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Produktbild für Raspberry Pi Pico W

Raspberry Pi Pico W

The Raspberry Pi Pico and Pico W are based on the fast, efficient, and low-cost dual-core ARM Cortex M0+ RP2040 microcontroller chip running at up to 133 MHz and sporting 264 KB of SRAM and 2 MB of Flash memory. Besides spacious memory, the Pico and Pico W offer many GPIO pins, and popular peripheral interface modules like ADC, SPI, I2C, UART, PWM, timing modules, a hardware debug interface, and an internal temperature sensor.The Raspberry Pi Pico W additionally includes an on-board Infineon CYW43439 Bluetooth and Wi-Fi chipset. At the time of writing this book, the Bluetooth firmware was not yet available. Wi-Fi is however fully supported at 2.4 GHz using the 802.11b/g/n protocols.This book is an introduction to using the Raspberry Pi Pico W in conjunction with the MicroPython programming language. The Thonny development environment (IDE) is used in all of the 60+ working and tested projects covering the following topics:> Installing the MicroPython on Raspberry Pi Pico using a Raspberry Pi or a PC> Timer interrupts and external interrupts> Analogue-to-digital converter (ADC) projects> Using the internal temperature sensor and external sensor chips> Using the internal temperature sensor and external temperature sensor chips> Datalogging projects> PWM, UART, I2C, and SPI projects> Using Bluetooth, WiFi, and apps to communicate with smartphones> Digital-to-analogue converter (DAC) projectsAll projects are tried & tested. They can be implemented on both the Raspberry Pi Pico and Raspberry Pi Pico W, although the Wi-Fi- based subjects will run on the Pico W only. Basic programming and electronics experience are required to follow the projects. Brief descriptions, block diagrams, detailed circuit diagrams, and full MicroPython program listings are given for all projects. The full program listings of all the projects discussed in the book may be downloaded free of charge www.elektor.com/20335.Prof Dogan Ibrahim has a BSc, Hons. degree in Electronic Engineering, an MSc degree in Automatic Control Engineering, and a PhD degree in Digital Signal Processing.Dogan has worked in many industrial organizations before he returned to academic life. He is the author of over 70 technical books and has published over 200 technical articles on electronics, microprocessors, microcontrollers, and related fields.

Regulärer Preis: 32,99 €
Produktbild für Produktiv auf der Linux-Kommandozeile

Produktiv auf der Linux-Kommandozeile

Sicher und souverän mit Linux arbeitenSouverän unterwegs auf der Kommandozeile: Dieses praktische Buch hilft Ihnen dabei, schneller, intelligenter und effizienter zu arbeiten. Sie erfahren, wie Sie komplexe Befehle erzeugen und ausführen, die echte Probleme lösen, Informationen abrufen, verarbeiten und lästige Aufgaben automatisieren.Sie werden außerdem verstehen, was hinter dem Shell-Prompt passiert. Ganz gleich, welche Befehle Sie im Einzelnen einsetzen: Sie werden Ihren Linux-Alltag problemlos meistern und sich mit solidem Wissen für den Arbeitsmarkt qualifizieren.Sie entwickeln gute bis fortgeschrittene Fähigkeiten auf der Kommandozeile und lernen dabei, wie Sie:Befehle auswählen oder konstruieren, die schnell Ihre Arbeitsaufgaben erledigen - effizient Befehle ausführen und mit Leichtigkeit durch das Linux-Dateisystem navigierenaus einfacheren Befehlen komplexe und leistungsstarke Befehle zusammensetzenTextdateien umbauen und sie wie Datenbanken abfragen, um geschäftliche Aufgaben zu lösendie Point-and-Click-Funktionen von Linux auf der Kommandozeile kontrollierenAutor:Daniel J. BarrettDaniel J. Barrett unterrichtet seit mehr als 30 Jahren Linux und verwandte Technologien im geschäftlichen wie im akademischen Umfeld. Der Autor von O’Reillys Linux kurz & gut und Koautor von Linux Security Cookbook sowie SSH, The Secure Shell: The Definitive Guide ist darüber hinaus Softwareentwickler, Heavy-Metal-Sänger, Systemadministrator, Universitätsdozent, Webdesigner und Komiker. Er arbeitet bei Google.Zielgruppe:Systemadministrator*innenEntwickler*innenMitarbeitende im Site Reliability Engineeringambitionierte User*innen

Regulärer Preis: 26,90 €
Produktbild für Programmieren lernen in der Minecraft-Welt. Let's Code!

Programmieren lernen in der Minecraft-Welt. Let's Code!

Programmieren lernen in der Minecraft-Welt:  Erwecke die Roboter-Schildkröte zum Leben!Willkommen in TurtleCity! Du hast nicht nur ein Buch aufgeschlagen, du bist auch in Minecraft unterwegs und lernst dort Programmieren: Eine Robo-Schildkröte folgt genau deinen Befehlen. Du lässt sie verrückte Sachen bauen, nach Schätzen graben, und zusammen geht ihr so manche Challenge an.Für Kinder und Jugendliche ab 8 Jahren, online oder offline nutzbar. Eine Minecraft-Java-Lizenz wird benötigt, Vorkenntnisse nicht. Die Minecraft-Erweiterung mit der Schildkröte ist kostenlos und leicht zu installieren. Los geht's!Aus dem Inhalt:Installation nach AnleitungWas die Schildkröte alles kannBau mir ein ...Solange, bis ...Wenn ..., dann ...Verschachtelte SchleifenBaumfäller, Schürf-Roboter und andere nützliche Helfer programmierenDer Weg aus dem LabyrinthProgramme speichern und wieder ladenLeseprobe (PDF-Link)

