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Produktbild für Detektion von magnetischen Störungen der elektrischen Fahrzeugkomponenten auf Basis einer Mustererkennung am Beispiel eines automatisierten Fahrzeugpositionierungssystems

Detektion von magnetischen Störungen der elektrischen Fahrzeugkomponenten auf Basis einer Mustererkennung am Beispiel eines automatisierten Fahrzeugpositionierungssystems

Matthias Hisung stellt ein neuartiges Assistenzsystem zur automatisierten Fahrzeugpositionierung für das induktive Laden (APIC) vor. Darüber hinaus wird eine neue Methode zur Detektion von magnetischen Störungen (MDMS) durch elektrische Fahrzeugkomponenten auf Basis einer Mustererkennung eingeführt. Das Assistenzsystem lässt sich hierbei auf unterschiedliche Fahrzeugtypen anwenden und übernimmt für die fahrende Person die Aufgabe der Positionierung, um eine Komfortsteigerung zu erzielen. Durch die neuartige Methode wird eine deutliche Verbesserung der Positionsermittlung und damit einhergehend eine Erhöhung des Positionierungsradius für das induktive Laden ermöglicht. Fahrerassistenzsystem zur automatisierten Fahrzeugpositionierung.- Analyse der elektrischen Fahrzeugkomponenten.- Mustererkennung zur Detektion von magnetischen Störungen.- Ergebnisse der Detektion von magnetischen Störungen.

Regulärer Preis: 66,99 €
Produktbild für Secure Web Application Development

Secure Web Application Development

Cyberattacks are becoming more commonplace and the Open Web Application Security Project (OWASP), estimates 94% of sites have flaws in their access control alone. Attacks evolve to work around new defenses, and defenses must evolve to remain effective. Developers need to understand the fundamentals of attacks and defenses in order to comprehend new techniques as they become available. This book teaches you how to write secure web applications.The focus is highlighting how hackers attack applications along with a broad arsenal of defenses. This will enable you to pick appropriate techniques to close vulnerabilities while still providing users with their needed functionality.Topics covered include:* A framework for deciding what needs to be protected and how strongly* Configuring services such as databases and web servers* Safe use of HTTP methods such as GET, POST, etc, cookies and use of HTTPS* Safe REST APIs* Server-side attacks and defenses such as injection and cross-site scripting* Client-side attacks and defenses such as cross-site request forgery* Security techniques such as CORS, CSP* Password management, authentication and authorization, including OAuth2* Best practices for dangerous operations such as password change and reset* Use of third-party components and supply chain security (Git, CI/CD etc)WHAT YOU'LL LEARN** Review the defenses that can used to prevent attacks* Model risks to better understand what to defend and how* Choose appropriate techniques to defend against attacks* Implement defenses in Python/Django applicationsWHO THIS BOOK IS FOR* Developers who already know how to build web applications but need to know more about security* Non-professional software engineers, such as scientists, who must develop web tools and want to make their algorithms available to a wider audience.* Engineers and managers who are responsible for their product/company technical security policyMATTHEW BAKER is the Head of Scientific Software and Data Management at ETH Zurich, Switzerland’s leading science and technology university, He leads a team of engineers developing custom software to support STEM research projects, as well as teaches computer science short courses. Having over 25 years of experience developing software, he has worked as a developer, systems administrator, project manager and consultant in various sectors from banking and insurance, science and engineering, to military intelligence.1. Introduction2. The Hands-On Environment3. Threat Modelling4. Transport and Encryption5. Installing and Configuring Services6. APIs and Endpoints7. Cookies and User Input8. Cross-Site Requests9. Password Management10. Authentication and Authorization11. OAuth212. Logging and Monitoring13. Third-Party and Supply Chain Security14. Further Resources.

Regulärer Preis: 62,99 €
Produktbild für How to Create a Web3 Startup

How to Create a Web3 Startup

Web3 is the next evolution for the World Wide Web based on Blockchain technology. This book will equip entrepreneurs with the best preparation for the megatrend of Web3 by reviewing its core concepts such as DAOs, tokens, dApps, and Ethereum.With Web2, much of the valuable data and wealth has been concentrated with a handful of mega tech operators like Apple, Facebook, Google and Amazon. This has made it difficult for startups to get an edge. It has also meant that users have had little choice but to give up their value data for free. Web3 aims to upend this model using a decentralized approach that is on the blockchain and crypto. This allows for users to become stakeholders in the ecosystem.Along with exploring core concepts of Web3 like DAOs, tokens, dApps, and Ethereum, this book will also examine the main categories that are poised for enormous opportunities. They include infrastructure, consumer apps, enterpriseapps, and the metaverse. For each of these, I will have use cases of successful companies. How To Create a Web3 Startup covers the unique funding strategies, the toolsets needed, the talent required, the go-to-market approaches, and challenges faced.WHAT YOU'LL LEARN* Work with the dev stack components* Examine the success factors for infrastructure, consumer, enterprise, verticals, and the Metaverse* Understand the risks of Web3, like the regulatory structure and security breachesWHO THIS BOOK IS FORStartup entrepreneurs and those looking to work in the Web3 industry.Tom Taulli has been developing software since the 1980s. In college, he started his first company, which focused on the development of e-learning systems. He created other companies as well, including Hypermart.net that was sold to InfoSpace in 1996. Along the way, Tom has written columns for online publications such as BusinessWeek.com, TechWeb.com, and Bloomberg.com. He also writes posts on Artificial Intelligence for Forbes.com and is the advisor to various companies in the space. You can reach Tom on Twitter (@ttaulli) or through his website (Taulli.com) where he has an online course on AI.Chapter 1: Why Web3?.- Chapter 2: Core Technology.- Chapter 3: The Web3 Tech Stack.- Chapter 4: The Web3 Team.- Chapter 5: Decentralized Autonomous Organizations (DAOs).- Chapter 6: NFTs, Gaming and Social Networks.- Chapter 7: DeFi.- Chapter 8: The Metaverse.- Chapter 9: Taxes and Regulations. Glossary.

Regulärer Preis: 46,99 €
Produktbild für R 4 Data Science Quick Reference

R 4 Data Science Quick Reference

In this handy, quick reference book you'll be introduced to several R data science packages, with examples of how to use each of them. All concepts will be covered concisely, with many illustrative examples using the following APIs: readr, dibble, forecasts, lubridate, stringr, tidyr, magnittr, dplyr, purrr, ggplot2, modelr, and more.With R 4 Data Science Quick Reference, you'll have the code, APIs, and insights to write data science-based applications in the R programming language. You'll also be able to carry out data analysis. All source code used in the book is freely available on GitHub..WHAT YOU'LL LEARN* Implement applicable R 4 programming language specification features* Import data with readr* Work with categories using forcats, time and dates with lubridate, and strings with stringr* Format data using tidyr and then transform that data using magrittr and dplyr* Write functions with R for data science, data mining, and analytics-based applications* Visualize data with ggplot2 and fit data to models using modelrWHO THIS BOOK IS FORProgrammers new to R's data science, data mining, and analytics packages. Some prior coding experience with R in general is recommended. Thomas Mailund is an associate professor at Aarhus University, Denmark. He has a background in math and computer science. For the last decade, his main focus has been on genetics and evolutionary studies, particularly comparative genomics, speciation, and gene flow between emerging species. He has published Beginning Data Science in R, Functional Programming in R, and Metaprogramming in R with Apress as well as other books on R and C programming.1. Introduction2. Importing Data: readr3. Representing Tables: tibble4. Reformatting Tables: tidyr5. Pipelines: magrittr6. Functional Programming: purrr7. Manipulating Data Frames: dplyr8. Working with Strings: stringr9. Working with Factors: forcats10. Working with Dates: lubridate11. Working with Models: broom and modelr12. Plotting: ggplot213. Conclusions

Regulärer Preis: 36,99 €
Produktbild für Die Geheimnisse von Monkey Island

Die Geheimnisse von Monkey Island

Unterhaltsam, kurzweilig, informativ: „Die Geheimnisse von Monkey Island – Auf Kapertour mit Pixel-Piraten“ ist DAS Buch für Fans der legendären Point’n’Click-Adventure-Reihe „Monkey Island“. Das Buch erschien zeitgleich zum neuen Teil von Monkey Island, der erstmals nach 30 Jahren wieder vom ursprünglichen Entwickler Ron Gilbert kreiert wurde."Macht, was ihr wollt, aber macht coole Sachen!" - George Lucas am 1. Mai 1982. Das war das einzige Ziel, das George Lucas seinen zwanzig jungen, ehrgeizigen, lustigen und schlecht frisierten Game-Designern als Rahmen für die Entwicklung von eigenen Computerspielen setzte. Lucasfilm Games und später LucasArts wurde in der Folgezeit zu einer legendären Spieleschmiede, auch durch die Veröffentlichung von The Secret of Monkey Island™ im Jahr 1990. Das bekannteste Point‘n‘Click-Adventure verdankt seinen legendären Ruf seiner herrlich anachronistischen Welt voller bunter Piraten und seinem von Monty Python inspirierten Humor, aber auch schlicht und einfach der Tatsache, dass es ein komplettes Genre revolutioniert hat. Dieses Buch ist eine Hommage an die Abenteuer von Guybrush Threepwood, einem genialen Piraten. Aber es möchte Ihnen auch in vielen Details schildern, wie Monkey Island durch seine einzigartige Erzählkunst zum Meilenstein in der Videospielgeschichte wurde.Darüber hinaus bietet es die Gelegenheit, auf die turbulente Historie von LucasArts und Telltale Games zurückzublicken, Rezepte für Voodoo-Grog zu entdecken, interaktive Piratenreggae-Songs zu lernen, auf einer mondänen Party unter 40-jährigen Geeks zu glänzen und Sprüche zu erkunden, die so scharf wie ein Entermesser sind (nützlich für Duelle oder Geburtstagsfeiern). Inhalt:Vorwort von Larry Ahern: Mäandern auf der Affeninsel Prolog: Das Abenteuer laut LucasArts Einleitung Kapitel 1: Lucasfilm Games Kapitel 2: Von der interaktiven Erzählung zu Point&Click Kapitel 3: Spielmotor SCUMM Kapitel 4: Neuerfindung des Adventures Kapitel 5: The Secret of Monkey Island Kapitel 6: Von Lucasfilm Games zu LucasArts Kapitel 7: Monkey Island 2: LeChuck's Revenge Kapitel 8: iMUSE! Interaktive Reggae-Musik, Mann! Kapitel 9: Das Ende einer Ära Kapitel 10: The Curse of Monkey Island Kapitel 11: Curse of Monkey Island: Der Film Kapitel 12: Escape from Monkey Island Kapitel 13: Das Adventure-Game ist tot! Kapitel 14: Telltale Games Kapitel 15: Tales of Monkey Island Kapitel 16: Monkey Island Special Edition Kapitel 17: Leben und Sterben von LucasArts Kapitel 18: Die Geheimnisse von Monkey Island Kapitel 19: Das Erbe von Monkey Island Kapitel 20: Ron Gilbert vs. Disney Kapitel 21: Return to Monkey Island Kapitel 22: Ron Gilbert enthüllt das wahre Geheimnis von Monkey Island!!! Kapitel 23: Finale: So long... Anhang 1: Beleidigungsduell Anhang 2: Mojo-Credits Anhang 3: Plank of Love

Regulärer Preis: 24,90 €
Produktbild für Android für Senioren (5. Auflage)

Android für Senioren (5. Auflage)

Einrichten, Einstellungen, Updates - Ihr Einstieg in die Android WeltSie haben ein Smartphone oder Tablet mit Android-Betriebssystem gekauft oder geschenkt bekommen?Dann ist dieses Buch der ideale Begleiter dazu. Die inzwischen fünfte Auflage des beliebten Titels von Erfolgsautor Günter Born macht Sie in anschaulichen Schritt-für-Schritt-Anleitungen mit den Funktionen Ihres Android-Gerätes vertraut.Alle wichtigen Themen werden abgedeckt: Telefonieren, Surfen, Mailen, Fotografieren, Musik, Videos, Sicherheit von Gerät und Daten, WLAN einrichten, hilfreiche Apps – alles wird leicht nachvollziehbar erklärt, sodass Sie mühelos mit Ihrem Android-Smartphone oder Android-Tablet zurechtkommen.Aus dem Inhalt:Android-Einstieg: erste SchritteBedienung und AppsSurfen und MailenFoto-AppsUnterhaltung: Musik, Videos, E-BooksKommunikation, Kontakte und KalenderInteressante und nützliche Apps: Routenplanung, Reise-Apps, Gesundheit und Fitness, Einkaufen, Notizen, TextbearbeitungEinrichten, Einstellungen, UpdatesKleine Hilfen und LexikonLeseprobe (PDF-Link)

