Author: Bonnie Eisenman
Publisher: "O'Reilly Media, Inc."
ISBN: 1491989092
Category : Computers
Languages : en
Pages : 241
Book Description
Get a practical introduction to React Native, the JavaScript framework for writing and deploying fully featured mobile apps that render natively. The second edition of this hands-on guide shows you how to build applications that target iOS, Android, and other mobile platforms instead of browsers—apps that can access platform features such as the camera, user location, and local storage. Through code examples and step-by-step instructions, web developers and frontend engineers familiar with React will learn how to build and style interfaces, use mobile components, and debug and deploy apps. You’ll learn how to extend React Native using third-party libraries or your own Java and Objective-C libraries. Understand how React Native works under the hood with native UI components Examine how React Native’s mobile-based components compare to basic HTML elements Create and style your own React Native components and applications Take advantage of platform-specific APIs, as well as modules from the framework’s community Incorporate platform-specific components into cross-platform apps Learn common pitfalls of React Native development, and tools for dealing with them Combine a large application’s many screens into a cohesive UX Handle state management in a large app with the Redux library
Learning React Native
Author: Bonnie Eisenman
Publisher: "O'Reilly Media, Inc."
ISBN: 1491989092
Category : Computers
Languages : en
Pages : 241
Book Description
Get a practical introduction to React Native, the JavaScript framework for writing and deploying fully featured mobile apps that render natively. The second edition of this hands-on guide shows you how to build applications that target iOS, Android, and other mobile platforms instead of browsers—apps that can access platform features such as the camera, user location, and local storage. Through code examples and step-by-step instructions, web developers and frontend engineers familiar with React will learn how to build and style interfaces, use mobile components, and debug and deploy apps. You’ll learn how to extend React Native using third-party libraries or your own Java and Objective-C libraries. Understand how React Native works under the hood with native UI components Examine how React Native’s mobile-based components compare to basic HTML elements Create and style your own React Native components and applications Take advantage of platform-specific APIs, as well as modules from the framework’s community Incorporate platform-specific components into cross-platform apps Learn common pitfalls of React Native development, and tools for dealing with them Combine a large application’s many screens into a cohesive UX Handle state management in a large app with the Redux library
Publisher: "O'Reilly Media, Inc."
ISBN: 1491989092
Category : Computers
Languages : en
Pages : 241
Book Description
Get a practical introduction to React Native, the JavaScript framework for writing and deploying fully featured mobile apps that render natively. The second edition of this hands-on guide shows you how to build applications that target iOS, Android, and other mobile platforms instead of browsers—apps that can access platform features such as the camera, user location, and local storage. Through code examples and step-by-step instructions, web developers and frontend engineers familiar with React will learn how to build and style interfaces, use mobile components, and debug and deploy apps. You’ll learn how to extend React Native using third-party libraries or your own Java and Objective-C libraries. Understand how React Native works under the hood with native UI components Examine how React Native’s mobile-based components compare to basic HTML elements Create and style your own React Native components and applications Take advantage of platform-specific APIs, as well as modules from the framework’s community Incorporate platform-specific components into cross-platform apps Learn common pitfalls of React Native development, and tools for dealing with them Combine a large application’s many screens into a cohesive UX Handle state management in a large app with the Redux library
Coding Literacy
Author: Annette Vee
Publisher: MIT Press
ISBN: 0262340240
Category : Computers
Languages : en
Pages : 375
Book Description
How the theoretical tools of literacy help us understand programming in its historical, social and conceptual contexts. The message from educators, the tech community, and even politicians is clear: everyone should learn to code. To emphasize the universality and importance of computer programming, promoters of coding for everyone often invoke the concept of “literacy,” drawing parallels between reading and writing code and reading and writing text. In this book, Annette Vee examines the coding-as-literacy analogy and argues that it can be an apt rhetorical frame. The theoretical tools of literacy help us understand programming beyond a technical level, and in its historical, social, and conceptual contexts. Viewing programming from the perspective of literacy and literacy from the perspective of programming, she argues, shifts our understandings of both. Computer programming becomes part of an array of communication skills important in everyday life, and literacy, augmented by programming, becomes more capacious. Vee examines the ways that programming is linked with literacy in coding literacy campaigns, considering the ideologies that accompany this coupling, and she looks at how both writing and programming encode and distribute information. She explores historical parallels between writing and programming, using the evolution of mass textual literacy to shed light on the trajectory of code from military and government infrastructure to large-scale businesses to personal use. Writing and coding were institutionalized, domesticated, and then established as a basis for literacy. Just as societies demonstrated a “literate mentality” regardless of the literate status of individuals, Vee argues, a “computational mentality” is now emerging even though coding is still a specialized skill.
