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1.


   
    Computer Games [[electronic resource] :] : 5th Workshop on Computer Games, CGW 2016, and 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, Held in Conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, New York, USA, July 9-10, 2016, Revised Selected Papers / / ed. Cazenave, Tristan. [et al.]. - 1st ed. 2017. - [S. l. : s. n.]. - XII, 179 p. 59 illus. - Б. ц.
Рубрики: Artificial intelligence.
   Personal computers.

   Computer science—Mathematics.

   Computers.

   Artificial Intelligence.

   Personal Computing.

   Mathematics of Computing.

   Theory of Computation.

Анотація: This book constitutes the refereed proceedings of the 5th Computer Games Workshop, CGW 2016, and the 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, in New York, USA, in July 2016. The 12 revised full papers presented were carefully reviewed and selected from 25 submissions. The papers address all aspects of artificial intelligence and computer game playing. They discuss topics such as Monte-Carlo methods; heuristic search; board games; card games; video games; perfect and imperfect information games; puzzles and single player games; multi-player games; combinatorial game theory; applications; computational creativity; computational game theory; evaluation and analysis; game design; knowledge representation; machine learning; multi-agent systems; opponent modeling; planning. .

Перейти: https://doi.org/10.1007/978-3-319-57969-6

Дод.точки доступу:
Cazenave, Tristan. \ed.\; Winands, Mark H.M. \ed.\; Edelkamp, Stefan. \ed.\; Schiffel, Stephan. \ed.\; Thielscher, Michael. \ed.\; Togelius, Julian. \ed.\; SpringerLink (Online service)
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2.


   
    Intelligent, Secure, and Dependable Systems in Distributed and Cloud Environments [[electronic resource] :] : first International Conference, ISDDC 2017, Vancouver, BC, Canada, October 26-28, 2017, Proceedings / / ed.: Traore, Issa., Woungang, Isaac., Awad, Ahmed. - 1st ed. 2017. - [S. l. : s. n.]. - XXII, 183 p. 68 illus. - Б. ц.
    Зміст:
Holistic model for HTTP botnet detection based on DNS traffic analysis --
Detecting broad length algorithmically generated domains --
Secure cloud computing: multithreaded fully homomorphic encryption for legal metrology --
Detecting command and control channel of botnets in clouds --
An experimental framework for investigating security and privacy of IoT devices --
Dynamic cypher for enhanced cryptography and communication for Internet of Things --
An inter-device authentication scheme for smart homes using one-time-password over infrared channel --
Detection and prevention of blackhole attacks in wireless sensor networks --
Detection of online fake news using N-gram analysis and machine learning techniques --
Security protocol of social payment apps --
Spectral-spatial classification of hyperspectral imagery using support vector and Fuzzy-MRF --
Infant monitoring system using wearable sensors based on blood oxygen saturation --
Network behavioral analysis for zero-day malware detection. Network Behavioral Analysis for Zero-day Malware Detection.
Рубрики: Computer communication systems.
   Application software.

   Software engineering.

   User interfaces (Computer systems).

   Personal computers.

   Computer Communication Networks.

   Information Systems Applications (incl. Internet).

   Software Engineering.

   User Interfaces and Human Computer Interaction.

   Personal Computing.

Анотація: This book constitutes the refereed proceedings of the First International Conference on Intelligent, Secure, and Dependable Systems in Distributed and Cloud Environments, ISDDC 2017, held in Vancouver, BC, Canada, in October 2017. The 12 full papers presented together with 1 short paper were carefully reviewed and selected from 43 submissions. This book also contains 3 keynote talks and 2 tutorials. The contributions included in this proceedings cover many aspects of theory and application of effective and efficient paradigms, approaches, and tools for building, maintaining, and managing secure and dependable systems and infrastructures, such as botnet detection, secure cloud computing and cryptosystems, IoT security, sensor and social network security, behavioral systems and data science, and mobile computing.