Regulärer Preis: 19,95 €
Produktbild für PowerPoint 2021, 2019 + Microsoft 365

PowerPoint 2021, 2019 + Microsoft 365

- Überzeugende Präsentationen professionell gestalten- Anschauliche Anleitungen und Beispiele- Von einer Dozentin geschrieben, mit praktischen Anwendertipps Überzeugen Sie durch eine professionelle und ansprechende Präsentation und nutzen Sie dafür das ganze Potenzial von PowerPoint! Wie Sie Ihre Folien optimal designen und warum weniger manchmal mehr ist, zeigt Ihnen die erfahrene Dozentin Inge Baumeister. Sie erklärt Ihnen, wie Sie – abgestimmt auf Ihre Firma oder Ihren Verein – individuelle Layouts und Farben zusammenstellen und Ihre Inhalte u. a. mit Diagrammen, SmartArt, grafischen Elementen, Videos und Animationen in Szene setzen. Präsentieren Sie Ihre Folien in der Referentenansicht, gestalten Sie den Ablauf flexibel, behalten Sie Ihre Notizen im Blick und zeichnen Sie Ihre Vorführung als Video auf.Ob Einsteiger oder Anwender mit Vorkenntnissen: Freuen Sie sich auf ein praktisches Arbeitsbuch sowie systematisches Nachschlagewerk voller gut nachvollziehbarer Anleitungen und hilfreicher Tipps! Ihr Bonus: Mit den Beispielen aus dem Buch, die als Download verfügbar sind, können Sie aktiv üben und Ihr Wissen festigen. Aus dem Inhalt:- Für die Office-Versionen 2021 und 2019 sowie für Microsoft 365- Folien mit Farben, Schriften und Textelementen gestalten- Eigene Vorlagen zusammenstellen und speichern- Gewusst wie: effizientes Arbeiten mit Folienmastern- Grafische Textlayouts (SmartArt) statt eintöniger Aufzählungen- Bilder, Formen und Diagramme gekonnt einsetzen- Folienübergänge und -objekte animieren- Die Folienabfolge mit Zoom steuern - Video und Sound einbinden- Notizen, zielgruppenorientierte Präsentationen u. v. m.- Bildschirmpräsentation vorführen, drucken und weitergeben- Ablauf aufzeichnen und Präsentation als Video speichern- Tipps und Hinweise für eine gelungene Präsentation 

Regulärer Preis: 14,99 €
Produktbild für Windows 11 Pannenhilfe XL

Windows 11 Pannenhilfe XL

Wichtige Werkzeuge für Wartung und Problemlösung Irgendwann passiert es: Was gestern noch ohne Komplikationen funktionierte, führt heute zu einer Fehlermeldung. Der Computer startet auf einmal langsam, die Internetanwendung ist nicht verfügbar, Anwendungen laufen nicht mehr richtig, Windows friert ein oder das System stürzt komplett ab. Hilfreiche Lösungsansätze für Windows-Störfälle, Werkzeuge zur Fehleranalyse und Sofortmaßnahmen bietet Ihnen der Windows-Experte Wolfram Gieseke. Mit praxisnahen Anleitungen zeigt er auf, wie Sie Ihr System wieder einwandfrei zum Laufen bringen und den Verlust wichtiger Daten verhindern. Tipps zu vorbeugenden Maßnahmen, Windows-Bordmitteln und frei verfügbaren Spezialtools unterstützen Sie dabei, dass Ihr Windows-Rechner schnell und stabil läuft.Aus dem InhaltAllgemeines Vorgehen im ProblemfallProbleme mit BIOS/UEFI korrigierenBremsen beim Windows-Start aufspürenWindows-Fehler oder -Abstürze behebenSchwierigkeiten mit Windows-Updates verhindernFehler auf der Windows-Oberfläche beseitigenProbleme mit USB-Geräten abstellenTreiberprobleme erkennen und beseitigenVerbindungsprobleme bei Netzwerk und WLANSchwierigkeiten mit Aktivierung, Lizenz und EchtheitsprüfungViren und Trojaner bekämpfenWichtige Werkzeuge für Wartung und ProblemlösungLeseprobe (PDF-Link)AutorWolfram Gieseke (* 1971 in Erfurt) ist ein international tätiger Sachbuchautor zu IT-Themen. Seine Anfang der 1990er Jahre gestartete schriftstellerische Tätigkeit umfasst mit über 50 Werken das gesamte Spektrum von Einstiegsliteratur zu den Themen Betriebssysteme und Anwendungen bis hin zu Fachliteratur in den Bereichen Netzwerksicherheit und Programmierung. Er veröffentlichte lange Jahre beim Verlag Data Becker. Seit dessen Schließung erscheinen seine Bücher bei Markt+Technik Verlag und O'Reilly Verlag. Er lebt in der Nähe von Osnabrück

Regulärer Preis: 19,95 €
Produktbild für Photoshop Elements 2023 For Dummies

Photoshop Elements 2023 For Dummies

TRANSFORM YOUR IMAGES FROM ORDINARY TO EXTRAORDINARY IN PHOTOSHOP ELEMENTSGreat for non-professional photographers and designers, Adobe's Photoshop Elements is packed with all the photo editing tools you need to turn your images into showstoppers. And with the help of Photoshop Elements 2023 For Dummies, you'll discover the ins and outs of this affordable, beginner-friendly photo editing software. Learn all the tricks for simple, one-click fixes, before leaping into more advanced editing features. Work with layers, brighten colors, add filters, and make your images pop!* Learn the basics of Photoshop Elements and quickly improve your photos* Enhance color, boost contrast, and sharpen your images* Get to know more advanced Photoshop tools like layers* Create eye-catching images and improve your designsThis book is for you whether you’re new to Photoshop Elements or an experienced user needing a refresh on the latest features. You’re in good hands with Dummies. BARBARA OBERMEIER is principal of Obermeier Design and the Chair of the Visual Arts Department at California Lutheran University. TED PADOVA has written more than 70 computer applications aftermarket books primarily on Adobe Creative Cloud programs. INTRODUCTION 1About This Book 1Icons Used in This Book 2Beyond the Book 3Where to Go from Here 3PART 1: GETTING STARTED WITH PHOTOSHOP ELEMENTS 2023 5CHAPTER 1: GETTING STARTED WITH IMAGE EDITING 7Getting Familiar with the Home Screen 7Launching the Photo Editor 9Making Basic Edits in Quick Mode 10Sharing a Photo 12Retracing Your Steps 14Using the History panel 14Reverting to the last save 16Getting a Helping Hand 16Saving Files with Purpose 17Using the Save/Save As dialog box 17Saving files for the web 19CHAPTER 2: BASIC IMAGE-EDITING CONCEPTS 21Grappling with the Ubiquitous Pixels 22Understanding resolution 23Understanding image dimensions 25The Art of Resampling 25Choosing a Resolution for Print or Onscreen 28Working with File Formats 29JPEG (*.jpg, *.jpeg, *.jpe) 29PNG (*.png) 31TIFF (*.tif, *.tiff) 31Getting Familiar with Color 32Getting Color Right 33Color the easy way 34Calibrating your monitor 34Choosing a color workspace 35Understanding how profiles work 36CHAPTER 3: EXPLORING THE PHOTO EDITOR 37Examining the Photo Editor 37Examining the image window 41Uncovering the contextual menus 46Selecting the tools 46Selecting from the Tool Options 49Playing with panels 49Using the Photo Bin 53Creating different views of an image 53Viewing filenames 54Using Photo Bin Actions 54Using Some Creative Features 55Using Guided Edits 55Searching Guided Edits 56Controlling the Editing Environment 56Launching and navigating Preferences 57Checking out all the Preferences panes 58Perusing preset libraries 60PART 2: MANAGING MEDIA 63CHAPTER 4: NAVIGATING THE ORGANIZER 65Organizing Photos and Media on a Hard Drive 66Adding Images to the Organizer 68Adding files from folders and removable media 68Downloading camera images with the Elements Downloader 70Importing additional photos from folders 72Navigating the Media Browser 73Using a Scanner 74Understanding image requirements 75Using scanner plug-ins (Windows) 75Scanning on the Mac 77Scanning many photos at a time 77Phoning in Your Images 78Setting Organizer Preferences 80CHAPTER 5: ORGANIZING YOUR PICTURES 83Touring the Organizer 83Organizing Groups of Images with Tags 87Creating and viewing a tag 87Adding icons to tags 90Working with custom tags 91Working with default tags 92Working with sub-categories 93Sorting photos according to tags 94Auto Generating Tags 95Working with Auto Creations 95Adding new Events 96Rating Images with Stars 96Adding Images to an Album 98Creating an album 98Using albums for temporary work 100Editing an album 100Finding out more about sharing your albums 101Adding People in the Media Browser 101Placing Pictures on Maps 103Working with Events 105CHAPTER 6: VIEWING AND FINDING YOUR IMAGES 107Cataloging Files 107Using the Catalog Manager 108Working with catalogs 109Backing up your catalog 110Backing up photos and files 111Switching to a Different View 112Viewing Photos in Memories (Slideshow) 113Searching for Photos 115Using Search 115Searching for untagged items 117Searching captions and notes 117Searching by history 118Searching metadata 118Searching similarities 120Grouping Files That Get in the Way 121Marking files as hidden 121Stackin’ ’em up 122Creating versions 123PART 3: SELECTING AND CORRECTING PHOTOS 125CHAPTER 7: EDITING CAMERA RAW IMAGES 127Launching the Camera Raw Editor 127Understanding Camera Raw 128Learning Raw file format attributes 129Opening images in the Camera Raw Editor 130Getting Familiar with the Raw Editor 131Getting Familiar with the Panels 135Using the Basic panel 136Sharpening and reducing noise 139Using the Calibration panel 142Working with Filmstrips 142Working with Profiles 144Looking at the Adobe Camera Raw profiles 144Managing profiles 146Creating a Favorites list 147Opening Non-Raw Images in the Camera Raw Editor 147Changing Image Defaults 148Working with XML Files and Preferences 148Changing program defaults 149Using Save Options 150Using sidecar files 151CHAPTER 8: MAKING AND MODIFYING SELECTIONS 153Defining Selections 153Creating Rectangular and Elliptical Selections 154Perfecting squares and circles with Shift and Alt (Option on the Mac) 156Applying Marquee options 157Making Freeform Selections with the Lasso Tools 159Selecting with the Lasso tool 159Getting straight with the Polygonal Lasso tool 160Snapping with the Magnetic Lasso tool 162Working Wizardry with the Magic Wand 164Talking about Tolerance 165Wielding the Wand to select 165Modifying Your Selections 168Adding to, subtracting from, and intersecting a selection 168Avoiding key collisions 169Painting with the Selection Brush 169Painting with the Quick Selection Tool 171Selecting with the Auto Selection Tool 173Selecting Your Subject 175Fine-Tuning with the Refine Selection Brush 176Working with the Cookie Cutter Tool 178Eliminating with the Eraser Tools 180The Eraser tool 180The Background Eraser tool 181The Magic Eraser tool 183Using the Select Menu 183Selecting all or nothing 183Reselecting a selection 184Inversing a selection 184Feathering a selection 184Refining the edges of a selection 185Using the Modify commands 186Applying the Grow and Similar commands 187Saving and loading selections 187CHAPTER 9: WORKING WITH LAYERS 189Getting to Know Layers 189Converting a background to a layer 190Anatomy of the Layers panel 191Using the Layer and Select menus 194Working with Different Layer Types 196Image layers 196Adjustment layers 197Fill layers 200Shape layers 201Type layers 202Tackling Layer Basics 202Creating a new layer from scratch 202Using Layer via Copy and Layer via Cut 204Duplicating layers 204Dragging and dropping layers 204Using the Paste into Selection command 205Moving a Layer’s Content 206Transforming Layers 207Adding Layer Masks 208Flattening and Merging Layers 210Flattening layers 211Merging layers 212CHAPTER 10: SIMPLE IMAGE MAKEOVERS 213Cropping and Straightening Images 213Cutting away with the Crop tool 214Fixing distortion with the Perspective Crop tool 216Cropping with a selection border 218Straightening images 218Recomposing Images 219Employing One-Step Auto Fixes 222Auto Smart Fix 222Auto Smart Tone 222Auto Levels 224Auto Contrast 225Auto Haze Removal 225Auto Color Correction 225Auto Shake Reduction 226Auto Sharpen 226Auto Red Eye Fix 227Editing in Quick Mode 229Fixing Small Imperfections with Tools 233Cloning with the Clone Stamp tool 233Retouching with the Healing Brush 235Zeroing in with the Spot Healing Brush 237Repositioning with the Content-Aware Move tool 239Lightening and darkening with Dodge and Burn tools 241Smudging away rough spots 243Softening with the Blur tool 244Focusing with the Sharpen tool 245Sponging color on and off 246Replacing one color with another 248CHAPTER 11: CORRECTING CONTRAST, COLOR, AND CLARITY 251Editing Your Photos Using a Logical Workflow 252Adjusting Lighting 253Fixing lighting with Shadows/Highlights 253Using Brightness/Contrast 254Pinpointing proper contrast with Levels 255Adjusting Color 258Removing color casts automatically 258Adjusting with Hue/Saturation 260Eliminating color with Remove Color 261Switching colors with Replace Color 262Correcting with Color Curves 263Adjusting skin tones 266Defringing layers 267Eliminating haze 269Adjusting color temperature with photo filters 270Mapping your colors 271Adjusting Clarity 272Removing noise, artifacts, dust, and scratches 272Blurring when you need to 273Sharpening for better focus 276Opening closed eyes 278Colorizing a photo 279Smoothing skin 281Adjusting facial features 282Reducing shake 284Moving Overlays 284Moving Photos 286Moving Elements 287Working Intelligently with the Smart Brush Tools 289PART 4: EXPLORING YOUR INNER ARTIST 293CHAPTER 12: PLAYING WITH FILTERS, EFFECTS, STYLES, AND MORE 295Having Fun with Filters 295Applying filters 296Corrective or destructive filters 297One-step or multistep filters 297Fading a filter 298Selectively applying a filter 298Working in the Filter Gallery 299Distorting with the Liquify filter 301Correcting Camera Distortion 303Exploring Elements’ Unique Filters 305Creating a comic 305Getting graphic 306Using the Pen and Ink filter 308Dressing Up with Photo and Text Effects 308Adding Shadows, Glows, and More 311Applying styles 312Working with styles 313Using the Graphics panel 314Mixing It Up with Blend Modes 315General blend modes 315Darken blend modes 316Lighten blend modes 317Lighting blend modes 319Inverter blend modes 319HSL blend modes 321Using Photomerge 322Photomerge Panorama 322Photomerge Group Shot 324Photomerge Scene Cleaner 326Photomerge Exposure 327Photomerge Compose 330CHAPTER 13: DRAWING AND PAINTING 333Choosing Color 333Working with the Color Picker 334Dipping into the Color Swatches panel 335Sampling with the Eyedropper tool 337Getting Artsy with the Pencil and Brush Tools 339Drawing with the Pencil tool 339Painting with the Brush tool 341Using the Impressionist Brush 343Creating your own brush 345Filling and Outlining Selections 347Fill ’er up 347Outlining with the Stroke command 348Splashing on Color with the Paint Bucket Tool 349Working with Multicolored Gradients 350Applying a preset gradient 351Customizing gradients 353Working with Patterns 355Applying a preset pattern 356Creating a new pattern 356Creating Shapes of All Sorts 357Drawing a shape 358Drawing multiple shapes 360Specifying Geometry options 361Editing shapes 362CHAPTER 14: WORKING WITH TYPE 365Understanding Type Basics 365Tools 366Modes 366Formats 367Creating Point Type 367Creating Paragraph Type 369Creating Path Type 370Using the Text On Selection tool 370Using the Text On Shape tool 371Using the Text On Custom Path tool 373Specifying Type Options 374Editing Text 376Simplifying Type 377Masking with Type 378Stylizing and Warping Type 381Adjusting type opacity 381Applying filters to your type 381Painting your type with color and gradients 383Warping your type 384Using Text Overlay Templates 385PART 5: PRINTING, CREATING, AND SHARING 387CHAPTER 15: GETTING IT ON PAPER 389Getting Pictures Ready for Printing 390Working with Color Printer Profiles 391Printing a photo with the printer managing color 393Printing a photo with Elements managing color 395Printing a picture package or contact sheet 396Getting Familiar with the Print Dialog Box 396Using the Prints options 396Creating transfers, borders, and more with More Options 398Outsourcing Printing 399CHAPTER 16: SHARING YOUR WORK 401Getting Familiar with the Elements Sharing Options 401Planning ahead 402Understanding photo sharing in Elements 403Using the Share Panel 404Emailing photos 405Working with Adobe Premiere Elements 408Sharing your photos on social networks 408CHAPTER 17: MAKING CREATIONS 411Checking Out the Create Panel 411Grasping Creation-Assembly Basics 414Creating a Quote Graphic 418Creating a Memories Video 421Creating a PDF Slideshow 422Making Additional Creations 422CHAPTER 18: CREATING AND SHARING ON ELEMENTS WEB 423Launching Elements Web 423Uploading files from the Organizer 424Uploading files from the Share menu 425Uploading files from the Photo Editor 426Sharing Photos 427Sharing to Facebook 428Sharing on Elements Web 431Getting familiar with the Elements Web interface 432Managing images 433Making Creations 436Working with slideshows 436Viewing .mp4 video files 438Making photo collages 440PART 6: THE PART OF TENS 441CHAPTER 19: THE TEN BEST GUIDED EDITS 443Correct Skin Tone 443Sharpen 445Object Removal 446Perfect Portrait 448Replace Background 451Remove a Color Cast 453Levels 454Resize Your Photo 456Recompose 457Move & Scale Object 459CHAPTER 20: TEN (OR SO) MORE PROJECT IDEAS 463Screen Savers 463Flyers, Ads, and Online Auctions 464Clothes, Hats, and More 466Posters 467Household and Business Inventories 467Project Documentation 468School Reports and Projects 468Blogs 468Wait — There’s More 468Index 469

