Advances in Computers: Volume 70

Elsevier
2
Leseprobe

Advances in Computers covers new developments in computer technology. Most chapters present an overview of a current subfield within computers, with many citations, and often include new developments in the field by the authors of the individual chapters. Topics include hardware, software, theoretical underpinnings of computing, and novel applications of computers. This current volume includes six chapters on hardware development in the educational market, intelligent search strategies, domain specific languages and trustworthiness and risks in computer technology.

The book series is a valuable addition to university courses that emphasize the topics under discussion in that particular volume as well as belonging on the bookshelf of industrial practitioners who need to implement many of the technologies that are described.

  • Trustworthiness and risks in computer technology
  • K-12 educational use of inexpensive handheld devices
  • Domain specific languages
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Zusätzliche Informationen

Verlag
Elsevier
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Veröffentlichungsdatum
09.08.2011
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Seiten
358
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ISBN
9780080524412
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Sprache
Englisch
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Genres
Computer / Technische Informatik
Computer / Informatik
Computer / Desktop-Anwendungen / Design & Grafik
Technik & Ingenieurwesen / Elektronik / Allgemeines
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Inhaltsschutz
Dieser Inhalt unterliegt dem DRM-Schutz.
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Vorlesen
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Google Commerce Ltd
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This is volume 72 of Advances in Computers, a series that began back in 1960 and is the oldest continuing series chronicling the ever-changing landscape of information technology. Each year three volumes are produced, which present approximately 20 chapters that describe the latest technology in the use of computers today. In this volume 72, we present the current status in the development of a new generation of high-performance computers.

The computer today has become ubiquitous with millions of machines being sold (and discarded) annually. Powerful machines are produced for only a few hundred U.S. dollars, and one of the problems faced by vendors of these machines is that, due to the continuing adherence to Moore’s law, where the speed of such machines doubles about every 18 months, we typically have more than enough computer power for our needs for word processing, surfing the web, or playing video games. However, the same cannot be said for applications that require large powerful machines. Applications such as weather and climate prediction, fluid flow for designing new airplanes or automobiles, or nuclear plasma flow require as much computer power as we can provide, and even that is not enough. Today’s machines operate at the teraflop level (trillions of floating point operations per second) and this book describes research into the petaflop region (1,015 FLOPS). The six chapters provide an overview of current activities that will provide for the introduction of these machines in the years 2011 through 2015.
This is volume 73 of Advances in Computers. This series, which began publication in 1960, is the oldest continuously published anthology that chronicles the ever- changing information technology field. In these volumes we publish from 5 to 7 chapters, three times per year, that cover the latest changes to the design, development, use and implications of computer technology on society today. In this current volume, subtitled “Emerging Technologies, we discuss several new advances in computer software generation as well as describe new applications of those computers.

The first chapter gives an overview of various software development technologies that have been applied during the past 40 years with the goal of improving the software development process. This includes various methods such as structured development methods, reviews, object-oriented methods and rapid development technologies.

Chapter 2 explores implications of UML as an emerging design notation for software.

Chapter 3 looks at the emerging concept of pervasive computing and its impact on resource management and security. The authors discuss how the goal of transparency of computers affects efficiency of the system as well as security concerns.

Chapter 4 discusses RFID, or radio frequency identification. This is the technology that cheaply tags products with unique identifiers that only need to pass near a reading device rather than specifically being read by a scanner. With this technology, products can be traced through the supply chain from manufacture to use easily.

In the final chapter, the authors discuss the use of robot technology in medicine, specifically computer-integrated interventional medicine (CIIM) in which robotic control takes over some or all of the aspects of surgery.
This video book will quickly teach you what every photographer needs to know about Photoshop CC, including:

 * Removing blemishes and distractions

 * Creating amazing, natural-looking portraits

 * Changing the color of clothing and hair

 * Changing the shape of bodies and objects

 * Using layers, adjustment layers, and masks

 * Replacing skies and backgrounds

 * Straightening lines and buildings

 * Compositing multiple images together

 * Changing facial expressions and poses

 * Creating complex selections and masks

 * Creating panoramas

 * Creating actions to automate tasks

 * Choosing the best image formats

 * Customizing and configuring Photoshop CC

Tony & Chelsea go beyond teaching you how to use Photoshop; they teach you why and when to use each feature to create stunning, natural images. When Photoshop isn’t the best tool, they suggest other alternatives.

