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Digital Libraries - Current Issues: Digital Libraries Workshop, DL '94, Newark, NJ, USA, May 19- 20, 1994. Selected Papers (Lecture Notes in Computer Science)
ISBN:
Binding: Kindle Edition
Edition: 1
Author(s): Nabil R. Adam, Bharat K. Bhargava, Yelena Yesha
Publisher: Springer
Number of Pages: 334
This volume is the first book coherently summarizing the current issues in digital libraries research design and management It presents in a homogeneous way thoroughly revised versions of 15 papers accepted for the First International Workshop on Digital Libraries DL '94 held at Rutgers University in May 1994; in addition there are two introductory chapters provided by the volume editors as well as a comprehensive bibliography listing 262 entries Besides introductory aspects the topics addressed are administration and management information retrieval and hypertext classification and indexing and prototypes and applications The volume is intended for researchers and design professionals in the field as well as for experts from libraries administration and scientific publishing
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Half-Real: Video Games between Real Rules and Fictional Worlds
ISBN:
Binding: Kindle Edition
Edition:
Author(s): Jesper Juul
Publisher: The MIT Press
Number of Pages: 248
A video game is half-real: we play by real rules while imagining a fictional world We win or lose the game in the real world but we slay a dragon (for example) only in the world of the game In this thought-provoking study Jesper Juul examines the constantly evolving tension between rules and fiction in video games Discussing games from Pong to The Legend of Zelda from chess to Grand Theft Auto he shows how video games are both a departure from and a development of traditional non-electronic games The book combines perspectives from such fields as literary and film theory computer science psychology economic game theory and game studies to outline a theory of what video games are how they work with the player how they have developed historically and why they are fun to playLocating video games in a history of games that goes back to Ancient Egypt Juul argues that there is a basic affinity between games and computers Just as the printing press and the cinema have promoted and enabled new kinds of storytelling computers work as enablers of games letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers Juul presents a classic game model which describes the traditional construction of games and points to possible future developments He examines how rules provide challenges learning and enjoyment for players and how a game cues the player into imagining its fictional world Juul's lively style and eclectic deployment of sources will make Half-Real of interest to media literature and game scholars as well as to game professionals and gamers
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The Art and Science of Java
ISBN: 0321486129
Binding: Paperback
Edition: 1
Author(s): Eric Roberts
Publisher: Addison Wesley
Number of Pages: 704
In The Art and Science of Java Stanford professor and well-known leader in Computer Science Education Eric Roberts emphasizes the reader-friendly exposition that led to the success of The Art and Science of C By following the recommendations of the Association of Computing Machinerys Java Task Force this first edition text adopts a modern objects-first approach that introduces readers to useful hierarchies from the very beginning
Introduction; Programming by Example; Expressions; Statement Forms; Methods; Objects and Classes; Objects and Memory; Strings and Characters; Object-Oriented Graphics; Event-Driven Programs; Arrays and ArrayLists; Searching and Sorting; Collection Classes; Looking Ahead
A modern objects-first approach to the Java programming language that introduces readers to useful class hierarchies from the very beginning
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Encyclopedia of Computer Science
ISBN: 0470864125
Binding: Hardcover
Edition: 4
Author(s): N/A
Publisher: Wiley
Number of Pages: 2034
The Encyclopedia of Computer Science is the definitive reference in computer science and technology First published in 1976 it is still the only single volume to cover every major aspect of the field Now in its Fourth Edition this influential work provides an historical timeline highlighting the key breakthroughs in computer science and technology as well as clear and concise explanations of the latest technology and its practical applications Its unique blend of historical perspective current knowledge and predicted future trends has earned it its richly deserved reputation as an unrivalled reference classicWhat sets the Encyclopedia apart from other reference sources is the comprehensiveness of each of its entries Encompassing far more than mere definitions each article elaborates on a topic giving a remarkable breadth and depth of coverage The visual impact of the volume is enhanced with a 16 page colour insert spotlighting advanced computer applications and computer-generated graphics technology In addition the text is enlivened with figures tables diagrams illustrations and photographs
With contributions from over 300 international experts the 4th Edition contains over 100 completely new articles ranging from artificial life to computer ethics data mining to Java mobile computing to quantum computing and software safety to the World Wide Web In addition each of the more than 600 articles have been extensively revised expanded and updated to reflect the latest developments in computer science and technologyIntelligently and thoughtfully organised all the articles are classified around 9 main themesHardwareSoftwareComputer SystemsInformation and DataMathematics of ComputingTheory of ComputationMethodologiesApplicationsComputing MilieuxWithin each of these major headings are a wealth of articles that provide the reader with concise yet thorough coverage of the topic In addition cross-references are included at the beginning of each article directing the reader immediately to related materialIn addition the Encyclopedia contains useful appendices including:An expanded glossary of major terms in English German Spanish and RussianA revised list of abbreviations and acronymsAn updated list of computer science and engineering research journalsA list of articles from previous editions not included in the 4th editionA Name Index listing almost 3500 individuals cited in the textA comprehensive General Index with 7000 entriesA chronology of significant milestonesComputer Society & Academic Computer Science Department ListingsNumerical Tables Mathematical Notation and Units of MeasureHighly-regarded as an essential resource for computer professionals engineers mathematicians students and scientists the Encyclopedia of Computer Science is a must-have reference for every college university business and high-school library
