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The Book of R: A First Course in Programming and Statistics

by Tilman M. Davies

The Book of R is a comprehensive, beginner-friendly guide to R, the world’s most popular programming language for statistical analysis. Even if you have no programming experience and little more than a grounding in the basics of mathematics, you’ll find everything you need to begin using R effectively for statistical analysis.You’ll start with the basics, like how to handle data and write simple programs, before moving on to more advanced topics, like producing statistical summaries of your data and performing statistical tests and modeling. You’ll even learn how to create impressive data visualizations with R’s basic graphics tools and contributed packages, like ggplot2 and ggvis, as well as interactive 3D visualizations using the rgl package.Dozens of hands-on exercises (with downloadable solutions) take you from theory to practice, as you learn:–The fundamentals of programming in R, including how to write data frames, create functions, and use variables, statements, and loops–Statistical concepts like exploratory data analysis, probabilities, hypothesis tests, and regression modeling, and how to execute them in R–How to access R’s thousands of functions, libraries, and data sets–How to draw valid and useful conclusions from your data–How to create publication-quality graphics of your resultsCombining detailed explanations with real-world examples and exercises, this book will provide you with a solid understanding of both statistics and the depth of R’s functionality. Make The Book of R your doorway into the growing world of data analysis.

Boost.Asio C++ Network Programming - Second Edition

by Wisnu Anggoro Torjo John

Learn effective C++ network programming with Boost.Asio and become a proficient C++ network programmer About This Book * Learn efficient C++ network programming with minimum coding using Boost.Asio * Your one-stop destination to everything related to the Boost.Asio library * Explore the fundamentals of networking to choose designs with more examples, and learn the basics of Boost.Asio Who This Book Is For This book is for C++ Network programmers with basic knowledge of network programming, but no knowledge of how to use Boost.Asio for network programming. What You Will Learn * Prepare the tools to simplify network programming in C++ using Boost.Asio * Explore the networking concepts of IP addressing, TCP/IP ports and protocols, and LAN topologies * Get acquainted with the usage of the Boost libraries * Get to know more about the content of Boost.Asio network programming and Asynchronous programming * Establish communication between client and server by creating client-server application * Understand the various functions inside Boost.Asio C++ libraries to delve into network programming * Discover how to debug and run the code successfully In Detail Boost.Asio is a C++ library used for network programming operations. Organizations use Boost because of its productivity. Use of these high-quality libraries speed up initial development, result in fewer bugs, reduce reinvention-of-the-wheel, and cut long-term maintenance costs. Using Boost libraries gives an organization a head start in adopting new technologies. This book will teach you C++ Network programming using synchronous and asynchronous operations in Boost.Asio with minimum code, along with the fundamentals of Boost, server-client applications, debugging, and more. You will begin by preparing and setting up the required tools to simplify your network programming in C++ with Boost.Asio. Then you will learn about the basic concepts in networking such as IP addressing, TCP/IP protocols, and LAN with its topologies. This will be followed by an overview of the Boost libraries and their usage. Next you will get to know more about Boost.Asio and its concepts related to network programming. We will then go on to create a client-server application, helping you to understand the networking concepts. Moving on, you will discover how to use all the functions inside the Boost.Asio C++ libraries. Lastly, you will understand how to debug the code if there are errors found and will run the code successfully. Style and approach An example-oriented book to show you the basics of networking and help you create a network application simply using Boost.Asio, with more examples for you to get up and running with Boost.Asio quickly.

Bootstrap Essentials

by Snig Bhaumik

If you are a web developer who designs and develops websites and pages using HTML, CSS, and JavaScript, but have very little familiarity with Bootstrap, this is the book for you. Previous experience with HTML, CSS, and JavaScript will be helpful, while knowledge of jQuery would be an extra advantage.

Bootstrap for Rails

by Syed Fazle Rahman

If you are a web developer who has a basic understanding of Ruby on Rails, this is the book for you. You should definitely have previous knowledge about HTML and how it works. However, CSS and JavaScript knowledge is optional for this book.

