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Books > Computing & IT > Computer programming > General
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.
The Game Music Toolbox provides readers with the tools, models and techniques to create and expand a compositional toolbox, through a collection of 20 iconic case studies taken from different eras of game music. Discover many of the composition and production techniques behind popular music themes from games such as Cyberpunk 2077, Mario Kart 8, The Legend of Zelda, Street Fighter II, Diablo, Shadow of the Tomb Raider, The Last of Us, and many others. The Game Music Toolbox features: Exclusive interviews from industry experts Transcriptions and harmonic analyses 101 music theory introductions for beginners Career development ideas and strategies Copyright and business fundamentals An introduction to audio implementation for composers Practical takeaway tasks to equip readers with techniques for their own game music The Game Music Toolbox is crucial reading for game music composers and audio professionals of all backgrounds, as well as undergraduates looking to forge a career in the video game industry.
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.
Make the most of today's JavaScript--even if you've never programmed anything before. JavaScript Absolute Beginner's Guide, Third Edition is the fastest way to learn JavaScript, starting with the basics and gradually going deeper and broader into all the techniques you need to begin building highly scalable, performant web apps and experiences. Do what you want, the way you want, one incredibly easy step at a time! Learn all this, and much more: Start fast with the basics: values, variables, functions, conditionals, loops, closures, and more Create well-organized, clear code that's easy to reuse and improve Learn proven best practices to build web apps that scale with outstanding performance Make the most of powerful object-oriented techniques to build complex, extensible apps Wrangle data like a pro by learning how to use the popular JSON standard, arrays, web storage, and more Translate your ideas into visually compelling and interactive content by learning how to work with the DOM Identify and fix issues quickly by learning how to use the in-browser development tools Understand the ins and outs of events and how you can use them to react to actions the user or the page will perform Learn how to ensure your code runs lightning-fast with extra coverage of performance optimizations and techniques you can use Learn the basics that set you up to more quickly use modern web frameworks like React, Vue, Next.js, and Nuxt Explore advanced features such as object destructuring, making web requests, the class syntax, accessing your webcam, variable hoisting, and more Get up-to-speed on the latest JavaScript enhancements proposed by the EcmaScript standard
This book brings together contributions from researchers, GIS professionals and game designers to provide a first overview of this highly interdisciplinary field. Its scope ranges from fundamentals about games and play, geographic information technologies, game design and culture, to current examples and forward looking analysis. Of interest to anyone interested in creating and using Geogames, this volume serves as a channel for sharing early experiences, discussing technological challenges and solutions, and outlines a future research agenda. Games and play are part of human life, and in many game activities, place, space and geography plays a central role in determining the rules and interactions that are characteristic of each game. Recent developments and widespread access to mobile information, communication, and geospatial technologies have spurred a flurry of developments, including many variations of gaming activities that are situated in, or otherwise connected to the real world.
As part of the successful Pocket Primer series, this book was designed for someone like you who needs to master Excel programming fundamentals without spending too much time. All you need is a short book to get you started. It will show you only the things you need to know to feel at home with VBA. What you learn in this book on Excel programming will also apply to, say, Access programming. The book is divided into nine chapters that progressively introduce you to programming Microsoft Excel 2021. FEATURES: Includes a companion disc with all of the "Hands-On" files needed to complete the chapter projects and all the images from the text (also available from the publisher by writing to [email protected]). Introduces you to using the VBA programming language in Microsoft Excel 2021.
Lying at the intersection of education, art, and cultural heritage, visualization is a powerful tool for representing and interpreting complex information. This unique text/reference reviews the evolution of the field of visualization, providing innovative examples of applied knowledge visualization from disciplines as varied as law, business management, the arts and humanities. With coverage of theoretical and practical aspects of visualization from ancient Sumerian tablets through to twenty-first century legal contracts, this work underscores the important role that the process of visualization plays in extracting, organizing, and crystallizing the concepts found in complex data. Topics and features: contains contributions from an international selection of preeminent authorities; presents a thorough introduction to the discipline of knowledge visualization, its current state of affairs and possible future developments; examines how tables have been used for information visualization in historical textual documents; discusses the application of visualization techniques for knowledge transfer in business relationships, and for the linguistic exploration and analysis of sensory descriptions; investigates the use of visualization to understand orchestral music scores, the optical theory behind Renaissance art, and to assist in the reconstruction of an historic church; describes immersive 360 degree stereographic visualization, knowledge-embedded embodied interaction, and a novel methodology for the analysis of architectural forms. This interdisciplinary collection of the state of the art in knowledge visualization will be of considerable interest to researchers from a broad spectrum of backgrounds in both industry and academia.
