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Books > Computing & IT > Computer programming > General
Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as 'cultural software' that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its 'circuits of cultural software'. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.
"In this not-too-long and easy-to-read book, author Celia Hodent presents a clear overview of the challenges, demands, and rewards of becoming a user experience professional. If this field interests you, there’s no better place to start than with the volume you now hold in your hand."
In Silico methods to predict toxicity have become increasingly important recently, particularly in light of European legislation such as REACH and the Cosmetics Regulation. They are also being used extensively worldwide e.g. in the USA, Canada, Japan and Australia. In assessing the risk that a chemical may pose to human health or to the environment, focus is now being directed towards exploitation of in silico methods to replace in vivo or in vitro techniques. A prediction of potential toxicity requires several stages: 1) Collation and organisation of data available for the compound, or if this is not available, information for related compounds. 2) An assessment of the quality of the data. 3) Generation of additional information about the compound using computational techniques at various levels of complexity - calculation of physico-chemical properties, 2-D, 3-D / MO descriptors and specific receptor modelling / interaction. 4) Use of an appropriate strategy to predict toxicity - ie a statistically valid method which makes best use of all available information (mechanism of action, activity for related compounds, extrapolation across species and endpoints, likely exposure scenario amounts over time etc). 5) Consideration then needs to be given to how this information is used in the real world ie use of expert systems / tools as relevant to assessors (if sufficiently different to previous) - weight of evidence approaches. 6) Finally evidence should be presented from case studies within this area. No other publication brings together information on all of these areas in one book and this publication is unique in that it provides a logical progression through every one of these key stages and defines the use of computational approaches to predict the environmental toxicity and human health effects of organic chemicals. The volume is aimed at the developers and users of in silico toxicology and provides an analysis of all aspects required for in silico prediction of toxicology, including data collation, quality assessment and computational approaches. The contributions from recognised leaders in each of these areas include evidence of the use and applicability of approaches using real world case studies concerning both environmental and human health effects. The book provides a very useful single source reference for people working in this area including academics, professionals, under- and post-graduate students as well as Governmental Regulatory Scientists involved in chemical risk assessment and REACH.
Understanding Game Scoring explores the unique collaboration between gameplay and composition that defines musical scoring for video games. Using an array of case studies reaching back into the canon of classic video games, this book illuminates the musical flexibility, user interactivity and sound programming that make game scoring so different from traditional modes of composition. Mack Enns explores the collaboration between game scorers and players to produce the final score for a game, through case studies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for Super Mario Bros. (1985) and The Legend of Zelda (1986). This book is recommended reading for students and researchers interested in the composition and production of video game scores, as well as those interested in ludo-musicology.
This book offers a comprehensive and detailed guide to accomplishing and perfecting a photorealistic look in digital content across visual effects, architectural and product visualization, and games. Emmy award-winning VFX supervisor Eran Dinur offers readers a deeper understanding of the complex interplay of light, surfaces, atmospherics, and optical effects, and then discusses techniques to achieve this complexity in the digital realm, covering both 3D and 2D methodologies. In addition, the book features artwork, case studies, and interviews with leading artists in the fields of VFX, visualization, and games. Exploring color, integration, light and surface behaviour, atmospherics, shading, texturing, physically-based rendering, procedural modelling, compositing, matte painting, lens/camera effects, and much more, Dinur offers a compelling, elegant guide to achieving photorealism in digital media and creating imagery that is seamless from real footage. Its broad perspective makes this detailed guide suitable for VFX, visualization and game artists and students, as well as directors, architects, designers, and anyone who strives to achieve convincing, believable visuals in digital media.
