Author: Mary Uhl Brooks
Publisher:
ISBN: 9780692468975
Category :
Languages : en
Pages :
Book Description
Threads of Useful Learning: Westtown School Samplers is a thorough and engaging look at the needlework produced by students at this Philadelphia-area Quaker boarding school from its founding in 1799 until 1843, when sewing was removed from the curriculum. The needlework - including several types of samplers and embroidered celestial and terrestrial globes believed to have been made only at Westtown - is discussed in the context of the useful education and spiritual formation envisioned by Quakers for their children. Fully illustrated with pieces from Westtown School's own extensive textile collection as well as others in museums and private collections, this work enriches our understanding of this important schoolgirl needlework and the education, religious beliefs, and lives of the teachers and girls who created it.
Threads of Useful Learning
Author: Mary Uhl Brooks
Publisher:
ISBN: 9780692468975
Category :
Languages : en
Pages :
Book Description
Threads of Useful Learning: Westtown School Samplers is a thorough and engaging look at the needlework produced by students at this Philadelphia-area Quaker boarding school from its founding in 1799 until 1843, when sewing was removed from the curriculum. The needlework - including several types of samplers and embroidered celestial and terrestrial globes believed to have been made only at Westtown - is discussed in the context of the useful education and spiritual formation envisioned by Quakers for their children. Fully illustrated with pieces from Westtown School's own extensive textile collection as well as others in museums and private collections, this work enriches our understanding of this important schoolgirl needlework and the education, religious beliefs, and lives of the teachers and girls who created it.
Publisher:
ISBN: 9780692468975
Category :
Languages : en
Pages :
Book Description
Threads of Useful Learning: Westtown School Samplers is a thorough and engaging look at the needlework produced by students at this Philadelphia-area Quaker boarding school from its founding in 1799 until 1843, when sewing was removed from the curriculum. The needlework - including several types of samplers and embroidered celestial and terrestrial globes believed to have been made only at Westtown - is discussed in the context of the useful education and spiritual formation envisioned by Quakers for their children. Fully illustrated with pieces from Westtown School's own extensive textile collection as well as others in museums and private collections, this work enriches our understanding of this important schoolgirl needlework and the education, religious beliefs, and lives of the teachers and girls who created it.
Mindstorms
Author: Seymour A Papert
Publisher: Basic Books
ISBN: 154167510X
Category : Education
Languages : en
Pages : 272
Book Description
In this revolutionary book, a renowned computer scientist explains the importance of teaching children the basics of computing and how it can prepare them to succeed in the ever-evolving tech world. Computers have completely changed the way we teach children. We have Mindstorms to thank for that. In this book, pioneering computer scientist Seymour Papert uses the invention of LOGO, the first child-friendly programming language, to make the case for the value of teaching children with computers. Papert argues that children are more than capable of mastering computers, and that teaching computational processes like de-bugging in the classroom can change the way we learn everything else. He also shows that schools saturated with technology can actually improve socialization and interaction among students and between students and teachers. Technology changes every day, but the basic ways that computers can help us learn remain. For thousands of teachers and parents who have sought creative ways to help children learn with computers, Mindstorms is their bible.
Publisher: Basic Books
ISBN: 154167510X
Category : Education
Languages : en
Pages : 272
Book Description
In this revolutionary book, a renowned computer scientist explains the importance of teaching children the basics of computing and how it can prepare them to succeed in the ever-evolving tech world. Computers have completely changed the way we teach children. We have Mindstorms to thank for that. In this book, pioneering computer scientist Seymour Papert uses the invention of LOGO, the first child-friendly programming language, to make the case for the value of teaching children with computers. Papert argues that children are more than capable of mastering computers, and that teaching computational processes like de-bugging in the classroom can change the way we learn everything else. He also shows that schools saturated with technology can actually improve socialization and interaction among students and between students and teachers. Technology changes every day, but the basic ways that computers can help us learn remain. For thousands of teachers and parents who have sought creative ways to help children learn with computers, Mindstorms is their bible.
Learning Java
Author: Patrick Niemeyer
Publisher: "O'Reilly Media, Inc."
ISBN: 9780596002855
Category : Computers
Languages : en
Pages : 836
Book Description
This updated edition introduces the basics of Java and everything necessary to get up to speed on the new 1.4 version quickly. CD contains the Java 2 SDK for Windows, Linux and Solaris.
Publisher: "O'Reilly Media, Inc."
ISBN: 9780596002855
Category : Computers
Languages : en
Pages : 836
Book Description
This updated edition introduces the basics of Java and everything necessary to get up to speed on the new 1.4 version quickly. CD contains the Java 2 SDK for Windows, Linux and Solaris.
Learning Java
Author: Marc Loy
Publisher: "O'Reilly Media, Inc."
