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Books > Computing & IT > Computer programming > General

Pro SQL Server 2005 High Availability (Hardcover, 1st ed.): Allan Hirt Pro SQL Server 2005 High Availability (Hardcover, 1st ed.)
Allan Hirt
R1,622 Discovery Miles 16 220 Ships in 18 - 22 working days

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.

Network Interdiction and Stochastic Integer Programming (Hardcover, 2003 ed.): David L. Woodruff Network Interdiction and Stochastic Integer Programming (Hardcover, 2003 ed.)
David L. Woodruff
R1,481 Discovery Miles 14 810 Ships in 18 - 22 working days

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."

The Authoring Problem - Challenges in Supporting Authoring for Interactive Digital Narratives (Hardcover, 1st ed. 2022):... The Authoring Problem - Challenges in Supporting Authoring for Interactive Digital Narratives (Hardcover, 1st ed. 2022)
Charlie Hargood, David E. Millard, Alex Mitchell, Ulrike Spierling
R4,634 Discovery Miles 46 340 Ships in 10 - 15 working days

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.

Optimal Control Theory (Hardcover, 1974 ed.): L. D. Berkovitz Optimal Control Theory (Hardcover, 1974 ed.)
L. D. Berkovitz
R1,655 Discovery Miles 16 550 Ships in 18 - 22 working days

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.

Creating Games with Unity, Substance Painter, & Maya - Models, Textures, Animation, & Code (Hardcover): Jingtian Li, Adam... Creating Games with Unity, Substance Painter, & Maya - Models, Textures, Animation, & Code (Hardcover)
Jingtian Li, Adam Watkins, Kassandra Arevalo, Matthew Tovar
R4,429 Discovery Miles 44 290 Ships in 10 - 15 working days

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.

Creating Games with Unity, Substance Painter, & Maya - Models, Textures, Animation, & Code (Paperback): Jingtian Li, Adam... Creating Games with Unity, Substance Painter, & Maya - Models, Textures, Animation, & Code (Paperback)
Jingtian Li, Adam Watkins, Kassandra Arevalo, Matthew Tovar
R1,864 Discovery Miles 18 640 Ships in 10 - 15 working days

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.

Locating Imagination in Popular Culture - Place, Tourism and Belonging (Hardcover): Nicky van Es, Stijn Reijnders, Leonieke... Locating Imagination in Popular Culture - Place, Tourism and Belonging (Hardcover)
Nicky van Es, Stijn Reijnders, Leonieke Bolderman, Abby Waysdorf
R4,511 Discovery Miles 45 110 Ships in 10 - 15 working days

Locating Imagination in Popular Culture offers a multi-disciplinary account of the ways in which popular culture, tourism and notions of place intertwine in an environment characterized by ongoing processes of globalization, digitization and an increasingly ubiquitous nature of multi-media. Centred around the concept of imagination, the authors demonstrate how popular culture and media are becoming increasingly important in the ways in which places and localities are imagined, and how they also subsequently stimulate a desire to visit the actual places in which people's favourite stories are set. With examples drawn from around the globe, the book offers a unique study of the role of narratives conveyed through media in stimulating and reflecting desire in tourism. This book will have appeal in a wide variety of academic disciplines, ranging from media and cultural studies to fan- and tourism studies, cultural geography, literary studies and cultural sociology.

Artificial Intelligence Techniques in IoT Sensor Networks (Hardcover): Mohamed Elhoseny, Mohamed Abdel-Basset, K Shankar Artificial Intelligence Techniques in IoT Sensor Networks (Hardcover)
Mohamed Elhoseny, Mohamed Abdel-Basset, K Shankar
R4,216 Discovery Miles 42 160 Ships in 10 - 15 working days

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.