This book introduces the reader with little or no previous computer-programming experience to the Python programming language of interest for a physicist or a natural-sciences student. The book starts with basic interactive Python in order to acquire an introductory familiarity with the language, than tackle Python scripts (programs) of increasing complexity, that the reader is invited to run on her/his computer. All program listings are discussed in detail, and the reader is invited to experiment on what happens if some code lines are modified. The reader is introduced to Matplotlib graphics for the generation of figures representing data and function plots and, for instance, field lines. Animated function plots are also considered. A chapter is dedicated to the numerical solution of algebraic and transcendental equations, the basic mathematical principles are discussed and the available Python tools for the solution are presented. A further chapter is dedicated to the numerical solution of ordinary differential equations. This is of vital importance for the physicist, since differential equations are at the base of both classical physics (Newton's equations) and quantum mechanics (Schroedinger's equation). The shooting method for the numerical solution of ordinary differential equations with boundary conditions at two boundaries is also presented. Python programs for the solution of two quantum-mechanics problems are discussed as examples. Two chapters are dedicated to Tkinter graphics, which gives the user more freedom than Matplotlib, and to Tkinter animation. Programs displaying the animation of physical problems involving the solution of ordinary differential equations (for which in most cases there is no algebraic solution) in real time are presented and discussed. Finally, 3D animation is presented with Vpython.
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.
While there are sporadic journal articles on socio-technical networks, there's long been a need for an integrated resource that addresses concrete socio-technical network (STN) design issues from algorithmic and engineering perspectives. Filling this need, Socio-Technical Networks: Science and Engineering Design provides a complete introduction to the fundamentals of one of the hottest research areas across the social sciences, networking, and computer science -- including its definition, historical background, and models. Covering basic STN architecture from a physical/technological perspective, the book considers the system design process in a typical STN, including inputs, processes/actions, and outputs/products. It covers current applications, including transportation networks, energy systems, tele-healthcare, financial networks, and the World Wide Web. A group of STN expert contributors addresses privacy and security topics in the interdependent context of critical infrastructure, which include risk models, trust models, and privacy preserving schemes. * Covers the physical and technological designs in a typical STN * Considers STN applications in popular fields, such as healthcare and the virtual community * Details a method for mapping and measuring complexity, uncertainty, and interactions among STN components The book examines the most important STN models, including graph theory, inferring agent dynamics, decision theory, and information mining. It also explains structural studies, behavioral studies, and agent/actor system studies and policy studies in different STN contexts. Complete with in-depth case studies, this book supplies the practical insight needed to address contemporary STN design issues.
"Social Semantics: The Search for Meaning on the Web"provides a unique introduction to identity and reference theories of the World Wide Web, through the academic lens of philosophy of language and data-driven statistical models. The Semantic Web is a natural evolution of the Web, and this book covers the URL-based Web architecture and Semantic Web in detail. It has a robust empirical side which has an impact on industry. "Social Semantics: The Search for Meaning on the Web" discusses how the largest problem facing the Semantic Web is the problem of identity and reference, and how these are the results of a larger general theory of meaning. This book hypothesizes that statistical semantics can solve these problems, illustrated by case studies ranging from a pioneering study of tagging systems to using the Semantic Web to boost the results of commercial search engines. " " "Social Semantics: The Search for Meaning on the Web"targets practitioners working in the related fields of the semantic web, search engines, information retrieval, philosophers of language and more. Advanced-level students and researchers focusing on computer science will also find this book valuable as a secondary text or reference book."
This book offers the reader a comprehensive view of the design space of wearable computers, cutting across multiple application domains and interaction modalities. Besides providing several examples of wearable technologies, Wearable Interaction illustrates how to create and to assess interactive wearables considering human factors in design decisions related to input entry and output responses. The book also discusses the impacts of form factors and contexts of use in the design of wearable interaction. Miniaturized components, flexible materials, and sewable electronics toolkits exemplify advances in technology that facilitated the design and development of wearable technologies. Despite such advances, creating wearable interfaces that are efficient is still challenging. The new affordances of on-body interfaces require the consideration of new interaction paradigms, so that the design decisions for the user interaction take into account key limitations in the interaction surfaces of wearables concerning input entry, processing power for output responses, and in the time and attention that wearers dedicate to complete their interaction. Under such constraints, creating interfaces with high usability levels is complex. Also, because wearables are worn continuously and in close contact with the human body, on-body interfaces must be carefully designed to neither disturb nor overwhelm wearers. The context of use and the potential of wearable technologies must be both well understood to provide users with relevant information and services using appropriate approaches and without overloading them with notifications. Wearable Interaction explains thoroughly how interactive wearables have been created taking into account the needs of end users as well as the vast potential that wearable technologies offer. Readers from academia, industry or government will learn how wearables can be designed and developed to facilitate human activities and tasks across different sectors.
Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics, physics, and software engineering. This book is a gems-like collection of practical articles in the area of game physics. Each provides hands-on detail that can be used in practical applications. The chapters cover topics such as collision detection, particle-based simulations, constraint solving, and soft-body simulation. An introductory section provides the mathematical foundations and offers some background for the problems inherent in successful physics simulation. The contributors write based on their experience in developing tools and runtime libraries either in game companies or middleware houses that produce physics software for games on PCs and consoles.
Discover all the amazing things you can do with Arduino Arduino is a programmable circuit board that is being used by everyone from scientists, programmers, and hardware hackers to artists, designers, hobbyists, and engineers in order to add interactivity to objects and projects and experiment with programming and electronics. This easy-to-understand book is an ideal place to start if you are interested in learning more about Arduino's vast capabilities. Featuring an array of cool projects, this Arduino beginner guide walks you through every step of each of the featured projects so that you can acquire a clear understanding of the different aspects of the Arduino board.Introduces Arduino basics to provide you with a solid foundation of understanding before you tackle your first projectFeatures a variety of fun projects that show you how to do everything from automating your garden's watering system to constructing a keypad entry system, installing a tweeting cat flap, building a robot car, and much moreProvides an easy, hands-on approach to learning more about electronics, programming, and interaction design for Makers of all ages "Arduino Projects For Dummies" is your guide to turning everyday electronics and plain old projects into incredible innovations.Get Connected To find out more about Brock Craft and his recent Arduino creations, visit www.facebook.com/ArduinoProjectsForDummies
Master Agile Product Owner Behaviors that Lead to Marketplace Winners! Organizations pour vast resources into building new products and services. Yet too many are poorly conceived, don't delight (or even satisfy) customers, and fail in the marketplace. The solution is more effective agile product ownership and product management. This book is an expert guide to the behaviors, stances, and practices of world-class agile product development, reflecting deep in-the-trenches experience from world-renowned experts. Chris Lukassen and Robbin Schuurman introduce powerful tools, ideas, and skills for delivering superior products and services, and for avoiding pitfalls that keep you from seeing what customers really need and want. Learn through a start-to-finish, Scrum-based case study, drawing on concepts the authors created for their breakthrough Scrum.org Professional Scrum Product Owner-Advanced (PSPO-A) training course. This innovative approach has already helped thousands of product owners excel--and it can transform the way you create products. Replace negative product owner behaviors with approaches that lead to excellence Represent customers more empathetically and effectively Connect customers, values, and features more coherently Tell better stories, set clearer goals, and create more valuable roadmaps Innovate business models, run better experiments, and scale products more successfully Make more successful decisions, involve the right people, and rely on better data Become a great agile collaborator, across governance, budgeting, contracting, and beyond Influence customers, users, stakeholders, and teams to improve your overall effectiveness Optimize every organizational role related to product ownership Product owners, managers, and team leads will find this guide indispensable along with Agile/Scrum coaches, consultants, and executives wanting to generate more value from product management across the organization.
Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams.