Bootstrap Site Blueprints Volume II

by Matt Lambert

Bootstrap Site Blueprints Volume II is geared for developers of all experience levels. It is written in a concise, easy-to-understand way. Each project follows a step-by-step process that anyone can understand. Some experience with Bootstrap beforehand would definitely be an asset but is not required.

Bootstrap. Tworzenie interfejsów stron WWW. Technologia na start!

by Syed Fazle Rahman

Opanuj Bootstrapa w weekend. Responsive Web Design dla ka?dego! Bootstrap to obecnie jeden z najpopularniejszych szkieletów do tworzenia atrakcyjnych interfejsów stron WWW. Projekt zapocz?tkowany przez programistów Twittera zyska? licznych zwolenników ze wzgl?du na bogactwo komponentów, ?wietn? dokumentacj? i zgodno?? z ró?nymi przegl?darkami internetowymi. Nie bez znaczenia jest równie? fakt, ?e Bootstrap wspiera budow? responsywnych stron WWW.Ta ksi??ka to rewelacyjny przewodnik, który wprowadzi Ci? w ?wiat Bootstrapa. Na samym pocz?tku poznasz system siatkowy (ang. grid), który jest fundamentem tworzenia responsywnych uk?adów. Na kolejnych stronach znajdziesz omówienie poszczególnych komponentów tego szkieletu. Po opanowaniu podstaw przejdziesz do sposobów rozszerzania Bootstrapa, modyfikowania go oraz optymalizowania. Ksi??ka ta jest doskona?? lektur? dla wszystkich osób chc?cych b?yskawicznie pozna? i wykorzysta? ten szkielet! Przeczytaj o instalacji Bootstrapa i konfigurowaniu projektów. Dowiedz si?, w jaki sposób Bootstrap mo?e przyspieszy? proces projektowania. Opanuj tajniki systemu siatkowego: twórz responsywne, zoptymalizowane pod k?tem urz?dze? mobilnych szablony stron, które b?d? dzia?a?y na ka?dym urz?dzeniu. Wykorzystaj zalety komponentów Bootstrapa do b?yskawicznego i wygodnego rozbudowania strony o funkcje takie jak panele, paski nawigacji czy formularze. U?yj rozszerze? do tworzenia interaktywnych elementów strony, bez konieczno?ci pisania cho?by jednej linii kodu JavaScript! Zmodyfikuj Bootstrapa, by móc tworzy? wyj?tkowe, oryginalne strony.Wszystko co musisz wiedzie? o Bootstrapie, zebrane w jednym miejscu!

Boudoir Lighting

by Robin Owen

Boudoir portraits are intimate by nature. The provide an intimate, private look at subjects and are intended for those who have a close emotional relationship with the subject-or in some cases, are made for the subject herself.Creating images that capture the romantic, sensual side of a subject requires a masterful approach. All components of the photography-from the photographer-client relationship, to the setting, to the clothing selection, to the posing and lighting, must be carefully thought out and flawlessly executed.In this book, Robin Owen shows off her uncanny skill at creating 60 sweet and sexy images of women and couples. As you turn the pages, you'll find discussions detailing the artistic approach used to photograph each client-and you'll see alternate shots from the session, which are sure to inspire additional ideas for your own boudoir clients.From one page spread to the next, Olson provides important insights into sculpting the look you are after. You'll learn to work with unexpected lighting configurations and modifiers. You'll find and learn how to create unlikely settings-among many other creative considerations that allow you to create images that stand out from the competition. With a surprising array of image looks to inspire your creativity and targeted technical discussions, this book provides both the impetus and the know-how you're after to get out there and create unforgettable images.