Regulärer Preis: 19,90 €
Produktbild für Five Lines of Code

Five Lines of Code

Refactoring ist die Kunst, bestehenden Code so zu verbessern, dass der Wert von Software langfristig erhalten bleibt. Das Ergebnis des Vorgangs ist als Clean Code bekannt – aber wie kommen Sie dahin? Christian Clausen legt hier eine ganz neuartige Schule des Refactorings vor, die Sie Schritt für Schritt anleitet. Das Vorgehen eignet sich für alle OOP-Sprachen. Die gut lesbaren Beispiele in TypeScript sind in einem Stil gehalten, der insbesondere Java- und C#- Entwickler*innen vertraut sein dürfte. Ein zweispaltiges Vorher-Nachher-Layout mit zeilengenauen Codekommentaren macht jeden Arbeitsschritt hervorragend nachvollziehbar. So gelingt Ihr Refactoring sicher! Aus dem Inhalt: Anzeichen für Verbesserungsbedarf im CodeCode in sicheren Schritten verbessern – auch, wenn Sie ihn nicht verstehenOptimierungen und Wiederverwendbarkeit sinnvoll abwägenGute Compiler-PraxisViele Patterns und Methoden für das konkrete VorgehenWie man Code schreibt, der ohne Kommentare auskommtBest Practices aus realen Projekten   Materialien zum Buch ... 16   Vorwort ... 17   Einführung ... 19   Danksagungen ... 23   Der Autor ... 25   Der Übersetzer ... 25   1.  Refactorings für Refactoring ... 27        1.1 ... Was ist Refactoring? ... 28        1.2 ... Fähigkeiten: Was sollte ich refactorn? ... 29        1.3 ... Kultur: Wann sollte ich refactorn? ... 31        1.4 ... Werkzeuge: Wie sollte ich (sicher) refactorn? ... 33        1.5 ... Werkzeuge für den Anfang ... 34        1.6 ... Das durchgehende Beispiel: ein 2D-Rätselspiel ... 36        1.7 ... Ein Wort zu Software aus der echten Welt ... 38        1.8 ... Zusammenfassung ... 39   2.  Ein Blick unter die Haube ... 41        2.1 ... Lesbarkeit und Wartbarkeit verbessern ... 41        2.2 ... Geschwindigkeit, Flexibilität und Stabilität gewinnen ... 45        2.3 ... Refactoring und die tägliche Arbeit ... 47        2.4 ... Die Domäne einer Software definieren ... 48        2.5 ... Zusammenfassung ... 49 TEIL I.  Das Refactoring eines Computerspiels als Lernbeispiel ... 51   3.  Lange Funktionen zerschlagen ... 53        3.1 ... Unsere erste Regel: Warum fünf Zeilen? ... 54        3.2 ... Ein Refactoring, um Funktionen aufzubrechen ... 57        3.3 ... Funktionen teilen, um Abstraktionsebenen zu trennen ... 66        3.4 ... Eigenschaften eines guten Funktionsnamens ... 69        3.5 ... Funktionen aufbrechen, die zu viel tun ... 72        3.6 ... Zusammenfassung ... 76   4.  Typen richtig nutzen ... 77        4.1 ... Refactoring einer einfachen if-Anweisung ... 77        4.2 ... Refactoring einer großen »if«-Anweisung ... 98        4.3 ... Mit doppeltem Code umgehen ... 114        4.4 ... Refactoring von zwei komplexen »if«-Anweisungen ... 118        4.5 ... Toten Code entfernen ... 122        4.6 ... Zusammenfassung ... 124   5.  Ähnlichen Code zusammenführen ... 127        5.1 ... Ähnliche Klassen zusammenführen ... 128        5.2 ... Einfache Bedingungen zusammenführen ... 145        5.3 ... Komplexe Bedingungen zusammenführen ... 150        5.4 ... Code in verschiedenen Klassen zusammenführen ... 156        5.5 ... Ähnliche Funktionen zusammenführen ... 178        5.6 ... Ähnlichen Code zusammenführen ... 182        5.7 ... Zusammenfassung ... 187   6.  Die Daten verteidigen ... 189        6.1 ... Kapselung ohne Getter ... 189        6.2 ... Einfache Daten kapseln ... 201        6.3 ... Komplexe Daten kapseln ... 214        6.4 ... Invariante Reihenfolgen entfernen ... 222        6.5 ... Ein anderes Vorgehen, um Enums zu löschen ... 226        6.6 ... Zusammenfassung ... 232 TEIL II.  Das Gelernte in die Praxis übertragen ... 233   7.  Mit dem Compiler zusammenarbeiten ... 235        7.1 ... Den Compiler kennenlernen ... 236        7.2 ... Den Compiler benutzen ... 245        7.3 ... Vertraue dem Compiler ... 255        7.4 ... Vertraue nur dem Compiler ... 258        7.5 ... Zusammenfassung ... 259   8.  Finger weg von Kommentaren ... 261        8.1 ... Veraltete Kommentare löschen ... 263        8.2 ... Auskommentierten Code löschen ... 263        8.3 ... Überflüssige Kommentare löschen ... 264        8.4 ... Kommentare in Methodennamen umsetzen ... 265        8.5 ... Kommentare behalten, die Invarianten dokumentieren ... 266        8.6 ... Zusammenfassung ... 267   9.  Lerne, das Löschen zu lieben ... 269        9.1 ... Code löschen: das nächste Abenteuer ... 270        9.2 ... Code löschen, um anfallende Komplexitätzu reduzieren ... 271        9.3 ... Code nach Vertrautheit kategorisieren ... 274        9.4 ... Code in einem Legacy-System löschen ... 275        9.5 ... Code aus einem eingefrorenen Projekt löschen ... 278        9.6 ... Branches aus der Versionskontrolle löschen ... 280        9.7 ... Codedokumentation löschen ... 282        9.8 ... Testcode löschen ... 284        9.9 ... Konfigurationscode löschen ... 286        9.10 ... Code löschen, um Bibliotheken loszuwerden ... 288        9.11 ... Code aus funktionierenden Features entfernen ... 291        9.12 ... Zusammenfassung ... 292 10.  Keine Angst vor neuem Code ... 293        10.1 ... Unsicherheit akzeptieren: In die Gefahr eintreten ... 294        10.2 ... Prototypen: gegen die Angst, das Falsche zu entwickeln ... 294        10.3 ... Verhältnismäßige Arbeit: gegen die Angst vor Verschwendung und Risiko ... 296        10.4 ... Schrittweise Verbesserung: gegen die Angst vor Imperfektion ... 297        10.5 ... Wie Copy & Paste unsere Geschwindigkeit beeinflusst ... 298        10.6 ... Verändern durch Hinzufügen: geplante Erweiterbarkeit ... 299        10.7 ... Verändern durch Hinzufügen erlaubt Abwärtskompatibilität ... 300        10.8 ... Verändern durch Hinzufügen mit Featureschaltern ... 302        10.9 ... Verändern durch Hinzufügen mit Verzweigung durch Abstraktion ... 306        10.10 ... Zusammenfassung ... 309 11.  Folge der Struktur im Code ... 311        11.1 ... Strukturen einteilen nach Wirkungsbereich und Herkunft ... 311        11.2 ... Drei Arten, wie Code Verhalten spiegelt ... 313        11.3 ... Code hinzufügen, um Struktur zu betonen ... 321        11.4 ... Beobachten statt vorhersagen -- empirische Techniken einsetzen ... 322        11.5 ... Sicherheit gewinnen, ohne den Code zu verstehen ... 323        11.6 ... Ungenutzte Strukturen finden ... 324        11.7 ... Zusammenfassung ... 333 12.  Vermeide Optimierung und Generalität ... 335        12.1 ... Nach Einfachheit streben ... 336        12.2 ... Verallgemeinern -- wann und wie ... 338        12.3 ... Optimieren -- wann und wie ... 340        12.4 ... Zusammenfassung ... 352 13.  Schlechter Code soll schlecht aussehen ... 353        13.1 ... Auf Prozessprobleme mit schlechtem Code aufmerksam machen ... 353        13.2 ... Trennung in sauberen und problematischen Code ... 355        13.3 ... Ansätze, schlechten Code zu definieren ... 356        13.4 ... Regeln für sicheren Vandalismus ... 359        13.5 ... Methoden für sicheren Vandalismus ... 359        13.6 ... Zusammenfassung ... 369 14.  Zum Abschluss ... 371        14.1 ... Ein Rückblick auf die Reise in diesem Buch ... 371        14.2 ... Die Philosophie dahinter ... 372        14.3 ... Wie mache ich weiter? ... 377        14.4 ... Zusammenfassung ... 378   A.  Die Werkzeuge für Teil I installieren ... 381        A.1 ... Node.js ... 381        A.2 ... TypeScript ... 381        A.3 ... Visual Studio Code ... 381        A.4 ... Git ... 382        A.5 ... Das TypeScript-Projekt einrichten ... 382        A.6 ... Das TypeScript-Projekt bauen ... 382        A.7 ... Wie du den Level änderst ... 383   Index ... 385

Regulärer Preis: 34,90 €
Produktbild für Agile Spiele und Simulationen

Agile Spiele und Simulationen

Praxiserprobte Games für Agile Coaches und Scrum Master. Inklusive vieler Spiele für Online-WorkshopsDer umfassende Spiele-Werkzeugkoffer für alle, die Workshops zu agilen Methoden moderieren.Spiele und Simulationen unterstützen Agile Coaches und Scrum Master optimal dabei, agile Prinzipien und Praktiken in Workshops und Trainings zu veranschaulichen – und sie machen Spaß! Mittlerweile sind sie fester Bestandteil des Werkzeugkoffers von agilen Moderatorinnen und Moderatoren. Dieses Buch beschreibt über 70 Spiele, die sich in der Praxis besonders bewährt haben.Marc Bleß und Dennis Wagner – beide seit vielen Jahren als Agile Coaches tätig – erläutern zunächst, was bei der Moderation von agilen Spielen zu beachten ist und wann welches Spiel eingesetzt werden kann. Sie zeigen außerdem, wie die meisten dieser Spiele auch in Online-Workshops genutzt werden können und was dabei grundsätzlich zu beachten ist.Vorgestellt werden Spiele aus diesen Kategorien:Vermittlung von agilen PrinzipienSimulationen von agilen PraktikenKommunikation und Social DynamicsEröffnung und Abschluss eines TrainingsEnergizer und Auflockerungen für zwischendurchNeu: Technical Skills – Spiele für die Vermittlung agiler EntwicklungspraktikenDas Buch ist eine Erweiterung des beliebten Taschenbuchs »Agile Spiele – kurz & gut«. Es enthält zahlreiche neue spannende Games und jetzt auch viele farbige Abbildungen. Alle Spielanleitungen wurden überarbeitet und ergänzt. Die Autoren beschreiben Vorbereitung, benötigtes Material, Ablauf und Nachbereitung jedes Spiels sowie mögliche Stolperfallen. Die vielen konkreten Tipps und Beispiele aus der Praxis garantieren, dass Spielfreude aufkommt und du erfolgreiche Workshops und Trainings durchführst.Autoren:Marc Bleß, Dennis WagnerMarc Bleß hat über 20 Jahre Erfahrung als Agile Coach, Scrum Master, Softwareentwickler und Führungskraft. Seine Leidenschaft ist die schnelle und nachhaltige Verbesserung von Teams und Organisationen. Als ausgebildeter Solution-Focused Coach und Certified Enterprise Coach (CEC) begleitet Marc Unternehmen auf allen Ebenen – vom Top-Level-Management bis zu einzelnen Teams – bei der Einführung agiler Entwicklungsmethoden und der Umsetzung agiler Werte, Prinzipien und Praktiken.Dennis Wagner ist, seit er mit 17 Jahren sein erstes eigenes Softwareprodukt verkauft hat, der Entwicklung verschrieben. In so unterschiedlichen Rollen wie Architekt, Team Lead, Entwickler oder Product Manager zeigte er viele Jahre erfolgreich Wege auf, wie man Software besser entwickelt. Seit er vor mehr als zehn Jahren XP und Scrum kennenlernte, ist er Agilist aus Überzeugung. Heute hilft er Teams, Führungskräften und Organisationen als Full Stack Agile Coach, ihr Potential zu entdecken und zu entwickeln.Zielgruppe:Scrum MasterAgile CoachesFührungskräfte, die Workshops zu agilen Methoden moderieren

