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Jessica Brown

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  1. Deep Thinking /* 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; } Deep Thinking Where Machine Intelligence Ends and Human Creativity Begins by Garri Kasparov, Garri Kimovich Kasparov, Mig Greengard Publisher John Murray Published Date 2018 Page Count 294 Categories Computers / Artificial Intelligence / General, Computers / Cybernetics, Games & Activities / Chess, Science / General, Social Science / Future Studies Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1473653517 In May 1997, the world watched as Garry Kasparov, the greatest chess player in the world, was defeated for the first time by the IBM supercomputer Deep Blue. It was a watershed moment in the history of technology: machine intelligence had arrived at the point where it could best human intellect.It wasn't a coincidence that Kasparov became the symbol of man's fight against the machines. Chess has long been the fulcrum in development of machine intelligence; the hoax automaton 'The Turk' in the 18th century and Alan Turing's first chess program in 1952 were two early examples of the quest for machines to think like humans -- a talent we measured by their ability to beat their creators at chess. As the pre-eminent chessmaster of the 80s and 90s, it was Kasparov's blessing and his curse to play against each generation's strongest computer champions, contributing to their development and advancing the field. Like all passionate competitors, Kasparov has taken his defeat and learned from it. He has devoted much energy to devising ways in which humans can partner with machines in order to produce results better than either can achieve alone. During the twenty years since playing Deep Blue, he's played both with and against machines, learning a great deal about our vital relationship with our most remarkable creations. Ultimately, he's become convinced that by embracing the competition between human and machine intelligence, we can spend less time worrying about being replaced and more thinking of new challenges to conquer.In this breakthrough book, Kasparov tells his side of the story of Deep Blue for the first time -- what it was like to strategize against an implacable, untiring opponent -- the mistakes he made and the reasons the odds were against him. But more than that, he tells his story of AI more generally, and how he's evolved to embrace it, taking part in an urgent debate with philosophers worried about human values, programmers creating self-learning neural networks, and engineers of cutting edge robotics. More Information
  2. Boy in a White Room /* 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; } Boy in a White Room by Karl Olsberg Publisher Scholastic Incorporated Published Date 2023-02-07 Page Count 256 Categories Young Adult Fiction / Technology, Young Adult Fiction / Science Fiction / General, Young Adult Fiction / Thrillers & Suspense / Psychological Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1338831844 A gripping YA sci-fi thriller by German and Spiegel-bestselling author, Karl Olsberg. The Boy in a White Room was nominated for Deutscher Jugendliteraturpreis 2018, Germany's most prestigious youth fiction award. A fifteen-year-old boy wakes to find himself locked in a white, cube-shaped room. No windows. No doors. Total silence. He has no memories. No clue how he got there. No idea who he is. A computer-generated voice named Alice responds to his questions. Through her, he is able to access the internet. As the boy uncovers snippets of his story--an attempted abduction, a critial injury, a murder -- it becomes clearer. But when some of the pieces don't fit, how can he tell what's real and what's not? Who can he trust? And who is he really? More Information
  3. Data Mining and Knowledge Discovery Handbook /* 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 Mining and Knowledge Discovery Handbook by Oded Maimon, Lior Rokach Publisher Springer Science & Business Media Published Date 2010-09-10 Page Count 1285 Categories Computers / Database Administration & Management, Computers / System Administration / Storage & Retrieval, Computers / Artificial Intelligence / General, Computers / Information Technology, Computers / Online Services, Computers / Internet / General, Computers / Networking / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0387098232 Knowledge Discovery demonstrates intelligent computing at its best, and is the most desirable and interesting end-product of Information Technology. To be able to discover and to extract knowledge from data is a task that many researchers and practitioners are endeavoring to accomplish. There is a lot of hidden knowledge waiting to be discovered – this is the challenge created by today’s abundance of data. Data Mining and Knowledge Discovery Handbook, 2nd Edition organizes the most current concepts, theories, standards, methodologies, trends, challenges and applications of data mining (DM) and knowledge discovery in databases (KDD) into a coherent and unified repository. This handbook first surveys, then provides comprehensive yet concise algorithmic descriptions of methods, including classic methods plus the extensions and novel methods developed recently. This volume concludes with in-depth descriptions of data mining applications in various interdisciplinary industries including finance, marketing, medicine, biology, engineering, telecommunications, software, and security. Data Mining and Knowledge Discovery Handbook, 2nd Edition is designed for research scientists, libraries and advanced-level students in computer science and engineering as a reference. This handbook is also suitable for professionals in industry, for computing applications, information systems management, and strategic research management. More Information
