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Books > Computing & IT > Computer programming > General
YOUR PRACTICAL, HANDS-ON GUIDE TO WRITING APPLICATIONS USING GO Google announced the Go programming language to the public in 2009, with the version 1.0 release announced in 2012. Since its announcement to the community, and the compatibility promise of the 1.0 release, the Go language has been used to write scalable and high-impact software programs ranging from command-line applications and critical infrastructure tools to large-scale distributed systems. It's speed, simplicity, and reliability make it a perfect choice for developers working in various domains. In Practical Go - Building Scalable Network + Non-Network Applications, you will learn to use the Go programming language to build robust, production-ready software applications. You will learn just enough to building command line tools and applications communicating over HTTP and gRPC. This practical guide will cover: Writing command line applications Writing a HTTP services and clients Writing RPC services and clients using gRPC Writing middleware for network clients and servers Storing data in cloud object stores and SQL databases Testing your applications using idiomatic techniques Adding observability to your applications Managing configuration data from your applications You will learn to implement best practices using hands-on examples written with modern practices in mind. With its focus on using the standard library packages as far as possible, Practical Go will give you a solid foundation for developing large applications using Go leveraging the best of the language's ecosystem.
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.
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.
A uniquely cross-disciplinary and cross-experience book written as an accessible guide for people new to storytelling in games, new to games as a practice, and those eager to develop their existing practices & knowledge around storytelling in games. Offers careful, clear, and practical advice for understanding creative writing, in the context of games, and in discovering and developing your own games writing practice. Focuses on writing, not narrative design, as an area underdeveloped in the context of games storytelling.
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.
Uses a modular structure, oriented to solve several small-sized cybersecurity problems, each workable in about two weeks with a hands-on approach Evolves from the experience of educating students for more than ten years, following the same principle Includes tutorial work that guides students through a development model aiming to stimulate specific education for non-functional requirements implementation Integrates well-known multimedia resources aiming to explain background concepts and to familiarize students with technological tools. Provides many examples generated from actual occurrences, including those generated by European and NATO experiences
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.
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 primary purpose of this book is to present the state-of-the-art of mobile cloud computing and applications with an emphasis on energy-efficiency. The future research directions are also highlighted in this book to enrich the global market-place of mobile cloud computing services facilitating the scientific, industrial, business, and consumer applications. We expect that the book will serve as a reference to a large number of readers including researchers, system architects, practitioners, and graduate-level students. This book focuses on an emerging area that has considerable research interest, momentum, and interest of commercial developers. The target reader of this book are professional developers, under-graduate and post-graduate students, and researchers. As mobile cloud computing, as well as green computing, will have a major impact on the quality of science and society over the next few years, its knowledge will enrich our readers to be at the forefront of the field. This book reports the latest research advances in the area of green mobile cloud computing. The book covers the architecture, services, methods, applications, and future research directions of green mobile cloud computing.
This book explores how gamification techniques are used to leverage users' natural desires for achievement, competition, collaboration, learning and more. Compared to other books on this topic, it gives more than just an introduction and develops the readers understanding through frameworks and models, based on research to make it easier to develop gamified systems. The concept of gamification achieved increased popularity in 2010 when a number of softwares and services started explaining their products as a 'gamification' design. Gamification Mindset explains how game elements and mechanics are important, how video games are learning systems and examines how video game aesthetics are vital in the development of gamification. The book will challenge some common beliefs when it comes to gamifications' abilities to immerse and change the user's intrinsic and extrinsic motivations. Gamification Mindset aims to develop new models in gamification to enable easier gamification scenarios. It is a comprehensive analysis and discussion about gamification and serves as a useful tool, since it acquaints readers with gamification and how to use it, through illustrated practical theoretical models. Academic researchers, students, educators and professional game and gamification designers will find this book invaluable.
This book presents the proceedings of the 12th International Parallel Tools Workshop, held in Stuttgart, Germany, during September 17-18, 2018, and of the 13th International Parallel Tools Workshop, held in Dresden, Germany, during September 2-3, 2019. The workshops are a forum to discuss the latest advances in parallel tools for high-performance computing. High-performance computing plays an increasingly important role for numerical simulation and modeling in academic and industrial research. At the same time, using large-scale parallel systems efficiently is becoming more difficult. A number of tools addressing parallel program development and analysis has emerged from the high-performance computing community over the last decade, and what may have started as a collection of a small helper scripts has now matured into production-grade frameworks. Powerful user interfaces and an extensive body of documentation together create a user-friendly environment for parallel tools.
