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Jessica Brown

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  1. Java Game Development with LibGDX /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Java Game Development with LibGDX From Beginner to Professional by Lee Stemkoski Publisher Apress Published Date 2018-01-17 Page Count 433 Categories Computers / Programming / Games, Computers / Programming Languages / Java, Computers / Information Technology, Computers / Programming Languages / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1484233247 Learn to design and create video games using the Java programming language and the LibGDX software library. Working through the examples in this book, you will create 12 game prototypes in a variety of popular genres, from collection-based and shoot-em-up arcade games to side-scrolling platformers and sword-fighting adventure games. With the flexibility provided by LibGDX, specialized genres such as card games, rhythm games, and visual novels are also covered in this book. Major updates in this edition include chapters covering advanced topics such as alternative sources of user input, procedural content generation, and advanced graphics. Appendices containing examples for game design documentation and a complete JavaDoc style listing of the extension classes developed in the book have also been added. What You Will Learn Create 12 complete video game projects Master advanced Java programming concepts, including data structures, encapsulation, inheritance, and algorithms, in the context of game developmentGain practical experience with game design topics, including user interface design, gameplay balancing, and randomized contentIntegrate third-party components into projects, such as particle effects, tilemaps, and gamepad controllersWho This Book Is For The target audience has a desire to make video games, and an introductory level knowledge of basic Java programming. In particular, the reader need only be familiar with: variables, conditional statements, loops, and be able to write methods to accomplish simple tasks and classes to store related data. More Information
  2. The Management of Continuous Product Development /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } The Management of Continuous Product Development Empirical Research in the Online Game Industry by Wei Huang Publisher Springer Nature Published Date 2022-10-20 Page Count 131 Categories Business & Economics / Management Science, Business & Economics / Industries / General, Computers / Programming / Games, Computers / Business & Productivity Software / General, Business & Economics / General, Business & Economics / Management, Business & Economics / Business Mathematics Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 9811946795 This book discusses theoretically and empirically the trade-off relationship between the frequency of product adaptation activities and the constraints on development resources, and how companies can respond to these constraints. The objective of this book is to identify effective management practices in continuous product development. With the continuation of development activities, companies are required to constantly adapt their products to changes in the external environment. In continuous product development, the development process extends beyond product release, and interaction with the external environment is not limited to the planning stage but occurs multiple times throughout the process. What impact does the multiple adaptation activities have on the product performance as development activities become more continuous, and how to use limited development resources to provide stable and constant high-quality adaptation activities with optimal frequency have become urgent issues in the development sites. To address these research questions, this book focuses primarily on the development activities of the online game industry. The factors that bring about superior product performance are examined by combining case studies and questionnaire surveys on online game development projects. Furthermore, user community management is also discussed from the perspective of the interaction process between multiple user groups. More Information
  3. Jessica Brown posted a post in a topic in Programming
    Palm OS Game Programming /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Palm OS Game Programming by Nicholas Pleis Publisher Premier Press Published Date 2002 Page Count 423 Categories Computers / Programming / Games, Computers / Software Development & Engineering / General, Computers / Hardware / Cell Phones & Devices, Games & Activities / Video & Mobile Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1931841195 Introduces the basic structure of Palm OS programs and the image processing concepts necessary to develop games that run on handheld devices. Written for programmers familiar with C++, the book explains sprites, user input, tile-based games, the physics of motion, multiplayer games, and simulated intelligence. The CD-ROM contains PGL tools, the Palm OS 4.0 SDK, source code, and demonstration software. Annotation copyrighted by Book News, Inc., Portland, OR More Information