  4. Jessica Brown posted a post in a topic in Linux
    Guide to UNIX Using Linux /* 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; } Guide to UNIX Using Linux by Jack Dent, Tony Gaddis Publisher Course Technology Published Date 2000 Page Count 552 Categories Computers / Networking / General, Computers / Operating Systems / UNIX Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 076001096X This title introduces the fundamentals of the Unix operating system to the PC user. Unix is "the operating system of the Internet" and is gaining attention from PC users because if its rapid growth. This book utilizes hand-on projects and step-by-step instructions to provide the user with a firm understanding of Unix using Linux as the teaching vehicle. More Information
  5. Jessica Brown posted a post in a topic in Linux
    Linux Firewalls /* 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; } Linux Firewalls by Steve Suehring, Robert Loren Ziegler Publisher Novell Press Published Date 2005 Page Count 533 Categories Computers / Database Administration & Management, Computers / Operating Systems / UNIX, Computers / Operating Systems / Linux, Computers / Security / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0672327716 An Internet-connected Linux machine is in a high-risk situation. Linux Firewalls, Third Edition details security steps that any sized implementation--from home use to enterprise level--might take to protect itself from potential remote attackers. As with the first two editions, this book is especially useful for its explanations of iptables, packet filtering, and firewall optimization along with some advanced concepts including customizing the Linux kernel to enhance security.The third edition, while distribution neutral, has been updated for the current Linux Kernel and provides code examples for Red Hat, SUSE, and Debian implementations. Don't miss out on the third edition of the critically acclaimed Linux Firewalls. More Information
  6. Proceedings of the Sixteenth ACM Symposium on Operating Systems Principles /* 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; } Proceedings of the Sixteenth ACM Symposium on Operating Systems Principles by Unknown Author Publisher Association for Computing Machinery Published Date 1997 Page Count 304 Categories Computers / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0897919165 No description available. More Information
  7. Jessica Brown posted a post in a topic in Linux
    Linux Fundamentals /* 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; } Linux Fundamentals by Richard Blum Publisher Jones & Bartlett Learning Published Date 2022-11-02 Page Count 500 Categories Computers / Security / Network Security, Computers / Operating Systems / Windows Desktop, Mathematics / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1284254887 The Linux world is constantly changing, requiring new knowledge and skills to work as a Linux system administrator. Linux Fundamentals, Second Edition not only updates the first edition with new material, but also changes the book's focus a bit, from a basic approach to Linux to a more advanced server-oriented look at using Linux. While the first edition tracked the skills needed to meet the LPI Linux Fundamentals exam requirements, this edition tracks the more advanced CompTIA Linux+ exam requirements.The Second Edition provides a soft, accessible, and practical introduction to Linux environments and command line basics. This edition dives deeper into the Linux server environment, covering the commands you are expected to know for the Linux+ exam. The updated chapters provide expanded coverage on how to manage users, files, devices, and filesystems in a multi-user networked server environment. More Information
  8. Jessica Brown posted a post in a topic in Linux
    Programming from the Ground Up /* 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 from the Ground Up by Jonathan Bartlett, Dominick Bruno Publisher Bartlett Publishing Published Date 2004 Page Count 320 Categories Computers / Programming / General Language EN Average Rating 5 (based on 1 ratings) Maturity Rating No Mature Content Detected ISBN 0975283847 Programming from the Ground Up uses Linux assembly language to teach new programmers the most important concepts in programming. It takes you a step at a time through these concepts: * How the processor views memory * How the processor operates * How programs interact with the operating system * How computers represent data internally * How to do low-level and high-level optimization Most beginning-level programming books attempt to shield the reader from how their computer really works. Programming from the Ground Up starts by teaching how the computer works under the hood, so that the programmer will have a sufficient background to be successful in all areas of programming. This book is being used by Princeton University in their COS 217 "Introduction to Programming Systems" course. More Information
