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Books > Computing & IT > Computer programming > General

Game Anim - Video Game Animation Explained (Hardcover, 2nd edition): Jonathan Cooper Game Anim - Video Game Animation Explained (Hardcover, 2nd edition)
Jonathan Cooper
R3,764 R3,484 Discovery Miles 34 840 Save R280 (7%) Ships in 12 - 17 working days

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

Android App-Hook and Plug-In Technology (Paperback): Jianqiang Bao Android App-Hook and Plug-In Technology (Paperback)
Jianqiang Bao
R1,313 Discovery Miles 13 130 Ships in 12 - 17 working days

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

Rust Web Development (Paperback): Bastian Gruber Rust Web Development (Paperback)
Bastian Gruber
R1,024 Discovery Miles 10 240 Ships in 12 - 17 working days

Create bulletproof, high-performance web apps and servers with Rust. In Rust Web Development you will learn: Handling the borrow checker in an asynchronous environment Creating web APIs and using JSON in Rust Graceful error handling Testing, tracing, logging, and debugging Deploying Rust applications Efficient database access Rust Web Development is a hands-on guide to building server-based web applications with Rust. If you've built web servers using Java, C#, or PHP, you'll instantly fall in love with the performance and development experience Rust delivers. This book shows you how to work efficiently using pure Rust, along with important Rust libraries such as tokio for async runtimes, warp for web servers and APIs, and reqwest to run external HTTP requests. about the technology Web development languages and libraries can be resource hungry, with poor safety for maintaining vital web services. Rust services perform better and guarantee better safety. Plus, Rust's awesome compiler gives you an amazing developer experience. You'll get the speed of low-level programming languages like C along with the ease-of-use you'd expect from high-level languages Python or Ruby, with a super strong compiler that automatically prevents common mistakes such as null pointers. about the book In Rust Web Development, you'll learn to build server-side web applications using the Rust language and its key libraries. If you know the basics of Rust, you'll quickly pick up some pro tips for setting up your projects and organizing your code. This book gets you hands-on fast, with numerous small and large examples. You'll get up to speed with how Rust streamlines backend development, implements authentication flows, and even makes it easier for your APIs to interact. As you go, you'll build a complete Q&A web service and iterate on your code chapter-by-chapter, just like a real development project. RETAIL SELLING POINTS * Handling the borrow checker in an asynchronous environment * Creating web APIs and using JSON in Rust * Graceful error handling * Testing, tracing, logging, and debugging * Deploying Rust applications * Efficient database access AUDIENCE For experienced web developers familiar with Java, Node, or Go, and the absolute basics of Rust

Explorations in Quantum Computing (Hardcover, 2nd ed. 2011): Colin P. Williams Explorations in Quantum Computing (Hardcover, 2nd ed. 2011)
Colin P. Williams 1
R2,709 Discovery Miles 27 090 Ships in 10 - 15 working days

By the year 2020, the basic memory components of a computer will be the size of individual atoms. At such scales, the current theory of computation will become invalid. "Quantum computing" is reinventing the foundations of computer science and information theory in a way that is consistent with quantum physics - the most accurate model of reality currently known. Remarkably, this theory predicts that quantum computers can perform certain tasks breathtakingly faster than classical computers - and, better yet, can accomplish mind-boggling feats such as teleporting information, breaking supposedly "unbreakable" codes, generating true random numbers, and communicating with messages that betray the presence of eavesdropping. This widely anticipated second edition of Explorations in Quantum Computing explains these burgeoning developments in simple terms, and describes the key technological hurdles that must be overcome to make quantum computers a reality. This easy-to-read, time-tested, and comprehensive textbook provides a fresh perspective on the capabilities of quantum computers, and supplies readers with the tools necessary to make their own foray into this exciting field. Topics and features: concludes each chapter with exercises and a summary of the material covered; provides an introduction to the basic mathematical formalism of quantum computing, and the quantum effects that can be harnessed for non-classical computation; discusses the concepts of quantum gates, entangling power, quantum circuits, quantum Fourier, wavelet, and cosine transforms, and quantum universality, computability, and complexity; examines the potential applications of quantum computers in areas such as search, code-breaking, solving NP-Complete problems, quantum simulation, quantum chemistry, and mathematics; investigates the uses of quantum information, including quantum teleportation, superdense coding, quantum data compression, quantum cloning, quantum negation, and quantum cryptography; reviews the advancements made towards practical quantum computers, covering developments in quantum error correction and avoidance, and alternative models of quantum computation. This text/reference is ideal for anyone wishing to learn more about this incredible, perhaps "ultimate," computer revolution. Dr. Colin P. Williams is Program Manager for Advanced Computing Paradigms at the NASA Jet Propulsion Laboratory, California Institute of Technology, and CEO of Xtreme Energetics, Inc. an advanced solar energy company. Dr. Williams has taught quantum computing and quantum information theory as an acting Associate Professor of Computer Science at Stanford University. He has spent over a decade inspiring and leading high technology teams and building business relationships with and Silicon Valley companies. Today his interests include terrestrial and Space-based power generation, quantum computing, cognitive computing, computational material design, visualization, artificial intelligence, evolutionary computing, and remote olfaction. He was formerly a Research Scientist at Xerox PARC and a Research Assistant to Prof. Stephen W. Hawking, Cambridge University.

