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Books > Computing & IT > Computer programming > Software engineering
Focuses on the concept of open source prototyping and product development and designing sensor networks and covers IoT base applications This book will serves as a single source of introductory material and reference for programming smart computing and Internet of Things (IoT) devices using Arduino with the use of Python It covers number of comprehensive DIY experiments through which the reader can design various intelligent systems
Focuses on the concept of open source prototyping and product development and designing sensor networks and covers IoT base applications This book will serves as a single source of introductory material and reference for programming smart computing and Internet of Things (IoT) devices using Arduino with the use of Python It covers number of comprehensive DIY experiments through which the reader can design various intelligent systems
Client-Centered Software Development: The CO-FOSS Approach introduces a method to creating a customized software product for a single client, either from scratch or by reusing open source components. The clients are typically non-profit humanitarian, educational, or public service organizations. This approach has been used in undergraduate courses where students learn the principles of software development while implementing a real-world software product. This book provides instructors, students, clients, and professional software developers with detailed guidance for developing a new CO-FOSS product from conceptualization to completion. Features Provides instructors, students, clients, and professional software developers with a roadmap for the development of a new CO-FOSS product from conceptualization to completion Motivates students with real-world projects and community service experiences Teaches all elements of the software process, including requirements gathering, design, collaboration, coding, testing, client communication, refactoring, and writing developer and user documentation Uses source code that can be reused and refitted to suit the needs of future projects, since each CO-FOSS product is free and open source software Provides links to a rich variety of resources for instructors and students to freely use in their own courses that develop new CO-FOSS products for other non-profits.
From the perspective that software measurements can be simple yet very useful in making the decisions needed to mange software projects, Software Measurement, Metrics and Project Management presents an integrated approach to measurements and techniques for deriving knowledge from measurements. The ideas and techniques are derived from best practices and are field-proven, down-to-earth, and above all, clearly stated. The author directly relates data to decision-making and leadership issues in business and provides outstanding guidance on data analysis interpretation and process modeling. Ultimately, it will help readers understand how ordinary analysis techniques can be applied to achieve extraordinary results.
Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.
This book focuses on metamodelling as a discipline, exploring its foundations, techniques and results. It presents a comprehensive metamodel that covers process, product and quality issues under a common framework. Issues covered include: An explanation of what metamodelling is and why it is necessary in the context of software engineering. Basic concepts and principles of traditional metamodelling, and some existing results of this approach. Problems associated with traditional approaches to Metamodelling are discussed, alongside an exploration of possible solutions and alternative approaches. Advanced topics such as the extension of the object-oriented paradigm for metamodelling purposes or the foundations of powertype-based tool development will be studied. Finally, a comprehensive case study is introduced and developed, showing how to use many of the concepts explained in the previous chapters. This book provides a comprehensive conceptual framework for metamodelling and includes case studies and exercises which will demonstrate practical uses of metamodelling. For lecturers and educators, the book provides a layered repository of contents, starting from the basics of metamodelling in the first chapters, through specific issues such as trans-layer control or non-strict approaches, up to advanced topics such as universal powertyping or extensions to the object-oriented paradigm. The book also serves as an in-depth reference guide to features and technologies to consider when developing in-house software development methods or customising and adopting off-the-shelf ones. Software tool developers and vendors can benefit from the book by finding in it a comprehensive guide tothe implementation of frameworks and toolsets for computer-aided software modelling and development.
The book presents a comprehensive discussion on software quality issues and software quality assurance (SQA) principles and practices, and lays special emphasis on implementing and managing SQA. Primarily designed to serve three audiences; universities and college students, vocational training participants, and software engineers and software development managers, the book may be applicable to all personnel engaged in a software projects Features: *A broad view of SQA. The book delves into SQA issues, going beyond the classic boundaries of custom-made software development to also cover in-house software development, subcontractors, and readymade software. *An up-to-date wide-range coverage of SQA and SQA related topics. Providing comprehensive coverage on multifarious SQA subjects, including topics, hardly explored till in SQA texts. *A systematic presentation of the SQA function and its tasks: establishing the SQA processes, planning, coordinating, follow-up, review and evaluation of SQA processes. *Focus on SQA implementation issues. Specialized chapter sections, examples, implementation tips, and topics for discussion. *Pedagogical support: Each chapter includes a real-life mini case study, examples, a summary, selected bibliography, review questions and topics for discussion. The book is also supported by an Instructor s Guide.
