed to understand the bookis concepts, the book covers an amazing array of topics such as Bezier and B-spline curves and their corresponding surfaces, subdivision surfaces, and NURBS (Non-Uniform Rational B-Splines). Also included are techniques such as interpolation and least squares methods.

Interpersonal Positioning in English as a Lingua Franca Interactions (Hardcover): Svitlana Kloetzl, Birgit Swoboda Interpersonal Positioning in English as a Lingua Franca Interactions (Hardcover)
Svitlana Kloetzl, Birgit Swoboda
R4,067 Discovery Miles 40 670 Ships in 12 - 17 working days

This book offers a critical reflection on interpersonal positioning across both large- and small-scale contexts and highlights the multi-faceted nature of intercultural communication in today's global world. The volume establishes positioning primarily as the negotiation of interpersonal relationships, and draws on concepts from across disciplines by way of reappraisal before applying them to two specific domains: MMORPGs (Massively Multiplayer Online Role-Playing Games) and private ELF couple interaction. While acknowledging and showcasing the unique features of positioning in these two contexts, Kloetzl and Swoboda point to their commonalities by looking at how language and specifically English is used as a communicative resource in lingua franca situations. The book also identifies new directions for future methodological innovations in that it demonstrates how the same interaction can be looked at in methodologically-different ways and how the authors' own positions projected on to such interaction create an integrated tri-partite perspective on the two domains. Shedding light on interpersonal positioning in different contexts and in turn on global communication more generally, this book will be of particular interest to students and researchers in discourse analysis, pragmatics, computer-mediated communication, sociolinguistics, and applied linguistics.

Vector Analysis for Computer Graphics (Hardcover, 2nd ed. 2021): John Vince Vector Analysis for Computer Graphics (Hardcover, 2nd ed. 2021)
John Vince
R1,937 Discovery Miles 19 370 Ships in 10 - 15 working days

This book is a complete introduction to vector analysis, especially within the context of computer graphics. The author shows why vectors are useful and how it is possible to develop analytical skills in manipulating vector algebra. Even though vector analysis is a relatively recent development in the history of mathematics, it has become a powerful and central tool in describing and solving a wide range of geometric problems. The book is divided into eleven chapters covering the mathematical foundations of vector algebra and its application to, among others, lines, planes, intersections, rotating vectors, and vector differentiation.

Serious Games - Foundations, Concepts and Practice (Hardcover, 1st ed. 2016): Ralf Doerner, Stefan Goebel, Wolfgang Effelsberg,... Serious Games - Foundations, Concepts and Practice (Hardcover, 1st ed. 2016)
Ralf Doerner, Stefan Goebel, Wolfgang Effelsberg, Josef Wiemeyer
R3,344 Discovery Miles 33 440 Ships in 12 - 17 working days

This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as "Introduction to Serious Games", "Entertainment Technology", "Serious Game Design", "Game-based Learning", and "Applications of Serious Games".

Leading with Sound - Proactive Sound Practices in Video Game Development (Paperback): Rob Bridgett Leading with Sound - Proactive Sound Practices in Video Game Development (Paperback)
Rob Bridgett
R1,068 Discovery Miles 10 680 Ships in 9 - 15 working days

Leading with Sound is the must-have companion guide to working on video game projects. Focused on the creative, collaborative, philosophical and organizational skills behind game sound and eschewing the technical, this book celebrates the subjects most essential to leading with sound in video game development at any level. Refuting the traditional optics of sound as a service in favour of sound as a pro-active visionary department, , this book examines each of the four food-groups of dialogue, sound design, music and mix, not through the usual technical and production lenses of 'how' and 'when', but the essential lens of 'why' that enables leadership with sound. Leading with Sound is essential reading for aspiring sound designers, inside and outside of the classroom, as well as experienced professionals in the game industry.

Real Process Improvement Using the CMMI (Hardcover, New): Michael West Real Process Improvement Using the CMMI (Hardcover, New)
Michael West
R2,469 Discovery Miles 24 690 Ships in 12 - 17 working days

