Author: Harvey M. Deitel
Publisher: Pearson Educación
ISBN: 9789702602545
Category : Computers
Languages : en
Pages : 1382
Book Description
This book "explains c++'s extraordinary capabilities by presenting an optional object-orientated design and implementation case study with the Unified Modeling Language (UML) from the Object Management Group 8.5." - back cover.
C++ how to Program
Author: Harvey M. Deitel
Publisher: Pearson Educación
ISBN: 9789702602545
Category : Computers
Languages : en
Pages : 1382
Book Description
This book "explains c++'s extraordinary capabilities by presenting an optional object-orientated design and implementation case study with the Unified Modeling Language (UML) from the Object Management Group 8.5." - back cover.
Publisher: Pearson Educación
ISBN: 9789702602545
Category : Computers
Languages : en
Pages : 1382
Book Description
This book "explains c++'s extraordinary capabilities by presenting an optional object-orientated design and implementation case study with the Unified Modeling Language (UML) from the Object Management Group 8.5." - back cover.
Logic for Problem Solving
Author: Robert Kowalski
Publisher: Ediciones Díaz de Santos
ISBN: 9780444003652
Category : Mathematics
Languages : en
Pages : 428
Book Description
Investigates the application of logic to problem solving and computer programming. Requires no previous knowledge in this field, and therefore can be used as an introduction to logic, the theory of problem-solving and computer programming. Annotation copyrighted by Book News, Inc., Portland, OR
Publisher: Ediciones Díaz de Santos
ISBN: 9780444003652
Category : Mathematics
Languages : en
Pages : 428
Book Description
Investigates the application of logic to problem solving and computer programming. Requires no previous knowledge in this field, and therefore can be used as an introduction to logic, the theory of problem-solving and computer programming. Annotation copyrighted by Book News, Inc., Portland, OR
Algorithms, Part II
Author: Robert Sedgewick
Publisher: Addison-Wesley Professional
ISBN: 0133847268
Category : Computers
Languages : en
Pages : 973
Book Description
This book is Part II of the fourth edition of Robert Sedgewick and Kevin Wayne’s Algorithms, the leading textbook on algorithms today, widely used in colleges and universities worldwide. Part II contains Chapters 4 through 6 of the book. The fourth edition of Algorithms surveys the most important computer algorithms currently in use and provides a full treatment of data structures and algorithms for sorting, searching, graph processing, and string processing -- including fifty algorithms every programmer should know. In this edition, new Java implementations are written in an accessible modular programming style, where all of the code is exposed to the reader and ready to use. The algorithms in this book represent a body of knowledge developed over the last 50 years that has become indispensable, not just for professional programmers and computer science students but for any student with interests in science, mathematics, and engineering, not to mention students who use computation in the liberal arts. The companion web site, algs4.cs.princeton.edu contains An online synopsis Full Java implementations Test data Exercises and answers Dynamic visualizations Lecture slides Programming assignments with checklists Links to related material The MOOC related to this book is accessible via the "Online Course" link at algs4.cs.princeton.edu. The course offers more than 100 video lecture segments that are integrated with the text, extensive online assessments, and the large-scale discussion forums that have proven so valuable. Offered each fall and spring, this course regularly attracts tens of thousands of registrants. Robert Sedgewick and Kevin Wayne are developing a modern approach to disseminating knowledge that fully embraces technology, enabling people all around the world to discover new ways of learning and teaching. By integrating their textbook, online content, and MOOC, all at the state of the art, they have built a unique resource that greatly expands the breadth and depth of the educational experience.
Publisher: Addison-Wesley Professional
ISBN: 0133847268
Category : Computers
Languages : en
Pages : 973
Book Description
This book is Part II of the fourth edition of Robert Sedgewick and Kevin Wayne’s Algorithms, the leading textbook on algorithms today, widely used in colleges and universities worldwide. Part II contains Chapters 4 through 6 of the book. The fourth edition of Algorithms surveys the most important computer algorithms currently in use and provides a full treatment of data structures and algorithms for sorting, searching, graph processing, and string processing -- including fifty algorithms every programmer should know. In this edition, new Java implementations are written in an accessible modular programming style, where all of the code is exposed to the reader and ready to use. The algorithms in this book represent a body of knowledge developed over the last 50 years that has become indispensable, not just for professional programmers and computer science students but for any student with interests in science, mathematics, and engineering, not to mention students who use computation in the liberal arts. The companion web site, algs4.cs.princeton.edu contains An online synopsis Full Java implementations Test data Exercises and answers Dynamic visualizations Lecture slides Programming assignments with checklists Links to related material The MOOC related to this book is accessible via the "Online Course" link at algs4.cs.princeton.edu. The course offers more than 100 video lecture segments that are integrated with the text, extensive online assessments, and the large-scale discussion forums that have proven so valuable. Offered each fall and spring, this course regularly attracts tens of thousands of registrants. Robert Sedgewick and Kevin Wayne are developing a modern approach to disseminating knowledge that fully embraces technology, enabling people all around the world to discover new ways of learning and teaching. By integrating their textbook, online content, and MOOC, all at the state of the art, they have built a unique resource that greatly expands the breadth and depth of the educational experience.