Перейти: https://doi.org/10.1007/978-3-319-69155-8

Дод.точки доступу:
Traore, Issa. \ed.\; Woungang, Isaac. \ed.\; Awad, Ahmed. \ed.\; SpringerLink (Online service)
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3.


   
    Informatics in Schools: Focus on Learning Programming [[electronic resource] :] : 10th International Conference on Informatics in Schools: Situation, Evolution, and Perspectives, ISSEP 2017, Helsinki, Finland, November 13-15, 2017, Proceedings / / ed.: Dagiene, Valentina., Hellas, Arto. - 1st ed. 2017. - [S. l. : s. n.]. - XI, 245 p. 69 illus. - Б. ц.
Рубрики: Education—Data processing.
   Science education.

   Application software.

   Computers and civilization.

   Personal computers.

   Learning.

   Instruction.

   Computers and Education.

   Science Education.

   Computer Appl. in Social and Behavioral Sciences.

   Computers and Society.

   Personal Computing.

   Learning & Instruction.

Анотація: This book constitutes the refereed proceedings of the 10th International Conference on Informatics in Schools: Situation, Evolution, and Perspectives, ISSEP 2017, held in Helsinki, Finland, in November 2017. The 18 full papers presented together with 1 invited talk were carefully reviewed and selected from 41 submissions. ISSEP presents this year a broad range of themes ranging from making informatics accessible to visually impaired students and computational thinking to context- and country specific challenges as well as teacher development and training.

Перейти: https://doi.org/10.1007/978-3-319-71483-7

Дод.точки доступу:
Dagiene, Valentina. \ed.\; Hellas, Arto. \ed.\; SpringerLink (Online service)
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4.