Brace yourself for a fun challenge: build a photorealistic 3D renderer from scratch! It's easier than you think. In just a couple of weeks, build a ray-tracer that renders beautiful scenes with shadows, reflections, brilliant refraction effects, and subjects composed of various graphics primitives: spheres, cubes, cylinders, triangles, and more. With each chapter, implement another piece of the puzzle and move the renderer that much further forward. Do all of this in whichever language and environment you prefer, and do it entirely test-first, so you know it's correct. Recharge yourself with this project's immense potential for personal exploration, experimentation, and discovery. The renderer is a ray tracer, which means it simulates the physics of light by tracing the path of light rays around your scene. Each exciting chapter presents a bite-sized piece of the puzzle, building on earlier chapters and setting the stage for later ones. Requirements are given in plain English, which you translate into tests and code. When the project is complete, look back and realize you've built an entire system test-first! There's no research necessary -- all the necessary formulas and algorithms are presented and illustrated right here. Dive into intriguing topics from fundamental concepts such as vectors and matrices; to the algorithms that simulate the intersection of light rays with spheres, planes, cubes, cylinders, and triangles; to geometric patterns such as checkers and rings. Lighting and shading effects, such as shadows and reflections, make your scenes come to life, and constructive solid geometry (CSG) enables you to combine your graphics primitives in simple ways to produce complex shapes. Play and experiment as you discover the fun of writing a ray tracer. Accept the challenge today! What You Need: Aside from a computer, operating system, and programming environment, you'll need a way to display PPM image files. On Windows, programs like Photoshop will work, or free programs like IrfanView. On Mac, no special software is needed, as Preview can open PPM files
The present book is the outcome of efforts to introduce topological connectedness as one of the basic tools for the study of necessary conditions for an extremum. Apparently this monograph is the first book in the theory of maxima and minima where topological connectedness is used so widely for this purpose. Its application permits us to obtain new results in this sphere and to consider the classical results from a nonstandard point of view. Regarding the style of the present book it should be remarked that it is comparatively elementary. The author has made constant efforts to make the book as self-contained as possible. Certainly, familiarity with the basic facts of topology, functional analysis, and the theory of optimization is assumed. The book is written for applied mathematicians and graduate students interested in the theory of optimization and its applications. We present the synthesis of the well known Dybovitskii'-Milyutin ap proach for the study of necessary conditions for an extremum, based on functional analysis, and topological methods. This synthesis allows us to show that in some cases we have the following important result: if the Euler equation has no non trivial solution at a point of an extremum, then some inclusion is valid for the functionals belonging to the dual space. This general result is obtained for an optimization problem considered in a lin ear topological space. We also show an application of our result to some problems of nonlinear programming and optimal control."
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.
A First Course in Aerial Robots and Drones provides an accessible and student friendly introduction to aerial robots and drones. Drones figure prominently as opportunities for students to learn various aspects of aerospace engineering and design. Drones offer an enticing entry point for STEM studies. As the use of drones in STEM studies grows, there is an emerging generation of drone pilots who are not just good at flying, but experts in specific niches, such as mapping or thermography. Key Features: Focuses on algorithms that are currently used to solve diverse problems. Enables students to solve problems and improve their science skills. Introduces difficult concepts with simple, accessible examples. Suitable for undergraduate students, this textbook provides students and other readers with methods for solving problems and improving their science skills.
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.
This volume contains refereed papers based on the lectures presented at the XIV International Conference on Mathematical Programming held at Matrahaza, Hungary, between 27-31 March 1999. This conference was organized by the Laboratory of Operations Research and Deci sion Systems at the Computer and Automation Institute, Hungarian Academy of Sciences. The editors hope this volume will contribute to the theory and applications of mathematical programming. As a tradition of these events, the main purpose of the confer ence was to review and discuss recent advances and promising research trends concerning theory, algorithms and applications in different fields of Optimization Theory and related areas such as Convex Analysis, Complementarity Systems and Variational Inequalities. The conference is traditionally held in the Matra Mountains, and housed by the resort house of the Hungarian Academy of Sciences. This was the 14th event of the long lasting series of conferences started in 1973. The organizers wish to express their thanks to the authors for their contributions in this volume, and the anonymous referees for their valu able comments. Special thanks are directed to our sponsors, the Hun garian Academy of Sciences, the National Committee for Technological Development, the Hungarian National Science Foundation, and last but not least, the Hungarian Operational Research Society. We would like to thank John Martindale from Kluwer Academic Publishers for helping us produce this volume, Eva Nora Nagy for cor rections and proof-readings, and Peter Dombi for his excellent work on typesetting and editing the manuscript."
"Foundations of AOP for J2EE Development" covers a relatively new programming paradigm: aspect-oriented programming, or AOP. Presented are the core concepts of AOP: AspectJ 5, JBoss AOP, Spring AOP, and JAC. Specific features of these tools are compared. The book also explores the potential uses of AOP in everyday programming life, such as design patterns implementation, program testing, and application management. In the latter part of the book, the authors show how AOP can ease the task of J2EE application development. (J2EE is known for being a rich and somewhat complicated framework.)
