John Singleton Copley was described by family members as a quiet and retiring man possessing great powers of concentration. He was consumed with the idea of perfecting his art. He was also characterized as a tender and thoughtful man, one who supported a sizable family through his art commissions. Copley's contemporaries noted that his artistic success was achieved through great personal sacrifice and long hours of work.
Advanced Guide to Python 3 Programming 2nd Edition delves deeply into a host of subjects that you need to understand if you are to develop sophisticated real-world programs. Each topic is preceded by an introduction followed by more advanced topics, along with numerous examples, that take you to an advanced level. This second edition has been significantly updated with two new sections on advanced Python language concepts and data analytics and machine learning. The GUI chapters have been rewritten to use the Tkinter UI library and a chapter on performance monitoring and profiling has been added. In total there are 18 new chapters, and all remaining chapters have been updated for the latest version of Python as well as for any of the libraries they use. There are eleven sections within the book covering Python Language Concepts, Computer Graphics (including GUIs), Games, Testing, File Input and Output, Databases Access, Logging, Concurrency and Parallelism, Reactive Programming, Networking and Data Analytics. Each section is self-contained and can either be read on its own or as part of the book as a whole. It is aimed at those who have learnt the basics of the Python 3 language but wish to delve deeper into Python’s eco system of additional libraries and modules.
For a full list of entries and contributors, a generous selection of sample entries, and more, visit the The "Advertising Age" Encyclopedia of Advertising website. Featuring nearly 600 extensively illustrated entries, The Advertising Age Encyclopedia of Advertising provides detailed historic surveys of the world's leading agencies and major advertisers, as well as brand and market histories; it also profiles the influential men and women in advertising, overviews advertising in the major countries of the world, covers important issues affecting the field, and discusses the key aspects of methodology, practice, strategy, and theory. Also includes a color insert.
The Lancashire Witch Conspiracy draws upon the experience of an author well versed and qualified in the history of his locality - namely the Forest of Pendle. John A Clayton provides here an in-depth study of the Lancashire Witch Trials of 1612 and, in so doing, many new discoveries of the event come to light. For instance; the most famous 'witch' of them all, Old Demdike (Elizabeth Southern), is found amongst the dusty records of Whalley parish church where she was both baptised and married. Demdike's husband, a farmer, brought his new wife and her illigitimate child into Pendle Forest and this would eventually trigger the trials at Lancaster of 19 people upon charges of witchcraft. The ancestors of Old Demdike, along with those of Chattox, Elizabeth Device, Alice Nutter et al are covered in a detail never before seen. The history of the Pendle Forest is covered in a depth that provides an unrivalled understanding of the subject of the Pendle Witches. The religious and political climate within the forest provide us with a fascinating idea of the times and, above all, new evidence is offered to show that the gentry would go to any lengths in the advancement of their estates - this would lead to tragedy for whole families within Pendle.
Scala is a new and exciting programming language that is a hybrid between object oriented languages such as Java and functional languages such as Haskell. As such it has its own programming idioms and development styles. Scala Design Patterns looks at how code reuse can be successfully achieved in Scala. A major aspect of this is the reinterpretation of the original Gang of Four design patterns in terms of Scala and its language structures (that is the use of Traits, Classes, Objects and Functions). It includes an exploration of functional design patterns and considers how these can be interpreted in Scala's uniquely hybrid style. A key aspect of the book is the many code examples that accompany each design pattern, allowing the reader to understand not just the design pattern but also to explore powerful and flexible Scala language features. Including numerous source code examples, this book will be of value to professionals and practitioners working in the field of software engineering.
African-American life through the centuries in this Hudson Valley town, from Peekskill’s official historian—includes maps and photos. The first African Americans of Peekskill had no choice in making the Hudson Valley their home. What they did choose was what kind of home to make of it. Those choices would shape both their community and the course of American history. Meet the African American sharpshooter who helped swing the balance of the American Revolution, revisit a stop on the Underground Railroad, and catch a glimpse of Paul Robeson through the tumult of the 1949 concert riots. Then follow local historian John J. Curran beyond the headlines and behind the scenes as he seeks out the people whose quiet, consistent contributions were no less dynamic in bringing about social change.