   
    Interactive Storytelling [[electronic resource] :] : 10th International Conference on Interactive Digital Storytelling, ICIDS 2017 Funchal, Madeira, Portugal, November 14–17, 2017, Proceedings / / ed.: Nunes, Nuno., Oakley, Ian., Nisi, Valentina. - 1st ed. 2017. - [S. l. : s. n.]. - XVII, 414 p. 57 illus. - Б. ц.
    Зміст:
RheijnLand.Xperiences – A Storytelling Framework for Cross-Museum Experiences --
Effective Scenario Designs for Free-text Interactive Fiction --
Dynamic Syuzhets: Writing and Design Methods for Playable Stories --
Plans versus Situated Actions in Immersive Storytelling Practices --
Experiencing the Presence of Historical Stories with Location-based Augmented Reality --
Developing a Writer's Toolkit for Interactive Locative Storytelling --
Level of Detail Event Generation --
Grimes' Fairy Tales: A 1960s Story Generator --
The Narrative Logic of Rube Goldberg Machines --
Cinelabyrinth: The Pavilion of Forking Paths --
Verb+s Is Looking for Love: Towards a Meaningful Narrativization of Abstract Content --
Wordless Games: Gameplay as Narrative Technique --
A Framework for Multi-Participant Narratives Based on Multiplayer Game Interaction --
Gaming Versus Storytelling: Understanding Children’s Interactive Experiences in a Museum Setting --
Using Interactive Storytelling to Identify Personality Traits --
How Knowledge of the Player Character’s Alignment Affect Decision Making in an Interactive Narrative --
Thinning the Fourth Wall with Intelligent Prompt --
Who Are You? Voice-over Perspective in Surround Video --
Empathic Actualities: Toward a Taxonomy of Empathy in Virtual Reality --
Design for Emerging Media: How MR Designers Think about Storytelling, Process, and Defining the Field --
An Interactive Installation for Dynamic Visualization of Multi-author Narratives --
Factors of Immersion in Interactive Digital Storytelling --
Evaluating User Experience in 360? Storytelling Through Analytics --
Towards an Interaction Model for Interactive Narratives --
Using Interactive Fiction to Teach Pediatricians-in Training about Child Abuse --
Interactive Imagining in Interactive Digital Narrative --
Repetition, Reward and Mastery: The Value of Game Design Patterns for the Analysis of Narrative Game Mechanics --
Towards a Narrative-Based Game Environment for Simulating Business Decisions --
What is a Convention in Interactive Narrative Design? --
Interactive Storytelling for the Maintenance of Cultural Identity: The Potential of Affinity Spaces for the Exchange and Continuity of Intergenerational Cultural Knowledge --
Applying Interactive Documentary as a Pedagogical Tool in High School Level --
Interactive Storytelling System for Enhancing Children’s Creativity --
Open World Story Generation for Increased Expressive Range --
Collisions and Constellations: On the Possible Intersection of Psychoethnography and Digital Storytelling --
Evaluating Visual Perceptive Media --
Biennale 4D – Exploring the Archives of the Swiss Pavilion at the «Biennale di Venezia» Art Exhibition --
Subject and Subjectivity: A Conversational Game using Possible Worlds --
The AntWriter Improvisational Writing System: Visualizing and Coordinating Upcoming Actions --
How Interactivity is Changing In Immersive Performances - An Approach of Understanding The Use of Interactive Technologies in Performance Art --
Interactive Storytelling to Teach News Literacy to Children --
Enhancing Museum’s Experiences Through Games And Stories for Young Audiences --
That’s Not How It Should End: The Effect of Reader/Player Response on the Development of Narrative --
Leveraging on Transmedia Entertainment-Education to Offer Tourists a Meaningful Experience --
Embodied and Disembodied Voice: Characterizing Nonfiction Discourse in Cinematic-VR --
Learning and Teaching Biodiversity through a Storyteller Robot --
Authoring Concepts and Tools for Interactive Digital Storytelling in the Field of Mobile Augmented Reality --
NOOA: Maintaining Cultural Identity Through Intergenerational Storytelling and Digital Affinity Spaces --
An Epistemological Approach to the Creation of Interactive VR Fiction Films --
User and Player Engagement in Local News and/as Interactive Narratives --
Grammar Stories: A Proposal for the Narrativization of Abstract Contents --
Bringing Together Interactive Digital Storytelling with Tangible Interaction: Challenges and Opportunities --
Film-Live An innovative immersive and interactive cinema experience --
Workshop Transmedia Journalism and Interactive Documentary in Dialogue --
Authoring for Interactive Storytelling Workshop --
History of Expressive Systems.
Рубрики: Application software.
   Personal computers.

   Multimedia systems .

   User interfaces (Computer systems).

   Artificial intelligence.

   Computer Appl. in Arts and Humanities.

   Personal Computing.

   Media Design.

   User Interfaces and Human Computer Interaction.

   Artificial Intelligence.

Анотація: This book constitutes the refereed proceedings of the 10th International Conference on Interactive Digital Storytelling, ICIDS 2017, held in Funchal, Madeira, Portugal, in November 2017. The 16 revised full papers and 4 short papers presented were carefully reviewed and selected from 65 submissions. The papers are organized in topical sections on story design, location and generation, history and learning, games, emotion and personality, posters and demos.

Перейти: https://doi.org/10.1007/978-3-319-71027-3

Дод.точки доступу:
Nunes, Nuno. \ed.\; Oakley, Ian. \ed.\; Nisi, Valentina. \ed.\; SpringerLink (Online service)
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5.


   
    E-Learning and Games [[electronic resource] :] : 11th International Conference, Edutainment 2017, Bournemouth, UK, June 26–28, 2017, Revised Selected Papers / / ed. Tian, Feng. [et al.]. - 1st ed. 2017. - [S. l. : s. n.]. - XIV, 308 p. 180 illus. - Б. ц.
    Зміст:
Virtual Reality and Augmented Reality in Edutainment --
Gamification for Serious Game and Training --
Graphics, Imaging and Applications --
E-Learning and Game.
Рубрики: Personal computers.
   Education—Data processing.

