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Books > Computing & IT > Computer programming > General
Programming languages are often classified according to their paradigms, e.g. imperative, functional, logic, constraint-based, object-oriented, or aspect-oriented. A paradigm characterizes the style, concepts, and methods of the language for describing situations and processes and for solving problems, and each paradigm serves best for programming in particular application areas. Real-world problems, however, are often best implemented by a combination of concepts from different paradigms, because they comprise aspects from several realms, and this combination is more comfortably realized using multiparadigm programming languages. This book deals with the theory and practice of multiparadigm constraint programming languages. The author first elaborates on programming paradigms and languages, constraints, and the merging of programming concepts which yields multiparadigm (constraint) programming languages. In the second part the author inspects two concrete approaches on multiparadigm constraint programming the concurrent constraint functional language CCFL, which combines the functional and the constraint-based paradigms and allows the description of concurrent processes; and a general framework for multiparadigm constraint programming and its implementation, Meta-S. The book is appropriate for researchers and graduate students in the areas of programming and artificial intelligence. "
Domain theory is a rich interdisciplinary area at the intersection of logic, computer science, and mathematics. This volume contains selected papers presented at the International Symposium on Domain Theory which took place in Shanghai in October 1999. Topics of papers range from the encounters between topology and domain theory, sober spaces, Lawson topology, real number computability and continuous functionals to fuzzy modelling, logic programming, and pi-calculi. This book is a valuable reference for researchers and students interested in this rapidly developing area of theoretical computer science.
With Dreamweaver CC, you can go from staring at a blank screen to launching your first website without writing any code and without ever leaving the program! All the tools you need are there. But any program that's so comprehensive is going to be complex. So the trick is mastering what all of the program's windows, panels, toolbars, and web technologies do and then incorporating all that with the design skills that you need to create your own websites. That's where this book comes in. In contrast to other Dreamweaver books, it integrates all of the skills that you need to build inviting, standards-compliant, and accessible websites. And it uses a proven instructional approach that makes all the pieces manageable. So you will learn how to: install and configure Dreamweaver CC; generate the HTML and CSS for a page in a way that's consistent with today's best practices (that includes the use of HTML5 semantics, external style sheets, and CSS3) interpret the generated code so you can tweak it as needed; use JavaScript and jQuery to enhance the user experience with interactive features; use responsive web design to create sites that look great and work right on any device; incorporate video and audio into your web pages without the use of plug-ins; use templates and library items to save time and build consistent web pages; launch your finished sites with a minimum of fuss and more! Along the way, you will get dozens of practical examples and exercises that will solidify your skills and serve as guides as you develop your own sites.
The importance of having ef cient and effective methods for data mining and kn- ledge discovery (DM&KD), to which the present book is devoted, grows every day and numerous such methods have been developed in recent decades. There exists a great variety of different settings for the main problem studied by data mining and knowledge discovery, and it seems that a very popular one is formulated in terms of binary attributes. In this setting, states of nature of the application area under consideration are described by Boolean vectors de ned on some attributes. That is, by data points de ned in the Boolean space of the attributes. It is postulated that there exists a partition of this space into two classes, which should be inferred as patterns on the attributes when only several data points are known, the so-called positive and negative training examples. The main problem in DM&KD is de ned as nding rules for recognizing (cl- sifying) new data points of unknown class, i. e. , deciding which of them are positive and which are negative. In other words, to infer the binary value of one more attribute, called the goal or class attribute. To solve this problem, some methods have been suggested which construct a Boolean function separating the two given sets of positive and negative training data points.
Medical science and practice have undergone fundamental changes in the last 5 years, as large-scale genome projects have resulted in the sequencing of a number of important microbial, plant and animal genomes. This book aims to combine industry standard software engineering and design principles with genomics, bioinformatics and cancer research. Rather than an exercise in learning a programming platform, the text focuses on useful analytical tools for the scientific community.
Unlike other books that focus only on selected specific subjects
this book provides both a broad and rich cross-section of
contemporary approaches to stochastic modeling in finance and
economics; it is decision making oriented. The material ranges from
common tools to solutions of sophisticated system problems and
applications.
Genetic Algorithms: Principles and Perspectives: A Guide to GA Theory is a survey of some important theoretical contributions, many of which have been proposed and developed in the Foundations of Genetic Algorithms series of workshops. However, this theoretical work is still rather fragmented, and the authors believe that it is the right time to provide the field with a systematic presentation of the current state of theory in the form of a set of theoretical perspectives. The authors do this in the interest of providing students and researchers with a balanced foundational survey of some recent research on GAs. The scope of the book includes chapter-length discussions of Basic Principles, Schema Theory, "No Free Lunch," GAs and Markov Processes, Dynamical Systems Model, Statistical Mechanics Approximations, Predicting GA Performance, Landscapes and Test Problems.
