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Book World of Warcraft Programming

Download or read book World of Warcraft Programming written by James Whitehead, II and published by John Wiley & Sons. This book was released on 2011-03-31 with total page 1234 pages. Available in PDF, EPUB and Kindle. Book excerpt: The #1 bestselling programming book is back with updated and expanded coverage of the newest release of WoW! World of Warcraft (WoW) is currently the world's largest massively multiplayer online role-playing game. The newest release, "Wrath of the Lich King," has created a demand for updated information on writing addons. This eagerly anticipated edition answers that request and is an essential reference for creating WoW addons. Written by a duo of authors who have each contributed a number of successful WoW addons, the book offers an overview of Lua and XML (the programming languages used to write addons) and includes coverage of specific pitfalls and common programming mistakes-and how to avoid them. Valuable examples show you detailed aspects of writing addons for WoW and demonstrate how to implement addon concepts such as variables, slash commands, secure templates, and more. World of Warcraft insiders share their techniques for writing addons for both the latest version of WoW as well as the new Wrath of the Lich King expansion set Guides you through the specific nuances of the WoW API with the use of detailed examples Discusses ways to distribute and host your WoW addons so others can download and use them Explains how to respond to events, create frames, and use the WoW API to interact with the game You'll be well on your way to creating exciting WoW addons with this comprehensive reference by your side. Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

Book Beginning Lua with World of Warcraft Add ons

Download or read book Beginning Lua with World of Warcraft Add ons written by Paul Emmerich and published by Apress. This book was released on 2009-12-19 with total page 500 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you play World of Warcraft, chances are you know what Deadly Boss Mods is: it's the most widely downloaded modification available for World of Warcraft, considered required software for many professional raid guilds, and arguably the most popular modern video game mod in history. Paul Emmerich, the author of Deadly Boss Mods, will take you from novice to elite with his approachable, up-to-date guide to building add-ons for the most popular video game in history. Using the powerful Lua scripting language and XML, you'll learn how to build and update powerful mods that can fundamentally remake your World of Warcraft experience and introduce you to the field of professional software development. Beginning Lua with World of Warcraft Add-ons teaches you the essentials of Lua and XML using exciting code examples that you can run and apply immediately. You'll gain competence in Lua specifics like tables and metatables and the imperative nature of Lua as a scripting language. More advanced techniques like file persistence, error handling, and script debugging are made clear as you learn everything within the familiar, exciting context of making tools that work in Azeroth. You'll not only learn all about the World of Warcraft application programming interface and programming, and gain coding skills that will make all your online friends think you're a coding god, but also gain hands-on Lua scripting experience that could translate into an exciting job in the video game industry!

Book Hacking World of Warcraft

Download or read book Hacking World of Warcraft written by Daniel Gilbert and published by Wiley. This book was released on 2007-06-05 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get crafty! Veteran WoW player and creator of the most popular World of Warcraft add-on (Atlas) Dan Gilbert guides you through making your stay in the world of Azeroth more exciting. Whether you’re human, dwarf, elf, or orc, you’ll feast on numerous unique hacks such as combat, artwork and model, map, interface, loot, chat, raid, PvP, and more. You’ll also learn to create and use skins and themes, write your own macros, create add-ons, and work with frames and XML so that you can improve your experience with the hottest online game on the planet—planet Earth, that is.

Book Programming in Lua

    Book Details:
  • Author : Roberto Ierusalimschy
  • Publisher : Roberto Ierusalimschy
  • Release : 2006
  • ISBN : 8590379825
  • Pages : 329 pages

Download or read book Programming in Lua written by Roberto Ierusalimschy and published by Roberto Ierusalimschy. This book was released on 2006 with total page 329 pages. Available in PDF, EPUB and Kindle. Book excerpt: Authored by Roberto Ierusalimschy, the chief architect of the language, this volume covers all aspects of Lua 5---from the basics to its API with C---explaining how to make good use of its features and giving numerous code examples. (Computer Books)

Book World of Warcraft Atlas

Download or read book World of Warcraft Atlas written by Brady Games and published by Bradygames. This book was released on 2005 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: BradyGames' World of WarCraft Atlas includes the following: Complete resource detailing each area of this expansive MMORPG. Maps are provided for every area including all regions and major cities. Each illustration shows critical locations and characters such as NPCs, enemies, mobs, shops, merchants, flight points, entry and exit points from regions and where they lead. As an added bonus, cross-referenced indices of all information are also provided for ease of use. Platform: PC CD-ROM Genre: MMORPG This product is available for sale worldwide.