   User interfaces (Computer systems).

   Application software.

   Computer graphics.

   Personal Computing.

   Computers and Education.

   User Interfaces and Human Computer Interaction.

   Information Systems Applications (incl. Internet).

   Computer Graphics.

Анотація: This book constitutes the refereed proceedings of the 11th International Conference on E-Learning and Games, Edutainment 2017, held in Bournemouth, United Kingdom, in June 2017. The 19 fulland 17 short papers presented were carefully reviewed and selected from 47 submissions. They are organized in the following topical sections: Virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; E-learning and game.

Перейти: https://doi.org/10.1007/978-3-319-65849-0

Дод.точки доступу:
Tian, Feng. \ed.\; Gatzidis, Christos. \ed.\; El Rhalibi, Abdennour. \ed.\; Tang, Wen. \ed.\; Charles, Fred. \ed.\; SpringerLink (Online service)
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6.


   
    Serious Games [[electronic resource] :] : third Joint International Conference, JCSG 2017, Valencia, Spain, November 23-24, 2017, Proceedings / / ed. Alcaniz, Mariano. [et al.]. - 1st ed. 2017. - [S. l. : s. n.]. - XI, 332 p. 129 illus. - Б. ц.
    Зміст:
Theory --
Technologies --
Applications.
Рубрики: Personal computers.
   Education—Data processing.

   Artificial intelligence.

   Application software.

   User interfaces (Computer systems).

   Computers and civilization.

   Personal Computing.

   Computers and Education.

   Artificial Intelligence.

   Information Systems Applications (incl. Internet).

   User Interfaces and Human Computer Interaction.

   Computers and Society.

Анотація: This book constitutes the proceedings of the Third Joint International Conference on Serious Games, JCSG 2017, held in Valencia, Spain, in November 2017. This conference bundles the activities of the 8th International Conference on Serious Games Development and Applications, SGDA 2017, and the 7th Conference on Serious Games, GameDays 2017. The total of 23 full papers, 3 short papers, and 4 poster papers was carefully reviewed and selected from 44 submissions. The topics covered by the conference offered participants a valuable platform to discuss and learn about the latest developments, technologies and possibilities in the development and use of serious games with a special focus on how different fields can be combined to achieve the best possible results.

Перейти: https://doi.org/10.1007/978-3-319-70111-0

Дод.точки доступу:
Alcaniz, Mariano. \ed.\; Gobel, Stefan. \ed.\; Ma, Minhua. \ed.\; Fradinho Oliveira, Manuel. \ed.\; Baalsrud Hauge, Jannicke. \ed.\; Marsh, Tim. \ed.\; SpringerLink (Online service)
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7.


   
    Next Generation Computer Animation Techniques [[electronic resource] :] : third International Workshop, AniNex 2017, Bournemouth, UK, June 22-23, 2017, Revised Selected Papers / / ed. Chang, Jian. [et al.]. - 1st ed. 2017. - [S. l. : s. n.]. - VIII, 249 p. 148 illus. - Б. ц.
    Зміст:
Simulation and rendering for computer animation --
Character modeling and dynamics --
User centered design and modeling --
Computer animation systems and virtual reality based applications.
Рубрики: Personal computers.
   Education—Data processing.

   User interfaces (Computer systems).

   Application software.

   Multimedia information systems.

   Computer graphics.

   Personal Computing.

   Computers and Education.

   User Interfaces and Human Computer Interaction.

   Information Systems Applications (incl. Internet).

   Multimedia Information Systems.

   Computer Graphics.

Анотація: This book constitutes the thoroughly refereed post-conference proceedings of the Third International Workshop on Next Generation Computer Animation Techniques, AniNex 2017, held  in Bournemouth, UK, in June 2017. The workshop was held in conjunction with the 11th International Conference on E-Learning and Games, Edutainment 2017. The 17 full papers presented in this volume were carefully reviewed and selected from 27 submissions. The papers are structured  according to the four main themes: simulation and rendering for computer animation; character modeling and dynamics; user centered design and modeling; computer animation systems and virtual reality based applications.

