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Jessica Brown

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  1. Gamification und Serious 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; } Gamification und Serious Games Grundlagen, Vorgehen und Anwendungen by Susanne Strahringer, Christian Leyh Publisher Springer-Verlag Published Date 2017-04-05 Page Count 184 Categories Computers / Data Science / Data Analytics, Mathematics / Probability & Statistics / General, Mathematics / Game Theory, Computers / Programming / Games, Computers / Information Technology, Computers / Artificial Intelligence / Expert Systems Language DE Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 3658167424 Das Herausgeberwerk zeigt, wie das weitverbreitete Einbinden von Spielmechaniken in Softwaresysteme als auch das Spielen im betriebswirtschaftlichen Kontext zielgerichtet gestaltet und eingesetzt wird. Welche Herausforderungen dabei zu meistern sind, schildern verschiedene Autoren aus Wissenschaft und Praxis. Ein umfassendes Werk, das sich in erster Linie an Praktiker richtet, aber auch viel Wissenswertes für Lehrende an Universitäten und Hochschulen bietet. More Information
  2. Quick Guide Game Hacking, Blockchain und Monetarisierung /* 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; } Quick Guide Game Hacking, Blockchain und Monetarisierung Wie Sie mit Künstlicher Intelligenz Wertschöpfung generieren by Lutz Anderie Publisher Springer-Verlag Published Date 2020-03-25 Page Count 116 Categories Business & Economics / Strategic Planning, Business & Economics / Leadership, Business & Economics / Management, Computers / Programming / Games, Business & Economics / Corporate Finance / General, Business & Economics / General Language DE Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 3662608596 Künstliche Intelligenz, Digitalisierung und Algorithmen Diese Themen verändern unsere Gesellschaft. Game Hacking, die Blockchain und Monetarisierung durch KI Systeme sind integraler Bestandteil der Computerspiele Branche, die mit ihrem Ökosystem seit Jahrzehnten Wachstum generiert und von hoher gesellschaftlicher und wirtschaftlicher Bedeutung ist. Dieser Quick Guide zeigt auf, wie Game Hacking und die damit einhergehende Entwicklung, Distribution und Vermarktung von Cheat Software funktioniert, einer Form der digitalen Produkt Piraterie und des Cybercrime. Auch die Blockchain, die nach dem Bitcoin-Hype ihr wahres Potenzial als Peer-to-Peer Distributed Ledger Technology entfaltet und mit welcher nicht nur Blockchain-Games entwickelt werden, ist verständlich erläutert und dokumentiert. Die Funktion und mögliche Bedeutung von In-Game Items als Crypto Currencies, Crypto Assetsund Tokens wird hinterfragt Künstliche Intelligenz, Bestandteil einer jeden Game Engine, erfährt durch neue Monetarisierungsmodelle wie Cloud Gaming, Lootboxen und Steam Early Access neue Dimensionen, die in diesem Quick Guide verständlich erläutert sind. Finden Sie hier die wichtigsten inhaltlichen Punkte: Künstliche Intelligenz und Monetarisierung verstehenCloud Gaming, Lootboxen und Steam Early Access erfolgreich managenIn-Game Items, Crypto Assets und Tokenization wertsteigernd steuernBlockchain und Peer-to-Peer Distributed Ledger Technology anwendenGame Hacking, Cheat Software und Cybercrime abwehren Machine Learning, neuronale Netze und Cyberconsciousness sowie deren Bedeutung für die Computerspiele Branche, werden aggregiert dargelegt, die jüngsten und zukünftigen Entwicklungen aufgezeigt. Alle Themengebiete werden konsequent aus der betriebswirtschaftlichen oder Managementperspektive dargelegt und bilden einen hohen Praxisbezug. Drei Experten- Interviews vertiefen die juristischen, technologischen und betriebswirtschaftlichen Dimensionen. More Information
  3. Farb- und Formpsychologie /* 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; } Farb- und Formpsychologie by Tobias C. Breiner Publisher Springer-Verlag Published Date 2018-11-19 Page Count 187 Categories Psychology / Cognitive Psychology & Cognition, Computers / Programming / Games, Education / Educational Psychology, Psychology / Industrial & Organizational Psychology, Business & Economics / Marketing / General, Mathematics / Game Theory, Psychology / General, Business & Economics / Sales & Selling / General Language DE Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 3662578700 Dieses Werk ist eine umfassende und praxisrelevante Darstellung zur Farb- und Formpsychologie. Mit einer klaren Sprache und über 100 farbigen Abbildungen wird Ihnen die komplexe Thematik auf eine wissenschaftliche und anregende Art veranschaulicht. Über eine allgemeine Einführung in die Grundlagen des visuellen Systems hinaus werden Sie ebenfalls spezielles Wissen zu Assoziationen, Wirkungen und Anwendungen bestimmter Farben und Formen erwerben. Speziellen Wert legt der Autor dabei auf deren Einsatz im Game Design. Es wird zudem erstmals eine neue Farbstudie präsentiert, die zeigt, dass die Assoziationen zu Farben sich in einem in sich logischen dreidimensionalen System anordnen lassen. Die daraus gezogenen überraschenden Erkenntnisse liefern mögliche Antworten auf fundamentale Fragen der Philosophie. Das Buch ist daher nicht nur ein Muss für Wahrnehmungspsychologen und Designer, sondern eine Bereicherung für alle an dieser Thematik Interessierten. More Information
