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Books > Computing & IT > Computer programming > General
Julia Kay's Portrait Party is an international collaborative project in which artists all over the world make portraits of each other and share them online. After years of exchanging portraits, tips and techniques within the group, in Portrait Revolution these artists are now sharing their art, their words, and their inspiration with everyone who is interested in or would like to get started with portraiture. Here you can find information on using different media, how to handle difficult portrait issues, and more. Portrait Revolution showcases 450 portraits by 200 artists, in a wide variety of media from oil painting to iPad art, watercolour to ballpoint, linocut to mosaic. There are a range of styles from realistic to abstract and interpretations by multiple artists of the same subject.
You may know SQL basics, but are you taking advantage of its expressive power? This second edition applies a highly practical approach to Structured Query Language (SQL) so you can create and manipulate large stores of data. Based on real-world examples, this updated cookbook provides a framework to help you construct solutions and executable examples in several flavors of SQL, including Oracle, DB2, SQL Server, MySQL, and PostgreSQL. SQL programmers, analysts, data scientists, database administrators, and even relatively casual SQL users will find SQL Cookbook to be a valuable problem-solving guide for everyday issues. No other resource offers recipes in this unique format to help you tackle nagging day-to-day conundrums with SQL. The second edition includes: Fully revised recipes that recognize the greater adoption of window functions in SQL implementations Additional recipes that reflect the widespread adoption of common table expressions (CTEs) for more readable, easier-to-implement solutions New recipes to make SQL more useful for people who aren't database experts, including data scientists Expanded solutions for working with numbers and strings Up-to-date SQL recipes throughout the book to guide you through the basics
A one-stop reference for the latest JavaScript features and techniques JavaScript: The New Toys explores the newest features of the world's most popular programming language while also showing you how to track what's coming and get involved. Author T.J. Crowder, the top JavaScript contributor on Stack Overflow, walks you through the significant changes and additions to the language along with key tools and techniques to help you get up to date with modern JavaScript. Beginning with a high-level overview of new features, you'll learn what's new, how new features come about, who's responsible, how to stay on top of what's coming next, and how to use new features even in old browsers. The bulk of the coverage consists of point-by-point "just the facts" explanations of each new feature, plus expert recommendations for tweaking old habits to integrate new techniques. Each feature is introduced with the problem it solves and the details of how it works including brief source code demonstrating syntax and behavior. With comprehensive coverage of the new features and techniques, this book provides an invaluable resource for web programmers everywhere. Modern JavaScript is a fast-changing language, both in terms of what's officially specified and what browsers support at any given time. This book addresses all of the new and updated features of ES2015 and ES2016 plus the finalized features of ES2017 so far. * Discover the unexpected advantages of the new let and const declarations * Learn how classes solve common problems, and get details on syntax * Delve into the use and mechanics of arrow functions and lexical this * Adopt new best practices for using Promises, and avoid common pitfalls All major browsers support JavaScript, but support for individual functions and releases is all over the map. JavaScript: The New Toys shows you what's new, how to use it, but how to keep incomplete browser support from holding you back.
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.)
Many auditors are now encountering Agile management methodologies for the first time. In some cases, this can cause problems for the audit process because the methodology is very different from traditional approaches. Aside from the difficulties faced by the auditor, an ineffective audit can have a negative effect on an Agile project by giving a false impression of its progress. It might even harm the final project outcome. Written for auditors and Agile managers, Agile Governance and Audit bridges the gap between traditional auditing approaches and the requirements of Agile methodologies. It provides an overview of Agile for auditors and other risk professionals who have not encountered the approach before. The book also tells Agile teams what auditors and risk professionals need, and the sort of questions they are likely to ask. Each chapter includes hints and tips for auditors, and a selection of case studies is included to illustrate the practical issues involved in auditing Agile projects. This makes it an ideal book for any auditor encountering the Agile methodology, and any Agile teams preparing for a management audit. This book will enable you to understand how to get the most out of Agile audits, whatever your role.
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."
