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Books > Computing & IT > Computer programming > General
The authors develop a malware fingerprinting framework to cover accurate android malware detection and family attribution in this book. The authors emphasize the following: (1) the scalability over a large malware corpus; (2) the resiliency to common obfuscation techniques; (3) the portability over different platforms and architectures. First, the authors propose an approximate fingerprinting technique for android packaging that captures the underlying static structure of the android applications in the context of bulk and offline detection at the app-market level. This book proposes a malware clustering framework to perform malware clustering by building and partitioning the similarity network of malicious applications on top of this fingerprinting technique. Second, the authors propose an approximate fingerprinting technique that leverages dynamic analysis and natural language processing techniques to generate Android malware behavior reports. Based on this fingerprinting technique, the authors propose a portable malware detection framework employing machine learning classification. Third, the authors design an automatic framework to produce intelligence about the underlying malicious cyber-infrastructures of Android malware. The authors then leverage graph analysis techniques to generate relevant intelligence to identify the threat effects of malicious Internet activity associated with android malware. The authors elaborate on an effective android malware detection system, in the online detection context at the mobile device level. It is suitable for deployment on mobile devices, using machine learning classification on method call sequences. Also, it is resilient to common code obfuscation techniques and adaptive to operating systems and malware change overtime, using natural language processing and deep learning techniques. Researchers working in mobile and network security, machine learning and pattern recognition will find this book useful as a reference. Advanced-level students studying computer science within these topic areas will purchase this book as well.
A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are essays examining topics such as preservation, augmented, mixed and virtual reality, eSports, disability, diversity, and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.
This book presents the development of a gaming quality model to predict the gaming Quality of Experience (QoE) of players that could be used for planning the network service or quality monitoring of cloud gaming services. The author presents a model that is developed following a modular structure approach that keeps the different types of impairments separately. The book shows how such a modular structure allows developing a sustainable model as each component can be updated by advances in that specific research area or technology. The presented gaming quality model takes into account two modules of video quality and input quality. The latter considers the interactivity aspects of gaming. The video quality module offers a series of models that differ depending on the level of access to the video stream information, allowing high flexibility for service providers regarding the positions of measuring points within their system. In summary, the present book focuses on (1) creation of multiple image/video and cloud gaming quality datasets, (2) development of a gaming video classification, and (3) development of a series of gaming QoE models to predict the gaming QoE depending on the level of access to the video stream information.
This book presents a comprehensive guide to the design of playing robots and the related play experiences. Play is a natural activity for building and improving abilities, and it reveals important particularly for persons with disabilities. Many social, physical and cultural factors may hinder children with disabilities from fully enjoying play as their peers. Autonomous robots with specific characteristics can enhance the ludic experience, having implications for the character of the play and presenting opportunities related to autonomy and physical movement, the very nature of robots. Their introduction into play thus provides everybody, and in particular persons with disabilities, new possibilities for developing abilities, improving general status, participating in social contexts, as well as supporting professionals in monitoring progress. This book presents a framework for the design of playful activities with robots, developed over 20 years' experience at AIRLab - POLIMI. Part 1 introduces the play concepts and characteristics, and research results about play of children with different kinds of impairments. Part 2 focuses on implementing robots able to play. The design of playful activities is discussed, as well as the necessary characteristics for them to be useful in both general play and activities involving disability-related limitations. In Part 3, the defined framework is used to analyze possibilities involving robots available on the toy market, robots developed at research labs, and robots to be developed in the next future. The aim of the book is to give developers, caregivers, and users a set of methodological tools for selecting, exploring, and designing inclusive play activities where robots play a central role.
This book is for C# 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'll learn about .NET 3.5 enhancements that streamline web development, like the ListView and DataPager controls, LINQ, and AJAX.
An abundance of unique, interesting examples, use of the Unified Modeling Language throughout, and the newest Java 1.5 features characterize this text. Drake provides a concise and engaging introduction to Java and object-oriented programming, assuming familiarity with the basic control structures of Java or C and only a pre-calculus level of mathematics.
Python (R) is a free open-source language and environment that has tremendous potential in the scientific computing domain. Computing with Python presents the programming language in tight connection with mathematical applications. The approach of the book is concept based rather than a systematic introduction to the language. It is written for a mathematical readership and is aimed at students with a mathematical background.