  4. Programming Microsoft Visual Basic.Net /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Programming Microsoft Visual Basic.Net by Francesco Balena Publisher Microsoft Press Published Date 2002 Page Count 1576 Categories Computers / Interactive & Multimedia, Computers / Hardware / Personal Computers / General, Computers / Programming Languages / Visual BASIC Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0735613753 Accelerate your productivity with Visual Basic® .NET—and quickly create powerful Win32® applications and high-performance, scalable applications for the Web—with this indispensable tutorial and reference. Building on the success of the author's popular programming book for Visual Basic 6.0, this new book teaches you the best practices for porting and reusing existing Visual Basic code in the .NET Framework as well as for exploiting the language's advanced new object-oriented capabilities. It covers the common language runtime (CLR), multithreaded programs, Windows® Forms applications, GDI+ graphic programming, Windows services, ADO.NET classes for database programs, ASP.NET Web Forms, and Web Services. It includes advanced optimization techniques and tips for leveraging the power of the Microsoft® Visual Studio® .NET environment. Topics covered include: Getting started with Visual Basic .NET Modules, variables, and error handling Object-oriented features, including inheritance Delegates and attributes Arrays, lists, and collections Files, directories, and streams Object serialization Regular expressions Threading Assemblies and AppDomains Reflection Windows Forms applications and GDI+ Windows Forms custom control creation Windows services ADO.NET XML ASP.NET Web Forms applications User controls and custom controls XML Web services CD+DVD INSIDE! CD-ROM features: A fully searchable electronic copy of PROGRAMMING MICROSOFT VISUAL BASIC 6.0 Sample applications written in Visual Basic .NET A Note Regarding the CD or DVD The print version of this book ships with a CD or DVD. For those customers purchasing one of the digital formats in which this book is available, we are pleased to offer the CD/DVD content as a free download via O'Reilly Media's Digital Distribution services. To download this content, please visit O'Reilly's web site, search for the title of this book to find its catalog page, and click on the link below the cover image (Examples, Companion Content, or Practice Files). Note that while we provide as much of the media content as we are able via free download, we are sometimes limited by licensing restrictions. Please direct any questions or concerns to booktech@oreilly.com. More Information
  5. Developing Games on the Raspberry Pi /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Developing Games on the Raspberry Pi App Programming with Lua and LÖVE by Seth Kenlon Publisher Apress Published Date 2018-12-20 Page Count 319 Categories Computers / Hardware / General, Computers / Programming / Games, Computers / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 148424169X Learn to set up a Pi-based game development environment, and then develop a game with Lua, a popular scripting language used in major game frameworks like Unreal Engine (BioShock Infinite), CryEngine (Far Cry series), Diesel (Payday: The Heist), Silent Storm Engine (Heroes of Might and Magic V) and many others. More importantly, learn how to dig deeper into programming languages to find and understand new functions, frameworks, and languages to utilize in your games. You’ll start by learning your way around the Raspberry Pi. Then you’ll quickly dive into learning game development with an industry-standard and scalable language. After reading this book, you'll have the ability to write your own games on a Raspberry Pi, and deliver those games to Linux, Mac, Windows, iOS, and Android. And you’ll learn how to publish your games to popular marketplaces for those desktop and mobile platforms. Whether you're new to programming or whether you've already published to marketslike Itch.io or Steam, this book showcases compelling reasons to use the Raspberry Pi for game development. Use Developing Games on the Raspberry Pi as your guide to ensure that your game plays on computers both old and new, desktop or mobile. What You'll Learn Confidently write programs in Lua and the LOVE game engine on the Raspberry PiResearch and learn new libraries, methods, and frameworks for more advanced programmingWrite, package, and sell apps for mobile platformsDeliver your games on multiple platforms Who This Book Is ForSoftware engineers, teachers, hobbyists, and development professionals looking to up-skill and develop games for mobile platforms, this book eases them into a parallel universe of lightweight, POSIX, ARM-based development. More Information