Your database is the foundation of your application. Many programmers assume it's also the bottleneck of productive software development, but with the right techniques, this doesn't have to be true. SQL Antipatterns illustrates some of the most common misconceptions and pitfalls software developers face using relational databases. This book helps you to use a database to produce the most efficient results, and turn sluggish, inflexible code and thankless late-night hours into high-quality, reliable solutions and a job well done. The SQL database programming language is the core of most software in the world, but if you're like most software developers, you're self-taught in SQL, and you know just enough to get by. As a result, you might design fragile databases that cannot scale as the business grows, write queries that produce incorrect results and not know why, or deploy applications that are vulnerable to hackers. Don't reinvent the wheel to solve problems SQL was designed to solve--this book will teach you new SQL techniques for getting your job done. Whatever platform or programming language you use, whether you're a junior programmer or a Ph.D., SQL Antipatterns will show you how to design and build databases, how to write better database queries, and how to integrate SQL programming with your application like an expert. You'll also learn the best and most current technology for full-text search, how to design code that is resistant to SQL injection attacks, and other techniques for success.
You're part of a new venture, an independent gaming company, and you are about to undertake your first development project. The client wants a serious game, one with instructional goals and assessment metrics. Or you may be in a position to green light such a project yourself, believing that it can advance your organization's mission and goals. This book provides a proven process to take an independent game project from start to finish. In order to build a successful game, you need to wear many hats. There are graphic artists, software engineers, designers, producers, marketers - all take part in the process at various (coordinated) stages, and the end result is hopefully a successful game. Veteran game producers and writers (Iuppa and Borst) cover all of these areas for you, with step by step instructions and checklists to get the work done. The final section of the book offers a series of case studies from REAL indy games that have been developed and launched succesfully, and show exactly how the principles outlined in the book can be applied to real world products. The book's associated author web site offers ancillary materials & references as well as serious game demos and presentations.
Throughout successive generations of information technology, the importance of the performance evaluation of software, computer architectures, and computer networks endures. For example, the performance issues of transaction processing systems and redundant arrays of independent disks replace the virtual memory and input-output problems of the 70s. ATM performance issues supercede those associated with electronic telephony of the 70s. As performance issues evolve with the technologies, so must our approach to evaluation. In System Performance Evaluation: Methodologies and Applications, top academic and industrial experts review the major issues now faced in this arena. In a series of structured, focused chapters, they present the state-of-the-art in performance methodologies and applications. They address developments in analytical modeling and its interaction with detailed analysis of measurement data. They also discuss performance evaluation methodologies for large-scale software systems - in general and in the context of critical applications, such as nuclear reactor control and air transportation systems. With its particular emphasis on network performance for wireless networks, the Internet, and ATM networking, System Performance Evaluation becomes the ideal vehicle for professionals in computer architecture, networking, and software engineering to stay up-to-date and proficient in this essential aspect of information technology.
Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams.
Numerical and Analytical Methods with MATLAB? presents extensive coverage of the MATLAB programming language for engineers. It demonstrates how the built-in functions of MATLAB can be used to solve systems of linear equations, ODEs, roots of transcendental equations, statistical problems, optimization problems, control systems problems, and stress analysis problems. These built-in functions are essentially black boxes to students. By combining MATLAB with basic numerical and analytical techniques, the mystery of what these black boxes might contain is somewhat alleviated. This classroom-tested text first reviews the essentials involved in writing computer programs as well as fundamental aspects of MATLAB. It next explains how matrices can solve problems of linear equations, how to obtain the roots of algebraic and transcendental equations, how to evaluate integrals, and how to solve various ODEs. After exploring the features of Simulink, the book discusses curve fitting, optimization problems, and PDE problems, such as the vibrating string, unsteady heat conduction, and sound waves. The focus then shifts to the solution of engineering problems via iteration procedures, differential equations via Laplace transforms, and stress analysis problems via the finite element method. The final chapter examines control systems theory, including the design of single-input single-output (SISO) systems. Two Courses in One Textbook
Logic is now widely recognized as one of the foundational disciplines of computing, and its applications reach almost every aspect of the subject, from software engineering and hardware to programming languages and AI. The Handbook of Logic in Computer Science is a multi-volume work covering all the major areas of application of logic to theoretical computer science. The handbook comprises six volumes, each containing five or six chapters giving an in-depth overview of one of the major topics in field. It is the result of many years of cooperative effort by some of the most eminent frontline researchers in the field, and will no doubt be the standard reference work in logic and theoretical computer science for years to come. Volume 3: Semantic Structures covers all the fundamental topics of semantics in logic and computation. The extensive chapters are the result of several years of coordinated research, and each have a thematic perspective. Together, they offer the reader the latest in research work, and the book will be indispensable to anyone seriously involved in the subject.