The Boy Who Could Change the World

by Lawrence Lessig Aaron Swartz

In his too-short life, Aaron Swartz reshaped the Internet, questioned our assumptions about intellectual property, and touched all of us in ways that we may not even realize. His tragic suicide in 2013 at the age of twenty-six after being aggressively prosecuted for copyright infringement shocked the nation and the world.Here for the first time in print is revealed the quintessential Aaron Swartz: besides being a technical genius and a passionate activist, he was also an insightful, compelling, and cutting essayist. With a technical understanding of the Internet and of intellectual property law surpassing that of many seasoned professionals, he wrote thoughtfully and humorously about intellectual property, copyright, and the architecture of the Internet. He wrote as well about unexpected topics such as pop culture, politics both electoral and idealistic, dieting, and lifehacking. Including three in-depth and previously unpublished essays about education, governance, and cities,The Boy Who Could Change the World contains the life's work of one of the most original minds of our time.

BPM - Driving Innovation in a Digital World (Management for Professionals)

by Jan Vom Brocke Theresa Schmiedel

This book shows how business process management (BPM), as a management discipline at the intersection of IT and Business, can help organizations to master digital innovations and transformations. At the same time, it discusses how BPM needs to be further developed to successfully act as a driver for innovation in a digital world. In recent decades, BPM has proven extremely successful in managing both continuous and radical improvements in many sectors and business areas. While the digital age brings tremendous new opportunities, it also brings the specific challenge of correctly positioning and scoping BPM in organizations. This book shows how to leverage BPM to drive business innovation in the digital age. It brings together the views of the world's leading experts on BPM and also presents a number of practical cases. It addresses mangers as well as academics who share an interest in digital innovation and business process management. The book covers topics such as BPM and big data, BPM and the Internet of Things, and BPM and social media. While these technological and methodological aspects are key to BPM, process experts are also aware that further nontechnical organizational capabilities are required for successful innovation. The ideas presented in this book have helped us a lot while implementing process innovations in our global Logistics Service Center. Joachim Gantner, Director IT Services, Swarovski AG Managing Processes - everyone talks about it, very few really know how to make it work in today's agile and competitive world. It is good to see so many leading experts taking on the challenge in this book. Cornelius Clauser, Chief Process Officer, SAP SE This book provides worthwhile readings on new developments in advanced process analytics and process modelling including practical applications - food for thought how to succeed in the digital age. Ralf Diekmann, Head of Business Excellence, Hilti AG This book is as an important step towards process innovation systems. I very much like to congratulate the editors and authors for presenting such an impressive scope of ideas for how to address the challenging, but very rewarding marriage of BPM and innovation. Professor Michael Rosemann, Queensland University of Technology

Brain-Computer Interface Research: A State-of-the-Art Summary 4 (SpringerBriefs in Electrical and Computer Engineering #6)

by Brendan Allison Christoph Guger Gernot Müller-Putz

This book describes ten of the most promising brain-computer-interface (BCI) projects to have emerged in recent years. BCI research is developing quickly, with many new ideas, research groups, and improved technologies. BCIs enable people to communicate just by thinking - without any movement at all. Several different groups have helped severely disabled users communicate with BCIs, and BCI technology is also being extended to facilitate recovery from stroke, epilepsy, and other conditions. Each year, hundreds of the top BCI scientists, engineers, doctors, and other visionaries compete for the most prestigious honor in the BCI research community: the annual BCI Award. The 2014 BCI Award competition was again competitive, with 69 research groups vying for a nomination. This book summarizes the 2014 BCI Award, including the ten projects that were nominated, the winner, and analyses and discussions of the submitted projects and how they reflect general trends in BCI development. Each of these ten groups provides a chapter summarizing their nominated project, including an introduction, description of methods, results, and newer work completed after the project was submitted. Hence, this book provides a cutting-edge overview of the newest BCI research trends, from top groups, in an easy to read format with numerous supporting pictures, graphs, and figures.