Book Coding4Fun

    Book Details:
  • Author : Dan Fernandez
  • Publisher : "O'Reilly Media, Inc."
  • Release : 2008-11-26
  • ISBN : 0596554354
  • Pages : 512 pages

Download or read book Coding4Fun written by Dan Fernandez and published by "O'Reilly Media, Inc.". This book was released on 2008-11-26 with total page 512 pages. Available in PDF, EPUB and Kindle. Book excerpt: How would you like to build an Xbox game, use your Nintendo Wiimote to create an electronic whiteboard, or build your own peer-to-peer application? Coding4Fun helps you tackle some cool software and hardware projects using a range of languages and free Microsoft software. Now you can code for fun with C#, VB, ASP.NET, WPF, XNA Game Studio, Popfly, as well as the Lua programming language. If you love to tinker, but don't have time to figure it all out, this book gives you clear, step-by-step instructions for building ten creative projects, including: Alien Attack: Create a 2D clone of Space Invaders with XNA for the PC, Xbox 360, and Zune LEGO Soldier: Create an action game using Popfly with a custom-built virtual LEGO character World of Warcraft RSS Feed Reader: Use WoW's customizable interface to have feeds pop up while you're gaming InnerTube: Download YouTube videos automatically and convert them to a file format for off-line viewing PeerCast: Stream video files from any PC TwitterVote: Create custom online polls on Twitter WHSMail: Build a website with ASP.NET for Windows Home Server that lets you view the messages stored on a computer with Outlook "Wiimote" Controlled Car: Steer your remote-controlled car by tilting the Wii Remote controller left and right Wiimote Whiteboard: Create an interactive whiteboard using a Wii Remote Holiday Lights: Synchronize your holiday light display with music to create your own light show The perfect gift for any developer, Coding4Fun shows you how to use your programming skills in new and fun ways. "This book is amazing! The scope is so wonderfully broad that anyone who has an interest in designing games at any level should read this book." -- Alex Albrecht, Creator of Diggnation / Totally Rad Show / Project Lore

Book Game Hacking

    Book Details:
  • Author : Nick Cano
  • Publisher : No Starch Press
  • Release : 2016-07-01
  • ISBN : 1593276699
  • Pages : 305 pages

Download or read book Game Hacking written by Nick Cano and published by No Starch Press. This book was released on 2016-07-01 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: You don’t need to be a wizard to transform a game you like into a game you love. Imagine if you could give your favorite PC game a more informative heads-up display or instantly collect all that loot from your latest epic battle. Bring your knowledge of Windows-based development and memory management, and Game Hacking will teach you what you need to become a true game hacker. Learn the basics, like reverse engineering, assembly code analysis, programmatic memory manipulation, and code injection, and hone your new skills with hands-on example code and practice binaries. Level up as you learn how to: –Scan and modify memory with Cheat Engine –Explore program structure and execution flow with OllyDbg –Log processes and pinpoint useful data files with Process Monitor –Manipulate control flow through NOPing, hooking, and more –Locate and dissect common game memory structures You’ll even discover the secrets behind common game bots, including: –Extrasensory perception hacks, such as wallhacks and heads-up displays –Responsive hacks, such as autohealers and combo bots –Bots with artificial intelligence, such as cave walkers and automatic looters Game hacking might seem like black magic, but it doesn’t have to be. Once you understand how bots are made, you’ll be better positioned to defend against them in your own games. Journey through the inner workings of PC games with Game Hacking, and leave with a deeper understanding of both game design and computer security.