  4. Maschinen der Kommunikation /* 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; } Maschinen der Kommunikation Interdisziplinäre Perspektiven auf Technik und Gesellschaft im digitalen Zeitalter by Peter Klimczak, Christer Petersen, Samuel Schilling Publisher Springer-Verlag Published Date 2020-01-09 Page Count 245 Categories Computers / Business & Productivity Software / General, Computers / Interactive & Multimedia, Computers / Human-Computer Interaction (HCI), Computers / User Interfaces, Computers / Programming / Games, Computers / Database Administration & Management, Mathematics / Probability & Statistics / General, Computers / Artificial Intelligence / General, Computers / General, Computers / Software Development & Engineering / General, Computers / Design, Graphics & Media / Graphics Tools Language DE Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 3658278528 Ein Buch über Menschen, Maschinen und ihre Verbindungen Digitale Endgeräte sind längst zu einem festen Bestandteil unserer Gesellschaft geworden. Aber wie wirkt sich der technische Fortschritt auf unser tägliches Zusammenleben aus? Antworten auf diese Frage liefert das neue Buch über die wechselseitigen Beziehungen zwischen Mensch und Maschine. Digitalisierung als kulturelle Revolution Dass neue Technologien industrielle und wirtschaftliche Prozesse verändern, lässt sich leicht anhand von Portalen wie eBay oder Amazon belegen. Das Internet setzt aber auch weniger sichtbare Veränderungen in Gang. So nehmen technische Innovationen Einfluss darauf, wie wir Menschen Informationen vermitteln, aufnehmen und verarbeiten. Zu solchen Innovationen zählen:ChatbotsHumanoide RoboterDigitale Agenten Der Wandel kultureller Praktiken bedeutet jedoch nicht, dass menschliches Miteinander auf Kosten eines automatisierten Überwachungsapparates verloren geht. Die Herausgeber Klimczak, Petersen und Schilling rufen in ihrem Buch zu einem fachübergreifenden Austausch über die Kommunikationsweisen zwischen Mensch und Maschine auf. Posthumanismus aus interdisziplinärer Sicht Die Herausgeber dieses Buchs über Mensch, Maschine und Gesellschaft arbeiten an der Technischen Universität in Brandenburg in den Bereichen Medienforschung und Kognitive Systeme. Ihre Kollaboration basiert auf einer engen Vernetzung von kulturwissenschaftlichen und informationstechnologischen Disziplinen. Konkret bedeutet das:Geisteswissenschaftler müssen die maschinellen Grundlagen ihrer digitalen Untersuchungsobjekte verstehen.Technische Entwickler müssen verstehen, wie ihre Erfindungen kulturelle Verhältnisse verändern. Auch wenn die Herausgeber für ihr Buch über die komplexen Zusammenhänge zwischen Mensch und Maschine eine Vielzahl an Perspektiven heranziehen, werden immer wieder Überschneidungen deutlich. Deshalb richtet sich dieses Werk an Forscher und Praktiker aus verschiedensten Fachgebieten, darunter: InformatikNachrichtentechnikKulturwissenschaftSoziologiePhilosophieNur, wenn all diese Disziplinen an einem Strang ziehen, kann unsere Gesellschaft die Herausforderungen meistern, die Neue Medien und Künstliche Intelligenz mit sich bringen. More Information
  5. A Welder's Handbook to Robotic 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; } A Welder's Handbook to Robotic Programming by Timothy Craig Everhart Publisher CreateSpace Independent Publishing Platform Published Date 2014-05-31 Page Count 246 Categories Technology & Engineering / Robotics Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1499396899 If you are thinking about buying a robot, trying to learn how to program a robot, or teaching someone else to program and need a text book, then this book is definitely the one you are looking for. Welders that are learning how to program a robot will find everything that you need to get started programming an MIG welding robot. All of the secret tricks of the trade are here for the taking. This book should be useful to the owner, buyer, or potential buyer of a welding robot as well to the programmers of the welding robots. Both of these groups have a need for a book that does not seem to exist and it just seemed to make more sense for me to write one book instead of two. The first part of the book is geared more towards the owner/operators of weld shops that have a need of a robot and the rest is directed more towards the workers that are trying to learn how to program the robots. My hope is that both groups will find a use for the entire book but I'll admit that there is going to be much more for the people that need to learn how to program the robots. Their need is much greater. I also hope that some of the curious souls that end up with this book in their hands for whatever reason, especially any of the younger generation of welders, that this book may get them interested enough for them to give serious consideration into becoming a robotic programmer. I'm also looking at the real possibility of this book being used in many of the training programs that are teaching robotic programming because there is no text book out there that they can use, at least until now. But whoever you are or for whatever reason that you have picked this book up, I hope it will give you a better understanding about robot programming and the growing need for robots and their programmers in the modern work place. More Information
  6. Beginning XNA 2.0 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 2.0 Game Programming From Novice to Professional by Alexandre Santos Lobao, Bruno Evangelista, Jose ANTONIO LEAL DEFARIAS Publisher Apress Published Date 2008-04-29 Page Count 456 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 1590599241 XNA makes it simple to create your own games, which will run on a PC and Xbox 360 console. Even if you don’t know how to program at all, Beginning XNA Game Programming will teach you the basics of C# 2005 programming along the way. This fast-paced introduction to XNA and the C# language provides professional developers a quick-start guide to creating a commercial product using XNA, as well as offering home enthusiasts or hobbyists everything they need to begin putting together games in their spare time. You’ll discover and understand all the key concepts required to create smooth, professional-looking results in a range of gaming genres. More Information