DevSecOps - A leader's guide to producing secure software without compromising flow, feedback and continuous improvement... DevSecOps - A leader's guide to producing secure software without compromising flow, feedback and continuous improvement (Paperback)
Glenn Wilson
R547 Discovery Miles 5 470 Ships in 10 - 15 working days
Coders - Who They Are, What They Think and How They Are Changing Our World (Paperback): Clive Thompson Coders - Who They Are, What They Think and How They Are Changing Our World (Paperback)
Clive Thompson 1
R330 R258 Discovery Miles 2 580 Save R72 (22%) Ships in 5 - 10 working days

'Masterful . . . [Thompson] illuminates both the fascinating coders and the bewildering technological forces that are transforming the world in which we live.' - David Grann, author of The Lost City of Z. Facebook's algorithms shaping the news. Uber's cars flocking the streets. Revolution on Twitter and romance on Tinder. We live in a world constructed of computer code. Coders - software programmers - are the people who built it for us. And yet their worlds and minds are little known to outsiders. In Coders, Wired columnist Clive Thompson presents a brilliantly original anthropological reckoning with the most influential tribe in today's world, interrogating who they are, how they think, what they value, what qualifies as greatness in their world, and what should give us pause. One of the most prominent journalists writing on technology today, Clive Thompson takes us into the minds of coders, the most quietly influential people on the planet, in a journey into the heart of the machine - and the men and women who made it.

Mechanics of Solder Alloy Interconnects (Hardcover, 1994 ed.): Darrel R. Frear, Steven N. Burchett, Harold S. Morgan, John H.... Mechanics of Solder Alloy Interconnects (Hardcover, 1994 ed.)
Darrel R. Frear, Steven N. Burchett, Harold S. Morgan, John H. Lau
R5,688 Discovery Miles 56 880 Ships in 10 - 15 working days

As the trend toward the increased miniaturization of devices continues, solder interconnects are becoming the limiting factor in the reliability of electronic packages. With the critical nature of these small electrical-mechanical interconnections, the question arises: Just how reliable are the solder joints in a modern electronic package? The authors will answer this question by addressing the materials and mechanics issues associated with solder joints in this state-of-the-art assessment. The reader will learn the basic metallurgy of solder alloys, the constitutive models available for modeling solder interconnects, computational simulations to predict solder joint geometry, and the application of mechanics models to through-hole and surface mount technologies. The Mechanics of Solder Alloy Interconnects is a resource to be used in developing a solder joint reliability assessment. Each chapter is written to be used as a "stand-alone" resource for a particular aspect of materials and modeling issues. With this gained understanding, the reader in search of a solution to a solder joint reliability problem knows where in the materials and modeling communities to go for the appropriate answer.

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
R4,243 R3,963 Discovery Miles 39 630 Save R280 (7%) Ships in 12 - 17 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.

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
R3,748 Discovery Miles 37 480 Ships in 12 - 17 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.

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
R1,603 Discovery Miles 16 030 Ships in 12 - 17 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.