Brain-Computer Interface Research: A State-of-the-Art Summary 5 (SpringerBriefs in Electrical and Computer Engineering #6)

by Brendan Allison Christoph Guger Junichi Ushiba

This book describes ten of the most promising brain-computer-interface (BCI) projects to have emerged in recent years. BCI research is developing quickly, with many new ideas, research groups, and improved technologies. BCIs enable people to communicate just by thinking - without any movement at all. Several different groups have helped severely disabled users communicate with BCIs, and BCI technology is also being extended to facilitate recovery from stroke, epilepsy, and other conditions. Each year, hundreds of the top BCI scientists, engineers, doctors, and other visionaries compete for the most prestigious honor in the BCI research community: the annual BCI Award. The 2014 BCI Award competition was again competitive, with 69 research groups vying for a nomination. This book summarizes the 2014 BCI Award, including the ten projects that were nominated, the winner, and analyses and discussions of the submitted projects and how they reflect general trends in BCI development. Each of these ten groups provides a chapter summarizing their nominated project, including an introduction, description of methods, results, and newer work completed after the project was submitted. Hence, this book provides a cutting-edge overview of the newest BCI research trends, from top groups, in an easy to read format with numerous supporting pictures, graphs, and figures.

Brain-Computer Interfaces: Current Trends and Applications (Intelligent Systems Reference Library #74)

by Ahmad Taher Azar Aboul Ella Hassanien

The success of a BCI system depends as much on the system itself as on the user's ability to produce distinctive EEG activity. BCI systems can be divided into two groups according to the placement of the electrodes used to detect and measure neurons firing in the brain. These groups are: invasive systems, electrodes are inserted directly into the cortex are used for single cell or multi unit recording, and electrocorticography (EcoG), electrodes are placed on the surface of the cortex (or dura); noninvasive systems, they are placed on the scalp and use electroencephalography (EEG) or magnetoencephalography (MEG) to detect neuron activity. The book is basically divided into three parts. The first part of the book covers the basic concepts and overviews of Brain Computer Interface. The second part describes new theoretical developments of BCI systems. The third part covers views on real applications of BCI systems.

Breaking Teleprinter Ciphers at Bletchley Park: An edition of I.J. Good, D. Michie and G. Timms

by J. V. Field James A. Reeds Whitfield Diffie

This book is an edition of the General Report on Tunny with commentary that clarifies the often difficult language of the GRT and fitting it into a variety of contexts arising out of several separate but intersecting story lines, some only implicit in the GRT. Explores the likely roots of the ideas entering into the Tunny cryptanalysis Includes examples of original worksheets, and printouts of the Tunny-breaking process in action Presents additional commentary, biographies, glossaries, essays, and bibliographies

Bridging Constraint Satisfaction and Boolean Satisfiability (Artificial Intelligence: Foundations, Theory, and Algorithms)

by Justyna Petke

This book provides a significant step towards bridging the areas of Boolean satisfiability and constraint satisfaction by answering the question why SAT-solvers are efficient on certain classes of CSP instances which are hard to solve for standard constraint solvers. The author also gives theoretical reasons for choosing a particular SAT encoding for several important classes of CSP instances. Boolean satisfiability and constraint satisfaction emerged independently as new fields of computer science, and different solving techniques have become standard for problem solving in the two areas. Even though any propositional formula (SAT) can be viewed as an instance of the general constraint satisfaction problem (CSP), the implications of this connection have only been studied in the last few years. The book will be useful for researchers and graduate students in artificial intelligence and theoretical computer science.

A Brief History of Video Games

by Richard Stanton

This Brief History provides a unique look at the history and culture of video games, starting with the 1960s classics like Pong to modern favorites such as Grand Theft Auto V and Bioshock. Focusing on creative and scientific advances between 1962 and today, A Brief History of Video Games offers a global perspective on gaming's past and its cutting-edge future with the evolution of virtual reality, 3D graphics, and thought-interface technology. It also addresses the design process from concept to packaging, considers the influence of manga and anime, and explores the relationship between video games and movies.