Optimization methods have been considered in many articles, monographs, and handbooks. However, experts continue to experience difficulties in correctly stating optimization problems in engineering. These troubles typically emerge when trying to define the set of feasible solutions, i.e. the constraints imposed on the design variables, functional relationships, and criteria. The Parameter Space Investigation (PSI) method was developed specifically for the correct statement and solution of engineering optimization problems. It is implemented in the MOVI 1.0 software package, a tutorial version of which is included in this book. The PSI method and MOVI 1.0 software package have a wide range of applications. The PSI method can be successfully used for the statement and solution of the following multicriteria problems: design, identification, design with control, the optional development of prototypes, finite element models, and the decomposition and aggregation of large-scale systems. Audience: The PSI method will be of interest to researchers, graduate students, and engineers who work in engineering, mathematical modelling and industrial mathematics, and in computer and information science.
Drawing on extensive research, this book explores the techniques that old computer games used to run on tightly-constrained platforms. Retrogame developers faced incredible challenges of limited space, computing power, rudimentary tools, and the lack of homogeneous environments. Using examples from over 100 retrogames, this book examines the clever implementation tricks that game designers employed to make their creations possible, documenting these techniques that are being lost. However, these retrogame techniques have modern analogues and applications in general computer systems, not just games, and this book makes these contemporary connections. It also uses retrogames' implementation to introduce a wide variety of topics in computer systems including memory management, interpretation, data compression, procedural content generation, and software protection. Retrogame Archeology targets professionals and advanced-level students in computer science, engineering, and mathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities.
UNLOCKING AGILE'S MISSED POTENTIAL Agile has not delivered on its promises. The business side expected faster time to market, but they still experience the long delays of bloated releases. Engineers thought they would be given time to build the product right the first time, but they are rushed under pressure to deliver new features within impossible schedules. What went wrong? The culprit is feature-based waterfall release planning perpetuated in a vain attempt to achieve business predictability. Agile didn't address the business need for multi-year financial predictability. The Agile community's answer was the naive response, "The business needs to be more Agile." Waterfall release planning with fixed schedules undercuts a basic tenet of Agile development - the need to adjust content delivered within a timebox to account for evolving requirements and incorporation of feedback. Agile without flexible content is not Agile. This book introduces a novel solution that enables product teams to deliver higher value within shorter cycle times while meeting the predictability needs of the business. Organizations today want product teams that break down walls between product management and engineering to achieve schedule and financial objectives. Until now they haven't had a way to implement product teams within the rigid constraints of traditional organizational structures. The Investment planning approach described in this book supports small development increments planned and developed by product teams aligned by common schedule and financial goals. It uses Cost of Delay principles to prioritize work with the highest value and shortest cycle times. Investments provide a vehicle for collaboration and innovation and fulfill the promise of highly motivated self-directed Agile development teams. This book is for engineers, product managers and project managers who want to finally do Agile the way it was envisioned. This book is also for leaders who want to build high-performance teams around the inherent motivational environment of Agile when done right. Foreword by Steve McConnell, author of More Effective Agile: A Roadmap for Software Leaders (Construx Press, 2019).
Courses in computer programming combine a number of different concepts, from general problem-solving to mathematical precepts such as algorithms and computational intelligence. Due to the complex nature of computer science education, teaching the novice programmer can be a challenge. Innovative Teaching Strategies and New Learning Paradigms in Computer Programming brings together pedagogical and technological methods to address the recent challenges that have developed in computer programming courses. Focusing on educational tools, computer science concepts, and educational design, this book is an essential reference source for teachers, practitioners, and scholars interested in improving the success rate of students.
Constraint Programming is a problem-solving paradigm that establishes a clear distinction between two pivotal aspects of a problem: (1) a precise definition of the constraints that define the problem to be solved and (2) the algorithms and heuristics enabling the selection of decisions to solve the problem. It is because of these capabilities that Constraint Programming is increasingly being employed as a problem-solving tool to solve scheduling problems. Hence the development of Constraint-Based Scheduling as a field of study. The aim of this book is to provide an overview of the most widely used Constraint-Based Scheduling techniques. Following the principles of Constraint Programming, the book consists of three distinct parts: The first chapter introduces the basic principles of Constraint Programming and provides a model of the constraints that are the most often encountered in scheduling problems. Chapters 2, 3, 4, and 5 are focused on the propagation of resource constraints, which usually are responsible for the "hardness" of the scheduling problem. Chapters 6, 7, and 8 are dedicated to the resolution of several scheduling problems. These examples illustrate the use and the practical efficiency of the constraint propagation methods of the previous chapters. They also show that besides constraint propagation, the exploration of the search space must be carefully designed, taking into account specific properties of the considered problem (e.g., dominance relations, symmetries, possible use of decomposition rules). Chapter 9 mentions various extensions of the model and presents promising research directions.
