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Books > Computing & IT > General
Elm brings the safety and stability of functional programing to front-end development, making it one of the most popular new languages. Elm's functional nature and static typing means that run-time errors are nearly impossible, and it compiles to JavaScript for easy web deployment. This book helps you take advantage of this new language in your web site development. Learn how the Elm Architecture will help you create fast applications. Discover how to integrate Elm with JavaScript so you can update legacy applications. See how Elm tooling makes deployment quicker and easier. Functional programming offers safer applications with decreased runtime errors, but functional solutions that are type safe and easy to use have been hard to find, until the Elm language. Elm has the benefits of functional languages while compiling to JavaScript. This book provides a complete tutorial for the Elm language, starting with a simple static application that introduces Elm syntax, modules, and the virtual DOM, to exploring how to create a UI using functions. See how Elm handles the issues of state in functional languages. You'll continue to build up larger applications involving HTTP requests for communication. Integrate your Elm applications with JavaScript so you can update legacy applications or take advantage of JavaScript resources. Elm also provides built-in tooling to alleviate the tooling creep that's so common in JavaScript. This book covers Elm's deployment and testing tools that ease development confusion. Dive into advanced concepts including creating single-page applications, and creating performance improvements. Elm expert Jeremy Fairbank brings his years of web development experience to teaching how to use Elm for front-end development. Your web UIs will be faster, safer, and easier to develop with Elm and this tutorial. What You Need: You will need the latest version of Elm, 0.18, along with a browser to run the examples in this book.
This work skeptically explores the notion that the internet will soon obviate any need for traditional print-based academic libraries. It makes a case for the library's staying power in the face of technological advancements (television, microfilm, and CD-ROM's were all once predicted as the contemporary library's heir-apparent), and devotes individual chapters to the pitfalls and prevarications of popular search engines, e-books, and the mass digitization of traditional print material.
Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. As new media technologies diffuse around the world and as the depth and complexity of gaming networks increase, scholars are becoming increasingly savvy in their approach to digital games. While aesthetic and psychological approaches to the study of digital games have garnered the most attention in the past, scholars have only recently begun to study the important social and cultural aspects of digital games. This study sketches some of the various trajectories of digital games in modern Western societies, looking first at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book then continues with what it deems a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming. Section one includes four chapters that collectively consider politics and the negotiation of power in game worlds. Section two details the ideological webs within which games are produced and consumed. Specifically, this important section offers a critical cultural analysis of the hegemony that exists within games and its influence upon players' personal ideologies. To conclude this analysis, Section three examines game design features that relate to players' self-characterization and social development within digital game worlds. Section four explores the important relationship between the producers and consumers of digital games, especially insomuch as this relationship is giving rise to a community of novices and professionals who will together determine the future of gaming and - to a degree - popular culture.
Solve common application design and usability issues with flair! Design for Developers introduces the essential design and UX techniques to help you create good user experiences, iterate smoothly on front-end features, and collaborate effectively with designer colleagues. Author Stephanie Stimac shares the unique insights she's learned as a designer for the Microsoft Developer Experiences team. This one-of-a-kind book provides a developer-centric approach to the essential design fundamentals of modern web applications. Key features include: Use colour, typography, and layout to create a hierarchy on a web page Apply colour palettes consistently in a user interface Choose the correct typefaces and fonts Conduct user research to validate design decisions Quickly plan a website's layout and structure Ideal for web developers familiar with HTML, CSS, and JavaScript basics, you will learn how to craft a polished visual design with just colour, space, and typeface and put all your new skills into practice to design a website from scratch. About the technology Having good design sense will make you a better web developer. This practical guide teaches you essential design and UX principles so you can speak the language of design and make more informed decisions about how you build your apps. You will also get up to speed with the design workflow and learn how to integrate the design process effectively into the development lifecycle.
