![]() |
Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
||
|
Books > Computing & IT > Computer programming > General
This book provides a systematic overview of watermarking and steganography methods for triangle meshes related to computer graphics and security. The significance of this research has been well recognized by the growing body of work on watermarking, steganography and steganalysis of 3D meshes. With the evolution of the CAD industry and real-world end-user applications such as virtual reality (VR) and 3D printing, 3D meshes have attracted world-wide attention. Besides, the flexible data structure of 3D geometry provides enough space to embed secret information, making it ideal for applications such as copyright protection and covert communication. Our goal of the book is to allow readers to systematically understand 3D mesh information hiding technology and its applications as a whole. The book outlines comprehensive techniques, including handcrafted and deep learning-based techniques, digital and physical techniques in the literature and provides standard evaluation metrics for triangle meshes. The up-to-date geometrical deep learning and 3D printing-related algorithms are also covered. Offering a rich blend of ideas and algorithms, the book is up-to-date and self-contained. It is an excellent reference resource for users who are seeking 3D mesh watermarking and steganography algorithms, as well as for graduate students and researchers wanting to grasp the frontiers of triangular mesh processing on data hiding.
Get up and running with Roblox environment and Luau programming basics to build and share your gamesIncludes an exclusive invite to join the online Roblox game development community Key Features * Begin coding in Luau: build player avatars, battlefields, game physics, countdown timers, a nd more * Learn tips, tricks, best practices, and advanced Roblox coding techniques for game creation * Join the Roblox coding bookclub to discuss queries, provide solutions, and ask Zander for advice on Roblox gaming Book Description Roblox is a huge entertainment platform like no other for both playing and creating games. With over 200 million monthly active users, Roblox has enabled new and experienced developers to create successful games, often called experiences, that can be played globally at no cost. Coding Roblox Games Made Easy, 2nd edition builds a solid foundation of concepts you need to embark on the journey of building 3 games in Roblox in an increasing order of complexity. Create obstacles and traps for an Obby and overcome them to win the game alongside other players and earn rewards. In the next game, manage player avatars, their weapons, a battlefield, add programming logic for the players to find their weapons and fight, with a reward for the last player standing. Take your game development skills to another level, building a multi-player game. Add a timer for players to locate items to escape while Granny hunts for each player to eliminate all of them before the time ends. Finally, you'll delve into the logistics of game production, focusing on optimizing your games' performance by implementing impressive mechanics, monetization, and marketing practices. We also discuss how metaverse is set to change the dynamics of user experience and what the future holds for Roblox game developers. Let's create and share experiences through play! What you will learn * Understand how to use Roblox Studio and other free resources * Learn coding in Luau: basics, game systems, physics manipulation, etc. * Test, evaluate, and redesign to create bug-free and engaging games * Use Roblox programming and rewards to make your first game * Move from lobby to battleground, build avatars, locate weapons to fight * Character selection, countdown timers, locate escape items, assign rewards * Master the 3 Ms: Mechanics, Monetization, Marketing (and Metaverse) Who This Book Is For Get started with building your first game on the Roblox platform. This book is for anyone interested in learning the fundamentals of Luau programming and Roblox Studio and needs direction to build and share games. If you're already familiar with Roblox and are looking for tips, tricks, and the best Roblox and Luau practices for efficient development, you'll find this book helpful. The book requires no prior knowledge of game development.
Learn the in-demand skills that let you turn lines of code into websites and apps Web Coding & Development All-in-One For Dummies is a one-stop resource for would-be developers who need guidance on the languages and steps used to build websites and applications. Learn the coding ropes and expand your existing skillset with this easy-to-understand guide. In these complete mini-books, you'll walk through the basics of web development, structuring a page, building and processing web forms, and beyond. Learn how to build a website or create your very own app with the advice of web coding and development experts. This edition expands JavaScript and CSS coverage while providing new content on server-side coding and the development stack. Get essential knowledge of how web development works--even if you've never written a line of code in your life Learn HTML, CSS, JavaScript, and other languages essential for building websites and apps Discover how to make optimize your sites and apps for mobile devices Expand on what you already know and improve your employability This Dummies All-in-One is great for you if want to develop coding skills but don't have a programming background. It's also perfect for professionals looking to brush up on their web development skills and get up to date on the latest trends and standards.
There are several theories of programming. The first usable theory, often called "Hoare's Logic," is still probably the most widely known. In it, a specification is a pair of predicates: a precondition and postcondition (these and all technical terms will be defined in due course). Another popular and closely related theory by Dijkstra uses the weakest precondition predicate transformer, which is a function from programs and postconditions to preconditions. lones's Vienna Development Method has been used to advantage in some industries; in it, a specification is a pair of predicates (as in Hoare's Logic), but the second predicate is a relation. Temporal Logic is yet another formalism that introduces some special operators and quantifiers to describe some aspects of computation. The theory in this book is simpler than any of those just mentioned. In it, a specification is just a boolean expression. Refinement is just ordinary implication. This theory is also more general than those just mentioned, applying to both terminating and nonterminating computation, to both sequential and parallel computation, to both stand-alone and interactive computation. And it includes time bounds, both for algorithm classification and for tightly constrained real-time applications.
