![]() |
Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
||
|
Books > Computing & IT > Computer programming > General
Little known to many, R works just as well with JavaScript-this book delves into the various ways both languages can work together. The ultimate aim of this work is to put the reader at ease with inviting JavaScript in their data science workflow. In that respect the book is not teaching one JavaScript but rather we show how little JavaScript can greatly support and enhance R code. Therefore, the focus is on integrating external JavaScript libraries and no prior knowledge of JavaScript is required. Key Features: Easy to pick up. An entry way to learning JavaScript for R. Covers topics not covered anywhere else. Easy to follow along.
Little known to many, R works just as well with JavaScript-this book delves into the various ways both languages can work together. The ultimate aim of this work is to put the reader at ease with inviting JavaScript in their data science workflow. In that respect the book is not teaching one JavaScript but rather we show how little JavaScript can greatly support and enhance R code. Therefore, the focus is on integrating external JavaScript libraries and no prior knowledge of JavaScript is required. Key Features: Easy to pick up. An entry way to learning JavaScript for R. Covers topics not covered anywhere else. Easy to follow along.
The systems engineering method proposed in this book, which is based on Abstract State Machines (ASMs), guides the development of software and embedded hardware-software systems seamlessly from requirements capture to actual implementation and documentation. The method bridges the gap between the human understanding and formulation of real-world problems and the deployment of their algorithmic solutions by code-executing machines. Within a single conceptual framework it covers design, verification by reasoning techniques, and validation by simulation and testing. ASMs improve current industrial practice by using accurate high-level modeling and by linking the descriptions at the successive stages of system development in an organic and efficiently maintainable chain of rigorous and coherent system models at stepwise-refined abstraction levels. In several industrial projects the ASM method has proven its superiority compared to the popular UML methodology when designing complex parallel or dynamic systems. This book combines the features of a textbook and a handbook: the reader will find detailed explanations, proofs, and exercises as well as numerous examples and real-world case studies. Researchers will find here the most comprehensive description of ASMs available today and professionals will use it as a "modeling handbook for the working software engineer." As a textbook it supports self-study or it can form the basis of a lecture course. The book is complemented by a CD containing the whole book text, additional course material, solutions to exercises, and additional examples. Even more information can be found on the related website maintained by the authors: http://www.di.unipi.it/AsmBook/
As games grow more complex and gamers' expectations soar, the discipline of game systems design becomes ever more important. Game systems designers plan a game's rules and balance, its characters' attributes, most of its data, and how its AI, weapons, and objects work and interact. Introduction to Game Systems Design is the first complete beginner's guide to this crucial discipline. Writing for all aspiring game professionals, even those with absolutely no experience, leading game designer and instructor Dax Gazaway presents a step-by-step, hands-on approach to designing game systems with industry-standard tools. Drawing on his experience building AAA-level game systems (including games in the Star Wars and Marvel franchises), Gazaway covers all this, and more: Exploring the essentials of game design and its emerging subdisciplines Asking the essential questions at the heart of all design Getting started with modern game system design tools, including the spreadsheets most professionals now use Creating systems and data from a blank page Populating and quantifying a world of data into a game Tuning and balancing game systems Testing game systems and data Leveraging communication, psychology, and rewards within your games Balancing game probability within systems Whether you're a college freshman entering a game design program, an indie developer using Unreal or Unity, a Dungeon Master, or anyone who wants to really understand modern games, this guide will help you get where you want to go.
