![]() |
Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
||
|
Books > Computing & IT > Computer programming > General
Updated for Access 2016 and based on the bestselling editions from previous versions, Microsoft Access 2016 Programming by Example with VBA, XML and ASP is a practical how-to book on Access programming, suitable for readers already proficient with the Access user interface (UI). If you are looking to automate Access routine tasks, this book will progressively introduce you to programming concepts via numerous illustrated hands-on exercises. More advanced topics are demonstrated via custom projects. Includes a comprehensive disc with source code, supplemental files, and color screen captures (Also available from the publisher for download by writing to [email protected]). With concise and straightforward explanations, you learn how to write and test your programming code with the built-in Visual Basic Editor; understand and use common VBA programming structures such as conditions, loops, arrays, and collections; code a ""message box""; reprogram characteristics of a database; and use various techniques to query and manipulate your Access .mdb and .accdb databases. The book shows you how you can build database solutions with Data Access Objects (DAO) and ActiveX Data Objects (ADO); define database objects and manage database security with SQL; enhance and alter the way users interact with database applications with Ribbon customizations and event programming in forms and reports. You also learn how to program Microsoft Access databases for Internet access with Active Server Pages (Classic ASP), HTML, and XML. Features: Contains over thirty chapters loaded with illustrated hands-on exercises and projects that guide you through the VBA programming language. Each example tells you exactly where to enter code and how to test it and then run it. Includes a comprehensive disc with source code, supplemental files, and color screen captures (Also available from the publisher for download by writing to [email protected]). Explains how to store data for further manipulation in variables, arrays, and collections while teaching you to write both simple and complex VBA programming routines and functions. Teaches you how to programmatically create and access database tables and fields. Shows you how to insert, update, and delete data via programming code using various data access techniques. Gets you proficient creating and running simple and parameterized queries against your Access databases. Gets you comfortable using external data sources with Access (Excel, Word, flat files, XML, and SQL Server). Teaches you how to take control of your forms and reports by writing programming code known as event procedures. Shows you how to use various types of macros and templates. Takes your programming skills to the Web by introducing you to dynamic XML and Classic ASP pages. On the disc: (Also available from the publisher for download by writing to [email protected]). All source code and supplemental files for the Hands-On exercises and custom projects All images from the text (including 4-color screenshots)
a collection of interviews from renowned author, David L. Craddock
This book will be a key contribution to both Gothic and digital game scholarship as it argues for close proximity between Gothic culture and the videogame medium itself This book explores the many ways Gothic literature and media have informed videogame design The book moves beyond the study of generic influences of horror on digital gaming, and focuses in on the Gothic, a less visceral mode tending towards the unsettling, the uncertain and the uncanny The book will have resonance with scholars and students in both Gothic and digital game scholarship, as well as those interested in Gothic novels, media and popular culture, digital games and interactive fiction
This book explores the impact of a video game's degree of realism or fictionality on its linguistic dimensions, investigating the challenges and strategies for translating realia and irrealia, the interface of the real world and the game world where culture-specificity manifests itself. The volume outlines the key elements in the translation of video games, such as textual non-linearity, multitextuality, and playability, and introduces the theoretical framework used to determine a game's respective degree of realism or fictionality. Pettini applies an interdisciplinary approach drawing on video game research and Descriptive Translation Studies to the linguistic and translational analysis of in-game dialogs in English-Italian and English-Spanish language pairs from a corpus of three war video games. This approach allows for an in-depth look at the localization challenges posed by the varying degree of realism and fictionality across video games and the different strategies translators employ in response to these challenges. A final chapter offers a comparative analysis of the three games and subsequently avenues for further research on the role of culture-specificity in game localization. This book is key reading for students and scholars interested in game localization, audiovisual translation studies, and video game research.
This book presents different approaches on multi-modality imaging with a focus on biomedical applications. Medical imaging can be divided into two categories: functional (related to physiological body measurements) and anatomical (structural) imaging modalities. In particular, this book covers imaging combinations coming from the usual popular modalities (such as the anatomical modalities, e.g. X-ray, CT and MRI), and it also includes some promising and new imaging modalities that are still being developed and improved (such as infrared thermography (IRT) and photoplethysmography imaging (PPGI)), implying potential approaches for innovative biomedical applications. Moreover, this book includes a variety of tools on computer vision, imaging processing, and computer graphics, which led to the generation and visualization of 3D models, making the most recent advances in this area possible. This is an ideal book for students and biomedical engineering researchers covering the biomedical imaging field.