In both video games and animated films, worlds are constructed through a combination of animation, which defines what players see on the screen, and music and sound, which provide essential cues to action, emotion, and narrative. This book offers a rich exploration of the intersections between animation, video games, and music and sound, bringing together a range of multidisciplinary lenses. In fourteen chapters, the contributors consider similarities and differences in how music and sound structure video games and animation, as well as the animation within video games, and explore core topics of nostalgia, adaptation, gender and sexuality. Offering fresh insights into the aesthetic interplay of animation, video games, and sound, this volume provides a gateway into new areas of study that will be of interest to scholars and students across musicology, animation studies, game studies, and media studies more broadly.
Programmable logic controllers (PLCs) have been used extensively and are offered in terms of functions, program memories, and the number of inputs/outputs (I/Os), ranging from a few to thousands. With a focus on how to design and implement a PLC, this volume explains hardware and associated basic concepts of PLC. Authors have used PIC16F1847 microcontroller with: 8192 words of Flash program memory, 1024 bytes of SRAM data memory, 256 bytes of EEPROM data memory, the maximum operating speed of 32 MHz, 16-level deep hardware stack, an enhanced instruction set consisting of 49 single-word instructions. Flowcharts are provided to help the understanding of macros (instructions). Aimed at researchers and graduate students in electrical engineering, power electronics, robotics and automation, sensors, this book: Explains how to design and use a PIC16F1847 microcontroller-based PLC. Provides easy to use software structures written by using the PIC Assembly programming language. Describes a PLC from a designer's perspective. Explains the basic hardware and basic software structures of the PIC16F1847 based PLC. Focuses on concepts like Contact and Relay Based Macros, Flip-Flop Macros, Timer Macros, Counter Macros and Comparison Macros.
The volume focusses on intermediate concepts of the PIC16F1847-Based PLC project, and covers arithmetical operation ability of PLCs, logical function performers and operations like AND, NAND, OR, NOR. Further, it explains shift and rotate macros moving bits in a register to right or left, and selection macros enabling one value to be selected from several given values according to certain criteria. Demultiplexer circuit is illustrated, which is used to send a signal to one of many devices. Finally, it explains decoder, priority encoder and conversion macros. All the concepts are supported using flowcharts. Aimed at researchers and graduate students in electrical engineering, power electronics, robotics and automation, sensors, this book: Presents arithmetical and logical macros to carry out arithmetical and logical operations to be used for 8-bit or 16-bit variables and/or constant values. Provides shift and rotate macros to do arithmetical or logical shift and rotate operations to be used for 8-bit or 16-bit variables. Proposes selection macros to enable the user to do 8-bit or 16-bit move, load, selection, maximum, minimum, limiting, multiplexing and byte multiplexing operations. Develops demultiplexer macros, decoder macros and priority encoder macros to be used as combinational circuits. Presents conversion macros to provide functions to convert given data from one format to another one.
The PIC16F1847-Based PLC project supports up to 4 analog inputs and 1 analog output, 1 High Speed Counter, 2 PWM (pulse width modulation) outputs, 1 Drum Sequencer Instruction with up to 16 steps, the implementation of Sequential Function Charts (SFCs) with up to 24 steps. This volume presents advanced concepts of the PIC16F1847-Based PLC project and consists of topics like program control, high speed counter and PWM macros. It further explains memory related drum sequencer instruction, sequential functional charts, and analog input and output modules. Aimed at researchers and graduate students in electrical engineering, power electronics, robotics and automation, sensors, this book: Presents program control macros to enable or disable a block of PLC program or to move execution of a program from one place to another. Proposes a High-Speed Counter and four PWM Macros for high speed counting and PWM operations. Develops memory related macros to enable the user to do memory read/write operations. Provides a Drum Sequencer instruction with up to 16 steps and 16 outputs on each step. Discusses the implementation of Sequential Function Chart (SFC) elements with up to 24 steps.