This book uses automotive embedded systems as an example to introduce functional safety assurance and safety-aware cost optimization. The book explores functional safety assurance from the perspectives of verification, enhancement, and validation. The functional safety assurance methods implement a safe and efficient assurance system that integrates safety verification, enhancement, and validation. The assurance methods offered in this book could provide a reasonable and scientific theoretical basis for the subsequent formulation of automotive functional safety standards. The safety-aware cost optimization methods divide cost types according to the essential differences of various costs in system design and establish reasonable models based on different costs. The cost optimization methods provided in this book could give appropriate cost optimization solutions for the cost-sensitive automotive industry, thereby achieving effective cost management and control. Functional safety assurance methods and safety-aware cost optimization support each other and jointly build the architecture of functional safety design methodologies for automotive embedded systems. The work aspires to provide a relevant reference for students, researchers, engineers, and professionals working in this area or those interested in hardware cost optimization and development cost optimization design methods based on ensuring functional safety in general.
Inspired by the success of their best-selling introductory programming text, Java Software Solutions, authors Lewis, DePasquale, and Chase now release Java Foundations, Third Edition. This text is a comprehensive resource for instructors who want a two-or three-semester introduction to programming textbook that includes detail on data structures topics. Java Foundations introduces a Software Methodology early on and revisits it throughout to ensure students develop sound program development skills from the beginning. Control structures are covered before writing classes, providing a solid foundation of fundamental concepts and sophisticated topics.
Intended for use in a beginning web design or web development course The Basics of Web Design: HTML5 & CSS3, 2e takes a unique approach to prepare students to design web pages that work today in addition to being ready to take advantage of HTML5 coding techniques of the future. The text covers the basic concepts that web designers need to develop their skills: * Introductory Internet and Web concepts * Creating web pages with HTML5 * Configuring text, color, and page layout with Cascading Style Sheets * Configuring images and multimedia on web pages * Web design best practices * Accessibility, usability, and search engine optimization considerations * Obtaining a domain name and web host * Publishing to the Web Teaching and Learning Experience To provide a better teaching and learning experience, for both instructors and students, this program will: *Apply Theory and/or Research: A well-rounded foundation of hard and soft skills will help students as they pursue careers as web professionals. *Engage Students: Hands-on practice exercises and a running case study offer real-world perspective, and keep students interested in the material. *Support Instructors and Students: Student files for web page Hands-on Practice exercises and the case study are available on the companion website.
In Starting Out with Python(r), Second Edition Tony Gaddis' evenly-paced, accessible coverage introduces students to the basics of programming and prepares them to transition into more complicated languages. Python, an easy-to-learn and increasingly popular object-oriented language, allows readers to become comfortable with the fundamentals of programming without the troublesome syntax that can be challenging for novices. With the knowledge acquired using Python, students gain confidence in their skills and learn to recognize the logic behind developing high-quality programs. Starting Out with Python discusses control structures, functions, arrays, and pointers before objects and classes. As with all Gaddis texts, clear and easy-to-read code listings, concise and practical real-world examples, detail-oriented explanations, and an abundance of exercises appear in every chapter. This text is intended for a one-semester introductory programming course for students with limited programming experience.
This book is focused on addressing the designs of FinFET-based analog ICs for 5G and E-band communication networks. In addition, it also incorporates some of the contemporary developments over different fields. It highlights the latest advances, problems and challenges and presents the latest research results in the field of mm-wave integrated circuits designing based on scientific literature and its practical realization. The traditional approaches are excluded in this book. The authors cover various design guidelines to be taken care for while designing these circuits and detrimental scaling effects on the same. Moreover, Gallium Nitrides (GaN) are also reported to show huge potentials for the power amplifier designing required in 5G communication network. Subsequently, to enhance the readability of this book, the authors also include real-time problems in RFIC designing, case studies from experimental results, and clearly demarking design guidelines for the 5G communication ICs designing. This book incorporates the most recent FinFET architecture for the analog IC designing and the scaling effects along with the GaN technology as well.