  6. Computerspiele im Diskurs: Aggression, Amokläufe und Sucht /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Computerspiele im Diskurs: Aggression, Amokläufe und Sucht by Tobias C. Breiner, Luca D. Kolibius Publisher Springer-Verlag Published Date 2019-01-18 Page Count 173 Categories Education / Educational Psychology, Computers / Programming / Games, Mathematics / Game Theory, Business & Economics / Marketing / General, Psychology / Industrial & Organizational Psychology, Psychology / Applied Psychology, Business & Economics / Sales & Selling / General Language DE Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 3662578603 Dieses Fachbuch ist eine umfassende Abhandlung zur Debatte um die negativen Auswirkungen von Computerspielen: Aggressionen, Amokläufe und Sucht. Die kontroverse Debatte zur Beziehung zwischen Computerspielen und Aggression wird hier auf Grundlage neuster wissenschaftlicher Erkenntnisse aufgearbeitet. Darüber hinaus inspirierte die Aufnahme in die aktuellste Version des Klassifikationssystems DSM für Internet Gaming Disorder (Computerspielsucht) eine Vielzahl wissenschaftlicher Veröffentlichungen, welche hier übersichtlich zusammengetragen werden. In diesem Buch finden Sie die Antworten auf folgende Fragen: Welche Symptome machen eine Computerspielabhängigkeit aus und welche Therapiemöglichkeiten gibt es? Geht Computerspielsucht mit Veränderungen im Gehirn und der Persönlichkeit einher? Gibt es eine kausale Beziehung zwischen Computerspielen einerseits und Aggressivität und Amokläufen andererseits? Die Autoren kommen dabei nach Sichtung der Studienlage zu überraschenden Erkenntnissen. Dieses Buch unterstützt Psychologen, Psychotherapeuten, Psychiater, Pädagogen, Therapeuten, Lehrkräfte und Eltern die Welt der Computerspiele zu navigieren. More Information
  7. Sound and Music for Games /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Sound and Music for Games The Basics of Digital Audio for Video Games by Robert Ciesla Publisher Apress Published Date 2022-09-22 Page Count 274 Categories Computers / Programming / Games, Computers / Speech & Audio Processing, Computers / Information Technology, Technology & Engineering / Electronics / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 148428660X Grasp the fundamentals of digital audio work in the context of video games, including the basics of middleware such as Fmod and Wwise. We will review software such as Apple's Logic and Garageband, Paul Davis's Ardour, and many other popular digital audio workstations. We will start with an introduction to the basic terminology of digital audio work while also getting acquainted with current generation audio hardware. We will then discuss the basics of the venerable Musical Instrument Digital Interface (MIDI) and how it relates to music composition as well as the tools and techniques for writing tracker music/chiptunes. The book also covers plug-in software, soundproofing at home, and voice work. The book takes a practical approach while tackling both hardware and software components used in cutting edge audio engineering, composition, and audio monitoring. What You Will Learn • Understand the fundamentals of digital audio production in the context of video games • Learn about audio integration with popular middleware solutions and APIs • Leverage plugin effects software to sculpt your audio to professional levels • Identify modern audio file formats and how and when to use them • Learn best practices when mixing sound effects and music for video games Who Is This Book For The intended readership includes beginners in digital audio engineering who use Windows, macOS, or Linux. More Information
  8. Print Is Dead /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Print Is Dead Books in Our Digital Age by Jeff Gomez Publisher Palgrave Macmillan Published Date 2008 Page Count 221 Categories Computers / Electronic Publishing, Computers / Speech & Audio Processing, Computers / Design, Graphics & Media / Graphics Tools, Design / Graphic Arts / Typography, Education / Computers & Technology, Language Arts & Disciplines / Communication Studies, Language Arts & Disciplines / Publishers & Publishing Industry, Mathematics / General, Science / General, Science / Life Sciences / General, Social Science / General, Social Science / Media Studies, Technology & Engineering / General, Technology & Engineering / Engineering (General) Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0230527167 For over 1500 years books have weathered numerous cultural changes remarkably unaltered. Through wars, paper shortages, radio, TV, computer games, and fluctuating literacy rates, the bound stack of printed paper has, somewhat bizarrely, remained the more robust and culturally relevant way to communicate ideas. Now, for the first time since the Middle Ages, all that is about to change. Newspapers are struggling for readers and relevance; downloadable music has consigned the album to the format scrap heap, and the digital revolution is now about to leave books on the high shelf of history. In Print Is Dead, Gomez explains how authors, producers, distributors, and readers must not only acknowledge these changes, but drive digital book creation, standards, storage, and delivery as the first truly transformational thing to happen in the world of words since the printing press. More Information
  9. Data Science and Its Applications /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Data Science and Its Applications by Aakanksha Sharaff, G R Sinha Publisher CRC Press Published Date 2021-08-18 Page Count 378 Categories Computers / Data Science / Data Analytics, Computers / Database Administration & Management, Computers / Machine Theory Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1000414000 The term "data" being mostly used, experimented, analyzed, and researched, "Data Science and its Applications" finds relevance in all domains of research studies including science, engineering, technology, management, mathematics, and many more in wide range of applications such as sentiment analysis, social medial analytics, signal processing, gene analysis, market analysis, healthcare, bioinformatics etc. The book on Data Science and its