Book Coding Places

Download or read book Coding Places written by Yuri Takhteyev and published by MIT Press. This book was released on 2012-09-21 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: An examination of software practice in Brazil that reveals both the globalization and the localization of software development. Software development would seem to be a quintessential example of today's Internet-enabled “knowledge work”—a global profession not bound by the constraints of geography. In Coding Places, Yuri Takhteyev looks at the work of software developers who inhabit two contexts: a geographical area—in this case, greater Rio de Janeiro—and a “world of practice,” a global system of activities linked by shared meanings and joint practice. The work of the Brazilian developers, Takhteyev discovers, reveals a paradox of the world of software: it is both diffuse and sharply centralized. The world of software revolves around a handful of places—in particular, the San Francisco Bay area—that exercise substantial control over both the material and cultural elements of software production. Takhteyev shows how in this context Brazilian software developers work to find their place in the world of software and to bring its benefits to their city. Takhteyev's study closely examines Lua, an open source programming language developed in Rio but used in such internationally popular products as World of Warcraft and Angry Birds. He shows that Lua had to be separated from its local origins on the periphery in order to achieve success abroad. The developers, Portuguese speakers, used English in much of their work on Lua. By bringing to light the work that peripheral practitioners must do to give software its seeming universality, Takhteyev offers a revealing perspective on the not-so-flat world of globalization.

Book Beginning Lua Programming

Download or read book Beginning Lua Programming written by Kurt Jung and published by John Wiley & Sons. This book was released on 2011-08-15 with total page 677 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is for students and professionals who are intrigued by the prospect of learning and using a powerful language that provides a rich infrastructure for creating programs. No programming knowledge is necessary to benefit from this book except for the section on Lua bindings, which requires some familiarity with the C programming language. A certain comfort level with command-line operations, text editing, and directory structures is assumed. You need surprisingly little in the way of computer resources to learn and use Lua. This book focuses on Windows and Unix-like (including Linux) systems, but any operating system that supports a command shell should be suitable. You'll need a text editor to prepare and save Lua scripts. If you choose to extend Lua with libraries written in a programming language like C, you'll need a suitable software development kit. Many of these kits are freely available on the Internet but, unlike Lua, they can consume prodigious amounts of disk space and memory.

Book Lua Quick Start Guide

    Book Details:
  • Author : Gabor Szauer
  • Publisher : Packt Publishing Ltd
  • Release : 2018-07-27
  • ISBN : 1789340136
  • Pages : 194 pages

Download or read book Lua Quick Start Guide written by Gabor Szauer and published by Packt Publishing Ltd. This book was released on 2018-07-27 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: The easiest way to learn Lua programming Key Features The easiest way to learn Lua coding Use the Lua standard libraries and debug Lua code Embed Lua as a scripting language using the Lua C API Book Description Lua is a small, powerful and extendable scripting/programming language that can be used for learning to program, and writing games and applications, or as an embedded scripting language. There are many popular commercial projects that allow you to modify or extend them through Lua scripting, and this book will get you ready for that. This book is the easiest way to learn Lua. It introduces you to the basics of Lua and helps you to understand the problems it solves. You will work with the basic language features, the libraries Lua provides, and powerful topics such as object-oriented programming. Every aspect of programming in Lua, variables, data types, functions, tables, arrays and objects, is covered in sufficient detail for you to get started. You will also find out about Lua's module system and how to interface with the operating system. After reading this book, you will be ready to use Lua as a programming language to write code that can interface with the operating system, automate tasks, make playable games, and much more. This book is a solid starting point for those who want to learn Lua in order to move onto other technologies such as Love2D or Roblox. A quick start guide is a focused, shorter title that provides a faster paced introduction to a technology. It is designed for people who don't need all the details at this point in their learning curve. This presentation has been streamlined to concentrate on the things you really need to know. What you will learn Understand the basics of programming the Lua language Understand how to use tables, the data structure that makes Lua so powerful Understand object-oriented programming in Lua using metatables Understand standard LUA libraries for math, file io, and more Manipulate string data using Lua Understand how to debug Lua applications quickly and effciently Understand how to embed Lua into applications with the Lua C API Who this book is for This book is for developers who want to get up and running with Lua. This book is ideal for programmers who want to learn to embed Lua in their own applications, as well as for beginner programmers who have never coded before.