Real Process Improvement Using the CMMI (R) presents readers with non-academic, real-world approaches to process improvement via CMMI. The author provides concepts and techniques for CMMI-based process improvement which are as effective as they are innovative. Professionals at all levels from system engineers to CEOs will find a wealth of practical guidance and new ways to look at model-based process improvement that have already benefited large and small organizations in a variety of environments. Using plain language and enlightening illustrations, the author identifies the most critical concepts of the CMMI, and explains how to turn those concepts into real process improvement. This book provides you with key information that will significantly benefit all CMMI process improvement efforts. Topics include: * Ways to discover and understand the business goals and drivers for successful process improvement initiatives * How to recognize the structures and practices many organizations already have in place that can accelerate process improvement, even before they begin using the CMMI * Planning and managing the process improvement project * Innovative, untraditional yet highly effective and proven strategies for CMMI-based process improvement * A thorough debunking of many of the costly and wasteful myths surrounding CMMI-based improvement

Game Programming Algorithms and Techniques - A Platform-Agnostic Approach (Paperback): Sanjay Madhav Game Programming Algorithms and Techniques - A Platform-Agnostic Approach (Paperback)
Sanjay Madhav
R1,303 R1,233 Discovery Miles 12 330 Save R70 (5%) Ships in 9 - 15 working days

Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in the game industry. Sanjay Madhav takes a unique platform- and framework-agnostic approach that will help develop virtually any game, in any genre, with any language or framework. He presents the fundamental techniques for working with 2D and 3D graphics, physics, artificial intelligence, cameras, and much more. Each concept is illuminated with pseudocode that will be intuitive to any C#, Java, or C++ programmer, and has been refined and proven in Madhav's game programming courses at the University of Southern California. Review questions after each chapter help solidify the most important concepts before moving on. Madhav concludes with a detailed analysis of two complete games: a 2D iOS side-scroller (written in Objective-Cusing cocos2d) and a 3D PC/Mac/Linux tower defense game (written in C# using XNA/ MonoGame). These games illustrate many of the algorithms and techniques covered in the earlier chapters, and the full source code is available at gamealgorithms.net. Coverage includes Game time management, speed control, and ensuring consistency on diverse hardware Essential 2D graphics techniques for modern mobile gaming Vectors, matrices, and linear algebra for 3D games 3D graphics including coordinate spaces, lighting and shading, z-buffering, and quaternions Handling today's wide array of digital and analog inputs Sound systems including sound events, 3D audio, and digital signal processing Fundamentals of game physics, including collision detection and numeric integration Cameras: first-person, follow, spline, and more Artificial intelligence: pathfinding, state-based behaviors, and strategy/planning User interfaces including menu systems and heads-up displays Scripting and text-based data files: when, how, and where to use them Basics of networked games including protocols and network topology

Coders - Who They Are, What They Think and How They Are Changing Our World (Paperback): Clive Thompson Coders - Who They Are, What They Think and How They Are Changing Our World (Paperback)
Clive Thompson 1
R330 R258 Discovery Miles 2 580 Save R72 (22%) Ships in 5 - 10 working days

'Masterful . . . [Thompson] illuminates both the fascinating coders and the bewildering technological forces that are transforming the world in which we live.' - David Grann, author of The Lost City of Z. Facebook's algorithms shaping the news. Uber's cars flocking the streets. Revolution on Twitter and romance on Tinder. We live in a world constructed of computer code. Coders - software programmers - are the people who built it for us. And yet their worlds and minds are little known to outsiders. In Coders, Wired columnist Clive Thompson presents a brilliantly original anthropological reckoning with the most influential tribe in today's world, interrogating who they are, how they think, what they value, what qualifies as greatness in their world, and what should give us pause. One of the most prominent journalists writing on technology today, Clive Thompson takes us into the minds of coders, the most quietly influential people on the planet, in a journey into the heart of the machine - and the men and women who made it.

C# Game Programming Cookbook for Unity 3D (Paperback, 2nd edition): Jeff  W. Murray C# Game Programming Cookbook for Unity 3D (Paperback, 2nd edition)
Jeff W. Murray
R1,729 Discovery Miles 17 290 Ships in 12 - 17 working days