A Brief History Of Video Games: From Atari to Virtual Reality (Brief Histories)

by Rich Stanton

'Stanton writes with terrific verve and precision . . . his understanding of the seductive pleasures of gaming takes us right to its heart.'Maria Bustillos, Times Literary Supplement'The best overview book of the industry that I've read.'Andrew Liptak, io9From the first wood-panelled Pong machines in California to the masterpieces of engineering that now sit in countless homes all over the world, A Brief History of Video Games reveals the vibrant history and culture of interactive entertainment. Above all, this is a book about the games - how the experience of playing has developed from simple, repetitive beginnings into a cornucopia of genres and styles, at once utterly immersive and socially engaging. With full-colour illustrations throughout, it shows how technological advances have transformed the first dots and dashes of bored engineers into sophisticated, responsive worlds that are endlessly captivating. As thrilling and surprising as the games it describes, this is an indispensable read for anyone serious about the business of having fun.

Brilliant Ideas for Using ICT in the Inclusive Classroom (David Fulton / Nasen Ser.)

by Sally McKeown Angela McGlashon

Runner up in Teach Secondary’s Technology and Innovation Awards 2014 sponsored by Lego, Brilliant Ideas for using ICT in the Inclusive Classroom provides lots of simple practical ideas showing teachers and support staff how they can use ICT to boost the achievement of all pupils. How can you use ICT to boost the achievement of all your pupils? This practical teachers’ guide will help you to unlock the enormous potential of new technology in order to enhance pupils’ learning, particularly for young people with additional needs. Written by two of the UK’s leading technology experts, this invaluable and newly updated resource will enable you to use ICT effectively to make lessons more accessible, motivating and fun. With fifty illustrated case studies and twenty starter activities, this practical resource will help you to introduce new technology into the inclusive classroom. It has been specifically designed to help develop your pupils’ key skills, such as problem solving, developing concepts and communicating to different audiences. In each activity, the authors show why and how a particular resource was used and show how similar techniques can be implemented to open up the curriculum to your learners. The authors include timely and realistic advice on how to use a range of technologies from the cheap and cheerful – and even free – to more sophisticated and specialist packages. Find out about: Apps Blogging Digital animation Podcasting Digital storytelling Wikis Geocaching Coding Games and gaming Sat nav Art packages Twitter Whether you’re already techno-savvy or looking to get started with ICT, this book is full of brilliant ideas on how to engage learners of all abilities using technology. If you’re looking for inspiration on how to integrate creative uses of ICT with the curriculum, this book will prove invaluable.

Bring your own Device: Einsatz von privaten Endgeräten im beruflichen Umfeld – Chancen, Risiken und Möglichkeiten

by Andreas Kohne Sonja Ringleb Cengizhan Yücel

Das Buch betrachtet das Thema BYOD (Bring your own Device) ganzheitlich - ausgehend von einer Mobile-Strategie im Unternehmen werden alle relevanten Aspekte wie rechtliche Rahmenbedingungen, Sicherheitsrisiken und deren Behandlung, technische Voraussetzungen (Software, IT-Infrastruktur, Support), Einführungs- und Betriebskosten, Erreichbarkeit und Collaboration sowie soziale Aspekte, Unternehmenspolitik und die Implementierung von BYOD beleuchtet. Damit wird dem zunehmenden Trend zur Nutzung von privaten, mobilen Endgeräten im beruflichen Umfeld Rechnung getragen. Praxisnah befassen sich die Autoren mit Problemen und Fragestellungen rund um die Integration von privaten Endgeräten in die IT-Infrastruktur des Arbeitgebers und liefern konkrete Herangehensweisen, Empfehlungen und Best-Practices für die Planung, Prüfung und Umsetzung einer BYOD -Strategie. Das Buch hilft allen, die eine Einführung von BYOD in ihrem Betrieb prüfen, zu einem umfassenden Verständnis von Chancen und möglichen Risiken, aber auch von Alternativen zu gelangen.