Be prepared for your next job interview with this tried-and-true advice In today's tight job market, competition for programming jobs is hotter than ever. This third edition of a popular guide to programming interviews includes new code examples, information on the latest languages, new chapters on sorting and design patterns, tips on using LinkedIn, and a downloadable app to help prepare applicants for the interview. Like its earlier editions, this guide covers what software companies and IT departments want their programmers to know and includes plenty of helpful hints to boost your confidence. Looks at current job search and hiring processes, such as the rise of LinkedIn and other social networks as recruiting resources Addresses the most important languages for a programmer to know and features examples in multiple languages Includes new programming questions designed to sharpen your knowledge Features all-new chapters on design patterns and sorting, including how to deal with memory constraints and mobility issues Walk into your next job interview with confidence, knowing you have thoroughly studied this newest edition of Programming Interviews Exposed.
Get ready for a fun-filled experience of learning Java by developing games for the Android platform Key Features Learn Java, Android, and object-oriented programming from scratch Build games including Sub Hunter, Retro Pong, Bullet Hell, Classic Snake, and a 2D Scrolling Shooter Create and design your own games, such as an open-world platform game Book Description Android is one of the most popular mobile operating systems presently. It uses the most popular programming language, Java, as the primary language for building apps of all types. However, this book is unlike other Android books in that it doesn’t assume that you already have Java proficiency. This new and expanded second edition of Learning Java by Building Android Games shows you how to start building Android games from scratch. The difficulty level will grow steadily as you explore key Java topics, such as variables, loops, methods, object oriented programming, and design patterns, including code and examples that are written for Java 9 and Android P. At each stage, you will put what you’ve learned into practice by developing a game. You will build games such as Minesweeper, Retro Pong, Bullet Hell, and Classic Snake and Scrolling Shooter games. In the later chapters, you will create a time-trial, open-world platform game. By the end of the book, you will not only have grasped Java and Android but will also have developed six cool games for the Android platform. What you will learn Set up a game development environment in Android Studio Implement screen locking, screen rotation, pixel graphics, and play sound effects Respond to a player’s touch, and program intelligent enemies who challenge the player in different ways Learn game development concepts, such as collision detection, animating sprite sheets, simple tracking and following, AI, parallax backgrounds, and particle explosions Animate objects at 60 frames per second (FPS) and manage multiple independent objects using Object-Oriented Programming (OOP) Understand the essentials of game programming, such as design patterns, object-oriented programming, Singleton, strategy, and entity-component patterns Learn how to use the Android API, including Activity lifecycle, detecting version number, SoundPool API, Paint, Canvas, and Bitmap classes Build a side-scrolling shooter and an open world 2D platformer using advanced OOP concepts and programming patterns Who this book is for Learning Java by Building Android Games is for you if you are completely new to Java, Android, or game programming and want to make Android games. This book also acts as a refresher for those who already have experience of using Java on Android or any other platform without game development experience.
The National Gallery has high security, but a painting is nevertheless stolen. Gideon of Scotland Yard knows of only a few thieves who could pull this off. However, one turns up dead and an art dealer's daughter is kidnapped and a counterfeiting ring moves into town. Clearly, Gideon is facing something both major and mysterious . . .
Learn the principles of good software design and then turn those principles into great code. This book introduces you to software engineering — from the application of engineering principles to the development of software. You'll see how to run a software development project, examine the different phases of a project, and learn how to design and implement programs that solve specific problems. This book is also about code construction — how to write great programs and make them work. This new third edition is revamped to reflect significant changes in the software development landscape with updated design and coding examples and figures. Extreme programming takes a backseat, making way for expanded coverage of the most crucial agile methodologies today: Scrum, Lean Software Development, Kanban, and Dark Scrum. Agile principles are revised to explore further functionalities of requirement gathering. The authors venture beyond imperative and object-oriented languages, exploring the realm of scripting languages in an expanded chapter on Code Construction. The Project Management Essentials chapter has been revamped and expanded to incorporate "SoftAware Development” to discuss the crucial interpersonal nature of joint software creation. Whether you're new to programming or have written hundreds of applications, in this book you'll re-examine what you already do, and you'll investigate ways to improve. Using the Java language, you'll look deeply into coding standards, debugging, unit testing, modularity, and other characteristics of good programs. You Will Learn Modern agile methodologies How to work on and with development teams How to leverage the capabilities of modern computer systems with parallel programming How to work with design patterns to exploit application development best practices How to use modern tools for development, collaboration, and source code controls Who This Book Is For Early career software developers, or upper-level students in software engineering courses
