Download or read book Logicops written by Vaibhav Mukim and published by One Point Six Technology Pvt Ltd. This book was released on 2015-02-06 with total page 109 pages. Available in PDF, EPUB and Kindle. Book excerpt: A new department of police which solves crimes using the technique of logical communication—a method that allows communication through walls, over long distances and simultaneously with a lot of people. It uses nothing but the person’s surroundings. And just as peculiar as the method, are the crimes they solve.
Download or read book Interactive Systems Design Specification and Verification written by Chris J. Johnson and published by Springer. This book was released on 2003-06-30 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed post-proceedings of the 8th International Workshop on the Design, Specification, and Verification of Interactive Systems, DSV-IS 2001, held in Glasgow, Scotland, UK, in June 2001. The 12 revised full papers presented have gone through two rounds of reviewing, selection, and revision. The book offers topical sections on mobile interface design, context-sensitive interfaces, supervision and control systems, temporal and stochastic issues, and new perspectives.
Download or read book Mobile 3D Graphics written by Kari Pulli and published by Elsevier. This book was released on 2007-11-19 with total page 462 pages. Available in PDF, EPUB and Kindle. Book excerpt: Graphics and game developers must learn to program for mobility. This book will teach you how. "This book - written by some of the key technical experts...provides a comprehensive but practical and easily understood introduction for any software engineer seeking to delight the consumer with rich 3D interactive experiences on their phone. Like the OpenGL ES and M3G standards it covers, this book is destined to become an enduring standard for many years to come." - Lincoln Wallen, CTO, Electronic Arts, Mobile"This book is an escalator, which takes the field to new levels. This is especially true because the text ensures that the topic is easily accessible to everyone with some background in computer science...The foundations of this book are clear, and the authors are extremely knowledgeable about the subject. - Tomas Akenine-Möller, bestselling author and Professor of Computer Science at Lund University "This book is an excellent introduction to M3G. The authors are all experienced M3G users and developers, and they do a great job of conveying that experience, as well as plenty of practical advice that has been proven in the field." - Sean Ellis, Consultant Graphics Engineer, ARM LtdThe exploding popularity of mobile computing is undeniable. From cell phones to portable gaming systems, the global demand for multifunctional mobile devices is driving amazing hardware and software developments. 3D graphics are becoming an integral part of these ubiquitous devices, and as a result, Mobile 3D Graphics is arguably the most rapidly advancing area of the computer graphics discipline. Mobile 3D Graphics is about writing real-time 3D graphics applications for mobile devices. The programming interfaces explained and demonstrated in this must-have reference enable dynamic 3D media on cell phones, GPS systems, portable gaming consoles and media players. The text begins by providing thorough coverage of background essentials, then presents detailed hands-on examples, including extensive working code in both of the dominant mobile APIs, OpenGL ES and M3G. C/C++ and Java Developers, graphic artists, students, and enthusiasts would do well to have a programmable mobile phone on hand to try out the techniques described in this book. The authors, industry experts who helped to develop the OpenGL ES and M3G standards, distill their years of accumulated knowledge within these pages, offering their insights into everything from sound mobile design principles and constraints, to efficient rendering, mixing 2D and 3D, lighting, texture mapping, skinning and morphing. Along the way, readers will benefit from the hundreds of included tips, tricks and caveats. - Written by experts at Nokia whose workshops at industry conferences are blockbusters - The programs used in the examples are featured in thousands of professional courses each year
Download or read book BEG VIS C 4 written by HORTON and published by Apress. This book was released on 1996-03-10 with total page 852 pages. Available in PDF, EPUB and Kindle. Book excerpt: Visual C++ is Microsoft's groundbreaking C++ compiler that can target NT and Windows 95. This book introduces programmers to the C++ language facilities of Visual C++ and goes on to cover the basic structure of a Windows program and the tools used in Visual C++ for developing practical applications. Examples illustrate each concept and a full working program is developed throughout the book.