The book is basically written with a view to project Computer Numerical Control Programming (CNC) Programming for machines. This book shows how to write, read and understand such programs for modernizating manufacturing machines. It includes topics such as different programming codes as well as different CNC machines such as drilling and milling.
The book covers a wide range of wireless communication and network technologies, and will help readers understand the role of wireless technologies in applications touching on various spheres of human life, e.g. healthcare, agriculture, building smart cities, forecasting and the manufacturing industry. The book begins by discussing advances in wireless communication, including emerging trends and research directions for network technologies. It also highlights the importance of and need to actively develop these technologies. In turn, the book addresses different algorithms and methodologies which could be beneficial in implementing 5G Mobile Communication, Vehicular Ad-hoc Networks (VANET), Reliable Cooperative Networks, Delay Tolerant Networks (DTN) and many more contexts related to advanced communications. It then addresses the prominence of wireless communication in connection with the Internet of Things (IoT), Mobile Opportunistic Networks and Cognitive Radio Networks (CRN). Lastly, it presents the new horizons in architecture and building protocols for Li-Fi (Light-Fidelity) and Wearable Sensor Technology.
In The Art and Science of Java, Stanford professor and well-known leader in CS Education Eric Roberts emphasizes the student-friendly exposition that led to the success of The Art and Science of C. By following the recommendations of the Association of Computing Machinery's Java Task Force, this first edition text adopts a modern objects-first approach that introduces students to useful hierarchies from the very beginning. Packages are translated into a minimally complex collection of pedagogical resources that make it easier to teach Java while retaining the language's industrial strength.
This book explores how virtual place-based learning and research has been interpreted and incorporated into learning environments both within and across disciplinary perspectives. Contributing authors highlight the ways in which they have employed a variety of methodologies to engage students in the virtual exploration of place. In the process, they focus on the approaches they have used to bring the real world closer through virtual exploration. Chapters examine how the resources of the urban environment have been tapped to design student research projects within the context of an interdisciplinary course. In this way, authors highlight how virtual place-based learning has employed the tools of mapping and data visualization, information literacy, game design, digital storytelling, and the creation of non-fiction VR documentaries. This book makes a valuable contribution to the literature, offering a model of how the study of place can be employed in creative ways to enhance interdisciplinary learning.
Get to the forefront of server-side JavaScript programming by writing compact, robust, fast, networked Node applications that scale. Ready to take JavaScript beyond the browser, explore dynamic languages features and embrace evented programming? Explore the fun, growing repository of Node modules provided by npm. Work with multiple protocols, load-balanced RESTful web services, express, 0MQ, Redis, CouchDB, and more. Develop production-grade Node applications fast. JavaScript is the backbone of the modern web, powering nearly every web app's user interface. Node.js is JavaScript for the server. This book shows you how to develop small, fast, low-profile, useful, networked applications. You'll write asynchronous, non-blocking code using Node's style and patterns. You'll cluster and load balance your services with Node core features and third-party tools. You'll work with many protocols, creating RESTful web services, TCP socket clients and servers, and more. This short book packs a hefty dose of Node.js. You'll test your code's functionality and performance under load. You'll learn important aspects of Node development--from its architecture and core, to its ecosystem of third-party modules. You'll discover how Node pairs a server-side event loop with a JavaScript runtime to produce screaming fast, non-blocking concurrency. Through a series of practical programming domains, you'll use the latest available ECMAScript Harmony features and harness key Node classes such as EventEmitter and Stream. Throughout the book, you'll develop real programs that are small, fast, low-profile, and useful. Get ready to join a smart community that's rapidly advancing the state of the art in web development. What You Need: Latest stable release of Node.js, this book was written with 0.12.x in mind. The 0MQ (ZeroMQ) library, version 3.2 or higher.
In this book we develop powerful techniques based on formal methods for the verification of correctness, consistency and safety properties related to dynamic reconfiguration and communication in complex distributed systems. In particular, static analysis techniques based on types and type systems are an adequate methodology considering their success in guaranteeing not only basic safety properties, but also more sophisticated ones like deadlock or lock freedom in concurrent settings.The main contributions of this book are twofold. i) We design a type system for a concurrent object-oriented calculus to statically ensure consistency of dynamic reconfigurations. ii) We define an encoding of the session pi-calculus, which models communication in distributed systems, into the standard typed pi-calculus. We use this encoding to derive properties like type safety and progress in the session pi-calculus by exploiting the corresponding properties in the standard typed pi-calculus.