This book is designed to be used as a primary textbook in a college-level first course in computing. It takes a fairly traditional approach, emphasizing problem solving, design, and programming as the core skills of computer science. However, these ideas are illustrated using a non-traditional language, namely Python. This textbook was written with a single overarching goal: to introduce fundamental computer science concepts as simply as possible without being simplistic. Using Python is central to this goal. Traditional systems languages such as C , Ada, and Java evolved to solve problems in large-scale programming, where the primary emphasis is on structure and discipline. They were not designed to make writing small- or medium-scale programs easy. The recent rise in popularity of scripting (sometimes called “agile”) languages, such as Python, suggests an alternative approach. Python is very flexible and makes experimentation easy. Solutions to simple problems are simply and elegantly expressed. Python provides a great laboratory for the neophyte programmer. Python has a number of features that make it a near-perfect choice as a first programming language. The basic structures are simple, clean, and well designed, which allows students to focus on the primary skills of algorithmic thinking and program design without getting bogged down in arcane language details. Concepts learned in Python carry over directly to subsequent study of systems languages such as C and Java. But Python is not a “toy language.” It is a real-world production language that is freely available for virtually every programming platform and comes standard with its own easy-to-use integrated programming environment. The best part is that Python makes learning to program fun again. New to the Third Edition The third edition continues the tradition of updating the text to reflect new technologies while maintaining a time-tested approach to teaching introductory computer science. An important change to this edition is the removal of most uses of eval and the addition of a discussion of its dangers. In our increasingly connected world, it’s never too early to begin considering computer security issues. Several new graphics examples, developed throughout chapters 4–12, have been added to introduce new features of the graphics library that support animations, including simple video game development. This brings the text up to date with the types of final projects that are often assigned in modern introductory classes. Smaller changes have been made throughout the text, including: Material on file dialogs has been added in Chapter 5. Chapter 6 has been expanded and reorganized to emphasize value-returning functions. Coverage has been streamlined and simplified to use IDLE (the standard “comes-with-Python” development environment) consistently. This makes the text more suitable for self-study as well as for use as a classroom textbook. Technology references have been updated. To further accommodate self-studiers, end-of-chapter solutions for this third edition will be freely available online. Classroom instructors wishing to use alternative exercises can request those from the publisher. Self-studiers and instructors alike will be able to visit this website to download the solutions.
Learn How to Create Immersive Virtual Environments Written by an award-winning designer with 20 years of experience designing virtual environments for television and online communities, Virtual World Design explores the intertwining disciplines of 2D graphics, 3D models, lighting, sound, and storytelling. It illustrates how these disciplines come together by design in the creation of an accessible virtual environment for teaching, research, and entertainment. The book gives anyone the tools and techniques to design virtual environments that support their message and are accessible by all. With 200 illustrations and 12 step-by-step projects, the book delivers hours of creative challenges for people working in public virtual worlds or on private grids. Using the modular components available for download on the authorâ€s website, readers learn by building such things as a virtual classroom, an "all-access" terrain, and a sound-based game. This book can be the foundation for class work in distance learning, simulation, and other learning technologies that use virtual environments. It shows both novices and advanced users how 3D composition, color, lighting, and sound design are used in the creation of an immersive virtual environment.
Free porn - this phrase conjures images of search engine scams, computer viruses and spam emails. It also hints at an important debate - not over cost-free porn, per se, but over a regulation-free Internet. As Internet usage exploded in the 1990s, so too did the utopian vision of universal access to unregulated information. Differing ideas of obscenity and the United States government's dominion over the web, though, have forced a serious dilemma, centered on Internet pornography, that involves regulation, freedom of information, first amendment rights, feminism and morality. This book examines the phenomenon of Internet pornography, demonstrating how that debate is an important case study in the wider argument over Internet regulation. Chapters objectively uncover the flaws of the most common arguments for and against regulation, and examine efforts to regulate the Internet; community standards of obscenity as grounds for regulation; the free speech debate; and harm to children, women and the moral environment. The author offers a final analysis that regulation of sexually explicit materials is ultimately futile, and that the utility of an unregulated Internet outweighs arguments against regulated sexually explicit materials.
We all are users of technology and services, but the way we use them strongly depends on who our 'interlocutor' is: a machine, a software application or a person. The contributions of this volume look at the concept of the user from various perspectives and continue to discuss the theme started in volume three on the user of the artificial.
