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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

Regulärer Preis: 36,99 €
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 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: 49,90 €
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 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: 39,90 €
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

Regulärer Preis: 62,99 €
Produktbild für Practical Haskell

Practical Haskell

Get a practical, hands-on introduction to the Haskell language, its libraries and environment, and to the functional programming paradigm that is fast growing in importance in the software industry. This updated edition includes more modern treatment of Haskell's web framework and APIs.This book contains excellent coverage of the Haskell ecosystem and supporting tools, including Cabal and Stack for managing projects, HUnit and QuickCheck for software testing, WAI and Elm to develop the back end and front end of web applications, Persistent and Esqueleto for database access, and parallel and distributed programming libraries.You’ll see how functional programming is gathering momentum, allowing you to express yourself in a more concise way, reducing boilerplate, and increasing the safety of your code. Haskell is an elegant and noise-free pure functional language with a long history, having a huge number of library contributors and an active community.This makes Haskell the best tool for both learning and applying functional programming, and Practical Haskell, Third Edition takes advantage of this to show off the language and what it can do. Free source code available on the Apress GitHub page for this book.WHAT YOU WILL LEARN* Get started programming with Haskell* Examine the different parts of the language* Gain an overview of the most important libraries and tools in the Haskell ecosystem* Apply functional patterns in real-world scenarios* Understand monads and monad transformers* Proficiently use laziness and resource managementWHO THIS BOOK IS FORExperienced programmers who may be new to the Haskell programming language. However, some prior exposure to Haskell is recommended.ALEJANDRO SERRANO MENA has more than a decade of experience as a developer, trainer, and researcher in functional programming, with an emphasis on Haskell and related languages. He holds a Ph.D. from Utrecht University on the topic of error message customization in compilers. He's an active member of the community, maintaining a few open-source projects, writing books about Haskell, and collaborating on podcasts and conferences.PART I: FIRST STEPS1. Going Functional2. Declaring the Data Model3. Increasing Code Reuse4. Using Containers and Type Classes5. Laziness and Infinite StructuresPART II: DATA MINING6. Knowing Your Clients Using Monads7. More Monads: Now for Recommendations8. Working in Several CoresPART III: RESOURCE HANDLING9. Dealing with Files: IO and Conduit10. Building and Parsing Text11. Safe Database Access12. Web ApplicationsPART IV: DOMAIN SPECIFIC LANGUAGES13. Strong Types14. Interpreting Offers with AttributesPART V: ENGINEERING THE STORE15. Documenting, Testing, and Verifying16. Architecting Your Application17. Looking Further

Regulärer Preis: 62,99 €
Produktbild für ESP32 steuert Roboterfahrzeug

ESP32 steuert Roboterfahrzeug

• Open-Source-Code mit Arduino IDE und PlatformIO• Autonomes Fahren: GPS, Accelerometer, Gyroskop• PS3-ControllerMikrocontroller wie der Arduino und Einplatinenrechner wie der Raspberry Pi haben sich zu beliebten Komponenten entwickelt. Dritter im Bunde ist der ESP32 der Firma Espressif. Mikrocontroller dieser Baureihe zeichnen sich durch eine Vielzahl implementierter Funktionen aus, die bei einem Arduino konventioneller Prägung mit einem Atmel-AVR-Mikrocontroller erst mit weiterer Hardware möglich sind. Prominentes Beispiel sind hier die WiFi- und Bluetooth- Funktionalitäten. Gegenüber einem Raspberry Pi zeichnen sie sich durch einen deutlich geringeren Preis aus.Allgemeine Informationen für die Realisierung eines Roboterauto- Projekts mit dem ESP32 sind leicht zu finden. Dabei handelt es sich aber oft nur um Ausführungen zu einem Teilaspekt, ohne inhaltliche oder funktionale Abstimmung. So ist nicht nur die Beschaffung der benötigten Informationen mühselig und zeitaufwändig, sie kann auch außerordentlich fehlerträchtig sein.Ansatzpunkt dieses Buches ist, diese Lücke zu schließen. Es geht auf verschiedene Möglichkeiten eines Chassis ein, vermittelt nötige Kenntnisse und führt schrittweise von einer einfachen Motorsteuerung zu einem komplexen sensor- und sprachgesteuerten Roboterauto. Hacks rund um GPS und eine Playstation 3 runden die Sache ab.InhaltBei der Reihenfolge der Kapitel wurde versucht – beginnend bei der Darstellung von grundlegenden Informationen – über die Lösung einfacher Aufgaben zu etwas anspruchsvolleren Techniken zu führen.> Der Mikrocontroller ESP32> Die Software erstellen> Die Stromversorgung> Rund um die Hardware> Das Chassis> Der Gleichstrommotor> Kabellose Steuerung über WiFi> Mit Sensoren Hindernisse erkennen> Eine eigene Roboterauto-App> Servo und Lichtsensor> GPS> Accelerometer / Gyroskop> PS3-Controller> Roboterauto-AppUdo Brandes war lange Jahre als Systementwickler beim Rechenzentrum der Finanzverwaltung des Landes Nordrhein-Westfalen tätig. Verschiedene Aufgaben bei der Stadt Wuppertal markierten seinen weiteren beruflichen Weg. Seit einigen Jahren arbeitet er als selbstständiger Programmierer, IT-Entwickler und Autor. Ansätze und Möglichkeiten der Mikrocontrollerprogrammierung sind Zukunftsthemen, die den Autor faszinieren und mit deren Chancen und Risiken er sich seit langem intensiv befasst.

