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Book The Elements of Computing Systems

Download or read book The Elements of Computing Systems written by Noam Nisan and published by . This book was released on 2008 with total page 343 pages. Available in PDF, EPUB and Kindle. Book excerpt: This title gives students an integrated and rigorous picture of applied computer science, as it comes to play in the construction of a simple yet powerful computer system.

Book International Journal of Software Science and Computational Intelligence

Download or read book International Journal of Software Science and Computational Intelligence written by Yingxu Wang and published by IGI Publishing. This book was released on 2010 with total page 116 pages. Available in PDF, EPUB and Kindle. Book excerpt: The latest developments in computer science, theoretical software engineering, cognitive science, cognitive informatics, intelligence science, and the crystallization of accumulated knowledge by the fertilization of these areas, have led to the emergence of a transdisciplinary and convergence field known as software and intelligence sciences International Journal of Software Science and Computational Intelligence (IJSSCI) is a transdisciplinary, archived, and rigorously refereed journal that publishes and disseminates cutting-edge research findings and technological developments in the emerging fields of software science and computational intelligence, as well as their engineering applications.

Book Computational Fluid and Solid Mechanics 2003

Download or read book Computational Fluid and Solid Mechanics 2003 written by K.J Bathe and published by Elsevier. This book was released on 2003-06-02 with total page 2485 pages. Available in PDF, EPUB and Kindle. Book excerpt: Bringing together the world's leading researchers and practitioners of computational mechanics, these new volumes meet and build on the eight key challenges for research and development in computational mechanics.Researchers have recently identified eight critical research tasks facing the field of computational mechanics. These tasks have come about because it appears possible to reach a new level of mathematical modelling and numerical solution that will lead to a much deeper understanding of nature and to great improvements in engineering design.The eight tasks are: - The automatic solution of mathematical models - Effective numerical schemes for fluid flows - The development of an effective mesh-free numerical solution method - The development of numerical procedures for multiphysics problems - The development of numerical procedures for multiscale problems - The modelling of uncertainties - The analysis of complete life cycles of systems - Education - teaching sound engineering and scientific judgement Readers of Computational Fluid and Solid Mechanics 2003 will be able to apply the combined experience of many of the world's leading researchers to their own research needs. Those in academic environments will gain a better insight into the needs and constraints of the industries they are involved with; those in industry will gain a competitive advantage by gaining insight into the cutting edge research being carried out by colleagues in academia. Features - Bridges the gap between academic researchers and practitioners in industry - Outlines the eight main challenges facing Research and Design in Computational mechanics and offers new insights into the shifting the research agenda - Provides a vision of how strong, basic and exciting education at university can be harmonized with life-long learning to obtain maximum value from the new powerful tools of analysis

Book Computer Science

    Book Details:
  • Author : Edward K. Blum
  • Publisher : Springer Science & Business Media
  • Release : 2011-12-02
  • ISBN : 1461411688
  • Pages : 470 pages

Download or read book Computer Science written by Edward K. Blum and published by Springer Science & Business Media. This book was released on 2011-12-02 with total page 470 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer Science: The Hardware, Software and Heart of It focuses on the deeper aspects of the two recognized subdivisions of Computer Science, Software and Hardware. These subdivisions are shown to be closely interrelated as a result of the stored-program concept. Computer Science: The Hardware, Software and Heart of It includes certain classical theoretical computer science topics such as Unsolvability (e.g. the halting problem) and Undecidability (e.g. Godel’s incompleteness theorem) that treat problems that exist under the Church-Turing thesis of computation. These problem topics explain inherent limits lying at the heart of software, and in effect define boundaries beyond which computer science professionals cannot go beyond. Newer topics such as Cloud Computing are also covered in this book. After a survey of traditional programming languages (e.g. Fortran and C++), a new kind of computer Programming for parallel/distributed computing is presented using the message-passing paradigm which is at the heart of large clusters of computers. This leads to descriptions of current hardware platforms for large-scale computing, such as clusters of as many as one thousand which are the new generation of supercomputers. This also leads to a consideration of future quantum computers and a possible escape from the Church-Turing thesis to a new computation paradigm. The book’s historical context is especially helpful during this, the centenary of Turing's birth. Alan Turing is widely regarded as the father of Computer Science, since many concepts in both the hardware and software of Computer Science can be traced to his pioneering research. Turing was a multi-faceted mathematician-engineer and was able to work on both concrete and abstract levels. This book shows how these two seemingly disparate aspects of Computer Science are intimately related. Further, the book treats the theoretical side of Computer Science as well, which also derives from Turing's research. Computer Science: The Hardware, Software and Heart of It is designed as a professional book for practitioners and researchers working in the related fields of Quantum Computing, Cloud Computing, Computer Networking, as well as non-scientist readers. Advanced-level and undergraduate students concentrating on computer science, engineering and mathematics will also find this book useful.