This second edition of C# Game Programming Cookbook for Unity 3D expounds upon the first with more details and techniques. With a fresh array of chapters, updated C# code and examples, Jeff W. Murray's book will help the reader understand structured game development in Unity unlike ever before. New to this edition is a step-by-step tutorial for building a 2D infinite runner game from the framework and scripts included in the book. The book contains a flexible and reusable framework in C# suitable for all game types. From game state handling to audio mixers to asynchronous scene loading, the focus of this book is building a reusable structure to take care of many of the most used systems. Improve your game's sound in a dedicated audio chapter covering topics such as audio mixers, fading, and audio ducking effects, or dissect a fully featured racing game with car physics, lap counting, artificial intelligence steering behaviors, and game management. Use this book to guide your way through all the required code and framework to build a multi-level arena blaster game. Features Focuses on programming, structure, and an industry-level, C#-based framework Extensive breakdowns of all the important classes Example projects illustrate and break down common and important Unity C# programming concepts, such as coroutines, singletons, static variables, inheritance, and scriptable objects. Three fully playable example games with source code: a 2D infinite runner, an arena blaster, and an isometric racing game The script library includes a base Game Manager, timed and proximity spawning, save profile manager, weapons control, artificial intelligence controllers (path following, target chasing and line-of-sight patrolling behaviors), user interface Canvas management and fading, car physics controllers, and more. Code and screenshots have been updated with the latest versions of Unity. These updates will help illustrate how to create 2D games and 3D games based on the most up-to-date methods and techniques. Experienced C# programmers will discover ways to structure Unity projects for reusability and scalability. The concepts offered within the book are instrumental to mastering C# and Unity. In his game career spanning more than 20 years, Jeff W. Murray has worked with some of the world's largest brands as a Game Designer, Programmer, and Director. A Unity user for over 14 years, he now works as a consultant and freelancer between developing his own VR games and experiments with Unity.

Game Anim - Video Game Animation Explained (Paperback, 2nd edition): Jonathan Cooper Game Anim - Video Game Animation Explained (Paperback, 2nd edition)
Jonathan Cooper
R1,356 Discovery Miles 13 560 Ships in 9 - 15 working days

Game Anim teaches the technical and artistic fundamentals of video game animation and goes further to provide practical advice and industry insights to help you become a rounded and successful game animator. Covering every stage of game production from the animator's perspective, it is packed with the lessons learned from working on a variety of game types in both in-game and cinematic roles in animator, lead, and director positions. These have been successful across multiple studios regardless of team, size and culture. The 2nd edition includes a new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Game Anim provides essential guidance to those looking to break into the industry and successful animators wishing to take the next step in their career. Key Features * 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. * The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. * Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. * Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book

Joe Celko's SQL for Smarties - Advanced SQL Programming (Paperback, 5th edition): Joe Celko Joe Celko's SQL for Smarties - Advanced SQL Programming (Paperback, 5th edition)
Joe Celko
R1,661 R1,488 Discovery Miles 14 880 Save R173 (10%) Ships in 12 - 17 working days

SQL for Smarties was hailed as the first book devoted explicitly to the advanced techniques needed to transform an experienced SQL programmer into an expert. Now, 20 years later and in its fifth edition, this classic reference still reigns supreme as the only book written by a SQL master that teaches programmers and practitioners to become SQL masters themselves! These are not just tips and techniques; also offered are the best solutions to old and new challenges. Joe Celko conveys the way you need to think in order to get the most out of SQL programming efforts for both correctness and performance. New to the fifth edition, Joe features new examples to reflect the ANSI/ISO Standards so anyone can use it. He also updates data element names to meet new ISO-11179 rules with the same experience-based teaching style that made the previous editions the classics they are today. You will learn new ways to write common queries, such as finding coverings, partitions, runs in data, auctions and inventory, relational divisions and so forth. SQL for Smarties explains some of the principles of SQL programming as well as the code. A new chapter discusses design flaws in DDL, such as attribute splitting, non-normal forum redundancies and tibbling. There is a look at the traditional acid versus base transaction models, now popular in NoSQL products. You'll learn about computed columns and the DEFERRABLE options in constraints. An overview of the bi-temporal model is new to this edition and there is a longer discussion about descriptive statistic aggregate functions. The book finishes with an overview of SQL/PSM that is applicable to proprietary 4GL vendor extensions.

Java Programming for Engineers (Paperback, New): Julio Sanchez, Maria P. Canton Java Programming for Engineers (Paperback, New)
Julio Sanchez, Maria P. Canton
R3,494 Discovery Miles 34 940 Ships in 12 - 17 working days

While teaching Java programming at Minnesota State University, the authors noticed that engineering students were enrolling in Java programming courses in order to obtain basic programming skills, but there were no Java books suitable for courses intended for engineers. They realized the need for a comprehensive Java programming tutorial that offers basic programming skills that can be applied in the field of engineering. With this in mind, the authors developed Java Programming for Engineers in order to meet the needs of both engineers and engineering students.

The text uses the personal computer as a development platform and assumes no prior programming experience or knowledge. The only skills expected of the reader are basic keyboarding and user-level familiarity with the PC. Topics covered range from mathematical expressions to linear systems to engineering graphics. Chapters on problem solving skills and the designing of engineering applications walk readers through real word problems they might encounter.