This book is for Visual Basic developers who want to learn how to develop professional web applications with Microsoft's ASP.NET 3.5. The first 4 chapters present a quick-start course that works both for beginners and for experienced web developers who are new to ASP.NET. Then, the next four sections present (1) the skills you need for any business application, (2) the skills you need for database applications, (3) the skills you need for e-commerce applications, and (4) the skills you need for developing code that can be reused in other web applications. Along the way, you will learn about .NET 3.5 enhancements that streamline web development, like the ListView and DataPager controls, LINQ, and AJAX.
In the rapidly-changing world of the Internet and the Web, theory and research struggle to keep up with technological, social, and economic developments. In education in particular, a proliferation of novel practices, applications, and forms -- from bulletin boards to Webcasts, from online educational games to open educational resources -- have come to be addressed under the rubric of Ģe-learning. In response to these phenomena, Re-thinking E-Learning Research introduces a number of research frameworks and methodologies relevant to e-learning. The book outlines methods for the analysis of content, narrative, genre, discourse, hermeneutic-phenomenological investigation, and critical and historical inquiry. It provides examples of pairings of method and subject matter that include narrative research into the adaptation of blogs in a classroom setting; the discursive-psychological analysis of student conversations with artificially intelligent agents; a genre analysis of an online discussion; and a phenomeno-logical study of online mathematics puzzles. Introducing practical applications and spanning a wide range of the possibilities for e-learning, this book will be useful for students, teachers, and researchers in e-learning.
Improving Business Agility with EDA Going beyond SOA, enterprises can gain even greater agility by implementing event-driven architectures (EDAs) that automatically detect and react to significant business events. However, EDA planning and deployment is complex, and even experienced SOA architects and developers need expert guidance. In Event-Driven Architecture, four leading IT innovators present both the theory of EDA and practical, step-by-step guidance to implementing it successfully. The authors first establish a thorough and workable definition of EDA and explore how EDA can help solve many of today's most difficult business and IT challenges. You'll learn how EDAs work, what they can do today, and what they might be able to do as they mature. You'll learn how to determine whether an EDA approach makes sense in your environment and how to overcome the difficult interoperability and integration issues associated with successful deployment. Finally, the authors present chapter-length case studies demonstrating how both full and partial EDA implementations can deliver exceptional business value. Coverage includes How SOA and Web services can power event-driven architectures The role of SOA infrastructure, governance, and security in EDA environments EDA core components: event consumers and producers, message backbones, Web service transport, and more EDA patterns, including simple event processing, event stream processing, and complex event processing Designing flexible stateless events that can respond to unpredictable customers, suppliers, and business partners Addressing technical and business challenges such as project management and communication EDA at work: real-world applications across multiple verticals Hugh Taylor is a social software evangelist for IBM Lotus Software. He coauthored Understanding Enterprise SOA and has written extensively on Web services and SOA. He holds an MBA from Harvard Business School. Angela Yochem is an executive in a multinational technology company and is a recognized thought leader in architecture and large-scale technology management. Les Phillips, VP, enterprise architecture, at SunTrust Banks Inc., is responsible for defining the strategic and business IT foundation for many areas of the enterprise. Frank Martinez, EVP, product strategy, at SOA Software, is a recognized expert on distributed, enterprise application, and infrastructure