Download or read book OpenGL SuperBible written by Richard S. Wright Jr. and published by Pearson Education. This book was released on 2010-07-23 with total page 1450 pages. Available in PDF, EPUB and Kindle. Book excerpt: OpenGL® SuperBible, Fifth Edition is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 3.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the API and essential associated programming concepts. Readers will find up-to-date, hands-on guidance on all facets of modern OpenGL development, including transformations, texture mapping, shaders, advanced buffers, geometry management, and much more. Fully revised to reflect ARB’s latest official specification (3.3), this edition also contains a new start-to-finish tutorial on OpenGL for the iPhone, iPod touch, and iPad. Coverage includes A practical introduction to the essentials of real-time 3D graphics Core OpenGL 3.3 techniques for rendering, transformations, and texturing Writing your own shaders, with examples to get you started Cross-platform OpenGL: Windows (including Windows 7), Mac OS X, GNU/Linux, UNIX, and embedded systems OpenGL programming for iPhone, iPod touch, and iPad: step-by-step guidance and complete example programs Advanced buffer techniques, including full-definition rendering with floating point buffers and textures Fragment operations: controlling the end of the graphics pipeline Advanced shader usage and geometry management A fully updated API reference, now based on the official ARB (Core) OpenGL 3.3 manual pages New bonus materials and sample code on a companion Web site, www.starstonesoftware.com/OpenGL Part of the OpenGL Technical Library—The official knowledge resource for OpenGL developers The OpenGL Technical Library provides tutorial and reference books for OpenGL. The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies.
Download or read book Clojure Cookbook written by Luke VanderHart and published by "O'Reilly Media, Inc.". This book was released on 2014-03-05 with total page 474 pages. Available in PDF, EPUB and Kindle. Book excerpt: With more than 150 detailed recipes, this cookbook shows experienced Clojure developers how to solve a variety of programming tasks with this JVM language. The solutions cover everything from building dynamic websites and working with databases to network communication, cloud computing, and advanced testing strategies. And more than 60 of the world’s best Clojurians contributed recipes. Each recipe includes code that you can use right away, along with a discussion on how and why the solution works, so you can adapt these patterns, approaches, and techniques to situations not specifically covered in this cookbook. Master built-in primitive and composite data structures Create, develop and publish libraries, using the Leiningen tool Interact with the local computer that’s running your application Manage network communication protocols and libraries Use techniques for connecting to and using a variety of databases Build and maintain dynamic websites, using the Ring HTTP server library Tackle application tasks such as packaging, distributing, profiling, and logging Take on cloud computing and heavyweight distributed data crunching Dive into unit, integration, simulation, and property-based testing Clojure Cookbook is a collaborative project with contributions from some of the world’s best Clojurians, whose backgrounds range from aerospace to social media, banking to robotics, AI research to e-commerce.
Download or read book Clojure Data Analysis Cookbook Second Edition written by Eric Rochester and published by Packt Publishing Ltd. This book was released on 2015-01-27 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is for those with a basic knowledge of Clojure, who are looking to push the language to excel with data analysis.
Download or read book Interactive Systems written by and published by . This book was released on 2001 with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Computing with Memory for Energy Efficient Robust Systems written by Somnath Paul and published by Springer Science & Business Media. This book was released on 2013-09-07 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book analyzes energy and reliability as major challenges faced by designers of computing frameworks in the nanometer technology regime. The authors describe the existing solutions to address these challenges and then reveal a new reconfigurable computing platform, which leverages high-density nanoscale memory for both data storage and computation to maximize the energy-efficiency and reliability. The energy and reliability benefits of this new paradigm are illustrated and the design challenges are discussed. Various hardware and software aspects of this exciting computing paradigm are described, particularly with respect to hardware-software co-designed frameworks, where the hardware unit can be reconfigured to mimic diverse application behavior. Finally, the energy-efficiency of the paradigm described is compared with other, well-known reconfigurable computing platforms.