Simple Type Theory - A Practical Logic for Expressing and Reasoning About Mathematical Ideas (Hardcover, 1st ed. 2023): William... Simple Type Theory - A Practical Logic for Expressing and Reasoning About Mathematical Ideas (Hardcover, 1st ed. 2023)
William M. Farmer
R2,498 Discovery Miles 24 980 Ships in 12 - 17 working days

This unique textbook, in contrast to a standard logic text, provides the reader with a logic that actually can be used in practice to express and reason about mathematical ideas.The book is an introduction to simple type theory, a classical higher-order version of predicate logic that extends first-order logic. It presents a practice-oriented logic called Alonzo that is based on Alonzo Church's formulation of simple type theory known as Church's type theory. Unlike traditional predicate logics, Alonzo admits undefined expressions. The book illustrates, using Alonzo, how simple type theory is suited ideally for reasoning about mathematical structures and constructing libraries of mathematical knowledge. Topics and features: Offers the first book-length introduction to simple type theory as a predicate logic Provides the reader with a logic that is close to mathematical practice Presents the tools needed to build libraries of mathematical knowledge Employs two semantics, one for mathematics and one for logic Emphasizes the model-theoretic view of predicate logic Includes several important topics, such as definite description and theory morphisms, not usually found in standard logic textbooks Aimed at students of computing and mathematics at the graduate or upper-undergraduate level, this book is also well-suited for mathematicians, computing professionals, engineers, and scientists who need a practical logic for expressing and reasoning about mathematical ideas. William M. Farmer is a Professor in the Department of Computing and Software at McMaster University in Hamilton, Ontario, Canada.

2D Game Development with Unity (Paperback): Franz Lanzinger 2D Game Development with Unity (Paperback)
Franz Lanzinger
R1,685 Discovery Miles 16 850 Ships in 12 - 17 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.

Arduino Cookbook - Recipes to Begin, Expand, and Enhance Your Projects (Paperback, 3rd New edition): Michael Margolis, Brian... Arduino Cookbook - Recipes to Begin, Expand, and Enhance Your Projects (Paperback, 3rd New edition)
Michael Margolis, Brian Jepson, Nicholas Robert Weldin
R973 Discovery Miles 9 730 Ships in 12 - 17 working days

Want to create devices that interact with the physical world? This cookbook is perfect for anyone who wants to experiment with the popular Arduino microcontroller and programming environment. You'll find more than 200 tips and techniques for building a variety of objects and prototypes such as IoT solutions, environmental monitors, location and position-aware systems, and products that can respond to touch, sound, heat, and light. Updated for the Arduino 1.8 release, the recipes in this third edition include practical examples and guidance to help you begin, expand, and enhance your projects right away-whether you're an engineer, designer, artist, student, or hobbyist. Get up to speed on the Arduino board and essential software concepts quickly Learn basic techniques for reading digital and analog signals Use Arduino with a variety of popular input devices and sensors Drive visual displays, generate sound, and control several types of motors Connect Arduino to wired and wireless networks Learn techniques for handling time delays and time measurement Apply advanced coding and memory-handling techniques

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
R3,869 Discovery Miles 38 690 Ships in 12 - 17 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.

Hands-On Start to Wolfram Mathematica - And Programming with the Wolfram Language (Paperback, 3rd edition): Cliff Hastings,... Hands-On Start to Wolfram Mathematica - And Programming with the Wolfram Language (Paperback, 3rd edition)
Cliff Hastings, Kelvin Mischo, Michael Morrison
R731 Discovery Miles 7 310 Ships in 12 - 17 working days
Game Analytics - Maximizing the Value of Player Data (Hardcover, 2013 ed.): Magy Seif El-Nasr, Anders Drachen, Alessandro... Game Analytics - Maximizing the Value of Player Data (Hardcover, 2013 ed.)
Magy Seif El-Nasr, Anders Drachen, Alessandro Canossa
R3,366 Discovery Miles 33 660 Ships in 12 - 17 working days