Regulärer Preis: 29,90 €
Produktbild für PyTorch Recipes

PyTorch Recipes

Learn how to use PyTorch to build neural network models using code snippets updated for this second edition. This book includes new chapters covering topics such as distributed PyTorch modeling, deploying PyTorch models in production, and developments around PyTorch with updated code.You'll start by learning how to use tensors to develop and fine-tune neural network models and implement deep learning models such as LSTMs, and RNNs. Next, you'll explore probability distribution concepts using PyTorch, as well as supervised and unsupervised algorithms with PyTorch. This is followed by a deep dive on building models with convolutional neural networks, deep neural networks, and recurrent neural networks using PyTorch. This new edition covers also topics such as Scorch, a compatible module equivalent to the Scikit machine learning library, model quantization to reduce parameter size, and preparing a model for deployment within a production system. Distributed parallel processing for balancing PyTorch workloads, using PyTorch for image processing, audio analysis, and model interpretation are also covered in detail. Each chapter includes recipe code snippets to perform specific activities.By the end of this book, you will be able to confidently build neural network models using PyTorch.WHAT YOU WILL LEARN* Utilize new code snippets and models to train machine learning models using PyTorch* Train deep learning models with fewer and smarter implementations* Explore the PyTorch framework for model explainability and to bring transparency to model interpretation* Build, train, and deploy neural network models designed to scale with PyTorch* Understand best practices for evaluating and fine-tuning models using PyTorch* Use advanced torch features in training deep neural networks* Explore various neural network models using PyTorch* Discover functions compatible with sci-kit learn compatible models* Perform distributed PyTorch training and executionWHO THIS BOOK IS FORMachine learning engineers, data scientists and Python programmers and software developers interested in learning the PyTorch framework.PRADEEPTA MISHRA is the Director of AI, Fosfor at L&T Infotech (LTI), leading a large group of Data Scientists, computational linguistics experts, Machine Learning and Deep Learning experts in building the next-generation product, ‘Leni,’ the world’s first virtual data scientist. He has expertise across core branches of Artificial Intelligence including Autonomous ML and Deep Learning pipelines, ML Ops, Image Processing, Audio Processing, Natural Language Processing (NLP), Natural Language Generation (NLG), design and implementation of expert systems, and personal digital assistants. In 2019 and 2020, he was named one of "India's Top "40Under40DataScientists" by Analytics India Magazine. Two of his books are translated into Chinese and Spanish based on popular demand.He delivered a keynote session at the Global Data Science conference 2018, USA. He has delivered a TEDx talk on "Can Machines Think?", available on the official TEDx YouTube channel. He has mentored more than 2000 data scientists globally. He has delivered 200+ tech talks on data science, ML, DL, NLP, and AI in various Universities, meetups, technical institutions, and community-arranged forums. He is a visiting faculty member to more than 10 universities, where he teaches deep learning and machine learning to professionals, and mentors them in pursuing a rewarding career in Artificial Intelligence.Chapter 1: Introduction to PyTorch, Tensors, and Tensor OperationsChapter Goal: This chapter is to understand what is PyTorch and its basic building blocks.Chapter 2: Probability Distributions Using PyTorchChapter Goal: This chapter aims at covering different distributions compatible with PyTorch for data analysis.Chapter 3: Neural Networks Using PyTorchChapter Goal: This chapter explains the use of PyTorch to develop a neural network model and optimize the model.Chapter 4: Deep Learning (CNN and RNN) Using PyTorchChapter Goal: This chapter explains the use of PyTorch to train deep neural networks for complex datasets.Chapter 5: Language Modeling Using PyTorchChapter Goal: In this chapter, we are going to use torch text for natural language processing, pre-processing, and feature engineering.Chapter 6: Supervised Learning Using PyTorchGoal: This chapter explains how supervised learning algorithms implementation with PyTorch.Chapter 7: Fine Tuning Deep Learning Models using PyTorchGoal: This chapter explains how to Fine Tuning Deep Learning Models using the PyTorch framework.Chapter 8: Distributed PyTorch ModelingChapter Goal: This chapter explains the use of parallel processing using the PyTorch framework.Chapter 9: Model Optimization Using Quantization MethodsChapter Goal: This chapter explains the use of quantization methods to optimize the PyTorch models and hyperparameter tuning with ray tune.Chapter 10: Deploying PyTorch Models in ProductionChapter Goal: In this chapter we are going to use torch serve, to deploy the PyTorch models into production.Chapter 11: PyTorch for AudioChapter Goal: In this chapter torch audio will be used for audio resampling, data augmentation, features extractions, model training, and pipeline development.Chapter 12: PyTorch for ImageChapter Goal: This chapter aims at using Torchvision for image transformations, pre-processing, feature engineering, and model training.Chapter 13: Model Explainability using CaptumChapter Goal: In this chapter, we are going to use the captum library for model interpretability to explain the model as if you are explaining the model to a 5-year-old.Chapter 14: Scikit Learn Model compatibility using SkorchChapter Goal: In this chapter, we are going to use skorch which is a high-level library for PyTorch that provides full sci-kit learn compatibility.

Regulärer Preis: 62,99 €
Produktbild für KI-Sprachassistenten mit Python entwickeln

KI-Sprachassistenten mit Python entwickeln

Datenbewusst, open-source und modularSprachassistenten werden vermehrt in Bereichen wie z. B. Kundenkommunikation, Smart Home oder Automotive eingesetzt. Dieses Buch zeigt Ihnen, wie Sie in Python Schritt für Schritt einen eigenen Sprachassistenten komplett selbst entwickeln können – von der Architektur bis zur Paketierung der Anwendung. Zum einen lernen Sie, wie Sprachsynthese und Intents funktionieren und wie Sie diese einsetzen können. Zum anderen kommen Sie mit vielen Themen aus der professionellen Python-Entwicklung in Berührung, u. a. mit Logging, dynamischem Installieren von Paketen, dem „Einfrieren“ einer Anwendung oder der dazugehören Überführung in einen Installer.Ein weiteres wichtiges Thema ist der Datenschutz. Wenn Sie einen eigenen Assistenten programmiert haben, wissen Sie genau, welche Daten Sie rausgeben und welche auf Ihrem Gerät verarbeitet werden. Das schafft Vertrauen beim Anwender. Schreiben Sie Intents, denen auch sensible Daten anvertraut werden können. Darüber hinaus kann der selbst programmierte Assistent ein paar Dinge mehr als die Marktführer. Er reagiert z. B. individuell auf Ihre Stimme und Sie können ihm erlauben, nur auf Sie zu hören und andere Personen zu ignorieren.Aus dem Inhalt:Aufsetzen einer Entwicklungsumgebung, Versionsverwaltung mit GitText to Speech, Speech to Text, Fingerabdruck der StimmeDialogeIntents entwickeln und verwaltenUser InterfaceDie Anwendung paketierenAutor: Dr. Jonas Freiknecht arbeitet als Datenanalyst bei einem größeren IT-Systemhaus. Er hat in praktischer Informatik promoviert und erstellt seit vielen Jahren YouTube Videos zu IT-Themen, schreibt Fachbücher und veröffentlicht Tutorials auf seinem Blog.Leseprobe (PDF-Link)

Regulärer Preis: 39,99 €
Produktbild für Introduction to Java Through Game Development