Download or read book Introduction to 3D Game Programming with DirectX 12 written by Frank Luna and published by Mercury Learning and Information. This book was released on 2016-04-19 with total page 1226 pages. Available in PDF, EPUB and Kindle. Book excerpt: This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores. The book covers modern special effects and techniques such as hardware tessellation, writing compute shaders, ambient occlusion, reflections, normal and displacement mapping, shadow rendering, and character animation. Includes a companion DVD with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected]. FEATURES: • Provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12 • Uses new Direct3D 12 features to reduce CPU overhead and take advantage of multiple CPU cores • Contains detailed explanations of popular real-time game effects • Includes a DVD with source code and all the images (including 4-color) from the book • Learn advance rendering techniques such as ambient occlusion, real-time reflections, normal and displacement mapping, shadow rendering, programming the geometry shader, and character animation • Covers a mathematics review and 3D rendering fundamentals such as lighting, texturing, blending and stenciling • Use the end-of-chapter exercises to test understanding and provide experience with DirectX 12
Download or read book Formal Verification written by Erik Seligman and published by Morgan Kaufmann. This book was released on 2015-07-24 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: Formal Verification: An Essential Toolkit for Modern VLSI Design presents practical approaches for design and validation, with hands-on advice to help working engineers integrate these techniques into their work. Formal Verification (FV) enables a designer to directly analyze and mathematically explore the quality or other aspects of a Register Transfer Level (RTL) design without using simulations. This can reduce time spent validating designs and more quickly reach a final design for manufacturing. Building on a basic knowledge of SystemVerilog, this book demystifies FV and presents the practical applications that are bringing it into mainstream design and validation processes at Intel and other companies. After reading this book, readers will be prepared to introduce FV in their organization and effectively deploy FV techniques to increase design and validation productivity. - Learn formal verification algorithms to gain full coverage without exhaustive simulation - Understand formal verification tools and how they differ from simulation tools - Create instant test benches to gain insight into how models work and find initial bugs - Learn from Intel insiders sharing their hard-won knowledge and solutions to complex design problems
Download or read book OpenGL Superbible written by Graham Sellers and published by Addison-Wesley Professional. This book was released on 2015-07-20 with total page 1724 pages. Available in PDF, EPUB and Kindle. Book excerpt: OpenGL® SuperBible, Seventh Edition, is the definitive programmer’s guide, tutorial, and reference for OpenGL 4.5, the world’s leading 3D API for real-time computer graphics. The best introduction for any developer, it clearly explains OpenGL’s newest APIs; key extensions; shaders; and essential, related concepts. You’ll find up-to-date, hands-on guidance for all facets of modern OpenGL development—both desktop and mobile. The authors explain what OpenGL does, how it connects to the graphics pipeline, and how it manages huge datasets to deliver compelling experiences. Step by step, they present increasingly sophisticated techniques, illuminating key concepts with worked examples. They introduce OpenGL on several popular platforms, and offer up-to-date best practices and performance advice. This revised and updated edition introduces many new OpenGL 4.5 features, including important ARB and KHR extensions that are now part of the standard. It thoroughly covers the latest Approaching Zero Driver Overhead (AZDO) performance features, and demonstrates key enhancements with new example applications. Coverage includes A practical introduction to real-time 3D graphics, including foundational math Core techniques for rendering, transformations, and texturing Shaders and the OpenGL Shading Language (GLSL) in depth Vertex processing, drawing commands, primitives, fragments, and framebuffers Compute shaders: harnessing graphics cards for more than graphics Pipeline monitoring and control Managing, loading, and arbitrating access to data Building larger applications and deploying them across platforms Advanced rendering: light simulation, artistic and non-photorealistic effects, and more Reducing CPU overhead and analyzing GPU behavior Supercharging performance with persistent maps, bindless textures, and fine-grained synchronization Preventing and debugging errors New applications: texture compression, text drawing, font rendering with distance fields, high-quality texture filtering, and OpenMP Bonus material and sample code are available at openglsuperbible.com.
Download or read book Digital Integrated Circuit Design written by Hubert Kaeslin and published by Cambridge University Press. This book was released on 2008-04-28 with total page 878 pages. Available in PDF, EPUB and Kindle. Book excerpt: This practical, tool-independent guide to designing digital circuits takes a unique, top-down approach, reflecting the nature of the design process in industry. Starting with architecture design, the book comprehensively explains the why and how of digital circuit design, using the physics designers need to know, and no more.