SRv6 Network Programming, beginning with the challenges for Internet Protocol version 6 (IPv6) network development, describes the background, roadmap design, and implementation of Segment Routing over IPv6 (SRv6), as well as the application of this technology in traditional and emerging services. The book begins with the development of IP technologies by focusing on the problems encountered during MPLS and IPv6 network development, giving readers insights into the problems tackled by SRv6 and the value of SRv6. It then goes on to explain SRv6 fundamentals, including SRv6 packet header design, the packet forwarding process, protocol extensions such as Interior Gateway Protocol (IGP), Border Gateway Protocol (BGP), and Path Computation Element Protocol (PCEP) extensions, and how SRv6 supports existing traffic engineering (TE), virtual private networks (VPN), and reliability requirements. Next, SRv6 network deployment is introduced, covering the evolution paths from existing networks to SRv6 networks, SRv6 network deployment processes, involved O&M technologies, and emerging 5G and cloud services supported by SRv6. Bit Index Explicit Replication IPv6 encapsulation (BIERv6), an SRv6 multicast technology, is then introduced as an important supplement to SRv6 unicast technology. The book concludes with a summary of the current status of the SRv6 industry and provides an outlook for new SRv6-based technologies. SRv6 Network Programming: Ushering in a New Era of IP Networks collects the research results of Huawei SRv6 experts and reflects the latest development direction of SRv6. With rich, clear, practical, and easy-to-understand content, the volume is intended for network planning engineers, technical support engineers and network administrators who need a grasp of the most cutting-edge IP network technology. It is also intended for communications network researchers in scientific research institutions and universities. Authors: Zhenbin Li is the Chief Protocol Expert of Huawei and member of the IETF IAB, responsible for IP protocol research and standards promotion at Huawei. Zhibo Hu is a Senior Huawei Expert in SR and IGP, responsible for SR and IGP planning and innovation. Cheng Li is a Huawei Senior Pre-research Engineer and IP standards representative, responsible for Huawei's SRv6 research and standardization.
Build Better Business Software by Telling and Visualizing Stories "From a story to working software--this book helps you to get to the essence of what to build. Highly recommended!" --Oliver Drotbohm Storytelling is at the heart of human communication--why not use it to overcome costly misunderstandings when designing software? By telling and visualizing stories, domain experts and team members make business processes and domain knowledge tangible. Domain Storytelling enables everyone to understand the relevant people, activities, and work items. With this guide, the method's inventors explain how domain experts and teams can work together to capture insights with simple pictographs, show their work, solicit feedback, and get everyone on the same page. Stefan Hofer and Henning Schwentner introduce the method's easy pictographic language, scenario-based modeling techniques, workshop format, and relationship to other modeling methods. Using step-by-step case studies, they guide you through solving many common problems: Fully align all project participants and stakeholders, both technical and business-focused Master a simple set of symbols and rules for modeling any process or workflow Use workshop-based collaborative modeling to find better solutions faster Draw clear boundaries to organize your domain, software, and teams Transform domain knowledge into requirements, embedded naturally into an agile process Move your models from diagrams and sticky notes to code Gain better visibility into your IT landscape so you can consolidate or optimize it This guide is for everyone who wants more effective software--from developers, architects, and team leads to the domain experts, product owners, and executives who rely on it every day. Register your book for convenient access to downloads, updates, and/or corrections as they become available. See inside book for details.
This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes techniques for handheld programming to reflect the increased importance of graphics on mobile devices. It covers geometry manipulation, effects in image space, shadows, 3D engine design, GPGPU, and graphics-related tools. Source code and other materials are available for download on the book's CRC Press web page.
Leading with Sound is the must-have companion guide to working on video game projects. Focused on the creative, collaborative, philosophical and organizational skills behind game sound and eschewing the technical, this book celebrates the subjects most essential to leading with sound in video game development at any level. Refuting the traditional optics of sound as a service in favour of sound as a pro-active visionary department, , this book examines each of the four food-groups of dialogue, sound design, music and mix, not through the usual technical and production lenses of 'how' and 'when', but the essential lens of 'why' that enables leadership with sound. Leading with Sound is essential reading for aspiring sound designers, inside and outside of the classroom, as well as experienced professionals in the game industry.
