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Books > Computing & IT > Computer programming > General

Pattern Calculus - Computing with Functions and Structures (Hardcover, 2009 ed.): Barry Jay Pattern Calculus - Computing with Functions and Structures (Hardcover, 2009 ed.)
Barry Jay
R4,633 Discovery Miles 46 330 Ships in 10 - 15 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.

Read Write Code - A Friendly Introduction to the World of Coding, and Why It's the New Literacy (Hardcover): Jeremy Keeshin Read Write Code - A Friendly Introduction to the World of Coding, and Why It's the New Literacy (Hardcover)
Jeremy Keeshin
R625 Discovery Miles 6 250 Ships in 10 - 15 working days
Videogames and the Gothic (Hardcover): Ewan Kirkland Videogames and the Gothic (Hardcover)
Ewan Kirkland
R4,486 Discovery Miles 44 860 Ships in 10 - 15 working days

This book will be a key contribution to both Gothic and digital game scholarship as it argues for close proximity between Gothic culture and the videogame medium itself This book explores the many ways Gothic literature and media have informed videogame design The book moves beyond the study of generic influences of horror on digital gaming, and focuses in on the Gothic, a less visceral mode tending towards the unsettling, the uncertain and the uncanny The book will have resonance with scholars and students in both Gothic and digital game scholarship, as well as those interested in Gothic novels, media and popular culture, digital games and interactive fiction

Immersion, Narrative, and Gender Crisis in Survival Horror Video Games (Hardcover): Andrei Nae Immersion, Narrative, and Gender Crisis in Survival Horror Video Games (Hardcover)
Andrei Nae
R4,488 Discovery Miles 44 880 Ships in 10 - 15 working days

This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.

Game Dev Stories Volume 1 - Interviews About Game Development and Culture (Hardcover): David L Craddock Game Dev Stories Volume 1 - Interviews About Game Development and Culture (Hardcover)
David L Craddock
R4,079 Discovery Miles 40 790 Ships in 10 - 15 working days

a collection of interviews from renowned author, David L. Craddock

Game Dev Stories Volume 2 - More Interviews About Game Development and Culture (Hardcover): David L Craddock Game Dev Stories Volume 2 - More Interviews About Game Development and Culture (Hardcover)
David L Craddock
R4,069 Discovery Miles 40 690 Ships in 10 - 15 working days

Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. Author Bio David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.

The Translation of Realia and Irrealia in Game Localization - Culture-Specificity between Realism and Fictionality (Hardcover):... The Translation of Realia and Irrealia in Game Localization - Culture-Specificity between Realism and Fictionality (Hardcover)
Silvia Pettini
R4,492 Discovery Miles 44 920 Ships in 10 - 15 working days

This book explores the impact of a video game's degree of realism or fictionality on its linguistic dimensions, investigating the challenges and strategies for translating realia and irrealia, the interface of the real world and the game world where culture-specificity manifests itself. The volume outlines the key elements in the translation of video games, such as textual non-linearity, multitextuality, and playability, and introduces the theoretical framework used to determine a game's respective degree of realism or fictionality. Pettini applies an interdisciplinary approach drawing on video game research and Descriptive Translation Studies to the linguistic and translational analysis of in-game dialogs in English-Italian and English-Spanish language pairs from a corpus of three war video games. This approach allows for an in-depth look at the localization challenges posed by the varying degree of realism and fictionality across video games and the different strategies translators employ in response to these challenges. A final chapter offers a comparative analysis of the three games and subsequently avenues for further research on the role of culture-specificity in game localization. This book is key reading for students and scholars interested in game localization, audiovisual translation studies, and video game research.