Regulärer Preis: 29,99 €
Produktbild für Drawing Product Ideas

Drawing Product Ideas

EXPLORE STRAIGHTFORWARD DRAWING SKILLS TO HELP YOU COMMUNICATE PRODUCT IDEAS EXPONENTIALLY FASTER THAN YOU COULD WITH TEXTIn Drawing Product Ideas: Fast and Easy UX Drawing for Anyone, RSA Fellow and Google Data Visualization Lead, Kent Eisenhuth delivers a new and exciting guide to effectively communicating product ideas by drawing just two simple things: boxes and lines! In the book, you'll learn why drawing is important and how it supports the design thinking process. You'll also discover how to build your drawing toolkit by exploring your own personal drawing style.The author also includes:* Strategies for how to use your drawing to support your solutions to real-world problems* Tips and tricks for applying your new drawing skills in a workshop setting, in real-time* An illuminating foreword by the celebrated Manuel Lima, a Fellow of the Royal Society of ArtsAn essential volume for engineers, researchers, and product managers, Drawing Product Ideas is also an indispensable blueprint for anyone seeking to improve their public, ad-hoc drawing skills.Foreword ixPreface xiIntroduction xvCHAPTER 1 WHY DRAW? 1Explore an Idea 2Gain a Shared Understanding 5Improve Collaboration 7Anyone Can Draw 7Right Time and Place 10CHAPTER 2 REFRAMING OUR THINKING 15Breaking It Down 17Introducing the System 19Common Drawings 23CHAPTER 3 LINES AND POINTS 33Telling Stories with Lines 34Making Meaning with Points 42Tools and Materials 45CHAPTER 4 BUILDING FROM RECTANGLES 47Creating Diagrams 48Content Elements 55Navigation Elements 58Forms 65CHAPTER 5 BUILDING FROM CIRCLES, TRIANGLES, AND MORE 81Circular Elements 81Triangular Elements 89Advanced Icons and Symbols 92Representing Interactions 98CHAPTER 6 ILLUSTRATING LIGHT, MOTION, AND OTHER CONCEPTS 103Shading Techniques 103Using Accent Marks 105Looking at Lighting 105Using Elevation 110Using Texture 116Capturing Motion 119Conveying Luminance 120Communicating Sound 121CHAPTER 7 THE SYSTEM 127Putting It Together 128Creating Something New 134CHAPTER 8 USING FLOWS TO TELL STORIES 139Starting with the Syntax 139Showing Interactions 142Just Enough Information 144Depicting Transitions 145Labels and Annotations 147Being Conscious of Composition 150CHAPTER 9 TELLING ENGAGING STORIES 157Real-WorldConstraints 160Invoking Emotion 166Adapting the Visual Language 170Wayfinding and Landmarks 174Choreography and Timing 178Packaging Your Drawings 180CHAPTER 10 MOVING FORWARD 183Works Cited 185Index 187

Regulärer Preis: 19,99 €
Produktbild für C# für Kids

C# für Kids

Einfacher Einstieg in die C#-Programmierung mit vielen Schritt-für-Schritt-Anleitungen Zahlreiche kleine Spiele programmieren wie ein Quiz, ein Würfel-Glücksspiel und eine Spinnen-Animation Mit Fragen und Aufgaben am Ende jedes Kapitels sowie Code zum Download Hans-Georg Schumann zeigt in einfachen Schritten, wie du in die Programmiersprache C# einsteigst und schnell erste Programme schreibst. Anhand selbst programmierter Spiele erfährst du, wie du Buttons und Labels anlegst, mit Variablen umgehst und Klassen festlegst. Die frei verfügbare Community-Version der Entwicklungsumgebung Visual Studio hilft dir, wie ein Profi zu programmieren bis hin zur Objektorientierten Programmierung. Du lernst, Schaltflächen zu verwenden, ein Quiz zu entwickeln und sogar eine Spinne über den Bildschirm zu jagen. So wird dir das Programmieren richtig Spaß machen! Zwischendurch kannst du immer wieder Fragen und Aufgaben beantworten, um das Gelernte zu festigen. Die richtigen Antworten und Lösungen sowie alle Codebeispiele findest du im Internet zum Download. Aus dem Inhalt: Mit C# ein erstes kleines Programm schreiben Was eine Entwicklungsumgebung ist und wie du z.B. mit Visual Studio programmierst Variablen und Kontrollstrukturen im ersten Projekt kennenlernen Kleine Spiele entwickeln: Zensuren umrechnen und Zahlen raten Grundlagen der Objektorientierten Programmierung Eine Lottoziehung und ein Rätselspiel programmieren Den Wortschatz von C# selber erweitern Mit Kapselung und Vererbung umgehen lernen Hilfreiche Buttons und andere optische Komponenten verwenden Die grafischen Möglichkeiten von C# nutzen Gleichzeitig spielen und lernen: ein größeres Quizprojekt programmieren Viele Anregungen für eigene Spiele: vom Würfel-Glücksspiel bis zur Spinnen-Animation Ausführlicher Anhang zur Installation und zur Fehlersuche Hans-Georg Schumann war Informatik- und Mathematiklehrer an einer Gesamtschule. Er hat bereits viele erfolgreiche Bücher in der mitp-Buchreihe »... für Kids« geschrieben.