applications discusses about data science overview, scientific methods, data processing, extraction of meaningful information from data, and insight for developing the concept from different domains, highlighting mathematical and statistical models, operations research, computer programming, machine learning, data visualization, pattern recognition and others. The book also highlights data science implementation and evaluation of performance in several emerging applications such as information retrieval, cognitive science, healthcare, and computer vision. The data analysis covers the role of data science depicting different types of data such as text, image, biomedical signal etc. useful for a wide range of real time applications. The salient features of the book are: Overview, Challenges and Opportunities in Data Science and Real Time Applications Addressing Big Data Issues Useful Machine Learning Methods Disease Detection and Healthcare Applications utilizing Data Science Concepts and Deep Learning Applications in Stock Market, Education, Behavior Analysis, Image Captioning, Gene Analysis and Scene Text Analysis Data Optimization Due to multidisciplinary applications of data science concepts, the book is intended for wide range of readers that include Data Scientists, Big Data Analysists, Research Scholars engaged in Data Science and Machine Learning applications. More Information
  10. Introduction to Network Security /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Introduction to Network Security Theory and Practice by Jie Wang, Zachary A. Kissel Publisher John Wiley & Sons Published Date 2015-07-10 Page Count 440 Categories Computers / Security / General, Computers / Networking / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1118939506 Introductory textbook in the important area of network security for undergraduate and graduate students Comprehensively covers fundamental concepts with newer topics such as electronic cash, bit-coin, P2P, SHA-3, E-voting, and Zigbee security Fully updated to reflect new developments in network security Introduces a chapter on Cloud security, a very popular and essential topic Uses everyday examples that most computer users experience to illustrate important principles and mechanisms Features a companion website with Powerpoint slides for lectures and solution manuals to selected exercise problems, available at http://www.cs.uml.edu/~wang/NetSec More Information
  11. Data Structures and Program Design /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Data Structures and Program Design by Robert Leroy Kruse Publisher Prentice-Hall Published Date 1987 Page Count 586 Categories Computers / General, Computers / Programming / General, Computers / Languages / General, Computers / Software Development & Engineering / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0131958844 No description available. More Information
  12. SQL Pocket Guide /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } SQL Pocket Guide A Guide to SQL Usage by Alice Zhao Publisher "O'Reilly Media, Inc." Published Date 2021-08-26 Page Count 356 Categories Computers / Languages / SQL, Computers / Data Science / Data Modeling & Design, Computers / Data Science / Data Analytics, Computers / Data Science / Data Warehousing Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1492090352 If you use SQL in your day-to-day work as a data analyst, data scientist, or data engineer, this popular pocket guide is your ideal on-the-job reference. You'll find many examples that address the language's complexities, along with key aspects of SQL used in Microsoft SQL Server, MySQL, Oracle Database, PostgreSQL, and SQLite. In this updated edition, author Alice Zhao describes how these database management systems implement SQL syntax for both querying and making changes to a database. You'll find details on data types and conversions, regular expression syntax, window functions, pivoting and unpivoting, and more. Quickly look up how to perform specific tasks using SQLApply the book's syntax examples to your own queriesUpdate SQL queries to work in five different database management systems NEW: Connect Python and R to a relational databaseNEW: Look up frequently asked SQL questions in the "How Do I?" chapter More Information
  13. Computer /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Computer A History Of The Information Machine by Martin Campbell-Kelly, William Aspray Publisher Avalon Publishing Published Date 2004-08-13 Page Count 360 Categories Science / General, Science / History, Computers / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0813342643 Computer: A History of the Information Machine, Second Edition traces the story of the computer, and shows how business and government were the first to explore its unlimited, information-processing potential. Old-fashioned entrepreneurship combined with scientific know-how inspired now famous computer engineers to create the technology that became IBM. Wartime needs drove the giant ENIAC, the first fully electronic computer. Later, the PC enabled modes of computing that liberated people from room-sized, mainframe computers. This second edition now extends beyond the development of Microsoft Windows and the Internet, to include open source operating systems like Linux, and the rise again and fall and potential rise of the dot.com industries. More Information