Job Ready Java (Paperback): H Balti Job Ready Java (Paperback)
H Balti
R1,030 R908 Discovery Miles 9 080 Save R122 (12%) Ships in 18 - 22 working days

Prepare yourself to take on new and exciting Java programming challenges with this one-stop resource Job Ready Java delivers a comprehensive and foundational approach to Java that is immediately applicable to real-world environments. Based on the highly regarded and effective Software Guild Java Bootcamp: Object Oriented Programming course, this book teaches you the basic and advanced Java concepts you will need at any entry-level Java position. With the "Pulling It Together" sections, you'll combine and integrate the concepts and lessons taught by the book, while also benefiting from: A thorough introduction to getting set up with Java, including how to write, compile, and run Java programs with or without a Java IDE Practical discussions of the basics of the Java language, including syntax, program flow, and code organization A walk through the fundamentals of Object-Oriented Programming including Classes, Objects, Interfaces, and Inheritance, and how to leverage OOP in Java to create elegant code. Explorations of intermediate and advanced Java concepts, including Maven, unit testing, Lambdas, Streams, and the Spring Framework Perfect for Java novices seeking to make a career transition, Job Ready Java will also earn a place in the libraries of Java developers wanting to brush up on the fundamentals of their craft with an accessible and up-to-date resource.

Acoustic Analyses Using Matlab (R) and Ansys (R) (Paperback): Carl Howard, Benjamin Cazzolato Acoustic Analyses Using Matlab (R) and Ansys (R) (Paperback)
Carl Howard, Benjamin Cazzolato
R2,443 Discovery Miles 24 430 Ships in 10 - 15 working days

This is the first book of its kind that describes the use of ANSYS (R) finite element analysis (FEA) software, and MATLAB (R) engineering programming software to solve acoustic problems. It covers simple text book problems, such as determining the natural frequencies of a duct, to progressively more complex problems that can only be solved using FEA software, such as acoustic absorption and fluid-structure-interaction. It also presents benchmark cases that can be used as starting points for analysis. There are practical hints too for using ANSYS software. The material describes how to solve numerous problems theoretically, and how to obtain solutions from the theory using MATLAB engineering software, as well as analyzing the same problem using ANSYS Workbench and ANSYS Mechanical APDL. Free downloads are provided on http://www.mecheng.adelaide.edu.au/avc/software, including MATLAB source code, ANSYS APDL models, and ANSYS Workbench models Includes readers' techniques and tips for new and experienced users of ANSYS software Identifies bugs and deficiencies to help practitioners avoid making mistakes It can be used as a textbook for graduate students in acoustics, vibration, and related areas in engineering; undergraduates in mechanical and electrical engineering; and as an authoritative reference for industry professionals.

Game Balance (Hardcover): Ian Schreiber, Brenda Romero Game Balance (Hardcover)
Ian Schreiber, Brenda Romero
R3,870 Discovery Miles 38 700 Ships in 10 - 15 working days

Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.

Field-Programmable Custom Computing Technology: Architectures, Tools, and Applications (Hardcover, Reprinted from JOURNAL OF... Field-Programmable Custom Computing Technology: Architectures, Tools, and Applications (Hardcover, Reprinted from JOURNAL OF VLSI SIGNAL PROCESSING SYSTEMS, 24:2/3, 2000)
Jeffrey Arnold, Wayne Luk, Ken Pocek
R2,668 Discovery Miles 26 680 Ships in 18 - 22 working days

Field-Programmable Custom Computing Technology: Architectures, Tools, and Applications brings together in one place important contributions and up-to-date research results in this fast-moving area. In seven selected chapters, the book describes the latest advances in architectures, design methods, and applications of field-programmable devices for high-performance reconfigurable systems. The contributors to this work were selected from the leading researchers and practitioners in the field. It will be valuable to anyone working or researching in the field of custom computing technology. It serves as an excellent reference, providing insight into some of the most challenging issues being examined today.

Pragmatic Flutter - Building Cross-Platform Mobile Apps for Android, iOS, Web, & Desktop (Hardcover): Priyanka Tyagi Pragmatic Flutter - Building Cross-Platform Mobile Apps for Android, iOS, Web, & Desktop (Hardcover)
Priyanka Tyagi
R3,385 Discovery Miles 33 850 Ships in 10 - 15 working days