  7. Clean Code in Python /* 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; } Clean Code in Python Develop Maintainable and Efficient Code, 2nd Edition by Mariano Anaya Publisher Packt Publishing Published Date 2020 Page Count 422 Categories Computers / Business & Productivity Software / General, Computers / Programming / General, Computers / Languages / General, Computers / Software Development & Engineering / General, Computers / Languages / Python, Mathematics / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1800560214 Tackle inefficiencies and errors the Pythonic way Key Features: Enhance your coding skills using the new features introduced in Python 3.9Implement the refactoring techniques and SOLID principles in PythonApply microservices to your legacy systems by implementing practical techniques Book Description: Experienced professionals in every field face several instances of disorganization, poor readability, and testability due to unstructured code. With updated code and revised content aligned to the new features of Python 3.9, this second edition of Clean Code in Python will provide you with all the tools you need to overcome these obstacles and manage your projects successfully. The book begins by describing the basic elements of writing clean code and how it plays a key role in Python programming. You will learn about writing efficient and readable code using the Python standard library and best practices for software design. The book discusses object-oriented programming in Python and shows you how to use objects with descriptors and generators. It will also show you the design principles of software testing and how to resolve problems by implementing software design patterns in your code. In the concluding chapter, we break down a monolithic application into a microservices-based one starting from the code as the basis for a solid platform. By the end of this clean code book, you will be proficient in applying industry-approved coding practices to design clean, sustainable, and readable real-world Python code. What You Will Learn: Set up a productive development environment by leveraging automatic toolsLeverage the magic methods in Python to write better code, abstracting complexity away and encapsulating detailsCreate advanced object-oriented designs using unique features of Python, such as descriptorsEliminate duplicated code by creating powerful abstractions using software engineering principles of object-oriented designCreate Python-specific solutions using decorators and descriptorsRefactor code effectively with the help of unit testsBuild the foundations for solid architecture with a clean code base as its cornerstone Who this Book is for: This book is designed to benefit new as well as experienced programmers. It will appeal to team leads, software architects and senior software engineers who would like to write Pythonic code to save on costs and improve efficiency. The book assumes that you have a strong understanding of programming More Information
  8. MonoGame Mastery /* 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; } MonoGame Mastery Build a Multi-Platform 2D Game and Reusable Game Engine by Jarred Capellman, Louis Salin Publisher Apress Published Date 2020-11-10 Page Count 323 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 1484263081 Master the art of game creation with MonoGame—the cross-platform framework of choice for independent developers. Learn the various aspects needed to create your next game by covering MonoGame framework specifics, engine creation, graphics, patterns, and more. The MonoGame framework provides an incredible canvas for the programmer to create their next 2D game, and this book teaches you to make the most of it. You will start from the ground up, beginning with the basics of what MonoGame is, the pipeline, and then how to build a reusable game engine on top of the framework. You will deep dive into various components of each aspect of a game, including graphics, input, audio, and artificial intelligence. The importance of game tooling is also covered. By the end, you will have a mastery level of understanding of how to create a 2D game using MonoGame. With a fully functional 2D game, aspiring developers will have the ideal blueprint to tackle their next fully featured game. The material covered is applicable for almost any 2D game project ranging from side scrolling adventures to fighting games. What You Will Learn Learn to build a game with the MonoGame framework.Understand game engine architecture and how to build an engine onto the MonoGame framework.Grasp common design patterns used in game development and in fully featured engines, such as Unity. Who This Book Is For Beginner to advanced MonoGame programmer would find this book helpful. The audience is expected to have a working knowledge of C#. More Information