Programming Ruby 1.9 & 2.0 4ed (Paperback, 4th Ed.): David Thomas, Andy Hunt, Chad Fowler Programming Ruby 1.9 & 2.0 4ed (Paperback, 4th Ed.)
David Thomas, Andy Hunt, Chad Fowler
R1,193 R1,046 Discovery Miles 10 460 Save R147 (12%) Ships in 10 - 15 working days

Ruby is the fastest growing and most exciting dynamic language out there. If you need to get working programs delivered fast, you should add Ruby to your toolbox. This book is the only complete reference for both Ruby 1.9 and Ruby 2.0, the very latest version of Ruby. 2013 marks the 20th anniversary of the Ruby language. We're proud that throughout its history, we've continued to cover the latest version of Ruby. Would you like to go from first idea to working code much, much faster? Do you currently spend more time satisfying the compiler instead of your clients or end users? Are you frustrated with demanding languages that seem to get in your way, instead of getting the work done? Are you using Rails, and want to dig deeper into the underlying Ruby language? If so, then we've got a language and book for you! Ruby is a fully object-oriented language, much like the classic object-oriented language, Smalltalk. Like Smalltalk, it is dynamically typed (as opposed to Java or C++), but unlike Smalltalk, Ruby features the same conveniences found in modern scripting languages such as Perl and Python. The combination of the power of a pure object-oriented language with the convenience of a scripting language makes Ruby a favorite tool of intelligent, forward-thinking programmers. The Pickaxe contains four major sections: * An acclaimed tutorial on using Ruby. * The definitive reference to the language. * Complete documentation of all built-in classes, modules, and methods. * Complete descriptions of all 97 standard libraries. This is the reference manual for Ruby, including a description of all the standard library modules, a complete reference to all built-in classes and modules (including all the new and changed methods introduced by Ruby 1.9, 1.9.2, 1.9.3, and 2.0). It also includes all the new and changed syntax and semantics introduced since Ruby 1.8. Learn about the new parameter passing rules, local variable scoping in blocks, fibers, and the new block declaration syntax, among other exciting new features. About Ruby 2.0 Ruby 2.0 is a minor update to Ruby 1.9, unlike the more major updates from Ruby 1.8 to Ruby 1.9. The major language changes in Ruby 2.0 are the addition of keyword arguments and the change to use UTF-8 as the default source file encoding. There are a number of additions to the standard library, including: * @Enumerator::Lazy@, which adds support for lazy access to potentially infinite lists. * Refinements allow you to encapsulate changes to third-party classes, and scope their application to individual source files, preventing your changes from polluting the global application. You'll also find that Ruby 2 is faster, and has memory management improvements that make it more server-friendly. All told, there are over 110 sections of the book that have been flagged and cross-linked to indicate 2.0 content. What You Need * This book assumes you have a basic understanding of object-oriented programming. * In general, Ruby programmers tend to favor the the command line for running their code, and they tend to use text editors rather than IDEs.

Specification and Proof in Real Time CSP (Hardcover): Jim Davies Specification and Proof in Real Time CSP (Hardcover)
Jim Davies
R3,670 R3,093 Discovery Miles 30 930 Save R577 (16%) Ships in 10 - 15 working days

Computing systems are becoming highly complex, harder to understand, and therefore more prone to failure. Where such systems control aircraft for example, system failure could have disastrous consequences. It is important therefore that we are able to employ mathematical techniques to specify the behavior of critical systems. This thesis uses the theory of Communicating Sequential Processes to show how a real-time system (a system that maintains a continuous interaction with its environment) may be specified. Included is a case study in which a local area network protocol is described at two levels of abstraction, and a general method for structuring CSP descriptions of layered protocols is given. The research contained here represents the very latest work on the specification and verification of real-time systems.