Regulärer Preis: 14,99 €
Produktbild für Drawing Product Ideas

Drawing Product Ideas

EXPLORE STRAIGHTFORWARD DRAWING SKILLS TO HELP YOU COMMUNICATE PRODUCT IDEAS EXPONENTIALLY FASTER THAN YOU COULD WITH TEXTIn Drawing Product Ideas: Fast and Easy UX Drawing for Anyone, RSA Fellow and Google Data Visualization Lead, Kent Eisenhuth delivers a new and exciting guide to effectively communicating product ideas by drawing just two simple things: boxes and lines! In the book, you'll learn why drawing is important and how it supports the design thinking process. You'll also discover how to build your drawing toolkit by exploring your own personal drawing style.The author also includes:* Strategies for how to use your drawing to support your solutions to real-world problems* Tips and tricks for applying your new drawing skills in a workshop setting, in real-time* An illuminating foreword by the celebrated Manuel Lima, a Fellow of the Royal Society of ArtsAn essential volume for engineers, researchers, and product managers, Drawing Product Ideas is also an indispensable blueprint for anyone seeking to improve their public, ad-hoc drawing skills.Foreword ixPreface xiIntroduction xvCHAPTER 1 WHY DRAW? 1Explore an Idea 2Gain a Shared Understanding 5Improve Collaboration 7Anyone Can Draw 7Right Time and Place 10CHAPTER 2 REFRAMING OUR THINKING 15Breaking It Down 17Introducing the System 19Common Drawings 23CHAPTER 3 LINES AND POINTS 33Telling Stories with Lines 34Making Meaning with Points 42Tools and Materials 45CHAPTER 4 BUILDING FROM RECTANGLES 47Creating Diagrams 48Content Elements 55Navigation Elements 58Forms 65CHAPTER 5 BUILDING FROM CIRCLES, TRIANGLES, AND MORE 81Circular Elements 81Triangular Elements 89Advanced Icons and Symbols 92Representing Interactions 98CHAPTER 6 ILLUSTRATING LIGHT, MOTION, AND OTHER CONCEPTS 103Shading Techniques 103Using Accent Marks 105Looking at Lighting 105Using Elevation 110Using Texture 116Capturing Motion 119Conveying Luminance 120Communicating Sound 121CHAPTER 7 THE SYSTEM 127Putting It Together 128Creating Something New 134CHAPTER 8 USING FLOWS TO TELL STORIES 139Starting with the Syntax 139Showing Interactions 142Just Enough Information 144Depicting Transitions 145Labels and Annotations 147Being Conscious of Composition 150CHAPTER 9 TELLING ENGAGING STORIES 157Real-WorldConstraints 160Invoking Emotion 166Adapting the Visual Language 170Wayfinding and Landmarks 174Choreography and Timing 178Packaging Your Drawings 180CHAPTER 10 MOVING FORWARD 183Works Cited 185Index 187

Regulärer Preis: 19,99 €
Produktbild für A Practical Guide to Verilog-A

A Practical Guide to Verilog-A

Discover how Verilog-A is particularly designed to describe behavior and connectivity of circuits and system components for analog SPICE-class simulators, or for continuous time (SPICE-based) kernels in Verilog-AMS simulators. With continuous updates since it’s release 30 years ago, this practical guide provides a comprehensive foundation and understanding to the modeling language in its most recent standard formulation.With the introduction of language extensions to support compact device modeling, the Verilog-A has become today de facto standard language in the electronics industry for coding compact models of active and passive semiconductor devices. You'll gain an in depth look at how analog circuit simulators work, solving system equations, modeling of components from other physical domains, and modeling the same physical circuits and systems at various levels of detail and at different levels of abstraction.All industry standard compact models released by Si2 Compact Model Coalition (CMC) as well as compact models of emerging nano-electronics devices released by New Era Electronic Devices and Systems (NEEDS) initiative are coded in Verilog-A. This book prepares you for the current trends in the neuromorphic computing, hardware customization for artificial intelligence applications as well as circuit design for internet of things (IOT) will only increase the need for analog simulation modeling and make Verilog-A even more important as a multi-domain component-oriented modeling language.Let A Practical Guide to Verilog-A be the initial step in learning the extended mixed-signal Verilog-AMS hardware description language.WHAT YOU'LL LEARN* Review the hardware description and modeling language Verilog-A in its most recent standard formulation.* Code new compact models of active and passive semiconductor devices as well as new models for emerging circuit components from different physical disciplines.* Extend the application of SPICE-like circuit simulators to non-electronics field (neuromorphic, thermal, mechanical, etc systems).* Apply the initial steps towards the extended mixed-signal Verilog-AMS hardware description language.WHO THIS BOOK IS FORElectronic circuit designers and SPICE simulation model developers in academia and industry. Developers of electronic design automation (EDA) tools. Engineers, scientists and students of various disciplines using SPICE-like simulators for research and development.Dr. Slobodan Mijalkovic is a Senior R&D Engineer at Silvaco, Inc., specialized in semiconductor device and integrated circuit modeling for electronic design automation (EDA) software tools. Before joining Silvaco Europe, he was a Principal Researcher in HiTeC Laboratory at Delft University of Technology in the Netherlands, where he led a team for standardization of the Mextram bipolar transistor model with Compact Model Coalition (CMC). Formerly, he was an Assistant and an Associate Professor with the Department of Microelectronics at Faculty of Electronics Engineering, University of Nis in Serbia (Yugoslavia).Dr. Mijalkovic has authored 50 cited publications including the monograph “Multigrid Methods for Process Simulation” published by Springer. In the period 2002-2006 he has set and chaired four editions of “Compact Modeling for RF Application (CMRF)” workshops that strongly contributed to the acceptance of Verilog-A as a standard compact modeling language. He is a senior Member of IEEE and currently a member of the IEEE EDS Compact Modeling Committee.Chapter 1: IntroductionChapter Goal: Verilog-A delineation. Comparison to other HDLs and modeling languages. Book organization.Chapter 2: The Lexical Basis of Verilog-AChapter Goal: Introducing Verilog-A lexical tokens, token separators as well as basic token groups and token containers.Chapter 3: Basic Types and ExpressionsChapter Goal: Introducing integer, real and string data types and how expressions are assembled for different types using operators.Chapter 4: Nets and SignalsChapter Goal: Introducing the concept of nets and signals defined by nature and net_discipline types.Chapter 5: Modules and NetlistsChapter Goal: Introducing modules, as basic units of hierarchy in Verilog-A language, and their instantiation in SPICE and Verilog-A netlists.Chapter 6: Parameters and ParamsetsChapter Goal: Introducing the concept of parameters, customization of modules by passing parameters into a module at instantiation and the concept of instance and model parameters defined via paramsets.Chapter 7: Branch Contribution StatementsChapter Goal: Introducing the concept of analog branch assignments and signal access mechanisms.Chapter 8: Procedural StatementsChapter Goal: Introducing analog procedural block and procedural control statements.Chapter 9: Derivative and Integral OperatorsChapter Goal: Detailed description of analog functions used to perform differentiation and integration in time.Chapter 10: Built-in Mathematical FunctionsChapter Goal: Define all Verilog-A standard mathematical function.Chapter 11: User Defined FunctionsChapter Goal: Describe how to write modular, maintainable and reusable models in Verilog-A using user defined functions.Chapter 12: Analog Filter FunctionsChapter Goal: Introducing Verilog-A time and frequency domain filter functions and their usage with constant and dynamic arguments.Chapter 13: Look-Up Table ModelsChapter Goal: Describing how to create a multidimensional interpolation lookup-up table models in Verilog-AChapter 14: Small Signal and Noise SourcesChapter Goal: Introducing Verilog-A functions supporting small signal and noise analysis in SPICE simulators.Chapter 15: EventsChapter Goal: Introducing methods to control analog behaviour of the component models in Verilog-A.Chapter 16: Input and OutputChapter Goal: Describe methods and functions to read and write formatted data.Chapter 17: Simulator Query and Control MethodsChapter Goal: Describing the methods to access the simulator kernel parameters in the Verilog-A model.Chapter 18: AttributesChapter Goal: Introducing attributes as a mechanism for specifying properties about objects, statements and groups of statements in the Verilog-A source that can be used by the simulator.Chapter 19: Compiler DirectivesChapter Goal: Introducing compiler directives that dictate Verilog-A compiler behaviour in a pre-processingcompilation phase.Chapter 20: SPICE CompatibilityChapter Goal: Describes the degree of compatibility with SPICE-like simulators which Verilog-A provides and the approach taken to provide that compatibility.