  9. The Structure of Game 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; } The Structure of Game Design by Wallace Wang Publisher Springer International Publishing Published Date 2023-06-21 Page Count 282 Categories Computers / Programming / Games, Computers / Interactive & Multimedia, Computers / Human-Computer Interaction (HCI), Computers / User Interfaces, Computers / Information Technology, Computers / Design, Graphics & Media / Graphics Tools Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 3031322010 The Structure of Game Design is designed to help aspiring and existing game designers turn their ideas into working games. Creating a game involves understanding the core foundational elements of all types of games from paper-based games to the latest video games. By understanding how these core principles work in all types of games, you can apply these same principles to design your own game. Games are about goals, structure, play and fun. While everyone will always have their own idea of what might be “fun”, any game designer can maximize player enjoyment through meaningful choices that offer various risks and rewards. Such challenges, combined with rules and limitations, force players to overcome obstacles and problems using a variety of skills including dexterity, puzzle solving, intelligence, and strategy. Essentially games allow players to venture forth into new worlds and overcome problems in a safe but exciting environment that allows them to triumph in the end. Just as playing games have proven popular around the world to all ages, genders, and cultures, so has game designing proven equally popular. Games can challenge players to make the best move, solve puzzles, engage in combat, manage resources, and tell stories. By understanding how randomness, psychology, and balance can change the way games play, readers can decide what game elements are best for their own game creation. Whether your goal is to make money, learn something new, make a social statement, improve on an existing game idea, or challenge your artistic, programming, or design skills, game design can be just as much fun as game playing. By knowing the parts of a game, how they work, how they interact, and why they’re fun, you can use your knowledge to turn any idea into a game that others can play and enjoy. More Information
  10. Android Arcade Game App /* 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; } Android Arcade Game App A Real World Project - Case Study Approach by Jerome DiMarzio Publisher Apress Published Date 2012-08-21 Page Count 104 Categories Computers / Programming / Games, Computers / Data Processing, Computers / Information Technology, Computers / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 143024545X Apress, the leading Android books publisher, continues to provide you with very hands-on, practical books for teaching and showing app developers how to build and design apps, including game apps, that can be built and deployed in the various Android app stores out there. Android Arcade Game App: A Real World Project - Case Study Approach is no different in that it walks you through creating an arcade style Prison Break game app—top to bottom—for an Android smartphone or tablet. This book teaches you the unique characteristics and challenges of creating an Arcade style game And it provides you with the full source code for this sample game app. After working through this book, you can re-use its Prison Break app as your very own personal template, then customize for your specific variables, design and build your own Android game app - top to bottom. Then, deploy in one or more of the available Android app stores. Have fun and get coding. More Information
  11. Introducing Microsoft SQL Server 2019 /* 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; } Introducing Microsoft SQL Server 2019 Reliability, Scalability, and Security Both on Premises and in the Cloud by Kellyn Gorman, Allan Hirt, Dave Noderer Publisher Packt Publishing Published Date 2020-04-16 Page Count 488 Categories Computers / Database Administration & Management, Computers / Databases / Servers, Computers / Languages / General, Computers / Languages / SQL, Computers / Programming / Microsoft Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1838826211 Explore the impressive storage and analytic tools available with the in-cloud and on-premises versions of Microsoft SQL Server 2019. Key Features Gain insights into what's new in SQL Server 2019 Understand use cases and customer scenarios that can be implemented with SQL Server 2019 Discover new cross-platform tools that simplify management and analysis Book Description Microsoft SQL Server comes equipped with industry-leading features and the best online transaction processing capabilities. If you are looking to work with data processing and management, getting up to speed with Microsoft Server 2019 is key. Introducing SQL Server 2019 takes you through the latest features in SQL Server 2019 and their importance. You will learn to unlock faster querying speeds and understand how to leverage the new and improved security features to build robust data management solutions. Further chapters will assist you with integrating, managing, and analyzing all data, including relational, NoSQL, and unstructured big data using SQL Server 2019. Dedicated sections in the book will also demonstrate how you can use SQL Server 2019 to leverage data processing platforms, such as Apache Hadoop and Spark, and containerization technologies like Docker and Kubernetes to control your data and efficiently monitor it. By the end of this book, you'll be well versed with all the features of Microsoft SQL Server 2019 and understand how to use them confidently to build robust data management solutions. What you will learn Build a custom container image with a Dockerfile Deploy and run the SQL Server 2019 container image Understand how to use SQL server on Linux Migrate existing paginated reports to Power BI Report Server Learn to query Hadoop Distributed File System (HDFS) data using Azure Data Studio Understand the benefits of In-Memory OLTP Who this book is for This book is for database administrators, architects, big data engineers, or anyone who has experience with SQL Server and wants to explore and implement the new features in SQL Server 2019. Basic working knowledge of SQL Server and relational database management system (RDBMS) is required. More Information