Перейти: https://doi.org/10.1007/978-3-319-69487-0

Дод.точки доступу:
Chang, Jian. \ed.\; Zhang, Jian Jun. \ed.\; Magnenat Thalmann, Nadia. \ed.\; Hu, Shi-Min. \ed.\; Tong, Ruofeng. \ed.\; Wang, Wencheng. \ed.\; SpringerLink (Online service)
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8.


   
    Games and Learning Alliance [[electronic resource] :] : 6th International Conference, GALA 2017, Lisbon, Portugal, December 5–7, 2017, Proceedings / / ed.: Dias, Joao., Santos, Pedro A., Veltkamp, Remco C. - 1st ed. 2017. - [S. l. : s. n.]. - XIII, 266 p. 72 illus. - Б. ц.
    Зміст:
Games in education and training --
Games for health and special children --
Augmented and virtual reality --
Methods and tools (for design and development) --
Poster abstracts.
Рубрики: Personal computers.
   Education—Data processing.

   User interfaces (Computer systems).

   Artificial intelligence.

   Computer communication systems.

   Optical data processing.

   Personal Computing.

   Computers and Education.

   User Interfaces and Human Computer Interaction.

   Artificial Intelligence.

   Computer Communication Networks.

   Image Processing and Computer Vision.

Анотація: This book constitutes the refereed proceedings of the 6th International Conference on Games and Learning Alliance, GALA 2017, held in Lisbon, Portugal, in December 2017.   The 16 revised regular papers presented together with 6 poster papers were carefully reviewed and selected from 45 submissions. The papers cover topics such as games in education and training; games for health and special children; augmented and virtual reality; methods and tools (for desing and development); and poster abstracts.

Перейти: https://doi.org/10.1007/978-3-319-71940-5

Дод.точки доступу:
Dias, Joao. \ed.\; Santos, Pedro A. \ed.\; Veltkamp, Remco C. \ed.\; SpringerLink (Online service)
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9.


   
    Progress in Location-Based Services 2016 [[electronic resource] /] : монография / ed.: Gartner, Georg., Huang, Haosheng. - 1st ed. 2017. - [S. l. : s. n.]. - XI, 421 p. 168 illus., 130 illus. in color. - Б. ц.
    Зміст:
Preface --
List of Reviewers --
Wi-Fi Fingerprinting with Reduced Signal Strength Observations from Long-Time Measurements --
Situation goodness method for weighted centroid based Wi-Fi APs localization --
Smartphone sensor-based orientation determination for indoor-navigation --
SubwayAPPS: Using Smartphone Barometers for Positioning in Underground Transportation Enviroments --
Efficient Computation of Bypass Areas --
Connecting the Dots: Informing Location-based Services of Space Usage Rules --
Classes for Creating Location-based Audio Tour Content: A Case of User-Generated LBS Education to University Students --
Gamification as motivation to engage in location-based public participation?
Рубрики: Geographical information systems.
   Application software.

   Personal computers.

   Big data.

   Regional economics.

   Spatial economics.

   Internet marketing.

   Geographical Information Systems/Cartography.

   Information Systems Applications (incl. Internet).

   Personal Computing.

   Big Data/Analytics.

   Regional/Spatial Science.

   Online Marketing/Social Media.

Анотація: This book offers a selection of the best papers presented at the 13th International Symposium on Location Based Services (LBS 2016), which was held in Vienna (Austria) from November 14 to 16, 2016. It provides an overview of recent research in the field, including the latest advances in outdoor/indoor positioning, smart environment, spatial modeling, personalization and context awareness, cartographic communication, novel user interfaces, crowd sourcing, social media, big data analysis, usability and privacy.