Electronic imaging and digital applications have brought numerous benefits for museums, galleries, archives and other organizations in the arts, culture and heritage sectors. Bringing together leading international practitioners from different disciplines, the EVA (Electronic Imaging and the Visual Arts) conferences help those working in the field to gain the most from developments in multimedia technology. This accessible volume collects recent papers from EVA conferences, covering case studies from the world's greatest institutions, as well as from some of the smallest and most innovative. Topics covered include virtual reconstruction of destroyed buildings, digital image archiving, 2D and 3D digitization projects, website evaluation, virtual archaeology, handheld interactive visitor support, exploiting digital cultural heritage and electronic aids for non-speaking people, as well as summaries of international research and technology development. The volume presents in convenient form the wealth of experience of a great variety of international specialists, allowing readers to further enhance the visitor experience of their collections.
This non-traditional introduction to the mathematics of scientific computation describes the principles behind the major methods, from statistics, applied mathematics, scientific visualization, and elsewhere, in a way that is accessible to a large part of the scientific community. Introductory material includes computational basics, a review of coordinate systems, an introduction to facets (planes and triangle meshes) and an introduction to computer graphics. The scientific computing part of the book covers topics in numerical linear algebra (basics, solving linear system, eigen-problems, SVD, and PCA) and numerical calculus (basics, data fitting, dynamic processes, root finding, and multivariate functions). The visualization component of the book is separated into three parts: empirical data, scalar values over 2D data, and volumes.
The Handbook of Digital Image Synthesis is the most up-to-date reference guide in the rapidly developing field of computer graphics. A wide range of topics, such as, applied mathematics, data structures, and optical perception and imaging help to provide a well-rounded view of the necessary formulas for computer rendering. In addition to this diverse approach, the presentation of the material is substantiated by numerous figures and computer-generated images. From basic principles to advanced theories, this book, provides the reader with a strong foundation of computer formulas and rendering through a step-by-step process. . Key Features: Provides unified coverage of the broad range of fundamental topics in rendering Gives in-depth treatment of the basic and advanced concepts in each topic Presents a step-by-step derivation of the theoretical results needed for implementation Illustrates the concepts with numerous figures and computer-generated images Illustrates the core algorithms using platform-independent pseudo-code
This comprehensive work provides the fundamentals of computer facial animation and brings into sharper focus techniques that are becoming mainstream in the industry. Over the past decade, since the publication of the first edition, there have been significant developments by academic research groups and in the film and games industries leading to the development of morphable face models, performance driven animation, as well as increasingly detailed lip-synchronization and hair modeling techniques. These topics are described in the context of existing facial animation principles. The second edition provides an up-to-date source for professionals and academic researchers working in the field of facial animation.
An unusual supplement to every calculus textbook, Misteaks and How to Find Them before the Teacher Does is popular with students and teachers alike. Teachers love the way it encourages students to truly think about mathematics rather than simply plugging numbers into equations to crank out answers, and students love the author's straightforward, tongue-in-cheek style. The title of this light-hearted and amusing book might well have been "Going Gray in Elementary Calculus and How to Avoid it." Changing the metaphor, Barry has hit the nail on the finger in hundreds of fine examples. --Philip J. Davis, coauthor of The Mathematical Experience. "How I wish that something like this had been available when I was a student!" --Ralph P. Boas, former editor of The American Mathematical Monthly. Bonus: Solution to LeWitt Puzzle
Despite the tremendous advances in performance enabled by modern architectures, there are always new applications and demands arising that require ever-increasing capabilities. Keeping up with these demands requires a deep-seated understanding of contemporary architectures in concert with a fundamental understanding of basic principles that allows one to anticipate what will be possible over the system's lifetime. Advanced Computer Architectures focuses on the design of high performance supercomputers with balanced coverage of the hardware, software structures, and application characteristics. This book is a timeless distillation of underlying principles punctuated by real-world implementations in popular current and past commercially available systems. It briefly reviews the basics of uniprocessor architecture before outlining the most popular processing paradigms, performance evaluation, and cost factor considerations. This builds to a discussion of pipeline design and vector processors, data parallel architectures, and multiprocessor systems. Rounding out the book, the final chapter explores some important current and emerging trends such as Dataflow, Grid, biology-inspired, and optical computing. More than 220 figures, tables, and equations illustrate the concepts presented. Based on the author's more than thirty years of teaching and research, Advanced Computer Architectures endows you with the tools necessary to reach the limits of existing technology, and ultimately, to break them.