  12. Beginning Android Games 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; } Beginning Android Games Development From Beginner to Pro by Ted Hagos, Mario Zechner, J.F. DiMarzio, Robert Green Publisher Apress Published Date 2020-09-11 Page Count 364 Categories Computers / Programming / Games, Computers / Programming / Mobile Devices, Computers / Languages / Java, Computers / Information Technology, Computers / Languages / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1484261208 Do you have an awesome idea for the next break-through mobile gaming title? This updated edition will help you kick-start your project as it guides you through the process of creating several example game apps using APIs available in Android. You will learn the basics needed to join the ranks of successful Android game app developers. the book starts with game design fundamentals using Canvas and Android SDK 10 or earlier programming basics. You then will progress toward creating your own basic game engine and playable game apps that work on Android 10 or earlier smartphones and tablets. You take your game through the chapters and topics in the book to learn different tools such as OpenGL ES. And you will learn about publishing and marketing your games to monetize your creation. What You Will Learn Gain knowledge on the fundamentals of game programming in the context of AndroidUse Android's APIsfor graphics, audio, and user input to reflect those fundamentals Develop two 2D games from scratch, based on Canvas API and OpenGL ES Create a full-featured 3D game Publish your games, get crash reports, and support your users Complete your own playable 2D OpenGL games Who This Book Is For Those with basic knowledge of Java who want to write games on the Android platform, and experienced game developers who want to know about the pitfalls and peculiarities of the platform More Information
  13. Tailored Gamification to Educational Technologies /* 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; } Tailored Gamification to Educational Technologies by Wilk Oliveira, Ig Ibert Bittencourt Publisher Springer Nature Singapore Published Date 2019-10-30 Page Count 97 Categories Education / General, Education / Computers & Technology, Computers / Programming / Games, Education / Reference Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 9813298111 This book introduces and explores the field of tailored gamified educational technologies. Providing a theoretical overview of the domain, including a number of related psychological and educational theories along with a complete state-of-the-art analysis on this topic, it presents an approach and architecture to tailor these systems to students’ gamer type and age. More Information
  14. Finite Element Analysis Theory and 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; } Finite Element Analysis Theory and Programming by C. S. Krishnamoorthy Publisher Tata McGraw Hill Education Private Limited Published Date 2011 Page Count N/A Categories Programming Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN N/A No description available. More Information
  15. Character Rigging and Advanced Animation /* 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; } Character Rigging and Advanced Animation Bring Your Character to Life Using Autodesk 3ds Max by Purushothaman Raju Publisher Apress Published Date 2019-09-26 Page Count 280 Categories Computers / Programming / Games, Computers / Information Technology Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1484250362 Gain a thorough understanding of animation and character rigging using Autodesk 3ds Max to create realistic character animations. This book is split into three modules that are subsequently divided into chapters. The first module is the foundation module: in this module you’ll cover, among other topics, the 12 cardinal principles of animation with reference to classic real-world examples and famous movies/animation shots. Using these, the further chapters explore using key frames and graph editors to obtain fluid motion in your animations. Practical examples are used to better explain which feature suits a particular scenario. The second module, called the backbone module, introduces you to deformation tools and their use for character animation. Further chapters cover driven animations, constraints posed by bones, bipeds, and the CAT tools available in 3ds Max 2019. The final module, the lifeline module, encourages you to bring your character to life by applying principles learnt in the previous modules. Here you will be guided on how to retarget animations from one character to other characters or rigs. On completing Character Rigging and Advance Animation, you will be able to create character rigs for bipeds and quadrupeds with ease, animating them with life-like motion. What You Will Learn Understand the 12 principles of animationSet up an animation-ready character rig from scratchMaster the deformation tools available for animation Who This Book Is For Readers who are familiar with 3ds Max at a basic level and are looking at getting into character rigging and animation. More Information