Regulärer Preis: 25,99 €
Produktbild für Building Quality Shaders for Unity®

Building Quality Shaders for Unity®

Understand what shaders are and what they’re used for: Shaders are often seen as mystical and difficult to develop, even by skilled programmers, artists, and developers from other game design disciplines. This book dispels that idea by building up your shader knowledge in stages, starting with fundamental shader mathematics and how shader development mindset differs from other types of art and programming, and slowly delves into topics such as vertex and fragment shaders, lighting, depth-based effects, texture mapping, and Shader Graph.This book presents each of these topics with a comprehensive breakdown, the required theory, and some practical applications for the techniques learned during each chapter. The HLSL (High Level Shading Language) code and Shader Graphs will be provided for each relevant section, as well as plenty of screenshots.By the end of this book, you will have a good understanding of the shader development pipeline and you will be fully equipped to start making your own aesthetic and performant shader effects for your own games!YOU WILL LEARN TO• Use shaders across Unity’s rendering pipelines• Write shaders and modify their behavior with C# scripting• Use Shader Graph for codeless development• Understand the important math behind shaders, particularly space transformations• Profile the performance of shaders to identify optimization targetsWHO IS THIS BOOK FORThis book is intended for beginners to shader development, or readers who may want to make the jump from shader code to Shader Graph. It will also include a section on shader examples for those who already know the fundamentals of shaders and are looking for specific use cases. Daniel Ilett is an ambitious and motivated PhD student at the University of Warwick. He is a passionate game developer, specialising in shaders and technical art. He publishes a range of educational and tutorial content, including videos and written work, aimed at beginners and intermediate developers. He also does freelance work on shaders and visual effects for games. Chapter 1: Introduction to Shaders in UnitySub-topics:• Brief overview of shader fundamentals• Unity’s built-in pipeline• URP (Universal Render Pipeline)• HDRP (High Definition Render Pipeline)Chapter 2: Maths for Shader DevelopmentSub-topics:• Vectors in 2D and 3D• Dot product, cross product, and other vector operations• Matrices• Multiplication, transpose, inverse, and common matrix operations• Important spaces in computer graphics• Homogeneous coordinate systems• Transformation between spacesChapter 3: Your Very First ShaderSub-topics:• The shader pipeline, and data flow• ShaderLab, SubShaders and Fallbacks• Shader Tags• The appdata struct: Input to the vertex shader• The vertex shader• The v2f struct: Data passed between the vertex and fragment shader• The fragment shaderChapter 4: Shader GraphSub-topics:• The argument for node-based editors• The vertex and fragment stages• Shader nodes & properties• Your first Shader GraphChapter 5: Textures, UV Coordinates & Normal MappingSub-topics:• What is texture mapping?• What are UV coordinates?• Scaling, rotating and offsetting UVs• Sampler states• Normal mapping & tangent spaceChapter 6: TransparencySub-topics:• Transparency vs opacity• Alpha-blended transparency• Sorting• Screen-door (“dithered”) transparencyChapter 7: The Depth Buffer• What is the depth buffer?• Depth-testing and culling• Depth-based shader effectsChapter 8: More Shader FundamentalsSub-topics:• Shader keywords and variants• Single- and multi-pass shaders• GrabPass and UsePass• Unity’s standard shader librariesChapter 9: Lighting & ShadowsSub-topics:• Lighting theory: Diffuse, specular, ambient, and Fresnel light• Phong shading• Physically based rendering• Shadow castingChapter 10: Image Effects & Post ProcessingSub-topics:• Post Processing in the Built-in pipeline, URP and HDRP• Convolution kernels, Gaussian blur and multi-pass effects.• Edge detection with a Sobel kernel• Better edge detection using the depth texture and normal textureChapter 11: Advanced ShadersSub-topics:• Geometry shaders: adding or modifying vertices• Tessellation shaders: subdividing a mesh• Building an LOD system with tessellation shaders• Compute shaders: arbitrary computation on the GPUChapter 12: Profiling & OptimizationSub-topics:• The Unity Profiler and Frame Debugger• Branching in shaders• Avoiding overdraw• Multi-material objects• BatchingChapter 13: Shader Recipes For Your GamesSub-topics:• World-space reconstruction in post processing shaders• Custom lighting: cel-shading (toon shading)• Vertex displacement – realistic water (Gerstner waves)• Refraction by modifying the framebuffer• Interactive snow layers (modifying the height of a mesh based on gameplay actions)• Holograms using emissive colour• Using Voronoi noise to make marble

Regulärer Preis: 62,99 €
Produktbild für Datenbasiert entscheiden

Datenbasiert entscheiden

Dieses Buch befasst sich mit der zielgerichteten Auswertung von vorhandenen Daten im Unternehmen. Während früher viele Entscheidungen aus dem Bauch heraus getroffen wurden, sind heute die resultierenden Erfolge durch das gestiegene Datenvolumen so gut messbar wie nie zuvor. Doch nicht jede Entscheidung wird durch Daten automatisch besser. Es gilt, Daten im Unternehmen zu identifizieren, Ziele zu definieren und die vorhandenen Daten sinnvoll auszuwerten. Damit dieser Schritt gelingt, zeigt dieses Buch anhand praktischer Tipps, wie auf Grundlage von Daten bessere Entscheidungen getroffen werden können. Neben den Grundlagen zur Datenanalyse werden Praxisbeispiele vorgestellt, aus denen anschließend Anregungen für Unternehmen abgeleitet werden.PAUL NIEBLER ist IT-Berater mit Schwerpunkt auf Data Science und unterstützt Kunden hauptsächlich in der Automobilbranche. Sein Ziel ist es, aus den bestehenden Daten neues Wissen zu extrahieren und diesen Erkenntnisgewinn verständlich an Fachabteilungen und Entscheidungsträger zu kommunizieren.DOMINIC LINDNER ist Associate Manager bei einem Rechenzentrumsprovider und promoviert im Bereich der Mittelstandsforschung an der FAU Erlangen-Nürnberg. Vor allem die Speicherung und schnelle Auswertung aus Sicht der Infrastruktur sind eine wichtige Herausforderung in seiner täglichen Arbeit.Vorbereitung der Daten im Unternehmen.- Daten im Unternehmen zielführend auswerten.- Objectives and Key Results (OKR).- Praxisbeispiele und Tipps für Entscheider.