Introduction to Java Through Game Development

Interested in learning how to program with Java? Let’s face it, the best way to learn to program is by writing programs. This can be a daunting proposition with the specter of hours of simple command line example programs hanging over your head. Fear not! Now you can learn to program in Java in a fun way by working on video games.With this book, you’ll get to work with three Java game projects and have access to the complete game code for each project, including a full Java game engine. After completing Introduction to Java through Game Development, you’ll be proficient in Java programming, having worked with the language’s fundamental aspects throughout the text, and will be ready to further your Java and game programming expertise with confidence.WHAT YOU'LL* Master the fundamentals of the Java programming language* Use different data structures like arrays, lists, stacks, and queues* Understand game programming basics including the main game loop* Gain experience working with three different game projects via the book’s coding challenges* Work with the 2D game engine that powers the book's included games and learn to create your own new game projects* Understand advanced Java topics like classes, encapsulation, inheritance, and polymorphism* Work with exceptions and how to use debugging techniques to trace through code* Sharpen your skills with over a dozen coding challenges that test your abilities with a development task on a real game projectWHO THIS BOOK IS FORThis book requires little to no programming experience to understand and benefit from the text.VICTOR BRUSCA is an experienced software developer specializing in building cross-platform applications and APIs. He regards himself as a self-starter with a keen eye for detail, an obsessive protection of systems/data, and a desire to write well-documented, well-encapsulated code. With over 14 years' software development experience, he has been involved in game and game engine projects on J2ME, T-Mobile SideKick, WebOS, Windows Phone, Xbox 360, Android, iOS, and web platforms. Chapter 1: IntroductionSub –topics• Introductiono About this texto Notes on formattingo Notes on conventions• The book’s objectiveso Java fundamental topicso Java advanced topicso Game projects included• Setting up your environmento Checking your Java versiono Installing the latest JDKo Installing the NetBeans IDE o Getting the game projects setup• Checking out the gameso Running pong cloneo Running memory matcho Running the duel• Conclusiono Talking pointso What we coveredChapter 2: What is Java ProgrammingSub – topics• Computers and programmingo Programming computerso Programming languageso Types of programs/programming• The Java programming languageo A very brief historyo The JREo The JDKo Syntax and semantics• Game programmingo Program structureo The game loopo General structure of included games• Conclusiono Talking pointso What we coveredChapter 3: VariablesSub - topics:• Data typeso Basico Advancedo Customo Enumerations• Using variableso Declaring variableso Assigning values to variableso Objects, classes, instanceso Enumerationso Casting• Conclusiono Talking pointso What we coveredChapter 4: Expressions and Flow ControlSub - topics:• Expressionso Numerico Booleano Operator precedence• Flow controlo If, else, else if statementso Switch statementso Try-catch statements• Conclusiono Talking pointso What we coveredChapter 5: Arrays and Data StructuresSub - topics:• Arrayso Declaring arrayso Initializing arrayso Using arrays• Data structureso Listso Dictionarieso Generic vs specialized data structures• Conclusiono Talking pointso What we coveredChapter 6: Looping and IterationSub - topics:• For loopso Basic for loop o For each loop• While loopso Basic while loopo Infinite loopo Main game loop• Conclusiono Talking pointso What we coveredChapter 7: Objects, Classes, and OOPSub - topics:• Introduction to OOPo Classeso Fieldso Methodso Constructorso Static members• Advanced class topicso Accesso Class designo Main game loop• Conclusiono Talking pointso What we coveredChapter 8: Encapsulation, Polymorphism, and InheritanceSub - topics:• Encapsulation• Polymorphism• Inheritance• Importing class libraries• Project structure• Conclusiono Talking pointso What we coveredChapter 9: Debugging TechniquesSub - topics:• Basic debugging o CLI output trace• Advanced debuggingo IDE debugging features• Exceptionso Handling exceptionso Defining your own exceptionso Getting familiar with a stack trace• Conclusiono Talking pointso What we coveredChapter 10: ConclusionSub - topics:• Final thoughts• High level topic review/takeaways/what we covered• Where to go from here• Saying bye

Regulärer Preis: 46,99 €
Produktbild für Build Your Own Multifunctional 4-Axis CNC Machine

Build Your Own Multifunctional 4-Axis CNC Machine

This book covers the construction, hardware, software, and operation of the Z99 - CNC machine. This is a multifunctional 4-axis machine for home construction.The capabilities of the Z99 machine include:• large-format schematic plotting• PCB plotting with etch-resist pens• schematic plotting with conductive-ink pens• letter cutting out of vinyl• paper cutting• PCB/substrate drilling• PCB/substrate milling• text milling• laser engraving• laser cutting of solder paste masksBy making the support software available as freeware, readers of the book are challenged and encouraged to develop new applications for the Z99.The machine would not be of much use if the user has no option to create suitable files for the designs in mind. A large part of this book is dedicated to creating source files in a variety of freeware software packages, including Inkscape, DesignSpark PCB, KiCad, and FlatCAM.The book is also useful for readers keen to comprehend and then master the basic structure of HPGL, Gerber, Drill, and G-code files, as well as to have a go at deciphering them using software.José Ganseman, MD. (1951) was occupied as a General Practitioner for 35 years.He is a passionate, lifelong electronics hobbyist and software programmer in several languages.He is also an Elektor reader from the seventies on.After his retirement in 2010 he decided to build a multifunctional machine for personal use. The machine can be used for several tasks like plotting, cutting, milling, and laser etching/cutting.

Regulärer Preis: 24,99 €
Produktbild für Beginning Kotlin

Beginning Kotlin

This book introduces the Kotlin programming skills and techniques necessary for building applications. You'll learn how to migrate your Java programming skills to Kotlin, a Java Virtual Machine (JVM) programming language.The book starts with a quick tour of the Kotlin language and gradually walks you through the language in greater detail over the course of succeeding chapters. You’ll learn Kotlin fundamentals like generics, functional programming, type system, debugging, and unit testing. Additionally, with the book’s freely downloadable online appendices, you’ll discover how to use Kotlin for building Spring Boot applications, data persistence, and microservices.WHAT YOU WILL LEARN* Learn the Kotlin language, its functions, types, collections, generics, classes, and more* Dive into higher-order functions, generics, debugging, and unit testing* Apply the fundamentals of Kotlin to Spring Boot * Add Hibernate to your Spring Boot application for persistence and data accessibility * Take advantage of functional programming available in KotlinWHO THIS BOOK IS FORJava developers who are new to Kotlin and want to leverage Kotlin, particularly for building Spring Boot apps.TED HAGOS is the CTO and Data Protection Officer of RenditionDigital International (RDI), a software development company based out of Dublin. Before he joined RDI, he had various software development roles and also spent time as a trainer at IBM Advanced Career Education, Ateneo ITI, and Asia Pacific College. He spent many years in software development dating back to Turbo C, Clipper, dBase IV, and Visual Basic. Eventually, he found Java and spent many years working with it. Nowadays, he’s busy with full-stack JavaScript, Android, and Spring applications.Part 1: Kotlin1. Setup2. Tour of the Kotlin language3. Functions4. Types5. Higher order functions6. Collections7. Generics8. Classes9. Unit Testing10. Java InteroperabilityPart 2: Spring Boot11. Spring and SpringBoot12. Setup13. Getting started with a projecta. Using the project initializrb. Auto restarting an appc. Views and backing beansd. Views and controller functionse. Servicesf. Posting to a controllerg. Dependency Injection14. Functional Programminga. Overviewb. Function parametersc. Listsd. Filter and flatMape. Reduce and Foldf. Maps15. Hibernatea. Adding the dependenciesb. Entitiesc. Persisting to a database16. Reflectiona. Overviewb. Ins