Publisher: MIT Press
ISBN: 0262340240
Category : Computers
Languages : en
Pages : 375
Book Description
How the theoretical tools of literacy help us understand programming in its historical, social and conceptual contexts. The message from educators, the tech community, and even politicians is clear: everyone should learn to code. To emphasize the universality and importance of computer programming, promoters of coding for everyone often invoke the concept of “literacy,” drawing parallels between reading and writing code and reading and writing text. In this book, Annette Vee examines the coding-as-literacy analogy and argues that it can be an apt rhetorical frame. The theoretical tools of literacy help us understand programming beyond a technical level, and in its historical, social, and conceptual contexts. Viewing programming from the perspective of literacy and literacy from the perspective of programming, she argues, shifts our understandings of both. Computer programming becomes part of an array of communication skills important in everyday life, and literacy, augmented by programming, becomes more capacious. Vee examines the ways that programming is linked with literacy in coding literacy campaigns, considering the ideologies that accompany this coupling, and she looks at how both writing and programming encode and distribute information. She explores historical parallels between writing and programming, using the evolution of mass textual literacy to shed light on the trajectory of code from military and government infrastructure to large-scale businesses to personal use. Writing and coding were institutionalized, domesticated, and then established as a basis for literacy. Just as societies demonstrated a “literate mentality” regardless of the literate status of individuals, Vee argues, a “computational mentality” is now emerging even though coding is still a specialized skill.
Beginning iPhone Development
Author: Jack Nutting
Publisher: Apress
ISBN: 148420199X
Category : Computers
Languages : en
Pages : 794
Book Description
The team that brought you the bestselling Beginning iPhone Development, the book that taught the world to program on the iPhone, is back again, bringing this definitive guide up-to-date with Apple's latest and greatest new iOS 8 and its SDK, as well as with the latest version of Xcode (6.1). You'll have everything you need to create your very own apps for the latest iOS devices. Every single sample app in the book has been rebuilt from scratch using Xcode 6.1 and the latest 64-bit iOS 8-specific project templates, and designed to take advantage of the latest Xcode features. Assuming only a minimal working knowledge of Objective-C, and written in a friendly, easy-to-follow style, Beginning iPhone Development offers a complete soup-to-nuts course in iPhone, iPad, and iPod touch programming. The book starts with the basics, walking through the process of downloading and installing Xcode 6.1 and the iOS 8 SDK, and then guides you though the creation of your first simple application. From there, you’ll learn how to integrate all the interface elements iOS users have come to know and love, such as buttons, switches, pickers, toolbars, and sliders. You’ll master a variety of design patterns, from the simplest single view to complex hierarchical drill-downs. The confusing art of table building will be demystified, and you’ll learn how to save your data using the iPhone file system. You’ll also learn how to save and retrieve your data using a variety of persistence techniques, including Core Data and SQLite. And there’s much more!