Developing a successful game in today's market is a challenging endeavor. Thousands of titles are published yearly, all competing for players' time and attention. Game analytics has emerged in the past few years as one of the main resources for ensuring game quality, maximizing success, understanding player behavior and enhancing the quality of the player experience. It has led to a paradigm shift in the development and design strategies of digital games, bringing data-driven intelligence practices into the fray for informing decision making at operational, tactical and strategic levels. Game Analytics - Maximizing the Value of Player Data is the first book on the topic of game analytics; the process of discovering and communicating patterns in data towards evaluating and driving action, improving performance and solving problems in game development and game research. Written by over 50 international experts from industry and research, it covers a comprehensive range of topics across more than 30 chapters, providing an in-depth discussion of game analytics and its practical applications. Topics covered include monetization strategies, design of telemetry systems, analytics for iterative production, game data mining and big data in game development, spatial analytics, visualization and reporting of analysis, player behavior analysis, quantitative user testing and game user research. This state-of-the-art volume is an essential source of reference for game developers and researchers. Key takeaways include: Thorough introduction to game analytics; covering analytics applied to data on players, processes and performance throughout the game lifecycle. In-depth coverage and advice on setting up analytics systems and developing good practices for integrating analytics in game-development and -management. Contributions by leading researchers and experienced professionals from the industry, including Ubisoft, Sony, EA, Bioware, Square Enix, THQ, Volition, and PlayableGames. Interviews with experienced industry professionals on how they use analytics to create hit games.

PIC16F1847 Microcontroller-Based Programmable Logic Controller - Hardware and Basic Concepts (Hardcover): Murat Uzam PIC16F1847 Microcontroller-Based Programmable Logic Controller - Hardware and Basic Concepts (Hardcover)
Murat Uzam
R3,227 Discovery Miles 32 270 Ships in 12 - 17 working days

Programmable logic controllers (PLCs) have been used extensively and are offered in terms of functions, program memories, and the number of inputs/outputs (I/Os), ranging from a few to thousands. With a focus on how to design and implement a PLC, this volume explains hardware and associated basic concepts of PLC. Authors have used PIC16F1847 microcontroller with: 8192 words of Flash program memory, 1024 bytes of SRAM data memory, 256 bytes of EEPROM data memory, the maximum operating speed of 32 MHz, 16-level deep hardware stack, an enhanced instruction set consisting of 49 single-word instructions. Flowcharts are provided to help the understanding of macros (instructions). Aimed at researchers and graduate students in electrical engineering, power electronics, robotics and automation, sensors, this book: Explains how to design and use a PIC16F1847 microcontroller-based PLC. Provides easy to use software structures written by using the PIC Assembly programming language. Describes a PLC from a designer's perspective. Explains the basic hardware and basic software structures of the PIC16F1847 based PLC. Focuses on concepts like Contact and Relay Based Macros, Flip-Flop Macros, Timer Macros, Counter Macros and Comparison Macros.

PIC16F1847 Microcontroller-Based Programmable Logic Controller - Intermediate Concepts (Hardcover): Murat Uzam PIC16F1847 Microcontroller-Based Programmable Logic Controller - Intermediate Concepts (Hardcover)
Murat Uzam
R3,220 Discovery Miles 32 200 Ships in 12 - 17 working days

The volume focusses on intermediate concepts of the PIC16F1847-Based PLC project, and covers arithmetical operation ability of PLCs, logical function performers and operations like AND, NAND, OR, NOR. Further, it explains shift and rotate macros moving bits in a register to right or left, and selection macros enabling one value to be selected from several given values according to certain criteria. Demultiplexer circuit is illustrated, which is used to send a signal to one of many devices. Finally, it explains decoder, priority encoder and conversion macros. All the concepts are supported using flowcharts. Aimed at researchers and graduate students in electrical engineering, power electronics, robotics and automation, sensors, this book: Presents arithmetical and logical macros to carry out arithmetical and logical operations to be used for 8-bit or 16-bit variables and/or constant values. Provides shift and rotate macros to do arithmetical or logical shift and rotate operations to be used for 8-bit or 16-bit variables. Proposes selection macros to enable the user to do 8-bit or 16-bit move, load, selection, maximum, minimum, limiting, multiplexing and byte multiplexing operations. Develops demultiplexer macros, decoder macros and priority encoder macros to be used as combinational circuits. Presents conversion macros to provide functions to convert given data from one format to another one.