1) This book illustrates different techniques and structures t used in knowledge representation and machine learning. It will give the readers an insight into various challenges and also design a structure for knowledge representation in machine learning. 2) The aim of this book is to draw the attention of the researchers and practitioners who all are working in field of information technology and computer science in knowledge representation in machine learning for basic and advance concepts as well. These days it has become very essential to develop adaptive, robust, scalable and reliable applications and also design solutions for day to day problems. The edited book will be helpful for the industry people and will also help beginners as well as high level users for learning latest things which includes basic and advance concepts. It's highly complementary to other books in the market. 3) Unlike its competition, this book has a strong focus on applications
"Pro J2ME Polish: Open Source Wireless Java Tools Suite" is written for wireless and other mobile Java programmers who want to "polish" their efficiency and acquire in-depth knowledge about programming real-world J2ME applications. It also uncovers all common device limitations and quirks, and explains how these can be circumvented. The book describes the open-source tools collection J2ME Polish, and shows how the tools can be used for creating professional J2ME applications. Building multiple devices and multiple locales is easy after studying this book. Author -->Robert Virkus--> offers tips about the more hidden features of J2ME Polish, like the logging framework, the preprocessor, and the game-engine. You will learn to polish up your applications with the powerful GUI that enables you to design standard J2ME applications with simple CSS text files. You'll also learn to write portable, fast applications while using all available features on your target devices simultaneously.
Doing data science is difficult. Projects are typically very dynamic with requirements that change as data understanding grows. The data itself arrives piecemeal, is added to, replaced, contains undiscovered flaws and comes from a variety of sources. Teams also have mixed skill sets and tooling is often limited. Despite these disruptions, a data science team must get off the ground fast and begin demonstrating value with traceable, tested work products. This is when you need Guerrilla Analytics. In this book, you will learn about: The Guerrilla Analytics Principles: simple rules of thumb for maintaining data provenance across the entire analytics life cycle from data extraction, through analysis to reporting. Reproducible, traceable analytics: how to design and implement work products that are reproducible, testable and stand up to external scrutiny. Practice tips and war stories: 90 practice tips and 16 war stories based on real-world project challenges encountered in consulting, pre-sales and research. Preparing for battle: how to set up your team's analytics environment in terms of tooling, skill sets, workflows and conventions. Data gymnastics: over a dozen analytics patterns that your team will encounter again and again in projects
This book - composed of two volumes - explores the syntactical constructs of the most common programming languages, and sheds a mathematical light on their semantics, providing also an accurate presentation of the material aspects that interfere with coding. Concepts and Semantics of Programming Languages 2 presents an original semantic model, collectively taking into account all of the constructs and operations of modules and classes: visibility, import, export, delayed definitions, parameterization by types and values, extensions, etc. The model serves for the study of Ada and OCaml modules, as well as C header files. It can be deployed to model object and class features, and is thus used to describe Java, C++, OCaml and Python classes. This book is intended not only for computer science students and teachers but also seasoned programmers, who will find a guide to reading reference manuals and the foundations of program verification.
Features: A systematic and comprehensive understanding of the Block chain technology and the potential in Healthcare. How security and privacy concerns of healthcare data can be addressed using Blockchain Technology. Concept of smart contracts for performing advance level scripting to create a blockchain network for providing a platform for the development of decentralized applications is discussed Chapter on role of blockchain based insurance application using Ethereum/Hyperledger is included Use cases of blockchain for various aspects of drug manufacturing and pharma supply chain..
"Python Forensics" provides many never-before-published proven forensic modules, libraries, and solutions that can be used right out of the box. In addition, detailed instruction and documentation provided with the code samples will allow even novice Python programmers to add their own unique twists or use the models presented to build new solutions. Rapid development of new cybercrime investigation tools is an essential ingredient in virtually every case and environment. Whether you are performing post-mortem investigation, executing live triage, extracting evidence from mobile devices or cloud services, or you are collecting and processing evidence from a network, Python forensic implementations can fill in the gaps. Drawing upon years of practical experience and using numerous
examples and illustrative code samples, author Chet Hosmer
discusses how to: Develop new forensic solutions independent of
large vendor software release schedules Participate in an
open-source workbench that facilitates direct involvement in the
design and implementation of new methods that augment or replace
existing tools Advance your career by creating new solutions along
with the construction of cutting-edge automation solutions to solve
old problems
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 introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively. The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give platform and context specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters on: Accessibility Mobile Game Usability Data Science Virtual and Augmented Reality Esports This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX.
Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. Author Bio David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.
This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.
3D rotation analysis is widely encountered in everyday problems thanks to the development of computers. Sensing 3D using cameras and sensors, analyzing and modeling 3D for computer vision and computer graphics, and controlling and simulating robot motion all require 3D rotation computation. This book focuses on the computational analysis of 3D rotation, rather than classical motion analysis. It regards noise as random variables and models their probability distributions. It also pursues statistically optimal computation for maximizing the expected accuracy, as is typical of nonlinear optimization. All concepts are illustrated using computer vision applications as examples. Mathematically, the set of all 3D rotations forms a group denoted by SO(3). Exploiting this group property, we obtain an optimal solution analytical or numerically, depending on the problem. Our numerical scheme, which we call the "Lie algebra method," is based on the Lie group structure of SO(3). This book also proposes computing projects for readers who want to code the theories presented in this book, describing necessary 3D simulation setting as well as providing real GPS 3D measurement data. To help readers not very familiar with abstract mathematics, a brief overview of quaternion algebra, matrix analysis, Lie groups, and Lie algebras is provided as Appendix at the end of the volume.
"Process Modeling Style"focuses on other aspects of process
modeling beyond notation that are very important to practitioners.
Many people who model processes focus on the specific notation used
to create their drawings. While that is important, there are many
other aspects to modeling, such as naming, creating identifiers,
descriptions, interfaces, patterns, and creating useful process
documentation.Experience author John Longfocuses on those
non-notational aspects of modeling, which practitioners will find
invaluable.
This book describes the detailed concepts of mobile security. The first two chapters provide a deeper perspective on communication networks, while the rest of the book focuses on different aspects of mobile security, wireless networks, and cellular networks. This book also explores issues of mobiles, IoT (Internet of Things) devices for shopping and password management, and threats related to these devices. A few chapters are fully dedicated to the cellular technology wireless network. The management of password for the mobile with the modern technologies that helps on how to create and manage passwords more effectively is also described in full detail. This book also covers aspects of wireless networks and their security mechanisms. The details of the routers and the most commonly used Wi-Fi routers are provided with some step-by-step procedures to configure and secure them more efficiently. This book will offer great benefits to the students of graduate and undergraduate classes, researchers, and also practitioners.
Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. Author Bio David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.
This book provides an overview of crowdsourced data management. Covering all aspects including the workflow, algorithms and research potential, it particularly focuses on the latest techniques and recent advances. The authors identify three key aspects in determining the performance of crowdsourced data management: quality control, cost control and latency control. By surveying and synthesizing a wide spectrum of studies on crowdsourced data management, the book outlines important factors that need to be considered to improve crowdsourced data management. It also introduces a practical crowdsourced-database-system design and presents a number of crowdsourced operators. Self-contained and covering theory, algorithms, techniques and applications, it is a valuable reference resource for researchers and students new to crowdsourced data management with a basic knowledge of data structures and databases.
Feminist War Games? explores the critical intersections and collisions between feminist values and perceptions of war, by asking whether feminist values can be asserted as interventional approaches to the design, play, and analysis of games that focus on armed conflict and economies of violence. Focusing on the ways that games, both digital and table-top, can function as narratives, arguments, methods, and instruments of research, the volume demonstrates the impact of computing technologies on our perceptions, ideologies, and actions. Exploring the compatibility between feminist values and systems of war through games is a unique way to pose destabilizing questions, solutions, and approaches; to prototype alternative narratives; and to challenge current idealizations and assumptions. Positing that feminist values can be asserted as a critical method of design, as an ideological design influence, and as a lens that determines how designers and players interact with and within arenas of war, the book addresses the persistence and brutality of war and issues surrounding violence in games, whilst also considering the place and purpose of video games in our cultural moment. Feminist War Games? is a timely volume that questions the often-toxic nature of online and gaming cultures. As such, the book will appeal to a broad variety of disciplinary interests, including sociology, education, psychology, literature, history, politics, game studies, digital humanities, media and cultural studies, and gender studies, as well as those interested in playing, or designing, socially engaged games.