Regulärer Preis: 9,99 €
Produktbild für Beginning Software Engineering

Beginning Software Engineering

DISCOVER THE FOUNDATIONS OF SOFTWARE ENGINEERING WITH THIS EASY AND INTUITIVE GUIDEIn the newly updated second edition of Beginning Software Engineering, expert programmer and tech educator Rod Stephens delivers an instructive and intuitive introduction to the fundamentals of software engineering. In the book, you’ll learn to create well-constructed software applications that meet the needs of users while developing the practical, hands-on skills needed to build robust, efficient, and reliable software. The author skips the unnecessary jargon and sticks to simple and straightforward English to help you understand the concepts and ideas discussed within. He also offers you real-world tested methods you can apply to any programming language. You’ll also get:* Practical tips for preparing for programming job interviews, which often include questions about software engineering practices* A no-nonsense guide to requirements gathering, system modeling, design, implementation, testing, and debugging* Brand-new coverage of user interface design, algorithms, and programming language choicesBeginning Software Engineering doesn’t assume any experience with programming, development, or management. It’s plentiful figures and graphics help to explain the foundational concepts and every chapter offers several case examples, Try It Out, and How It Works explanatory sections. For anyone interested in a new career in software development, or simply curious about the software engineering process, Beginning Software Engineering, Second Edition is the handbook you’ve been waiting for. ROD STEPHENS is a former Microsoft MVP, programmer, and award-winning instructor who speaks regularly at programming conferences and users’ group meetings. He has written more than 250 magazine articles as well as 37 books that have been translated into at least ten different languages on topics including C#, Python, and other languages. He runs the popular C# Helper and VB Helper web sites. Introduction xxviiPART I: SOFTWARE ENGINEERING STEP- BY- STEPChapter 1: Software Engineering From 20,000 Feet 3Chapter 2: Before the Beginning 15Chapter 3: the Team 29Chapter 4: Project Management 53Chapter 5: Requirements Gathering 81Chapter 6: High- Level Design 117Chapter 7: Low- Level Design 155Chapter 8: Security Design 185Chapter 9: User Experience Design 209Chapter 10: Programming 245Chapter 11: Algorithms 273Chapter 12: Programming Languages 307Chapter 13: Testing 327Chapter 14: Deployment 359Chapter 15: Metrics 371Chapter 16: Maintenance 401PART II: PROCESS MODELSChapter 17: Predictive Models 427Chapter 18: Iterative Models 445Chapter 19: Rad 465PART III: ADVANCED TOPICSChapter 20: Software Ethics 523Chapter 21: Future Trends 547Appendix: Solutions to Exercises 559Glossary 631Index 663

Regulärer Preis: 35,99 €
Produktbild für Introducing Micronaut

Introducing Micronaut

The microservice architecture has been adopted by many developer teams around the world. To be successful, it's crucial that you understand how to program a microservice and get it running in the cloud. This book will walk you through the process of how to build, test, and deploy a Java-based Micronaut microservice to the Oracle Cloud with GitHub Actions.You'll learn how to create a Virtual Machine (with both the Oracle Cloud Infrastructure (OCI) CLI and the OCI Gradle Plugin), as well as create and deploy the microservice as a Docker container that can be stored in Oracle Container Infrastructure Registry (OCIR) and deployed to an Oracle Kubernetes Engine (OKE) cluster. The microservice will use Micronaut Data for persistence, Testcontainers for testing, and Liquibase to manage your Oracle DB production schema.After reading or using this book, you'll be able to build, test and deploy your first microservices using the Micronaut framework, Oracle Cloud and more.WHAT YOU'LL LEARN* Build and deploy Java-based microservices using Micronaut and Oracle Cloud* Run tests and publishing reports* Deploy to Oracle Cloud using OCI CLI and the OCI Gradle plug-in* Add a persistence tier to the microservice* Distribute a microservice with persistenceWHO THIS BOOK IS FORProgrammers and software developers with experience in Java and microservices programming who are new to Micronaut.Todd Sharp is a software/web developer advocate for Oracle focusing on Oracle Cloud. He works with Micronaut and other Java frameworks to build, test and deploy microservices, web services and other web applications. He has worked with dynamic Java scripting languages, JVMs and various JavaScript frameworks for more than 14 years, originally with ColdFusion and more recently with Java/Groovy/Grails on the server side.1. Creating a Micronaut Application & Getting Started with GitHub Actions2. Building & Publishing a JAR3. Running Tests and Publishing Test Reports4. Deploying a Microservice to the Oracle Cloud with GitHub Actions and the OCI CLI5. Deploying a Microservice to the Oracle Cloud with GitHub Actions and the OCI Gradle Plugin6. Adding a Persistence Tier to the Microservice7. Testing the Persistence Tier with Testcontainers8. Deploying the Microservice with a Tested Persistence Tier in Place9. Deploying the Microservice as a Docker Container10. Deploying the Microservice Docker Container to Kubernetes.

Regulärer Preis: 56,99 €
Produktbild für Office für Senioren

Office für Senioren

Die Highlights von Office 2021 und Microsoft 365: Was ist neu, was ist anders?Dieses Buch mit großer, gut lesbarer Schrift führt Sie in das Office-Paket bzw. Microsoft 365 ein. In einfachen Schritt-für-Schritt-Anleitungen nimmt Sie Erfolgsautor Philip Kiefer mit auf eine Reise rund um das Thema Microsoft Office.Ob Sie in Word Briefe schreiben, in Excel Ihre Haushaltskosten in einer übersichtlichen Tabelle aufschlüsseln, Präsentationen in PowerPoint darstellen wollen oder in Outlook E-Mails an Ihre Enkel schreiben, der umfangreiche Einblick in die wichtigen Office-Funktionen hilft Ihnen, schon nach kurzer Zeit routiniert mit Microsoft Office umzugehen.Aus dem Inhalt:Ihre ersten Schritte mit Microsoft OfficeTexte verfassen: mit Word ganz einfachWeitere Inhalte in einen Text einfügenSeiten gestalten und ausdruckenMit Excel Tabellen erstellen und Berechnungen durchführenPräsentationen mit PowerPointE-Mails, Termine und Adressen mit OutlookDokumente in der Cloud speichern und mit anderen teilenLeseprobe (PDF-Link)