Component-Based Software Engineering (CBSE) is becoming one of the
great concerns of researchers and practitioners within the academic
areas of computer science and the software industry. After the
focus on object-oriented programming, design and modelling during
the 90's, reuse and reusability of software entities is nowadays
slowed down by new factors. The size of components, their
deployment capability, their compatibility and interoperability
features in order to be incorporated into heterogeneous cooperative
environments, their faults tolerance, and above all, their ability
to fulfill performance conditions, are critical expectations of
software engineers.
The so called information society is being shaped by products and services that either contain software as the core element, are themselves software, or have been designed and manufactured with the help of sophisticated software applications. The new global environment in which these systems are being developed and deployed, in addition to other pressing issues, such as time-to-market and dependability, are pushing the skills of software developers and engineers to the limit. With few exceptions, those products and services will influence the social environment where they will be deployed, because people will operate them or be affected by them, or both. So another challenging issue is the ability of these systems to integrate with their social environment in a way that is perceived as beneficial, trustworthy and acceptable. Given these challenges, defining the requirements that establish what a future system should do, and validating that the system has achieved its goals, is an immense task. In this book the reader will find a detailed account of the challenges posed by the elicitation, specification, validation and management of requirements for the definition of this kind of application: from embedded software in cars to internet-based applications, COTS packages, health-care, and others.
Generating Abstraction Hierarchies presents a completely automated approach to generating abstractions for problem solving. The abstractions are generated using a tractable, domain-independent algorithm whose only inputs are the definition of a problem space and the problem to be solved and whose output is an abstraction hierarchy that is tailored to the particular problem. The algorithm generates abstraction hierarchies that satisfy the `ordered monotonicity' property, which guarantees that the structure of an abstract solution is not changed in the process of refining it. An abstraction hierarchy with this property allows a problem to be decomposed such that the solution in an abstract space can be held invariant while the remaining parts of a problem are solved. The algorithm for generating abstractions is implemented in a system called ALPINE, which generates abstractions for a hierarchical version of the PRODIGY problem solver. Generating Abstraction Hierarchies formally defines this hierarchical problem solving method, shows that under certain assumptions this method can reduce the size of a search space from exponential to linear in the solution size, and describes the implementation of this method in PRODIGY. The abstractions generated by ALPINE are tested in multiple domains on large problem sets and are shown to produce shorter solutions with significantly less search than problem solving without using abstraction. Generating Abstraction Hierarchies will be of interest to researchers in machine learning, planning and problem reformation.
Many-valued logics is becoming increasingly important in many branches of science. This is the second volume of a comprehensive two-volume handbook on many-valued logics by two leading members of the famous Polish school of logic. While the first volume of 1992 was mainly concerned with theoretical foundations, this volume emphasizes automated reasoning, practical applications, and latest developments in closely related fields, such as fuzzy logics and rough set theory. It offers an extensive overview of Gentzen deduction systems and multi-sequential systems in many-valued logics and shows the application of the resolution principle to this logics. It discusses applications in such areas as software specification and electronic circuit verification and presents fuzzy logics and rough set theory in detail.
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.
Provides comprehensive research ideas about Edge-AI technology that can assist doctors in making better data-driven decisions and will provide insights to researchers about healthcare industry, trends and future perspective. Examines how healthcare systems of the future will operate, by augmenting clinical resources and ensuring optimal patient outcomes. Provides insight about how Edge-AI is revolutionizing decision making, early warnings for conditions, and visual inspection in healthcare. Highlight trends, challenges, opportunities and future areas where Healthcare informatics deal with accessing vast data sets of potentially life-saving information.
Modern life is increasingly relying on digital technology, which in turn runs on mathematics. However, this underlying math is hidden from us. That is mostly a good thing since we do not want to be solving equations and calculating fractions just to get things done in our everyday business. But the mathematical details do matter for anyone who wants to understand how stuff works, or wishes to create something new in the jungle of apps and algorithms. This book takes a look at the mathematical models behind weather forecasting, climate change prediction, artificial intelligence, medical imaging and computer graphics. The reader is expected to have only a curious mind; technical math skills are not needed for enjoying this text.
This book presents the proceedings of the 10th International Parallel Tools Workshop, held October 4-5, 2016 in Stuttgart, Germany - a forum to discuss the latest advances in parallel tools. High-performance computing plays an increasingly important role for numerical simulation and modelling 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 have emerged from the high-performance computing community over the last decade, and what may have started as collection of small helper script has now matured to production-grade frameworks. Powerful user interfaces and an extensive body of documentation allow easy usage by non-specialists.