  16. Introduction to Video Game Engine 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; } Introduction to Video Game Engine Development Learn to Design, Implement, and Use a Cross-Platform 2D Game Engine by Victor G Brusca Publisher Apress Published Date 2021-06-12 Page Count 382 Categories Computers / Programming / Games, Computers / Languages / Java, Computers / Programming / General, Computers / Languages / General, Computers / Information Technology Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 148427038X Start your video game development journey by learning how to build a 2D game engine from scratch. Using Java (with NetBeans as your IDE and using Java’s graphics framework) or by following along in C# (with Visual Studio as your IDE and using the MonoGame framework), you’ll cover the design and implementation of a 2D game engine in detail. Each class will be reviewed with demonstration code. You’ll gain experience using the engine by building a game from the ground up. Introduction to Video Game Engine Development reviews the design and implementation of a 2D game engine in three parts. Part 1 covers the low-level API class by class. You’ll see how to abstract lower-level functionality and design a set of classes that interact seamlessly with each other. You’ll learn how to draw objects, play sounds, render text, and more. In Part 2, you’ll review the mid-level API that is responsible for drawing the game, loading resources, and managing user input. Lastly, in Part 3, you’ll build a game from the ground up following a step-by-step process using the 2D game engine you just reviewed. On completing this book, you’ll have a solid foundation in video game engine design and implementation. You’ll also get exposure to building games from scratch, creating the solid foundation you’ll need to work with more advanced game engines, and industry tools, that require learning complex software, APIs, and IDEs. What You Will Learn Gain experience with lower-level game engine APIs and abstracting framework functionalityWrite application-level APIs: launching the game, loading resources, settings, processing input, and more Discover cross-platform APIs in the game engine projects written in both Java and C#/MonoGame Develop games with an SDK-based game engine and simplified tool chain focused on direct control of the game through codeMaster creating games by using the game engine to build a game from the ground up with only code and an IDE Who This Book Is For Those of you out there with some programming experience, moderate to advanced, who want to learn how to write video games using modern game engine designs. More Information
  17. The art of 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; } The art of computer programming by Donald Ervin Knuth Publisher Addison-Wesley Published Date 2008 Page Count 216 Categories Algorithms Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0321534964 « New material for Volume 4 will first appear in beta-test form as fascicles of approximately 128 pages each, issued approximately twice per year. These fascicles will represent my best attempt to write a comprehensive account; but computer science has grown to the point where I cannot hope to be an authority on all the material covered in these books. Therefore I'll need feedback from readers in order to prepare the official volumes later. For example, the following fascicles appeared before the hardcover editions of Volumes 4A and 4B were complete. »-- More Information
  18. Zune Game Development using XNA 3.0 /* 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; } Zune Game Development using XNA 3.0 by Dan Waters Publisher Apress Published Date 2010-08-03 Page Count 400 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 1430218622 Welcome to Zune Game Development Using XNA 3.0, a book that was inspired by two of my lifelong passions: games and music. I was introduced to the wonder of PC games with grou- breaking titles such as Doom and Quake in the mid-1990s, and have been an avid gamer ever since. I was also brought up in a musical family. Over time, I have amassed a collection of g- tars, drums, and other musical equipment that has ultimately failed in bringing my dreams of rock stardom to fruition. I have also attempted to write my own games for different platforms with varying degrees of success. Since 1997, I have made efforts to wrap my head around technologies like DirectX and OpenGL to create a real game. I still have books on my shelf covering DirectX 3.1, game engine design, physics, and calculus. In my initial pursuits, I found it too difficult and ti- consuming to learn such technologies with enough depth to be truly effective. Rather than following my most heartfelt aspiration of making millions as a virtuoso g- tar player, I opted for a computer science and engineering education, and became a software developer. I also tabled the idea of creating a real game due to the time investment, which I perceived as unrealistic. More Information
  19. Jessica Brown posted a post in a topic in Programming
    SQL 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; } SQL Fundamentals by John J. Patrick Publisher Prentice Hall PTR Published Date 2002 Page Count 834 Categories Computers / Database Administration & Management, Computers / Languages / SQL Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0130669474 A comprehensive tutorial covering the fundamental concepts and ideas of SQL, and showing how these are implemented in both Oracle 9I and Access 2000 databases. John Patrick discusses how to create tables and views to divide a complex process into a series of simple steps, and covers topics such as inner joins, self joins and subqueries using easy-to-follow examples throughout. The work should help readers to write SQL queries that are easy to understand, verify, modify and extend. The accompanying CD-ROM includes a trial version of Oracle products. More Information