  14. Digital Processing of Speech Signals /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Digital Processing of Speech Signals by Lawrence R. Rabiner, Ronald W. Schafer Publisher Prentice-Hall Published Date 1978 Page Count 512 Categories Computers / Artificial Intelligence / Natural Language Processing, Computers / Speech & Audio Processing, Technology & Engineering / Electrical, Technology & Engineering / Electronics / General, Technology & Engineering / Electronics / Digital, Technology & Engineering / Telecommunications, Technology & Engineering / Signals & Signal Processing Language EN Average Rating 5 (based on 1 ratings) Maturity Rating No Mature Content Detected ISBN 0132136031 The material in this book is intended as a one-semester course in speech processing. The purpose of this text is to show how digital signal processing techniques can be applied to problems related to speech communication. The book gives an extensive description of the physical basis for speech coding including fourier analysis, digital representation and digital and time domain models of the wave form. It goes on to discuss homomorphic speech processing, linear predictive coding and digital processing for machine communication by voice. More Information
  15. Search Methodologies /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Search Methodologies Introductory Tutorials in Optimization and Decision Support Techniques by Edmund K. Burke, Graham Kendall Publisher Springer US Published Date 2010-10-29 Page Count 620 Categories Business & Economics / Operations Research, Business & Economics / Management Science, Mathematics / Optimization, Computers / Artificial Intelligence / General, Technology & Engineering / Engineering (General), Mathematics / Applied, Mathematics / General, Business & Economics / Decision-Making & Problem Solving Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1441936289 Search Methodologies is a tutorial survey of the methodologies that are at the confluence of several fields: Computer Science, Mathematics and Operations Research. It is a carefully structured and integrated treatment of the major technologies in optimization and search methodology. The book is made up of 19 chapters. The chapter authors are drawn from across Computer Science and Operations Research and include some of the world’s leading authorities in their field. The result is a major state-of-the-art tutorial text of the main optimization and search methodologies available to researchers, students and practitioners across discipline domains in applied science. It can be used as a textbook or a reference book to learn and apply these methodologies to a wide range of today’s problems. It has been written by some of the world’s most well known authors in the field. More Information
  16. Apple Confidential 2.0 /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Apple Confidential 2.0 The Definitive History of the World's Most Colorful Company by Owen W. Linzmayer Publisher No Starch Press Published Date 2004 Page Count 323 Categories BUSINESS & ECONOMICS / Industries / General, Business & Economics / Industries / Computers & Information Technology, Business & Economics / Corporate & Business History, Computers / General, COMPUTERS / Computer Literacy, COMPUTERS / Computer Science, COMPUTERS / Information Technology, COMPUTERS / Machine Theory, Computers / Operating Systems / Mac OS, Computers / Hardware / Personal Computers / Macintosh, Computers / Reference, COMPUTERS / Hardware / General, Computers / Social Aspects, Computers / Human-Computer Interaction (HCI) Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1593270100 Apple Confidential examines the tumultuous history of America's best-known Silicon Valley start-up--from its legendary founding almost 30 years ago, through a series of disastrous executive decisions, to its return to profitability, and including Apple's recent move into the music business. Linzmayer digs into forgotten archives and interviews the key players to give readers the real story of Apple Computer, Inc. This updated and expanded edition includes tons of new photos, timelines, and charts, as well as coverage of new lawsuit battles, updates on former Apple executives, and new chapters on Steve Wozniak and Pixar. More Information
  17. Vintage Games 2.0 /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Vintage Games 2.0 An Insider Look at the Most Influential Games of All Time by Matt Barton Publisher CRC Press Published Date 2019-05-08 Page Count 373 Categories Computers / General, Computers / Programming / Games Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1000007766 Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson. More Information
  18. Jessica Brown posted a post in a topic in Computers