Maximize Reward and Minimize Risk with Modern C++ Embracing Modern C++ Safely shows you how to make effective use of the new and enhanced language features of modern C++ without falling victim to their potential pitfalls. Based on their years of experience with large, mission-critical projects, four leading C++ authorities divide C++11/14 language features into three categories: Safe, Conditionally Safe, and Unsafe. Safe features offer compelling value, are easy to use productively, and are relatively difficult to misuse. Conditionally safe features offer significant value but come with risks that require significant expertise and familiarity before use. Unsafe features have an especially poor risk/reward ratio, are easy to misuse, and are beneficial in only the most specialized circumstances. This book distills the C++ community's years of experience applying C++11 and C++14 features and will help you make effective and safe design decisions that reflect real-world, economic engineering tradeoffs in large-scale, diverse software development environments. The authors use examples derived from real code bases to illustrate every finding objectively and to illuminate key issues. Each feature identifies the sound use cases, hidden pitfalls, and shortcomings of that language feature. After reading this book, you will Understand what each C++11/14 feature does and where it works best Recognize how to work around show-stopping pitfalls and annoying corner cases Know which features demand additional training, experience, and peer review Gain insights for preparing coding standards and style guides that suit your organization's needs Be equipped to introduce modern C++ incrementally and judiciously into established code bases Seasoned C++ developers, team leads, and technical managers who want to improve productivity, code quality, and maintainability will find the insights in this modular, meticulously organized reference indispensable. Register your book for convenient access to downloads, updates, and/or corrections as they become available. See inside book for details.
In This Footstool Earth, the final volume of The Japan Quartet, loose ends knit, recurring characters unspool or coil anew, and, as memories of atrocity thin, fiction's tissue mutates, melding cross-cultural encounters strangely.
The underworld inhabits the Thames, but Scotland Yard's finest detective is never far behind them . . . A dropped package puts him on the trail of an international diamond smuggling operation which uses it as its entry point. Further complications arise during a display of furs and jewels, but danger comes from an unexpected quarter.
Utilize proven solutions to solve common problems in game development About This Book Untangle your game development workflow, make cleaner code, and create structurally solid games Implement key programming patterns that will enable you to make efficient AI and remove duplication Optimize your game using memory management techniques Who This Book Is For If you are a game developer who wants to solve commonly-encountered issues or have some way to communicate to other developers in a standardized format, then this book is for you. Knowledge of basic game programming principles and C++ programming is assumed. What You Will Learn Learn what design patterns are and why you would want to use them Reduce the maintenance burden with well-tested, cleaner code Employ the singleton pattern effectively to reduce your compiler workload Use the factory pattern to help you create different objects with the same creation logic and reduce coding time Improve game performance with Object Pools Allow game play to interact with physics or graphics in an abstract way Refractor your code to remove common code smells In Detail You've learned how to program, and you've probably created some simple games at some point, but now you want to build larger projects and find out how to resolve your problems. So instead of a coder, you might now want to think like a game developer or software engineer. To organize your code well, you need certain tools to do so, and that's what this book is all about. You will learn techniques to code quickly and correctly, while ensuring your code is modular and easily understandable. To begin, we will start with the core game programming patterns, but not the usual way. We will take the use case strategy with this book. We will take an AAA standard game and show you the hurdles at multiple stages of development. Similarly, various use cases are used to showcase other patterns such as the adapter pattern, prototype pattern, flyweight pattern, and observer pattern. Lastly, we'll go over some tips and tricks on how to refactor your code to remove common code smells and make it easier for others to work with you. By the end of the book you will be proficient in using the most popular and frequently used patterns with the best practices. Style and approach This book takes a step-by-step real-life case studies approach. Every pattern is first explained using a bottleneck. We will show you a problem in your everyday workflow, and then introduce you to the pattern, and show you how the pattern will resolve the situation.
The #1 New York Times bestselling Lucas Davenport novel from John Sandford. Two people are found hanging naked from a tree in the woods of northern Minnesota. What makes the situation particularly sensitive is the bodies are of a black man and a white woman. Lynching is the word everyone’s trying not to say, but as Lucas Davenport begins to discover, the murders are not at all what they appear to be. And there is worse to come—much, much worse. “All but impossible to put down.”—The Washington Post “Fast paced and full of surprises, this may be Sandford’s best novel yet.”—Library Journal
Refinement is one of the cornerstones of a formal approach to software engineering. Refinement is all about turning an abstract description (of a soft or hardware system) into something closer to implementation. It provides that essential bridge between higher level requirements and an implementation of those requirements. This book provides a comprehensive introduction to refinement for the researcher or graduate student. It introduces refinement in different semantic models, and shows how refinement is defined and used within some of the major formal methods and languages in use today. It (1) introduces the reader to different ways of looking at refinement, relating refinement to observations(2) shows how these are realised in different semantic models (3) shows how different formal methods use different models of refinement, and (4) how these models of refinement are related.
