Search Results - function-((((names programming) OR ((games OR james) programming))) OR (linear programming))

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    IPhone game blueprints : develop amazing games, visual charts, plots, and graphics for your iPhone by Uduslivii, Igor

    Published 2013
    Table of Contents: “…Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Starting the Game; Telling a story; Characters; Levels; Naming; Working with graphic assets; Sprites and tiles; Preparing animation; Background; Application icon; Achievements; Trophies; Banners; Screenshots; Gameplay videos; Summary; Chapter 2: Ergonomics; Portraying the player; Ergonomic aspects; Simple rules; Distance to the game; The Pause button; Autosaving; The Continue button; Visibility of the control elements; Direct control; Introducing functionality.…”
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    Creating E-Learning Games with Unity. by Horachek, David

    Published 2014
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    Mobile Game Design Essentials. by Claudio Scolastici, Dr

    Published 2013
    Table of Contents: “…Coding Games -- Main features of programming languages -- Libraries -- Abstraction.…”
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  5. 5

    Mastering CryENGINE. by Gundlach, Sascha

    Published 2014
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    Fundamentals of Object Tracking. by Challa, Subhash

    Published 2011
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    Mathematical programming and game theory for decision making

    Published 2008
    Table of Contents: “…Anti-stalling pivot rule for linear programs with totally unimodular coefficient matrix / S.N. …”
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    Arduino sketches : tools and techniques for programming wizardry by Langbridge, James A.

    Published 2015
    Table of Contents: “…Functions --…”
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    Proceedings of the Princeton Symposium on Mathematical Programming. by Kuhn, Harold William

    Published 2015
    Table of Contents: “…TWO METHODS OF DECOMPOSITION FOR LINEAR PROGRAMMING /…”
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    Box2d for Flash games by Feronato, Emanuele

    Published 2012
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    Comprehensive Ruby Programming. by Hudgens, Jordan

    Published 2017
    Table of Contents: “…Implementing a prime number counting algorithm -- How to code the power digit sum algorithm -- Implementing a humanize counting algorithm -- Implementing a date algorithm -- How to code a Fibonacci digit counter -- Implementing a permutation algorithm -- Implementing an amicable number algorithm -- Implementing a factorial algorithm -- Implementing an even Fibonacci number algorithm -- Implementing the least common multiple -- Summary -- Chapter 19: Machine Learning -- Big data analysis -- Basic decision tree implementation -- Addition of attributes -- Addition of training data and its values -- Calling the ID3 method -- Function of the train method -- Addition of the test method -- Setting up decision variables -- Print the results out -- Testing the program -- Advantage of decision trees over if ... else statements -- How to develop a big data analysis application in Ruby -- Summary -- Index.…”
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    Anyone Can Code : The Art and Science of Logical Creativity. by Arya, Ali

    Published 2020
    Table of Contents: “…4.4 Combining Selection and Iteration -- 4.4.1 Guessing Game -- 4.4.2 Simple Calculator -- 4.5 Naming Conventions -- 4.5.1 #Define In C/C ++ -- Highlights -- End-of-Chapter Notes -- Chapter 5 Functions -- Overview -- 5.1 Defining and Using Functions -- 5.1.1 Returning From a Function -- 5.2 Functions in C/C++ -- 5.2.1 Void Main() -- 5.2.2 Void Hello() -- 5.2.3 Int Getdata() -- 5.3 Local and Global Variables -- 5.4 Function Parameters -- 5.4.1 Simple Board Game Simulator -- 5.4.2 Bmi Calculator -- 5.4.3 Prime Number Listing -- Highlights -- End-of-Chapter Notes -- Part 3 Structured Programming…”
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    Functional Python programming : discover the power of functional programming, generator functions, lazy evaluation, the built-in itertools library, and monads by Lott, Steven F.