  9. The Essential Guide to Flash 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; } The Essential Guide to Flash Games Building Interactive Entertainment with ActionScript by Jeff Fulton, Steve Fulton Publisher Apress Published Date 2010-04-28 Page Count 664 Categories Computers / Programming / Games, Computers / Computer Vision & Pattern Recognition, Computers / Information Technology Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1430226153 We are twin brothers who were born right at the beginning of the 1970s just about the same time the first video games were being created and marketed by people like Nolan Bushnell at Atari and Ralph Baer for Magnavox. While we did not know of these video game advances at the time, something exciting was obviously in the air in those years. As far back as we can remember, we have wanted to make our own games. We grew up just like most suburban kids of the 1970s—riding bikes, playing guns and ditch ’em at the school yard, and staying out all day only to come home when the street lights came on. There was never a lot of extra money in the household, so that meant we had to find creative ways to entertain ourselves. At a very early age, we started designing games to help fill the days. First came sports contests. We spent many days conceiving two-player versions of nearly every sport imaginable on the 100-foot driveway that adorned our 1950s tract house. Not too long after, we graduated to experimenting with our dad’s surplus batteries, wires, lights, motors, and potentiometers; we were trying to make anything electronic. Through trial and error, we made electric gadgets with blinking lights, switches, and running motors, and even crude pinball machines. Soon, almost any household item had the potential to become an interactive toy or game. More Information
  10. Beginning XNA 3.0 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; } Beginning XNA 3.0 Game Programming From Novice to Professional by Bruno Evangelista, Alexandre Santos Lobao, Riemer Grootjans, Jose ANTONIO LEAL DEFARIAS Publisher Apress Published Date 2009-05-31 Page Count 448 Categories Computers / Programming / Games, Computers / Software Development & Engineering / General, Computers / Information Technology Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1430218185 It’s hard to believe the runaway popularity XNA has achieved in the short period of time since it was released in late 2006. At that time, I got together with a couple friends to check out (with some trepidation, I must confess) whether games really could be written in managed code. We were very excited, and everyone wanted to know if you could get the same benefits you obtain from writing games using managed code as you do when creating standard Windows programs. We knew people in the game programming community were worried about managed code’s execution speed, and many people simply didn’t believe a “real” game could be created using XNA. As time passed, though, more and more people began to realize the truth: there are a great number of benefits to using managed code, and the performance concerns are exaggerated. You haven’t experienced the full potential of the Xbox 360 or, indeed, Windows until you’ve created your own homegrown games for these innovative systems—and with the XNA Framework, the only limit is your imagination! From an educational perspective, due to its simplicity, XNA is also a great choice for anyone who wants to learn or teach the C# programming language. That’s not to mention the fact that game development offers an excellent common ground for collaboration between computer science students and their counterparts in other disciplines such music, the arts, design, and so on. More Information
  11. Foundation Game Design with HTML5 and JavaScript /* 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; } Foundation Game Design with HTML5 and JavaScript by Rex van der Spuy Publisher Apress Published Date 2013-01-28 Page Count 732 Categories Computers / Programming / Games, Computers / Software Development & Engineering / General, Computers / Information Technology Language EN Average Rating 5 (based on 1 ratings) Maturity Rating No Mature Content Detected ISBN 1430247177 Foundation Game Design with HTML5 and JavaScript teaches you everything you need to know about how to make video games. If you’ve never done any programming before and don’t know where to start, this book will show you how to make games from start to finish. You’ll learn all the latest programming technologies (HTML5, CSS, and JavaScript) to create your games. All written