Publisher: Apress
ISBN: 148420199X
Category : Computers
Languages : en
Pages : 794
Book Description
The team that brought you the bestselling Beginning iPhone Development, the book that taught the world to program on the iPhone, is back again, bringing this definitive guide up-to-date with Apple's latest and greatest new iOS 8 and its SDK, as well as with the latest version of Xcode (6.1). You'll have everything you need to create your very own apps for the latest iOS devices. Every single sample app in the book has been rebuilt from scratch using Xcode 6.1 and the latest 64-bit iOS 8-specific project templates, and designed to take advantage of the latest Xcode features. Assuming only a minimal working knowledge of Objective-C, and written in a friendly, easy-to-follow style, Beginning iPhone Development offers a complete soup-to-nuts course in iPhone, iPad, and iPod touch programming. The book starts with the basics, walking through the process of downloading and installing Xcode 6.1 and the iOS 8 SDK, and then guides you though the creation of your first simple application. From there, you’ll learn how to integrate all the interface elements iOS users have come to know and love, such as buttons, switches, pickers, toolbars, and sliders. You’ll master a variety of design patterns, from the simplest single view to complex hierarchical drill-downs. The confusing art of table building will be demystified, and you’ll learn how to save your data using the iPhone file system. You’ll also learn how to save and retrieve your data using a variety of persistence techniques, including Core Data and SQLite. And there’s much more!
The Program Era
Author: Mark McGurl
Publisher: Harvard University Press
ISBN: 0674266021
Category : Literary Criticism
Languages : en
Pages : 481
Book Description
In The Program Era, Mark McGurl offers a fundamental reinterpretation of postwar American fiction, asserting that it can be properly understood only in relation to the rise of mass higher education and the creative writing program. McGurl asks both how the patronage of the university has reorganized American literature and—even more important—how the increasing intimacy of writing and schooling can be brought to bear on a reading of this literature. McGurl argues that far from occasioning a decline in the quality or interest of American writing, the rise of the creative writing program has instead generated a complex and evolving constellation of aesthetic problems that have been explored with energy and at times brilliance by authors ranging from Flannery O’Connor to Vladimir Nabokov, Philip Roth, Raymond Carver, Joyce Carol Oates, and Toni Morrison. Through transformative readings of these and many other writers, The Program Era becomes a meditation on systematic creativity—an idea that until recently would have seemed a contradiction in terms, but which in our time has become central to cultural production both within and beyond the university. An engaging and stylishly written examination of an era we thought we knew, The Program Era will be at the center of debates about postwar literature and culture for years to come.
Publisher: Harvard University Press
ISBN: 0674266021
Category : Literary Criticism
Languages : en
Pages : 481
Book Description
In The Program Era, Mark McGurl offers a fundamental reinterpretation of postwar American fiction, asserting that it can be properly understood only in relation to the rise of mass higher education and the creative writing program. McGurl asks both how the patronage of the university has reorganized American literature and—even more important—how the increasing intimacy of writing and schooling can be brought to bear on a reading of this literature. McGurl argues that far from occasioning a decline in the quality or interest of American writing, the rise of the creative writing program has instead generated a complex and evolving constellation of aesthetic problems that have been explored with energy and at times brilliance by authors ranging from Flannery O’Connor to Vladimir Nabokov, Philip Roth, Raymond Carver, Joyce Carol Oates, and Toni Morrison. Through transformative readings of these and many other writers, The Program Era becomes a meditation on systematic creativity—an idea that until recently would have seemed a contradiction in terms, but which in our time has become central to cultural production both within and beyond the university. An engaging and stylishly written examination of an era we thought we knew, The Program Era will be at the center of debates about postwar literature and culture for years to come.
Crafting Interpreters
Author: Robert Nystrom
Publisher: Genever Benning
ISBN: 0990582949
Category : Computers
Languages : en
Pages : 1068
Book Description
Despite using them every day, most software engineers know little about how programming languages are designed and implemented. For many, their only experience with that corner of computer science was a terrifying "compilers" class that they suffered through in undergrad and tried to blot from their memory as soon as they had scribbled their last NFA to DFA conversion on the final exam. That fearsome reputation belies a field that is rich with useful techniques and not so difficult as some of its practitioners might have you believe. A better understanding of how programming languages are built will make you a stronger software engineer and teach you concepts and data structures you'll use the rest of your coding days. You might even have fun. This book teaches you everything you need to know to implement a full-featured, efficient scripting language. You'll learn both high-level concepts around parsing and semantics and gritty details like bytecode representation and garbage collection. Your brain will light up with new ideas, and your hands will get dirty and calloused. Starting from main(), you will build a language that features rich syntax, dynamic typing, garbage collection, lexical scope, first-class functions, closures, classes, and inheritance. All packed into a few thousand lines of clean, fast code that you thoroughly understand because you wrote each one yourself.