This book offers critical perspectives on the digital 'iconic', exploring how the notion of the iconic is re-appropriated and re-made online, and the consequences for humanity and society. Examining cross-cultural case studies of iconic images in digital spaces, the author offers original and critical analyses, theories and perspectives on the notion of the 'iconic', and on its movement, re-appropriation and meaning making on digital platforms. A carefully curated selection of case studies illustrates topics such as phantom memory; martyrdom; denigration and pornographic recoding; digital games as simulacra; and memes as 'artification'. Situating the notion of the iconic firmly within contemporary cultures, the author takes a thematic approach to investigate the iconic as an unstable and unfinished phenomenon online as it travels through platforms temporally and spatially. The book will be an important resource for academics and students in the areas of media and communications, digital culture, cultural studies, visual communication, visual culture, journalism studies and digital humanities.
Computational semantics is the art and science of computing meaning in natural language. The meaning of a sentence is derived from the meanings of the individual words in it, and this process can be made so precise that it can be implemented on a computer. Designed for students of linguistics, computer science, logic and philosophy, this comprehensive text shows how to compute meaning using the functional programming language Haskell. It deals with both denotational meaning (where meaning comes from knowing the conditions of truth in situations), and operational meaning (where meaning is an instruction for performing cognitive action). Including a discussion of recent developments in logic, it will be invaluable to linguistics students wanting to apply logic to their studies, logic students wishing to learn how their subject can be applied to linguistics, and functional programmers interested in natural language processing as a new application area.
'Et moi, .. " si j'avait su comment en revenir, je One service mathematics bas rendered the human race. It bas put common sense back n'y serais point aile.' where it belongs, on the topmost shelf next to Jules Verne the dusty canister labelled 'discarded nonsense' . Eric T. Bell The series is divergent; therefore we may be able to do something with it O. Heaviside Mathematics is a tool for thought. A highly necessary tool in a world where both feedback and nonlineari ties abound. Similarly, all kinds of parts of mathematics serve as tools for other parts and for other sci ences. Applying a simple rewriting rule to the quote on the right above one finds such statements as: 'One ser vice topology has rendered mathematical physics .. .'; 'One service logic has rendered computer science .. .'; 'One service category theory has rendered mathematics .. .'. All arguably true. And all statements obtainable this way form part of the raison d'ctre of this series."
If you're at the sharp end of management, juggling conflicting demands to keep your organization's promises to customers, with ever-reducing resources whilst implementing the latest digital change programme and keeping your team happy - this is the book for you. Active Operations Management gives you the framework and tools to help you take control and make the most of the evolving world of service operations. The challenges of robotics, remote working and lean operations demand a new approach to give people and organizations the confidence they need to thrive and deliver in the agile age. This ground-breaking playbook specifically addresses the practical needs of operations managers. Discover: The four critical activities for effective control, and the daily and weekly rhythms which make them effective and sustainable. Practical measures of work and performance which enable like-for-like comparisons and resource balancing across diverse teams. Real-world examples showing you how to raise productivity, improve staff engagement and wellbeing. Online resources which support your control of the truly agile operation. Neil Bentley and Richard Jeffery have spent over 30 years working with operations managers to simplify and bring structure to the challenges of managing in complex organizations. Today their Active Operations Management methodology is used by thousands of managers, raising performance and ensuring the wellbeing of those involved.
In the rapidly-changing world of the Internet and the Web, theory and research struggle to keep up with technological, social, and economic developments. In education in particular, a proliferation of novel practices, applications, and forms -- from bulletin boards to Webcasts, from online educational games to open educational resources -- have come to be addressed under the rubric of «e-learning. In response to these phenomena, Re-thinking E-Learning Research introduces a number of research frameworks and methodologies relevant to e-learning. The book outlines methods for the analysis of content, narrative, genre, discourse, hermeneutic-phenomenological investigation, and critical and historical inquiry. It provides examples of pairings of method and subject matter that include narrative research into the adaptation of blogs in a classroom setting; the discursive-psychological analysis of student conversations with artificially intelligent agents; a genre analysis of an online discussion; and a phenomeno-logical study of online mathematics puzzles. Introducing practical applications and spanning a wide range of the possibilities for e-learning, this book will be useful for students, teachers, and researchers in e-learning.