ISBN: 1098145496
Category : Computers
Languages : en
Pages : 590
Book Description
Ideal for working programmers new to Java, this best-selling book guides you through the language features and APIs of Java 21. Through fun, compelling, and realistic examples, authors Marc Loy, Patrick Niemeyer, and Dan Leuck introduce you to Java's fundamentals, including its class libraries, programming techniques, and idioms, with an eye toward building real applications. This updated sixth edition expands the content to continue covering lambdas and streams, and shows you how to use a functional paradigm in Java. You'll learn about the latest Java features introduced since the book's fifth edition, from JDK 15 through 21. You'll also take a deep dive into virtual threads (introduced as Project Loom in Java 19). This guide helps you: Learn the structure of the Java language and Java applications Write, compile, and execute Java applications Understand the basics of Java threading and concurrent programming Learn Java I/O basics, including local files and network resources Create compelling interfaces with an eye toward usability Learn how functional features have been integrated in Java Keep up with Java developments as new versions are released
Publisher: "O'Reilly Media, Inc."
ISBN: 1098145496
Category : Computers
Languages : en
Pages : 590
Book Description
Ideal for working programmers new to Java, this best-selling book guides you through the language features and APIs of Java 21. Through fun, compelling, and realistic examples, authors Marc Loy, Patrick Niemeyer, and Dan Leuck introduce you to Java's fundamentals, including its class libraries, programming techniques, and idioms, with an eye toward building real applications. This updated sixth edition expands the content to continue covering lambdas and streams, and shows you how to use a functional paradigm in Java. You'll learn about the latest Java features introduced since the book's fifth edition, from JDK 15 through 21. You'll also take a deep dive into virtual threads (introduced as Project Loom in Java 19). This guide helps you: Learn the structure of the Java language and Java applications Write, compile, and execute Java applications Understand the basics of Java threading and concurrent programming Learn Java I/O basics, including local files and network resources Create compelling interfaces with an eye toward usability Learn how functional features have been integrated in Java Keep up with Java developments as new versions are released
Programming with POSIX Threads
Author: David R. Butenhof
Publisher: Addison-Wesley Professional
ISBN: 9780201633924
Category : Computers
Languages : en
Pages : 404
Book Description
Software -- Operating Systems.
Publisher: Addison-Wesley Professional
ISBN: 9780201633924
Category : Computers
Languages : en
Pages : 404
Book Description
Software -- Operating Systems.
Machine Learning: ECML 2004
Author: Jean-Francois Boulicaut
Publisher: Springer
ISBN: 3540301151
Category : Computers
Languages : en
Pages : 597
Book Description
The proceedings of ECML/PKDD 2004 are published in two separate, albeit - tertwined,volumes:theProceedingsofthe 15thEuropeanConferenceonMac- ne Learning (LNAI 3201) and the Proceedings of the 8th European Conferences on Principles and Practice of Knowledge Discovery in Databases (LNAI 3202). The two conferences were co-located in Pisa, Tuscany, Italy during September 20–24, 2004. It was the fourth time in a row that ECML and PKDD were co-located. - ter the successful co-locations in Freiburg (2001), Helsinki (2002), and Cavtat- Dubrovnik (2003), it became clear that researchersstrongly supported the or- nization of a major scienti?c event about machine learning and data mining in Europe. We are happy to provide some statistics about the conferences. 581 di?erent papers were submitted to ECML/PKDD (about a 75% increase over 2003); 280 weresubmittedtoECML2004only,194weresubmittedtoPKDD2004only,and 107weresubmitted to both.Aroundhalfofthe authorsforsubmitted papersare from outside Europe, which is a clear indicator of the increasing attractiveness of ECML/PKDD. The Program Committee members were deeply involved in what turned out to be a highly competitive selection process. We assigned each paper to 3 - viewers, deciding on the appropriate PC for papers submitted to both ECML and PKDD. As a result, ECML PC members reviewed 312 papers and PKDD PC members reviewed 269 papers. We accepted for publication regular papers (45 for ECML 2004 and 39 for PKDD 2004) and short papers that were as- ciated with poster presentations (6 for ECML 2004 and 9 for PKDD 2004). The globalacceptance ratewas14.5%for regular papers(17% if we include the short papers).
Publisher: Springer
ISBN: 3540301151
Category : Computers
Languages : en
Pages : 597
Book Description
The proceedings of ECML/PKDD 2004 are published in two separate, albeit - tertwined,volumes:theProceedingsofthe 15thEuropeanConferenceonMac- ne Learning (LNAI 3201) and the Proceedings of the 8th European Conferences on Principles and Practice of Knowledge Discovery in Databases (LNAI 3202). The two conferences were co-located in Pisa, Tuscany, Italy during September 20–24, 2004. It was the fourth time in a row that ECML and PKDD were co-located. - ter the successful co-locations in Freiburg (2001), Helsinki (2002), and Cavtat- Dubrovnik (2003), it became clear that researchersstrongly supported the or- nization of a major scienti?c event about machine learning and data mining in Europe. We are happy to provide some statistics about the conferences. 581 di?erent papers were submitted to ECML/PKDD (about a 75% increase over 2003); 280 weresubmittedtoECML2004only,194weresubmittedtoPKDD2004only,and 107weresubmitted to both.Aroundhalfofthe authorsforsubmitted papersare from outside Europe, which is a clear indicator of the increasing attractiveness of ECML/PKDD. The Program Committee members were deeply involved in what turned out to be a highly competitive selection process. We assigned each paper to 3 - viewers, deciding on the appropriate PC for papers submitted to both ECML and PKDD. As a result, ECML PC members reviewed 312 papers and PKDD PC members reviewed 269 papers. We accepted for publication regular papers (45 for ECML 2004 and 39 for PKDD 2004) and short papers that were as- ciated with poster presentations (6 for ECML 2004 and 9 for PKDD 2004). The globalacceptance ratewas14.5%for regular papers(17% if we include the short papers).