Have you ever thought of creating beautiful, blazing-fast native apps for iOS and Android from a single codebase? Have you dreamt of taking your native apps to the web and desktop without it costing a fortune? If so, Pragmatic Flutter: Building Cross-Platform Mobile Apps for Android, iOS, Web & Desktop is the right place to start your journey to developing cross-platform apps. Google's Flutter is the brand-new way for developing beautiful, fluid, and blazing-fast cross-platform apps for Android, iOS, web, and desktops (macOS, Linux, Windows). Google's new Fuchsia OS user interface (UI) is implemented using Flutter as well. Learning to develop mobile apps with Flutter opens the door to multiple devices, form-factors, and platforms using a single codebase. You don't need any prior experience using Dart to follow along in this book; however, it's recommended that readers have some familiarity with writing code using one of the object-oriented programming languages. Your journey starts with learning to structure and organize the Flutter project to develop apps for multiple platforms. Next, you will explore the fundamentals of Flutter widgets. The journey continues with Flutter's layout widgets while also learning to build responsive layouts. You will get an understanding of organizing and applying themes and styles, handling user input, and gestures. Then you will move on to advanced concepts, such as fetching data over the network and integrating and consuming REST API in your app. You will get hands-on experience on design patterns, data modeling, routing, and navigation for multi-screen apps. When you are finished, you will have a solid foundational knowledge of Flutter that will help you move on to building great and successful mobile apps that can be deployed to Android, iOS, web, and desktop (macOS, Linux, Windows) platforms from a single codebase.

Dungeon Hacks - How NetHack, Angband, and Other Rougelikes Changed the Course of Video Games (Paperback): David L Craddock Dungeon Hacks - How NetHack, Angband, and Other Rougelikes Changed the Course of Video Games (Paperback)
David L Craddock
R1,115 Discovery Miles 11 150 Ships in 10 - 15 working days

In 1980, computers were instruments of science and mathematics, military secrets and academia. Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys. Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics. Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games introduces you to the visionaries behind some of the most popular roguelikes of all time and shows how their creations paved the way for the blockbuster videogames of today-and beyond.

Dungeon Hacks - How NetHack, Angband, and Other Rougelikes Changed the Course of Video Games (Hardcover): David L Craddock Dungeon Hacks - How NetHack, Angband, and Other Rougelikes Changed the Course of Video Games (Hardcover)
David L Craddock
R2,712 Discovery Miles 27 120 Ships in 10 - 15 working days

In 1980, computers were instruments of science and mathematics, military secrets and academia. Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys. Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics. Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games introduces you to the visionaries behind some of the most popular roguelikes of all time and shows how their creations paved the way for the blockbuster videogames of today-and beyond.

Domain Storytelling - A Collaborative, Visual, and Agile Way to Build Domain-Driven Software (Paperback): Stefan Hofer, Henning... Domain Storytelling - A Collaborative, Visual, and Agile Way to Build Domain-Driven Software (Paperback)
Stefan Hofer, Henning Schwentner
R857 Discovery Miles 8 570 Ships in 10 - 15 working days

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.

Feminist War Games? - Mechanisms of War, Feminist Values, and Interventional Games (Paperback): Jon Saklofske, Alyssa Arbuckle,... Feminist War Games? - Mechanisms of War, Feminist Values, and Interventional Games (Paperback)
Jon Saklofske, Alyssa Arbuckle, Jon Bath
R1,409 Discovery Miles 14 090 Ships in 10 - 15 working days

Feminist War Games? explores the critical intersections and collisions between feminist values and perceptions of war, by asking whether feminist values can be asserted as interventional approaches to the design, play, and analysis of games that focus on armed conflict and economies of violence. Focusing on the ways that games, both digital and table-top, can function as narratives, arguments, methods, and instruments of research, the volume demonstrates the impact of computing technologies on our perceptions, ideologies, and actions. Exploring the compatibility between feminist values and systems of war through games is a unique way to pose destabilizing questions, solutions, and approaches; to prototype alternative narratives; and to challenge current idealizations and assumptions. Positing that feminist values can be asserted as a critical method of design, as an ideological design influence, and as a lens that determines how designers and players interact with and within arenas of war, the book addresses the persistence and brutality of war and issues surrounding violence in games, whilst also considering the place and purpose of video games in our cultural moment. Feminist War Games? is a timely volume that questions the often-toxic nature of online and gaming cultures. As such, the book will appeal to a broad variety of disciplinary interests, including sociology, education, psychology, literature, history, politics, game studies, digital humanities, media and cultural studies, and gender studies, as well as those interested in playing, or designing, socially engaged games.

