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Computer software --- Verification. --- Software verification --- Verification of software --- Verificació del programari --- Java (Llenguatge de programació)
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This book provides a hands-on introduction to runtime verification which guides the reader from zero to sufficient practical knowledge required to consider and apply it in industry. It starts with almost no assumptions on the knowledge of the reader and provides exercises throughout the book through which the reader builds their own runtime verification tool. All that is required are basic programming skills and a good working knowledge of the object-oriented paradigm, ideally Java. Drawing from years of the authors' real-world experience, the reader progresses from manually writing runtime verification code to instrumenting monitoring using aspect-oriented programming, after which they explore increasing levels of specification abstraction: automata, regular expressions, and linear time temporal logic. A range of other topics is also explored in the book, including real-time properties, concerns of efficiency and persistence, integration with testing and architectural considerations. The book is written for graduate students specializing in software engineering as well as for industry professionals who need an introduction to the topic of runtime verification. While the book focuses on underlying foundations and practical techniques, it additionally provides for each chapter a reading list in the appendix for the interested reader who would like to deepen their knowledge in a particular area.
Mathematical logic --- Computer science --- Computer. Automation --- toegepaste informatica --- computers --- informatica --- wiskunde --- software engineering --- logica --- computerkunde --- Computer software --- Verification. --- Verificació del programari --- Java (Llenguatge de programació)
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Java (Computer program language) --- Computer software. --- Software engineering. --- Computer software engineering --- Engineering --- Software, Computer --- Computer systems --- Object-oriented programming languages --- JavaSpaces technology --- Java (Llenguatge de programació) --- Programació orientada a l'objecte (Informàtica)
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A practical description of the software design patterns as they are mentioned in the 1994 book "Design Patterns - Elements of Reusable Object Oriented Software" by the author group Gamma, Helm, Johnson and Vlissides (also called "Gang of Four"). All patterns are explained in detail by means of examples and also critically appreciated. Furthermore, design principles of object-oriented programming are described and considered. All examples are commented in detail in the source code and are executable under Java 16. In some cases, newer features of Java up to and including version 16 are also explained and used. The contents - What are design patterns - How to describe them - Object-oriented design principles - All 23 original design patterns of the "Gang of Four" - Combining design patterns The target audience - Pupils, trainees and students of computer science - Programming beginners after the first steps in Java The author Olaf Musch is a computer scientist, has developed software himself for many years and now works as a project manager in the IT department of a large company in Lower Saxony. This book is a translation of an original German edition. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation.
Programming --- Computer architecture. Operating systems --- Computer. Automation --- computers --- programmeren (informatica) --- programmeertalen --- software engineering --- Java (Computer program language) --- Object-oriented programming (Computer science) --- Programació orientada a l'objecte (Informàtica) --- Java (Llenguatge de programació)
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This highly accessible textbook teaches programming from first principles. In common with many programming courses, it uses Python as the introductory programming language before going on to use Java as the vehicle for more advanced programming concepts. The first part, which teaches Python, covers fundamental programming concepts, such as data types and control structures and functions. It introduces more complex data types such as lists and dictionaries and also deals with file handling. It introduces object-oriented concepts and ends with a case study bringing together all the topics of the first semester. The second part uses Java to teach advanced concepts and centres around object-oriented programming, teaching key object-oriented concepts such as inheritance and polymorphism. The semester again ends with an advanced case study bringing together all the topics of the second semester. Topics and features: Assumes no prior knowledge, and makes the transition from Python to Java a smooth process Features numerous exercises and also an illustrative case study for each language Examines procedural and object-oriented methodologies, as well as design principles Covers such advanced topics as interfaces and lambda expressions, exceptions and Collections Includes a chapter on graphics programming in Python using Tkinter Introduces the latest Java technology for graphical interfaces, JavaFX Explains design concepts using UML notation Offering a gentle introduction to the field and assuming no prerequisite background, Programming in Two Semesters is the ideal companion to undergraduate modules in software development or programming. In addition, it will serve as a strong primer for professionals looking to strengthen their knowledge of programming with these languages. Dr Quentin Charatan is a former Principal Lecturer and now visiting lecturer at the same institution. Dr Aaron Kans is the Head of the Computer Science and Digital Technologies Department in the School of Architecture, Computing & Engineering at the University of East London, UK.