Divided into two parts, Part 1 is a description of the Java language, of the fundamentals of object orientation, input and output operations, and error handling. Part 2 is about Java programming for engineers. It starts with computer number systems, fixed- and variable-precision numeric data, mathematical programming in Java as could be of interest to engineers, and concludes with an overview of Java Graphics.

Simulation and Gaming for Social Design (Hardcover, 1st ed. 2021): Toshiyuki Kaneda, Ryoju Hamada, Terukazu Kumazawa Simulation and Gaming for Social Design (Hardcover, 1st ed. 2021)
Toshiyuki Kaneda, Ryoju Hamada, Terukazu Kumazawa
R3,389 Discovery Miles 33 890 Ships in 12 - 17 working days

This book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and methodology, including game system theory and agent-based modeling; (2) Sustainability, including global warming and the energy-food nexus);; and (3) Social entrepreneurship, including business, ethnic, and ethical understanding. The latter two especially form two major areas of clinical knowledge in contemporary life. Simulation and gaming, with its participatory approach, provides participants with a seamless integration of problem solving and education. It has been known as a tool for interdisciplinary communication since the 1960s, and now it is being developed to contribute to global society in the twenty-first century. This is the first book on simulation and gaming for social design that covers all aspects from the methodological foundations to practical examples in the fields of sustainability and social entrepreneurship. Regardless of the size of the problematics, societal system design involves (1) The visioning and conception aspects due to the long-term, overall nature of the goal; (2) Interdisciplinary thinking and communication for the exploration of new states of accommodation with technological systems; and (3) The "human dimension" aspect including education that must be dealt with, thus academic developments of simulation and gaming for social design as system thinking and practice methodologies are anticipated. Simulation and gaming has great potential for development as a tool to facilitate the transfer between theoretical and clinical knowledge.

Swift Recipes for iOS Developers - Real-Life Code from App Store Apps (Paperback, 1st ed.): Alexander Nekrasov Swift Recipes for iOS Developers - Real-Life Code from App Store Apps (Paperback, 1st ed.)
Alexander Nekrasov
R1,574 R1,269 Discovery Miles 12 690 Save R305 (19%) Ships in 10 - 15 working days

Boost your iOS developer career by learning from real-life examples and start writing code for one of the most successful platforms ever. No matter if you're an experienced developer or just a beginner, you'll find something new and something useful for your future projects here. All of the recipes in this book are taken from real-life commercial projects that have been approved by Apple and published on the App Store. You won't write "Hello, world!" and similar programs. Instead you'll see how to parse different data formats; run JavaScript code right inside your iOS app; and enhance storyboard editor with several simple extensions. You'll make beautiful modern-looking dialogs with blurs, shadows and rounded corners using only a few lines of code, and safely convert data after analyzing text strings. Go on to animate your layout and get your app shored up to crash as little as possible Each recipe offers a code snippet to copy and paste to your project as a tool to boost your knowledge, as well as, create plug-and-play features. Each of recipe shows the description for each line of code while explaining the logic of it, contains references to documentation, and gives you an opportunity to modify or write something similar that fits your project better. A good piece of code should not work but also be short, clear, and stable. And that combo will be our priority in these code recipes. Well-written code snippets must run in any environment and be easily transferrable from one project to another. Most of the provided recipes will migrate from one project to another with little to no changes at all, and with years of real-world application have proven themselves to be useful and stable. Dive into the world of iOS development and write clear, functioning, and safe Swift code! What You'll Learn Parse, convert, and print Swift data Develop stunning UIs quickly Write effective and portable Swift extensions Make your code cleaner and safer Who This Book Is For Beginners in iOS development who want to improve their skills with real-life examples. Developers switching to mobile development from other areas. All iOS developers looking for code recipes.

Game Audio with FMOD and Unity (Hardcover): Ciaran Robinson Game Audio with FMOD and Unity (Hardcover)
Ciaran Robinson
R5,261 Discovery Miles 52 610 Ships in 12 - 17 working days

Game Audio with FMOD and Unity introduces readers to the principles and practice of game audio through the process of creating their own First Person Shooter (FPS) game. All the basics are covered, as well as a simple introduction to coding. Using the free software Unity and FMOD Audio Middleware, the reader will be able to create a game of their own and develop a portfolio that demonstrates their capacities in interactive sound design. Perfect for classroom use or independent study, Game Audio with FMOD and Unity also comes with a full suite of audio assets provided on a companion website.