Regulärer Preis: 36,99 €
Produktbild für Beginning Go Programming

Beginning Go Programming

Understand and write programs in Go, a multi-paradigm language with built-in features for concurrent programming. This book enables developers to build software that is simple, reliable, and efficient. It'll also help beginners to start programming Go-based applications.Beginning Go Programming begins by explaining the programming fundamentals of the Go language, including basic syntax, data type and structures, and the use of functions and methods. Next, it covers string formatting, Unicode data handling, and how to use regular expressions in Go. Further, it discusses how to encode and decode JSON formatted data for Go applications, and how to work with HTTP in Go. It concludes by exploring concurrency and covering the most powerful features of Go, as well as tips and tricks related to it.After reading this book and working through its practical examples, you will be ready to begin programming your own Go-based applications.WHAT YOU WILL LEARN* Understand the fundamentals of the Go programming language* Master the different features of Go and how to implement real-life scenarios using the language* Work with text in Go, such as string formatting and Unicode data handling* Work with HTTP in GoWHO THIS BOOK IS FORProgrammers and developers looking to learn Go programming language concepts for efficient application building.RUMEEL HUSSAIN, has a Bachelors Degree in Computer Science and is presently working as a Senior Blockchain Developer and Senior Tech Evangelist at BNB Chain (UAE), supporting the development and growth of the ecosystem. He is an information technology enthusiast with more than five years of experience leading and implementing blockchain applications and architectures, analyzing and refactoring modern programming languages like Go, troubleshooting cloud infrastructure, and assessing security risks. His current work is focused on leveraging blockchain technology and crypto to achieve the full potential of Web3 applications.MARYAM ZULFIQAR has four years of research experience and has a Masters Degree in Computer Science. She is currently working as a Tech Martian in BNB Chain (Pakistan Region). She also works as a Senior Researcher and Developer. She is passionate about developer education, especially in sharing her knowledge on topics that are "the talk of the town" in the technology field. She has also worked in the capacity of researcher and team lead roles for HEC-funded projects targeted at community growth and welfare.Chapter 1: Introduction to GoChapter Goal: Provides an overview of the Go programming language in terms of its basic features.No of pages:Sub -Topics:● Is GoLang Static-Typed or Compiled?● Is Go Object-Oriented?● Features that make Go lang the premium choice for programming● Features excluded from Go lang● Go programsChapter 2: Go BasicsChapter Goal: This chapter is intended to cover the programming fundamentals of the Go programming language. Covering basic syntax, program structure, data types, data structures, statements, functions, I/O from files, concurrency, and error handling.No of pages:Sub - Topics○ Overview■ Ancestors of Go○ Go Syntax○ Installing Go○ Go playground○ Using IDE for developing Go applications○ Getting started with programming Go applications■ Hello world!■ Different parts of Go programs■ Executing Go program■ Keywords○ Variables■ Variable data types■ Naming conventions■ Declaring variables■ Taking user input● Using scanf● Using scanln● Using bufio■ Math operators and packages● The math package● Dates and times● Operator precedence in Go○ Memory management & reference values■ New vs make● Incorrect memory allocation example● Correct memory allocation example■ Memory deallocation○ Pointers Data Type■ What is a pointer■ Declaring pointers■ Comparison with Java and C-style languages○ Ordered values in arrays and slices■ Arrays in Go● Declaring arrays● Initialising arrays● Accessing array elements● Querying the size of array● Multi-dimensional arrays [not included yet]■ Slices in Go● Defining a slice● The len() and cap() functions● Nil slice● Sub-slicing● append() and copy() functions● Sorting slices○ Maps■ Defining maps■ Adding entries in a map object■ Deleting entries from a map object■ Iterating over stored values in a map object■○ Structs Data Type■ Defining a struct■ Accessing structure members■ Structures as function arguments■ Pointers to structures○ Program flow■ If statement■ Switch statement■ For statement■ Goto statement○ Functions■ Defining a function■ Calling a function■ Returning multiple values from Function■ Function arguments■ Methods○ Read/Write text files■ Write text files■ Read text files○ HTTP Package○ JSON○ Go Recipes: Basics programming fundamentals■ Overview■ Numbers and slice in Go■ Working with maps in Go■ Go error handling■ Defer and panic recovery○ Hands-On challengeChapter 3: Working with TextChapter Goal: In this chapter, we will discuss how to work with text in Go language. Specifically, we will cover the string formatting, Unicode data handling, and how to use regular expressions in Go language.No of pages:Sub -Topics● Go String formatting and working with unicode● Case insensitive comparisons in Go● Regular expressions and reading text files with Go● Hands-On challengeChapter 4: Structs, Methods, and InterfacesChapter Goal: In this chapter, we will provide exercise related to the usage of structs, methods, and interfaces.No of pages:Sub -Topics:● Overview● Go structs, methods and interfaces○ Structs○ Methods○ Interfaces● Empty interface and working with iota in Go○ JSON Encoding/Decoding○ Generics● Hands-on challengeChapter 5: Working with JSONChapter Goal: In this chapter, we will discuss working with JSON, especially, how to encode and decode the JSON formatted data for use in Go applications.No of pages:Sub -Topics:● Overview● Unmarshalling JSON with GO● Parsing complex JSON with Go● Marshalling JSON with Go● Dealing with zero and missing values in Go● Using mapstructure to handle arbitrary JSONChapter 6: HTTPChapter Goal: In this chapter, we cover on how to work with HTTP in Go language. No of pages:Sub -Topics● Overview● HTTP calls in Go● Authentication and Writing an HTTP server in Go● REST with gorilla/mux● Hands-on challengeChapter 7: ConcurrencyChapter Goal: Go has rich support for concurrency using goroutines and channels. In this chapter, we discuss the most powerful feature of the Go Language, i.e., concurrency.No of pages:Sub -Topics● Understanding goroutines○ Converting sequential code to concurrent in Go● Using Goroutines with shared resources○ Seeing how shared resources impact goroutines○ Accessing shared resources using mutual exclusion○ Using atomic counters for modifying shared resources● Synchronizing Goroutines○ Timeouts in Go○ sync.WaitGroup and sync.Once○ Using a pool of goroutines○ sync/atomic● Hands-on ChallengeChapter 8: Tips & TricksChapter Goal: this chapter we cover different tips and tricks related to the Go language.No of pages:Sub -Topics● Alternate ways to import packages○ goimports○ Organization● Custom constructors● Breaking down code into packages● Sets● Dependency package management● Using errors● Quick look at some compiler’s optimizations● Set the build id using git’s SHA● How to see what packages my app imports● Iota: Elegant Constants○ Auto Increment○ Custom Types

Regulärer Preis: 36,99 €
Produktbild für Beginning Programming with Python For Dummies

Beginning Programming with Python For Dummies

CREATE SIMPLE, EASY PROGRAMS IN THE POPULAR PYTHON LANGUAGEBeginning Programming with Python For Dummies is the trusted way to learn the foundations of programming using the Python programming language. Python is one of the top-ranked languages, and there’s no better way to get started in computer programming than this friendly guide. You’ll learn the basics of coding and the process of creating simple, fun programs right away. This updated edition features new chapters, including coverage of Google Colab, plus expanded information on functions and objects, and new examples and graphics that are relevant to today’s beginning coders. Dummies helps you discover the wealth of things you can achieve with Python.* Employ an online coding environment to avoid installation woes and code anywhere, any time * Learn the basics of programming using the popular Python language * Create easy, fun projects to show off your new coding chops * Fix errors in your code and use Python with external data sets Beginning Programming with Python For Dummies will get new programmers started—the easy way.JOHN MUELLER is an experienced technology writer with more than 100 titles to his name. He has experience with networking, AI, data, and programming. He is the author of the previous editions of Beginning Programming with Python For Dummies and many other For Dummies titles. Introduction 1PART 1: GETTING STARTED WITH PYTHON 7Chapter 1: Talking to Your Computer 9Chapter 2: Working with Google Colab 23Chapter 3: Interacting with Python 41Chapter 4: Writing Your First Application 57Chapter 5: Performing Magic 79PART 2: TALKING THE TALK 93Chapter 6: Storing and Modifying Information 95Chapter 7: Managing Information 107Chapter 8: Making Decisions 127Chapter 9: Performing Repetitive Tasks 143Chapter 10: Dealing with Errors 157PART 3: PERFORMING COMMON TASKS 187Chapter 11: Interacting with Packages 189Chapter 12: Working with Strings 215Chapter 13: Managing Lists 239Chapter 14: Collecting All Sorts of Data 257Chapter 15: Creating and Using Classes 279PART 4: PERFORMING ADVANCED TASKS 301Chapter 16: Storing Data in Files 303Chapter 17: Sending an Email 321PART 5: THE PART OF TENS 337Chapter 18: Ten Amazing Programming Resources 339Chapter 19: Ten Ways to Make a Living with Python 349Chapter 20: Ten Tools That Enhance Your Python Experience 357Chapter 21: Ten (Plus) Libraries You Need to Know About 369Index 379

Regulärer Preis: 22,99 €
Produktbild für Programming for Absolute Beginners

Programming for Absolute Beginners

New programmers start here...this book introduces students or aspiring professionals to the world of computer programming using JavaScript and related technologies. This book doesn't just teach the basics of programming, but also all of the tools that new programmers need to get started, including the basics of making web pages and how the Internet works.Programming for Absolute Beginners offers practice problems, activities, and a host of resources to get new programmers started, plus a large glossary of terms introduced in the book and that a new programmer might encounter when learning on their own. No special software is required; this book will help you regardless of what your computer setup is, and source code will be freely available via GitHub.WHAT YOU WILL LEARN* How computers work* How computers communicate over networks* How web pages are built with HTML and CSS* How JavaScript works* How JavaScript interacts with web pages* Intermediate JavaScript topics such as recursion and scoping* Using JavaScript for network communicationWHO THIS BOOK IS FORAnyone wanting to begin computer programming, including students who need to learn the fundamentals and early professionals who want to go back and revisit the basics.JONATHAN BARTLETT is a software developer, researcher, and writer. His first book, Programming from the Ground Up, has been required reading in computer science programs from DeVry to Princeton. He has been the sole or lead author for eight books on topics ranging from computer programming to calculus. He is a technical lead for ITX, where his specialty is getting stuck projects unstuck. He is a senior software developer for McElroy Manufacturing, spearheading projects in web, mobile, and embedded software. He is now the author of several Apress books including Electronics for Beginners and more.Chapter 1: Introduction.-Part I: Computers, Data, and Communication.-Chapter 2: A Short History of Computers.-Chapter 3: How Computers Communicate.-Chapter 4: How a Computer Looks at Data.-Chapter 5: How Computers Work.- Part II: Basic Ingredients for Web Programming.-Chapter 6: The HTML File Format.-Chapter 7: Introduction to Cascading Style Sheets.-Chapter 8: Your First JavaScript Program.-Part III: JavaScript Fundamentals.-9: Basic JavaScript Syntax.-Chapter 10: Introducing Functions and Scope.-Chapter 11: Grouping Values Together with Objects and Arrays.-Chapter 12: Interacting with Web Pages.-Part IV: Intermediate JavaScript.-Chapter 13: Recursive Functions and the Stack.-Chapter 14: Manipulating Functions and Scopes.-Chapter 15: Intermediate Objects.-Part V: Programming Applications.-Chapter 16: Modernizing JavaScript.-Chapter 17: Working With Remote Services (APIs).-Chapter 18: Writing Server-Side JavaScript.-Chapter 19: Conclusion.-Appendix A: Glossary.-Appendix B: Operating System and Browser Specifics.-Appendix C: The JavaScript Toolbox on Docker.-Appendix D: Character Encoding Issues.-Appendix E: Additional Machine Language Programs.