Programming --- Computer architecture. Operating systems --- Computer. Automation --- Python (informatica) --- computers --- programmeren (informatica) --- programmeertalen --- software engineering --- Java (informatica) --- Java (Computer program language) --- Python (Llenguatge de programació) --- Java (Llenguatge de programació) --- Programació (Ordinadors)
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In ancient games such as chess or go, the most brilliant players can improve by studying the strategies produced by a machine. Robotic systems practice their own movements. In arcade games, agents capable of learning reach superhuman levels within a few hours. How do these spectacular reinforcement learning algorithms work? With easy-to-understand explanations and clear examples in Java and Greenfoot, you can acquire the principles of reinforcement learning and apply them in your own intelligent agents. Greenfoot (M.Kölling, King's College London) and the hamster model (D. Bohles, University of Oldenburg) are simple but also powerful didactic tools that were developed to convey basic programming concepts. The result is an accessible introduction into machine learning that concentrates on reinforcement learning. Taking the reader through the steps of developing intelligent agents, from the very basics to advanced aspects, touching on a variety of machine learning algorithms along the way, one is allowed to play along, experiment, and add their own ideas and experiments. This book is a translation of an original German edition. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation.
Programming --- Information systems --- Artificial intelligence. Robotics. Simulation. Graphics --- datamining --- programmeren (informatica) --- Java (informatica) --- data acquisition --- Java (Computer program language) --- Reinforcement learning. --- Java (Llenguatge de programació) --- Aprenentatge per reforç (Intel·ligència artificial) --- Greenfoot (Electronic resource)
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This textbook is about learning Android and developing native apps using the Java programming language. It follows Java and Object-Oriented (OO) programmers' experiences and expectations and thus enables them to easily map Android concepts to familiar ones. Each chapter of the book is dedicated to one or more Android development topics and has one or more illustrating apps. The topics covered include activities and transitions between activities, Android user interfaces and widgets, activity layouts, Android debugging and testing, fragments, shared preferences, SQLite and firebase databases, XML and JSON processing, the content provider, services, message broadcasting, async task and threading, the media player, sensors, Android Google maps, etc. The book is intended for introductory or advanced Android courses to be taught in one or two semesters at universities and colleges. It uses code samples and exercises extensively to explain and clarify Android coding and concepts. It is written for students and programmers who have no prior Android programming knowledge as well as those who already have some Android programming skills and are excited to study more advanced concepts or acquire a deeper knowledge and understanding of Android programming. All the apps in the book are native Android apps and do not need to use or include third-party technologies to run.
Computer. Automation --- GSM (global system for mobile communications) --- Application software --- Java (Computer program language) --- Mobile computing. --- Development. --- Android (Recurs electrònic) --- Java (Llenguatge de programació) --- Desenvolupament de programari d'aplicació --- Programari d'aplicació
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Seeking to learn quickly how to program in Java without prior experience? This Guide to Java presents a focused and accessible primer on the fundamentals of Java programming, with extensive use of illustrative examples and hands-on exercises. Addressing the need to acquire a good working model of objects in order to avoid possible misconceptions, the text introduces the core concepts of object-oriented programming at any stage, supported by the use of contour diagrams. Each chapter has one or more complete programs to illustrate the various ideas presented, and to help readers learn how to write programs on their own. Chapter summaries and practical exercises also are included to help the reader to review their progress and practice their skills. This substantially updated second edition has been expanded with additional exercises, and includes new material on bit manipulation and parallel processing. Topics and features: Introduces computing concepts in Chapter 0 for new programmers Adds new chapters on bit-manipulation and parallel processing Contains exercises at the end of each chapter with selected answers Supports both text-based and GUI-based Input/Output Objects can be introduced first, last, or intermixed with other material Uses contour diagrams to illustrate objects and recursion Discusses OOP concepts such as overloading, class methods, and inheritance Introduces string variables and illustrates arrays and array processing Discusses files, elementary exception processing, and the basics of Javadoc This concise and easy-to-follow textbook/guide is ideal for students in an introductory programming course. It is also suitable as a self-study guide for both practitioners and academics. Dr. James T. Streib is Professor Emeritus of Computer Science and Dr. Takako Soma is Associate Professor of Computer Science, and both are at Illinois College, Jacksonville, IL, USA. They are also co-authors of the follow-up text Guide to Data Structures.