in a fun and friendly style with open-ended projects that encourage you to build your own original games.Foundation Game Design with HTML5 and JavaScript starts by showing you how you can use basic programing to create logic games, adventure games, and create interactive game graphics. Design a game character, learn to control it with the keyboard, mouse, or touch screen interface, and then learn how to use collision detection to build an interactive game world. You’ll learn to make maze games, platform jumping games, and fast paced action games that cover all the popular genres of 2D gaming. Create intelligent enemies, use realistic physics, sound effects and music, and learn how to animate game characters. Whether you're creating games for the web or mobile devices, everything you need to get started on a career as a game designer is right here. Focused and friendly introduction to making games with HTML5. Essential programming and graphic design techniques for building games, with each chapter gently building on the skills of preceding chapters. Detailed case studies demonstrating techniques that can be used for making games in a wide variety of genres. More Information
  12. X Toolkit Intrinsics Programming Manual /* 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; } X Toolkit Intrinsics Programming Manual by Adrian Nye, Tim O'Reilly Publisher O'Reilly Published Date 1990 Page Count 633 Categories Computers / Operating Systems / General, Computers / Operating Systems / Windows Desktop Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0937175625 Introduction to the X window system. Introduction to the X toolkit and motif. More techniques for using widgets. An example application. More about motif. Inside a widget. Basic Widget methods. Events, translations, and accelerators. More input techniques. Resource management and type conversion. Interclient communications. Geometry management. Menus, gadgets, and cascaded popups. MIscellaneous toolkit programmming techniques. Athena, OPEN LOOK, and motif. Specifying fonts and colors. Naming conventions. Release notes. The xbitmap application. Sources of additional information. More Information
  13. Visual Computing for Cultural Heritage /* 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; } Visual Computing for Cultural Heritage by Fotis Liarokapis, Athanasios Voulodimos, Nikolaos Doulamis, Anastasios Doulamis Publisher Springer International Publishing Published Date 2020-04-08 Page Count 444 Categories Computers / Software Development & Engineering / Computer Graphics, Computers / Human-Computer Interaction (HCI), Computers / User Interfaces, Social Science / Anthropology / Cultural & Social, Biography & Autobiography / Cultural, Ethnic & Regional / General, Computers / Programming / Games, Computers / Software Development & Engineering / General, Art / Museum Studies Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 3030371905 This book provides insights into the state of the art of digital cultural heritage using computer graphics, image processing, computer vision, visualization and reconstruction, virtual and augmented reality and serious games. It aims at covering the emergent approaches for digitization and preservation of Cultural Heritage, both in its tangible and intangible facets. Advancements in Digital Cultural Heritage research have been abundant in recent years covering a wide assortment of topics, ranging from visual data acquisition, pre-processing, classification, analysis and synthesis, 3D modelling and reconstruction, semantics and symbolic representation, metadata description, repository and archiving, to new forms of interactive and personalized presentation, visualization and immersive experience provision via advanced computer graphics, interactive virtual and augmented environments, serious games and digital storytelling. Different aspects pertaining to visual computing with regard to tangible (books, images, paintings, manuscripts, uniforms, maps, artefacts, archaeological sites, monuments) and intangible (e.g. dance and performing arts, folklore, theatrical performances) cultural heritage preservation, documentation, protection and promotion are covered, including rendering and procedural modelling of cultural heritage assets, keyword spotting in old documents, drone mapping and airborne photogrammetry, underwater recording and reconstruction, gamification, visitor engagement, animated storytelling, analysis of choreographic patterns, and many more. The book brings together and targets researchers from the domains of computing, engineering, archaeology and the arts, and aims at underscoring the potential for cross-fertilization and collaboration among these communities. More Information