Regulärer Preis: 46,99 €
Produktbild für Beginning Spring Boot 3

Beginning Spring Boot 3

Learn the Spring Boot 3 micro framework and build your first Java-based cloud-native applications and microservices. Spring Boot is the lightweight, nimbler cousin to the bigger Spring Framework, with plenty of "bells and whistles." This updated edition includes coverage of Spring Native, which will help you speed up your Spring Boot applications, as well as messaging with Spring Boot, Spring GraphQL, Spring Data JDBC and reactive relational database connectivity (R2DBC) with SQL.This new edition also covers enhancements to actuator endpoints, MongoDB 4.0 support, layered JAR and WAR support, support to build OCI images using Cloud Native Build Packs, changes to the DataSource initialization mechanism, and how bean validation support has moved to a separate spring-boot-validation-starter module. This book will teach you how to work with relational and NoSQL databases for data accessibility using Spring Boot with Spring Data, how to persist data with the Java Persistence APIs (JPA), MyBatis, and much more. You'll learn how to enhance your native cloud or web applications with other APIs such as REST and how to build reactive web applications using Spring Boot with WebFlux.Finally, you'll learn how to test applications using JUnit 5, as well as how to secure and deploy your application or service to cloud providers like Heroku. After reading Beginning Spring Boot 3, you'll have the skills needed to start building your own Spring Boot cloud-native, Java-based applications and microservices with confidence, and to take the next steps in your career.WHAT YOU WILL LEARN* Explore the Spring Boot 3 micro framework using Spring Native for faster, better performance* Build cloud-native Java applications and microservices with Spring Boot* Work with relational and NoSQL databases using Boot with Spring Data* Create reactive web applications using Spring's WebFlux* Secure, test, and deploy applications and servicesWHO THIS BOOK IS FORIT professionals such as cloud architects, infrastructure administrators, and network/cloud operatorsSIVA PRASAD REDDY KATAMAREDDY is a Software Architect with 16 years of experience in building scalable distributed enterprise applications. He has worked in banking and e-commerce domains using Java, Kotlin, GoLang, SpringBoot, JPA/Hibernate, MicroServices, REST APIs, SQL, and NoSQL Databases. His current technical focus is on modern architectures, including MicroServices, CI/CD, and DevOps, as well as infrastructure automation using Jenkins, Terraform, AWS CDK and Pulumi.SAI SUBRAMANYAM UPADHYAYULA is a passionate software engineer who likes to share his knowledge about Java and Spring Boot through his blog and YouTube Channel, "Programming Techie." He has experience working with a variety of technologies, including Java, Kotlin, Typescript, Spring Boot, JPA/Hibernate, MongoDB, Angular, and Golang. He also dabbles with DevOps-related activities by working with Jenkins and AWS.Chapter - 1: Introduction to Spring BootChapter - 2: Getting Started with Spring BootChapter - 3: Spring Boot EssentialsChapter - 4: Web Applications with Spring BootChapter - 5: Working with JDBCChapter - 6: Working with MyBatisChapter - 7: Working with JOOQChapter - 8: Working with JPAChapter - 9: Working with MongoDBChapter - 10: Building REST APIs Using Spring BootChapter - 11: Reactive Programming Using Spring WebFluxChapter - 12: Securing Web ApplicationsChapter - 13: Spring Boot ActuatorChapter - 14: Testing Spring Boot ApplicationsChapter - 15: GraphQL with Spring BootChapter - 16: Deploying Spring Boot ApplicationsChapter - 17: Spring Boot AutoconfigurationChapter - 18: Creating a Custom Spring Boot StarterChapter - 19: Spring Boot With Kotlin, Scala, and GroovyChapter - 20: Introducing JHipsterChapter - 21: Spring Native

Regulärer Preis: 62,99 €
Produktbild für Pro Cloud Native Java EE Apps

Pro Cloud Native Java EE Apps

This professional guide to Java-based cloud native apps DevOps dives deeper into building and deploying production ready cloud native apps using the increasingly popular open source Eclipse MicroProfile framework, Jakarta EE 10 APIs and the most popular Kubernetes container orchestration tool.After a quick overview of Jakarta EE and MicroProfile, Pro Cloud Native Java EE Apps starts you on your way by walking you through a cloud-native Jakarta EE-based application case study that will be forged piece-by-piece over the course of the book. Next, you'll interject dependencies and data persistence capabilities as microservices to go with the case study app that you are building.Next, you'll employ the REST API using Jakarta REST APIs and the MicroProfile RESTClient. You'll also explore ways to add resilience to your app, keep count with metrics, check on your app's health, secure your app, and test and complete your production-ready cloud-native app.Finally, you'll dive into migrating a monolith to become a production ready cloud-native app. After reading this book, you'll be able to build your own production ready cloud-native Java app using Jakarta EE and MicroProfile.WHAT YOU WILL LEARN* Build and deploy a production-ready cloud-native Java app using MicroProfile, Jakarta EE and Kubernetes* Migrate a monolith app to become a cloud-native app* Employ Jakarta EE APIs such as Persistence, CDI and more* Leverage the MicroProfile framework* Explore configurations, resilience, metrics, health, security, and more for your cloud-native appsWHO THIS BOOK IS FORThose software developers and programmers with at least some prior experience using Jakarta EE, MicroProfile. At least some prrior Java experience is expected.LUQMAN SAEED is currently an enterprise Java developer and independent software development trainer. His almost two decades of industrial experience spans management and leadership positions across various sectors, including software development and teaching. He started with PHP as a hobby and now does enterprise Java development full time. He is currently in the production process of the second edition of the much popular Java Enterprise Edition 8 for Beginners course on Udemy, this time updated and revised for Jakarta EE. His passion is helping software development teams get productive with the powerful, modern, intuitive, and easy-to-use Jakarta EE enterprise development platform.GHAZY ABDALLAH is a passionate enterprise Java developer, founder of the Java User Group Sudan (SudanJUG), and a tinkerer. He enjoys the use of modern cloud infrastructure to deliver enterprise applications and site reliability engineering. He spends his time learning and teaching the latest in cloud-native development.Chapter 1 - The Theory of Jakarta EE and MicroProfileThis chapter will discuss the history of Java EE through to the current Jakarta EE (version10). It will also explore the origins of the Eclipse MicroProfile (version 5) project and how itcomplements Jakarta EE with a set of cloud native APIs.Chapter 2 - Enterprise Java, MIcroservices and the CloudThis chapter will discuss the evolution of enterprise Java applications, containerization andthe role of Kubernetes and how Jakarta EE and MicroProfile provide the APIs to developcloud native applications in an enterprise context. The chapter will also discuss the cloudnative enterprise Java ecosystem (Quarkus, etc).Chapter 3 - Introducing the Cloud Native Jakarta EE ExampleThis chapter will develop a, fully functional cloud native Jakarta EE/MP monolithapp deployed to a Kubernetes cluster. It will showcase the three core Jakarta EE APIs : CDI,Jakarta REST and Jakarta Persistence along with complementary APIs from MicroProfile.The app will set the stage and discussion context for the rest of the book.Chapter 4 - Managing Dependencies with CDIThis chapter will discuss how to manage application dependencies with the Contexts andDependency Injection API.Chapter 5 - Persistence with Jakarta EE PersistenceThis chapter will discuss how to persist data to a relational database using the JakartaPersistence API.Chapter 6 - REST with Jakarta EE REST APIThis chapter will discuss creating and consuming REST services with the Jakarta REST APIand the MicroProfile RESTClient.Chapter 7 - Managing ConfigurationsThis chapter will discuss how to manage application configurations with MicroProfile ConfigAPIChapter 8 - Resilience with Fault Tolerance APIThis chapter will discuss building resilience into applications with the Fault Tolerance MP APIChapter 9 - Keeping Count with MetricsThis chapter will discuss how to create and consume different kinds of applications metricswith the MicroProfile Metrics APIChapter 10 - Taking a Pulse with Heal CheckThis chapter will discuss how to create health checks for applications with the MicroProfileHealth Check APIChapter 11 - Security with JWTThis chapter will discuss how to secure RESTful applications with Keycloak and MicroProfileJWT API.Chapter 12 - Testing with TestContainersThis chapter discusses different ways of testing cloud native applications withTestContainers and other libraries.Chapter 13 - Completing A Production Ready Cloud Native Jakarta EE App (sewntogether from chapter 3 to now)This chapter will put together all that has been discussed up to this point in the book andhow it all fits together for a monolith app.Chapter 14 - Cloud Native Jakarta EE Capstone ProjectThis chapter will refactor out the monolith app built up to this point in the book to a set ofmicroservices running in a Kubernetes cluster.

Regulärer Preis: 49,99 €
Produktbild für Arduino-Workshops (2. Auflg.)

Arduino-Workshops (2. Auflg.)