Book Programming Language Explorations

Download or read book Programming Language Explorations written by Ray Toal and published by CRC Press. This book was released on 2017-08-09 with total page 454 pages. Available in PDF, EPUB and Kindle. Book excerpt: Programming Language Explorations is a tour of several modern programming languages in use today. The book teaches fundamental language concepts using a language-by-language approach. As each language is presented, the authors introduce new concepts as they appear, and revisit familiar ones, comparing their implementation with those from languages seen in prior chapters. The goal is to present and explain common theoretical concepts of language design and usage, illustrated in the context of practical language overviews. Twelve languages have been carefully chosen to illustrate a wide range of programming styles and paradigms. The book introduces each language with a common trio of example programs, and continues with a brief tour of its basic elements, type system, functional forms, scoping rules, concurrency patterns, and sometimes, metaprogramming facilities. Each language chapter ends with a summary, pointers to open source projects, references to materials for further study, and a collection of exercises, designed as further explorations. Following the twelve featured language chapters, the authors provide a brief tour of over two dozen additional languages, and a summary chapter bringing together many of the questions explored throughout the text. Targeted to both professionals and advanced college undergraduates looking to expand the range of languages and programming patterns they can apply in their work and studies, the book pays attention to modern programming practice, covers cutting-edge languages and patterns, and provides many runnable examples, all of which can be found in an online GitHub repository. The exploration style places this book between a tutorial and a reference, with a focus on the concepts and practices underlying programming language design and usage. Instructors looking for material to supplement a programming languages or software engineering course may find the approach unconventional, but hopefully, a lot more fun.

Book Game Engine Architecture

Download or read book Game Engine Architecture written by Jason Gregory and published by CRC Press. This book was released on 2017-03-27 with total page 1042 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.

Book Programming Game AI by Example

Download or read book Programming Game AI by Example written by Mat Buckland and published by Jones & Bartlett Learning. This book was released on 2005 with total page 522 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book describes in detail many of the AI techniques used in modern computer games, explicity shows how to implement these practical techniques within the framework of several game developers with a practical foundation to game AI.