This two-volume set on Mathematical Principles of the Internet provides a comprehensive overview of the mathematical principles of Internet engineering. The books do not aim to provide all of the mathematical foundations upon which the Internet is based. Instead, these cover only a partial panorama and the key principles. Volume 1 explores Internet engineering, while the supporting mathematics is covered in Volume 2. The chapters on mathematics complement those on the engineering episodes, and an effort has been made to make this work succinct, yet self-contained. Elements of information theory, algebraic coding theory, cryptography, Internet traffic, dynamics and control of Internet congestion, and queueing theory are discussed. In addition, stochastic networks, graph-theoretic algorithms, application of game theory to the Internet, Internet economics, data mining and knowledge discovery, and quantum computation, communication, and cryptography are also discussed. In order to study the structure and function of the Internet, only a basic knowledge of number theory, abstract algebra, matrices and determinants, graph theory, geometry, analysis, optimization theory, probability theory, and stochastic processes, is required. These mathematical disciplines are defined and developed in the books to the extent that is needed to develop and justify their application to Internet engineering.
The concept of the user is not a well-established sociological concept even though the
Rapidly growing cognitive technologies (such as word processors, web browsers, cell phones, and personal data assistants) aid learning, memory, and problem solving, and contribute to every part of modern life from interviewing crime witnesses to learning a foreign language to calling one's mother. This collection of essays on cognitive technology examines the interaction between the human mind and the tools people create to enhance it, studying which technologies assist cognition the most and what features are most effective. It also considers the point at which the technological enhancement of human ability begins to restrict that very ability, such as the risk of some cognitive technologies impairing cognition or creating disadvantages for individuals or groups. This collection of 11 essays discusses the most recent psychological research in cognitive technology, showcasing the paradigms and theories that have driven the development of new cognitive technologies. It explores the impact of technology on cognitive psychology, the classroom, and social interaction and group problem solving. Topics covered include the distracting characteristics of new technologies (such as the effects of cell phone use on driving ability and of distracting advertisements on problem solving), the study of mass media through assessing memories for media experiences, the media's role in advancing gender and racial prejudices, and the misuse of cognitive technology through identity theft and cyberterrorism. Each essay concludes with a bibliography.
This book is about the fastest growing form of electronic game in the world - the Massively Multiplayer Online Role Playing Game (MMORPG). It introduces these self-contained three-dimensional virtual worlds, often inhabited by thousands of players, and describes their evolution; it also delves into the psychology of the people who inhabit the game universe and explores the development of unique cultures, economies, moral codes, and slang in virtual communities. The work describes MMORPGs' ever-greater effect on society: for example, players can sell virtual goods for real money, creating a separate economy, and several governments have labeled the games a public health threat. It explains how the games are built, the spin-offs that players create to enhance their game lives, and peeks at the future of MMORPGs as they evolve from a form of amusement to an educational, scientific, and business tool. Based on hundreds of interviews over a three-year period, the work explores reasons people are attracted to and addicted to these games. It also surveys many existing and upcoming games, identifying their unique features and attractions. Two appendices list online addiction organizations and MMORPG information sites.
Compared to the US, European data and privacy protection rules seem Draconian. The European rules apply to any enterprise doing business in the EU. The new rules are far more stringent than the last set. This book is a quick guide to the directives for companies, particularly US, that have to comply with them. Where US organizations and businesses who collect or receive EU personal data fail to comply with the rule, the bottom line can suffer from very significant official fines and penalties, as well as from users, customers or representative bodies to pursuing litigation. This guide is essential for all US enterprises who directly or indirectly deal with EU personal data.