Bring your own Device - Ein Praxisratgeber: HMD Best Paper Award 2014 (essentials)

by Thorsten Walter

Thorsten Walter beschreibt die technischen und juristischen Fallstricke sogenannter ,,Bring your own device"-Modelle und stellt die arbeitsrechtlichen Regelungsinstrumente für den Umgang mit BYOD vor. Darüber hinaus werden die verschiedenen technischen Lösungen zur Umsetzung von BYOD im Unternehmen in leicht verständlicher Form einander gegenübergestellt. Der Autor gibt praktische Empfehlungen zur Gestaltung von Regelungen in Nutzungsvereinbarungen.

Broadband RF and Microwave Amplifiers

by Andrei Grebennikov Narendra Kumar Binboga Yarman

Broadband RF and Microwave Amplifiers provides extensive coverage of broadband radio frequency (RF) and microwave power amplifier design, including well-known historical and recent novel schematic configurations, theoretical approaches, circuit simulation results, and practical implementation strategies. The text begins by introducing two-port networks to illustrate the behavior of linear and nonlinear circuits, explaining the basic principles of power amplifier design, and discussing impedance matching and broadband power amplifier design using lumped and distributed parameters. The book then: Shows how dissipative or lossy gain-compensation-matching circuits can offer an important trade-off between power gain, reflection coefficient, and operating frequency bandwidth Describes the design of broadband RF and microwave amplifiers using real frequency techniques (RFTs), supplying numerous examples based on the MATLAB® programming process Examines Class-E power amplifiers, Doherty amplifiers, low-noise amplifiers, microwave gallium arsenide field-effect transistor (GaAs FET)-distributed amplifiers, and complementary metal-oxide semiconductor (CMOS) amplifiers for ultra-wideband (UWB) applications Broadband RF and Microwave Amplifiers combines theoretical analysis with practical design to create a solid foundation for innovative ideas and circuit design techniques.

Broken Agile: Second Edition

by Tim Brizard

Learn how to be successful in adopting Agile and see good and bad examples of how Agile can be adopted. Broken Agile, Second Edition contains stories from years of real world experience on Agile teams and projects. The stories in each chapter are both educational and entertaining. Each chapter focuses on specific Agile values and principles. The stories in each chapter are used to illustrate how Agile values and principles are sometimes misunderstood or misapplied on Agile teams and projects. You will read how Agile is used in the real world and the consequences of poor adaptations of the Agile software development methodology. These stories will help you in your journey to adopt Agile software development. What you'll learn What are good and bad examples of how Agile can be adopted What are some specific Agile values and principles How some of these are misunderstood or misapplied How Agile is used in the real world What are the consequences of poor adoption of the Agile software methodology How some companies have been successful in adopting Agile Who this book is for This book is for experienced software developers in their journey to adopt Agile Software development. It is very useful for those considering implementation of Agile processes. Table of Contents 1. Introduction 2. Scale Success 3. Communication 4. Poor Foundations 5. Long Run Plan for Success 6. Adjusting in Time 7. Sending the Wrong Signals 8. Balancing Life and Work 9. Fake It Until You Make It 10. Building Unity 11. Keeping Engaged 12. Fundamental Mis-Understandings 13. Challenges with Estimations 14. Transparency 15. Specifications and Testing 16. Some Process Required 17. Physical vs. Virtual 18. Final Thoughts