Computer graphics, computer-aided design, and computer-aided manufacturing are tools that have become indispensable to a wide array of activities in contemporary society. Euclidean processing provides the basis for these computer-aided design systems although it contains elements that inevitably lead to an inaccurate, non-robust, and complex system. The primary cause of the deficiencies of Euclidean processing is the division operation, which becomes necessary if an n-space problem is to be processed in n-space. The difficulties that accompany the division operation may be avoided if processing is conducted entirely in (n+1)-space. The paradigm attained through the logical extension of this approach, totally four-dimensional processing, is the subject of this book. This book offers a new system of geometric processing techniques that attain accurate, robust, and compact computations, and allow the construction of a systematically structured CAD system.
The problem of robotic and virtual interaction with physical objects has been the subject of research for many years in both the robotic manipulation and haptics communities. Both communities have focused much attention on human touch-based perception and manipulation, modelling contact between real or virtual hands and objects, or mechanism design. However, as a whole, these problems have not yet been addressed from a unified perspective. This edited book is the outcome of a well-attended workshop which brought together leading scholars from various branches of the robotics, virtual-reality, and human studies communities during the 2004 IEEE International Conference on Robotics and Automation. It covers some of the most challenging problems on the forefront of today 's research on physical interaction with real and virtual objects, with special emphasis on modelling contacts between objects, grasp planning algorithms, haptic perception, and advanced design of hands, devices and interfaces.
There has been much recent progress in global optimization algo rithms for nonconvex continuous and discrete problems from both a theoretical and a practical perspective. Convex analysis plays a fun damental role in the analysis and development of global optimization algorithms. This is due essentially to the fact that virtually all noncon vex optimization problems can be described using differences of convex functions and differences of convex sets. A conference on Convex Analysis and Global Optimization was held during June 5 -9, 2000 at Pythagorion, Samos, Greece. The conference was honoring the memory of C. Caratheodory (1873-1950) and was en dorsed by the Mathematical Programming Society (MPS) and by the Society for Industrial and Applied Mathematics (SIAM) Activity Group in Optimization. The conference was sponsored by the European Union (through the EPEAEK program), the Department of Mathematics of the Aegean University and the Center for Applied Optimization of the University of Florida, by the General Secretariat of Research and Tech nology of Greece, by the Ministry of Education of Greece, and several local Greek government agencies and companies. This volume contains a selective collection of refereed papers based on invited and contribut ing talks presented at this conference. The two themes of convexity and global optimization pervade this book. The conference provided a forum for researchers working on different aspects of convexity and global opti mization to present their recent discoveries, and to interact with people working on complementary aspects of mathematical programming."
Game Audio Fundamentals takes the reader on a journey through game audio design: from analog and digital audio basics, to the art and execution of sound effects, soundtracks, and voice production, as well as learning how to make sense of a truly effective soundscape. Presuming no pre-existing knowledge, this accessible guide is accompanied by online resources - including practical examples and incremental DAW exercises - and presents the theory and practice of game audio in detail, and in a format anyone can understand. This is essential reading for any aspiring game audio designer, as well as students and professionals from a range of backgrounds, including music, audio engineering, and game design.
As countless failures in information technology and Web-based systems are caused by an incorrect understanding of knowledge sharing, an increased awareness of modern, fundamental industry concepts becomes crucial to Web and interface developers. Web Engineering Advancements and Trends: Building New Dimensions of Information Technology examines integrated approaches in new dimensions of social and organizational knowledge sharing with emphasis on intelligent and personalized access. A defining collection of field advancements, this publication provides current research, applications, and techniques in testing and validation of Web systems.
Advanced research on the description of distributed systems and on design calculi for software and hardware is presented in this volume. Distinguished researchers give an overview of the latest state of the art.
This book shows in detail how to build enterprise-level secure, redundant, and highly scalable services from scratch on top of the open source Linux operating system, suitable for small companies as well as big universities. The core architecture presented is based on Kerberos, LDAP, AFS, and Samba. Coverage shows how to integrate web, message related, data base and other services with this backbone. This architecture provides a Single-Sign-On solution for different client platforms and can also be employed for clustering. Although it is implemented with Debian GNU/Linux, the content can be applied to other UNIX flavors.