Toward Solving Complex Human Problems - Techniques for Increasing Our Understanding of What Matters in Doing So (Hardcover):... Toward Solving Complex Human Problems - Techniques for Increasing Our Understanding of What Matters in Doing So (Hardcover)
Brian E. White
R1,773 Discovery Miles 17 730 Ships in 10 - 15 working days

This book serves three basic purposes: (1) a tutorial-type reference for complex systems engineering (CSE) concepts and associated terminology, (2) a recommendation of a proposed methodology showing how the evolving practice of CSE can lead to a more unified theory, and (3) a complex systems (CSs) initiative for organizations to invest some of their resources toward helping to make the world a better place. A wide variety of technical practitioners-e.g., developers of new or improved systems (particularly systems engineers), program and project managers, associated staff/workers, funders and overseers, government executives, military officers, systems acquisition personnel, contract specialists, owners of large and small businesses, professional society members, and CS researchers-may be interested in further exploring these topics. Readers will learn more about CS characteristics and behaviors and CSE principles and will therefore be able to focus on techniques that will better serve them in their everyday work environments in dealing with complexity. The fundamental observation is that many systems inherently involve a deeper complexity because stakeholders are engaged in the enterprise. This means that such CSs are more difficult to invent, create, or improve upon because no one can be in total control since people cannot be completely controlled. Therefore, one needs to concentrate on trying to influence progress, then wait a suitable amount of time to see what happens, iterating as necessary. With just three chapters in this book, it seems to make sense to provide a tutorial introduction that readers can peruse only as necessary, considering their background and understanding, then a chapter laying out the suggested artifacts and methodology, followed by a chapter emphasizing worthwhile areas of application.

Learn Amazon Web Services in a Month of Lunches (Paperback): David Clinton Learn Amazon Web Services in a Month of Lunches (Paperback)
David Clinton
R657 Discovery Miles 6 570 Ships in 10 - 15 working days

Description AWS gives users the networking, compute, and security services they need without making them pay for anything they're not actually using. With almost a hundred individual AWS services, putting all the pieces together is not a simple thing. That's where this book can help. Learn Amazon Web Services in a Month of Lunches guides readers through the process of building a robust and secure web application using the core AWS services they really need to know. When they're done, readers will be comfortable with the basics, and know exactly where to look when they're ready for more. Key features * Bite-sized lessons * Step-by-step guide * Thorough introduction * Hands-on examples Audience This book is for developers, system administrators, or anyone looking for an introduction to using AWS cloud. A basic understanding of TCP/IP networking is helpful, but not required. About the Technology Amazon Web Services is, by all metrics, the giant of the cloud computing world. Not only does it dominate in terms of user adoption and market share, but its innovative and highly integrated services have defined the way networked digital services are delivered.

Can We Be Wrong? The Problem of Textual Evidence in a Time of Data (Paperback): Andrew Piper Can We Be Wrong? The Problem of Textual Evidence in a Time of Data (Paperback)
Andrew Piper
R585 Discovery Miles 5 850 Ships in 10 - 15 working days

This Element tackles the problem of generalization with respect to text-based evidence in the field of literary studies. When working with texts, how can we move, reliably and credibly, from individual observations to more general beliefs about the world? The onset of computational methods has highlighted major shortcomings of traditional approaches to texts when it comes to working with small samples of evidence. This Element combines a machine learning-based approach to detect the prevalence and nature of generalization across tens of thousands of sentences from different disciplines alongside a robust discussion of potential solutions to the problem of the generalizability of textual evidence. It exemplifies the way mixed methods can be used in complementary fashion to develop nuanced, evidence-based arguments about complex disciplinary issues in a data-driven research environment.

2D Game Development with Unity (Paperback): Franz Lanzinger 2D Game Development with Unity (Paperback)
Franz Lanzinger
R1,854 Discovery Miles 18 540 Ships in 10 - 15 working days