Regulärer Preis: 19,95 €
Produktbild für Beginning Software Engineering

Beginning Software Engineering

DISCOVER THE FOUNDATIONS OF SOFTWARE ENGINEERING WITH THIS EASY AND INTUITIVE GUIDEIn the newly updated second edition of Beginning Software Engineering, expert programmer and tech educator Rod Stephens delivers an instructive and intuitive introduction to the fundamentals of software engineering. In the book, you’ll learn to create well-constructed software applications that meet the needs of users while developing the practical, hands-on skills needed to build robust, efficient, and reliable software. The author skips the unnecessary jargon and sticks to simple and straightforward English to help you understand the concepts and ideas discussed within. He also offers you real-world tested methods you can apply to any programming language. You’ll also get:* Practical tips for preparing for programming job interviews, which often include questions about software engineering practices* A no-nonsense guide to requirements gathering, system modeling, design, implementation, testing, and debugging* Brand-new coverage of user interface design, algorithms, and programming language choicesBeginning Software Engineering doesn’t assume any experience with programming, development, or management. It’s plentiful figures and graphics help to explain the foundational concepts and every chapter offers several case examples, Try It Out, and How It Works explanatory sections. For anyone interested in a new career in software development, or simply curious about the software engineering process, Beginning Software Engineering, Second Edition is the handbook you’ve been waiting for. ROD STEPHENS is a former Microsoft MVP, programmer, and award-winning instructor who speaks regularly at programming conferences and users’ group meetings. He has written more than 250 magazine articles as well as 37 books that have been translated into at least ten different languages on topics including C#, Python, and other languages. He runs the popular C# Helper and VB Helper web sites. Introduction xxviiPART I: SOFTWARE ENGINEERING STEP- BY- STEPCHAPTER 1: SOFTWARE ENGINEERING FROM 20,000 FEET 3Requirements Gathering 4High- Level Design 5Low- Level Design 6Development 6Testing 7Deployment 9Maintenance 10Wrap- Up 10Everything All at Once 11Summary 12What You Learned in This Chapter 13CHAPTER 2: BEFORE THE BEGINNING 15Document Management 16Historical Documents 19Email 19Code 22Code Documentation 22Application Documentation 25Summary 26What You Learned in This Chapter 27CHAPTER 3: THE TEAM 29Team Features 30Clear Roles 30Effective Leadership 30Clear Goals 31Consensus 32Open Communication 32Support for Risk- Taking 33Shared Accountability 33Informal Atmosphere 34Trust 34Team Roles 34Common Roles 35More- Specialized Roles 36Informal Roles 36Roles Wrap- Up 37Team Culture 37Interviews 40Interview Puzzles 40The Bottom Line 41Physical Environment 41Creativity 41Office Space 43Ergonomics 43Work- Life Balance 45Collaboration Software 46Searching 46Overload 47Outsourcing 47Summary 48What You Learned in This Chapter 50CHAPTER 4: PROJECT MANAGEMENT 53Executive Support 54Project Management 56PERT Charts 57Critical Path Methods 62Gantt Charts 65Scheduling Software 67Predicting Times 68Get Experience 69Break Unknown Tasks into Simpler Pieces 70Look for Similarities 71Expect the Unexpected 71Track Progress 73Risk Management 74Summary 76What You Learned in This Chapter 79CHAPTER 5: REQUIREMENTS GATHERING 81Requirements Defined 82Clear 82Unambiguous 83Consistent 84Prioritized 84Verifiable 88Words to Avoid 89Requirement Categories 89Audience- Oriented Requirements 90Business Requirements 90User Requirements 90Functional Requirements 91Nonfunctional Requirements 92Implementation Requirements 92FURPS 92FURPS+ 93Common Requirements 96Gathering Requirements 96Listen to Customers (and Users) 97Use the Five Ws (and One H) 98Who 98What 98When 98Where 98Why 99How 99Study Users 99Refining Requirements 100Copy Existing Systems 101Clairvoyance 102Brainstorm 103Recording Requirements 106UML 107User Stories 107Use Cases 108Prototypes 108Requirements Specification 109Validation and Verification 110Changing Requirements 110Digital Transformation 111What to Digitize 111How to Digitize 112Summary 113What You Learned in This Chapter 116CHAPTER 6: HIGH- LEVEL DESIGN 117The Big Picture 118What to Specify 119Security 119Hardware 120User Interface 121Internal Interfaces 122External Interfaces 123Architecture 124Monolithic 124Client/Server 125Component- Based 127Service- Oriented 128Data- Centric 130Event- Driven 130Rule- Based 130Distributed 131MIX and Match 132Reports 133Other Outputs 134Database 135Audit Trails 136User Access 136Database Maintenance 137NoSQL 137Cloud Databases 138Configuration Data 138Data Flows and States 139Training 139UML 141Structure Diagrams 142Behavior Diagrams 145Activity Diagrams 145Use Case Diagram 146State Machine Diagram 147Interaction Diagrams 148Sequence Diagram 148Communication Diagram 150Timing Diagram 150Interaction Overview Diagram 151UML Summary 151Summary 151What You Learned in This Chapter 152CHAPTER 7: LOW- LEVEL DESIGN 155Design Approaches 156Design- to- Schedule 157Design- to- Tools 158Process- Oriented Design 158Data- Oriented Design 159Object- Oriented Design 159Hybrid Approaches 159High, Low, and Iterative Design 160OO Design 160Identifying Classes 161Building Inheritance Hierarchies 162Refinement 163Generalization 165Hierarchy Warning Signs 167Object Composition 167Database Design 168Relational Databases 168First Normal Form 170Second Normal Form 174Third Normal Form 176Higher Levels of Normalization 179When to Optimize 180Summary 180What You Learned in This Chapter 182CHAPTER 8: SECURITY DESIGN 185Security Goals 186Security Types 186Cybersecurity 188Shift- Left Security 189Malware Menagerie 189Phishing and Spoofing 193Social Engineering Attacks 195Crapware 197Password Attacks 198User Access 201Countermeasures 201Cyber Insurance 202Summary 203What You Learned in This Chapter 207CHAPTER 9: USER EXPERIENCE DESIGN 209Design Mindset 210UI vs. UX 210UX Designers 211Platform 212User Skill Level 214Beginners and Beyond 216Configuration 217Hidden Configuration 218Models 219Metaphors and Idioms 220Case Study: Microsoft Word 221Design Guidelines 225Allow Exploration 225Make the Interface Immutable 227Support Commensurate Difficulty 227Avoid State 228Make Similar Things Similar 228Provide Redundant Commands 230Do the Right Thing 231Show Qualitative Data, Explain Quantitative Data 232Give Forms Purpose 232Gather All Information at Once 233Provide Reasonable Performance 234Only Allow What’s Right 235Flag Mistakes 235Form Design 236Use Standard Controls 236Decorating 237Displaying 237Arranging 237Commanding 238Selecting 238Entering 239Display Five Things 240Arrange Controls Nicely 241Summary 241What You Learned in This Chapter 242CHAPTER 10: PROGRAMMING 245Tools 246Hardware 246Network 247Development Environment 248Source Code Control 249Profilers 249Static Analysis Tools 249Testing Tools 249Source Code Formatters 250Refactoring Tools 250Training 250Collaboration Tools 250Algorithms 251Top- Down Design 252Programming Tips and Tricks 255Be Alert 255Write for People, Not the Computer 255Comment First 256Write Self- Documenting Code 259Keep It Small 259Stay Focused 261Avoid Side Effects 261Validate Results 262Practice Offensive Programming 264Use Exceptions 266Write Exception Handlers First 266Don’t Repeat Code 267Defer Optimization 267Summary 269What You Learned in This Chapter 270CHAPTER 11: ALGORITHMS 273Algorithm Study 274Algorithmic Approaches 275Decision Trees 275Knapsack 275The Eight Queens Problem 276Exhaustive Search 277Backtracking 278Pruning Trees 279Branch and Bound 279Heuristics 280Greedy 281Divide and Conquer 282Recursion 283Dynamic Programming 285Caching 287Randomization 287Monte Carlo Algorithms 287Las Vegas Algorithms 288Atlantic City Algorithms 289State Diagrams 289Design Patterns 290Creational Patterns 291Structural Patterns 291Behavioral Patterns 292Design Pattern Summary 293Parallel Programming 293Artificial Intelligence 295Definitions 295Learning Systems 296Natural Language Processing 297Artificial Neural Network 297Deep Learning 297Expert System 298Artificial General Intelligence 298Algorithm Characteristics 301Summary 302What You Learned in This Chapter 304CHAPTER 12: PROGRAMMING LANGUAGES 307The Myth of Picking a Language 308Language Generations 311First Generation 311Second Generation 311Third Generation (3GL) 312Fourth Generation 313Fifth Generation 314Sixth Generation 314IDEs 315Language Families 316Assembly 316Imperative 317Procedural 317Declarative 318Object- Oriented 318Functional 319Specialized 319Language Family Summary 319The Best Language 319Summary 323What You Learned in This Chapter 324CHAPTER 13: TESTING 327Testing Goals 329Reasons Bugs Never Die 330Diminishing Returns 330Deadlines 330Consequences 330It’s Too Soon 330Usefulness 331Obsolescence 331It’s Not a Bug 331It Never Ends 332It’s Better Than Nothing 333Fixing Bugs Is Dangerous 333Which Bugs to Fix 334Levels of Testing 334Unit Testing 335Integration Testing 336Regression Testing 337Automated Testing 337Component Interface Testing 338System Testing 339Acceptance Testing 340Other Testing Categories 341Testing Techniques 342Exhaustive Testing 342Black- Box Testing 343White- Box Testing 344Gray- Box Testing 344Testing Habits 345Test and Debug When Alert 345Test Your Own Code 346Have Someone Else Test Your Code 346Fix Your Own Bugs 348Think Before You Change 349Don’t Believe in Magic 349See What Changed 350Fix Bugs, Not Symptoms 350Test Your Tests 350How to Fix a Bug 351Estimating Number of Bugs 351Tracking Bugs Found 352Seeding 353The Lincoln Index 353Summary 355What You Learned in This Chapter 357CHAPTER 14: DEPLOYMENT 359Scope 360The Plan 361Cutover 362Staged Deployment 362Gradual Cutover 363Incremental Deployment 365Parallel Testing 365Deployment Tasks 365Deployment Mistakes 366Summary 368What You Learned in This Chapter 370CHAPTER 15: METRICS 371Wrap Party 372Defect Analysis 372Species of Bugs 373Discoverer 373Severity 374Creation Time 374Age at Fix 374Task Type 375Defect Database 376Ishikawa Diagrams 376Software Metrics 379Qualities of Good Attributes and Metrics 381Using Metrics 382Process Metrics 384Project Metrics 384Things to Measure 385Size Normalization 387Function Point Normalization 389Count Function Point Metrics 390Multiply by Complexity Factors 391Calculate Complexity Adjustment Value 392Calculate Adjusted FP 394Summary 395What You Learned in This Chapter 398CHAPTER 16: MAINTENANCE 401Maintenance Costs 402Task Categories 404Perfective Tasks 404Feature Improvements 406New Features 406The Second System Effect 407Adaptive Tasks 408Corrective Tasks 410Preventive Tasks 414Clarification 414Code Reuse 415Improved Flexibility 416Bug Swarms 417Bad Programming Practices 417Individual Bugs 418Not Invented Here 418Task Execution 419Summary 420What You Learned in This Chapter 423PART II: PROCESS MODELSCHAPTER 17: PREDICTIVE MODELS 427Model Approaches 428Prerequisites 428Predictive and Adaptive 429Success and Failure Indicators for Predictive Models 430Advantages and Disadvantages of Predictive Models 431Waterfall 432Waterfall with Feedback 433Sashimi 434Incremental Waterfall 436V- model 438Software Development Life Cycle 439Summary 442What You Learned in This Chapter 444CHAPTER 18: ITERATIVE MODELS 445Iterative vs. Predictive 446Iterative vs. Incremental 448Prototypes 449Types of Prototypes 451Pros and Cons 451Spiral 453Clarifications 455Pros and Cons 456Unified Process 457Pros and Cons 459Rational Unified Process 459Cleanroom 460Cowboy Coding 461Summary 461What You Learned in This Chapter 463CHAPTER 19: RAD 465RAD Principles 467James Martin RAD 470Agile 471Self- Organizing Teams 473Agile Techniques 474Communication 474Incremental Development 475Focus on Quality 478XP 478XP Roles 479XP Values 480XP Practices 481Have a Customer On-Site 481Play the Planning Game 482Use Stand- Up Meetings 483Make Frequent Small Releases 483Use Intuitive Metaphors 484Keep Designs Simple 484Defer Optimization 484Refactor When Necessary 485Give Everyone Ownership of the Code 485Use Coding Standards 486Promote Generalization 486Use Pair Programming 486Test Constantly 486Integrate Continuously 486Work Sustainably 487Use Test- Driven and Test- First Development 487Scrum 488Scrum Roles 489Scrum Sprints 490Planning Poker 491Burndown 492Velocity 494Lean 494Lean Principles 494Crystal 495Crystal Clear 498Crystal Yellow 498Crystal Orange 499Feature- Driven Development 500FDD Roles 501FDD Phases 502Develop a Model 502Build a Feature List 502Plan by Feature 503Design by Feature 503Build by Feature 504FDD Iteration Milestones 504Disciplined Agile Delivery 506DAD Principles 506DAD Roles 506DAD Phases 507Dynamic Systems Development Method 508DSDM Phases 508DSDM Principles 510DSDM Roles 511Kanban 512Kanban Principles 513Kanban Practices 513Kanban Board 514Summary 515What You Learned in This Chapter 517PART III: ADVANCED TOPICSCHAPTER 20: SOFTWARE ETHICS 523Ethical Behavior 524IEEE- CS/ACM 524ACS 525CPSR 526Business Ethics 527Nada 528Hacker Ethics 529Hacker Terms 530Responsibility 531Gray Areas 533Software Engineering Dilemmas 535Misusing Data and the Temptation of Free Data 535Disruptive Technology 536Algorithmic Bias 537False Confidence 537Lack of Oversight 538Getting Paid 539Thought Experiments 539The Tunnel Problem 540The Trolley Problem 542Summary 544What You Learned in This Chapter 545CHAPTER 21: FUTURE TRENDS 547Security 548UX/UI 549Code Packaging 550Cloud Technology 551Software Development 552Algorithms 553Tech Toys 554Summary 555What You Learned in This Chapter 556Appendix: Solutions to Exercises 559Glossary 631Index 663

Regulärer Preis: 35,99 €
Produktbild für The Absolute Beginner's Guide to Python Programming

The Absolute Beginner's Guide to Python Programming

Written as an illustrated, step-by-step guide, this book will introduce you to Python with examples using the latest version of the language.You'll begin by learning to set up your Python environment. The next few chapters cover the basics of Python such as language classifications, Python language syntax, and how to write a program. Next, you will learn how to work with variables, basic data types, arithmetic, companion, and Boolean operators, followed by lab exercises. Further, the book covers flow control, using functions, and exception handling, as well as the principles of object-oriented programming and building an interface design. The last section explains how to develop a game by installing PyGame and how to use basic animation, and concludes with coverage of Python web development with web servers and Python web frameworks.The Absolute Beginners Guide to Python Programming will give you the tools, confidence, and inspiration to start writing Python programs. If you are a programmer, developer, or a student, or someone who wants to learn on their own, this book is for you.WHAT YOU WILL LEARN* Gain an understanding of computer programming * Understand different data and data types* Work with Classes and OOP* Build interfaces, simple games, and web development with PythonWHO THIS BOOK IS FORSoftware programmers, developers or students, or anyone who wants to learn Python programming on their own. With over 20 years’ experience in the computer industry, Kevin Wilson has made a career out of technology and showing others how to use it. After earning a master's degree in computer science, software engineering, and multimedia systems, Kevin has held various positions in the IT industry including graphic & web design, digital film & photography, programming & software engineering, developing & managing corporate networks, building computer systems, and IT support. He currently teaches computer science at college and works as an IT trainer in England while researching for his PhD. CHAPTER 1: WHAT IS PYTHON.Goal: About Python, what it is, how to set up the interpreter on machineSub-topicsSetting UpCHAPTER 2: THE BASICSGoal: Covers basics, syntax, writing a basic program and executing the codeSub-topicsLanguage ClassificationLow-Level LanguageHigh-Level LanguagePython Language SyntaxReserved WordsIdentifiersIndentationCommentsInputOutputEscape CharactersWriting a ProgramCHAPTER 3: WORKING WITH DATAGoal: Covers data types: integers, lists, strings, etc, etc , variables, operatorsSub-topicsVariablesLocal VariablesGlobal VariablesBasic Data TypesIntegersFloating Point NumbersStringsListsTwo Dimensional ListsSetsTuplesDictionariesCasting Data TypesArithmetic OperatorsOperator PrecedencePerforming ArithmeticComparison OperatorsBoolean OperatorsBitwise OperatorsLab ExercisesCHAPTER 4: FLOW CONTROLGoal: Explains flow control, sequence, if/elif, for/whileSub-topicsSequenceSelectionif...elseelifIteration (Loops)For loopWhile loopBreak and ContinueLab ExercisesCHAPTER 5: HANDLING FILESGoal: Explains file handling, reading files, writing to files, text files, binary filesFile TypesText FileBinaryText File OperationsOpen FilesWrite to a FileRead from a FileBinary File OperationsOpen FilesWrite to a FileRead a FileRandom File AccessLab ExercisesCHAPTER 6: USING FUNCTIONSSub-topicsDeclaring FunctionsRecursionLab ExercisesCHAPTER 7: EXCEPTION HANDLINGGoal: Covers exception and error handlingSub-topicsTypes of ExceptionCatching ExceptionsRaising your Own ExceptionsCHAPTER 8: OBJECT ORIENTED PROGRAMMINGGoal: OOP principles, classes, objects and inheritanceSub-topicsPrinciples of OOPEncapsulationInheritancePolymorphismAbstractionClasses & ObjectsClass InheritancePolymorphic ClassesMethod OverridingCHAPTER 9: BUILDING AN INTERFACEGoal: Building an interface using tkinterSub-topicsCreating a WindowAdding WidgetsMenusThe CanvasImagesButtonsMessage BoxesText FieldListboxCheckboxLabelsLabel FrameInterface DesignCHAPTER 10: DEVELOPING A GAMESub-topicsInstalling PyGameOpening a WindowAdding an ImageThe Game LoopThe Event LoopShapesBasic AnimationCHAPTER 11: PYTHON WEB DEVELOPMENTSub-topicsWeb ServersExecuting a ScriptPython Web FrameworksQUICK REFERENCEData TypesNumeric OperatorsComparison OperatorsBoolean OperatorsString OperatorsList OperatorsDictionary OperatorsString MethodsList MethodsDictionary MethodsFunctionsFilesConditionalMulti ConditionalWhile LoopFor LoopLoop ControlModulesBuilt in FunctionsDeclare a ClassChild ClassCreate ObjectCall Object Method