With PROGRAMMING WITH MICROSOFT VISUAL BASIC 2019/2022 by bestselling technology author Diane Zak, even readers with no prior programming experience can quickly learn how to effectively plan and create interactive Visual Basic 2019/2022 applications. A dynamic visual presentation, timely examples, step-by-step tutorials and practical exercises addressing a variety of learning styles make this the ideal introduction to programming. Through hands-on applications in a real-world setting, you will master the fundamentals of effective programming while working through Visual Basic 2019/2022's latest features. In addition to planning and creating your own Windows applications, you will learn about graphical user interface design skills, object-oriented programming concepts and planning tools such as Planning Charts, pseudocode and flowcharts. Also available: MindTap online learning platform.
The contributions in this book survey results on combinations of probabilistic and various other classical, temporal and justification logical systems. Formal languages of these logics are extended with probabilistic operators. The aim is to provide a systematic overview and an accessible presentation of mathematical techniques used to obtain results on formalization, completeness, compactness and decidability. The book will be of value to researchers in logic and it can be used as a supplementary text in graduate courses on non-classical logics.
Automata Theory and its Applications is a uniform treatment of the theory of finite state machines on finite and infinite strings and trees. Many books deal with automata on finite strings, but there are very few expositions that prove the fundamental results of automata on infinite strings and trees. These results have important applications to modeling parallel computation and concurrency, the specification and verification of sequential and concurrent programs, databases, operating systems, computational complexity, and decision methods in logic and algebra. Thus, this textbook fills an important gap in the literature by exposing early fundamental results in automata theory and its applications. Beginning with coverage of all standard fundamental results regarding finite automata, the book deals in great detail with BA1/4chi and Rabin automata and their applications to various logical theories such as S1S and S2S, and describes game-theoretic models of concurrent operating and communication systems. The book is self-contained with numerous examples, illustrations, exercises, and is suitable for a two-semester undergraduate course for computer science or mathematics majors, or for a one-semester graduate course/seminar. Since no advanced mathematical background is required, the text is also useful for self-study by computer science professionals who wish to understand the foundations of modern formal approaches to software development, validation, and verification.
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.
Global optimization is one of the fastest developing fields in mathematical optimization. In fact, an increasing number of remarkably efficient deterministic algorithms have been proposed in the last ten years for solving several classes of large scale specially structured problems encountered in such areas as chemical engineering, financial engineering, location and network optimization, production and inventory control, engineering design, computational geometry, and multi-objective and multi-level optimization. These new developments motivated the authors to write a new book devoted to global optimization problems with special structures. Most of these problems, though highly nonconvex, can be characterized by the property that they reduce to convex minimization problems when some of the variables are fixed. A number of recently developed algorithms have been proved surprisingly efficient for handling typical classes of problems exhibiting such structures, namely low rank nonconvex structures. Audience: The book will serve as a fundamental reference book for all those who are interested in mathematical optimization.
As Web services (any communication between two computers over a network) continue to evolve, publication and research related to the field must keep up in turn. Innovations, Standards and Practices of Web Services: Emerging Research Topics provides a vital new compendium of the latest research topics in the field of Web services. As a set of tools that can be used in a number of ways, Web services continue to evolve as the Internet expands its capabilities and users. Detailing the functions of service composition, and the most relevant models that modify its construction, this volume serves as a vital reference for practitioners, students, and academics alike.
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 discusses the semantic foundations of concurrent systems with nondeterministic and probabilistic behaviour. Particular attention is given to clarifying the relationship between testing and simulation semantics and characterising bisimulations from metric, logical, and algorithmic perspectives. Besides presenting recent research outcomes in probabilistic concurrency theory, the book exemplifies the use of many mathematical techniques to solve problems in computer science, which is intended to be accessible to postgraduate students in Computer Science and Mathematics. It can also be used by researchers and practitioners either for advanced study or for technical reference.
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.
|
You may like...
Multivariate Public Key Cryptosystems
Jintai Ding, Albrecht Petzoldt, …
Hardcover
R4,262
Discovery Miles 42 620
Signal and Image Representation in…
Yehoshua Zeevi, Ronald Coifman
Hardcover
R1,702
Discovery Miles 17 020
Mathematics and Computing - ICMC 2018…
Debdas Ghosh, Debasis Giri, …
Hardcover
R2,732
Discovery Miles 27 320
New Approaches to Circle Packing in a…
Peter Gabor Szabo, Mihaly Csaba Markot, …
Hardcover
R2,786
Discovery Miles 27 860
Geometry, Algebra, Number Theory, and…
Amir Akbary, Sanoli Gun
Hardcover
R4,104
Discovery Miles 41 040
Secure Networked Inference with…
Aditya Vempaty, Bhavya Kailkhura, …
Hardcover
R2,662
Discovery Miles 26 620
Mathematics and Computing 2013…
Ram. N. Mohapatra, Debasis Giri, …
Hardcover
Condition - The Geometry of Numerical…
Peter Burgisser, Felipe Cucker
Hardcover
R4,357
Discovery Miles 43 570
|