This book teaches beginners and aspiring game developers how to develop 2D games with Unity. Thousands of commercial games have been built with Unity. The reader will learn the complete process of 2D game development, step by step. The theory behind each step is fully explained. This book contains numerous color illustrations and access to all source code and companion videos. Key Features: Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner toward professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020, including 2D game development, prefabs, cameras, animation, character controllers, lighting, and sound. Includes a step-by-step introduction to Unity 2019.3. Extensive coverage of GIMP, Audacity, and MuseScore for the creation of 2D graphics, sound effects, and music. All required software is free to use for any purpose including commercial applications and games. Franz Lanzinger is the owner and chief game developer of Lanzinger Studio, an independent game development and music studio in Sunnyvale, California. He started his career in game programming in 1982 at Atari Games, Inc., where he designed and programmed the classic arcade game Crystal Castles. In 1989, he joined Tengen, where he was a programmer and designer for Ms. Pac-Man and Toobin' on the NES. He co-founded Bitmasters, where he designed and coded games including Rampart and Championship Pool for the NES and SNES, and NCAA Final Four Basketball for the SNES and Sega Genesis. In 1996, he founded Actual Entertainment, publisher and developer of the Gubble video game series. He has a B.Sc. in mathematics from the University of Notre Dame and attended graduate school in mathematics at the University of California at Berkeley. He is a former world record holder on Centipede and Burgertime. He is a professional author, game developer, accompanist, and piano teacher. He is currently working on remaking the original Gubble game in Unity and Blender.

Advances in Longitudinal HCI Research (Hardcover, 1st ed. 2021): Evangelos Karapanos, Jens Gerken, Jesper Kjeldskov, Mikael B.... Advances in Longitudinal HCI Research (Hardcover, 1st ed. 2021)
Evangelos Karapanos, Jens Gerken, Jesper Kjeldskov, Mikael B. Skov
R4,635 Discovery Miles 46 350 Ships in 10 - 15 working days

Longitudinal studies have traditionally been seen as too cumbersome and labor-intensive to be of much use in research on Human-Computer Interaction (HCI). However, recent trends in market, legislation, and the research questions we address, have highlighted the importance of studying prolonged use, while technology itself has made longitudinal research more accessible to researchers across different application domains. Aimed as an educational resource for graduate students and researchers in HCI, this book brings together a collection of chapters, addressing theoretical and methodological considerations, and presenting case studies of longitudinal HCI research. Among others, the authors: discuss the theoretical underpinnings of longitudinal HCI research, such as when a longitudinal study is appropriate, what research questions can be addressed and what challenges are entailed in different longitudinal research designs reflect on methodological challenges in longitudinal data collection and analysis, such as how to maintain participant adherence and data reliability when employing the Experience Sampling Method in longitudinal settings, or how to cope with data collection fatigue and data safety in applications of autoethnography and autobiographical design, which may span from months to several years present a number of case studies covering different topics of longitudinal HCI research, from "slow technology", to self-tracking, to mid-air haptic feedback, and crowdsourcing.

The Video Game Debate 2 - Revisiting the Physical, Social, and Psychological Effects of Video Games (Hardcover): Thorsten... The Video Game Debate 2 - Revisiting the Physical, Social, and Psychological Effects of Video Games (Hardcover)
Thorsten Quandt, Rachel Kowert
R4,481 Discovery Miles 44 810 Ships in 10 - 15 working days

This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

Game Feel - A Game Designer's Guide to Virtual Sensation (Paperback): Steve Swink Game Feel - A Game Designer's Guide to Virtual Sensation (Paperback)
Steve Swink
R1,438 Discovery Miles 14 380 Ships in 9 - 17 working days

"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.
The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.
The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.
The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.
--Swink demystifies this crucial, fundamental, and unexplored aspect ofgame design with case studies, fully interactive examples
--Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle.
--What draws players in? Makes them addicted to game play? Feel is the key element that is so central to game design. Finally a book that covers the topic in an in-depth, practical way, with interactive exercises.
--Website: Fully playable interactive playset with ready-made tools for game and feel design, six key components to creating virtual sensation, and a play palette - so that designers can first experience the sensations before applying to own projects.