Publisher: Genever Benning
ISBN: 0990582949
Category : Computers
Languages : en
Pages : 1068
Book Description
Despite using them every day, most software engineers know little about how programming languages are designed and implemented. For many, their only experience with that corner of computer science was a terrifying "compilers" class that they suffered through in undergrad and tried to blot from their memory as soon as they had scribbled their last NFA to DFA conversion on the final exam. That fearsome reputation belies a field that is rich with useful techniques and not so difficult as some of its practitioners might have you believe. A better understanding of how programming languages are built will make you a stronger software engineer and teach you concepts and data structures you'll use the rest of your coding days. You might even have fun. This book teaches you everything you need to know to implement a full-featured, efficient scripting language. You'll learn both high-level concepts around parsing and semantics and gritty details like bytecode representation and garbage collection. Your brain will light up with new ideas, and your hands will get dirty and calloused. Starting from main(), you will build a language that features rich syntax, dynamic typing, garbage collection, lexical scope, first-class functions, closures, classes, and inheritance. All packed into a few thousand lines of clean, fast code that you thoroughly understand because you wrote each one yourself.
Effective Programming
Author: Jeff Atwood
Publisher: Createspace Independent Pub
ISBN: 9781478300540
Category : Computers
Languages : en
Pages : 278
Book Description
ABOUT THE BOOK Jeff Atwood began the Coding Horror blog in 2004, and is convinced that it changed his life. He needed a way to keep track of software development over time - whatever he was thinking about or working on. He researched subjects he found interesting, then documented his research with a public blog post, which he could easily find and refer to later. Over time, increasing numbers of blog visitors found the posts helpful, relevant and interesting. Now, approximately 100,000 readers visit the blog per day and nearly as many comment and interact on the site. Effective Programming: More Than Writing Code is your one-stop shop for all things programming. Jeff writes with humor and understanding, allowing for both seasoned programmers and newbies to appreciate the depth of his research. From such posts as "The Programmer's Bill of Rights" and "Why Cant Programmers... Program?" to "Working With the Chaos Monkey," this book introduces the importance of writing responsible code, the logistics involved, and how people should view it more as a lifestyle than a career. TABLE OF CONTENTS - Introduction - The Art of Getting Shit Done - Principles of Good Programming - Hiring Programmers the Right Way - Getting Your Team to Work Together - The Batcave: Effective Workspaces for Programmers - Designing With the User in Mind - Security Basics: Protecting Your Users' Data - Testing Your Code, So it Doesn't Suck More Than it Has To - Building, Managing and Benefiting from a Community - Marketing Weasels and How Not to Be One - Keeping Your Priorities Straight EXCERPT FROM THE BOOK As a software developer, you are your own worst enemy. The sooner you realize that, the better off you'll be.I know you have the best of intentions. We all do. We're software developers; we love writing code. It's what we do. We never met a problem we couldn't solve with some duct tape, a jury-rigged coat hanger and a pinch of code. But Wil Shipley argues that we should rein in our natural tendencies to write lots of code: The fundamental nature of coding is that our task, as programmers, is to recognize that every decision we make is a trade-off. To be a master programmer is to understand the nature of these trade-offs, and be conscious of them in everything we write.In coding, you have many dimensions in which you can rate code: Brevity of codeFeaturefulnessSpeed of executionTime spent codingRobustnessFlexibility Now, remember, these dimensions are all in opposition to one another. You can spend three days writing a routine which is really beautiful and fast, so you've gotten two of your dimensions up, but you've spent three days, so the "time spent coding" dimension is way down.So, when is this worth it? How do we make these decisions? The answer turns out to be very sane, very simple, and also the one nobody, ever, listens to: Start with brevity. Increase the other dimensions as required by testing. I couldn't agree more. I've given similar advice when I exhorted developers to Code Smaller. And I'm not talking about a reductio ad absurdum contest where we use up all the clever tricks in our books to make the code fit into less physical space. I'm talking about practical, sensible strategies to reduce the volume of code an individual programmer has to read to understand how a program works. Here's a trivial little example of what I'm talking about: if (s == String.Empty)if (s == "") It seems obvious to me that the latter case is... ...buy the book to read more!