    Elements of Programming /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Elements of Programming by Alexander A. Stepanov, Paul McJones Publisher Addison-Wesley Professional Published Date 2009 Page Count 262 Categories Computers / Programming / General, Computers / Languages / General, Computers / Languages / C Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 032163537X "Ask a mechanical, structural, or electrical engineer how far they would get without a heavy reliance on a firm mathematical foundation, and they will tell you, 'not far.' Yet so-called software engineers often practice their art with little or no idea of the mathematical underpinnings of what they are doing. And then we wonder why software is notorious for being delivered late and full of bugs, while other engineers routinely deliver finished bridges, automobiles, electrical appliances, etc., on time and with only minor defects. This book sets out to redress this imbalance. Members of my advanced development team at Adobe who took the course based on the same material all benefited greatly from the time invested. It may appear as a highly technical text intended only for computer scientists, but it should be required reading for all practicing software engineers." --Martin Newell, Adobe Fellow "The book contains some of the most beautiful code I have ever seen." --Bjarne Stroustrup, Designer of C++ "I am happy to see the content of Alex's course, the development and teaching of which I strongly supported as the CTO of Silicon Graphics, now available to all programmers in this elegant little book." --Forest Baskett, General Partner, New Enterprise Associates "Paul's patience and architectural experience helped to organize Alex's mathematical approach into a tightly-structured edifice--an impressive feat!" --Robert W. Taylor, Founder of Xerox PARC CSL and DEC Systems Research Center Elements of Programming provides a different understanding of programming than is presented elsewhere. Its major premise is that practical programming, like other areas of science and engineering,must be based on a solid mathematical foundation. The book shows that algorithms implemented in a real programming language, such as C++, can operate in the most general mathematical setting. For example, the fast exponentiation algorithm is defined to work with any associative operation. Using abstract algorithms leads to efficient, reliable, secure, and economical software. This is not an easy book. Nor is it a compilation of tips and tricks for incremental improvements in your programming skills. The book's value is more fundamental and, ultimately, more critical for insight into programming. To benefit fully, you will need to work through it from beginning to end, reading the code, proving the lemmas, and doing the exercises. When finished, you will see how the application of the deductive method to your programs assures that your system's software components will work together and behave as they must. The book presents a number of algorithms and requirements for types on which they are defined. The code for these descriptions--also available on the Web--is written in a small subset of C++ meant to be accessible to any experienced programmer. This subset is defined in a special language appendix coauthored by Sean Parent and Bjarne Stroustrup. Whether you are a software developer, or any other professional for whom programming is an important activity, or a committed student, you will come to understand what the book's experienced authors have been teaching and demonstrating for years--that mathematics is good for programming, and that theory is good for practice. More Information
  19. Everything Is Miscellaneous /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Everything Is Miscellaneous The Power of the New Digital Disorder by David Weinberger Publisher Macmillan Published Date 2007-05 Page Count 277 Categories Business & Economics / Consumer Behavior, Business & Economics / E-Commerce / General, Computers / Information Technology, Computers / Social Aspects, Computers / Human-Computer Interaction (HCI), Technology & Engineering / General, Technology & Engineering / Social Aspects Language EN Average Rating 5 (based on 1 ratings) Maturity Rating No Mature Content Detected ISBN 0805080430 Business visionary and bestselling author David Weinberger shows how the digital revolution is radically changing the way we make sense of our lives Human beings are information omnivores: we are constantly collecting, labeling, and organizing data. But today, the shift from the physical to the digital is mixing, burning, and ripping our lives apart. In the past, everything had its one place--the physical world demanded it--but now everything has its places: multiple categories, multiple shelves. Simply put, everything is suddenly miscellaneous. In Everything Is Miscellaneous, David Weinberger charts the new principles of digital order that are remaking business, education, politics, science, and culture. In his rollicking tour of the rise of the miscellaneous, he examines why the Dewey decimal system is stretched to the breaking point, how Rand McNally decides what information not to include in a physical map (and why Google Earth is winning that battle), how Staples stores emulate online shopping to increase sales, why your children's teachers will stop having them memorize facts, and how the shift to digital music stands as the model for the future in virtually every industry. Finally, he shows how by "going miscellaneous," anyone can reap rewards from the deluge of information in modern work and life. From A to Z, Everything Is Miscellaneous will completely reshape the way you think--and what you know--about the world. More Information