Managing a software development project is a complex process. There
are lots of deliverables to produce, standards and procedures to
observe, plans and budgets to meet, and different people to manage.
Project management doesn't just start and end with designing and
building the system. Once you've specified, designed and built (or
bought) the system it still needs to be properly tested, documented
and settled into the live environment. This can seem like a maze to
the inexperienced project manager, or even to the experienced
project manager unused to a particular environment.
The book will also be useful to designers and architects, describing important design techniques, and discussing the important discipline of Software Architecture. This new edition:
The practice of building software is a "new kid on the block" technology. Though it may not seem this way for those who have been in the field for most of their careers, in the overall scheme of professions, software builders are relative "newbies." In the short history of the software field, a lot of facts have been identified, and a lot of fallacies promulgated. Those facts and fallacies are what this book is about. There's a problem with those facts--and, as you might imagine, those fallacies. Many of these fundamentally important facts are learned by a software engineer, but over the short lifespan of the software field, all too many of them have been forgotten. While reading "Facts and Fallacies of Software Engineering," you may experience moments of "Oh, yes, I had forgotten that," alongside some "Is that really true?" thoughts. The author of this book doesn't shy away from controversy. In fact, each of the facts and fallacies is accompanied by a discussion of whatever controversy envelops it. You may find yourself agreeing with a lot of the facts and fallacies, yet emotionally disturbed by a few of them! Whether you agree or disagree, you will learn why the author has been called "the premier curmudgeon of software practice." These facts and fallacies are fundamental to the software
building field--forget or neglect them at your peril!
This book covers the whole spectrum of modeling goals to achieve optimal quality in the process model developed. It focuses on how to balance quality considerations across all semiotic levels when models are used for different purposes, and is based on SEQUAL, a framework for understanding the quality of models and modeling languages, which can take into account all main aspects relating to the quality of models. Chapter 1 focuses on the theoretical foundations, introducing readers to the topics of business processes and business process modeling, as well as the most important concept underlying the modeling of business processes. In turn, Chapter 2 addresses the quality of models in general and business process models in particular. Chapter 3 contains a specialization of SEQUAL for quality of business process models. In Chapter 4, examples of the practical uses of business process models are provided, together with the results of detailed case studies on how to achieve and maintain quality in business process models. Chapter 5 presents a process modeling value framework that demonstrates how to achieve more long-term and higher return on investment with regard to (business) process and enterprise models. Lastly, Chapter 6 reviews the main points of the book and discusses the potential for business process modeling in the future through its combination with other types of modeling. The book has two intended audiences. It is primarily intended for computer science, software engineering and information system students at the postgraduate level who want to know more about business process modeling and the quality of models in preparation for professional practice. The second audience consists of professionals with extensive experience in and responsibilities related to the development and evolution of process-oriented information systems and information systems methodologies in general, who need to formalize and structure their practical experience or update their knowledge as a way to improve their professional activity. The book also includes a number of real-world case studies that make it easier to grasp the main theoretical concepts, helping readers apply the approaches described.
Anyone Can Code: The Art and Science of Logical Creativity introduces computer programming as a way of problem-solving through logical thinking. It uses the notion of modularization as a central lens through which we can make sense of many software concepts. This book takes the reader through fundamental concepts in programming by illustrating them in three different and distinct languages: C/C++, Python, and Javascript. Key features: Focuses on problem-solving and algorithmic thinking instead of programming functions, syntax, and libraries; Includes engaging examples, including video games and visual effects; Provides exercises and reflective questions. This book gives beginner and intermediate learners a strong understanding of what they are doing so that they can do it better and with any other tool or language that they may end up using later.
With the new developments in computer architecture, fairly recent publications can quickly become outdated. Computer Architecture: Software Aspects, Coding, and Hardware takes a modern approach. This comprehensive, practical text provides that critical understanding of a central processor by clearly detailing fundamentals, and cutting edge design features. With its balanced software/hardware perspective and its description of Pentium processors, the book allows readers to acquire practical PC software experience. The text presents a foundation-level set of ideas, design concepts, and applications that fully meet the requirements of computer organization and architecture courses.