Перейти: https://doi.org/10.1007/978-3-319-47289-8

Дод.точки доступу:
Gartner, Georg. \ed.\; Huang, Haosheng. \ed.\; SpringerLink (Online service)
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10.


    Waschke, Marvin.
    Personal Cybersecurity [[electronic resource] :] : how to Avoid and Recover from Cybercrime / / Marvin. Waschke ; . - 1st ed. 2017. - [S. l. : s. n.]. - XIV, 240 p. 24 illus., 16 illus. in color. - Б. ц.
    Зміст:
Chapter 1. What’s Biting Us? --
Chapter 2. Why Is Computer Security So Weak? --
Chapter 3. How Does Computer Security Work? --
Chapter 4. Your Computer is a Target --
Chapter 5. Misuse of Computers --
Chapter 6. Cloud Threats --
Chapter 7. Why Doesn’t Somebody Stop It? --
Chapter 8. What Has the Industry Done? --
Chapter 9. Personal Defense --
Chapter 10. Disaster Recovery.
Рубрики: Data protection.
   Personal computers.

   Computer security.

   Security.

   Personal Computing.

   Systems and Data Security.

Анотація: Discover the most prevalent cyber threats against individual users of all kinds of computing devices. This book teaches you the defensive best practices and state-of-the-art tools available to you to repel each kind of threat. Personal Cybersecurity addresses the needs of individual users at work and at home. This book covers personal cybersecurity for all modes of personal computing whether on consumer-acquired or company-issued devices: desktop PCs, laptops, mobile devices, smart TVs, WiFi and Bluetooth peripherals, and IoT objects embedded with network-connected sensors. In all these modes, the frequency, intensity, and sophistication of cyberattacks that put individual users at risk are increasing in step with accelerating mutation rates of malware and cybercriminal delivery systems. Traditional anti-virus software and personal firewalls no longer suffice to guarantee personal security. Users who neglect to learn and adopt the new ways of protecting themselves in their work and private environments put themselves, their associates, and their companies at risk of inconvenience, violation, reputational damage, data corruption, data theft, system degradation, system destruction, financial harm, and criminal disaster. This book shows what actions to take to limit the harm and recover from the damage. Instead of laying down a code of "thou shalt not" rules that admit of too many exceptions and contingencies to be of much practical use, cloud expert Marvin Waschke equips you with the battlefield intelligence, strategic understanding, survival training, and proven tools you need to intelligently assess the security threats in your environment and most effectively secure yourself from attacks. Through instructive examples and scenarios, the author shows you how to adapt and apply best practices to your own particular circumstances, how to automate and routinize your personal cybersecurity, how to recognize security breaches and act swiftly to seal them, and how to recover losses and restore functionality when attacks succeed. What You'll Learn Discover how computer security works and what it can protect us from See how a typical hacker attack works Evaluate computer security threats to the individual user and corporate systems Identify the critical vulnerabilities of a computer connected to the Internet Manage your computer to reduce vulnerabilities to yourself and your employer Discover how the adoption of newer forms of biometric authentication affects you Stop your router and other online devices from being co-opted into disruptive denial of service attacks Who This Book Is For Proficient and technically knowledgeable computer users who are anxious about cybercrime and want to understand the technology behind both attack and defense but do not want to go so far as to become security experts. Some of this audience will be purely home users, but many will be executives, technical managers, developers, and members of IT departments who need to adopt personal practices for their own safety and the protection of corporate systems. Many will want to impart good cybersecurity practices to their colleagues. IT departments tasked with indoctrinating their users with good safety practices may use the book as training material.

Перейти: https://doi.org/10.1007/978-1-4842-2430-4

Дод.точки доступу:
Waschke, Marvin. \.\; SpringerLink (Online service)
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11.