Up and Running on Microsoft Viva Connections - Engage, Inform, and Empower Your Hybrid Workforce (Paperback, 1st ed.): Nanddeep... Up and Running on Microsoft Viva Connections - Engage, Inform, and Empower Your Hybrid Workforce (Paperback, 1st ed.)
Nanddeep Sadanand Nachan, Smita Sadanand Nachan
R1,430 R1,154 Discovery Miles 11 540 Save R276 (19%) Ships in 10 - 15 working days

Leverage the collaboration capabilities of Microsoft Viva Connections as an employee experience platform to build a gateway to your digital workplace. This book helps you set up Microsoft Viva connections via easy-to-follow steps and extend it to target your business scenarios. The book starts with an introduction to Microsoft Viva and its modules and it discusses Viva Connections for desktop and mobile users. You will learn about the intranet landing experience with SharePoint where you will plan, build, and launch a home site. You will know how to use the app bar and global navigation in Viva Connections and understand the importance of the dashboard and dashboard cards. You will learn how to enable Viva Connections in MS Teams and define a rollout strategy. You will gain experience with Viva Connections on mobile devices and go through end-user guidance. And you will learn to extend Viva Connections with the SharePoint Framework and deploy SPFx solutions. After reading this book, you will be able to set up Microsoft Viva Connections for your digital workplace and empower your employees to search and discover relevant news, information, content, and sites from across the organization. What Will You Learn Understand the modern experience in SharePoint with Microsoft Viva Connect Know best practices for your home site in SharePoint Get your content ready for feed with SharePoint and Yammer Build Adaptive Card Extensions (ACEs) with SPFx Define governance for Viva Connections Who This Book Is For Microsoft professionals and business users who want to leverage the collaboration capabilities of Microsoft Viva Connections

Stochastic Dynamic Programming and the Control of Queueing Systems (Hardcover, New): LI Sennott Stochastic Dynamic Programming and the Control of Queueing Systems (Hardcover, New)
LI Sennott
R5,065 R4,783 Discovery Miles 47 830 Save R282 (6%) Ships in 12 - 17 working days

A path-breaking account of Markov decision processes-theory and computation
This book's clear presentation of theory, numerous chapter-end problems, and development of a unified method for the computation of optimal policies in both discrete and continuous time make it an excellent course text for graduate students and advanced undergraduates. Its comprehensive coverage of important recent advances in stochastic dynamic programming makes it a valuable working resource for operations research professionals, management scientists, engineers, and others.
Stochastic Dynamic Programming and the Control of Queueing Systems presents the theory of optimization under the finite horizon, infinite horizon discounted, and average cost criteria. It then shows how optimal rules of operation (policies) for each criterion may be numerically determined. A great wealth of examples from the application area of the control of queueing systems is presented. Nine numerical programs for the computation of optimal policies are fully explicated.
The Pascal source code for the programs is available for viewing and downloading on the Wiley Web site at www.wiley.com/products/subject/mathematics. The site contains a link to the author's own Web site and is also a place where readers may discuss developments on the programs or other aspects of the material. The source files are also available via ftp at ftp: //ftp.wiley.com/public/sci_tech_med/stochastic
Stochastic Dynamic Programming and the Control of Queueing Systems features:
* Path-breaking advances in Markov decision process techniques, brought together for the first time in book form
* A theorem/proof format (proofs may be omittedwithout loss of continuity)
* Development of a unified method for the computation of optimal rules of system operation
* Numerous examples drawn mainly from the control of queueing systems
* Detailed discussions of nine numerical programs
* Helpful chapter-end problems
* Appendices with complete treatment of background material

Transactional Information Systems - Theory, Algorithms, and the Practice of Concurrency Control and Recovery (Hardcover):... Transactional Information Systems - Theory, Algorithms, and the Practice of Concurrency Control and Recovery (Hardcover)
Gerhard Weikum, Gottfried Vossen
R3,300 R2,879 Discovery Miles 28 790 Save R421 (13%) Ships in 12 - 17 working days



"Transactional Information Systems" is the long-awaited, comprehensive work from leading scientists in the transaction processing field. Weikum and Vossen begin with a broad look at the role of transactional technology in today's economic and scientific endeavors, then delve into critical issues faced by all practitioners, presenting today's most effective techniques for controlling concurrent access by multiple clients, recovering from system failures, and coordinating distributed transactions.