Budowa prostych robotów. Niezwyk?e projekty ze zwyk?ych materia?ów

by Kathy Ceceri

Roboty dla ka?dego, wykonane ze wszystkiegoCo to jest robot? Gdyby zada? to pytanie przypadkowej osobie na ulicy, z pewno?ci? odpowiedzia?aby, ?e jest to konstrukcja zbudowana z drogich materia?ów, zawieraj?ca skomplikowane uk?ady elektroniczne oraz profesjonalne oprogramowanie. Nic bardziej b??dnego! Czy wiesz, ?e prostego robota mo?esz zbudowa? nawet z papieru? Si?gnij po t? ksi??k? i zacznij prac? nad swoim pierwszym projektem!Autorka tego podr?cznika udowodni Ci, ?e ka?dy mo?e wcieli? si? w rol? konstruktora, nawet bez zaawansowanych umiej?tno?ci elektronicznych. W dodatku mo?e wykorzysta? w tym celu najró?niejsze materia?y. Dzi?ki informacjom zawartym w tej ksi??ce zbudujesz robota zasilanego energi? s?oneczn? oraz takiego, który porusza si? dzi?ki wibracjom. Ponadto w trakcie lektury kolejnych rozdzia?ów przekonasz si?, jak wykorzysta? p?ytk? Arduino do zapanowania nad robotem wykonanym z e-tekstyliów. Poznasz te? ciekawostki zwi?zane z drukiem 3D, platform? littleBits oraz robotami BEAM. Przekonaj si?, jak ?atwo mo?esz spe?ni? swoje marzenia o budowie robota!Lektura ksi??ki Budowa prostych robotów pozwoli Ci skonstruowa?: Papierowego i gumowego (pompowanego) robota, który b?dzie porusza? si? reaguj?c na Twoje polecenia; Ruchom?, napr??eniowo-integraln? konstrukcj? no?n? robota nap?dzan? za pomoc? komponentów littleBits; Hybryd? ko?a i nóg; Chmar? ?lizgaj?cych si? robotów poruszaj?cych si? dzi?ki drganiom; Robota BEAM zasilanego energi? s?oneczn?, poruszaj?cego si? dzi?ki drganiom; Ploter wykonuj?cy rysunki za pomoc? mazaka; Robota wyposa?onego w Arduino o korpusie wykonanym z e-tekstyliów;Naucz si? budowa? proste roboty!

Budowanie mikrous?ug

by Sam Newman

Wykorzystaj potencja? architektury us?ug!Architektura mikrous?ug to sposób na odej?cie od du?ych, monolitycznych aplikacji. Wyspecjalizowane us?ugi realizuj?ce konkretne zadania i komunikuj?ce si? z otoczeniem pozwalaj? na lepsze zapanowanie nad kodem, s? ?atwiejsze do przetestowania oraz bardziej elastyczne. Jednak oprócz zalet maj? te? wady. Si?gnij po t? ksi??k? i dowiedz si?, jak najlepiej radzi? sobie z architektur? mikrous?ug!Autor przedstawia w ksi??ce skuteczne techniki projektowania i korzystania z architektury mikrous?ug. W trakcie lektury kolejnych rozdzia?ów poznasz w szczegó?ach ide? mikrous?ug, korzy?ci ich stosowania, sposoby modelowania us?ug oraz skuteczne techniki dzielenia du?ej aplikacji na mikrous?ugi. Ponadto zapoznasz si? z mo?liwymi sposobami integracji: zdalne wywo?anie procedur, REST i zdarzenia — to tylko niektóre z poruszanych kwestii. Na sam koniec zaznajomisz si? z najlepszymi metodami testowania i monitorowania us?ug, zapewnisz im bezpiecze?stwo dzi?ki kluczom API oraz innym technikom. Ta ksi??ka jest obowi?zkow? lektur? dla wszystkich osób chc?cych tworzy? nowoczesne systemy bazuj?ce na architekturze mikrous?ug. Odkryj, jak mo?na dostosowa? projekt systemu do celów Twojej organizacji stosuj?c architektur? mikrous?ug Zapoznaj si? z mo?liwo?ciami integracji us?ug z pozosta?? cz??ci? systemu Zastosuj przyrostowe podej?cie do podzia?u monolitycznych baz kodu Wdra?aj pojedyncze mikrous?ugi korzystaj?c z techniki ci?g?ej integracji Zbadaj z?o?ono?? testowania i monitorowania rozproszonych us?ug Zarz?dzaj zabezpieczeniami stosuj?c modele u?ytkownik-us?uga oraz us?uga-us?uga Zapoznaj si? z wyzwaniami skalowania architektury mikrous?ugPrzekonaj si?, jak architektura mikrous?ug zmieni Twoje spojrzenie na aplikacje!Sam Newman — technolog w firmie ThoughtWorks odpowiedzialny za wspomaganie klientów oraz architektur? wewn?trznych systemów. Prelegent, autor artyku?ów dla wydawnictwa O’Reilly. Programista j?zyków Java oraz Python.