Whether you are just starting out in web development or you would like to update your existing skills, this book gets you off to a fast start! In fact, in just the first 6 chapters, you will learn more about web development than you can from most full books. By the end of this crash course, you will be developing web pages the professional way, with HTML or XHTML for the content and CSS for the formatting and page layout. That includes sophisticated page layouts that require the use of the box model, floating, and positioning. In section 2, you will learn all the other skills that you need for developing web pages. Those skills include how to develop forms that are submitted to web servers, how to add audio or video to a page, how to use a style sheet for printing, how to develop pages for mobile devices ...everything you need for modern web pages. You will also learn how to take your web pages to the next level by using tested JavaScript code for effects like image rollovers and slide shows. In the last section, now that you know how to develop web pages, you will learn how to design an entire web site using today's best practices. You will also learn how to deploy your web site, and how to get it into the major search engines and directories. When you are done, you will have all the perspective and skills you need to develop professional web pages.
This volume contains the edited texts of the lectures presented at the Workshop on Nonlinear Optimization held in Erice, Sicily, at the "G. Stampacchia" School of Mathematics of the "E. Majorana" Centre for Scientific Culture, June 23 -July 2, 1998. In the tradition of these meetings, the main purpose was to review and discuss recent advances and promising research trends concerning theory, algorithms and innovative applications in the field of Nonlinear Optimization, and of related topics such as Convex Optimization, Nonsmooth Optimization, Variational Inequalities and Complementarity Problems. The meeting was attended by 83 people from 21 countries. Besides the lectures, several formal and informal discussions took place. The result was a wide and deep knowledge of the present research tendencies in the field. We wish to express our appreciation for the active contribution of all the par ticipants in the meeting. Our gratitude is due to the Ettore Majorana Centre in Erice, which offered its facilities and rewarding environment: its staff was certainly instrumental for the success of the meeting. Our gratitude is also due to Francisco Facchinei and Massimo Roma for the effort and time devoted as members of the Organising Committee. We are indebted to the Italian National Research Council, and in particular to the Group on Functional Analysis and its Applications and to the Committees on Engineering Sciences and on Information Sciences and Technolo gies for their financial support. Finally, we address our thanks to Kluwer Academic Publishers for having offered to publish this volume."
Information science is the study of information phenomena,
including the acquisition, storage, and manipulation of data,
information, and knowledge. It is by nature an interdisciplinary
field. Researchers, managers, system users, and students need
access to tools, terms, and techniques that are spread out over a
large literature in a number of different disciplines: information
retrieval, database management, office information systems,
information technology, communication and networking, relevant
computer hardware, and artificial intelligence.
Analyses a variety of approaches to development and publishing, across a multitude of platforms and genres, to provide a new vision for the next twenty years of game development. Considers technical advances in adjacent markets and how they will impact the games industry over the next twenty years. Includes insightful interviews from leading game and entertainment industry figures.
Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a player's engagement with history or heritage material is always multi-layered, the book clarifies that the layers may be conceptualised simultaneously as types of heritage authenticity and as types of in-game immersion. It is also made clear that RH, TRPG and LARP share commonalities with a multitude of other media, including video games, historical fiction and film. Existing within, and contributing to, the fiction and non-fiction mediasphere, these role-enactments are shaped by the same large-scale narratives and discourses that persons, families, communities, and nations use to build memory and identity. Role-play as a Heritage Practice will be of great interest to academics and students engaged in the study of heritage, memory, nostalgia, role-playing, historical games, performance, fans and transmedia narratology.