  14. Savegame /* 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; } Savegame Agency, Design, Engineering by Wilfried Elmenreich, René Reinhold Schallegger, Felix Schniz, Sonja Gabriel, Gerhard Pölsterl, Wolfgang B. Ruge Publisher Springer Fachmedien Wiesbaden Published Date 2019-12-04 Page Count 335 Categories Social Science / Popular Culture, Social Science / General, Social Science / Children's Studies, Social Science / Media Studies, Computers / Programming / Games, Social Science / Sociology / General, Social Science / Anthropology / Cultural & Social Language DE Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 3658273941 Der Band bietet eine Zusammenschau theoretischer und praktischer Perspektiven, die sich rund um das Thema Videospiel, die Erhaltung von Information und die Beharrung auf traditionellen Designparadigmen ergeben. Die Beiträge gehen über ihre jeweiligen Disziplinen von der verbindenden Metapher des Savegames (Speicherstandes) hinaus, um unterschiedlichste Aspekte des Designs, der Bewahrung und der Kritik von Spielen verfügbar und vernetzt nutzbar zu machen. Technische und kulturwissenschaftliche Zugänge ergänzen sich und stellen den Lesern multifunktionale Werkzeuge zur Nutzung, Schaffung und Analyse von Videospielen zur Verfügung. Die Herausgeber*innenProf. Dipl.-Ing. Dr. Wilfried Elmenreich ist Informationstechniker am Institut für Vernetzte und Eingebettete Systeme und hält einen Lehrstuhl für Smart Grids an der Alpen-Adria-Universität Klagenfurt. Mag. Dr. René Reinhold Schallegger arbeitet im Bereich der anglophonen Kulturwissenschaften sowie der Game Studies und ist Assoziierter Professor am Institut für Anglistik und Amerikanistik. Felix Schniz MA ist Universitätsassistent und Doktoratsstudierender am Institut für Anglistik und Amerikanistik der Alpen-Adria-Universität Klagenfurt. Gemeinsam sind sie die Begründer des Masterstudiengangs Game Studies and Engineering an der Alpen-Adria-Universität Klagenfurt. Sonja Gabriel ist Hochschulprofessorin für Medienpädagogik und Mediendidaktik an der KPH Wien/Krems und in der Pädagog*innenbildung tätig. Sie forscht und publiziert im Bereich Digital Game-Based Learning und Wertevermittlung durch digitale Spiele. Mag. Gerhard Pölsterl ist Fachreferent für Medienpädagogik im Bundeskanzleramt Österreich. Im Bereich Gaming ist er für die Bundesstelle für die Positivprädikatisierung von digitalen Spielen (BuPP.at) zuständig. Wolfgang B. Ruge MA ist Lektor an der Universität Wien und Geschäftsführer der Bildungsgrund. Agentur- und Kultur und Medienpädagogik KG. More Information
  15. Introduction To Computer 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; } Introduction To Computer Programming by Niit Publisher Prentice-Hall Of India Pvt. Limited Published Date 2004 Page Count 423 Categories Computer programming Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 8120324285 No description available. More Information
  16. An Introduction to Mathematical Logic and Type 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; } An Introduction to Mathematical Logic and Type Theory by Peter B. Andrews Publisher Springer Science & Business Media Published Date 2002-07-31 Page Count 390 Categories Computers / Artificial Intelligence / General, Computers / Computer Science, Computers / Artificial Intelligence / Natural Language Processing, Computers / Programming / General, Computers / Speech & Audio Processing, Language Arts & Disciplines / Linguistics / General, Mathematics / General, Mathematics / History & Philosophy, Mathematics / Logic, Medical / General, Philosophy / Logic Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1402007639 In case you are considering to adopt this book for courses with over 50 students, please contact ties.nijssen@springer.com for more information. This introduction to mathematical logic starts with propositional calculus and first-order logic. Topics covered include syntax, semantics, soundness, completeness, independence, normal forms, vertical paths through negation normal formulas, compactness, Smullyan's Unifying Principle, natural deduction, cut-elimination, semantic tableaux, Skolemization, Herbrand's Theorem, unification, duality, interpolation, and definability. The last three chapters of the book provide an introduction to type theory (higher-order logic). It is shown how various mathematical concepts can be formalized in this very expressive formal language. This expressive notation facilitates proofs of the classical incompleteness and undecidability theorems which are very elegant and easy to understand. The discussion of semantics makes clear the important distinction between standard and nonstandard models which is so important in understanding puzzling phenomena such as the incompleteness theorems and Skolem's Paradox about countable models of set theory. Some of the numerous exercises require giving formal proofs. A computer program called ETPS which is available from the web facilitates doing and checking such exercises. Audience: This volume will be of interest to mathematicians, computer scientists, and philosophers in universities, as well as to computer scientists in industry who wish to use higher-order logic for hardware and software specification and verification. More Information