Programmers run into parsing problems all the time. Whether it's a data format like JSON, a network protocol like SMTP, a server configuration file for Apache, a PostScript/PDF file, or a simple spreadsheet macro language--ANTLR v4 and this book will demystify the process. ANTLR v4 has been rewritten from scratch to make it easier than ever to build parsers and the language applications built on top. This completely rewritten new edition of the bestselling Definitive ANTLR Reference shows you how to take advantage of these new features. Build your own languages with ANTLR v4, using ANTLR's new advanced parsing technology. In this book, you'll learn how ANTLR automatically builds a data structure representing the input (parse tree) and generates code that can walk the tree (visitor). You can use that combination to implement data readers, language interpreters, and translators. You'll start by learning how to identify grammar patterns in language reference manuals and then slowly start building increasingly complex grammars. Next, you'll build applications based upon those grammars by walking the automatically generated parse trees. Then you'll tackle some nasty language problems by parsing files containing more than one language (such as XML, Java, and Javadoc). You'll also see how to take absolute control over parsing by embedding Java actions into the grammar. You'll learn directly from well-known parsing expert Terence Parr, the ANTLR creator and project lead. You'll master ANTLR grammar construction and learn how to build language tools using the built-in parse tree visitor mechanism. The book teaches using real-world examples and shows you how to use ANTLR to build such things as a data file reader, a JSON to XML translator, an R parser, and a Java class->interface extractor. This book is your ticket to becoming a parsing guru! What You Need: ANTLR 4.0 and above. Java development tools. Ant build system optional (needed for building ANTLR from source)
Move into iOS development by getting a firm grasp of its fundamentals, including the Xcode 9 IDE, Cocoa Touch, and the latest version of Apple's acclaimed programming language, Swift 4. With this thoroughly updated guide, you'll learn the Swift language, understand Apple's Xcode development tools, and discover the Cocoa framework. Explore Swift's object-oriented concepts Become familiar with built-in Swift types Dive deep into Swift objects, protocols, and generics Tour the lifecycle of an Xcode project Learn how nibs are loaded Understand Cocoa's event-driven design Communicate with C and Objective-C In this edition, catch up on the latest iOS programming features. Multiline strings and improved dictionaries Object serialization Key paths and key-value observing Expanded git integration Code refactoring And more! Once you master the fundamentals, you'll be ready to tackle the details of iOS app development with author Matt Neuburg's companion guide, Programming iOS 11
Data Stewardship for Open Science: Implementing FAIR Principles has been written with the intention of making scientists, funders, and innovators in all disciplines and stages of their professional activities broadly aware of the need, complexity, and challenges associated with open science, modern science communication, and data stewardship. The FAIR principles are used as a guide throughout the text, and this book should leave experimentalists consciously incompetent about data stewardship and motivated to respect data stewards as representatives of a new profession, while possibly motivating others to consider a career in the field. The ebook, avalable for no additional cost when you buy the paperback, will be updated every 6 months on average (providing that significant updates are needed or avaialble). Readers will have the opportunity to contribute material towards these updates, and to develop their own data management plans, via the free Data Stewardship Wizard.
Game Anim teaches the technical and artistic fundamentals of video game animation and goes further to provide practical advice and industry insights to help you become a rounded and successful game animator. Covering every stage of game production from the animator's perspective, it is packed with the lessons learned from working on a variety of game types in both in-game and cinematic roles in animator, lead, and director positions. These have been successful across multiple studios regardless of team, size and culture. The 2nd edition includes a new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Game Anim provides essential guidance to those looking to break into the industry and successful animators wishing to take the next step in their career. Key Features * 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. * The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. * Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. * Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book
This book teaches anyone with a basic understanding of Java how to develop Android apps at a professional level. To start, it shows how to use the Eclipse IDE to code, test, and debug a Tip Calculator app for a smartphone or tablet. Then, it expands upon this app to show must-have Android skills such as working with layouts, widgets, events, themes, styles, menus, preferences, and fragments. Next, this book presents two more apps that illustrate Android skills you'll use every day, such as working with threads, files, adapters, intents, services, notifications, broadcast receivers, SQLite databases, content providers, and app widgets. Finally, this book presents an app that uses the Google Maps API and shows you how to submit your finished apps to the Google Play store. The real-world apps let you see how the skills you're learning work together, and they illustrate how and when you'd use each skill. And all the content is presented in Murach distinctive "paired-pages" style that developers find so clear and time-saving for both training and reference.