Book World of Warcraft Programming

Download or read book World of Warcraft Programming written by James Whitehead, II and published by Wiley. This book was released on 2008-05-05 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "WoW" is what you’ll say when you see how many ways you can tweak the World of Warcraft interface after you read this book! If you're new to programming, we'll teach you the basics of Lua and XML and walk you through writing your first addon. If you already have some original addons in your arsenal, jump right into Parts III and IV and work with templates, function hooking, custom graphics, state headers, and more. We'll even help you distribute your addons, making WoW better for everybody. Respond to events, creates frames, and use the WoW API to interact with the game Learn the Lua programming language through interactive examples, from values and variables to custom functions and control structures Write well-formed XML and validate using schemas Find specific functions easily in the comprehensive references of APIs, API categories, events, and widgets Create custom graphics, scroll frames, dropdown menus, and much more A Note from the Publisher: In the first printing, we mistakenly omitted the Authors’ Acknowledgements, which included the names of many World of Warcraft community members who helped bring this book to market. I want to publicly thank them for their efforts, and apologize for the omission, which will be corrected in the second printing. It is the members of the WoW community that make Blizzard’s amazing game an even greater experience for millions of players around the world, and their efforts on this book are greatly appreciated. Chris Webb Executive Editor From the Authors: James and Lee Whitehead, thank you for standing behind me on everything that I’ve done throughout my wacky life. None of this would have been possible without the guidance and support that you've provided me. Michelle Hastings, thank you for finding a way to bridge a 5300 mile gap and still make me feel like I’m in your living room. Robert and Gregory Whitehead, thank you for sticking by me wherever I am and whatever I do without ever passing judgment. Tom Harper, thank you for letting me be a part of your life. Every single day with you is an adventure I can’t wait to begin, and you have changed my life forever. Jamie Anderson and Edward Wilman, thank you for letting us invade your sanctuary and for being such good friends. Charlie Radcliffe, Björn Alfthan, Anne Christianson, and Chris McCabe, thank you for being great flatmates. Worcester College MCR, thank you for giving me a community of friends in a very foreign land. Karen Hobson, thank you for being so helpful and supportive throughout the last two projects; you've helped keep me afloat. Sam Lantinga, thank you for all the time and effort you put into helping the World of Warcraft community. Kevin M. Kelly, thank you for your odd sleep patterns and availability; exploration of the unknown is always easier when you have a friend with a map. Daniel Stephens, thank you for your help digging through various parts of the API and for giving me a good jumping-off point for my data exploration. Chris Webb, thank you for bringing this book and Hacking World of Warcraft into existence. Both books serve as great resources for the WoW UI community. Maryann Steinhart, thank you for your guidance through the entire process. Your feedback, as always, has proved instrumental to the process. Matthew and Bryan, for working with me on this extremely ambitious project, it’s definitely been a rollercoaster. Thanks to everyone who kept me moving when I needed a push, and those who slowed me down when I needed a break. Thank you to all of my users for putting up with bugs and lack of updates while the book was still being written; your patience and support is what keeps me writing addons. Finally, thank you to all the members of the WoW UI community for everything you do.--Jim First, I would like to thank all those involved with the book: Jim for inviting me to take part; Bryan for sticking with it through all his work pressures; Chris, Maryann, and the rest of the folks at Wiley for allowing this project to materialize. Thanks to Rick and Stephen for picking apart our work. Supreme thanks go to Iriel, AnduinLothar, Cladhaire, MentalPower, Esamynn, Beladona, Krka, Legorol, Shirik, Cidan, Kevin, Sam, and all the members of #wow-lounge for putting up with our incessant questions. Thank you to all the folks who helped us churn out the API docs at the 11th hour. Thank you to PepsiCo and Rockstar, Inc., without whose caffeinated beverages I never would have completed my chapters. I'd also like to thank whoever made the massage pad I keep on my computer chair. The best go out to the folks behind "Brisco County Jr.," "Firefly," and every other television series that should’ve gone on for years. For entertaining me in my few breaks, xkcd.org, bash.org, Portal, World of Warcraft, "Bones," "Nip/Tuck," and "Mythbusters" have my undying gratitude. What thanks for a book of this nature would be complete without recognition of Blizzard for its wonderful product and incredible passion? Special thanks go out to my de facto colleagues from the UI & Macros forum for their hard work, dedication, and flaming of people who didn’t read the stickies while I devoted my time to this project: Troodi, the nicest troll I’ve ever met; Jelly, enthusiastic ForumToCPoster user; Kamdis, female Draenei—@@'nuff said; Lunessa, my no. 1 supporter for my presidential bid; Lopeppeppy, whose name I can finally type from memory; Kaydeethree, with the best diagram of how to find stickies ever; Kelfarr, under people’s skin before he even posts; Alestane, unnervingly patient; Valaron, never met a better Orc; Lealla, yay drood!; Aella, whom I always confuse with Lealla; everybody else whom I forgot to name; and our Administratrix Extraordinaire, Cairenn, for holding everything together! My deepest thanks go to my family for making me who I am, and, most important, to my wife, Juliella, thank you for supporting me in this endeavor even when it meant I had to put you on /ignore from time to time.--Matthew Wanda and Joe Newman, for the hours you put up with me not being willing to get off the computer. Thanks for all the support over the years, and for buying me my first copy of VB when I was 15, and sorry for all the arguments. Willis McLemore, thanks for supporting me without ever expecting anything from me. Brent Miller, for helping me really start out on this awesome journey. You helped guide me when I first got started doing WoW addons, and many of the things we talked about helped shape me as a professional coder. Thanks for the first versions of Ace and for shrugging off all that responsibility onto me when you left. Oh, and thanks for listening to me rant. Jim Whitehead and Matthew Orlando, you have been better co-authors than anyone else can ask for. Thanks for putting up with me while I learned how to do this, and for handling the content that I had no clue about. Sorry again for the times when I got overwhelmed. Thanks to all the editors and support from Wiley for helping me get through this, and for putting up with me when I gave you problems. PProvost, Ammo, Cladhaire, hyperChipmunk, kergoth, Mikk, Nargiddley, pastamancer, nevcairiel, Tekkub, Tem, vhaar, Wobin and the members of #wowace. Thanks for the ideas, inspiration, strife, and hard work. Thanks for helping WowAce grow to more than a million users and for all the great mods! Shirik, Tekkub, Wobin, Mentalpower, Esamynn, Cide, Ammo, Nevcairiel, and Iriel (and any I have accidentally forgotten). Thank you for helping so much on the reference. We would never have been done in time without you. Karen Hobson. You've been a friend to me during some of the darkest times in my life, and I'll always treasure your company and support. I don’t think it’d be possible for me to thank you enough. Aidan McLemore, who still thinks Daddy can do anything. Last, but by no means least, Kristina McLemore. Thanks for believing in me and following me across the country, for always loving me, and for helping me but, most important, for not divorcing me during the production of this book.--Bryan A special thanks is owed to a group of hard-working members of the user interface community, without whom the reference section of this book would not have been completed. Each of you truly stepped up when we needed your help, and we're extremely grateful for everything you've done for us. Thank you [Ammo], Beladona, Cide, Gazmik, JoshBorke, MentalPower, Nevcairiel, Shirik, Tem, and Wobin for giving us your time, and a little bit of your sanity. Dan Fernandez, thank you for your work on the World of Warcraft AddOn Studio and your help in writing Chapter 14. We're hopeful that the software will continue to develop and mature as another tool in the addon author’s toolbox.

