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Books > Computing & IT > Computer hardware & operating systems > Handheld devices (eg Palm, PocketPC)
Dieses Buch enthalt die Beitrage der 5. GI/ITG-Fachtagung uber
Messung, Modellierung und Bewertung von Rechensystemen und Netzen,
die im September 1989 in Braunschweig veranstaltet wurde. Inhalt
dieser wichtigsten deutschen Tagung auf diesem Gebiet war der
Austausch neuer Ideen und Erfahrungen bei der quantitativen
Untersuchung von Rechensystemen und Netzen. Dabei wurde einerseits
das volle methodische Spektrum - Messinstrumentierung/Messung -
Modellbildung/simulative und mathematische Modellanalyse -
Bewertung und Synthese in leistungsorientierter bzw. leistungs-/
zuverlassigkeitsorientierter Sicht abgedeckt sowie andererseits
uber praktische Erfahrungen beim Einsatz dieser Methoden und
Techniken bei Entwurf, Implementierung/Installierung und Betrieb
einzelner und vernetzter Rechensysteme berichtet. Die Beitrage
behandeln Methoden und Techniken der Beschreibung und Untersuchung
von Systemen hinsichtlich ihrer Leistungsfahigkeit und
Zuverlassigkeit, (Hard- und Software-) Mess- und Monitorsysteme,
Charakterisierung von Systembelastungen, Erstellung und simulative
mathematische/hybride Analyse von Systemmodellen sowie Erfahrungen
bei der Bewertung und Optimierung von Rechensystemen und Netzen."
Seit 1986 trifft sich in Mannheim jahrlich auf Einladung des
Vereins zur wissenschaftlichen Weiterbildung der Universitat
Mannheim e.V. die deutschsprachige Supercomputergemeinde -
Anwender, Betreiber, Hersteller - zu einem fruchtbaren Dialog und
Erfahrungsaustausch. In dem diesjahrigen Seminar "Supercomputer -
Anwendungen, Architekturen und Trends" werden die neuesten
Entwicklungen dieses stark innovativen Gebiets unter einem sehr
anwendungsbezogenen, praktischen Aspekt aufgearbeitet. Experten aus
dem Inland sowie den nach wie vor fuhrenden Landern USA und Japan
konnten auch bei dieser zum vierten Mal stattfindenden
Veranstaltung zu Prasentationen gewonnen werden. Alle Beitrage zum
Seminar sind in diesem Band enthalten. Insbesondere befassen sie
sich mit folgenden Schwerpunkten: -
Visualisierung/Mensch-Maschine-Schnittstelle - Architekturen -
Parallel versus vector processing - Innovative Anwendungen."
According to Apple, there are currently 380,000 registered iOS
developers and over a billion iOS devices in use worldwide. Swift,
the language of iOS development, is the fastest growing programming
language. iOS Development with Swift is a hands-on guide to
creating apps for iPhone and iPad using the Swift language. It
starts by giving a birdseye view of how an iOS application works
and what it takes to build one. With the basics well in hand, the
book takes readers through progressively more challenging examples
as they learn how to design iOS apps, build good layouts, handle
navigation, and interact with the device's camera. Key Features: *
Hands-on guide to creating apps * Teaches the very basics * Rich in
examples Written for readers with experience using a language like
Java, Python, or C#. No prior iOS development or Swift experience
required. About the Technology: Swift is a modern language created
by Apple. In 2015 Swift was rated the most loved programming
language on Stack Overflow, and it is currently ranked 17 in the
programming language rankings guide of January 2016.
Unleash the power of declarative programming in SwiftUI by building
cross-platform Apple apps for iOS 15, macOS, and watchOS using
Swift 5.5, Xcode 13, and SwiftUI 3 Key Features Apply the
declarative programming paradigm to build cross-platform UIs for
Apple devices Learn to integrate UIkit, Core Data, Firebase, and
Sign in with Apple with SwiftUI Adopt the new SwiftUI 3.0 features
to build visually appealing UIs speedily Book DescriptionSwiftUI
provides an innovative and simple way to build beautiful user
interfaces (UIs) for all Apple platforms, from iOS and macOS
through to watchOS and tvOS, using the Swift programming language.