Working with Sound is an exploration of the ever-changing working practices of audio development in the era of hybrid collaboration in the games industry. Through learnings from the pre-pandemic remote and isolated worlds of audio work, sound designers, composers and dialogue designers find themselves equipped uniquely to thrive in the hybrid, remote, and studio-based realms of today's fast-evolving working landscapes. With unique insights into navigating the worlds of isolation and collaboration, this book explores ways of thinking and working in this world, equipping the reader with inspiration to sustainably tackle the many stages of the development process. Working with Sound is an essential guide for professionals working in dynamic audio teams of all sizes, as well as the designers, producers, artists, animators and programmers who collaborate closely with their colleagues working on game audio and sound.
This book takes you through all the basic steps of character design for games and animation, from brainstorming and references through to the development phase and final render. It covers a range of styles such as cartoon, stylized and semi-realistic, and explains how to differentiate between them and use them effectively. Using a step-by-step approach for each stage of the process, this book guides you through the process of creating a new character from scratch. It contains a wealth of design tips and tricks as well as checklists and worksheets for you to use in your own projects. The book covers how to work with briefs, as well as providing advice and practical strategies for working with clients and creating art as a product that can be tailored and sold. This book will be a valuable resource for all junior artists, hobby artists, and art students looking to develop and improve their character development skills for games and animation.
In order to build a successful, Java-based application it is important to have a clear understanding of the principles underlying the various financial models. Those models guide the application designer in choosing the most appropriate Java data structures and implementation strategy. This book describes the principles of model building in financial engineering and explains those models as designs and working implementations for Java-based applications. Throughout the book a series of packaged classes are developed to address a wide range of financial applications. Java methods are designed and implemented based on the most widely used models in financial engineering and investment practice. The classes and methods are explained and designed in a way which allows the financial engineer complete flexibility. The classes can be used as off-the-shelf working solutions or the innovative developer can re-arrange and modify methods to create new products
Multifunction devices combine the essentials of a fax machine,
printer, scanner, and copier into one peripheral for small and home
offices. As the market for this equipment grows, the need for
skilled repair and maintenance increases. Unfortunately the service
documentation supplied by the manufacturers is completely
inadequate making the repair jobs even harder and more expensive.
Marvin Hobbs teaches you how multifunction peripherals work in
theory and in practice with lots of hands-on examples and important
troubleshooting and repair tips you don't want to miss.
Web-based Support Systems (WSS) are an emerging multidisciplinary research area in which one studies the support of human activities with the Web as the common platform, mediumandinterface.TheInternetaffectseveryaspectofourmodernlife. Moving support systems to online is an increasing trend in many research domains. One of the goals of WSS research is to extend the human physical limitation of information processing in the information age. Research on WSS is motivated by the challenges and opportunities arising from the Internet. The availability, accessibility and ?exibility of information as well as the tools to access this information lead to a vast amount of opportunities. H- ever, there are also many challenges we face. For instance, we have to deal with more complex tasks, as there are increasing demands for quality and productivity. WSS research is a natural evolution of the studies on various computerized support systems such as Decision Support Systems (DSS), Computer Aided Design (CAD), and Computer Aided Software Engineering (CASE). The recent advancement of computer and Web technologies make the implementation of more feasible WSS. Nowadays, it is rare to see a system without some type of Web interaction. The research of WSS is classi?ed into four groups. WSS for speci?c domains."
Praise for the previous edition: 'Gives an excellent insight into the main issues of creating a website and offers a good foundation of knowledge.' ? i.net Producing for Web 2.0 is a clear and practical guide to the planning, set up and management of a website in web 2.0. It gives readers an overview of the current technologies available for online communications and shows how to use them for maximum effect when planning a website. Producing for Web 2.0 sets out the practical toolkit needed for web design and content management. It is supported by a regularly updated and comprehensive Companion Website at: www.producingforweb2.com where readers can see examples of programming and demonstrations of concepts discussed in the book, as well as trying things out themselves. Producing for Web 2.0 includes:
This book presents a collection of contributions from related logics to applied paraconsistency. Moreover, all of them are dedicated to Jair Minoro Abe,on the occasion of his sixtieth birthday. He is one of the experts in Paraconsistent Engineering, who developed the so-called annotated logics. The book includes important contributions on foundations and applications of paraconsistent logics in connection with engineering, mathematical logic, philosophical logic, computer science, physics, economics, and biology. It will be of interest to students and researchers, who are working on engineering and logic.
E-Government Website Development: Future Trends and Strategic Models focuses on three foundational aspects of e-government Web sites, namely concepts or theories that influence e-government Web site development, description and analysis of e-government Web site experience from different national perspectives, and possible models that might provide direction for future e-government development. The authors brilliantly incorporate a combination of basic concepts that will guide future development of governmental Web sites, descriptive research about the state of e-government in various parts of the world, and a specific prescription for the future of e-government Web sites into one essential compilation. |
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