  17. Understanding Understanding /* 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; } Understanding Understanding Essays on Cybernetics and Cognition by Heinz von Foerster Publisher Springer Science & Business Media Published Date 2007-05-08 Page Count 362 Categories Computers / Artificial Intelligence / General, Science / System Theory, Psychology / Cognitive Psychology & Cognition, Science / Life Sciences / Biophysics, Science / Physics / General, Science / Physics / Mathematical & Computational, Computers / Information Technology, Language Arts & Disciplines / Library & Information Science / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0387217223 In these essays Heinz von Foerster discusses some of the fundamental principles that govern how we know the world and how we process the information from which we derive that knowledge. Included are path- breaking articles concerning the principles of computation in neural nets (1967), the definition of self-organizing systems (1960), the nature of cognition (1970), as well as recent expansions on these themes (e.g. "How recursive is communication," 1993). Working with Norbert Wiener, Warren McCullough, and others in the 1960s and 1970s, von Foerster was one of the founders of the science of cybernetics, which has had profound effects both on modern systems theory and on the philosophy of cognition. At the Biological Computer Laboratory at the University of Illinois he produced the first parallel computers and contributed to many other developments in the theory of computation and cognition. More Information
  18. THE PILGRIM'S PROGRESS /* 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 PILGRIM'S PROGRESS From This World To That Which Is To Come by John Bunyan Publisher BoD - Books on Demand Published Date 2024-02-28 Page Count 126 Categories Poetry / General, Computers / Hardware / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 9791041987252 "The Pilgrim's Progress" is a Christian allegory written by John Bunyan, a Puritan preacher and writer, and first published in 1678. It is one of the most famous and widely read books in the English language. The full title of the work is "The Pilgrim's Progress from This World to That Which Is to Come; Delivered under the Similitude of a Dream." "The Pilgrim's Progress" tells the story of a character named Christian who embarks on a journey from the "City of Destruction" to the "Celestial City" (Heaven). The narrative is an allegory of the Christian life, representing the struggles and challenges believers face as they seek salvation and eternal life. Christian encounters various characters and obstacles along his journey, each representing different aspects of the Christian experience. Some notable characters include Evangelist, Worldly Wiseman, Faithful, and Hopeful. The story is rich with symbolism and reflects Bunyan's deep understanding of Christian theology and his own spiritual journey. More Information
  19. Consider the Source /* 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; } Consider the Source A Critical Guide to 100 Prominent News and Information Sites on the Web by James F. Broderick, Darren W. Miller Publisher Information Today, Inc. Published Date 2007 Page Count 457 Categories Computers / Internet / General, Computers / Web / Site Directories, Computers / Online Services Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0910965773 The famous slogan of one major TV news network, More people get their news ... than from any other source, now applies to the Internet. But where can you find the news you need, how can you gauge its veracity, and how can anyone keep up? The answers are in this unique book by a professor of journalism and a working reporter. Jim Broderick and Darren Miller have written an A to Z guide to the best and worst news and information sites, featuring 100 in-depth, critical reviews and a 4-star rating system. You ll discover dozens of reliable sites that meet your needs, learn what to expect before you log on, and gain a reporter s hardnosed perspective on the motives and bias behind each resource. The supporting Web site is a virtual portal to the world of online news. More Information
  20. Jessica Brown posted a post in a topic in Computers
    What's Inside My 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; } What's Inside My Computer? by Christine Zuchora-Walske Publisher Lerner Publications Published Date 2015-08-01 Page Count 32 Categories Juvenile Nonfiction / Computers / General, Juvenile Nonfiction / Technology / How Things Work-Are Made Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 146778074X People use many kinds of computers. There are desktop computers, laptops, tablets, smartphones, and even some toys and cameras. Do you know what parts are similar in all computers? Or how these parts work together? Read this book to find out! More Information