Regulärer Preis: 62,99 €
Produktbild für Practical MATLAB Deep Learning

Practical MATLAB Deep Learning

Harness the power of MATLAB for deep-learning challenges. Practical MATLAB Deep Learning, Second Edition, remains a one-of a-kind book that provides an introduction to deep learning and using MATLAB's deep-learning toolboxes. In this book, you’ll see how these toolboxes provide the complete set of functions needed to implement all aspects of deep learning. This edition includes new and expanded projects, and covers generative deep learning and reinforcement learning.Over the course of the book, you'll learn to model complex systems and apply deep learning to problems in those areas. Applications include:* Aircraft navigation* An aircraft that lands on Titan, the moon of Saturn, using reinforcement learning* Stock market prediction* Natural language processing* Music creation usng generative deep learning* Plasma control* Earth sensor processing for spacecraft* MATLAB Bluetooth data acquisition applied to dance physics WHAT YOU WILL LEARN* Explore deep learning using MATLAB and compare it to algorithms* Write a deep learning function in MATLAB and train it with examples* Use MATLAB toolboxes related to deep learning* Implement tokamak disruption prediction* Now includes reinforcement learningWHO THIS BOOK IS FOREngineers, data scientists, and students wanting a book rich in examples on deep learning using MATLAB.MICHAEL PALUSZEK is the co-author of MATLAB Recipes published by Apress. He is President of Princeton Satellite Systems, Inc. (PSS) in Plainsboro, New Jersey. Mr. Paluszek founded PSS in 1992 to provide aerospace consulting services. He used MATLAB to develop the control system and simulation for the Indostar-1 geosynschronous communications satellite, resulting in the launch of PSS' first commercial MATLAB toolbox, the Spacecraft Control Toolbox, in 1995. Since then he has developed toolboxes and software packages for aircraft, submarines, robotics, and fusion propulsion, resulting in PSS' current extensive product line. He is currently leading an Army research contract for precision attitude control of small satellites and working with the Princeton Plasma Physics Laboratory on a compact nuclear fusion reactor for energy generation and propulsion. Prior to founding PSS, Mr. Paluszek was an engineer at GE Astro Space in East Windsor, NJ. At GE he designed the Global Geospace Science Polar despun platform control system and led the design of the GPS IIR attitude control system, the Inmarsat-3 attitude control systems and the Mars Observer delta-V control system, leveraging MATLAB for control design. Mr. Paluszek also worked on the attitude determination system for the DMSP meteorological satellites. Mr. Paluszek flew communication satellites on over twelve satellite launches, including the GSTAR III recovery, the first transfer of a satellite to an operational orbit using electric thrusters. At Draper Laboratory Mr. Paluszek worked on the Space Shuttle, Space Station and submarine navigation. His Space Station work included designing of Control Moment Gyro based control systems for attitude control. Mr. Paluszek received his bachelors in Electrical Engineering, and master's and engineer’s degrees in Aeronautics and Astronautics from the Massachusetts Institute of Technology. He is author of numerous papers and has over a dozen U.S. Patents.STEPHANIE THOMAS is the co-author of MATLAB Recipes, published by Apress. She received her bachelor's and master's degrees in Aeronautics and Astronautics from the Massachusetts Institute of Technology in 1999 and 2001. Ms. Thomas was introduced to PSS' Spacecraft Control Toolbox for MATLAB during a summer internship in 1996 and has been using MATLAB for aerospace analysis ever since. She built a simulation of a lunar transfer vehicle in C++, LunarPilot, during the same internship. In her nearly 20 years of MATLAB experience, she has developed many software tools including the Solar Sail Module for the Spacecraft Control Toolbox; a proximity satellite operations toolbox for the Air Force; collision monitoring Simulink blocks for the Prisma satellite mission; and launch vehicle analysis tools in MATLAB and Java, to name a few. She has developed novel methods for space situation assessment such as a numeric approach to assessing the general rendezvous problem between any two satellites implemented in both MATLAB and C++. Ms. Thomas has contributed to PSS' Attitude and Orbit Control textbook, featuring examples using the Spacecraft Control Toolbox, and written many software User's Guides. She has conducted SCT training for engineers from diverse locales such as Australia, Canada, Brazil, and Thailand and has performed MATLAB consulting for NASA, the Air Force, and the European Space Agency.ERIC HAM is a a Technical Specialist, Princeton Satellite Systems. His expertise lies with deep learning, programming using MATLAB, C++ and related.1. What is deep learning? – no changes except editoriala. Machine learning vs. deep learningb. Approaches to deep learningc. Recurrent deep learningd. Convolutional deep learning2. MATLAB machine and deep learning toolboxesa. Describe the functionality and applications of each toolboxb. Demonstrate MATLAB toolboxes related to Deep Learningc. Include the text toolbox generative toolbox and reinforcement learning toolboxd. Add more detail on each3. Finding Circles – no changes except editorial.4. Classifying movies – no changes except editorial.5. Tokamak disruption detection – this would be updated.6. Classifying a pirouette – no changes except editorial.7. Completing sentences - This would be revamped using the MATLAB Text Processing Toolbox.8. Terrain based navigation-The example in the original book would be changed to a regression approach that can interpolate position. We would switch to a terrestrial example applicable to drones.9. Stock prediction – this is a very popular chapter. We would improve the algorithm.10. Image classification – no changes except editorial.11. Orbit Determination – add inclination to the algorithm.12. Earth Sensors – a new example on how to use neural networks to measure roll and yaw from any Earth sensor.13. Generative deep learning example. This would be a neural network that generates pictures after learning an artist’s style.14. Reinforcement learning. This would be a simple quadcopter hovering control system. It would be simulation based although readers would be able to apply this to any programmable quadcopter.