Eine praktische Einführung mit 65 Projekten in aktualisierter 2. Auflage.In »Arduino-Workshops« erfahren Sie, wie diese Add-ons funktionieren und wie man sie einsetzt. Sie starten mit einem Überblick über das Arduino-System und gehen dann rasch zu den verschiedenen elektronischen Komponenten und Konzepten über. Zahlreiche Beispielprojekte vertiefen das Gelernte Schritt für Schritt und helfen Ihnen, dieses Wissen anzuwenden. Je tiefer Sie in die Materie eindringen, desto raffinierter und anspruchsvoller werden die Projekte.Unter den 65 Projekten des Buches finden sich nützliche Dinge wie:ein digitales Thermometer mit LCD-Anzeigeein GPS-Logger, der Daten Ihrer Reise für Google Maps aufzeichnetein handliches Testgerät zum Messen von Batteriespannungeneine Tastatursperre, die nur mit Geheimcode aufgehoben werden kannAußerdem lernen Sie, Spielzeug und Spiele zu entwickeln, beispielsweise:eine elektronische Version des klassischen sechsseitigen Würfelsein binäres Quiz, das Ihre Fähigkeiten zur Umwandlung von Zahlen testetein Fahrzeug mit Fernbedienung und Kollisionserkennung»Arduino-Workshops« führt Sie in die Welt der Mikroelektronik ein und lehrt Sie die Tricks und Design-Prinzipien eines erfahrenen Profis.Über den Autor:John Boxall ist seit über 26 Jahren in den Bereichen Elektronikdesign, Vertrieb und E-Commerce tätig. In seiner Freizeit schreibt er Arduino-Tutorials und veröffentlicht regelmäßig Reviews zu Arduino-Projekten und -Zubehör bei www.tronixstuff.com.

Regulärer Preis: 34,90 €
Produktbild für Introducing RavenDB

Introducing RavenDB

Simplify your first steps with the RavenDB NoSQL Document Database. This book takes a task-oriented approach by showing common problems, potential solutions, brief explanations of how those solutions work, and the mechanisms used. Based on real-world examples, the recipes in this book will show you how to solve common problems with Raven Query Language and will highlight reasons why RavenDB is a great choice for fast prototyping solutions that can sustain increasing amounts of data as your application grows.Introducing RavenDB includes code and query examples that address real-life challenges you’ll encounter when using RavenDB, helping you learn the basics of the Raven Query Language more quickly and efficiently. In many cases, you’ll be able to copy and paste the examples into your own code, making only minor modifications to suit your application. RavenDB supports many advanced features, such full-text search, graph queries, and timeseries; recipes in the latter portion of the book will help you understand those advanced features and how they might be applied to your own code and applications.After reading this book, you will be able to employ RavenDB’s powerful features in your own projects.WHAT YOU WILL LEARN* Set up and start working with RavenDB* Model your objects for persistence in a NoSQL document database* Write basic and advanced queries in the Raven Query Language * Index your data using map/reduce techniques * Implement techniques leading to highly performant systems * Efficiently aggregate data and query on those aggregations WHO THIS BOOK IS FORDevelopers accustomed to relational databases who are about to enter a world of NoSQL databases. The book is also for experienced programmers who have used other non-relational databases and want to learn RavenDB. It will also prove useful for developers who want to move away from using Object-Relational Modeling frameworks and start working with a persistence solution that can store object graphs directly. DEJAN MILIČIĆ is a consultant with more than 20 years’ experience as a professional software developer. His experience includes designing, writing, and maintaining applications, focusing on software architecture and backend development. He advocates domain-driven Design, behavior-driven development, functional programming, and API-first development.Miličić’s passion for RavenDB goes back to 2015, when he started using this NoSQL database for small hobby projects and quickly realized it is applicable to a wide range of applications. He specializes in RavenDB because it is well suited for fast prototyping and development of everything from line-of-business applications to large enterprise distributed systems. 1. Getting Started with RavenDB2. Document Modeling3. Querying4. Indexes5. Map Indexes6. MapReduce Indexes7. Full-Text Search

Regulärer Preis: 62,99 €
Produktbild für Programmieren und zeichnen mit Python für Dummies Junior (2. Auflg.)

Programmieren und zeichnen mit Python für Dummies Junior (2. Auflg.)

Bunte Spiralen, Schneeflocken unter dem Mikroskop, 3D-Bilder? Mit diesem Buch lernst du, immer schönere Bilder mit dem Computer zu zeichnen. Es fängt ganz leicht an: Zuerst lässt du die Schildkröte, die deinen Pinsel hält, einfach nur über den Bildschirm laufen. Als nächstes bringst du ihr bei, ein Dreieck zu zeichnen. Wenn du ein Dreieck zeichnen kannst, kannst du auch ganz viele zeichnen, denn die Schildkröte nimmt dir die Arbeit ab. Dann kombinierst du Dreiecke zu Mosaiken und lässt Blumen und Bäume wachsen. Noch nicht genug? Zeichne 3D-Bilder und optische Täuschungen, animiere die Schildkröte, lasse sie Futter suchen oder steuere sie durch ein Labyrinth. Du hast noch mehr Ideen für eigene Bilder oder Spiele? Dieses Buch liefert dir die Python-Programmierbefehle dazu.Bestens geeignet für Kinder und Jugendliche ab 12 Jahre.Claudia Ermel leitet an der Technischen Universität Berlin das Schülerlabor dEIn-Labor, wo Workshops für Kinder und Jugendliche zu Themen aus Elektrotechnik und Informatik durchgeführt werden.Olga Runge entwickelt im dEIn-Labor Programme für Informatik-Schülerworkshops und betreut Programmier- und Robotikkurse.EINFÜHRUNG 8Hallo, zukünftige Python-Programmierer! 8Über Schlangen und Schildkröten 8Über dieses Buch 8Über dich 10Über die Symbole, die wir in diesem Buch verwenden 10KAPITEL 1: AUF DIE PLÄTZE ... 12Computer und Programmiersprachen 13Python auf deinem Computer 17Python installieren 18Python-Symbol auf dem Bildschirm erstellen 18Dein erstes Python-Programm 19Python als Taschenrechner 20Programme für die Ewigkeit 20Programme speichern 21Programme ausführen 22Altes Programm laden 22Das kannst du jetzt 23KAPITEL 2: DIE SCHILDKRÖTE 24Wie Bilder auf dem Bildschirm entstehen 24Dein erstes Schildkrötenbild 26Schildkröte, zeige dich! 27Lauf, Schildkröte, lauf! 27Schildkröte, dreh dich um! 27Die Welt wird bunt 30Durch dick und dünn 30Schildkrötenbilder als Programmdateien 31Weniger Änderungen mit Variablen 32Mach schneller, Schildkröte! 34Flächen füllen 34Die Schildkröte springt im Dreieck 36Manche Kleeblätter bringen Glück 37Das kannst du jetzt 37KAPITEL 3: FIGUREN STYLEN 38Vom Eckigen zum Runden 39Zeilen einsparen mit Schleifen 40Mit for-Schleifen Dinge mehrmals tun 40Mit while-Schleifen Dinge so lange tun, bis sich was ändert 42Wenn-dann-sonst 43Wo ist die Schildkröte? 43Die Schildkröte kehrt um ... 46... und läuft zurück 46Noch mehr Zeilen sparen mit Funktionen 47Funktionen variabel machen 49Viele Vielecke 51Von Vielecken zu Vieleckblumen 53Mandalas als Ausmalbilder 55Figuren ausdrucken 56Zufallsbilder 57Figuren zufällig erscheinen lassen ... 57... und zufällig färben 58Das kannst du jetzt 60KAPITEL 4: STERNE UND MEHR 61Sterne in Flaggen 62Sterne mit fünf Zacken 62Noch mehr Zacken 66Gitternetzsterne 68Listen führen, um sich Dinge zu merken 69Weniger Gitter im Netz 73Noch mehr Gitternetzfiguren: Die Kardioide 76Von Sternen zu Spiralnebeln 79Das kannst du jetzt 84KAPITEL 5: SCHACHTELFIGUREN 85Schachtelquadrat 86Schachbrettvariationen 89Dreiecksgeschichten 91Bäume und Wälder 95Es schneit 97Chinesische Drachen 102Fliegende Teppiche 106Das kannst du jetzt 109KAPITEL 6: DAS SPIEL »SNAKE« 110Von Schildkröten zu Schlangen 110Die Spielregeln 111Das Design des Spiels 112Es kommt Bewegung in die Schlange 113Bewegung macht hungrig: Die Schlange sucht Futter 116Fressen macht groß und stark: Die Schlange wächst 121Zu viel Fressen ist ungesund: Die Schlange stirbt 124Ideen für Erweiterungen 127Mehr Tempo 127Highscore 127Durch die Wand gehen 128Das kannst du jetzt 129KAPITEL 7: DAS MISTHAUFEN-SPIEL 130Phase 1: Das Design des Spiels 131Initialisierung von Spielfeld und Stift 131Misthaufen erzeugen und auf dem Spielfeld verteilen 132Misthaufen mit Abstand 134Phase 2: Das Spiel 137Der Stift wird aktiv 138Ab durch die Haufen 141Auweia, die Linie wird berührt 144Ideen für Erweiterungen 147Rückwärtsgang verboten 148Game-Over-Anzeige 148Gewonnen-Anzeige 149Freeze 149Das kannst du jetzt 150KAPITEL 8: DAS PARKOUR-SPIEL 151Das Design des Spiels 152Die Parkour-Strecke 154Eine Fliese wird verlegt 154Fliesen durch Pfeiltasten aneinanderreihen 155Die Schildkröte wird aktiv 157Die Navigation durch den Parkour 158Auf »Los!« geht‘s los 159Baustopp während des Rennens 161Stupse die Schildkröte an 162Berührungen spüren und rot werden 162Punkte sammeln und anzeigen 163Parkour-Strecken von der Stange 165Eine Parkour-Strecke speichern 165Eine gespeicherte Parkour-Strecke laden 168Ideen für Erweiterungen 171Spielhilfe 171Spielfeldränder beachten 171Aktuelle Größe des Spielfensters berücksichtigen 172Das kannst du jetzt 172KAPITEL 9: EXPERIMENTE IN 3D 173Tunnelbilder 174Fluchtpunkt-Perspektive 175Jetzt wird es krumm 175Körper zusammensetzen 178Muscheln, Meer und mehr 183Schnecken und Muscheln 183Schwimmringe 185Bälle und Buddelförmchen 186Optische Täuschungen 189Linien strecken und stauchen 189Drehende Scheiben und pochende Herzen 193Springende Bälle 196Das kannst du jetzt 198Wichtige Befehle 200Zum Wiederfinden 218Über die Autorinnen 222