  20. Evolutionary Computation /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Evolutionary Computation A Unified Approach by Kenneth A. De Jong Publisher MIT Press Published Date 2006-02-03 Page Count 256 Categories Computers / Artificial Intelligence / General, Computers / Computer Science, Computers / Data Science / Neural Networks Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0262041944 A clear and comprehensive introduction to the field of evolutionary computation that takes an integrated approach. Evolutionary computation, the use of evolutionary systems as computational processes for solving complex problems, is a tool used by computer scientists and engineers who want to harness the power of evolution to build useful new artifacts, by biologists interested in developing and testing better models of natural evolutionary systems, and by artificial life scientists for designing and implementing new artificial evolutionary worlds. In this clear and comprehensive introduction to the field, Kenneth De Jong presents an integrated view of the state of the art in evolutionary computation. Although other books have described such particular areas of the field as genetic algorithms, genetic programming, evolution strategies, and evolutionary programming, Evolutionary Computation is noteworthy for considering these systems as specific instances of a more general class of evolutionary algorithms. This useful overview of a fragmented field is suitable for classroom use or as a reference for computer scientists and engineers. More Information
  21. INFORMATION SECURITY /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } INFORMATION SECURITY Theory and Practice by DHIREN R. PATEL Publisher PHI Learning Pvt. Ltd. Published Date 2008-04-22 Page Count 312 Categories Computers / Security / General Language EN Average Rating 5 (based on 1 ratings) Maturity Rating No Mature Content Detected ISBN 8120333519 This book offers a comprehensive introduction to the fundamental aspects of Information Security (including Web, Networked World, Systems, Applications, and Communication Channels). Security is also an essential part of e-business strategy (including protecting critical infrastructures that depend on information systems) and hence information security in the enterprise (Government, Industry, Academia, and Society) and over networks has become the primary concern. The book provides the readers with a thorough understanding of how information can be protected throughout computer networks. The concepts related to the main objectives of computer and information security systems, namely confidentiality, data integrity, authentication (entity and data origin), access control, and non-repudiation have been elucidated, providing a sound foundation in the principles of cryptography and network security. The book provides a detailed treatment of design principles of classical and modern cryptosystems through an elaborate study of cryptographic techniques, algorithms, and protocols. It covers all areas of security—using Symmetric key and Public key cryptography, hash functions, authentication techniques, biometric techniques, and stegano-graphy. Besides, techniques such as Secure Socket Layer (SSL), Firewalls, IPSec for Web security and network security are addressed as well to complete the security framework of the Internet. Finally, the author demons-trates how an online voting system can be built, showcasing information security techniques, for societal benefits. Information Security: Theory and Practice is intended as a textbook for a one-semester course in Information Security/Network Security and Crypto-graphy for B.E./B.Tech students of Computer Science and Engineering and Information Technology. More Information
  22. Think Stats /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Think Stats Exploratory Data Analysis by Allen B. Downey Publisher "O'Reilly Media, Inc." Published Date 2014-10-16 Page Count 226 Categories Computers / Data Science / Data Modeling & Design, Computers / General, Computers / Programming / General, Computers / Languages / Python Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1491907363 If you know how to program, you have the skills to turn data into knowledge, using tools of probability and statistics. This concise introduction shows you how to perform statistical analysis computationally, rather than mathematically, with programs written in Python. By working with a single case study throughout this thoroughly revised book, you’ll learn the entire process of exploratory data analysis—from collecting data and generating statistics to identifying patterns and testing hypotheses. You’ll explore distributions, rules of probability, visualization, and many other tools and concepts. New chapters on regression, time series analysis, survival analysis, and analytic methods will enrich your discoveries. Develop an understanding of probability and statistics by writing and testing codeRun experiments to test statistical behavior, such as generating samples from several distributionsUse simulations to understand concepts that are hard to grasp mathematicallyImport data from most sources with Python, rather than rely on data that’s cleaned and formatted for statistics toolsUse statistical inference to answer questions about real-world data More Information