OpenGL ES is the standard graphics API used for mobile and embedded systems. Despite its widespread use, there is a lack of material that addresses the balance of both theory and practice in OpenGL ES. JungHyun Han's Introduction to Computer Graphics with OpenGL ES achieves this perfect balance. Han's depiction of theory and practice illustrates how 3D graphics fundamentals are implemented. Theoretical or mathematical details around real-time graphics are also presented in a way that allows readers to quickly move on to practical programming. Additionally, this book presents OpenGL ES and shader code on many topics. Industry professionals, as well as, students in Computer Graphics and Game Programming courses will find this book of importance. Key Features: Presents key graphics algorithms that are commonly employed by state-of-the-art game engines and 3D user interfaces Provides a hands-on look at real-time graphics by illustrating OpenGL ES and shader code on various topics Depicts troublesome concepts using elaborate 3D illustrations so that they can be easily absorbed Includes problem sets, solutions manual, and lecture notes for those wishing to use this book as a course text.
Every major enterprise has a significant installed base of existing software systems that reflect the tangled IT architectures that result from decades of patches and failed replacements. Most of these systems were designed to support business architectures that have changed dramatically. At best, these systems hinder agility and competitiveness and, at worst, can bring critical business functions to a halt. Architecture-Driven Modernization (ADM) restores the value of entrenched systems by capturing and retooling various aspects of existing application environments, allowing old infrastructures to deliver renewed value and align effectively with enterprise strategies and business architectures. This book provides a practical guide to organizations seeking
ways to understand and leverage existing systems as part of their
information management strategies. It includes an introduction to
ADM disciplines, tools, and standards as well as a series of
scenarios outlining how ADM is applied to various initiatives.
Drawing upon lessons learned from real modernization projects, it
distills the theory and explains principles, processes, and best
practices for every industry.
Nowadays, Web applications are almost omnipresent. The Web has become a platform not only for information delivery, but also for eCommerce systems, social networks, mobile services, and distributed learning environments. Engineering Web applications involves many intrinsic challenges due to their distributed nature, content orientation, and the requirement to make them available to a wide spectrum of users who are unknown in advance. The authors discuss these challenges in the context of well-established engineering processes, covering the whole product lifecycle from requirements engineering through design and implementation to deployment and maintenance. They stress the importance of models in Web application development, and they compare well-known Web-specific development processes like WebML, WSDM and OOHDM to traditional software development approaches like the waterfall model and the spiral model. .
On March 15, 2002 we held a workshop on network interdiction and the more general problem of stochastic mixed integer programming at the University of California, Davis. Jesus De Loera and I co-chaired the event, which included presentations of on-going research and discussion. At the workshop, we decided to produce a volume of timely work on the topics. This volume is the result. Each chapter represents state-of-the-art research and all of them were refereed by leading investigators in the respective fields. Problems - sociated with protecting and attacking computer, transportation, and social networks gain importance as the world becomes more dep- dent on interconnected systems. Optimization models that address the stochastic nature of these problems are an important part of the research agenda. This work relies on recent efforts to provide methods for - dressing stochastic mixed integer programs. The book is organized with interdiction papers first and the stochastic programming papers in the second part. A nice overview of the papers is provided in the Foreward written by Roger Wets."