A CUNNING CHRONICLE OF THE 50 CODES THAT ALTERED THE COURSE OF HISTORY AND CHANGED THE WORLD From the bestselling author of Bletchley Park Brainteasers and The Scotland Yard Puzzle Book. There have been secret codes since before the Old Testament, and there were secret codes in the Old Testament too. Almost as soon as writing was invented, so too were the devious means to hide messages and keep them under the wraps of secrecy. In 50 Codes that Changed the World, Sinclair McKay explores these uncrackable codes, secret cyphers and hidden messages from across time to tell a new history of a secret world. From the temples of Ancient Greece to the court of Elizabeth I; from antique manuscripts whose codes might hold prophecies of doom to the modern realm of quantum mechanics, you will see how a few concealed words could help to win wars, spark revolutions and even change the faces of great nations. Here is the complete guide to the hidden world of codebreaking, with opportunities for you to see if you could have cracked some of the trickiest puzzles and lip-chewing codes ever created. ----------------------- Praise for Sinclair McKay's books: 'This book [The Secret Life of Bletchley Park] seems a remarkably faithful account of what we did, why it mattered, and how it all felt at the time by someone who couldn't possibly have been born then. - THE GUARDIAN [Bletchley Park Brainteasers] is outrageously difficult but utterly fascinating. - THE EXPRESS 'Sinclair McKay's account of this secret war of the airwaves in [Secret Listeners] is as painstakingly researched and fascinating as his bestselling The Secret Life Of Bletchley Park, and an essential companion to it.' - DAILY MAIL
Developments in information technology are bringing about changes in science education. This Reader focuses on the theoretical and practical consideration of using information and communications technologies in teaching and learning. It examines current approaches to teaching and learning in science at various levels of education, and ways in which science in made more accessible. This will include the future potential of such current developments as access to practical work delivered on the web. The Reader is divided into three sections: What are the current issues in using ICT to teach and learn in science? Designing and evaluating ICT to teach and learn science Extending access to science learning This is a companion book to Reconsidering Science Education, also published by RoutledgeFalmer. Mediating Science Learning Through ICT is a valuable resource for teachers on Masters courses in science education and academics in science education.
Advances in communications technology continue to accelerate. To maintain the competitive edge in such a dynamic environment, today's managers, professionals and engineers can expect to be challenged daily to keep pace with the technical and organizational issues, opportunities and threats surrounding the operation and management of any communications system. The purpose of this book is to enable these people to detect, understand, handle and control a communications system during a crisis.
Developments in information technology are bringing about changes in science education. This Reader focuses on the theoretical and practical consideration of using information and communications technologies in teaching and learning. It examines current approaches to teaching and learning in science at various levels of education, and ways in which science in made more accessible. This will include the future potential of such current developments as access to practical work delivered on the web. The Reader is divided into three sections: What are the current issues in using ICT to teach and learn in science? Designing and evaluating ICT to teach and learn science Extending access to science learning This is a companion book to Reconsidering Science Education, also published by RoutledgeFalmer. Mediating Science Learning Through ICT is a valuable resource for teachers on Masters courses in science education and academics in science education.
This book will examine the history of robotics and explicate what massive automation means for the present and future of labor in all its forms, from mills and factories to the white-collars offices of suburbia and more. While warnings of a robot world-takeover could seem dramatic, the truth is more mundane—robots have come to take our jobs. Winning in the Robotic Workplace: How to Prosper in the Automation Age will teach you the skills needed to reprogram the way you work in anticipation of this technological shift. Author John F. Wasik believes learning to thrive in the automation age can in fact humanize the workplace once again. In Winning in the Robotic Workplace: How to Prosper in the Automation Age, you will learn to emphasize the conceptualization and pursuit of creative ideas, a practice that most robots are unequipped to perform in a meaningful way. You will learn that the successful integration of automated elements with humans is the most effective business model moving forward, and that an eagerness to collaborate demonstrates a will to succeed. |
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