If you have an interest in agility but you're not working specifically in IT, this book is for you. It shows how agile principles can be adapted and applied in almost any sector to manage projects more effectively. It explains what agility looks like for ALL aspects of the management of projects - from leadership, roles and responsibilities through planning, implementation, change control, risk management and more. Whether you're a new or seasoned project professional, or an executive or senior manager seeking to generate value by bringing agility beyond the IT department, Adrian Pyne shows you how an organization can become agile for projects, and what that journey looks like. Based on over 30 years' experience and drawing on case studies from multiple sectors, this is the essential guide to managing projects more effectively at a time when agility and sustainability matter more than ever. A project professional for over 30 years, Adrian Pyne has led change in 11 industries and in the public sector, in the UK and abroad. The author of books on programme management and agile governance and assurance, he has contributed to the evolution of programme, portfolio and PMO standards and is a regular speaker, visiting lecturer, blogger and researcher.
This book argues that videogames address contemporary, middle-class anxieties about poverty in the United States. The early chapters consider gaming as a modern form of slumming and explore the ways in which titles like The Elder Scrolls V: Skyrim and World of Warcraft thematize poverty. The argument turns to the field of literary studies to identify analytical frameworks for addressing and understanding these themes. Throughout, the book considers how the academic area of inquiry known as game studies has developed over time, and makes use of such scholarship to present, frame, and value its major claims and findings. In its conclusion, the book models how poverty themes might be identified and associated for the purpose of gaining greater insights into how games can shape, and also be shaped by, the player's economic expectations.
The last decade has witnessed the rise of big data in game development as the increasing proliferation of Internet-enabled gaming devices has made it easier than ever before to collect large amounts of player-related data. At the same time, the emergence of new business models and the diversification of the player base have exposed a broader potential audience, which attaches great importance to being able to tailor game experiences to a wide range of preferences and skill levels. This, in turn, has led to a growing interest in data mining techniques, as they offer new opportunities for deriving actionable insights to inform game design, to ensure customer satisfaction, to maximize revenues, and to drive technical innovation. By now, data mining and analytics have become vital components of game development. The amount of work being done in this area nowadays makes this an ideal time to put together a book on this subject. Data Analytics Applications in Gaming and Entertainment seeks to provide a cross section of current data analytics applications in game production. It is intended as a companion for practitioners, academic researchers, and students seeking knowledge on the latest practices in game data mining. The chapters have been chosen in such a way as to cover a wide range of topics and to provide readers with a glimpse at the variety of applications of data mining in gaming. A total of 25 authors from industry and academia have contributed 12 chapters covering topics such as player profiling, approaches for analyzing player communities and their social structures, matchmaking, churn prediction and customer lifetime value estimation, communication of analytical results, and visual approaches to game analytics. This book's perspectives and concepts will spark heightened interest in game analytics and foment innovative ideas that will advance the exciting field of online gaming and entertainment.
The study of the genetic basis for evolution has flourished in this century, as well as our understanding of the evolvability and programmability of biological systems. Genetic algorithms meanwhile grew out of the realization that a computer program could use the biologically-inspired processes of mutation, recombination, and selection to solve hard optimization problems. Genetic and evolutionary programming provide further approaches to a wide variety of computational problems. A synthesis of these experiences reveals fundamental insights into both the computational nature of biological evolution and processes of importance to computer science. Topics include biological models of nucleic acid information processing and genome evolution; molecules, cells, and metabolic circuits that compute logical relationships; the origin and evolution of the genetic code; and the interface with genetic algorithms and genetic and evolutionary programming.
Making a great board game and pitching it to publishers are two completely different things. If you've got a game that you want to share with the world but don't know what to do next, this book will help you navigate through exactly what steps to take. You'll discover: How to find the right publisher Exactly what publishers are looking for How to create a sell sheet that will actually sell your game How to negotiate the best deal and get paid more for your game What to look out for in contracts to make sure you don't get exploited You'll learn from Joe's experiences as a full-time board game designer and instructor, along with tips and stories from a dozen other published designers, plus the exact things that publishers want. Direct from 16 established publishers.