This book presents the Android plug-in technology used in Android development. This technology is widely used by a majority of Chinese internet companies, and is becoming more widely used worldwide. The book fully describes the history of Android plug-in technology, the installation and startup process, and new features of the Android plug-in technology. It also explores plug-in solutions for peripheral technologies. The book is designed to help Android app developers better understand the underlying technology of the Android system. Features Introduces Android system knowledge, including the communication between AMS and four components Describes the Hook technique by Proxy.newProxyInstance and reflection, to modify Android system behavior, for example, to launch an activity not declared in the AndroidManifest. Shows how to use the Hook apk packaging process in Gradle Covers how to merge the resources in the plugin app and the host app, and how to merge dex of the host app and all the plugin apps Presents the SO technique and how to launch SO files dynamically
Authoring, its tools, processes, and design challenges are key issues for the Interactive Digital Narrative (IDN) research community. The complexity of IDN authoring, often involving stories co-created by procedures and user interaction, creates confusion for tool developers and raises barriers for new authors. This book examines these issues from both the tool designer and the author's perspective, discusses the poetics of IDN and how that can be used to design authoring tools, explores diverse forms of IDN and their demands, and investigates the challenges around conducting research on IDN authoring. To address these challenges, the chapter authors incorporate a range of interdisciplinary perspectives on 'The Authoring Problem' in IDN. While existing texts provide 'how-to' guidance for authors, this book is a primer for research and practice-based investigations into the authoring problem, collecting the latest thoughts about this area from key researchers and practitioners.
Maintaining SQL Server 2005 high availability in a global information environment is the database administrators greatest practical challenge. Availability is as much about people and processes as it is about technology. Microsoft SQL Server 2005 High Availability covers the technology, people, processes, and real-world best practices for planning, deploying, administering, and maintaining highly available SQL Server 2005 instances. With years of experience as a database consultant and production DBA, Allan Hirt provides in-depth, detailed advice on what it takes to ensure SQL Server high availability for businesses of any size. This is not an academic text; its not based on lab experiments, but on real-world experience. This book is a dramatic update and revision of the authors previous best-seller on SQL Server 2000. It gives sound guidance to DBAs and system administrators on how to really get the job done.
Most innovations in the car industry are based on software and electronics, and IT will soon constitute the major production cost factor. It seems almost certain that embedded IT security will be crucial for the next generation of applications. Yet whereas software safety has become a relatively well-established field, the protection of automotive IT systems against manipulation or intrusion has only recently started to emerge. Lemke, Paar, and Wolf collect in this volume a state-of-the-art overview on all aspects relevant for IT security in automotive applications. After an introductory chapter written by the editors themselves, the contributions from experienced experts of different disciplines are structured into three parts. "Security in the Automotive Domain" describes applications for which IT security is crucial, like immobilizers, tachographs, and software updates. "Embedded Security Technologies" details security technologies relevant for automotive applications, e.g., symmetric and asymmetric cryptography, and wireless security. "Business Aspects of IT Systems in Cars" shows the need for embedded security in novel applications like location-based navigation systems and personalization. The first book in this area of fast-growing economic and scientific importance, it is indispensable for both researchers in software or embedded security and professionals in the automotive industry.
This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Unity, Substance Painter, and Maya. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling, UV layout, and custom texture painting. The book then covers rigging and animation solutions to create assets to be placed in the game, including animated first-person assets and motion-captured NPC animations. Finally, readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book. * Written by industry professionals with real-world experience in building assets and games * Build a complete game from start to finish * Learn what the pros use: construct all assets using the tools used at game studios across the world * All software used are free to students * When complete, students will have a playable version of an FPS game Jingtian Li is a graduate of China's Central Academy of Fine Arts and New York's School of Visual Arts, where he earned an MFA in Computer Art. He currently is an Assistant Professor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. Adam Watkins is a 20-year veteran of 3D education. He holds an MFA in 3D Animation and a BFA in Theatre Arts from Utah State University. He currently is the Coordinator and Professor of the 3D Animation & Game Department at the University of the Incarnate Word in San Antonio, Texas. Kassandra Arevalo is an instructor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. She previously worked as an animator at Immersed Games. Matt Tovar is an industry veteran animator. He has worked at Naughty Dog, Infinity Ward, and Sony Interactive on such games as The Last of Us, Call of Duty: Modern Warfare, and most recently Marvel's Avengers with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word in San Antonio, Texas.