Computer programming. --- Java (Computer program language). --- Software engineering. --- Compilers (Computer programs). --- Programming Techniques. --- Java. --- Software Engineering. --- Compilers and Interpreters. --- Compiling programs (Computer programs) --- Computer programs --- Programming software --- Systems software --- Computer software engineering --- Engineering --- Object-oriented programming languages --- JavaSpaces technology --- Computers --- Electronic computer programming --- Electronic data processing --- Electronic digital computers --- Programming (Electronic computers) --- Coding theory --- Programming --- Java (Computer program language) --- Java (Llenguatge de programació) --- Programació (Ordinadors)
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Percepció visual --- Seguiment de la mirada --- Python (Llenguatge de programació) --- Llenguatges de programació --- Llenguatges d'ordinador --- Llengües artificials --- ACTI-LOGO (Llenguatge de programació) --- ActionScript (Llenguatge de programació) --- ADA (Llenguatge de programació) --- ALGOL (Llenguatge de programació) --- BASIC (Llenguatge de programació) --- C (Llenguatge de programació) --- C++ (Llenguatge de programació) --- C# (Llenguatge de programació) --- Clipper (Llenguatge de programació) --- COBOL (Llenguatge de programació) --- COMMON LISP (Llenguatge de programació) --- DATR (Llenguatge de programació) --- FORTH (Llenguatge de programació) --- FORTRAN (Llenguatge de programació) --- FORTRAN 95 (Llenguatge de programació) --- GW-BASIC (Llenguatge de programació) --- Haskell (Llenguatge de programació) --- IDL (Llenguatge de programació) --- INFORMIX-4GL (Llenguatge de programació) --- Java (Llenguatge de programació) --- JavaScript (Llenguatge de programació) --- KornShell (Llenguatge de programació) --- Kotlin (Llenguatge de programació) --- Lingo (Llenguatge de programació) --- LISP (Llenguatge de programació) --- Llenguatge d'assemblador (Llenguatge de programació) --- Llenguatges d'interrogació (Informàtica) --- LOGO (Llenguatge de programació) --- LotusScript (Llenguatge de programació) --- Mathematica (Llenguatge de programació) --- Maude (Llenguatge de programació) --- MODULA-2 (Llenguatge de programació) --- Objective-C (Llenguatge de programació) --- OmniMark (Llenguatge de programació) --- OpenCL (Llenguatge de programació) --- PASCAL (Llenguatge de programació) --- PHP (Llenguatge de programació) --- PL/I (Llenguatge de programació) --- PostScript (Llenguatge de programació) --- PROLOG (Llenguatges de programació) --- QBasic (Llenguatge de programació) --- R (Llenguatge de programació) --- RPG (Llenguatge de programació) --- Ruby (Llenguatge de programació) --- S (Llenguatge de programació) --- SAS (Llenguatge de programació) --- SDL (Llenguatge de programació) --- SQL (Llenguatge de programació) --- StarLogo (Llenguatge de programació) --- Tcl (Llenguatge de programació) --- Visual Basic (Llenguatge de programació) --- Visual C++ (Llenguatge de programació) --- Visual J++ (Llenguatge de programació) --- VRML (Llenguatge de programació) --- Windows PowerShell (Llenguatge de programació) --- Seguiment d'ulls --- Seguiment dels ulls --- Seguiment del moviment dels ulls --- Percepció --- Visió --- Anamorfosi (Percepció visual) --- Il·lusions òptiques --- Lectura labial --- Percepció de les formes --- Percepció de les imatges --- Visió cromàtica --- Visualització --- Imatges --- Llegibilitat --- Cognitive psychology. --- Psychology, Experimental. --- Cognitive science. --- Science --- Philosophy of mind --- Experimental psychology --- Psychology --- Experimental psychologists --- Psychology, Cognitive --- Cognitive science --- Research --- Experiments --- Racket (Llenguatge de programació) --- Llenguatges de programació.
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