"User Interfaces for All" is the first book dedicated to the issues
of Universal Design and Universal Access in the field of
Human-Computer Interaction (HCI). Universal Design (or Design for
All) is an inclusive and proactive approach seeking to accommodate
diversity in the users and usage contexts of interactive products,
applications, and services, starting from the design phase of the
development life cycle. The ongoing paradigm shift toward a
knowledge-intensive information society is already bringing about
radical changes in the way people work and interact with each other
and with information. The requirement for Universal Design stems
from the growing impact of the fusion of the emerging technologies,
and from the different dimensions of diversity, which are intrinsic
to the information society.
Developed from the author's many years of teaching computing courses, Programming in C plus plus for Engineering and Science guides students in designing programs to solve real problems encountered in engineering and scientific applications. These problems include radioactive decay, pollution indexes, digital circuits, differential equations, Internet addresses, data analysis, simulation, quality control, electrical networks, data encryption, beam deflection, and many other areas. To make it easier for novices to develop programs, the author uses an object-centered design approach that helps students identify the objects in a problem and the operations needed; develop an algorithm for processing; implement the objects, operations, and algorithm in a program; and test, correct, and revise the program. He also revisits topics in greater detail as the text progresses. By the end of the book, students will have a solid understanding of how C plus plus can be used to process complex objects, including how classes can be built to model objects. Web ResourceThe book's website at http://cs.calvin.edu/books/c plus plus/engr-sci provides source code, expanded presentations, links to relevant sites, reference materials, lab exercises, and projects. For instructors, solutions to exercises and PowerPoint slides for classroom use are available upon qualifying course adoption.
While there are sporadic journal articles on socio-technical networks, there's long been a need for an integrated resource that addresses concrete socio-technical network (STN) design issues from algorithmic and engineering perspectives. Filling this need, Socio-Technical Networks: Science and Engineering Design provides a complete introduction to the fundamentals of one of the hottest research areas across the social sciences, networking, and computer science-including its definition, historical background, and models. Covering basic STN architecture from a physical/technological perspective, the book considers the system design process in a typical STN, including inputs, processes/actions, and outputs/products. It covers current applications, including transportation networks, energy systems, tele-healthcare, financial networks, and the World Wide Web. A group of STN expert contributors addresses privacy and security topics in the interdependent context of critical infrastructure, which include risk models, trust models, and privacy preserving schemes. Covers the physical and technological designs in a typical STN Considers STN applications in popular fields, such as healthcare and the virtual community Details a method for mapping and measuring complexity, uncertainty, and interactions among STN components The book examines the most important STN models, including graph theory, inferring agent dynamics, decision theory, and information mining. It also explains structural studies, behavioral studies, and agent/actor system studies and policy studies in different STN contexts. Complete with in-depth case studies, this book supplies the practical insight needed to address contemporary STN design issues.
GPS Tracking with Java EE Components: Challenges of Connected Cars highlights how the self-driving car is actually changing the automotive industry, from programing embedded software to hosting services and data crunching, in real time, with really big data. The book analyzes how the challenges of the Self Driving Car (SDC) exceed the limits of a classical GPS Tracking System (GTS.) It provides a guidebook on setting up a tracking system by customizing its components. It also provides an overview of the prototyping and modeling process, and how the reader can modify this process for his or her own software. Every component is introduced in detail and includes a number of design decisions for development. The book introduces Java EE (JEE) Modules, and shows how they can be combined to a customizable GTS, and used as seed components to enrich existing systems with live tracking. The book also explores how to merge tracking and mapping to guide SDCs, and focuses on client server programming to provide useful information. It also discusses the challenges involved with the live coordination of moving cars. This book is designed to aid GTS developers and engineers in the automotive industry. It can also help Java Developers, not only interested in GPS Tracking, but in modern software design from many individual modules. Source code and sample applications will be available on the book's website.
The Systems Development Handbook provides practical guidance for the r ange of new applications problems, featuring contributions from many i ndustry experts. The book provides step-by-step charts, tables, schema tics, and a comprehensive index for easy access to topics and areas of related interest. Topics include cooperative processing; the transiti on to object-oriented development; rapid application development tools and graphical user interfaces (GUIs); database architecture in distri buted computing; development tools and techniques, including design, m easurement, and production; and more.
Software Application Development: A Visual C plus plus, MFC, and STL Tutorial provides a detailed account of the software development process using Visual C plus plus, MFC, and STL. It covers everything from the design to the implementation of all software modules, resulting in a demonstration application prototype which may be used to efficiently represent mathematical equations, perform interactive and intuitive model-building, and conduct control engineering experiments. All computer code is included, allowing developers to extend and reuse the software modules for their own project work. The book's tutorial-like approach empowers students and practitioners with the knowledge and skills required to perform disciplined, quality, real-world software engineering.