  20. BBC micro:bit Recipes /* 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; } BBC micro:bit Recipes Learn Programming with Microsoft MakeCode Blocks by Pradeeka Seneviratne Publisher Apress Published Date 2019-07-02 Page Count 352 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 1484249127 Build engaging programs for the BBC micro:bit using Microsoft's MakeCode web editor. Using this open source platform, you'll learn to program in an accessible way that easily translates into real-world programming. BBC micro:bit Recipes is a practical guide with a problem-solving approach. It provides exact solutions for common application development problems for the micro:bit using MakeCode. You'll discover and apply techniques that can be used to build simple games with sprites, keep score, and control game play. The micro:bit is a small programmable device that is a cross between a very small computer and a programmable embedded board. It is easy to program, extremely versatile, and designed with young learners in mind. In particular, it is designed to be easy for people who have never programmed before. By the end of this book, you'll have the foundation to build programs with the Microsoft MakeCode editor and use and process data with built-in sensors, such as accelerometer, compass, temperature, touch, and light. You'll also see how to work with communication protocols, such as Serial, I2C, and SPI and how to use variables, loops, logic, arrays, math and functions to easily solve problems. What You'll LearnDisplay text, images, and animations on the micro:bit display Connect external sensors and process data Make and play music through speakers and headphones Use Bluetooth service to communicate with Smartphones and tablets Who This Book Is For Those who are interested in learning to program the BBC micro:bit with Microsoft MakeCode. The difficulty level falls from beginner to intermediate level. More Information
  21. Practical Video Game Bots /* 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; } Practical Video Game Bots Automating Game Processes using C++, Python, and AutoIt by Ilya Shpigor Publisher Apress Published Date 2018-08-22 Page Count 328 Categories Computers / Programming / Games, Computers / Programming / Compilers, Computers / Languages / Python, Computers / Programming / Microsoft, Computers / Information Technology, Computers / Languages / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1484237358 Develop and use bots in video gaming to automate game processes and see possible ways to avoid this kind of automation. This book explains how bots can be very helpful in games such as multiplayer online games, both for training your character and for automating repetitious game processes in order to start a competition with human opponents much faster. Some players might use bots for cheating or avoiding game rules to gain an advantage over opponents - a sophisticated form of hacking that includes some elements of artificial intelligence (AI). However, while Practical Video Game Bots considers these topics, it is not a cheater's guide. Rather, this book is an attempt to overcome the information vacuum regarding bot development in video game applications. Through the use of three case study game examples, it covers most methods and technologies that are used by bot developers, and the details of anti-cheating systems. This book provides answers and useful advice for topics such as process automation, reverse engineering, and network applications. Modern bot applications use technologies from all these domains. You will also consider the work mechanisms of different kinds of bots and will write simple prototypes. What You Will Learn Discover bots and apply them to game applications Use clicker bots with OS-level embedding data, output-device capture, and more Develop in-game bots, with process memory analysis and access Work with out-game bots, with network interception and embedding data Deal with input device emulation and OS-level interception data Who This Book Is For Those with some prior experience in game development and coding experience in Python, C++, and Windows APIs. More Information
  22. Building Wireless Sensor Networks Using Arduino /* 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; } Building Wireless Sensor Networks Using Arduino Leverage the Powerful Arduino and XBee Platforms to Monitor and Control Your Surroundings by Matthijs Kooijman Publisher Packt Publishing Published Date 2015 Page Count 192 Categories Computers / Hardware / Chips & Processors, Computers / Programming / Open Source, Computers / Hardware / General, Technology & Engineering / Automation, TECHNOLOGY & ENGINEERING / Technical & Manufacturing Industries & Trades, Technology & Engineering / Mobile & Wireless Communications Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1784395587 Leverage the powerful Arduino and XBee platforms to monitor and control your surroundings Key Features: Build your own low-power, wireless network using ready-made Arduino and XBee hardwareCreate a complex project using the Arduino prototyping platformA guide that explains the concepts and builds upon them with the help of examples to form projects Book Description: Arduino has been established as the de facto standard microcontroller programming platform, being used for one-off do-it-yourself projects as well as prototypes for actual products. By providing a myriad of libraries, the Arduino community has made it very easy to interact with pretty much any piece of hardware out there. XBee offers a great range of low-power wireless solutions that are easy to work with, by taking all of the complexity of wireless (mesh) networking out of your hands and letting you focus on what to send without worrying about the how. Building wireless sensor networks is cost-effective as well as efficient as it will be done with Arduino support. The book starts with a brief introduction to various wireless protocols, concepts, and the XBee hardware that enables their use. Then the book expands to explain the Arduino boards to you, letting them read and send sensor