Regulärer Preis: 16,99 €
Produktbild für Beginning MATLAB and Simulink

Beginning MATLAB and Simulink

Employ essential tools and functions of the MATLAB and Simulink packages, which are explained and demonstrated via interactive examples and case studies. This revised edition covers features from the latest MATLAB 2022b release, as well as other features that have been released since the first edition published.This book contains dozens of simulation models and solved problems via m-files/scripts and Simulink models which will help you to learn programming and modelling essentials. You’ll become efficient with many of the built-in tools and functions of MATLAB/Simulink while solving engineering and scientific computing problems.Beginning MATLAB and Simulink, Second Edition explains various practical issues of programming and modelling in parallel by comparing MATLAB and Simulink. After studying and using this book, you'll be proficient at using MATLAB and Simulink and applying the source code and models from the book's examples as templates for your own projects in data science or engineering.WHAT YOU WILL LEARN* Master the programming and modelling essentials of MATLAB and Simulink* Carry out data visualization with MATLAB* Build a GUI and develop App with MATLAB* Work with integration and numerical root finding methods* Apply MATLAB to differential equations-based models and simulations* Use MATLAB and Simulink for data science projectsWHO THIS BOOK IS FOREngineers, programmers, data scientists, and students majoring in engineering and scientific computing who are new to MATLAB and Simulink.SULAYMON L. ESHKABILOV, PhD is an assistant professor in the Department of Agricultural and Biosystems Engineering at North Dakota State University. He obtained a Master of Engineering degree from Tashkent Automobile Road Institute, a Master of Sciences from Rochester Institute of Technology, NY, and a PhD from the Cybernetics Institute of Academy Sciences of Uzbekistan in 1994, 2001 and 2005, respectively. He was an associate professor at Tashkent Automobile Road Institute from December 2006 through January 2017. He held visiting professor and researcher positions at Ohio and North Dakota State Universities, for 2010/2011 and Johannes Kepler University, from January through September 2017. He teaches a number of courses, including “Instrumentation and Measurement,” “System Modelling with MATLAB,” “Machine Design Analysis,” “Agricultural Power,” and “Advanced MATLAB/Simulink Modelling” for undergraduate and graduate students.His research interests are image processing, machine learning applications, mechanical vibrations, micro-electro-mechanical systems, mechatronic system design, and simulation of system dynamics. He has developed simulation and data analysis models for various image data, additive manufacturing process optimization, vibrating systems, autonomous vechicle control, and studies of mechanical properties of bones. He is an author of four books devoted to MATLAB/Simulink applications for Mechanical Engineering students and Numerical Analysis. He has worked as an external academic expert for the European Commission to assess academic projects from 2009 through 2022.1. Introduction to MATLAB.-2. Programming Essentials.-3. Graphical User Interface Model Development.-4. MEX files, C/C++ and Standalone Applications.-5. Simulink Modeling Essentials.-6. Plots.-7. Matrix Algebra.-8. Ordinary Differential Equations.

Regulärer Preis: 62,99 €
Produktbild für RISC-V Assembly Language Programming using ESP32-C3 and QEMU

RISC-V Assembly Language Programming using ESP32-C3 and QEMU

With the availability of free and open source C/C++ compilers today, you might wonder why someone would be interested in assembler language. What is so compelling about the RISC-V Instruction Set Architecture (ISA)? How does RISC-V differ from existing architectures? And most importantly, how do we gain experience with the RISC-V without a major investment? Is there affordable hardware available?The availability of the Espressif ESP32-C3 chip provides a way to get hands-on experience with RISC-V. The open sourced QEMU emulator adds a 64-bit experience in RISC-V under Linux. These are just two ways for the student and enthusiast alike to explore RISC-V in this book.The projects in this book are boiled down to the barest essentials to keep the assembly language concepts clear and simple. In this manner you will have "aha!" moments rather than puzzling about something difficult. The focus in this book is about learning how to write RISC-V assembly language code without getting bogged down. As you work your way through this tutorial, you'll build up small demonstration programs to be run and tested. Often the result is some simple printed messages to prove a concept. Once you've mastered these basic concepts, you will be well equipped to apply assembly language in larger projects.Warren Gay is a datablocks.net senior software developer, writing Linux internet servers in C++. He got involved with electronics at an early age, and since then he has built microcomputers and has worked with MC68HC705, AVR, STM32, ESP32 and ARM computers, just to name a few.

Regulärer Preis: 29,99 €
Produktbild für Python 3

Python 3

* EINFÜHRUNG IN ALLE SPRACHGRUNDLAGEN: KLASSEN, OBJEKTE, VERERBUNG, KOLLEKTIONEN, DICTIONARIES* BENUTZUNGSOBERFLÄCHEN UND MULTIMEDIAANWENDUNGEN MIT PYQT, DATENBANKEN, XML, INTERNET-PROGRAMMIERUNG MIT CGI, WSGI UND DJANGO* WISSENSCHAFTLICHES RECHNEN MIT NUMPY, PARALLELE VERARBEITUNG GROẞER DATENMENGEN, DATENVISUALISIERUNG MIT MATPLOTLIB* ÜBUNGEN MIT MUSTERLÖSUNGEN ZU JEDEM KAPITELDie Skriptsprache Python ist mit ihrer einfachen Syntax hervorragend für Einsteiger geeignet, um modernes Programmieren zu lernen. Mit diesem Buch erhalten Sie einen umfassenden Einstieg in Python 3 und lernen darüber hinaus auch weiterführende Anwendungsmöglichkeiten kennen. Michael Weigend behandelt Python von Grund auf und erläutert die wesentlichen Sprachelemente. Er geht dabei besonders auf die Anwendung von Konzepten der objektorientierten Programmierung ein.Insgesamt liegt der Schwerpunkt auf der praktischen Arbeit mit Python. Ziel ist es, die wesentlichen Techniken und dahinterstehenden Ideen anhand zahlreicher anschaulicher Beispiele verständlich zu machen. Zu typischen Problemstellungen werden Schritt für Schritt Lösungen erarbeitet. So erlernen Sie praxisorientiert die Programmentwicklung mit Python und die Anwendung von Konzepten der objektorientierten Programmierung.Alle Kapitel enden mit einfachen und komplexen Übungsaufgaben mit vollständigen Musterlösungen.Der Autor wendet sich sowohl an Einsteiger als auch an Leser, die bereits mit einer höheren Programmiersprache vertraut sind.AUS DEM INHALT:* Datentypen, Kontroll-strukturen, Funktionen, Generatoren* Modellieren mit Sequenzen, Dictionaries und Mengen* Klassen, Objekte, Vererbung, Polymorphie* Module nutzen und auf PyPI veröffentlichen* Zeichenketten und reguläre Ausdrücke* Datenmodellierung, Datenbanken, XML und JSON* Grafische Benutzungsoberflächen mit tkinter und PyQt* Threads und Events, Bildverarbeitung mit PIL* Systemfunktionen, Testen und Performance-Analyse* CGI, WSGI und Rapid Web-Development mit Django * Wissenschaftliche Projekte mit NumPy* Datenvisualisierung mit Matplotlib und Messwerterfassung* Parallele Programmierung: Pipes, Queues, PoolsMichael Weigend hat an der Universität Potsdam in Informatik promoviert. Er war für mehr als 30 Jahre als Lehrer tätig und hat 20 Jahre lang an der FernUniversität Hagen Seminare zur Didaktik der Informatik gegeben. An der Universität Münster hält er im Rahmen eines Lehrauftrags Vorlesungen zur Python-Programmierung. Michael Weigend engagiert sich in mehreren nationalen und internationalen Communities für den Computer-Einsatz in der Bildung, darunter Constructionism, International Federation for Information Processing (TC 3 Computers in Education) , Bebras - International Contest on Informatics and Computational Thinking. Er hat über 60 wissenschaftliche Artikel veröffentlicht und mehrere Bücher zu den Themen Programmierung, Web Development und visuelle Modellierung geschrieben.

Regulärer Preis: 49,99 €
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 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

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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

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