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Python Scripting for Computational Science (Texts in Computational Science and Engineering)
ISBN: 3642093159
Binding: Paperback
Edition:
Author(s): Hans Petter Langtangen
Publisher: Springer
Number of Pages: 784
With a primary focus on examples and applications of relevance to computational scientists this brilliantly useful book shows computational scientists how to develop tailored flexible and human-efficient working environments built from small scripts written in the easy-to-learn high-level Python language All the tools and examples in this book are open source codes This third edition features lots of new material It is also released after a comprehensive reorganization of the text The author has inserted improved examples and tools and updated information as well as correcting any errors that crept in to the first imprint
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Science in the Age of Computer Simulation
ISBN: 0226902048
Binding: Paperback
Edition:
Author(s): Eric Winsberg
Publisher: University Of Chicago Press
Number of Pages: 168
Computer simulation was first pioneered as a scientific tool in meteorology and nuclear physics in the period following World War II but it has grown rapidly to become indispensible in a wide variety of scientific disciplines including astrophysics high-energy physics climate science engineering ecology and economics Digital computer simulation helps study phenomena of great complexity but how much do we know about the limits and possibilities of this new scientific practice How do simulations compare to traditional experiments And are they reliable Eric Winsberg seeks to answer these questions in Science in the Age of Computer Simulation Scrutinizing these issue with a philosophical lens Winsberg explores the impact of simulation on such issues as the nature of scientific evidence; the role of values in science; the nature and role of fictions in science;and the relationship between simulation and experiment theories and data and theories at different levels of description Science in the Age of Computer Simulation will transformmanyof the core issues in philosophy of science as well as our basic understanding of the role of the digital computer in the sciences
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Pearson Education's Review for the AP* Computer Science A and AB Exams (3rd Edition)
ISBN: 0136068618
Binding: Paperback
Edition: 3
Author(s): Susan Horwitz, Leigh Ann Sudol
Publisher: Addison Wesley
Number of Pages: 408
Used in the classroom or as a self-study guide this is an ideal resourcefor thosetaking the AP Computer Science exam in Java
PearsonEducations Review for the AP Computer Science Exam in Java covers everything you need to know to get the score you want It is written by a former AP Exam writer and is developed to help you take advantage of her experience
This test prep guide will help you: Understand how to approach the GridWorld case study a required part of the AP Computer Science A and AB curricula Review the most current AP Java topics (for both the A and AB exams) tested on the exam in a clear and concise manner Practice with six sample exams &emdash; three for the A and three for the AB exam Develop sound test-taking strategies with this books detailed review of Java hundreds of practice questions test taking tips and AP-style grading guide
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Invitation to Computer Science: C++ Version, Fourth Edition
ISBN: 142390141X
Binding: Paperback
Edition: 4
Author(s): G.Michael Schneider, Judith Gersting
Publisher: Course Technology
Number of Pages: 768
This new edition of Invitation to Computer Science follows the breadth-first guidelines recommended by CC2001 to teach computer science topics from the ground up The authors begin by showing that computer science is the study of algorithms the central theme of the book then move up the next five levels of the hierarchy: hardware virtual machine software applications and ethics Utilizing rich pedagogy and a consistently engaging writing style Schneider and Gersting provide students with a solid grounding in theoretical concepts as well as important applications of computing and information technology A laboratory manual and accompanying software is available as an optional bundle with this text
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Logic and Computation: Interactive Proof with Cambridge LCF (Cambridge Tracts in Theoretical Computer Science)
ISBN: 0521395607
Binding: Paperback
Edition:
Author(s): Lawrence C. Paulson
Publisher: Cambridge University Press
Number of Pages: 320
Logic and Computation is concerned with techniques for formal theorem-proving with particular reference to Cambridge LCF (Logic for Computable Functions) Cambridge LCF is a computer program for reasoning about computation It combines methods of mathematical logic with domain theory the basis of the denotational approach to specifying the meaning of statements in a programming language This book consists of two parts Part I outlines the mathematical preliminaries: elementary logic and domain theory They are explained at an intuitive level giving references to more advanced reading Part II provides enough detail to serve as a reference manual for Cambridge LCF It will also be a useful guide for implementors of other programs based on the LCF approach
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Logic and Discrete Mathematics: A Computer Science Perspective
ISBN: 0135012066
Binding: Hardcover
Edition: 1
Author(s): Winfried Karl Grassmann, Jean-Paul Tremblay
Publisher: Prentice Hall
Number of Pages: 750
This book covers all the traditional topics of discrete mathematicslogic sets relations functions and graphsand reflects recent trends in computer scienceShows how to use discrete mathematics and logic for specifying new computer applications and how to reason about programs in a systematic way Describes Prolog a programming language based on logic and a section on Miranda language bad on functions Features numerous examples which relate the mathematical concepts to problems in computer science
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