Sir Tony Hoare has had an enormous influence on computer science, from the Quicksort algorithm to the science of software development, concurrency and program verification. His contributions have been widely recognised: He was awarded the ACM's Turing Award in 1980, the Kyoto Prize from the Inamori Foundation in 2000, and was knighted for "services to education and computer science" by Queen Elizabeth II of England in 2000. This book presents the essence of his various works-the quest for effective abstractions-both in his own words as well as chapters written by leading experts in the field, including many of his research collaborators. In addition, this volume contains biographical material, his Turing award lecture, the transcript of an interview and some of his seminal papers. Hoare's foundational paper "An Axiomatic Basis for Computer Programming", presented his approach, commonly known as Hoare Logic, for proving the correctness of programs by using logical assertions. Hoare Logic and subsequent developments have formed the basis of a wide variety of software verification efforts. Hoare was instrumental in proposing the Verified Software Initiative, a cooperative international project directed at the scientific challenges of large-scale software verification, encompassing theories, tools and experiments. Tony Hoare's contributions to the theory and practice of concurrent software systems are equally impressive. The process algebra called Communicating Sequential Processes (CSP) has been one of the fundamental paradigms, both as a mathematical theory to reason about concurrent computation as well as the basis for the programming language occam. CSP served as a framework for exploring several ideas in denotational semantics such as powerdomains, as well as notions of abstraction and refinement. It is the basis for a series of industrial-strength tools which have been employed in a wide range of applications. This book also presents Hoare's work in the last few decades. These works include a rigorous approach to specifications in software engineering practice, including procedural and data abstractions, data refinement, and a modular theory of designs. More recently, he has worked with collaborators to develop Unifying Theories of Programming (UTP). Their goal is to identify the common algebraic theories that lie at the core of sequential, concurrent, reactive and cyber-physical computations.
Sir Tony Hoare has had an enormous influence on computer science, from the Quicksort algorithm to the science of software development, concurrency and program verification. His contributions have been widely recognised: He was awarded the ACM's Turing Award in 1980, the Kyoto Prize from the Inamori Foundation in 2000, and was knighted for "services to education and computer science" by Queen Elizabeth II of England in 2000. This book presents the essence of his various works-the quest for effective abstractions-both in his own words as well as chapters written by leading experts in the field, including many of his research collaborators. In addition, this volume contains biographical material, his Turing award lecture, the transcript of an interview and some of his seminal papers. Hoare's foundational paper "An Axiomatic Basis for Computer Programming", presented his approach, commonly known as Hoare Logic, for proving the correctness of programs by using logical assertions. Hoare Logic and subsequent developments have formed the basis of a wide variety of software verification efforts. Hoare was instrumental in proposing the Verified Software Initiative, a cooperative international project directed at the scientific challenges of large-scale software verification, encompassing theories, tools and experiments. Tony Hoare's contributions to the theory and practice of concurrent software systems are equally impressive. The process algebra called Communicating Sequential Processes (CSP) has been one of the fundamental paradigms, both as a mathematical theory to reason about concurrent computation as well as the basis for the programming language occam. CSP served as a framework for exploring several ideas in denotational semantics such as powerdomains, as well as notions of abstraction and refinement. It is the basis for a series of industrial-strength tools which have been employed in a wide range of applications. This book also presents Hoare's work in the last few decades. These works include a rigorous approach to specifications in software engineering practice, including procedural and data abstractions, data refinement, and a modular theory of designs. More recently, he has worked with collaborators to develop Unifying Theories of Programming (UTP). Their goal is to identify the common algebraic theories that lie at the core of sequential, concurrent, reactive and cyber-physical computations.
"CUDA Fortran for Scientists and Engineers" shows how high-performance application developers can leverage the power of GPUs using Fortran, the familiar language of scientific computing and supercomputer performance benchmarking. The authors presume no prior parallel computing experience, and cover the basics along with best practices for efficient GPU computing using CUDA Fortran. To help you add CUDA Fortran to existing Fortran codes, the book
explains how to understand the target GPU architecture, identify
computationally intensive parts of the code, and modify the code to
manage the data and parallelism and optimize performance. All of
this is done in Fortran, without having to rewrite in another
language. Each concept is illustrated with actual examples so you
can immediately evaluate the performance of your code in
comparison.
Software history has a deep impact on current software designers, computer scientists, and technologists. System constraints imposed in the past and the designs that responded to them are often unknown or poorly understood by students and practitioners, yet modern software systems often include "old" software and "historical" programming techniques. This work looks at software history through specific software areas to develop student-consumable practices, design principles, lessons learned, and trends useful in current and future software design. It also exposes key areas that are widely used in modern software, yet infrequently taught in computing programs. Written as a textbook, this book uses specific cases from the past and present to explore the impact of software trends and techniques. Building on concepts from the history of science and technology, software history examines such areas as fundamentals, operating systems, programming languages, programming environments, networking, and databases. These topics are covered from their earliest beginnings to their modern variants. There are focused case studies on UNIX, APL, SAGE, GNU Emacs, Autoflow, internet protocols, System R, and others. Extensive problems and suggested projects enable readers to deeply delve into the history of software in areas that interest them most. |
You may like...
Practical Biostatistics - A Step-by-Step…
Mendel Suchmacher, Mauro Geller
Paperback
R2,054
Discovery Miles 20 540
|