Regulärer Preis: 36,99 €
Produktbild für Modern C Up and Running

Modern C Up and Running

Learn how to program in modern C, from the basics through the advanced topics required for proficiency. This book is the fastest path to C fluency for anyone experienced in a general-purpose programming language. From start to finish, code examples highlight the idioms and best practices behind efficient, robust programs in a variety of areas.The book opens with a thorough coverage of syntax, built-in data types and operations, and program structure. C has quirks and presents challenges, which are covered in detail. The coverage of advanced features is what sets this book apart from others. Among the advanced topics covered are floating-point representation in the IEEE 754 standard; embedded assembly language in C code for overflow detection; regular expressions, assertions, and internationalization; WebAssembly through C; and software libraries for C and other clients.Memory efficiency and safety are the two major challenges in C programming, and you’ll explore these challenges through a series of C examples. Arrays and structures, which are the means to high-level data representation, are covered in connection with pointers, which provide efficiency. The book again uses code examples in covering networking and wire-level security; concurrency (multiprocessing and multithreading); instruction-level parallelism; and interprocess communication through shared memory and files, pipes, message queues, and signals.Many books introduce C, but few also explain how to use it properly and optimally. Essential C does just that.WHAT YOU'LL LEARN* Accelerate your path to C mastery with this book for experienced programmers* Refresh your approach to program structure and data types* Dive into aggregates and pointers using modern C language* Revisit storage classes and scope* Dive into concurrency (multiprocessing and multithreading) and instruction-level parallelism* Finish with regular expressions, assertions, signals, locales and moreWHO THIS BOOK IS FORProfessional programmers or software developers who has prior experience with C or in general wanting an accelerated learning guide to modern C programming language.Martin Kalin has a Ph.D. from Northwestern University and is a professor in the College of Computing and Digital Media at DePaul University. He has co-written a series of books on C and C++ and written a book on Java for programmers. He enjoys commercial programming and has co-developed large distributed systems in process scheduling and product configuration.1. Program Structure2. Basic Data Types3. Aggregates and Pointers4. Storage Classes5. Input and Output6. Networking7. Concurrency and Parallelism8. Miscellaneous Topics

Regulärer Preis: 62,99 €
Produktbild für Usability und User Experience Design

Usability und User Experience Design

Gute Usability und User Experience sind niemals Zufall. Dahinter stecken systematische Prozesse und Know-how aus verschiedenen Disziplinen. Produkte zu schaffen, die Menschen nicht nur leicht und sicher bedienen können, sondern rundum schätzen – wenn das Ihr professionelles Ziel ist, sind Sie hier richtig. Lernen Sie mit diesem Handbuch das Fach gründlich kennen, vertiefen Sie Ihre Expertise oder steigen Sie in eine stärker datengetriebene Arbeitsweise ein. Die Autoren sind erfolgreiche Spezialisten für die Usability und UX technischer Produkte. Sie stellen Ihnen Grundlagen aus Psychologie und Design vor und geben Ihnen ein umfassendes Methodenrepertoire an die Hand. Inklusive praktischer Auswahlhilfe und konkreter Anleitungen. So evaluieren und optimieren Sie Ihre Produkte oder unterstützen Ihre Kunden mit professionellen Usability- und UX-Projekten. Für B2B, B2C, verschiedene Branchen und Budgets haben Sie damit immer eine effiziente Methode parat. Dr. Michaela Kauer-Franz und Dr. Benjamin Franz betreuen auch komplexe Anwendungen und solche mit speziellen Anforderungen wie Medizinprodukte. Profitieren Sie von ihrem Erfahrungsschatz! Aus dem Inhalt: Übersicht über Prozesse und VorgehenDer richtige "Mindset"User Researcher Skills: Beobachten, Fragenstellen, ZuhörenPsychologische GrundlagenNutzer*innen, Kund*innen und wirDesigngrundlagenData Driven UX DesignInhaltspunktLösungen evaluierenEin Glossar mit allen wichtigen Fachbegriffen   1.  Für wen ist dieses Buch? Warum und wie sollten Sie das Buch lesen? ... 21        1.1 ... Für wen ist dieses Buch geschrieben? ... 21        1.2 ... Warum sollten Sie dieses Buch lesen? ... 22        1.3 ... Wie sollten Sie dieses Buch lesen? ... 26        1.4 ... Ihre ständigen Begleiter: Unsere drei Beispiele ... 27   2.  Die wichtigsten Begriffe und ihre Historie ... 33        2.1 ... Die (Vor-)Geschichte von Usability und User Experience ... 33        2.2 ... Usability und User Experience Design -- die Kernbegriffe ... 40        2.3 ... Das Zusammenspiel von Ergonomie, Usability und User Experience ... 52   3.  Usability und User Experience als Erfolgsfaktor herausragender Produkte ... 67        3.1 ... Was ist der Return on Investment (ROI)? ... 68        3.2 ... Metriken für den unternehmerischen Erfolg ... 68        3.3 ... ROI planen statt ROI »entdecken« ... 75        3.4 ... Unterschiede zwischen Metriken für den unternehmerischen Erfolg im B2C- vs. B2B-Bereich ... 78        3.5 ... Was sind typisch erreichbare ROIs durch Usability und User Experience Design? ... 80        3.6 ... Praxisbeispiel: Messung des ROI bei MoveHub ... 83        3.7 ... Praxisbeispiel: Messung des ROI bei BusinessBooster ... 84        3.8 ... Praxisbeispiel: Messung des ROI bei Healthyfy ... 86   4.  Wie »mache« ich Usability und User Experience Design? ... 87        4.1 ... Die Norm ISO 9241-210 -- Menschzentrierte Gestaltung interaktiver Systeme ... 88        4.2 ... Design Thinking ... 95        4.3 ... Minimum Viable Product (MVP) -- das kleinste, sinnvolle Produkt ... 108        4.4 ... Double Diamond ... 113        4.5 ... Usability Engineering bei Medizinprodukten nach der Norm IEC 62366-1 ... 117        4.6 ... Gemeinsamkeiten der beschriebenen Verfahren ... 120   5.  Data-Driven UX Design ... 127        5.1 ... Das Ziel des Data-Driven UX Design-Prozesses ... 128        5.2 ... Der Data-Driven UX Design-Prozess (3DUX) im Überblick ... 129        5.3 ... Die Flexibilitäts- und Risikomatrix -- oder: Wie viele Daten brauchen Sie wirklich? ... 143        5.4 ... Objektive versus subjektive Daten ... 151        5.5 ... Quantitative versus qualitative Daten ... 154        5.6 ... Daten kritisch bewerten ... 155        5.7 ... Schnelle Hilfestellung zur Einordnung ... 160   6.  Ein hilfreiches Mindset für Usability und User Experience Design ... 165        6.1 ... Annahmen vs. Wissen ... 166        6.2 ... Die Nutzer wissen nicht, was sie wollen! ... 182        6.3 ... Die wichtigsten Skills der User Researcher: beobachten, Fragen stellen, zuhören ... 190        6.4 ... Gestaltung als lernbarer Prozess ... 204        6.5 ... Testen und Unternehmenskultur ... 208   7.  Grundlagen ... 211        7.1 ... Psychologische Grundlagen -- keine Angst, es geht um Menschen ... 211        7.2 ... Wahrnehmung -- die menschliche Sensorik ... 212        7.3 ... Menschliche Informationsverarbeitung ... 253        7.4 ... Designgrundlagen ... 275   8.  Der Data-Driven UX Design-Prozess im Detail -- Vorbereitung ... 343        8.1 ... Die Planung des Data-Driven UX Design-Prozesses ... 344        8.2 ... Integration von Data-Driven UX Design in agile Entwicklungsprojekte ... 353        8.3 ... Den Aufwand von Data-Driven UX Design angemessen auswählen ... 357   9.  Der Data-Driven UX Design-Prozess im Detail -- Nutzungskontextanalyse ... 361        9.1 ... Welche Fragen muss die Nutzungskontextanalyse beantworten? ... 362        9.2 ... Was ist überhaupt der Nutzungskontext? ... 364        9.3 ... Methoden der Nutzungskontextanalyse ... 376        9.4 ... Analytische Methoden der Nutzungskontextanalyse ... 423        9.5 ... Praxisbeispiele zur Kontextanalyse ... 443 10.  Der Data-Driven UX Design-Prozess im Detail -- Nutzungsanforderungen spezifizieren ... 455        10.1 ... Betrachten Sie Ihre Personas oder Empathy Maps ... 456        10.2 ... Use Cases und User Stories -- wie es nicht geht und wie es doch geht ... 458        10.3 ... Von der User Story zur Anforderung ... 466        10.4 ... Anforderungen formulieren für MoveHub ... 475        10.5 ... Anforderungen formulieren für BusinessBooster ... 477        10.6 ... Anforderungen formulieren für Healthyfy ... 479 11.  Der Data-Driven UX Design-Prozess im Detail -- Gestaltungslösungen entwickeln ... 481        11.1 ... Erinnerung: Was ist das Ziel der Gestaltung und wie gehen wir dabei vor? ... 481        11.2 ... Design Research ... 482        11.3 ... Vom Groben zum Feinen ... 486        11.4 ... Grundsätzliche Lösungsmöglichkeiten entwickeln ... 487        11.5 ... Arbeit mit Prototypen ... 491        11.6 ... Wireframes ... 496        11.7 ... Die Qualität von User-Interface-Konzepten mit dem Designgrid prüfen ... 543        11.8 ... Screenflows ... 546        11.9 ... Klickdummys ... 548        11.10 ... Desktop, Mobile oder Smartwatch first? ... 554        11.11 ... Responsive Design ... 559        11.12 ... Visual Design ... 560        11.13 ... Ausflug: Low-Code und No-Code ... 573        11.14 ... Beispiel: Mögliche Design-Steps für MoveHub ... 574        11.15 ... Beispiel: Mögliche Design-Steps für BusinessBooster ... 576        11.16 ... Beispiel: Mögliche Design-Steps für Healthyfy ... 577 12.  Der Data-Driven UX Design-Prozess im Detail -- Gestaltungslösungen evaluieren ... 581        12.1 ... Formatives vs. summatives Testen ... 581        12.2 ... Wissenslücken identifizieren ... 586        12.3 ... Nutzerevaluation vs. Expertenevaluation ... 587        12.4 ... Remote vs. vor Ort ... 589        12.5 ... Test-Cases gestalten ... 593        12.6 ... Die vorgestellten Methoden ... 598        12.7 ... Der Usability- und der User Experience-Test ... 599        12.8 ... Usability und User Experience-Sprint ... 609        12.9 ... Rapid User-Tests ... 615        12.10 ... A/B-Testing ... 620        12.11 ... UX-Benchmarking ... 625        12.12 ... 5-Sekunden-Test ... 630        12.13 ... Standardisierte Fragebögen ... 635        12.14 ... Analyse von quantitativen Nutzungsdaten ... 648        12.15 ... Webtracking/Klickanalyse ... 652        12.16 ... Tagebuchstudie ... 653        12.17 ... Card Sorting ... 660        12.18 ... Experten-Review ... 665        12.19 ... Assoziationsraumtest (ARTTest) ... 670        12.20 ... Eyetracking ... 673        12.21 ... Physiologische Messverfahren ... 680        12.22 ... Fehler analysieren mithilfe der Root-Cause-Analyse ... 683        12.23 ... Aus den Daten lernen und begründete Entscheidungen treffen ... 689        12.24 ... Evaluationen in der Medizinprodukteentwicklung ... 692        12.25 ... Beispiel: Evaluationsmethoden für MoveHub ... 693        12.26 ... Beispiel: Evaluationsmethoden für BusinessBooster ... 694        12.27 ... Beispiel: Evaluationsmethoden für Healthyfy ... 697 13.  Design, Get Data, Repeat -- wann ist Schluss? ... 699        13.1 ... Den Übergang anhand der Qualität bestimmen ... 700        13.2 ... Den Übergang anhand der Zeit bestimmen ... 702        13.3 ... Nachsteuern ja oder nein? Die Flexibilitäts- und Risikomatrix als Hilfestellung ... 703        13.4 ... Den richtigen Ansatz wählen ... 704        13.5 ... So geht es weiter mit MoveHub, der B2C-Mobilitäts-App für jede Gelegenheit ... 706        13.6 ... So geht es weiter mit BusinessBooster, dem B2B-CRM-BI-Tool für kleine und mittelständische Unternehmen ... 706        13.7 ... So geht es weiter mit Healthyfy, dem Vermittlungsportal für Gesundheitsexperten (B2B- und B2C-Medizinprodukt) ... 707 14.  Entscheidungsmatrix für die Methodenauswahl ... 709        14.1 ... Fragestellungen ... 710 15.  Wrap-up und Fazit ... 719        15.1 ... Es geht um die Nutzenden ... 719        15.2 ... Usability und User Experience Design ist interdisziplinär ... 720        15.3 ... User Experience designt man nicht, sondern sie wird erlebt ... 720        15.4 ... Der Weg zu einem herausragenden Produkt ist iterativ ... 721        15.5 ... Man fängt zwar irgendwann mit Usability und User Experience Design an, aber man hört nie wieder damit auf ... 721        15.6 ... Gestalten Sie anhand von Daten ... 722        15.7 ... Schlusswort und Aufruf zur Mitgestaltung ... 722   Anhang ... 725        A ... Glossar ... 725        B ... Literaturverzeichnis ... 738   Index ... 746