Knowledge-Based Intelligent Techniques in Character Recognition presents research results on intelligent character recognition techniques, reflecting the tremendous worldwide interest in the applications of knowledge-based techniques in this challenging field.
If you want to push your Java skills to the next level, this book provides expert advice from Java leaders and practitioners. You'll be encouraged to look at problems in new ways, take broader responsibility for your work, stretch yourself by learning new techniques, and become as good at the entire craft of development as you possibly can Edited by Kevlin Henney and Trisha Gee, 97 Things Every Java Programmer Should Know reflects lifetimes of experience writing Java software and living with the process of software development. Great programmers share their collected wisdom to help you rethink Java practices, whether working with legacy code or incorporating changes since Java 8 A few of the 97 things you should know: "Behavior Is Easy, State Is Hard"-Edson Yanaga "Learn Java Idioms and Cache in Your Brain"-Jeanne Boyarsky "Java Programming from a JVM Performance Perspective"-Monica Beckwith "Garbage Collection Is Your Friend"-Holly K Cummins "Java's Unspeakable Types"-Ben Evans "The Rebirth of Java"-Sander Mak "Do You Know What Time It Is?"-Christin Gorman
Managers, business owners, computer-literate individuals and software developers alike are all seeking an understanding of artificial intelligence (AI) and wondering what its uses might be. In this discussion, the author explains what artificial intelligence can do and cannot do, and what benefits it holds for applications such as banking financial services, and expert systems of all kinds. Topics include: the strengths and weaknesses of software development and engineering; the promises and problems of machine learning; expert systems and success stories; practical software through artificial intelligence; artificial intelligence and conventional software engineering problems; software engineering methodology; new paradigms for system engineering; what the future holds.
The three-volume set IFIP AICT 368-370 constitutes the refereed post-conference proceedings of the 5th IFIP TC 5, SIG 5.1 International Conference on Computer and Computing Technologies in Agriculture, CCTA 2011, held in Beijing, China, in October 2011. The 189 revised papers presented were carefully selected from numerous submissions. They cover a wide range of interesting theories and applications of information technology in agriculture, including simulation models and decision-support systems for agricultural production, agricultural product quality testing, traceability and e-commerce technology, the application of information and communication technology in agriculture, and universal information service technology and service systems development in rural areas. The 62 papers included in the first volume focus on decision support systems, intelligent systems, and artificial intelligence applications.
Learn how to create gorgeous and expressive imagery with the Processing graphics language and environment. It's easy with this practical, hands-on book. Processing is for artists, designers, visualization creators, hobbyists, or anyone else looking to create images, animation, and interactive pieces for art, education, science, or business. Processing for Visual Artists shows you everything you need to know in a friendly, project-based style designed for visual thinkers. The projects can serve as a starting point for your own original, creative development and exploration. Walk with veteran author Andrew Glassner on a journey of shared discovery as he uses Processing to take each project from inspiration to reality. You'll closely follow every step he takes and see exactly how each piece evolves, including the big and small mistakes he's made along the way (and how to fix them!), and the times when he changed direction. As your knowledge and skills grow and develop, you'll understand why Processing is such a powerful tool for self-expression. And you'll be ready to strike off on your own. Processing offers you a 21st-century medium for expressing new kinds of ideas and engaging audiences in new ways. This book gives you everything you need to know to explore new frontiers in your own images, animations, and interactive experiences. Source code for each chapter is available for free download on the book's description at the crcpress website.
This book presents the latest research on the software crowdsourcing approach to develop large and complex software in a cloud-based platform. It develops the fundamental principles, management organization and processes, and a cloud-based infrastructure to support this new software development approach. The book examines a variety of issues in software crowdsourcing processes, including software quality, costs, diversity of solutions, and the competitive nature of crowdsourcing processes. Furthermore, the book outlines a research roadmap of this emerging field, including all the key technology and management issues for the foreseeable future. Crowdsourcing, as demonstrated by Wikipedia and Facebook for online web applications, has shown promising results for a variety of applications, including healthcare, business, gold mining exploration, education, and software development. Software crowdsourcing is emerging as a promising solution to designing, developing and maintaining software. Preliminary software crowdsourcing practices and platforms, including Apple's App Store and TopCoder, demonstrate the advantages of crowdsourcing in terms of software ecosystem expansion and product quality improvement. |
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