E BOOK LIVRO III
Author: Elvis Pereira Martins
Publisher: Clube de Autores (managed)
ISBN: 8595630011
Category : Computers
Languages : en
Pages : 51
Book Description
Neste exemplar veremos como o compilador DEV C trabalha com loopings finitos e infinitos em mais 30 exemplos além de mais funções de controle e novas características da linguagem C.
Publisher: Clube de Autores (managed)
ISBN: 8595630011
Category : Computers
Languages : en
Pages : 51
Book Description
Neste exemplar veremos como o compilador DEV C trabalha com loopings finitos e infinitos em mais 30 exemplos além de mais funções de controle e novas características da linguagem C.
Intelligent Computing
Author: Kohei Arai
Publisher: Springer Nature
ISBN: 3030801292
Category : Technology & Engineering
Languages : en
Pages : 1108
Book Description
This book is a comprehensive collection of chapters focusing on the core areas of computing and their further applications in the real world. Each chapter is a paper presented at the Computing Conference 2021 held on 15-16 July 2021. Computing 2021 attracted a total of 638 submissions which underwent a double-blind peer review process. Of those 638 submissions, 235 submissions have been selected to be included in this book. The goal of this conference is to give a platform to researchers with fundamental contributions and to be a premier venue for academic and industry practitioners to share new ideas and development experiences. We hope that readers find this volume interesting and valuable as it provides the state-of-the-art intelligent methods and techniques for solving real-world problems. We also expect that the conference and its publications is a trigger for further related research and technology improvements in this important subject.
Publisher: Springer Nature
ISBN: 3030801292
Category : Technology & Engineering
Languages : en
Pages : 1108
Book Description
This book is a comprehensive collection of chapters focusing on the core areas of computing and their further applications in the real world. Each chapter is a paper presented at the Computing Conference 2021 held on 15-16 July 2021. Computing 2021 attracted a total of 638 submissions which underwent a double-blind peer review process. Of those 638 submissions, 235 submissions have been selected to be included in this book. The goal of this conference is to give a platform to researchers with fundamental contributions and to be a premier venue for academic and industry practitioners to share new ideas and development experiences. We hope that readers find this volume interesting and valuable as it provides the state-of-the-art intelligent methods and techniques for solving real-world problems. We also expect that the conference and its publications is a trigger for further related research and technology improvements in this important subject.
II Electroacoustic Music Meeting
Author:
Publisher:
ISBN:
Category : Electronic music
Languages : en
Pages : 142
Book Description
Publisher:
ISBN:
Category : Electronic music
Languages : en
Pages : 142
Book Description
Information Technology - New Generations
Author: Shahram Latifi
Publisher: Springer
ISBN: 3319549782
Category : Computers
Languages : en
Pages : 932
Book Description
This volume presents a collection of peer-reviewed, scientific articles from the 14th International Conference on Information Technology – New Generations, held at the University of Nevada at Las Vegas on April 10–12, at Tuscany Suites Hotel in Las Vegas. The Book of Chapters addresses critical areas of information technology including web technology, communications, computing architectures, software engineering, security, and data mining.
Publisher: Springer
ISBN: 3319549782
Category : Computers
Languages : en
Pages : 932
Book Description
This volume presents a collection of peer-reviewed, scientific articles from the 14th International Conference on Information Technology – New Generations, held at the University of Nevada at Las Vegas on April 10–12, at Tuscany Suites Hotel in Las Vegas. The Book of Chapters addresses critical areas of information technology including web technology, communications, computing architectures, software engineering, security, and data mining.