    Dannen, Chris.
    Introducing Ethereum and Solidity [[electronic resource] :] : foundations of Cryptocurrency and Blockchain Programming for Beginners / / Chris. Dannen ; . - 1st ed. 2017. - [S. l. : s. n.]. - XXI, 185 p. 34 illus., 31 illus. in color. - Б. ц.
    Зміст:
1. Bridging the Blockchain Knowledge Gap --
2. The Mist Browser --
3. The EVM --
4. Solidity Programming --
5. Smart Contacts and Tokens --
6. Mining Ether --
7. Cryptoeconomics Survey --
8. Dapp Deployment --
9. Creating Private Chains --
10. Use Cases --
11. Advanced Concepts.
Рубрики: Open source software.
   Computer programming.

   Management information systems.

   Computer science.

   Computer software.

   Computers and civilization.

   Computers.

   Personal computers.

   Open Source.

   Management of Computing and Information Systems.

   Professional Computing.

   Computers and Society.

   The Computing Profession.

   Personal Computing.

Анотація: Learn how to use Solidity and the Ethereum project – second only to Bitcoin in market capitalization. Blockchain protocols are taking the world by storm, and the Ethereum project, with its Turing-complete scripting language Solidity, has rapidly become a front-runner. This book presents the blockchain phenomenon in context; then situates Ethereum in a world pioneered by Bitcoin. See why professionals and non-professionals alike are honing their skills in smart contract patterns and distributed application development. You'll review the fundamentals of programming and networking, alongside its introduction to the new discipline of crypto-economics. You'll then deploy smart contracts of your own, and learn how they can serve as a back-end for JavaScript and HTML applications on the Web. Many Solidity tutorials out there today have the same flaw: they are written for“advanced” JavaScript developers who want to transfer their skills to a blockchain environment. Introducing Ethereum and Solidity is accessible to technology professionals and enthusiasts of “all levels.” You’ll find exciting sample code that can move forward real world assets in both the academic and the corporate arenas. Find out now why this book is a powerful gateway for creative technologists of all types, from concept to deployment.

Перейти: https://doi.org/10.1007/978-1-4842-2535-6

Дод.точки доступу:
Dannen, Chris. \.\; SpringerLink (Online service)
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12.


    Farhi, Oren.
    Reactive Programming with Angular and ngrx [[electronic resource] :] : learn to Harness the Power of Reactive Programming with RxJS and ngrx Extensions / / Oren. Farhi ; . - 1st ed. 2017. - [S. l. : s. n.]. - XVIII, 148 p. 29 illus., 26 illus. in color. - Б. ц.
    Зміст:
1. Getting Started with the Echoes Player Lite App --
2. Getting Familiar with Boilerplate for Development --
3. Adding State Management with ngrx/store --
4. Creating Reactive Components: Presentational and Container --
5. Understanding Services with Reactive Programming --
6. Managing Side Effects with ngrx/Effects --
7. Reactive Forms and Common Solutions.
Рубрики: Computer programming.
   Programming languages (Electronic computers).

   Computer industry.

   Education—Data processing.

   Personal computers.

   Web Development.

   Programming Languages, Compilers, Interpreters.

   The Computer Industry.

   Computers and Education.

   Personal Computing.

Анотація: Manage your Angular development using Reactive programming. Growing in popularity and now an essential part of any professional web developer's toolkit, Reactive programming can enrich your development and make your code more efficient. Featuring a core application to explore and build yourself, this book shows you how to utilize ngrx/store as a state management with Redux pattern, and how to utilize ngrx/effects to define a better and more robust application architecture. Through working code examples, you will understand every aspect of Reactive programming with Angular so that you'll be able to develop maintainable, readable code. Reactive Programming with Angular and ngrx is ideal for developers already familiar with JavaScript, Angular, or other languages, and who are looking for more insight into their Angular projects. Use this book to start mastering Reactive programming today.

Перейти: https://doi.org/10.1007/978-1-4842-2620-9

Дод.точки доступу:
Farhi, Oren. \.\; SpringerLink (Online service)
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