Regulärer Preis: 62,99 €
Produktbild für Einstieg in Visual Basic mit Visual Studio 2022

Einstieg in Visual Basic mit Visual Studio 2022

Sie möchten das Programmieren mit Visual Basic lernen? Dann führt Sie dieses Buch schnell und sicher zum Ziel. An anschaulichen und leicht nachvollziehbaren Beispielen lernen Sie alle wichtigen Themen kennen: Grundlagen zu Variablen, Operatoren, Schleifen und Co., objektorientierte Programmierung, GUI-Programmierung mit Windows Forms, Fehlerbehandlung und Entwicklung von Datenbankanwendungen. Auch in die Entwicklung von GUIs mit der Windows Presentation Foundation werden Sie eingeführt. Ausführliche Schritt-für-Schritt-Anleitungen und regelmäßige Zusammenfassungen sichern Ihren Lernerfolg. Ihr neu gewonnenes Wissen können Sie an einer Vielzahl von Übungsaufgaben unter Beweis stellen und an Musterlösungen überprüfen. So werden Sie schon bald selbstständig eigene Windows-Programme entwickeln. Aus dem Inhalt: VB-Sprachgrundlagen.NET 6 und Visual Studio 2022Einführung in die Windows-ProgrammierungFehlerbehandlungObjektorientierte ProgrammierungWichtige KlassenDatenbank-AnwendungenZeichnen mit GDI+Einführung in Windows Presentation FoundationVerteilung von ProgrammenÜbungen und Musterlösungen   Materialien zum Buch ... 18   1.  Einführung ... 19        1.1 ... Visual Basic .NET, ein moderner Klassiker ... 19        1.2 ... Visual Basic .NET und Visual Studio ... 20        1.3 ... Aufbau dieses Buchs ... 21        1.4 ... Visual Studio 2022 ... 21        1.5 ... Mein erstes Windows-Programm ... 22        1.6 ... Visual-Studio-Entwicklungsumgebung ... 22        1.7 ... Ausgaben ... 36        1.8 ... Arbeiten mit Steuerelementen ... 41   2.  Grundlagen ... 49        2.1 ... Variablen und Datentypen ... 49        2.2 ... Operatoren ... 60        2.3 ... Einfache Steuerelemente ... 67        2.4 ... Verzweigungen mit »If« und »IIf()« ... 75        2.5 ... Verzweigungen mit »Select« und »Case« ... 85        2.6 ... Verzweigungen und Steuerelemente ... 88        2.7 ... Schleifen ... 97        2.8 ... Schleifen und Steuerelemente ... 106   3.  Fehlerbehandlung ... 119        3.1 ... Entwicklung eines Programms ... 119        3.2 ... Fehlerarten ... 120        3.3 ... Syntaxfehler ... 120        3.4 ... Laufzeitfehler und Exception Handling ... 123        3.5 ... Logische Fehler und Debuggen ... 127   4.  Erweiterte Grundlagen ... 131        4.1 ... Steuerelemente aktivieren ... 131        4.2 ... Bedienung per Tastatur ... 136        4.3 ... Ereignisgesteuerte Programmierung ... 138        4.4 ... Datenfelder ... 145        4.5 ... Methoden ... 157        4.6 ... Nullbare Datentypen ... 171        4.7 ... Konsolenanwendung ... 176        4.8 ... Tupel ... 183   5.  Objektorientierte Programmierung ... 191        5.1 ... Was ist Objektorientierung? ... 191        5.2 ... Klasse, Eigenschaft, Methode, Objekt ... 192        5.3 ... Eigenschaftsmethode ... 196        5.4 ... Konstruktor ... 198        5.5 ... Namensräume ... 201        5.6 ... Referenzen, Vergleiche und Typen ... 202        5.7 ... Operatormethoden ... 209        5.8 ... Statische Elemente ... 214        5.9 ... Delegates ... 217        5.10 ... Vererbung ... 220        5.11 ... Polymorphie ... 225        5.12 ... Abstrakte Klassen ... 228        5.13 ... Schnittstellen ... 232        5.14 ... Strukturen ... 235        5.15 ... Generische Datentypen ... 239        5.16 ... Erweiterungsmethoden ... 249        5.17 ... Eigene Klassenbibliotheken ... 252        5.18 ... Mehrere Formulare ... 254   6.  Wichtige Klassen in .NET ... 261        6.1 ... Zeichenketten ... 261        6.2 ... Datum und Uhrzeit ... 274        6.3 ... Textdateien ... 281        6.4 ... XML-Dateien ... 288        6.5 ... Verzeichnisse ... 295        6.6 ... Mathematische Funktionen ... 301   7.  Weitere Elemente eines Windows-Programms ... 307        7.1 ... Hauptmenü ... 307        7.2 ... Kontextmenü ... 315        7.3 ... Symbolleiste ... 317        7.4 ... Statusleiste ... 320        7.5 ... Dialogfeld »InputBox« ... 322        7.6 ... Dialogfeld »MessageBox« ... 325        7.7 ... Standarddialogfelder ... 329        7.8 ... Steuerelement »RichTextBox« ... 335        7.9 ... Steuerelement »ListView« ... 337        7.10 ... Steuerelement »DataGridView« ... 340   8.  Datenbankanwendungen ... 345        8.1 ... Was sind relationale Datenbanken? ... 345        8.2 ... Anlegen einer Datenbank in MS Access ... 354        8.3 ... Datenbankzugriff mit Visual Basic .NET in Visual Studio ... 360        8.4 ... SQL-Befehle ... 368        8.5 ... Ein Verwaltungsprogramm ... 380        8.6 ... Verbindung zu MySQL ... 387        8.7 ... Verbindung zu SQLite ... 389        8.8 ... Datenbank mit mehreren Tabellen ... 392   9.  Zeichnen mit GDI+ ... 437        9.1 ... Grundlagen von GDI+ ... 437        9.2 ... Linie, Rechteck, Polygon und Ellipse zeichnen ... 437        9.3 ... Text zeichnen ... 442        9.4 ... Bilder darstellen ... 445        9.5 ... Dauerhaft zeichnen ... 446        9.6 ... Zeichnen einer Funktion ... 447 10.  Beispielprojekte ... 451        10.1 ... Spielprogramm »Tetris« ... 451        10.2 ... Lernprogramm »Vokabeln« ... 463 11.  Windows Presentation Foundation ... 473        11.1 ... Layout ... 474        11.2 ... Steuerelemente ... 477        11.3 ... Anwendung mit Navigation ... 480        11.4 ... Zweidimensionale Grafik ... 483        11.5 ... Dreidimensionale Grafik ... 486        11.6 ... Animation ... 490   A.  Installation und technische Hinweise ... 495   Index ... 499