Publisher: Createspace Independent Pub
ISBN: 9781478300540
Category : Computers
Languages : en
Pages : 278
Book Description
ABOUT THE BOOK Jeff Atwood began the Coding Horror blog in 2004, and is convinced that it changed his life. He needed a way to keep track of software development over time - whatever he was thinking about or working on. He researched subjects he found interesting, then documented his research with a public blog post, which he could easily find and refer to later. Over time, increasing numbers of blog visitors found the posts helpful, relevant and interesting. Now, approximately 100,000 readers visit the blog per day and nearly as many comment and interact on the site. Effective Programming: More Than Writing Code is your one-stop shop for all things programming. Jeff writes with humor and understanding, allowing for both seasoned programmers and newbies to appreciate the depth of his research. From such posts as "The Programmer's Bill of Rights" and "Why Cant Programmers... Program?" to "Working With the Chaos Monkey," this book introduces the importance of writing responsible code, the logistics involved, and how people should view it more as a lifestyle than a career. TABLE OF CONTENTS - Introduction - The Art of Getting Shit Done - Principles of Good Programming - Hiring Programmers the Right Way - Getting Your Team to Work Together - The Batcave: Effective Workspaces for Programmers - Designing With the User in Mind - Security Basics: Protecting Your Users' Data - Testing Your Code, So it Doesn't Suck More Than it Has To - Building, Managing and Benefiting from a Community - Marketing Weasels and How Not to Be One - Keeping Your Priorities Straight EXCERPT FROM THE BOOK As a software developer, you are your own worst enemy. The sooner you realize that, the better off you'll be.I know you have the best of intentions. We all do. We're software developers; we love writing code. It's what we do. We never met a problem we couldn't solve with some duct tape, a jury-rigged coat hanger and a pinch of code. But Wil Shipley argues that we should rein in our natural tendencies to write lots of code: The fundamental nature of coding is that our task, as programmers, is to recognize that every decision we make is a trade-off. To be a master programmer is to understand the nature of these trade-offs, and be conscious of them in everything we write.In coding, you have many dimensions in which you can rate code: Brevity of codeFeaturefulnessSpeed of executionTime spent codingRobustnessFlexibility Now, remember, these dimensions are all in opposition to one another. You can spend three days writing a routine which is really beautiful and fast, so you've gotten two of your dimensions up, but you've spent three days, so the "time spent coding" dimension is way down.So, when is this worth it? How do we make these decisions? The answer turns out to be very sane, very simple, and also the one nobody, ever, listens to: Start with brevity. Increase the other dimensions as required by testing. I couldn't agree more. I've given similar advice when I exhorted developers to Code Smaller. And I'm not talking about a reductio ad absurdum contest where we use up all the clever tricks in our books to make the code fit into less physical space. I'm talking about practical, sensible strategies to reduce the volume of code an individual programmer has to read to understand how a program works. Here's a trivial little example of what I'm talking about: if (s == String.Empty)if (s == "") It seems obvious to me that the latter case is... ...buy the book to read more!
Python 101
Author: Michael Driscoll
Publisher: Lulu.com
ISBN: 0996062815
Category :
Languages : en
Pages : 296
Book Description
Learn how to program with Python from beginning to end. This book is for beginners who want to get up to speed quickly and become intermediate programmers fast!
Publisher: Lulu.com
ISBN: 0996062815
Category :
Languages : en
Pages : 296
Book Description
Learn how to program with Python from beginning to end. This book is for beginners who want to get up to speed quickly and become intermediate programmers fast!