Optimization Software Class Libraries (Hardcover, 2002 ed.): Stefan Voss, David L. Woodruff Optimization Software Class Libraries (Hardcover, 2002 ed.)
Stefan Voss, David L. Woodruff
R4,210 Discovery Miles 42 100 Ships in 18 - 22 working days

Stefan VoC and David Woodruff have edited a carefully refereed volume by experts on optimization software class libraries. The book focuses on flexible and powerful collections of computational objects for addressing complex optimization problems. These component class libraries are suitable for use in the increasing number of optimization applications that stand alone or are imbedded in advanced planning, engineering, and bioinformatics applications. Most researchers today use a number of modeling language software packages and a number of software solvers to solve computational problems. This book outlines packaged software class libraries to enable researchers to find cost-effective and efficient methods of getting problems coded into the computer, or into a modeling language package or into optimizing solvers - hence providing software coding solutions to whatever specialized needs a specific problem might require. Optimization Software Class Libraries provides the reader with a rich overview of the variety of components for framing problems. With the growing number of application-specific software systems and advance planning methods for specific classes of problems, class libraries for optimization are increasingly useful, practical, and needed. Benefits of Optimization Software Class Libraries are: Researchers will be able to invest more effort in examining better algorithms, performing experiments, and making use of problem-specific knowledge; The libraries that encapsulate general-purpose algorithms as reusable, high-quality software components are themselves significant contributions to ongoing research; and In addition to the research benefits, the libraries described providesubstantial practical value to organizations that adopt them.

Real-Time Object Uniform Design Methodology with UML (Hardcover, 2007 ed.): Bui Minh Duc Real-Time Object Uniform Design Methodology with UML (Hardcover, 2007 ed.)
Bui Minh Duc
R4,288 Discovery Miles 42 880 Ships in 18 - 22 working days

The competitiveness of organizations facing globalization, information and communication technologies relies on strategic issues such as reuse of knowledge from past experiences to make higher quality decisions, deployment of innovative, fast methodological approaches for solving problems and building systems. Real-life systems are often multidisciplinary; their development commands a uniform way of object modeling in order to close the loop of various interactions crossing multiple domains. An innovative methodology, built on UML version 2 and MDA (Model Driven Architecture), is proposed to explain how to design large-scale systems and make software reuse a reality, how logical models can be built progressively and transformed into business assets, how real time and database systems can be integrated smoothly along a single development stream. First, the metalanguage of UML is introduced as a lesson of rigorous and meta system development. That helps developers to acquire a deep understanding of meta elements of UML, rules that govern connections. Second, thirteen UML diagrams are studied in details with short examples. Third, fundamental modeling concepts are mapped into UML objects and represented with diagrams that are the visual parts of any CASE tool. Two advanced research topics beyond UML are exposed to complement the arsenal of development tools. A state-event network (SEN), a new diagram based on Petri net, supports dynamical studies and refines UML behavioral diagrams before implementation. The image attribute method is a combinatorial technique deployed to study dynamic behavior of safety-critical systems; it takes internal state variables of an object, makes images of surrounding objects interacting with this central object to explain its complex behavior and thus, automate the design of algorithms. One part of Real-Time Object Uniform Design Methodology with UML is targeted to be used as a basic textbook in Computer Science for teaching object modeling, fundamental concepts learning and system designing with thirteen UML diagrams. Another part is devoted to advanced research topics, samples and case studies. They are must readings for any system developer or any graduate student in any discipline that needs materials and thoughts for future developments, the power of object modeling packed along a serious development methodology.

20th Century Media and the American Psyche - A Strange Love (Paperback): Charisse L'Pree Corsbie-Massay 20th Century Media and the American Psyche - A Strange Love (Paperback)
Charisse L'Pree Corsbie-Massay
R1,266 Discovery Miles 12 660 Ships in 10 - 15 working days

This innovative text bridges media theory, psychology, and interpersonal communication by describing how our relationships with media emulate the relationships we develop with friends and romantic partners through their ability to replicate intimacy, regularity, and reciprocity. In research-rich, conversational chapters, the author applies psychological principles to understand how nine influential media technologies-theatrical film, recorded music, consumer market cameras, radio, network and cable television, tape cassettes, video gaming, and dial-up internet service providers-irreversibly changed the communication environment, culture, and psychological expectations that we then apply to future media technologies. With special attention to mediums absent from the traditional literature, including recorded music, cable television, and magnetic tape, this book encourages readers to critically reflect on their own past relationships with media and consider the present environment and the future of media given their own personal habits. 20th Century Media and the American Psyche is ideal for media studies, communication, and psychology students, scholars, and industry professionals, as well as anyone interested in a greater understanding of the psychological significance of media technology, usage, and adoption across the past 150 years.