In this recipe-based cookbook, you'll cover the foundations of
SwiftUI as well as the new SwiftUI 3 features introduced in iOS 15
and explore a range of essential techniques and concepts that will
help you through the development process. The cookbook begins by
explaining how to use basic SwiftUI components. Once you've learned
the core concepts of UI development, such as Views, Controls,
Lists, and ScrollViews, using practical implementations in Swift,
you'll advance to adding useful features to SwiftUI using drawings,
built-in shapes, animations, and transitions. You'll understand how
to integrate SwiftUI with exciting new components in the Apple
development ecosystem, such as Combine for managing events and Core
Data for managing app data. Finally, you'll write iOS, macOS, and
watchOS apps by sharing the same SwiftUI codebase. By the end of
this SwiftUI book, you'll have discovered a range of simple, direct
solutions to common problems encountered when building SwiftUI
apps. What you will learn Explore various layout presentations in
SwiftUI such as HStack, VStack, LazyHStack, and LazyVGrid Create
widgets to quickly display relevant content at glance Get up to
speed with drawings in SwiftUI using built-in shapes, custom paths,
and polygons Discover modern animation and transition techniques in
SwiftUI Add user authentication using Firebase and Sign in with
Apple Manage concurrency with Combine and async/await in SwiftUI
Solve the most common SwiftUI problems, such as integrating a
MapKit map, unit testing, snapshot testing, and previewing layouts
Who this book is forThis book is for mobile developers who want to
learn SwiftUI as well as experienced iOS developers transitioning
from UIkit to SwiftUI. The book assumes knowledge of the Swift
programming language. Knowledge of object-oriented design and data
structures will be useful but not necessary. You'll also find this
book to be a helpful resource if you're looking for reference
material regarding the implementation of various features in
SwiftUI.
Overcome the challenges and complexities involved in creating your
own shaders with high-level realism using practical solutions, best
practices, and the latest features of Unity 2021 Key Features
Discover practical recipes for mastering post-processing effects
and advanced shading techniques Learn the secrets of creating AAA
quality shaders without writing long algorithms Create visually
stunning effects for your games using Unity's VFX Graph Book
DescriptionShaders enable you to create powerful visuals for your
game projects. However, creating shaders for your games can be
notoriously challenging with various factors such as complex
mathematics standing in the way of attaining the level of realism
you crave for your shaders. The Unity 2021 Shaders and Effects
Cookbook helps you overcome that with a recipe-based approach to
creating shaders using Unity. This fourth edition is updated and
enhanced using Unity 2021 features and tools covering Unity's new
way of creating particle effects with the VFX Graph. You'll learn
how to use VFX Graph for advanced shader development. The book also
features updated recipes for using Shader Graph to create 2D and 3D
elements. You'll cover everything you need to know about vectors,
how they can be used to construct lighting, and how to use textures
to create complex effects without the heavy math. You'll also
understand how to use the visual-based Shader Graph for creating
shaders without any code. By the end of this Unity book, you'll
have developed a set of shaders that you can use in your Unity 3D
games and be able to accomplish new effects and address the
performance needs of your Unity game development projects. So,
let's get started! What you will learn Use physically based
rendering to fit the aesthetic of your game Create spectacular
effects for your games by testing the limits of what shaders can do
Explore advanced shader techniques for your games with AAA quality
Use Shader Graph to create 2D and 3D elements for your games
without writing code Master the math and algorithms behind the
commonly used lighting models Get to grips with the Post-Processing
Stack to tweak the appearance of your game Who this book is forThis
book is for game developers who want to start creating their first
shaders in Unity 2021 and take their game to a whole new level by
adding professional post-processing effects. The book assumes
intermediate-level knowledge of Unity.
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