The authors emphasize formal models that are easily applied across fields, that promise to remain valid as current technologies evolve, and that lend themselves to generalization and extension in the development of new classes of network-centric, functionally rich applications. This book's purpose and achievement is the presentation of the foundations of transactional systems as well as the practical aspects of the field what will help you meet today's challenges.
* Provides the most advanced coverage of the topic available anywhere--along with the database background required for you to make full use of this material.
* Explores transaction processing both generically as a broadly applicable set of information technology practices and specifically as a group of techniques for meeting the goals of your enterprise.
* Contains information essential to developers of Web-based e-Commerce functionality--and a wide range of more "traditional" applications.
* Details the algorithms underlying core transaction processing functionality.

Comparable Corpora and Computer-assisted Translation (Hardcover): EM Delpech Comparable Corpora and Computer-assisted Translation (Hardcover)
EM Delpech
R3,901 Discovery Miles 39 010 Ships in 12 - 17 working days

Computer-assisted translation (CAT) has always used translation memories, which require the translator to have a corpus of previous translations that the CAT software can use to generate bilingual lexicons. This can be problematic when the translator does not have such a corpus, for instance, when the text belongs to an emerging field. To solve this issue, CAT research has looked into the leveraging of comparable corpora, i.e. a set of texts, in two or more languages, which deal with the same topic but are not translations of one another. This work had two primary objectives. The first is to assess the input of lexicons extracted from comparable corpora in the context of a specialized human translation task. The second objective is to identify bilingual-lexicon-extraction methods which best match the translators' needs, determining the current limits of these techniques and suggesting improvements. The author focuses, in particular, on the identification of fertile translations, the management of multiple morphological structures, and the ranking of candidate translations. The experiments are carried out on two language pairs (English-French and English-German) and on specialized texts dealing with breast cancer. This research puts significant emphasis on applicability - methodological choices are guided by the needs of the final users. This book is organized in two parts: the first part presents the applicative and scientific context of the research, and the second part is given over to efforts to improve compositional translation. The research work presented in this book received the PhD Thesis award 2014 from the French association for natural language processing (ATALA).

Evolutionary Psychology and Digital Games - Digital Hunter-Gatherers (Hardcover): Johannes Breuer, Daniel Pietschmann, Benny... Evolutionary Psychology and Digital Games - Digital Hunter-Gatherers (Hardcover)
Johannes Breuer, Daniel Pietschmann, Benny Liebold, Benjamin P. Lange
R4,071 Discovery Miles 40 710 Ships in 12 - 17 working days

Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers is the first edited volume that systematically applies evolutionary psychology to the study of the use and effects of digital games. The book is divided into four parts: Theories and Methods Emotion and Morality Social Interaction Learning and Motivation These topics reflect the main areas of digital games research as well as some of the basic categories of psychological research. The book is meant as a resource for researchers and graduate students in psychology, anthropology, media studies and communication as well as video game designers who are interested in learning more about the evolutionary roots of player behaviors and experiences.

Deep-Dive Terraform on Azure - Automated Delivery and Deployment of Azure Solutions (Paperback, 1st ed.): Ritesh Modi Deep-Dive Terraform on Azure - Automated Delivery and Deployment of Azure Solutions (Paperback, 1st ed.)
Ritesh Modi
R1,557 R1,253 Discovery Miles 12 530 Save R304 (20%) Ships in 10 - 15 working days

Get started with the foundations of Infrastructure as Code and learn how Terraform can automate the deployment and management of resources on Azure. This book covers all of the software engineering practices related to Terraform and Infrastructure as Code with Azure as a cloud provider. The book starts with an introduction to Infrastructure as Code and covers basic concepts, principles, and tools, followed by an overview of Azure and Terraform that shows you how Terraform can be used to provision and manage Azure resources. You will get started writing multiple Terraform scripts and explore its various concepts. Author Ritesh Modi takes a deep dive into Terraform and teaches you about deployment and multiple resource creation using loops. Writing a reusable script using modules is discussed as well as management and administration of secrets, sensitive data, and passwords within Terraform code. You will learn to store and version Terraform scripts and know how Terraform is used in Azure DevOps pipelines. And you will write unit and integration tests for Terraform and learn its best practices. The book also highlights and walks through the Terraform Azure Provider and shows you a simple way to create a new Terraform provider. After reading this book, you will be able to write quality Terraform scripts that are secure by design, modular, and reusable in Azure. What Will You Learn Understand implementation within infrastructure and application deployments Provision resources in Azure using Terraform Use unit and integration testing Explore concepts such as local vs remote, importing state, workspaces, and backends Who This Book Is For Software engineers, DevOps professionals, and technology architects

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