Combining the benefits of video training and book learning, this video book gives you over 10 hours of video and dozens of images to practice with. If you learn better with video, watch the video training and refer to the book for quick reference. For best results, walk through each procedure in the book using the provided sample images. Then, watch the videos to learn more advanced and artistic techniques. If you still have questions, or want peer review, join our Photoshop group on Facebook and get feedback from other Photoshop users.

Tony and Chelsea cover every aspect of Photoshop in-depth, but structure their teaching so that both beginner and advanced photographers can learn as efficiently as possible. If you just want a quick start, you can watch the first video or read the first chapter and you'll know the basics of photo editing in less than an hour. If you want to know more about a specific feature, switch to that video or jump to that chapter in the ebook. If you want to know everything about Photoshop, watch the videos and read the book from start to finish. 

The present AutoCAD reference guide is, basically, an extension of our teaching, training and working experience in the CAD (Computer Aided Design) field and covers only ~200 commands of AutoCAD. In a productivity war, not only fewer weapons (tools and commands) force us to imbibe the defeat, but more than enough weapons are also suicidal (because we have less time for selection of weapon, too). So a compromising balance has been tried to achieve the optimum.

The available average good books on AutoCAD are horribly containing 2-3 thousands of pages for main text, with dozens of pages, only for their contents. All these mess is full of unnecessary details of even very simpler commands, which user can easily learn intuitively. Even after the bulk of pages they skip some really useful commands, which could otherwise boost the productivity of end user. 

While this reference guide is intended to provide a compact guide of AutoCAD to a wide range of working CAD professionals and students, ranging from engineering streams (architectural, civil, mechanical, electrical, etc.) to non-technical streams. We are relying heavily on the AutoCAD’s user friendly interface while writing the reference guide, as after entering the command alias in AutoCAD, it,  itself, tells ‘n asks for minimum ‘n necessary details through command line. So, practically, there is no need of written procedural details.

As this reference guide book is complimentary with the ‘AutoCAD-Advanced’ and ‘AutoCAD-Professional’ courses of ‘4Dimensions’, most commands given in this guide need at least one time lab training on real projects by an experienced tutor/professional. Each command, once mastered, doesn’t need the whole procedure to be remembered exactly (as different versions may have different procedures).


Content Development Team

4 Dimensions


A project based guides to learn animation, advanced shaders, environments, particle rendering, and networked games with Godot 3.0Key FeaturesLearn the art of developing cross-platform gamesLeverage Godot’s node and scene system to design robust, reusable game objectsIntegrate Blender easily and efficiently with Godot to create powerful 3D gamesBook Description

Godot Engine Game Development Projects is an introduction to the Godot game engine and its new 3.0 version. Godot 3.0 brings a large number of new features and capabilities that make it a strong alternative to expensive commercial game engines. For beginners, Godot offers a friendly way to learn game development techniques, while for experienced developers it is a powerful, customizable tool that can bring your visions to life.

This book consists of five projects that will help developers achieve a sound understanding of the engine when it comes to building games.

Game development is complex and involves a wide spectrum of knowledge and skills. This book can help you build on your foundation level skills by showing you how to create a number of small-scale game projects. Along the way, you will learn how Godot works and discover important game development techniques that you can apply to your projects.

Using a straightforward, step-by-step approach and practical examples, the book will take you from the absolute basics through to sophisticated game physics, animations, and other techniques. Upon completing the final project, you will have a strong foundation for future success with Godot 3.0.

What you will learnGet started with the Godot game engine and editorOrganize a game projectImport graphical and audio assetsUse Godot’s node and scene system to design robust, reusable game objectsWrite code in GDScript to capture input and build complex behaviorsImplement user interfaces to display informationCreate visual effects to spice up your gameLearn techniques that you can apply to your own game projectsWho this book is for

Godot Engine Game Development Projects is for both new users and experienced developers, who want to learn to make games using a modern game engine. Some prior programming experience in C and C++ is recommended.

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