Regulärer Preis: 39,92 €
Produktbild für TikTok-Marketing

TikTok-Marketing

Fehlt TikTok noch in deinem Online-Marketing-Baukasten? Dann ist es Zeit, das zu ändern! In diesem Praxisbuch zeigt Anja Spägele dir, wie du dein Unternehmen erfolgreich auf TikTok positionierst und mit Challenges und viralem Content deine Zielgruppe begeisterst. Lerne Anhand praxisnaher Beispiele, wie du einen TikTok-Kanal konzipierst,die richtige Strategie für dein Unternehmen findest, deinen Content optimierst und deine Views, Watchtime und Kampagnen analysierst. So integrierst du TikTok spielend leicht in deine Online-Marketing-Strategie. Aus dem Inhalt: Die richtige Strategie für dein UnternehmenTikTok-Kanal konzipieren und aufbauenDie verschiedenen Formate im ÜberblickContent erstellen und optimierenEffekte, Sounds und Memes nutzenReichweite steigernChallenges und Influencer-Kampagnen betreuenCommunity-ManagementAdManager, Analytics etc. auswerten und analysieren Bildrechte, Tonrechte, Jugend- und Datenschutz   Geleitwort ... 13   1.  Einführung ins TikTok-Marketing ... 15   2.  #GetToKnowMeBetter -- wie funktioniert TikTok? ... 21        2.1 ... Die Besonderheiten von TikTok ... 23        2.2 ... For You, Watch, Interact -- die Customer Journey auf TikTok ... 32        2.3 ... Warum TikTok die ideale Plattform für Unternehmen und Influencer ist ... 35        2.4 ... Ist TikTok für meine Branche interessant? ... 45        2.5 ... Was du vor deinem Start über TikTok wissen solltest ... 49   3.  Mit strategischer Planung zum erfolgreichen TikTok-Kanal ... 51        3.1 ... Lerne die Zielgruppe von TikTok kennen ... 52        3.2 ... Leg deine Zielgruppe bei TikTok fest ... 60        3.3 ... Zieldefinition -- was möchtest du auf TikTok erreichen? ... 65   4.  Dein Unternehmensprofil bei TikTok -- erste Schritte ... 71        4.1 ... Privates Konto, Erstellerkonto oder Unternehmenskonto? ... 72        4.2 ... Privates Konto in Unternehmenskonto oder Erstellerkonto umwandeln ... 75        4.3 ... Richte dein Business-Konto richtig ein ... 76        4.4 ... So bekommst du den blauen Haken ... 81        4.5 ... So richtest du eine zweistufige Authentifizierung ein ... 83   5.  Das Kanalkonzept ... 85        5.1 ... #ItsAMatch -- der passende Content für dein Unternehmen und deine Zielgruppe ... 86        5.2 ... #TellYourStory -- heb deine Marke erfolgreich hervor ... 102        5.3 ... #BrandIt -- finde dein Markenzeichen ... 113        5.4 ... Praxisbeispiel: Hey Leute, Hausbautipp -- das Branding von @flovombauherrenforum ... 118   6.  Influencer bei TikTok ... 121        6.1 ... Wie TikTok Creators an sich bindet ... 123        6.2 ... Influencer Marketing ... 130   7.  Optimiere deine Inhalte für den Algorithmus ... 145        7.1 ... Den TikTok-Algorithmus verstehen ... 146        7.2 ... Mit den richtigen Hashtags Sichtbarkeit schaffen ... 148   8.  Die verschiedenen TikTok-Formate ... 157        8.1 ... TikTok Live ... 158        8.2 ... Die verschiedenen Formate im Überblick ... 167        8.3 ... Strategische Planung der verschiedenen Formate ... 184   9.  Memes bei TikTok ... 197        9.1 ... Was sind Memes? ... 198        9.2 ... Wie werden Memes bei TikTok verwendet? ... 199        9.3 ... Wie kann ich Memes in mein Content Marketing einbauen? ... 202 10.  Dein Weg zum erfolgreichen Unternehmensprofil -- Videos erstellen ... 205        10.1 ... Das richtige Set-up ... 206        10.2 ... Video erstellen ... 207 11.  TikTok Analytics ... 231        11.1 ... Was ist TikTok Analytics? ... 232        11.2 ... So findest du die Analytics ... 233        11.3 ... Einfach erklärt: TikTok Analytics ... 234        11.4 ... Erfolge messen ... 242        11.5 ... Reporting erstellen ... 245 12.  #ReachThemAll -- wie du deine Reichweite steigern kannst ... 247        12.1 ... Welche Arten von Reichweite gibt es? ... 248        12.2 ... Reichweite organisch steigern ... 249        12.3 ... Reichweite kaufen ... 254 13.  Werbung auf TikTok ... 257        13.1 ... Kampagne erstellen -- eine Anleitung für den Ads-Manager ... 260        13.2 ... Kampagne planen ... 263        13.3 ... Kampagnen verwalten und optimieren ... 272        13.4 ... Für Experten -- das TikTok Pixel ... 277        13.5 ... Best Practice: Gestalten von Werbevideos ... 281        13.6 ... Weitere Werbemöglichkeiten bei TikTok ... 285 14.  Mit Followern kommunizieren -- warum gutes Community Management den Unterschied macht ... 289        14.1 ... Die TikTok-Community ... 290        14.2 ... Community Management ... 295        14.3 ... Community Monitoring ... 303 15.  Bonus: Hilfreiche Tipps und Tricks ... 307        15.1 ... Weitere Einsatzmöglichkeiten deines TikTok-Contents ... 307        15.2 ... Nützliche Einstellungen ... 309        15.3 ... Hilfreiche Tools und ihre Einsatzgebiete ... 312        15.4 ... TikTok-Workflow -- alle wichtigen Aufgaben auf einen Blick ... 318 16.  #GetItRight -- TikTok aus rechtlicher Sicht ... 325        16.1 ... Private und geschäftliche Nutzung von TikTok ... 325        16.2 ... Welches Recht und welche Regeln gelten bei TikTok? ... 326        16.3 ... Datenschutz ... 327        16.4 ... Jugendschutz (Mitverantwortung für die Plattformen) ... 329        16.5 ... Video- und Bildrechte (Urheberrecht: Bibliotheken, Stockmaterial, Remixes) ... 329        16.6 ... Abbildung von Personen und Sachen ... 335        16.7 ... Aufnahmen von Sachen und Gebäuden ... 339        16.8 ... Influencer und Werbekennzeichnung ... 339        16.9 ... Namens- und Markenrechte ... 343        16.10 ... Gewinnspiele und Wettbewerbe ... 345        16.11 ... Äußerungsrecht und Werbeaussagen ... 347        16.12 ... Haftung für Links, Kommentare und fremde Inhalte ... 348   Index ... 351

Regulärer Preis: 27,92 €
Produktbild für Enterprise Systems Architecture

Enterprise Systems Architecture

Enhance your technical and business skills to better manage your organization’s technology ecosystem. This book aims to explain how to align the technology landscape to service your company’s business operating model.The book begins by exploring different architectural approaches before taking a deep dive into multiple layers of the architectural stack and the methodology of each component. You’ll also learn about the many products delivered by enterprise architecture. To complete the book, author Daljit Banger delves into the various roles and responsibilities of an enterprise architect.After completing Enterprise Systems Architecture, you will understand how to develop an ICT (Information Communication Technology) strategy to meet the needs of your organization.WHAT WILL YOU LEARN* Gain a complete understanding of enterprise architecture* Conceptualize the enterprise ecosystem using the EsA canvas* Master the products and services of an enterprise architecture functionWHO THIS BOOK IS FORArchitects (Enterprise, Solution, or Technical), CTOs, Business Analysts, or any stakeholder in delivering technology services to their organization.DALJIT BANGER has 40 years of solid IT Industry experience, having undertaken assignments in locations across the globe, including the UK, USA, Sweden, Switzerland, Finland, Hong Kong, and Brazil on behalf of large multinational companies.Daljit has successfully managed several large professional teams of Architects, written in several publications and is the author of several freeware software products for Enterprise Architecture.Daljit holds a Master of Science (MSc) Degree and is a Chartered IT Fellow of the British Computer Society and Chairs the British Computer Society Enterprise Architecture Specialist Group.Chapter 1: Architectural Approaches* MODAF (Ministry of Defense Architecture Framework)* DODAF (Department of Defense Architecture Framework)* TOGAF (The Open Group Architecture Framework)* Zachman Framework* Federal Enterprise Architecture* Meta ModelsChapter 2: Layers Expanded and Explores* Layer 0 (Business Operating Model)* Layer 1 (Business Process Later)* Layer 2 (Capabilities and Services)* Layer 3 (Applications)* Layer 4 (Data/Information Services)* Layer 5 (Technological Services)Chapter 3: Products for Delivering the EA.* Background* Contributing Factors* IT Governance * Technical Debt Management Chapter 4: Roles and Responsibilities* Enterprise Architect * Solutions Architect* Technical Architect* Aligning Architect Chapter 5: Developing the ICT Strategy* Simple Strategy Plan * Strategy CycleChapter 6: Final Note

Regulärer Preis: 36,99 €
Produktbild für Programming and GUI Fundamentals

Programming and GUI Fundamentals

PROGRAMMING AND GUI FUNDAMENTALSDISCOVER THE FOUNDATIONS OF TCL PROGRAMMING AND GUI DEVELOPMENTProgramming and GUI Fundamentals: Tcl-Tk for Electronic Design Automation (EDA), delivers a comprehensive exploration of the major design challenges and potential present in application and tool development with Tcl-Tk. Accessibly written and easy-to-understand, the book can be used by students at a variety of levels, as well as researchers and working professionals. The authors present the fundamental concepts of Tcl programming and graphic user interface (GUI) development using images, and photographs, assisting with concept understanding and retention. They describe real-time system designs and offer students and designers the opportunity to learn about critical concepts in scripting and GUI development. Readers will learn to design their own GUI, place and package widgets on the GUI, and allow EDA professionals, chip designers and students to code and design in TCL-TK. They will also benefit from:* A thorough introduction to scripting languages and wish interpreters, including their fundamental concepts, TCL tips and tricks, and command, variable, and procedure examples* Comprehensive explorations of the TCL data structure, including datatypes, strings and commands, lists and commands, and arrays and commands* Practical discussions of TCL control flow, including conditional commands, multi-condition commands, and loop commands* In-depth examinations of file input/output processing, including TCL file read-write, open and close commands, gets, and puts.Perfect for undergraduate and graduate students studying programming or computer science, as well as professionals working on electronic design automation and chip design, Programming and GUI Fundamentals: Tcl-Tk for Electronic Design Automation (EDA) is also an indispensable resource for programming professionals seeking to upskill. SUMAN LATA TRIPATHI, PHD, is Professor of VLSI Design at Lovely Professional University. She is a Senior Member of the IEEE and obtained her doctorate in Microelectronics and VLSI Design from Motilal Nehru National Institute of Technology, Allahabad, India. ABHISHEK KUMAR, PHD, is Associate Professor at Lovely Professional University. He received his doctorate in VLSI Design for Low Power and Secured Architecture from Lovely Professional University, Punjab, India. JYOTIRMOY PATHAK is Assistant Professor at Lovely Professional University, Punjab India. He has published over 10 research papers, holds 9 patents, and 1 copyright. Author BiographiesChapter 1 - IntroductionChapter 2 – Basic CommandChapter 3 - Program Flow ControlChapter 4 - Tcl Data StructureChapter 5 - Tcl Object-Oriented ProgrammingChapter 6: File ProcessingChapter 7: Toolkit WidgetChapter 8 - Binding Command and Other WidgetChapter 9 - Canvas Widget and Tk CommandsChapter 10 - Tcl-Tk for EDA ToolIndex