Learning Java by Building Android Games
Author: John Horton
Publisher: Packt Publishing Ltd
ISBN: 1788836723
Category : Computers
Languages : en
Pages : 775
Book Description
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.
Publisher: Packt Publishing Ltd
ISBN: 1788836723
Category : Computers
Languages : en
Pages : 775
Book Description
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.
Thread Herrings
Author: Lea Wait
Publisher: Kensington Cozies
ISBN: 1496716728
Category : Fiction
Languages : en
Pages : 263
Book Description
Raveler Angie Curtis gets tangled in a historical mystery. “For a trip to Maine for the cost of a book, this is the author to read.” —Kings River Life Magazine Angie’s first auction may turn out to be her last—when she bids on a coat of arms that someone would literally kill to possess . . . Tagging along to an estate sale with her fellow Needlepointer, antiques shop owner Sarah Byrne, Angie Curtis impulsively bids on a tattered embroidery of a coat of arms. When she gets her prize back home to Haven Harbor, she discovers a document from 1757 behind the framed needlework—a claim for a child from a foundling hospital. Intrigued, Angie is determined to find the common thread between the child and the coat of arms. Accepting her reporter friend Clem Walker’s invitation to talk about her find on the local TV news, Angie makes an appeal to anyone who might have information. Instead, both women receive death threats. When Clem is found shot to death in a parking lot, Angie fears her own life may be in jeopardy. She has to unravel this historical mystery—or she may be the next one going, going . . . gone . . . Praise for the Mainely Needlepoint mysteries “Offers a wonderful sense of place and characters right from the very beginning. Highly recommended.” —Suspense Magazine “A cozy debut that hits all the sweet spots: small town, family ties, and a crew of intriguing personalities.” —Library Journal
Publisher: Kensington Cozies
ISBN: 1496716728
Category : Fiction
Languages : en
Pages : 263
Book Description
Raveler Angie Curtis gets tangled in a historical mystery. “For a trip to Maine for the cost of a book, this is the author to read.” —Kings River Life Magazine Angie’s first auction may turn out to be her last—when she bids on a coat of arms that someone would literally kill to possess . . . Tagging along to an estate sale with her fellow Needlepointer, antiques shop owner Sarah Byrne, Angie Curtis impulsively bids on a tattered embroidery of a coat of arms. When she gets her prize back home to Haven Harbor, she discovers a document from 1757 behind the framed needlework—a claim for a child from a foundling hospital. Intrigued, Angie is determined to find the common thread between the child and the coat of arms. Accepting her reporter friend Clem Walker’s invitation to talk about her find on the local TV news, Angie makes an appeal to anyone who might have information. Instead, both women receive death threats. When Clem is found shot to death in a parking lot, Angie fears her own life may be in jeopardy. She has to unravel this historical mystery—or she may be the next one going, going . . . gone . . . Praise for the Mainely Needlepoint mysteries “Offers a wonderful sense of place and characters right from the very beginning. Highly recommended.” —Suspense Magazine “A cozy debut that hits all the sweet spots: small town, family ties, and a crew of intriguing personalities.” —Library Journal
Learning Carbon
Author: Apple Computer, Inc
Publisher: "O'Reilly Media, Inc."
ISBN: 9780596001612
Category : Computers
Languages : en
Pages : 364
Book Description
"A/D/C, Apple Developer Connection recommended title"--Cover.
Publisher: "O'Reilly Media, Inc."
ISBN: 9780596001612
Category : Computers
Languages : en
Pages : 364
Book Description
"A/D/C, Apple Developer Connection recommended title"--Cover.
Threads of Thinking
Author: Cathy Nutbrown
Publisher: Paul Chapman Educational Publishing
ISBN:
Category : Education
Languages : en
Pages : 184
Book Description
The author reviews children's patterns of learning and thinking (schemas), how to support early schematic development, and implications for curriculum, assessment and working with parents.
Publisher: Paul Chapman Educational Publishing
ISBN:
Category : Education
Languages : en
Pages : 184
Book Description
The author reviews children's patterns of learning and thinking (schemas), how to support early schematic development, and implications for curriculum, assessment and working with parents.