Written by a AAA industry expert with over twenty years of experience, this book offers comprehensive coverage of the practical skills that all successful level designers need to know. It covers everything from practical production skills to the social and soft skills required to thrive in the games industry. The book begins with a theoretical and abstract approach that sets a common language for the later hard-skill applications and practical examples. These later chapters cover a wealth of practical skills for use during the concept phase, while creating layouts, scripting, and working with AI. The book includes essential chapters on topics such as social and soft skills, world building, level design direction, production, as well as how to gain a job in the industry. This book will be of great interest to all level designers, content leads and directors looking to enhance their skillset. It will also appeal to students of level and game design looking for tips on how to break into the industry.
This book is a theoretical and practical deep dive into the craft of worldbuilding for video games, with an explicit focus on how different job disciplines contribute to worldbuilding. In addition to providing lenses for recognizing the various components in creating fictional and digital worlds, the author positions worldbuilding as a reciprocal and dynamic process, a process which acknowledges that worldbuilding is both created by and instrumental in the design of narrative, gameplay, art, audio, and more. Collaborative Worldbuilding for Video Games encourages mutual respect and collaboration among teams and provides game writers and narrative designers tools for effectively incorporating other job roles into their own worldbuilding practice and vice versa. Features: Provides in-depth exploration of worldbuilding via respective job disciplines Deep dives and case studies into a variety of games, both AAA and indie Includes boxed articles for deeper interrogation and exploration of key ideas Contains templates and checklists for practical tips on worldbuilding
This book is a theoretical and practical deep dive into the craft of worldbuilding for video games, with an explicit focus on how different job disciplines contribute to worldbuilding. In addition to providing lenses for recognizing the various components in creating fictional and digital worlds, the author positions worldbuilding as a reciprocal and dynamic process, a process which acknowledges that worldbuilding is both created by and instrumental in the design of narrative, gameplay, art, audio, and more. Collaborative Worldbuilding for Video Games encourages mutual respect and collaboration among teams and provides game writers and narrative designers tools for effectively incorporating other job roles into their own worldbuilding practice and vice versa. Features: Provides in-depth exploration of worldbuilding via respective job disciplines Deep dives and case studies into a variety of games, both AAA and indie Includes boxed articles for deeper interrogation and exploration of key ideas Contains templates and checklists for practical tips on worldbuilding
Building the Agile Enterprise with Capabilities, Collaborations and Values, Second Edition covers advances that make technology more powerful and pervasive while, at the same time, improving alignment of technology with business. Using numerous examples, illustrations, and case studies, Fred Cummins, an industry expert, author and former fellow with EDS and Hewlett Packard, updates his first edition incorporating the following industry developments: The ubiquitous use of the Internet along with intelligent, mobile devices, which have enabled everyone and everything to be connected anytime, anywhere The emergence of a "business architecture" discipline that has driven improvements in business design and transformation practices The development of CMMN (Case Management Model and Notation) that will provide automation to support the collaboration of knowledge workers and managers The development of VDML (Value Delivery Modeling Language) that supports modeling of business design from a management perspective The importance of "big data" management and analysis as a new source of insight into evolution of the business and the ecosystem How the architecture of the agile enterprise and business modeling change enterprise governance, management and innovation Building the Agile Enterprise with Capabilities, Collaborations and Values, Second Edition is a must have reference for business leaders, CTOs; business architects, information systems architects and business process modeling professionals who wish to close the gap between strategic planning and business operations as well as the gap between business and IT and enhance the creation and delivery of business value.
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.
Are you thinking about working in the board game industry? Here's what you need to know. There are so many jobs and roles that need to be filled in the board game industry. You might just have the right skills and experience to excel. But first you need to know what opportunities exist and what the hardest gaps are to fill! In this book, you'll discover * What jobs are really in demand * How you can get your foot in the door with a publisher * Jobs in the industry you've never even thought of * What other opportunities exist for people with skills just like yours With insights from over 40 industry pros, as well as the author's many years of experience, you'll be able to put your own skills and experience to great use in an amazing, growing industry.
Are you thinking about working in the board game industry? Here's what you need to know. There are so many jobs and roles that need to be filled in the board game industry. You might just have the right skills and experience to excel. But first you need to know what opportunities exist and what the hardest gaps are to fill! In this book, you'll discover * What jobs are really in demand * How you can get your foot in the door with a publisher * Jobs in the industry you've never even thought of * What other opportunities exist for people with skills just like yours With insights from over 40 industry pros, as well as the author's many years of experience, you'll be able to put your own skills and experience to great use in an amazing, growing industry. |
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