"My absolute favorite for this kind of interview preparation is Steven Skiena's The Algorithm Design Manual. More than any other book it helped me understand just how astonishingly commonplace ... graph problems are -- they should be part of every working programmer's toolkit. The book also covers basic data structures and sorting algorithms, which is a nice bonus. ... every 1 - pager has a simple picture, making it easy to remember. This is a great way to learn how to identify hundreds of problem types." (Steve Yegge, Get that Job at Google) "Steven Skiena's Algorithm Design Manual retains its title as the best and most comprehensive practical algorithm guide to help identify and solve problems. ... Every programmer should read this book, and anyone working in the field should keep it close to hand. ... This is the best investment ... a programmer or aspiring programmer can make." (Harold Thimbleby, Times Higher Education) "It is wonderful to open to a random spot and discover an interesting algorithm. This is the only textbook I felt compelled to bring with me out of my student days.... The color really adds a lot of energy to the new edition of the book!" (Cory Bart, University of Delaware) "The is the most approachable book on algorithms I have." (Megan Squire, Elon University) --- This newly expanded and updated third edition of the best-selling classic continues to take the "mystery" out of designing algorithms, and analyzing their efficiency. It serves as the primary textbook of choice for algorithm design courses and interview self-study, while maintaining its status as the premier practical reference guide to algorithms for programmers, researchers, and students. The reader-friendly Algorithm Design Manual provides straightforward access to combinatorial algorithms technology, stressing design over analysis. The first part, Practical Algorithm Design, provides accessible instruction on methods for designing and analyzing computer algorithms. The second part, the Hitchhiker's Guide to Algorithms, is intended for browsing and reference, and comprises the catalog of algorithmic resources, implementations, and an extensive bibliography. NEW to the third edition: -- New and expanded coverage of randomized algorithms, hashing, divide and conquer, approximation algorithms, and quantum computing -- Provides full online support for lecturers, including an improved website component with lecture slides and videos -- Full color illustrations and code instantly clarify difficult concepts -- Includes several new "war stories" relating experiences from real-world applications -- Over 100 new problems, including programming-challenge problems from LeetCode and Hackerrank. -- Provides up-to-date links leading to the best implementations available in C, C++, and Java Additional Learning Tools: -- Contains a unique catalog identifying the 75 algorithmic problems that arise most often in practice, leading the reader down the right path to solve them -- Exercises include "job interview problems" from major software companies -- Highlighted "take home lessons" emphasize essential concepts -- The "no theorem-proof" style provides a uniquely accessible and intuitive approach to a challenging subject -- Many algorithms are presented with actual code (written in C) -- Provides comprehensive references to both survey articles and the primary literature Written by a well-known algorithms researcher who received the IEEE Computer Science and Engineering Teaching Award, this substantially enhanced third edition of The Algorithm Design Manual is an essential learning tool for students and professionals needed a solid grounding in algorithms. Professor Skiena is also the author of the popular Springer texts, The Data Science Design Manual and Programming Challenges: The Programming Contest Training Manual.
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.
Discusses the design goals and key features switch/router manufacturers consider when designing their products Explains the design and architectural considerations, as well as the typical processes and steps used to build practical switch/routers Describes the components of a switch/router that are used in configuring, managing, and monitoring it Discusses the advantages of using Ethernet in today's networks and why Ethernet continues to play a bigger role in Local Area Network (LAN), Metropolitan Area Network (MAN), and Wide Area Network (WAN) design Describes typical networking applications of switch/routers, particularly, in enterprise and Internet service provider (ISP) networks
Discusses the design goals and key features switch/router manufacturers consider when designing their products Explains the design and architectural considerations, as well as the typical processes and steps used to build practical switch/routers Describes the components of a switch/router that are used in configuring, managing, and monitoring it Discusses the advantages of using Ethernet in today's networks and why Ethernet continues to play a bigger role in Local Area Network (LAN), Metropolitan Area Network (MAN), and Wide Area Network (WAN) design Describes typical networking applications of switch/routers, particularly, in enterprise and Internet service provider (ISP) networks
This book explores hybrid play as a site of interdisciplinary activity-one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world. The chapters in this collection explore hybrid making, hybrid subjects, and hybrid spaces, generating interesting conversations about the past, current and future nature of hybrid play. Together, the authors offer important insights into how place and space are co-constructed through play; how, when, and for what reasons people occupy hybrid spaces; and how cultural practices shape elements of play and vice versa. A diverse group of scholars and practitioners provides a rich interdisciplinary perspective, which will be of great interest to those working in the areas of games studies, media studies, communication, gender studies, and media arts.
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience. Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions. |
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