Book Masterminds of Programming

    Book Details:
  • Author : Federico Biancuzzi
  • Publisher : "O'Reilly Media, Inc."
  • Release : 2009-03-21
  • ISBN : 9780596555504
  • Pages : 496 pages

Download or read book Masterminds of Programming written by Federico Biancuzzi and published by "O'Reilly Media, Inc.". This book was released on 2009-03-21 with total page 496 pages. Available in PDF, EPUB and Kindle. Book excerpt: Masterminds of Programming features exclusive interviews with the creators of several historic and highly influential programming languages. In this unique collection, you'll learn about the processes that led to specific design decisions, including the goals they had in mind, the trade-offs they had to make, and how their experiences have left an impact on programming today. Masterminds of Programming includes individual interviews with: Adin D. Falkoff: APL Thomas E. Kurtz: BASIC Charles H. Moore: FORTH Robin Milner: ML Donald D. Chamberlin: SQL Alfred Aho, Peter Weinberger, and Brian Kernighan: AWK Charles Geschke and John Warnock: PostScript Bjarne Stroustrup: C++ Bertrand Meyer: Eiffel Brad Cox and Tom Love: Objective-C Larry Wall: Perl Simon Peyton Jones, Paul Hudak, Philip Wadler, and John Hughes: Haskell Guido van Rossum: Python Luiz Henrique de Figueiredo and Roberto Ierusalimschy: Lua James Gosling: Java Grady Booch, Ivar Jacobson, and James Rumbaugh: UML Anders Hejlsberg: Delphi inventor and lead developer of C# If you're interested in the people whose vision and hard work helped shape the computer industry, you'll find Masterminds of Programming fascinating.

Book The Third Industrial Revolution

Download or read book The Third Industrial Revolution written by Jeremy Rifkin and published by Macmillan + ORM. This book was released on 2011-10-04 with total page 407 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Industrial Revolution, powered by oil and other fossil fuels, is spiraling into a dangerous endgame. The price of gas and food are climbing, unemployment remains high, the housing market has tanked, consumer and government debt is soaring, and the recovery is slowing. Facing the prospect of a second collapse of the global economy, humanity is desperate for a sustainable economic game plan to take us into the future. Here, Jeremy Rifkin explores how Internet technology and renewable energy are merging to create a powerful "Third Industrial Revolution." He asks us to imagine hundreds of millions of people producing their own green energy in their homes, offices, and factories, and sharing it with each other in an "energy internet," just like we now create and share information online. Rifkin describes how the five-pillars of the Third Industrial Revolution will create thousands of businesses, millions of jobs, and usher in a fundamental reordering of human relationships, from hierarchical to lateral power, that will impact the way we conduct commerce, govern society, educate our children, and engage in civic life. Rifkin's vision is already gaining traction in the international community. The European Union Parliament has issued a formal declaration calling for its implementation, and other nations in Asia, Africa, and the Americas, are quickly preparing their own initiatives for transitioning into the new economic paradigm. The Third Industrial Revolution is an insider's account of the next great economic era, including a look into the personalities and players — heads of state, global CEOs, social entrepreneurs, and NGOs — who are pioneering its implementation around the world.

Book Artificial Intelligence and Games

Download or read book Artificial Intelligence and Games written by Georgios N. Yannakakis and published by Springer. This book was released on 2018-02-17 with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.