Regulärer Preis: 95,99 €
Produktbild für Einführung in Domain-Driven Design

Einführung in Domain-Driven Design

Hands-On DDD: von der Strategie bis zum technischen DesignSoftwareentwicklung ist heutzutage anspruchsvoller denn je: Als Entwicklerin oder Entwickler müssen Sie technologische Trends im Blick behalten, aber genauso die Fachdomänen hinter der Software verstehen. Dieses Praxisbuch beschreibt zentrale Patterns, Prinzipien und Praktiken, mit denen Sie Geschäftsbereiche analysieren, die Business-Strategie verstehen und, was am wichtigsten ist, Ihr Softwaredesign besser an den Geschäftsanforderungen ausrichten.DDD-Experte Vlad Khononov zeigt, wie diese Praktiken helfen, von der Geschäftslogik ausgehend zu einem robusten Softwaredesign und einer zukunftsfähigen Softwarearchitektur zu kommen. Er beschreibt, wie DDD mit anderen Methoden kombiniert werden kann, um geeignete Architekturentscheidungen zu treffen. Das reale Beispiel eines Start-ups, das DDD einführt, bietet dabei viele praxisnahe Einblicke.In diesem Buch erfahren Sie, wie Sie:die Fachdomäne analysieren, um herauszufinden, welche Anforderungen an Ihr Systemdie strategischen und taktischen Werkzeuge von DDD nutzen, um effektive Softwarelösungen zu entwickeln, die diesen Geschäftsanforderungen entsprechenein gemeinsames Verständnis der Fachdomänen entwickelnein System in Bounded Contexts aufgliederndie Arbeit mehrerer Teams koordinierenDDD schrittweise in Brownfield-Projekten einführenAutor:Vlad (Vladik) Khononov ist Softwareentwickler mit über 20 Jahren Branchenerfahrung, in denen er für große und kleine Firmen gearbeitet hat – in unterschiedlichsten Rollen vom Webmaster bis zum Chefarchitekten. Vlad ist zudem als Sprecher, Blogger und Autor unterwegs. Er ist überall auf der Welt aktiv, um zu beraten und über Domain-Driven Design, Microservices und Softwarearchitektur ganz allgemein zu sprechen. Vlad hilft Firmen dabei, aus ihren Fachdomänen Sinn zu ziehen, Legacy-Systeme zu entwirren und komplexe Architekturaufgaben anzugehen. Er lebt im Norden Israels zusammen mit seiner Frau und einer fast vernünftigen Anzahl an Katzen.Zielgruppe:Softwareentwickler*innenSoftwarearchitekt*innenProjektleitung(IT-)Manager*innenLeseprobe (PDF-Link)

Regulärer Preis: 29,90 €
Produktbild für Python für Excel

Python für Excel

Befreien Sie sich aus dem Chaos der riesigen Arbeitsmappen, Tausenden von Formeln und hässlichen VBA-HacksExcel ist nach wie vor ein unverzichtbares Analysetool und hat in den letzten Jahren viele neue Funktionen hinzubekommen, doch die Automatisierungssprache VBA hat sich nicht parallel weiterentwickelt. Viele Excel-Poweruser nutzen daher bereits Python, um Routinearbeiten zu automatisieren. Felix Zumstein zeigt in diesem praktischen Leitfaden erfahrenen Excel-Benutzerinnen und -Benutzern, wie sich Python als Skriptsprache für Excel effizient verwenden lässt.Dieses Buch bietet Ihnen einen schnell zugänglichen Einstieg in Python, sodass Sie direkt in die Praxis starten können:Verwenden Sie Python ohne fortgeschrittene ProgrammierkenntnisseArbeiten Sie mit modernen Tools wie Jupyter-Notebooks und Visual Studio CodeNutzen Sie pandas zum Erfassen, Bereinigen und Analysieren von Daten und ersetzen Sie typische Excel-BerechnungenAutomatisieren Sie mühsame Aufgaben wie die Konsolidierung von Excel-Arbeitsmappen und das Erstellen von Excel-BerichtenSetzen Sie xlwings ein, um interaktive Excel-Tools zu erstellen, die Python als Berechnungsmodul verwendenVerbinden Sie Excel mit Datenbanken und CSV-Dateien und rufen Sie mit Python-Code Daten aus Internetquellen abVerwenden Sie Python als Universalwerkzeug, um VBA, Power Query und Power Pivot zu ersetzenAutor:Felix Zumstein ist der Schöpfer und Betreuer von xlwings, einem beliebten Open-Source-Paket, das die Automatisierung von Excel mit Python unter Windows und macOS ermöglicht. Er organisiert auch die xlwings-Treffen in London und New York City, um eine breite Palette innovativer Lösungen für Excel zu fördern.Als CEO von xltrail, einem Versionskontrollsystem für Excel-Dateien, hat er mit Hunderten von Anwendern gesprochen, die Excel für geschäftskritische Aufgaben verwenden, und ist daher mit den typischen Excel-Anwendungsfällen und -Problemen in verschiedenen Branchen bestens vertraut.Zielgruppe:Excel-Praktiker*innenBusiness-Analyst*innenVBA-Entwickler*innenData ScientistsLeseprobe (PDF-Link)

Regulärer Preis: 31,90 €
Produktbild für Test Your Skills in C# Programming

Test Your Skills in C# Programming

Review the fundamental constructs in C# using Q&As and program segments to boost your confidence and gain expertise. This book will help you analyze your programs more efficiently and enhance your programming skills.The book is divided into three parts, where you will learn the fundamentals, object-oriented programming, and some advanced features of C#. In the first part, you will review C# and .NET basics along with the important constructs such as strings, arrays, and structures. In the second part, you'll review the concepts of object-oriented programming in detail. Here, you will go through various program segments in class and objects, inheritance, polymorphism, abstraction, encapsulation, and much more. You will also analyze the output of the given programs with the help of Q&A sections. The uses of interfaces, static class, and exception handling are discussed in the book along with some other important concepts in C#. In the third and last part, you will learn advanced features of C# programming such as delegates, events, lambdas, generics, and multithreading. Here, you'll also cover some of the latest features of C#.After reading this book, you will be able to analyze and apply the basic and frequently used features along with the advanced features of C#.WHAT WILL YOU LEARN* Understand the core and some of the latest features in C#* Review your programming skills along with some of the latest features in C#* Know how object-oriented programming (OOP) is used in C#* Get up and running on the advanced features of C# such as delegates, lambdas, generics, and moreWHO THIS IS BOOK FORProgrammers with basic knowledge of C#VASKARAN SARCAR obtained his Master of Engineering in software engineering from Jadavpur University, Kolkata (India) and an MCA from Vidyasagar University, Midnapore (India). He was a National Gate Scholar (2007-2009) and has more than 12 years of experience in education and the IT industry. Vaskaran devoted his early years (2005-2007) to the teaching profession at various engineering colleges, and later he joined HP India PPS R&D Hub Bangalore. He worked there until August 2019. At the time of his retirement from HP, he was a Senior Software Engineer and Team Lead at HP. To follow his dream and passion, Vaskaran is now an independent full-time author. Other Apress books by him include: _Java Design Patterns Third Edition, _Simple and Efficient Programming in C#, _Design Patterns in C# Second Edition, __Getting Started with Advanced C#, __Interactive Object-Oriented Programming in Java Second Edition,__ __Java Design Patterns Second Edition, __Design Patterns in C#, __Interactive C#, __Interactive Object-Oriented Programming in Java, _Java Design Patterns.PART I FUNDAMENTALSCHAPTER 1: LANGUAGE BASICSCHAPTER GOAL: THIS CHAPTER DISCUSSES THE FOLLOWING TOPICS:The important concepts in .NETThe basic programming constructs in C#.Use of some useful data types including the var type.Use of some useful operators and explicit-casting.Use of the selection statements and case guards.Use of iteration statements.Use of the jump statements.Use of the ternary operator.No of pages: 28SUB - TOPICS NCHAPTER 2: STRING AND ARRAYSCHAPTER GOAL:ONCE YOU FINISH THIS CHAPTER, YOU CAN ANSWER THE FOLLOWING QUESTIONS AND RELATED AREAS:How can you use string datatype in your program?How can you use the common in-built methods from the String class?How a String variable is different from a StringBuilder?How can you convert a string to an int?How can you use nullable reference type in a program?How to create arrays in C#?What are the different types of C# arrays and how to use them?How to use common in-built methods from the System.Array class?How can you iterate over a string or an array?NO OF PAGES 23SUB - TOPICS NACHAPTER 3: ENUMERATION AND STRUCTURESCHAPTER GOAL: This chapter discusses the following topics:The enum fundamentalsFlags enumerationDefaut value expressionsThe struct fundamentalsNon-destructive mutationsNO OF PAGES: 26SUB - TOPICS NAPART II OBJECT-ORIENTED PROGRAMMINGCHAPTER 4: CLASS AND OBJECTSCHAPTER GOAL: This chapter focuses on the following topics:Classes and objects creations.Instance fields and methods.Constructors and their usage.Optional parameters.Object initializers.Nested classes.The uses of private, internal, and public modifiers inside a class.NO OF PAGES: 17SUB - TOPICS NACHAPTER 5: INHERITANCECHAPTER GOAL: This chapter covers the following topics:Inheritance and types.Method and constructor overloading.Method overriding.Use of virtual, override, and new keywords.Use of the sealed keyword.Introductory discussion on covariance and contravarianceNO OF PAGES 33Sub - Topics NAChapter 6: PolymorphismCHAPTER GOAL: This chapter helps you to review:Polymorphism and its benefits.Abstract classes and their uses.Interfaces and their uses.Different types of interfaces.Writing polymorphic codes using abstract classes and interfacesNO OF PAGES: 30SUB - TOPICS NAChapter 7: EncapsulationCHAPTER GOAL: This chapter covers the following topics:What is encapsulation? How is it different from an abstraction?Properties and their usage.Different ways to create a property.The usage of the get and set accessors.Virtual and abstract properties.The discussion of the init accessor.Indexers and their usage.How can the indexers and properties work with an interface?Discussion on different aspects of properties and indexers.NO OF PAGES: 26SUB - TOPICS NAChapter 8: Exception HandlingCHAPTER GOAL: This chapter covers the following topics:Exception and its uses in C# programming.Use of the try, catch, and finally blocks.Use of multiple catch blocks in a program.Use of a general catch block.How to throw and re-throw an exception.Use of exception filters.Custom exception class and its usage.NO OF PAGES: 23SUB - TOPICS NAChapter 9: Useful ConceptsChapter Goal: Q&A and program segments on some useful constructs such as casting and boxing, static class and methods, passing value type by value, passing value type by references(using ref and out keyword), extension methods, and so on.NO OF PAGES: 15-25+SUB - TOPICS NAPart III Advanced Features Chapter 10: DelegatesCHAPTER GOAL: This chapter covers the following topics:Delegates and their usesMulticast delegatesSome commonly used in-built delegatesCovariance and contravariance using delegatesNO OF PAGES: 20SUB - TOPICS NAChapter 11: EventsCHAPTER GOAL: This chapter helps you to review your understanding of events and discusses the following:Events creation and their uses.How to pass the event data.Use of event accessors.Use of interface events (both implicit and explicit).Simplified coding with events.NO OF PAGES: 22SUB - TOPICS NAChapter 12: LambdasCHAPTER GOAL: This chapter focuses on this and covers the following topics:Lambda expressions and their useExpression-bodied membersUse of local variables inside lambda expressions.Event handling using lambda expressions.Use of a static lambda.Understanding natural type.NO OF PAGES: 22SUB - TOPICS NACHAPTER 13: GENERICSCHAPTER GOAL: This chapter focuses on the following topics:The motivation behind generics.The fundamentals of generic programs.Use of generic interfaces.Use of generic constraints.Use of covariance and contravariance using generics.Self-referencing generic type.Experimenting with generic method’s overloading and overriding.Analyzing the static data in the context of generics.NO OF PAGES: 35SUB - TOPICS NACHAPTER 14: MULTITHREADINGChapter Goal: Upon completion of this chapter, you’ll be able to answer the following questions:What are the threads and how can you create them?What is a multithreaded program? How does it differ from a single-threaded application?Why are the ThreadStart and ParameterizedThreadStart delegates important in thread programming?How to block a thread using Sleep or Join methods?How can you use lambda expressions in a multithreaded program?How to use important Thread class members?How a foreground thread is different from a background thread?What is synchronization and why is it needed?How can you implement thread safety in C# using lock statements?How can you implement an alternative approach to lock statements using Monitor’s Entry and Exit Method?What is a deadlock and how can you detect the deadlock in your system?What is the purpose of using the ThreadPool class? What are the associative pros and cons of using it?How to cancel a running thread in the managed environment?And many more.NO OF PAGES: 40SUB - TOPICS NACHAPTER 15: MISCELLANEOUSCHAPTER GOAL: Q&A and program segments on the related latest features that are covered in the previous chapters and any other important topics(if any).NO OF PAGES: 10-20+SUB - TOPICS NA

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