The Programmer's Brain: What every programmer needs to know about cognition (Paperback): Felienne Hermans The Programmer's Brain: What every programmer needs to know about cognition (Paperback)
Felienne Hermans
R1,115 R937 Discovery Miles 9 370 Save R178 (16%) Ships in 5 - 10 working days

"I am in awe of this book, it is a very good read and has tons of interesting lessons for any engineer." - Tim van Deurzen Your brain responds in a predictable way when it encounters new or difficult tasks. This unique book teaches you concrete techniques rooted in cognitive science that will improve the way you learn and think about code. In The Programmer's Brain: What every programmer needs to know about cognition you will learn: - Fast and effective ways to master new programming languages - Speed reading skills to quickly comprehend new code - Techniques to unravel the meaning of complex code - Ways to learn new syntax and keep it memorized - Writing code that is easy for others to read - Picking the right names for your variables - Making your codebase more understandable to newcomers - Onboarding new developers to your team Learn how to optimize your brain's natural cognitive processes to read code more easily, write code faster, and pick up new languages in much less time. This book will help you through the confusion you feel when faced with strange and complex code, and explain a codebase in ways that can make a new team member productive in days! about the technology Understanding the cognitive functions that govern the way your brain thinks about coding will help you work smarter, not harder. You'll improve your productivity, reduce your need for constant rewrites, and say goodbye to spending late nights struggling with new languages. about the book The Programmer's Brain explores the way your brain works when it's thinking about code. In it, you'll master practical ways to apply these cognitive principles to your daily programming life. You'll improve your code comprehension by turning confusion into a learning tool, and pick up awesome techniques for reading code and quickly memorizing syntax. This practical guide includes tips for creating your own flashcards and study resources that can be applied to any new language you want to master. By the time you're done, you'll not only be better at teaching yourself-you'll be an expert at bringing new colleagues and junior programmers up to speed. about the reader For programmers who have experience working in more than one language. about the author Dr. Felienne Hermans is an associate professor at Leiden University in the Netherlands. She has spent the last decade researching learning and teaching programming. Felienne is an award-winning educator, the creator of the Hedy programming language for novice programmers, and a host of Software Engineering Radio-one of the world's largest programming podcasts.

20th Century Media and the American Psyche - A Strange Love (Hardcover): Charisse L'Pree Corsbie-Massay 20th Century Media and the American Psyche - A Strange Love (Hardcover)
Charisse L'Pree Corsbie-Massay
R4,485 Discovery Miles 44 850 Ships in 10 - 15 working days

This innovative text bridges media theory, psychology, and interpersonal communication by describing how our relationships with media emulate the relationships we develop with friends and romantic partners through their ability to replicate intimacy, regularity, and reciprocity. In research-rich, conversational chapters, the author applies psychological principles to understand how nine influential media technologies-theatrical film, recorded music, consumer market cameras, radio, network and cable television, tape cassettes, video gaming, and dial-up internet service providers-irreversibly changed the communication environment, culture, and psychological expectations that we then apply to future media technologies. With special attention to mediums absent from the traditional literature, including recorded music, cable television, and magnetic tape, this book encourages readers to critically reflect on their own past relationships with media and consider the present environment and the future of media given their own personal habits. 20th Century Media and the American Psyche is ideal for media studies, communication, and psychology students, scholars, and industry professionals, as well as anyone interested in a greater understanding of the psychological significance of media technology, usage, and adoption across the past 150 years.