Build an HTML5 Game: A Developer's Guide with CSS and JavaScript

by Karl Bunyan

If you already have even basic familiarity with HTML, CSS, and JavaScript, you’re ready to learn how to build a browser-based game. In Build an HTML5 Game, you’ll use your skills to create a truly cross-platform bubble-shooter game—playable in both desktop and mobile browsers.As you follow along with this in-depth, hands-on tutorial, you’ll learn how to:–Send sprites zooming around the screen with JavaScript animations–Make things explode with a jQuery plug-in–Use hitboxes and geometry to detect collisions–Implement game logic to display levels and respond to player input–Convey changes in game state with animation and sound–Add flair to a game interface with CSS transitions and transformations–Gain pixel-level control over your game display with the HTML canvasThe programming starts right away in Chapter 1—no hemming and hawing, history, or throat clearing. Exercises at the end of each chapter challenge you to dig in to the bubble shooter’s code and modify the game.Go ahead. Take the plunge. Learn to create a complete HTML5 game right now and then use your newfound skills to build your own mega-popular, addictive game.

Build Your Own 2D Game Engine and Create Great Web Games: Using HTML5, JavaScript, and WebGL

by Jebediah Pavleas Kelvin Sung Fernando Arnez Jason Pace

Build Your Own 2D Game Engine and Create Great Web Games teaches you how to develop your own web-based game engine step-by-step, allowing you to create a wide variety of online videogames that can be played in common web browsers. Chapters include examples and projects that gradually increase in complexity while introducing a ground-up design framework, providing you with the foundational concepts needed to build fun and engaging 2D games. By the end of this book you will have created a complete prototype level for a side scrolling action platform game and will be prepared to begin designing additional levels and games of your own. This book isolates and presents relevant knowledge from software engineering, computer graphics, mathematics, physics, game development, game mechanics, and level design in the context of building a 2D game engine from scratch. The book then derives and analyzes the source code needed to implement these concepts based on HTML5, JavaScript, and WebGL. After completing the projects you will understand the core-concepts and implementation details of a typical 2D game engine and you will be familiar with a design and prototyping methodology you can use to create game levels and mechanics that are fun and engaging for players. You will gain insights into the many ways software design and creative design must work together to deliver the best game experiences, and you will have access to a versatile 2D game engine that you can expand upon or utilize directly to build your own 2D games that can be played online from anywhere. What you'll learn * Understand essential concepts for building 2D games * Understand basic architecture of 2D game engines * Understand illumination models in 2D games * Understand basic physics in 2D games * Understand how these core concepts affect game design and game play * Be able to build simple 2D game engines * Be able to design and develop 2D interactive games that are fun to play Who this book is for Build your own 2D Game Engine and Create Great Web Games is perfect for game enthusiasts, hobbyists, and anyone who is interested in building interactive games but is unsure of how to begin. Build your own 2D Game Engine and Create Great Web Games can also serve as a textbook for a Junior- or Senior-level "Introduction to Game Engine" elective course in a Computer Science department. Table of Contents Chapter 1: Introducing 2D Game Engine Development with JavaScript Chapter 2: Working with HTML5 and WebGL Chapter 3: Drawing Objects in the World Chapter 4: Implementing Common Components of Video Games Chapter 5: Working with Textures, Sprites, and Fonts Chapter 6: Defining Behaviors and Detecting Collisions Chapter 7: Manipulating the Camera Chapter 8: Implementing Illumination and Shadows Chapter 9: Building the Game Engine Architecture Chapter 10: Understanding and Supporting Game States Chapter 11: Building A Sample Game: from design to complete

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