Javascript for R (Paperback): John Coene Javascript for R (Paperback)
John Coene
R1,709 Discovery Miles 17 090 Ships in 10 - 15 working days

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.

Javascript for R (Hardcover): John Coene Javascript for R (Hardcover)
John Coene
R4,077 Discovery Miles 40 770 Ships in 10 - 15 working days

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.

Abstract State Machines - A Method for High-Level System Design and Analysis (Hardcover, 2003): Egon Boerger, Robert Stark Abstract State Machines - A Method for High-Level System Design and Analysis (Hardcover, 2003)
Egon Boerger, Robert Stark
R1,648 Discovery Miles 16 480 Ships in 18 - 22 working days

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/

Introduction to Game Systems Design (Paperback): Dax Gazaway Introduction to Game Systems Design (Paperback)
Dax Gazaway
R826 Discovery Miles 8 260 Ships in 10 - 15 working days

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 - Ushering in a New Era of IP Networks (Hardcover): Zhenbin Li, Zhibo Hu, Cheng Li SRv6 Network Programming - Ushering in a New Era of IP Networks (Hardcover)
Zhenbin Li, Zhibo Hu, Cheng Li; Contributions by Chang-Qing Yang
R3,954 Discovery Miles 39 540 Ships in 10 - 15 working days

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.

How to Cheat in Adobe Flash CS5 - The art of design and animation (Paperback): Chris Georgenes How to Cheat in Adobe Flash CS5 - The art of design and animation (Paperback)
Chris Georgenes; Series edited by Steve Caplin
R1,260 Discovery Miles 12 600 Ships in 10 - 15 working days

Need to solve problems quickly to develop creative projects to time and to budget? Want to hone your Flash skills so you can concentrate on your animation? Then How to Cheat in Flash is for you! Chris Georgenes shows how to work from the problem to the solution - from the viewpoint of an animator who has been commissioned to create a job and is working to a deadline and to a budget. With his in-depth knowledge of the little-known secrets used by the pros to produce creative, professional animations, Chris is the go-to guru for designers and animators who want to create great animation, applications or motion design with Flash. Fully updated for CS5, How to Cheat in Flash CS5, is a goldmine of artistic inspiration, timesaving practical tips, tricks and step-by-step workthroughs that you'll wonder how you survived without it. Each techniques is designed as a double-page spread so you can prop the book up behind your keyboard or next to your monitor as a visual reference while working alongside it. Many of these workthroughs are real-world client projects, with the source files supplied for you to open and explore. With these real-life professional projects you'll discover how to: bring objects to life with cool motion effects, make it rain, snow or set your world ablaze, develop flash mobile applications and many more tips and tricks not found anywhere else!

Python Data Structures Pocket Primer (Paperback): Oswald Campesato Python Data Structures Pocket Primer (Paperback)
Oswald Campesato
R871 R750 Discovery Miles 7 500 Save R121 (14%) Ships in 18 - 22 working days

As part of the best-selling Pocket Primer series, this book is designed to present the fundamentals of data structures using Python. Data structures provide a means to managing huge amounts of information such as large databases and the ability to use search and sort algorithms effectively. It is intended to be a fast-paced introduction to the core concepts of Python and data structures, illustrated with numerous code samples. Companion files with source code are available for downloading.

Definitive ANTLR 4 Reference (Paperback, 2nd Revised edition): Terence Parr Definitive ANTLR 4 Reference (Paperback, 2nd Revised edition)
Terence Parr
R954 R754 Discovery Miles 7 540 Save R200 (21%) Ships in 10 - 15 working days

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)

Leading with Sound - Proactive Sound Practices in Video Game Development (Hardcover): Rob Bridgett Leading with Sound - Proactive Sound Practices in Video Game Development (Hardcover)
Rob Bridgett
R4,639 Discovery Miles 46 390 Ships in 10 - 15 working days

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.

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Adam Habib Paperback R294 Discovery Miles 2 940
KasiNomic Revolution - The Rise Of…
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