Reinforcement Learning for Cyber-Physical Systems - with Cybersecurity Case Studies (Paperback): Chong Li, Meikang Qiu Reinforcement Learning for Cyber-Physical Systems - with Cybersecurity Case Studies (Paperback)
Chong Li, Meikang Qiu
R1,468 Discovery Miles 14 680 Ships in 10 - 15 working days

Reinforcement Learning for Cyber-Physical Systems: with Cybersecurity Case Studies was inspired by recent developments in the fields of reinforcement learning (RL) and cyber-physical systems (CPSs). Rooted in behavioral psychology, RL is one of the primary strands of machine learning. Different from other machine learning algorithms, such as supervised learning and unsupervised learning, the key feature of RL is its unique learning paradigm, i.e., trial-and-error. Combined with the deep neural networks, deep RL become so powerful that many complicated systems can be automatically managed by AI agents at a superhuman level. On the other hand, CPSs are envisioned to revolutionize our society in the near future. Such examples include the emerging smart buildings, intelligent transportation, and electric grids. However, the conventional hand-programming controller in CPSs could neither handle the increasing complexity of the system, nor automatically adapt itself to new situations that it has never encountered before. The problem of how to apply the existing deep RL algorithms, or develop new RL algorithms to enable the real-time adaptive CPSs, remains open. This book aims to establish a linkage between the two domains by systematically introducing RL foundations and algorithms, each supported by one or a few state-of-the-art CPS examples to help readers understand the intuition and usefulness of RL techniques. Features Introduces reinforcement learning, including advanced topics in RL Applies reinforcement learning to cyber-physical systems and cybersecurity Contains state-of-the-art examples and exercises in each chapter Provides two cybersecurity case studies Reinforcement Learning for Cyber-Physical Systems with Cybersecurity Case Studies is an ideal text for graduate students or junior/senior undergraduates in the fields of science, engineering, computer science, or applied mathematics. It would also prove useful to researchers and engineers interested in cybersecurity, RL, and CPS. The only background knowledge required to appreciate the book is a basic knowledge of calculus and probability theory.

Algorithms for Next-Generation Sequencing (Paperback): Wing-Kin Sung Algorithms for Next-Generation Sequencing (Paperback)
Wing-Kin Sung
R1,569 Discovery Miles 15 690 Ships in 10 - 15 working days

Advances in sequencing technology have allowed scientists to study the human genome in greater depth and on a larger scale than ever before - as many as hundreds of millions of short reads in the course of a few days. But what are the best ways to deal with this flood of data? Algorithms for Next-Generation Sequencing is an invaluable tool for students and researchers in bioinformatics and computational biology, biologists seeking to process and manage the data generated by next-generation sequencing, and as a textbook or a self-study resource. In addition to offering an in-depth description of the algorithms for processing sequencing data, it also presents useful case studies describing the applications of this technology.

Game Audio Programming - Principles and Practices (Paperback): Guy Somberg Game Audio Programming - Principles and Practices (Paperback)
Guy Somberg
R1,481 Discovery Miles 14 810 Ships in 10 - 15 working days

Welcome to Game Audio Programming: Principles and Practices! This book is the first of its kind: an entire book dedicated to the art of game audio programming. With over fifteen chapters written by some of the top game audio programmers and sound designers in the industry, this book contains more knowledge and wisdom about game audio programming than any other volume in history. One of the goals of this book is to raise the general level of game audio programming expertise, so it is written in a manner that is accessible to beginners, while still providing valuable content for more advanced game audio programmers. Each chapter contains techniques that the authors have used in shipping games, with plenty of code examples and diagrams. There are chapters on the fundamentals of audio representation and perception; advanced usage of several different audio middleware platforms (Audiokinetic Wwise, CRI ADX2, and FMOD Studio); advanced topics including Open Sound Control, Vector-Based Amplitude Panning, and Dynamic Game Data; and more! Whether you're an audio programmer looking for new techniques, an up-and-coming game developer looking for an area to focus on, or just the one who got saddled with the audio code, this book has something for you. Cutting-edge advanced game audio programming concepts, with examples from real games and audio engines Includes perspectives of both audio programmers and sound designers on working and communicating together Coverage not just on game audio engine design, but also on implementing audio tools and working with sound designers providing a comprehensive perspective on being an audio programmer

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