data, collect that data centrally, and then even control your home from the Internet. Moving further more advanced topics such as interacting through the standard Zigbee Home Automation protocol, or making your application power-efficient are covered. By the end of the book, you will have all the tools needed to build complete, real-world solutions. What You Will Learn: Interact with XBee boards using the XCTU program on Windows, OS X, or LinuxMake your Arduino boards communicate wirelessly, using XBee modules in the advanced API modeCentrally collect and store measured sensor data, in the cloud or your own databaseConnect the coordinator Arduino to the Internet and send data to web servicesControl your environment automatically, based on sensor input from your networkInteract with off-the-shelf ZigBee Home Automation devicesMake your devices battery-powered and let them sleep to get months or even years of battery life More Information
  23. Learn Robotics 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; } Learn Robotics Programming Build and Control Autonomous Robots Using Raspberry Pi 3 and Python by Danny Staple Publisher Packt Publishing Published Date 2018 Page Count 472 Categories Computers / Hardware / Printers, Scanners & External Accessories, Computers / Programming / General, Computers / Hardware / General, Technology & Engineering / Robotics Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1789340748 Gain experience of building a next-generation collaboration robot Key Features: Get up and running with the fundamentals of robotic programmingProgram a robot using Python and the Raspberry Pi 3Learn to build a smart robot with interactive and AI-enabled behaviors Book Description We live in an age where the most difficult human tasks are now automated. Smart and intelligent robots, which will perform different tasks precisely and efficiently, are the requirement of the hour. A combination of Raspberry Pi and Python works perfectly when making these kinds of robots. Learn Robotics Programming starts by introducing you to the basic structure of a robot, along with how to plan, build, and program it. As you make your way through the book, you will gradually progress to adding different outputs and sensors, learning new building skills, and writing code for interesting behaviors with sensors. You'll also be able to update your robot, and set up web, phone, and Wi-Fi connectivity in order to control it. By the end of the book, you will have built a clever robot that can perform basic artificial intelligence (AI) operations. What you will learn: Configure a Raspberry Pi for use in a robotInterface motors and sensors with a Raspberry PiImplement code to make interesting and intelligent robot behaviorsUnderstand the first steps in AI behavior such as speech recognition visual processingControl AI robots using Wi-FiPlan the budget for requirements of robots while choosing parts Who this book is for: Learn Robotics Programming is for programmers, developers, and enthusiasts interested in robotics and developing a fully functional robot. No major experience required just some programming knowledge would be sufficient. More Information
  24. 8086/8088, 80286, 80386, and 80486 Assembly Language 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; } 8086/8088, 80286, 80386, and 80486 Assembly Language Programming by Barry B. Brey Publisher Merrill Published Date 1994 Page Count 457 Categories Computers / Hardware / Chips & Processors, Computers / Languages / General, Computers / Languages / Assembly Language, Technology & Engineering / Electronics / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0023142472 No description available. More Information
  25. AI-assisted 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; } AI-assisted Programming Better Planning, Coding, Testing, and Deployment by Tom Taulli Publisher O'Reilly Media Published Date 2024 Page Count 203 Categories Computers / Artificial Intelligence / General, Computers / Languages / General, Computers / Software Development & Engineering / Tools, Computers / Internet / Web Programming, Computers / Data Science / Machine Learning Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1098164563 Get practical advice on how to leverage AI development tools for all stages of code creation, including requirements, planning, design, coding, debugging, testing, and documentation. With this book, beginners and experienced developers alike will learn how to use a wide range of tools, from general-purpose LLMs (ChatGPT, Gemini, and Claude) to code-specific systems (GitHub Copilot, Tabnine, Cursor, and Amazon CodeWhisperer). You'll also learn about more specialized generative AI tools for tasks such as text-to-image creation. Author Tom Taulli provides a methodology for modular programming that aligns effectively with the way prompts create AI-generated code. This guide also describes the best ways of using general purpose LLMs to learn a programming language, explain code, or convert code from one language to another. This book examines: The core capabilities of AI-based development tools Pros, cons, and use cases of popular systems such as GitHub Copilot and Amazon CodeWhisperer Ways to use ChatGPT, Gemini, Claude, and other generic LLMs for coding Using AI development tools for the software development lifecycle, including requirements, planning, coding, debugging, and testing Prompt engineering for development Using AI-assisted programming for tedious tasks like creating regular expressions, starter code, object-oriented programming classes, and GitHub Actions How to use AI-based low-code and no-code tools, such as to create professional UIs More Information

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