Download or read book Gunshot Victims Unit written by Vaibhav Mukim and published by One Point Six Technology Pvt Ltd. This book was released on 2015-09-29 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Culture was untouchable. Their mixing would, and had in the past, proved to be extremely detrimental to peace and quiet.' A world in which people have no regional affiliations. Where culture itself has gone mobile. Where the President, the man with the most power, has little to do but swim and play golf. Where ordinary people like Gru and Ronan care little about where they come from and where they are headed – and this whole system is balanced on just two simple laws. In this dystopian world, the only equalising factor is gunshots. Will the Gunshot Victims Unit, the last line of defence, be enough?"
Download or read book Advanced Graphics Programming Using OpenGL written by Tom McReynolds and published by Elsevier. This book was released on 2005-02-17 with total page 673 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today truly useful and interactive graphics are available on affordable computers. While hardware progress has been impressive, widespread gains in software expertise have come more slowly. Information about advanced techniques—beyond those learned in introductory computer graphics texts—is not as easy to come by as inexpensive hardware. This book brings the graphics programmer beyond the basics and introduces them to advanced knowledge that is hard to obtain outside of an intensive CG work environment. The book is about graphics techniques—those that don't require esoteric hardware or custom graphics libraries—that are written in a comprehensive style and do useful things. It covers graphics that are not covered well in your old graphics textbook. But it also goes further, teaching you how to apply those techniques in real world applications, filling real world needs. - Emphasizes the algorithmic side of computer graphics, with a practical application focus, and provides usable techniques for real world problems. - Serves as an introduction to the techniques that are hard to obtain outside of an intensive computer graphics work environment. - Sophisticated and novel programming techniques are implemented in C using the OpenGL library, including coverage of color and lighting; texture mapping; blending and compositing; antialiasing; image processing; special effects; natural phenomena; artistic and non-photorealistic techniques, and many others.
Download or read book Multithreading Architecture written by Mario Nemirovsky and published by Springer Nature. This book was released on 2022-05-31 with total page 98 pages. Available in PDF, EPUB and Kindle. Book excerpt: Multithreaded architectures now appear across the entire range of computing devices, from the highest-performing general purpose devices to low-end embedded processors. Multithreading enables a processor core to more effectively utilize its computational resources, as a stall in one thread need not cause execution resources to be idle. This enables the computer architect to maximize performance within area constraints, power constraints, or energy constraints. However, the architectural options for the processor designer or architect looking to implement multithreading are quite extensive and varied, as evidenced not only by the research literature but also by the variety of commercial implementations. This book introduces the basic concepts of multithreading, describes a number of models of multithreading, and then develops the three classic models (coarse-grain, fine-grain, and simultaneous multithreading) in greater detail. It describes a wide variety of architectural and software design tradeoffs, as well as opportunities specific to multithreading architectures. Finally, it details a number of important commercial and academic hardware implementations of multithreading. Table of Contents: Introduction / Multithreaded Execution Models / Coarse-Grain Multithreading / Fine-Grain Multithreading / Simultaneous Multithreading / Managing Contention / New Opportunities for Multithreaded Processors / Experimentation and Metrics / Implementations of Multithreaded Processors / Conclusion
Download or read book Instrumentation Systems written by Tasuku Senbon and published by Springer Science & Business Media. This book was released on 2013-11-11 with total page 805 pages. Available in PDF, EPUB and Kindle. Book excerpt: Instrumentation technology is vitally important today since it supports the automation of a wide range of manufacturing factories, the chemical industryand electrical power gene- ration facilities. Engineers who are active in these and ot- her fields need the technical information and support provi- ded by this comprehensive text. Modern instrumentation tech- nology is a constantly-changing kaleidoscope of technologi- cal progress that is keeping pace with the entire field of micro-electronics. This is necessary to keep up with the progress evident in the industries that it supports. As a result, the traditional technology of industrial instruments has evolved into one of comprehensive instrumentation sy- stems for an entire factory or plant. This state-of-the-art book is a handy, single-source reference for information re- quired by engineers in the instrumentation business.