Regulärer Preis: 34,90 €
Produktbild für Job Ready Go

Job Ready Go

TACKLE GOLANG WITH PRACTICAL AND EMPLOYMENT-FOCUSED INSTRUCTIONIn Job Ready Go, software education guru Dr. Haythem Balti delivers an essential and hands-on guide to Go, an open-source programming language developed by Google engineers to combine the most sought-after capabilities of other programming languages, including Java, C#, and C++. In the book, the author walks you through all the most critical skills necessary for successful, on-the-job Go programming. You’ll discover:* How to get started with Go, including how to run, build, and test your own go programs* Understand control flow and data structures in Go including arrays, slices, maps, and pointerss* How to leverage structs, interfaces, and methods to organize and reuse code* How to leverage go to process data, access different types of files and develop APIs* Leverage concurrency and gRPCs to create complex and interconnected systems. Job Ready Go offers readers straightforward and elegant instruction based on the renowned mthree Global Academy and Software Guild training program. It’s an essential read for aspiring Go developers looking for a fast-track to developing real-world skills demanded by employers. HAYTHEM BALTI, PHD, is an associate dean at Wiley Edge. He has created courses used by thousands of Software Guild and Wiley Edge (formerly mthree) alumni to learn Go, Java, Python, and other development and data science skills. KIMBERLY A. WEISS is a Senior Manager of Curriculum Operations for Wiley Edge. She has worked with multiple universities as well as corporate training settings to develop interactive instructional content appropriate for the target learners and course goals, specializing in software development courses. About the Authors vAbout the Technical Writer viAbout the Technical Editor viiAcknowledgments viiiIntroduction xxiPART I: THE BASICS OF THE GO PROGRAMMING LANGUAGE 1Lesson 1: Getting Started with Go 3Lesson 2: Understanding Go Basics 21Lesson 3: Storing with Variables 39Lesson 4: Performing Operations 69Lesson 5: Controlling Program Flow with Conditional Statements 99Lesson 6: Controlling Program Flow with Loops 123Lesson 7: Pulling It All Together: Income Tax Calculator 145PART II: ORGANIZING CODE AND DATA IN GO 173Lesson 8: Using Functions 175Lesson 9: Accessing Arrays 195Lesson 10: Working with Pointers 215Lesson 11: Organizing with Structs 237Lesson 12: Accessing Slices 263Lesson 13: Manipulating Maps 287Lesson 14: Creating Methods 305Lesson 15: Adding Interfaces 325Lesson 16: Pulling It All Together: Building a Burger Shop 343PART III: CREATING JOB READY SOLUTIONS IN GO 377Lesson 17: Handling Errors 379Lesson 18: Concurrency 395Lesson 19: Sorting and Data Processing 421Lesson 20: File I/O and OS Operations 453Lesson 21: Pulling It All Together: Word Analysis in Go 485PART IV: ADVANCED TOPICS FOR GO DEVELOPMENT 525Lesson 22: Testing 527Lesson 23: API Development Tutorial 561Lesson 24: Working with gRPC 591Lesson 25: Pulling It All Together: Using Smart Data 607Lesson 26: Using Modules 645Appendix: File Permissions and Access Rights 651Index 655