Build Systems With Go
Author: Juan M Tirado
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 354
Book Description
Everything a Gopher must know in a single book!!! Do not stay in the basics, move forward and learn how you can use Go to build systems using restful APIs, gRPC messaging, powerful loggers, middlware, SQL/noSQL databases, data streaming, and more. A book written for new adopters and experienced developers. More than 200 detailed examples Concise explanations from basic to advanced levels. Explore advanced topics: reflection, concurrency, benchmarking, profiling, etc. Learn how developers use Go: modules, tags, CLIs, encodings, etc. Learn how to build systems with gRPC, Kafka, Cassandra, MySQL, Cobra and more. Contents Part I: The GO language First steps with Go The basics Arrays, slices, and maps Structs, methods and interfaces Reflection Concurrency Input/Output Encodings HTTP Templates Testing Modules and documentation Part II: Building systems Protocol buffers gRPC Logging with Zerolog Command line interface Relational databases NoSQL databases Kafka The author Juan M. Tirado has been programming half of his life. He holds a Ph. D. in computer science and has been a researcher at the UC3M, INRIA, and the University of Cambridge. He is interested in how data can be leveraged to enhance large scale distributed systems. With a background between a systems architect and a data scientist, he helps companies to design and implement data-driven solutions. In his free time, he enjoys music, mountaineering, and tapas.
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 354
Book Description
Everything a Gopher must know in a single book!!! Do not stay in the basics, move forward and learn how you can use Go to build systems using restful APIs, gRPC messaging, powerful loggers, middlware, SQL/noSQL databases, data streaming, and more. A book written for new adopters and experienced developers. More than 200 detailed examples Concise explanations from basic to advanced levels. Explore advanced topics: reflection, concurrency, benchmarking, profiling, etc. Learn how developers use Go: modules, tags, CLIs, encodings, etc. Learn how to build systems with gRPC, Kafka, Cassandra, MySQL, Cobra and more. Contents Part I: The GO language First steps with Go The basics Arrays, slices, and maps Structs, methods and interfaces Reflection Concurrency Input/Output Encodings HTTP Templates Testing Modules and documentation Part II: Building systems Protocol buffers gRPC Logging with Zerolog Command line interface Relational databases NoSQL databases Kafka The author Juan M. Tirado has been programming half of his life. He holds a Ph. D. in computer science and has been a researcher at the UC3M, INRIA, and the University of Cambridge. He is interested in how data can be leveraged to enhance large scale distributed systems. With a background between a systems architect and a data scientist, he helps companies to design and implement data-driven solutions. In his free time, he enjoys music, mountaineering, and tapas.
Computer Graphics from Scratch
Author: Gabriel Gambetta
Publisher: No Starch Press
ISBN: 1718500769
Category : Computers
Languages : en
Pages : 250
Book Description
Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.
Publisher: No Starch Press
ISBN: 1718500769
Category : Computers
Languages : en
Pages : 250
Book Description
Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.
After the Program Era
Author: Loren Glass
Publisher: University of Iowa Press
ISBN: 1609384393
Category : Education
Languages : en
Pages : 288
Book Description
Chapter 12. "My Ghost Life": Russell Banks and the Limits of Aesthetic Democracy - Sean McCann -- Chapter 13. Getting Real: From Mass Modernism to Peripheral Realism - Donal Harris -- Chapter 14. From Modernism to Metamodernism: Quantifying and Theorizing the Stages of the Program Era - Seth Abramson -- Afterword. And Then What? - Mark McGurl -- Contributors -- Index
Publisher: University of Iowa Press
ISBN: 1609384393
Category : Education
Languages : en
Pages : 288
Book Description
Chapter 12. "My Ghost Life": Russell Banks and the Limits of Aesthetic Democracy - Sean McCann -- Chapter 13. Getting Real: From Mass Modernism to Peripheral Realism - Donal Harris -- Chapter 14. From Modernism to Metamodernism: Quantifying and Theorizing the Stages of the Program Era - Seth Abramson -- Afterword. And Then What? - Mark McGurl -- Contributors -- Index