This new edition of the book covers Tailwind 3.0, which changes the way Tailwind generates its CSS. Tailwind 3.0 has a large number of new features powered by the new system, including the ability to use arbitrary values with most Tailwind class patterns, and a new syntax for combining color and opacity in a single class. This book also covers the new standalone command-line tools for Tailwind. With CSS, you can do amazing things to the basic text and images on your website, and with just a little bit of client-side code to add and remove CSS classes, you can do exponentially more. In the latest edition of this book, you'll learn how to use Tailwind 3.0 and the new way it generates CSS. You'll code your way through Tailwind's newest features, including the ability to use arbitrary values with most Tailwind class patterns and a new syntax for combining color and opacity in a single class. You'll even dive into the new standalone command-line tools for Tailwind. The Tailwind setup is extremely explicit and makes it possible to understand the display just by looking at the HTML markup. Start by designing the typographic details of the individual elements, then placing and manipulating those elements in "the box" using a flexbox or grid design. Finally, move those elements around the page with helpful small animations and transitions. With Tailwind, it's easy to prototype, iterate, and customize your display, use prefixes to specify behavior, change defaults, add new behavior, and integrate with legacy CSS. Use Tailwind to make extraordinary web designs without extraordinary effort. What You Need: This book is about Tailwind 3.0. You should have a basic knowledge of CSS and HTML.
To keep doing what you love, you need to maintain your own systems, not just the ones you write code for. Regular exercise and proper nutrition help you learn, remember, concentrate, and be creative--skills critical to doing your job well. Learn how to change your work habits, master exercises that make working at a computer more comfortable, and develop a plan to keep fit, healthy, and sharp for years to come. Small changes to your habits can improve your health--without getting in the way of your work. The Healthy Programmer gives you a daily plan of action that's incremental and iterative just like the software development processes you're used to. Every tip, trick, and best practice is backed up by the advice of doctors, scientists, therapists, nutritionists, and numerous fitness experts. We'll review the latest scientific research to understand how being healthy is good for your body and mind. You'll start by adding a small amount of simple activity to your day--no trips to the gym needed. You'll learn how to mitigate back pain, carpal tunnel syndrome, headaches, and many other common sources of pain. You'll also learn how to refactor your diet to properly fuel your body without gaining weight or feeling hungry. Then, you'll turn the exercises and activities into a pragmatic workout methodology that doesn't interfere with the demands of your job and may actually improve your cognitive skills. You'll also learn the secrets of prominent figures in the software community who turned their health around by making diet and exercise changes. Throughout, you'll track your progress with a "companion iPhone app":https://itunes.apple.com/us/app/the-healthy-programmer/id576258650. Finally, you'll learn how to make your healthy lifestyle pragmatic, attainable, and fun. If you're going to live well, you should enjoy it. Disclaimer This book is intended only as an informative guide for those wishing to know more about health issues. In no way is this book intended to replace, countermand, or conflict with the advice given to you by your own healthcare provider including Physician, Nurse Practitioner, Physician Assistant, Registered Dietician, and other licensed professionals. Keep in mind that results vary from person to person. This book is not intended as a substitute for medical or nutritional advice from a healthcare provider or dietician. Some people have a medical history and/or condition and/or nutritional requirements that warrant individualized recommendations and, in some cases, medications and healthcare surveillance. Do not start, stop, or change medication and dietary recommendations without professional medical and/or Registered Dietician advice. A healthcare provider should be consulted if you are on medication or if there are any symptoms that may require diagnosis or medical attention. Do not change your diet if you are ill, or on medication except under the supervision of a healthcare provider. Neither this, nor any other book or discussion forum is intended to take the place of personalized medical care of treatment provided by your healthcare provider. This book was current as of January, 2013 and as new information becomes available through research, experience, or changes to product contents, some of the data in this book may become invalid. You should seek the most up to date information on your medical care and treatment from your health care professional. The ultimate decision concerning care should be made between you and your healthcare provider. Information in this book is general and is offered with no guarantees on the part of the author, editor or The Pragmatic Programmers, LLC. The author, editors and publisher disclaim all liability in connection with the use of this book. |
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