A novel approach for the classroom or self-study, Learn to Code with Games makes coding accessible to a broad audience. Structured as a series of challenges that help you learn to code by creating a video game, each chapter expands and builds your knowledge while providing guidelines and hints to solving each challenge.The book employs a unique pro
The stories, tales, and memories of Life-Arc Teaching Tales deal with the instructiveness of teaching, as well as the hammered, ironic learning of getting through any lifetime.
A practical guide to using Xcode 4.3+ development environment for OS X and iOS devices, with step-by-step instructions for the most common development tasks, and end of chapter quizzes.
Tayvon Williams is a thirteen year old male that’s lived a hard life growing up. He finds out the truth about something that’s been hidden from him his entire life. Tayvon decides that his life is worth more than what people gave him credit for and he’s out to prove everyone wrong, in spite of all the obstacles he has to face. Tayvon meets Ms. Lena Hardin, a thirty-six year old cafeteria worker that has a great influence on his life. They take a strong interest in each other’s lives and realize that they have endured the same kind of hurt and pain growing up. There’s a reason why God has put these two in each other’s lives because they will end up needing each other more than they realized.
* Explains through case studies how design patterns can improve the design of the individual tiers in an application. * Shows how design patterns can be used in conjunction with .NET Remoting across the tiers in an application. * The emphasis throughout is on how design patterns can be used in real applications to write more robust and flexible code.
This textbook assumes very little knowledge of programming so whether you have dabbled with a little JavaScript, played with a bit of Python, written Java or have virtually no programming experience at all you will find that it is for you. The first part of the book introduces Kotlin program structures as well as conditional flow of control features such as if and when expressions as well as iteration loops such as for, while and do-while. Subsequent chapters explain how functions are implemented in Kotlin and introduce concepts from functional programming such as higher order functions and curried functions. The second part focusses on object oriented programming techniques, these include classes, inheritance, abstraction and interfaces. The third part presents container data types such as Arrays, and collections including Lists, Sets and Maps and the fourth part considers concurrency and parallelism using Kotlin coroutines. The book concludes with an introduction to Android mobile application development using Kotlin. Clear steps are provided explaining how to set up your environment and get started writing your own Kotlin programs. An important aspect of the book is teaching by example and there are many examples presented throughout the chapters. These examples are supported by a public GitHub repository that provides complete working code as well as sample solutions to the chapter exercises. This helps illustrate how to write well structured, clear, idiomatic Kotlin to build real applications.
* Instructs the use of Struts to build MVC Web applications and simplify HTML form construction and validation * Provides information on using Object-RelationalBridge to cut down the amount of data-access code necessary to be written and maintained * Teaches how to use Lucene to incorporate search engine functionality into a Web application * Demonstrates how to use Velocity to cleanly separate presentation and Java Code
[The essays] are arranged to follow the order of the "Comedy," and they form the perfect companion for a reader of the poem. Throughout Freccero operates on the fundamental premise that there is always an intricate and crucial dialectic at work between Dante the poet and Dante the pilgrim. -- from cover.
Java 8 Recipes offers solutions to common programming problems encountered while developing Java-based applications. Fully updated with the newest features and techniques available, Java 8 Recipes provides code examples involving Lambdas, embedded scripting with Nashorn, the new date-time API, stream support, functional interfaces, and much more. Especial emphasis is given to features such as lambdas that are newly introduced in Java 8. Content is presented in the popular problem-solution format: Look up the programming problem that you want to solve. Read the solution. Apply the solution directly in your own code. Problem solved! The problem-solution approach sets Java 8 Recipes apart. Java 8 Recipes is focused less on the language itself and more on what you can do with it that is useful. The book respects your time by always focusing on a task that you might want to perform using the language. Solutions come first. Explanations come later. You are free to crib from the book and apply the code examples directly to your own projects. Covers the newly-released Java 8, including a brand new chapter on lambdas Focuses especially on up-and-coming technologies such as Project Nashorn and Java FX 2.0 Respects your time by focusing on practical solutions you can implement in your own code
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