Book Journal of Computer   Systems Sciences International

Download or read book Journal of Computer Systems Sciences International written by and published by . This book was released on 1992-12 with total page 356 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book International Journal of System Dynamics Applications  IJSDA

Download or read book International Journal of System Dynamics Applications IJSDA written by Ahmad Taher Azar and published by . This book was released on 2015 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Kernelization

    Book Details:
  • Author : Fedor V. Fomin
  • Publisher : Cambridge University Press
  • Release : 2019-01-10
  • ISBN : 1108577334
  • Pages : 531 pages

Download or read book Kernelization written by Fedor V. Fomin and published by Cambridge University Press. This book was released on 2019-01-10 with total page 531 pages. Available in PDF, EPUB and Kindle. Book excerpt: Preprocessing, or data reduction, is a standard technique for simplifying and speeding up computation. Written by a team of experts in the field, this book introduces a rapidly developing area of preprocessing analysis known as kernelization. The authors provide an overview of basic methods and important results, with accessible explanations of the most recent advances in the area, such as meta-kernelization, representative sets, polynomial lower bounds, and lossy kernelization. The text is divided into four parts, which cover the different theoretical aspects of the area: upper bounds, meta-theorems, lower bounds, and beyond kernelization. The methods are demonstrated through extensive examples using a single data set. Written to be self-contained, the book only requires a basic background in algorithmics and will be of use to professionals, researchers and graduate students in theoretical computer science, optimization, combinatorics, and related fields.

Book End User Development

    Book Details:
  • Author : Volkmar Pipek
  • Publisher : Springer
  • Release : 2009-02-24
  • ISBN : 364200427X
  • Pages : 291 pages

Download or read book End User Development written by Volkmar Pipek and published by Springer. This book was released on 2009-02-24 with total page 291 pages. Available in PDF, EPUB and Kindle. Book excerpt: Work practices and organizational processes vary widely and evolve constantly. The technological infrastructure has to follow, allowing or even supporting these changes. Traditional approaches to software engineering reach their limits whenever the full spectrum of user requirements cannot be anticipated or the frequency of changes makes software reengineering cycles too clumsy to address all the needs of a specific field of application. Moreover, the increasing importance of ‘infrastructural’ aspects, particularly the mutual dependencies between technologies, usages, and domain competencies, calls for a differentiation of roles beyond the classical user–designer dichotomy. End user development (EUD) addresses these issues by offering lightweight, use-time support which allows users to configure, adapt, and evolve their software by themselves. EUD is understood as a set of methods, techniques, and tools that allow users of software systems who are acting as non-professional software developers to 1 create, modify, or extend a software artifact. While programming activities by non-professional actors are an essential focus, EUD also investigates related activities such as collective understanding and sense-making of use problems and solutions, the interaction among end users with regard to the introduction and diffusion of new configurations, or delegation patterns that may also partly involve professional designers.

Book Racing the Beam

Download or read book Racing the Beam written by Nick Montfort and published by MIT Press. This book was released on 2020-02-25 with total page 193 pages. Available in PDF, EPUB and Kindle. Book excerpt: A study of the relationship between platform and creative expression in the Atari VCS, the gaming system for popular games like Pac-Man and Star Wars: The Empire Strikes Back. The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms—the systems underlying computing. This book, the first in a series of Platform Studies, does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.

Book FSTTCS 2004  Foundations of Software Technology and Theoretical Computer Science

Download or read book FSTTCS 2004 Foundations of Software Technology and Theoretical Computer Science written by Kamal Lodaya and published by Springer. This book was released on 2004-11-24 with total page 546 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 24th International Conference on the Foundations of Software Technology and Theoretical Computer Science, FSTTCS 2004, held in Chennai, India, in December 2004. The 35 revised full papers presented together with 5 invited papers were carefully reviewed and selected from 176 submissions. The papers address a broad variety of current issues in software science, programming theory, systems design and analysis, formal methods, mathematical logic, mathematical foundations, discrete mathematics, combinatorial mathematics, complexity theory, automata theory, and theoretical computer science in general.

Book Game Engine Architecture  Third Edition

Download or read book Game Engine Architecture Third Edition written by Jason Gregory and published by CRC Press. This book was released on 2018-07-20 with total page 1240 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.

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 Agent Based Modelling of Urban Systems

Download or read book Agent Based Modelling of Urban Systems written by Mohammad-Reza Namazi-Rad and published by Springer. This book was released on 2017-01-10 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes revised, selected, and invited papers from the First International Workshop on Agent Based Modelling of Urban Systems, ABMUS 2016, held in conjunction with AAMAS 2016 in Singapore in May 2016. The 11 papers presented in this volume were carefully reviewed and selected from 20 submissions. They were organized in topical sections named: urban systems modeling; traffic simulation in urban modeling; and applications.

Book Journal of Database Management   Vol 23 ISS 1

Download or read book Journal of Database Management Vol 23 ISS 1 written by Keng Siau and published by IGI Publishing. This book was released on 2011-12 with total page 134 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Computer Science Logic

    Book Details:
  • Author : European Association for Computer Science Logic. Conference
  • Publisher : Springer Science & Business Media
  • Release : 2006-09-20
  • ISBN : 3540454586
  • Pages : 639 pages

Download or read book Computer Science Logic written by European Association for Computer Science Logic. Conference and published by Springer Science & Business Media. This book was released on 2006-09-20 with total page 639 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 20th International Workshop on Computer Science Logic, CSL 2006, held as the 15th Annual Conference of the EACSL in Szeged, Hungary in September 2006. The 37 revised full papers presented together with 4 invited contributions were carefully reviewed and selected from 132 submissions. All current aspects of logic in computer science are addressed, including automated deduction and interactive theorem proving, constructive mathematics and type theory, equational logic and term rewriting, automata and formal logics, modal and temporal logic, model checking, logical aspects of computational complexity, finite model theory, computational proof theory, logic programming and constraints, lambda calculus and combinatory logic, categorical logic and topological semantics, domain theory, database theory, specification, extraction and transformation of programs, logical foundations of programming paradigms, verification of security protocols, linear logic, higher-order logic, nonmonotonic reasoning, as well as logics and type systems for biology.