PIC16F1847 Microcontroller-Based Programmable Logic Controller - Advanced Concepts (Hardcover): Murat Uzam PIC16F1847 Microcontroller-Based Programmable Logic Controller - Advanced Concepts (Hardcover)
Murat Uzam
R3,176 Discovery Miles 31 760 Ships in 12 - 17 working days

The PIC16F1847-Based PLC project supports up to 4 analog inputs and 1 analog output, 1 High Speed Counter, 2 PWM (pulse width modulation) outputs, 1 Drum Sequencer Instruction with up to 16 steps, the implementation of Sequential Function Charts (SFCs) with up to 24 steps. This volume presents advanced concepts of the PIC16F1847-Based PLC project and consists of topics like program control, high speed counter and PWM macros. It further explains memory related drum sequencer instruction, sequential functional charts, and analog input and output modules. Aimed at researchers and graduate students in electrical engineering, power electronics, robotics and automation, sensors, this book: Presents program control macros to enable or disable a block of PLC program or to move execution of a program from one place to another. Proposes a High-Speed Counter and four PWM Macros for high speed counting and PWM operations. Develops memory related macros to enable the user to do memory read/write operations. Provides a Drum Sequencer instruction with up to 16 steps and 16 outputs on each step. Discusses the implementation of Sequential Function Chart (SFC) elements with up to 24 steps.

Pattern Calculus - Computing with Functions and Structures (Hardcover, 2009 ed.): Barry Jay Pattern Calculus - Computing with Functions and Structures (Hardcover, 2009 ed.)
Barry Jay
R4,582 Discovery Miles 45 820 Ships in 12 - 17 working days

Over time, basic research tends to lead to specialization - increasingly narrow t- ics are addressed by increasingly focussed communities, publishing in increasingly con ned workshops and conferences, discussing increasingly incremental contri- tions. Already the community of programming languages is split into various s- communities addressing different aspects and paradigms (functional, imperative, relational, and object-oriented). Only a few people manage to maintain a broader view, and even fewer step back in order to gain an understanding about the basic principles, their interrelation, and their impact in a larger context. The pattern calculus is the result of a profound re-examination of a 50-year - velopment. It attempts to provide a unifying approach, bridging the gaps between different programming styles and paradigms according to a new slogan - compu- tion is pattern matching. It is the contribution of this book to systematically and elegantly present and evaluate the power of pattern matching as the guiding paradigm of programming. Patterns are dynamically generated, discovered, passed, applied, and automatically adapted, based on pattern matching and rewriting technology, which allows one to elegantly relate things as disparate as functions and data structures. Of course, pattern matching is not new. It underlies term rewriting - it is, for example, inc- porated in, typically functional, programming languages, like Standard ML - but it has never been pursued as the basis of a unifying framework for programming.

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
R3,873 Discovery Miles 38 730 Ships in 12 - 17 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.

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
R1,126 Discovery Miles 11 260 Ships in 12 - 17 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.

Digital Icons - Memes, Martyrs and Avatars (Hardcover): Yasmin Ibrahim Digital Icons - Memes, Martyrs and Avatars (Hardcover)
Yasmin Ibrahim
R3,877 Discovery Miles 38 770 Ships in 12 - 17 working days

This book offers critical perspectives on the digital 'iconic', exploring how the notion of the iconic is re-appropriated and re-made online, and the consequences for humanity and society. Examining cross-cultural case studies of iconic images in digital spaces, the author offers original and critical analyses, theories and perspectives on the notion of the 'iconic', and on its movement, re-appropriation and meaning making on digital platforms. A carefully curated selection of case studies illustrates topics such as phantom memory; martyrdom; denigration and pornographic recoding; digital games as simulacra; and memes as 'artification'. Situating the notion of the iconic firmly within contemporary cultures, the author takes a thematic approach to investigate the iconic as an unstable and unfinished phenomenon online as it travels through platforms temporally and spatially. The book will be an important resource for academics and students in the areas of media and communications, digital culture, cultural studies, visual communication, visual culture, journalism studies and digital humanities.

Game Audio Programming - Principles and Practices (Paperback): Guy Somberg Game Audio Programming - Principles and Practices (Paperback)
Guy Somberg
R1,312 Discovery Miles 13 120 Ships in 12 - 17 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

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
R1,757 R1,300 Discovery Miles 13 000 Save R457 (26%) Ships in 12 - 17 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.

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