This book is an introduction to the mathematical theory of optimal control of processes governed by ordinary differential eq- tions. It is intended for students and professionals in mathematics and in areas of application who want a broad, yet relatively deep, concise and coherent introduction to the subject and to its relati- ship with applications. In order to accommodate a range of mathema- cal interests and backgrounds among readers, the material is arranged so that the more advanced mathematical sections can be omitted wi- out loss of continuity. For readers primarily interested in appli- tions a recommended minimum course consists of Chapter I, the sections of Chapters II, III, and IV so recommended in the introductory sec tions of those chapters, and all of Chapter V. The introductory sec tion of each chapter should further guide the individual reader toward material that is of interest to him. A reader who has had a good course in advanced calculus should be able to understand the defini tions and statements of the theorems and should be able to follow a substantial portion of the mathematical development. The entire book can be read by someone familiar with the basic aspects of Lebesque integration and functional analysis. For the reader who wishes to find out more about applications we recommend references [2], [13], [33], [35], and [50], of the Bibliography at the end of the book.
Learn All the Design & Development Skills You Need to Make Great Games with Unity, the World's Most Popular Professional Game Engine If you want to design and develop games, there is no substitute for strong, hands-on experience with modern techniques and tools. That is exactly what this book provides. Leading instructor and indie game developer Jeremy Gibson Bond covers all three disciplines that you need to succeed: game design theory, rapid iterative prototyping, and practical programming. Building on two previous best-sellers, this Third Edition contains hundreds of improvements across more than 400 new pages, all designed to make it even easier to understand and more useful in modern game development. The five game tutorials have been thoroughly revised and expanded to cover even more best practices for prototyping and development, and all examples now use Unity 2020.3 LTS (Long Term Support), a stable and feature-rich standard for years to come. The new content includes greatly enhanced tutorials, a chapter on Unity's high-performance Data-Oriented Tech Stack (DOTS), new Coding Challenges to help you transition to making your own games from scratch, and tips on next steps after you have finished the book. The revamped website includes playable versions of all example games, plus an exciting new tool that provides immediate feedback on potential errors in your own code. Part I: Game Design and Paper Prototyping Use the Layered Tetrad to understand and design powerful interactive experiences. Explore the core game design practices of paper prototyping, testing, and iteration. Learn effective strategies for staying on track and on schedule. Get tips for finding a rewarding job in today's industry. Part II: Programming C# in Unity Learn C# from the basics through class inheritance, object-oriented programming, and data-oriented design. Part III: Game Prototype Tutorials Implement games across five genres: arcade, casual physics, space shooter, solitaire card game, and top-down adventure game. Each game is designed to be easily extensible into your own projects.Take three games from prototype to "first playable" through new extended tutorial chapters that refi ne the games further than in previous editions of the book. NEW! Part IV: Next Steps Tackle the new, growing library of Coding Challenges, a proven method for transitioning from tutorials to creating your own projects from scratch.Get ideas and resources for new projects to tackle on your own.
Artificial Intelligence Techniques in IoT Sensor Networks is a technical book which can be read by researchers, academicians, students and professionals interested in artificial intelligence (AI), sensor networks and Internet of Things (IoT). This book is intended to develop a shared understanding of applications of AI techniques in the present and near term. The book maps the technical impacts of AI technologies, applications and their implications on the design of solutions for sensor networks. This text introduces researchers and aspiring academicians to the latest developments and trends in AI applications for sensor networks in a clear and well-organized manner. It is mainly useful for research scholars in sensor networks and AI techniques. In addition, professionals and practitioners working on the design of real-time applications for sensor networks may benefit directly from this book. Moreover, graduate and master's students of any departments related to AI, IoT and sensor networks can find this book fascinating for developing expert systems or real-time applications. This book is written in a simple and easy language, discussing the fundamentals, which relieves the requirement of having early backgrounds in the field. From this expectation and experience, many libraries will be interested in owning copies of this work. |
You may like...
Practical Guide to Usability Testing
Joseph S. Dumas, Janice C. Redish
Paperback
R984
Discovery Miles 9 840
News Search, Blogs and Feeds - A Toolkit
Lars Vage, Lars Iselid
Paperback
R1,332
Discovery Miles 13 320
SAS Graphics for Clinical Trials by…
Kriss Harris, Richann Watson
Hardcover
R1,510
Discovery Miles 15 100
|