  21. Oracle Data Guard 11gR2 Administration Beginner's 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; } Oracle Data Guard 11gR2 Administration Beginner's Guide by Emre Baransel Publisher Packt Publishing Ltd Published Date 2013-01-01 Page Count 404 Categories Computers / Computer Literacy, Computers / Computer Science, Computers / Data Science / General, Computers / Information Technology, Computers / Machine Theory, Computers / Reference, Computers / Hardware / General Language EN Average Rating 5 (based on 1 ratings) Maturity Rating No Mature Content Detected ISBN 1849687919 Using real-world examples and hands-on tasks, Oracle Data Guard 11gR2 Administration Beginner's Guide will give you a solid foundation in Oracle Data Guard. It has been designed to teach you everything you need to know to successfully create and operate Data Guard environments with maximum flexibility, compatibility, and effectiveness.If you are an Oracle database administrator who wants to configure and administer Data Guard configurations, then "Oracle Data Guard 11gR2 Administration Beginner's Guide" is for you. With a basic understanding of Oracle database administration, you'll be able to easily follow the book. More Information
  22. Virtual States /* 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; } Virtual States The Internet and the Boundaries of the Nation-state by Jerry Everard Publisher Taylor & Francis Published Date 2000 Page Count 174 Categories Computers / Information Technology, Computers / Social Aspects, Political Science / General, Political Science / History & Theory, Political Science / International Relations / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0415172144 Virtual Statesexplores the role of the state in a rapidly globalizing, wired society. It presents a theoretical and historical introduction to the internet, its place in both the developed and the developing world, and its impact on society. Although the internet brings out new disparities--between the information rich and the information poor--it also has the potential to break down the boundaries of national identity. Jerry Everard argues that while information technology poses fundamental challenges to the inclusionary/exclusionary processes of state-making, this will not mean the decline but rather the mutation of the state. Everard goes on to look at the different ways in which states react to the wired society, covering issues such as war, censorship and the reactions of those excluded from this society. More Information
  23. Jessica Brown posted a post in a topic in Computers
    Beginning Algorithms /* 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; } Beginning Algorithms by Simon Harris, James Ross Publisher John Wiley & Sons Published Date 2007-12-10 Page Count 592 Categories Computers / Software Development & Engineering / General, Computers / Programming / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0470329726 Beginning Algorithms A good understanding of algorithms, and the knowledge of when to apply them, is crucial to producing software that not only works correctly, but also performs efficiently. This is the only book to impart all this essential information-from the basics of algorithms, data structures, and performance characteristics to the specific algorithms used in development and programming tasks. Packed with detailed explanations and instructive examples, the book begins by offering you some fundamental data structures and then goes on to explain various sorting algorithms. You'll then learn efficient practices for storing and searching by way of hashing, trees, sets, and maps. The authors also share tips on optimization techniques and ways to avoid common performance pitfalls. In the end, you'll be prepared to build the algorithms and data structures most commonly encountered in day-to-day software development. What you will learn from this book The basics of algorithms, such as iteration and recursion Elementary data structures such as lists, stacks, and queues Basic and advanced sorting algorithms including insertion sort, quicksort, and shell sort Advanced data structures such as binary trees, ternary trees, and heaps Algorithms for string searching, string matching, hashing, and computational geometry How to use test-driven development techniques to ensure your code works as intended How to dramatically improve the performance of your code with hands-on techniques for profiling and optimization Who this book is for This book is for anyone who develops applications, or is just beginning to do so, and is looking to understand algorithms and data structures. An understanding of computer programming is beneficial. Wrox Beginning guides are crafted to make learning programming languages and technologies easier than you think, providing a structured, tutorial format that will guide you through all the techniques involved. More Information
  24. Effective Software Project Management /* 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; } Effective Software Project Management by Robert K. Wysocki Publisher Wiley + ORM Published Date 2010-09-29 Page Count 672 Categories Computers / Software Development & Engineering / Project Management Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0470446536 Why another book on software project management? For some time, the fields of project management, computer science, and software development have been growing rapidly and concurrently. Effective support for the enterprise demands the merging of these efforts into a coordinated discipline, one that incorporates best practices from both systems development and project management life cycles. Robert K. Wysocki creates that discipline in this