  23. Decoherence and the Appearance of a Classical World in Quantum Theory /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Decoherence and the Appearance of a Classical World in Quantum Theory by Erich Joos, H. Dieter Zeh, Claus Kiefer, Domenico J. W. Giulini, Joachim Kupsch, Ion-Olimpiu Stamatescu Publisher Springer Science & Business Media Published Date 2013-03-09 Page Count 496 Categories Science / Physics / Quantum Theory, Science / Physics / Mathematical & Computational, Computers / Information Technology, Science / Physics / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 3662053284 When we were preparing the first edition of this book, the concept of de coherence was known only to a minority of physicists. In the meantime, a wealth of contributions has appeared in the literature - important ones as well as serious misunderstandings. The phenomenon itself is now experimen tally clearly established and theoretically well understood in principle. New fields of application, discussed in the revised book, are chaos theory, informa tion theory, quantum computers, neuroscience, primordial cosmology, some aspects of black holes and strings, and others. While the first edition arose from regular discussions between the authors, thus leading to a clear" entanglement" of their otherwise quite different chap ters, the latter have thereafter evolved more or less independently. While this may broaden the book's scope as far as applications and methods are con cerned, it may also appear confusing to the reader wherever basic assumptions and intentions differ (as they do). For this reason we have rearranged the or der of the authors: they now appear in the same order as the chapters, such that those most closely related to the "early" and most ambitious concept of decoherence are listed first. The first three authors (Joos, Zeh, Kiefer) agree with one another that decoherence (in contradistinction to the Copen hagen interpretation) allows one to eliminate primary classical concepts, thus neither relying on an axiomatic concept of observables nor on a probability interpretation of the wave function in terms of classical concepts. More Information
  24. Koji Kondo's Super Mario Bros. Soundtrack /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Koji Kondo's Super Mario Bros. Soundtrack by Andrew Schartmann Publisher Bloomsbury Publishing USA Published Date 2015-05-21 Page Count 168 Categories Games & Activities / Video & Mobile, Music / General, Music / Recording & Reproduction, Music / Genres & Styles / General, Computers / Programming / Games Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1628928557 Koji Kondo's Super Mario Bros. (1985) score redefined video game music. With under three minutes of music, Kondo put to rest an era of bleeps and bloops-the sterile products of a lab environment-replacing it with one in which game sounds constituted a legitimate form of artistic expression. Andrew Schartmann takes us through the various external factors (e.g., the video game crash of 1983, Nintendo's marketing tactics) that coalesced into a ripe environment in which Kondo's musical experiments could thrive. He then delves into the music itself, searching for reasons why our hearts still dance to the “primitive” 8-bit tunes of a bygone era. What musical features are responsible for Kondo's distinct “Mario sound”? How do the different themes underscore the vastness of Princess Peach's Mushroom Kingdom? And in what ways do the game's sound effects resonate with our physical experience of the world? These and other questions are explored within, through the lens of Kondo's compositional philosophy-one that would influence an entire generation of video game composers. As Kondo himself stated, “we [at Nintendo] were trying to do something that had never been done before.” In this book, Schartmann shows his readers how Kondo and his team not just succeeded, but heralded in a new era of video games. More Information
  25. Jessica Brown posted a post in a topic in Computers
    Windows 7 Resource Kit /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Windows 7 Resource Kit by Mitch Tulloch, Tony Northrup, Jerry Honeycutt, Ed Wilson Publisher Pearson Education Published Date 2009-10-07 Page Count 1760 Categories Computers / Operating Systems / Windows Desktop Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 073564277X In-depth and comprehensive, this official RESOURCE KIT delivers the information you need to administer Windows 7 in the enterprise. You get authoritative technical guidance from those who know the technology best—Microsoft Most Valuable Professionals (MVPs) and the Windows 7 Team—along with hundreds of scripts and other essential resources on CD. Get expert guidance on how to: Apply best practices for using Microsoft Deployment Toolk Plan user-state migration; test application compatibility; manage update Manage Group Policy Objects using Windows PowerShell Administer Windows Firewall and Windows BitLocker Implement Ipsec, IPv6, wireless, and VPN connectivity Install and configure printers, devices, and services Manage disks, file systems, storage, and data security Administer search and indexing with Group Policy Diagnose and resolve startup, hardware, and networking issue CD FEATURES: Nearly 200 Windows PowerShell scripts created specifically for this book—customize to administer your environment Windows 7 Resource Kit PowerShell Pack—700 cmdlets and functions to extend Windows in-box functionality Links to author Web sites Sample chapters from Microsoft Press books Fully searchable eBook For customers who purchase an ebook version of this title, instructions for downloading the CD files can be found in the ebook. More Information

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