Progress in Artificial Intelligence
Author: Goreti Marreiros
Publisher: Springer Nature
ISBN: 3031164741
Category : Computers
Languages : en
Pages : 818
Book Description
This book constitutes the proceedings of the 21st EPIA Conference on Artificial Intelligence, EPIA 2022, which took place in Lisbon, Portugal, in August/September 2022. The 64 papers presented in this volume were carefully reviewed and selected from 85 submissions. They were organized in topical sections as follows: AI4IS - Artificial Intelligence for Industry and Societies; AIL - Artificial Intelligence and Law; AIM - Artificial Intelligence in Medicine; AIPES - Artificial Intelligence in Power and Energy Systems; AITS - Artificial Intelligence in Transportation Systems; AmIA - Ambient Intelligence and Affective Environments; GAI - General AI; IROBOT - Intelligent Robotics; KDBI - Knowledge Discovery and Business Intelligence; KRR - Knowledge Representation and Reasoning; MASTA - Multi-Agent Systems: Theory and Applications; TeMA - Text Mining and Applications.
Publisher: Springer Nature
ISBN: 3031164741
Category : Computers
Languages : en
Pages : 818
Book Description
This book constitutes the proceedings of the 21st EPIA Conference on Artificial Intelligence, EPIA 2022, which took place in Lisbon, Portugal, in August/September 2022. The 64 papers presented in this volume were carefully reviewed and selected from 85 submissions. They were organized in topical sections as follows: AI4IS - Artificial Intelligence for Industry and Societies; AIL - Artificial Intelligence and Law; AIM - Artificial Intelligence in Medicine; AIPES - Artificial Intelligence in Power and Energy Systems; AITS - Artificial Intelligence in Transportation Systems; AmIA - Ambient Intelligence and Affective Environments; GAI - General AI; IROBOT - Intelligent Robotics; KDBI - Knowledge Discovery and Business Intelligence; KRR - Knowledge Representation and Reasoning; MASTA - Multi-Agent Systems: Theory and Applications; TeMA - Text Mining and Applications.
Handbook of Research on Immersive Digital Games in Educational Environments
Author: Krassmann, Aliane Loureiro
Publisher: IGI Global
ISBN: 1522557911
Category : Education
Languages : en
Pages : 719
Book Description
Education is increasingly being involved with technological resources in order to meet the needs of emerging generations, consequently changing the way people teach and learn. Game-based learning is a growing aspect of pedagogical practice, and it is important to disseminate research trends and innovations in this field. The Handbook of Research on Immersive Digital Games in Educational Environments provides emerging research exploring the theoretical and practical aspects of digital games and technological resources and applications within contemporary education. Featuring coverage on a broad range of topics such as digital integration, educational simulation, and learning theories, this book is ideally designed for teachers, pre-service teachers, students, educational researchers, and education software developers seeking current research on diverse immersive platforms and three-dimensional environments that support the creation of digital games and other applications to improve teaching and learning processes.
Publisher: IGI Global
ISBN: 1522557911
Category : Education
Languages : en
Pages : 719
Book Description
Education is increasingly being involved with technological resources in order to meet the needs of emerging generations, consequently changing the way people teach and learn. Game-based learning is a growing aspect of pedagogical practice, and it is important to disseminate research trends and innovations in this field. The Handbook of Research on Immersive Digital Games in Educational Environments provides emerging research exploring the theoretical and practical aspects of digital games and technological resources and applications within contemporary education. Featuring coverage on a broad range of topics such as digital integration, educational simulation, and learning theories, this book is ideally designed for teachers, pre-service teachers, students, educational researchers, and education software developers seeking current research on diverse immersive platforms and three-dimensional environments that support the creation of digital games and other applications to improve teaching and learning processes.
Handbook of Research on Collaborative Teaching Practice in Virtual Learning Environments
Author: Panconesi, Gianni
Publisher: IGI Global
ISBN: 1522524274
Category : Education
Languages : en
Pages : 691
Book Description
Modern technology has enhanced many aspects of life, including classroom education. By offering virtual learning experiences, educational systems can become more efficient and effective at teaching the student population. The Handbook of Research on Collaborative Teaching Practice in Virtual Learning Environments highlights program developments in the realm of digital worlds in educational settings. Featuring pedagogical methods and topics relating to cooperative learning, hands-on curriculum, and meta-cognitive dimensions, this publication is a critical reference source for pre-service and in-service teachers, school administrators, higher education faculty, and researchers interested in virtual reality incorporation in the classroom.
Publisher: IGI Global
ISBN: 1522524274
Category : Education
Languages : en
Pages : 691
Book Description
Modern technology has enhanced many aspects of life, including classroom education. By offering virtual learning experiences, educational systems can become more efficient and effective at teaching the student population. The Handbook of Research on Collaborative Teaching Practice in Virtual Learning Environments highlights program developments in the realm of digital worlds in educational settings. Featuring pedagogical methods and topics relating to cooperative learning, hands-on curriculum, and meta-cognitive dimensions, this publication is a critical reference source for pre-service and in-service teachers, school administrators, higher education faculty, and researchers interested in virtual reality incorporation in the classroom.