Assembly Final History

Assembly Final History PDF Author: California. Legislature. Assembly
Publisher:
ISBN:
Category : California
Languages : en
Pages : 1368

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Book Description

Assembly Final History

Assembly Final History PDF Author: California. Legislature. Assembly
Publisher:
ISBN:
Category : California
Languages : en
Pages : 1368

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Book Description


Analysis of Images, Social Networks and Texts

Analysis of Images, Social Networks and Texts PDF Author: Wil M.P. van der Aalst
Publisher: Springer
ISBN: 9783319730127
Category : Computers
Languages : en
Pages : 0

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Book Description
This book constitutes the proceedings of the 6th International Conference on Analysis of Images, Social Networks and Texts, AIST 2017, held in Moscow, Russia, in July 2017. The 29 full papers and 8 short papers were carefully reviewed and selected from 127 submissions. The papers are organized in topical sections on natural language processing; general topics of data analysis; analysis of images and video; optimization problems on graphs and network structures; analysis of dynamic behavior through event data; social network analysis.

You Know Me Al

You Know Me Al PDF Author: Ring Lardner
Publisher: Courier Corporation
ISBN: 0486285138
Category : Fiction
Languages : en
Pages : 129

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Book Description
Fictional series of letters from a popular baseball hero to his friend. Humorous collection showcases Lardner as a satirical master at the peak of his form.

Game Physics Cookbook

Game Physics Cookbook PDF Author: Gabor Szauer
Publisher: Packt Publishing Ltd
ISBN: 1787120813
Category : Computers
Languages : en
Pages : 481

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Book Description
Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games About This Book Get a comprehensive coverage of techniques to create high performance collision detection in games Learn the core mathematics concepts and physics involved in depicting collision detection for your games Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games—you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn Implement fundamental maths so you can develop solid game physics Use matrices to encode linear transformations Know how to check geometric primitives for collisions Build a Physics engine that can create realistic rigid body behavior Understand advanced techniques, including the Separating Axis Theorem Create physically accurate collision reactions Explore spatial partitioning as an acceleration structure for collisions Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development—collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and approach Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.

Implementing Title IX and Attaining Sex Equity

Implementing Title IX and Attaining Sex Equity PDF Author: Martha Matthews
Publisher:
ISBN:
Category : Sex discrimination in education
Languages : en
Pages : 104

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Book Description


The Black Poets

The Black Poets PDF Author: Dudley Randall
Publisher: Bantam
ISBN: 0553275631
Category : Poetry
Languages : en
Pages : 380

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Book Description
"The claim of The Black Poets to being... an anthology is that it presents the full range of Black-American poetry, from the slave songs to the present day. It is important that folk poetry be included because it is the root and inspiration of later, literary poetry. Not only does this book present the full range of Black poetry, but it presents most poets in depths, and in some cases presents aspects of a poet neglected or overlooked before. Gwendolyn Brooks is represented not only by poems on racial and domestic themes, but is revealed as a writer of superb love lyrics. Tuming away from White models and retuming to their roots has freed Black poets to create a new poetry. This book records their progress."--from the Introduction by Dudley Randall

101 Life Skills Games for Children

101 Life Skills Games for Children PDF Author: Bernie Badegruber
Publisher: Turner Publishing Company
ISBN: 089793590X
Category : Family & Relationships
Languages : en
Pages : 247

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Book Description
How do you teach tolerance, self-awareness, and responsibility? How can you help children deal with fear, mistrust, or aggression? Play a game with them! Games are an ideal way to help children develop social and emotional skills; they are exciting, relaxing, and fun. 101 LIFE SKILLS GAMES FOR CHILDREN: LEARNING, GROWING, GETTING ALONG (Ages 6-12) is a resource that can help children understand and deal with problems that arise in daily interactions with other children and adults. These games help children develop social and emotional skills and enhance self-awareness. The games address the following issues: dependence, aggression, fear, resentment, disability, accusations, boasting, honesty, flexibility, patience, secrets, conscience, inhibitions, stereotypes, noise, lying, performance, closeness, weaknesses, self confidence, fun, reassurance, love, respect, integrating a new classmate, group conflict. Organized in three main chapters: (I-Games, You-Games and We-Games), the book is well structured and easily accessible. It specifies an objective for every game, gives step-by-step instructions, and offers questions for reflection. It provides possible variations for each game, examples, tips, and ideas for role plays. Each game contains references to appropriate follow-up games and is illustrated with charming drawings.

I Am Error

I Am Error PDF Author: Nathan Altice
Publisher: MIT Press
ISBN: 0262534541
Category : Computers
Languages : en
Pages : 439

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Book Description
The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.

The Ethnic Factor

The Ethnic Factor PDF Author: Leo Driedger
Publisher:
ISBN:
Category : Canada
Languages : en
Pages : 480

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Book Description


Atmospheric Remote Sensing by Microwave Radiometry

Atmospheric Remote Sensing by Microwave Radiometry PDF Author: Michael A. Janssen
Publisher: Wiley-Interscience
ISBN:
Category : Nature
Languages : en
Pages : 600

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Book Description
A rapidly growing area, remote sensing is crucial to the effort of modeling the earth's atmosphere and collecting such fundamental data as temperature, winds, pressures, water vapor distribution, clouds and other active constituents. This information enables us to test existing models of the atmosphere's energy balance, depletion of the ozone layer, climatic trends and other essential environmental data. Also discussed is the application of microwave remote sensing techniques to the atmospheres of planets other than the earth.