The second generation of cloud computing systems, known as domain-specific clouds, are emerging based on application-specific processors and serverless computing paradigm. As multimedia streaming services are increasingly growing in popularity and diversity, this book is authored to introduce "multimedia clouds" as a domain-specific cloud that operates in the intersection of cloud computing technologies and digital media streaming. The book concentrates on the architectural aspects of multimedia clouds and describes development of high-level abstractions that will mitigate the burden of programmers, cloud architects, and system administrators. Multimedia clouds not only democratize multimedia streaming and add flexibility to the streaming services, they also help stream providers to offer robust and reliable streaming services in a cost- and energy-efficient manner.
The aim of this book is to bridge the gap between standard textbook models and a range of models where the dynamic structure of the data manifests itself fully. The common denominator of such models is stochastic processes. The authors show how counting processes, martingales, and stochastic integrals fit very nicely with censored data. Beginning with standard analyses such as Kaplan-Meier plots and Cox regression, the presentation progresses to the additive hazard model and recurrent event data. Stochastic processes are also used as natural models for individual frailty; they allow sensible interpretations of a number of surprising artifacts seen in population data. The stochastic process framework is naturally connected to causality. The authors show how dynamic path analyses can incorporate many modern causality ideas in a framework that takes the time aspect seriously. To make the material accessible to the reader, a large number of practical examples, mainly from medicine, are developed in detail. Stochastic processes are introduced in an intuitive and non-technical manner. The book is aimed at investigators who use event history methods and want a better understanding of the statistical concepts. It is suitable as a textbook for graduate courses in statistics and biostatistics.
An unacknowledged, global phenomenon in the sphere of computer applications, digital sport, plays an enormous part in training and performance enhancement. Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies is the first book to provide an overview of the increasing level of digitization in sport including areas of gaming and athlete training. A cutting-edge reference source within its field, this book discusses sport consumers and the playing of computer games drawing from academicians and practitioners from varied disciplines and approaches.
Transportation problems belong to the domains mathematical program ming and operations research. Transportation models are widely applied in various fields. Numerous concrete problems (for example, assignment and distribution problems, maximum-flow problem, etc. ) are formulated as trans portation problems. Some efficient methods have been developed for solving transportation problems of various types. This monograph is devoted to transportation problems with minimax cri teria. The classical (linear) transportation problem was posed several decades ago. In this problem, supply and demand points are given, and it is required to minimize the transportation cost. This statement paved the way for numerous extensions and generalizations. In contrast to the original statement of the problem, we consider a min imax rather than a minimum criterion. In particular, a matrix with the minimal largest element is sought in the class of nonnegative matrices with given sums of row and column elements. In this case, the idea behind the minimax criterion can be interpreted as follows. Suppose that the shipment time from a supply point to a demand point is proportional to the amount to be shipped. Then, the minimax is the minimal time required to transport the total amount. It is a common situation that the decision maker does not know the tariff coefficients. In other situations, they do not have any meaning at all, and neither do nonlinear tariff objective functions. In such cases, the minimax interpretation leads to an effective solution."
This hands-on textbook/reference presents an introduction to the fundamental aspects of modelling and simulation, both for those wishing to learn about this methodology and also for those who have a need to apply it in their work. The text is supported by illustrative examples, drawn from projects formulated within the domains of discrete-event dynamic systems (DEDS) and continuous-time dynamic systems (CTDS). This updated new edition has been enhanced with new illustrative case studies, and additional examples demonstrating some new features and the effectiveness of the ABCmod conceptual modelling framework. Changes that facilitate the development of simulation models with ABSmod/J are illustrated. New material includes a presentation of the experimentation strategy called "design of experiments" and three new chapters that explore the optimization-simulation interface. Topics and features: presents a goal-based and project-oriented perspective of modelling and simulation; describes the ABCmod framework, an activity-based conceptual modelling framework for DEDS; examines the simulation-optimization interface in both the CTDS and DEDS domains; provides numerous illustrative examples, case studies and useful algorithms, as well as exercises and projects at the end of most chapters; includes appendices on probability and statistics, the GPSS programming environment, and relevant MATLAB features; provides supplementary software and teaching support material at an associated website, including lecture slides and a methodology for organizing student projects. Serving as an essential guide to the foundations of modelling and simulation, this practical primer is ideal for senior undergraduate and junior graduate-level students. Also suitable for self-study, the book will be of great benefit to professionals seeking insight into the vast potential of this rapidly evolving problem-solving paradigm. |
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