Regulärer Preis: 28,99 €
Produktbild für Microsoft Azure for Java Developers

Microsoft Azure for Java Developers

Learn Azure-based features to build and deploy Java applications on Microsoft’s Azure cloud platform. This book provides examples of components on Azure that are of special interest to Java programmers, including the different deployment models that are available. The book shows how to deploy your Java applications in Azure WebApp, Azure Kubernetes Service, Azure Functions, and Azure Spring Cloud. Also covered is integration with components such as Graph API, Azure Storage, Azure Redis Cache, and Azure SQL.The book begins with a brief discussion of cloud computing and an introduction to Java support on Azure. You’ll then learn how to deploy Java applications using each of the deployment models, and you’ll see examples of integrating with Azure services that are of particular interest to Java programmers. Security is an important aspect, and this book shows you how to enable authentication and authorization for your Java applications using Azure Active Directory.Implementing a DevOps strategy is essential in today’s market when building any application. Examples in this book show you how to build continuous integration and continuous deployment pipelines to build and deploy Java applications on Azure. The book focuses on the best practices you should follow while designing and implementing Java applications on Azure. The book also elaborates on monitoring and debugging Java applications running on Azure using Application Insights and Azure Monitor.WHAT YOU WILL LEARN* Design and build Azure-based Java applications* Run Azure-based Java applications on services such as Azure App Services, Azure Spring Cloud, Azure Functions, and Azure Kubernetes Service* Integrate Azure services such as Azure SQL, Azure Storage Account, Azure Redis Cache, Azure Active Directory, and more with Java applications running on Azure * Monitor and debug Java applications running on Azure* Secure Azure-based Java applications* Build DevOps CI/CD strategy for Azure-based Java applications* Package and deploy Azure-based Java applications on Azure WHO THIS BOOK IS FORJava developers planning to build Azure-based Java applications and deploy them on Azure. Developers should be aware of the preliminary cloud fundamentals to help them understand the Java capability available on Azure. They do not need to be an expert in Azure to grasp the book’s content and start building Java-based applications using the capability available on Azure. However, they should have a good understanding of the Java programming language and frameworks.ABHISHEK MISHRA is a Principal Cloud Architect at a leading organization and has more than 17 years of experience in building and architecting software solutions for large and complex enterprises across the globe. He has deep expertise in enabling digital transformation for his customers using the cloud and artificial intelligence. He speaks at conferences on Azure and has authored four books on Azure prior to writing this new book.IntroductionPART I. BUILDING AND DEPLOYING JAVA APPLICATIONS TO AZURE1. Getting Started with Java Development for Azure2. Java for Azure WebApp3. Java-based Azure Functions4. Containerizing Java Applications with Azure Kubernetes Service5. Running Java Applications on Azure Spring CloudPART II. INTEGRATING JAVA APPLICATIONS WITH POPULAR AZURE SERVICES6. Integrating with Azure Storage Account7. Azure SQL from Java Applications8. Work with Azure Cosmos DB9. Storing Runtime Data in Azure Redis Cache10. Sending Emails using Graph API11. Debugging and Monitoring using Azure Monitor12. Authentication and Authorization with Azure Active DirectoryPART III. DEVOPS AND BEST PRACTICES13. Provisioning Resources with Azure DevOps and Azure CLI14. Building and Deploying using Azure DevOps15. A Near-Production Azure-based Java Application

Regulärer Preis: 62,99 €
Produktbild für From Complex Sentences to a Formal Semantic Representation using Syntactic Text Simplification and Open Information Extraction

From Complex Sentences to a Formal Semantic Representation using Syntactic Text Simplification and Open Information Extraction

This work presents a discourse-aware Text Simplification approach that splits and rephrases complex English sentences within the semantic context in which they occur. Based on a linguistically grounded transformation stage, complex sentences are transformed into shorter utterances with a simple canonical structure that can be easily analyzed by downstream applications. To avoid breaking down the input into a disjointed sequence of statements that is difficult to interpret, the author incorporates the semantic context between the split propositions in the form of hierarchical structures and semantic relationships, thus generating a novel representation of complex assertions that puts a semantic layer on top of the simplified sentences. In a second step, she leverages the semantic hierarchy of minimal propositions to improve the performance of Open IE frameworks. She shows that such systems benefit in two dimensions. First, the canonical structure of the simplified sentences facilitatesthe extraction of relational tuples, leading to an improved precision and recall of the extracted relations. Second, the semantic hierarchy can be leveraged to enrich the output of existing Open IE approaches with additional meta-information, resulting in a novel lightweight semantic representation for complex text data in the form of normalized and context-preserving relational tuples. Background.- Discourse-Aware Sentence Splitting.- Open Information Extraction.- Evaluation.- Conclusion.

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Produktbild für Web Application Development with Streamlit

Web Application Development with Streamlit

Transition from a back-end developer to a full-stack developer with knowledge of all the dimensions of web application development, namely, front-end, back-end and server-side software. This book provides a comprehensive overview of Streamlit, allowing developers and programmers of all backgrounds to get up to speed in as little time as possible.Streamlit is a pure Python web framework that will bridge the skills gap and shorten development time from weeks to hours. This book walks you through the complete cycle of web application development, from an introductory to advanced level with accompanying source code and resources. You will be exposed to developing basic, intermediate, and sophisticated user interfaces and subsequently you will be acquainted with data visualization, database systems, application security, and cloud deployment in Streamlit.In a market with a surplus demand for full stack developers, this skill set could not possibly come at a better time. In one sentence, Streamlit is a means for the empowerment of developers everywhere and all stand to gain from it.WHAT YOU’LL LEARN* Mutate big data in real-time* Visualize big data interactively* Implement web application security and privacy protocols * Deploy Streamlit web applications to the cloud using Streamlit, Linux and Windows serversWHO IS THIS BOOK FOR?Developers with solid programming experience wanting to learn Streamlit; Back-end developers looking to upskill and transition to become a full-stack developers; Those who wish to learn and become more acquainted with data visualization, database systems, security and cloud deployment with SteamlitMOHAMMAD KHORASANI A hybrid of an engineer and a computer scientist with a Bachelor’s of Science in Mechanical Engineering from Texas A&M Uni­versity, and a Master’s in Computer Science from the University of Illinois at Urbana-Champaign. Mohammad specializes in developing and implement­ing software solutions for the advancement of renewable energy systems and services at Iberdrola. In addition, he develops robotic devices using embed­ded systems and rapid prototyping technologies. He is also an avid blog-ger of STEM related topics on Towards Data Science - a Medium publica­tion.MOHAMED ABDOU A Software Engineer with diverse academic and indus­trial exposure. A graduate of Computer Engineering from Qatar Uni­versity, and currently a SDE at Amazon. Mohamed has built a variety of open source tools used by tens of thousands in the Streamlit commu­nity. He led the first Google Developer Student Club in Qatar, and rep­resented Qatar University in national and international programming contests. He is a a cyber security enthusiast, and was ranked 2nd nationwide in bug bounty hunting in Qatar in 2020 among under 25 year old’s.JAVIER HERNANDEZ FERNANDEZ specializes in the area of technology innovation and brings over twenty years of practical experience in overseeing the design and delivery of technological developments on behalf of multi-national compa­nies in the fields of IT, telecom, and utilities. He publishes extensively, speaks at conferences around the world, and spends his days wading through piles of academic papers in the hope of finding something interesting. He holds Mas­ters’ degrees in both Energy Management and Project Management, in addition to a B.Sc. in Computer Science from the from the Faculty of Engineering of the University of Ottawa.PART I: INTRODUCTION TO STREAMLIT1 GETTING STARTED WITH STREAMLIT1.1 Why Streamlit?1.2 How Streamlit Works1.3 Firing it up2 STREAMLIT BASICS2.1 The Streamlit API2.2 Creating a basic appPART II: DEVELOPING ADVANCED INTERFACES AND APPLICATIONS3 ARCHITECTING STREAMLIT’S FRONT-END DESIGN3.1 Designing the application3.2 Provisioning multi-page applications3.3 Data wrangling4 GRAPHING IN DEPTH4.1 Visualization stack4.2 Exploring Plotly data visualizationsPART III: INTERFACING WITH DATABASE AND BACK-END SYSTEMS5 DATABASE INTEGRATION5.1 Relational Databases5.2 Non-relational databases6 BACK-END SERVERS6.1 The need for back-end servers6.2 Front-end/ Back-end Communication6.3 Working with JSON files6.4 Provisioning a back-end server6.5 Multi-threading and multi-processing request6.6 Connecting Streamlit to a Back-end ServerPART IV: ENFORCING APPLICATION SECURITY AND PRIVACY7 SESSION STATE7.1 Introducing session IDs7.2 Implementing session state persistently7.3 Recording user insights7.4 Implementing session state natively7.5 Cookies management8 AUTHENTICATION AND APPLICATION SECURITY8.1 Developing user accounts8.2 Verifying user credentials8.3 Secrets management8.4 Anti-SQL injection measures with SQL Alchemy8.5 Configuring Git Ignore variablesPART V: DEPLOYING STREAMLIT TO THE CLOUD9 PERSISTENT DEPLOYMENT9.1 Deployment to Streamlit Sharing9.2 Deployment to Linux9.3 Deployment to Windows Server10 EXPOSING LOCAL STREAMLIT TO THE WORLD WIDE WEB10.1 Port forwarding over network gateway10.2 Reverse Port Forwarding using NGROKPART VI: STREAMLIT CUSTOM COMPONENTS11 BUILDING STREAMLIT COMPONENTS WITH REACT.JS11.1 Introduction to Streamlit custom components11.2 Using React.js to create custom HTML components11.3 Deploying components as a Pip package12 EXTRA-STREAMLIT-COMPONENTS PACKAGE12.1 Stepper bar12.2 Splash screen . .12.3 Tab bar12.4 Cookie ManagerPART VII: STREAMLIT CASE STUDIES13 GENERAL USE CASES13.1 Data science & machine learning applications13.2 Dashboards and real-time applications13.3 Time-series applications13.4 Advanced application development14 STEAMLIT AT WORK14.1 Iberdrola Renewables14.2 DummyLearn.com