book--a ready reference for professionals and consultants as well as a textbook for students of computer information systems and project management. By their very nature, software projects defy a "one size fits all" approach. In these pages you will learn to apply best-practice principles while maintaining the flexibility that's essential for successful software development. Learn how to make the planning process fit the need * Understand how and why software development must be planned on a certainty-to-uncertainty continuum * Categorize your projects on a four-quadrant model * Learn when to use each of the five SDPM strategies--Linear, Incremental, Iterative, Adaptive, and Extreme * Explore the benefits of each strategic model and what types of projects it supports best * Recognize the activities that go into the Scoping, Planning, Launching, Monitoring/Controlling, and Closing phases of each strategy * Apply this knowledge to the specific projects you manage * Get a clear picture of where you are and how to get where you want to go More Information
  25. Google Web Toolkit 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; } Google Web Toolkit Applications by Ryan Dewsbury Publisher Pearson Education Published Date 2007-12-05 Page Count 608 Categories Computers / Languages / JavaScript, Computers / Languages / Java, Computers / Internet / Web Services & APIs Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0321630130 “Ryan clearly understands the GWT value proposition and how GWT integrates into a diverse web technology stack—and not just in a theoretical way. With the popularity of gpokr.com and kdice.com, Ryan can speak with the authority of concrete success.” —Bruce Johnson, creator of Google Web Toolkit “This book distinguishes itself from other books on GWT in that it walks through the entire process of building several nontrivial GWT applications, not the toy applications that most books present.” —R. Mark Volkmann, Object Computing, Inc. “GoogleTM Web Toolkit Applications is an excellent resource for any GWT developer. Solutions to challenges commonly encountered in GWT are presented through the design and development of actual applications. The applications developed throughout the text demonstrate best practices from simple UI design all the way to custom code generation, and are presented with little pretext about the amount of Java knowledge a given developer may have. Advanced concepts are not withheld but are presented in a way that will be understood by both novice and seasoned developers alike. Good application development practices and proper Model View Controller design is reinforced throughout the book, nearly guaranteeing that the reader will come away a better programmer. “ —Jason Essington, Senior Web/Java Engineer, Green River Computing “Dewsbury’s GoogleTM Web Toolkit Applications is a book for both experts and beginner programmers who want to discover this open source Java software development framework, as well as write Ajax applications. A very detailed book!” —Massimo Nardone, Advisory IT Security Architect Accelerate and Simplify Ajax Development with Google Web Toolkit Get the edge you need to deliver exceptional user experiences with GoogleTM Web Toolkit Applications, a guidebook that provides web developers with core information and instructions for creating rich web applications. Whether you’re a developer who needs to build a high-performance front end for Java, PHP, or Ruby applications, or to integrate with external web services, this resource from expert Google Web Toolkit (GWT) developer Ryan Dewsbury delivers the in-depth coverage you’ll need. In this valuable book, insider Ryan Dewsbury provides instructions for using the robust tool set and gets you on your way to creating first-class web applications by providing a comprehensive overview of GWT technology. In addition, he shares his “in-the-trenches” insights on Building elegant and responsive user interfaces with Cascading Style Sheets and GWT’s Widgets and Panels Creating seamless user experiences through asynchronous communication with HTTP, REST, JSON/JSONP, and RPC Interoperating with web standards—such as XML, RSS, and Atom—and web services—such as Google Maps, Amazon Books, Yahoo! Search, Flickr, and Blogger Overcoming browser security restrictions, such as HTTP’s two-connection limit and the Same-Origin policy Accelerating development, using software engineering, code generation, internationalization, application patterns, and Java tools Deploying for optimal performance with resource compression and caching Building five non-trivial applications: a gadget application with a rich drag-and-drop interface, a multi-search application that makes requests to many search engines, a blog editor application for managing entries across multiple blogs, a web-based instant messenger, and a database manager for a traditional web page This practical guide to GWT introduces you to the technology; provides techniques, tips, and examples; and puts you on the road to delivering top-notch user experiences for your web applications. More Information

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