platforms. He has served as senior operating executive for several venture-backed firms and helped build Intershop Communications into a multibillion-dollar public company. Foreword xi Preface xii Introduction 1 Event-Driven Architecture: A Working Definition 1 The "New" Era of Interoperability Dawns 6 The ETA for Your EDA 9 Endnotes 9 PART I THE THEORY OF EDA Chapter 1 EDA: Opportunities and Obstacles 13 The Vortex 13 EDA: A Working Systemic Definition 14 The (Not So Smooth) Path to EDA 24 Defining Interoperability 26 Drivers of Interoperability 28 Application Integration: A Means to Interoperate 29 Interoperation and Business Process Management 31 Is There a Diet for All This Spaghetti? 35 How Architecture Promotes Integration 37 Management and Governance 39 Chapter Summary 43 Endnote 45 Chapter 2 SOA: The Building Blocks of EDA 47 Making You an Offer You Can't Understand 47 SOA: The Big Picture 48 Defining Service 49 Service-Based Integration 50 Web Services 51 What Is SOA? 59 Loose Coupling in the SOA 60 Chapter Summary 61 Chapter 3 Characteristics of EDA 63 Firing Up the Corporate Neurons 63 Revisiting the Enterprise Nervous System 63 The Ideal EDA 78 BAM--A Related Concept 86 Chapter Summary 87 Endnotes 89 Chapter 4 The Potential of EDA 91 Introduction 91 EDA's Potential in Enterprise Computing 91 EDA and Enterprise Agility 100 EDA and Society's Computing Needs 102 EDA and Compliance 107 Chapter Summary 108 Chapter 5 The SOA-EDA Connection 111 Getting Real 111 Event Services 112 The Service Network 114 Implementing the SOA and Service Network 116 How to Design an SOA 122 The Real "Bottom Line" 134 Chapter Summary 137 PART II EDA IN PRACTICE Chapter 6 Thinking EDA 141 A Novel Mind-Set 141 Reducing Central Control 142 Thinking about EDA Implementation 148 When EDA Is Not the Answer 151 An EDA Product Examined 153 Chapter Summary 157 Endnotes 158 Chapter 7 Case Study: Airline Flight Control 159 Learning Objectives 160 Business Context: Airline Crunch Time 160 The Ideal Airline Flight Control EDA 167 What FEDA Might Look Like in Real Life 176 Program Success 197 Chapter Summary 206 Endnotes 207 Chapter 8 Case Study: Anti-Money Laundering 209 Learning Objectives 210 Cracking a Trillion Dollar, Global Crime Wave 210 IT Aspects of Anti-Money Laundering 216 EDA as a Weapon in the War on Money Laundering 221 Chapter Summary 259 Endnotes 260 Chapter 9 Case Study: Event-Driven Productivity Infrastructure 261 Learning Objectives 262 The Often Inadequate Human Link in the EDA 262 Overview of Productivity Infrastructure 264 The Potential Benefits of EDA-PI Integration 267 ProdCo, an EDA-PI Integration Scenario 273 Chapter Summary 293 Endnotes 294
This book includes a variety of articles which look critically
and judiciously at Google and its products, with a focus on Google
Scholar and Google Book Search. It also examines their usefulness
in a public service context. Its ultimate aim is to assess the use
of Google as a major information resource. Its subject matter deals
with online megasearch engines and their influence on reference
librarianship, the impact of Google on information seeking,
librarianship and the development of book digitization projects in
which Google Book Search plays its part. This book will be of interest to librarians across all
educational sectors, library science scholars and publishers. This book was published as a special issue of the Journal of Library Administration.
This book is designed for use as a primary introduction to Python and can be used as an introductory text or as a resource for professionals in industry. The book has been divided into four sections. The first section deals with the language fundamentals, primarily the procedural part of the language, the second introduces the object-oriented paradigms, the third section deals with data structures, and the last is devoted to advanced topics like handling multi-dimensional arrays using NumPy and visualization using Matplotlib. Regular expressions and multi-threading have been introduced in the appendices. Features: Includes sections dedicated to data structures Offers in-depth treatment of topics such as classes, inheritance, BST, andNumPy Introduces topics like Matplotlib and PIL Contains exercises for practice and a review of essential programming concepts |
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