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Produktbild für Learn JavaFX Game and App Development

Learn JavaFX Game and App Development

Understand real-world game development concepts using JavaFX game engine called FXGL. The core focus of the book is on developing a standalone game or application with FXGL.We will start with an overview of the book followed by requisite concepts from Java and JavaFX that will be used throughout this book. Next, we will learn about the FXGL game engine and its wide range of real-world game development techniques. In the following chapter, we learn about entity-component model used in FXGL to create a powerful abstraction of the game world. The next chapter builds on this, where we develop a platformer game using the physics engine and a popular external tool called Tiled. An important concept of games AI is covered in the following chapter. Visually complex features related to graphics and rendering as well as UI elements and animation system in FXGL will be discussed in the next chapter. The following chapter is dedicated to non-game applications that can be developed using FXGL. The last two chapters cover packaging and deployment of JavaFX and FXGL applications and discussion on future projects.The key take-away skill from this book is the ability to develop professional-level applications and games with FXGL. During the course of this book, you will have produced a range of cross-platform applications and games using FXGL, reinforcing the game development concepts covered throughout.WHAT YOU WILL LEARN• Understand use of advanced Java and JavaFX concepts• Learn about real-world game development concepts in a general-purpose programming language• Master professional cross-platform, desktop and mobile, games using the FXGL game engineWHO IS THIS BOOK FORThis book is for beginners in Java and/or JavaFX who wish to develop apps and games with FXGL, while improving Java and JavaFX skills.Dr Almas Baimagambetov is a Principal Lecturer in Computer Science at the University of Brighton, UK. He has considerable software development experience and is a huge fan of open source. His prominent contributions to the JVM community on GitHub include the FXGL game engine, collaborations on numerous JavaFX projects, a wide range of open-source games, and a collection of practical tutorials. Almas also has a YouTube channel focused on Java, Kotlin, JavaFX, Unity, and Unreal Engine. Chapter 1: IntroductionChapter Goal: Sets the scene for the book, provides an overview and sets expectationsChapter 2: Requisite Java and JavaFX ConceptsChapter Goal: Covers fundamental knowledge required to understand the book contentSub-topics: Java programmingJavaFX scene graphJavaFX model of programmingJavaFX conceptsChapter 3: FXGL ArchitectureChapter Goal: Provides an overview of the FXGL architecture, features, and capabilitiesChapter 4: Entity-Component Case Study: Develop Arcade GamesChapter Goal: Introduction to entity-component model used for abstracting game worldsSub-topics:Game worldEntity-Component modelPong and Breakout style gamesChapter 5: Physics Case Study: Develop a Platformer GameChapter Goal: Introduction to lightweight and heavyweight physics engines in FXGLSub-topics:Collision detectionRigid body dynamicsMario style gameChapter 6: AI Case Study: Develop a Maze Action GameChapter Goal: Provides a foundation for using and developing AI agents in FXGLSub-topics:A* pathfindingGraph theoryComponent-driven behaviorPac-man style gameChapter 7: Graphics and UI Case Study: Develop a Top-Down Shooter GameChapter Goal: Introduction to the particle and animation systems used in FXGLSub-topics:Particle systemMulti-layer renderingAnimationsInterpolationsGeometry wars style gameChapter 8: Developing General-Purpose ApplicationsChapter Goal: Provide information on how FXGL can be used in non-game contextsChapter 9: Cross-platform DeploymentChapter Goal: Demonstrates the package and deployment process with FXGLSub-topics:jlinkNative imagesGluon toolsMobile developmentChapter 10: ConclusionChapter Goal: Recap what was covered in the chapters, provides external resources and ideas for future projects

Regulärer Preis: 56,99 €