    Published 2018
    Table of Contents: “…Cover -- Copyright and Credits -- Packt Upsell -- Contributors -- Table of Contents -- Preface -- Chapter 1: Understanding Functional Programming -- Identifying a paradigm -- Subdividing the procedural paradigm -- Using the functional paradigm -- Using a functional hybrid -- Looking at object creation -- The stack of turtles -- A classic example of functional programming -- Exploratory data analysis -- Summary -- Chapter 2: Introducing Essential Functional Concepts -- First-class functions -- Pure functions -- Higher-order functions -- Immutable data -- Strict and non-strict evaluation -- Recursion instead of an explicit loop state -- Functional type systems -- Familiar territory -- Learning some advanced concepts -- Summary -- Chapter 3: Functions, Iterators, and Generators -- Writing pure functions -- Functions as first-class objects -- Using strings -- Using tuples and named tuples -- Using generator expressions -- Exploring the limitations of generators -- Combining generator expressions -- Cleaning raw data with generator functions -- Using lists, dicts, and sets -- Using stateful mappings -- Using the bisect module to create a mapping -- Using stateful sets -- Summary -- Chapter 4: Working with Collections -- An overview of function varieties -- Working with iterables -- Parsing an XML file -- Parsing a file at a higher level -- Pairing up items from a sequence -- Using the iter() function explicitly -- Extending a simple loop -- Applying generator expressions to scalar functions -- Using any() and all() as reductions -- Using len() and sum() -- Using sums and counts for statistics -- Using zip() to structure and flatten sequences -- Unzipping a zipped sequence -- Flattening sequences -- Structuring flat sequences -- Structuring flat sequences -- an alternative approach -- Using reversed() to change the order.…”
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    The art of R programming : tour of statistical software design by Matloff, Norman S.

    Published 2011
    Table of Contents: “…7.8 Writing Upstairs7.9 Recursion; 7.10 Replacement Functions; 7.11 Tools for Composing Function Code; 7.12 Writing Your Own Binary Operations; 7.13 Anonymous Functions; 8: Doing Math and Simulations in R; 8.1 Math Functions; 8.2 Functions for Statistical Distributions; 8.3 Sorting; 8.4 Linear Algebra Operations on Vectors and Matrices; 8.5 Set Operations; 8.6 Simulation Programming in R; 9: Object-Oriented Programming; 9.1 S3 Classes; 9.2 S4 Classes; 9.3 S3 Versus S4; 9.4 Managing Your Objects; 10: Input/Output; 10.1 Accessing the Keyboard and Monitor; 10.2 Reading and Writing Files.…”
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    Kotlin programming by example : build real-world Android and web applications the Kotlin way by Adelekan, Iyanu

    Published 2018
    Table of Contents: “…Installing IntelliJ IDEASetting up a Kotlin project with IntelliJ; The fundamentals of the Kotlin programming language; Kotlin basics; Variables; Variable scope; Local variables; Operands and operators; Types; Int; Float; Double; Boolean; String; Char ; Array; Functions; Declaring functions; Invoking functions; Return values; The function naming convention; Comments; Single-line comments; Multiline comments; Doc comments; Controlling program flow; Conditional expressions; The if expression; The when expression; The Elvis operator; Loops; The for loops; The while loops.…”
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    Project and program management : a competency-based approach by Springer, Mitchell L., 1959-

    Published 2019
    Table of Contents: “…Cover -- Copyright -- About the Author -- Contents -- List of Illustrations -- Preface -- Introduction -- Chapter 1: Program/Project Management Competencies -- Student PM Competency Model Paper Guidelines -- Chapter 2: The Importance of Program/Project Management -- Chapter 3: Process Management-Evolution and Definition -- Historical Orientation -- General Program Planning Models -- Integrated Linear Models versus Integrated Nonlinear Models -- Evaluation Methodologies and Accountability -- Composition of a Planning Process -- Chapter 4: Contract Types-What Type of Contract Should I Enter Into? …”
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    Game Programming using Qt 5 Beginner's Guide : Create amazing games with Qt 5, C++, and Qt Quick, 2nd Edition. by Strakhov, Pavel Vladimirovich

    Published 2018
    Table of Contents: “…; Automatic slot connection and its drawbacks; Time for action -- Changing the texts on the labels from the code; Creating a widget for the tic-tac-toe board; Choosing between designer forms and plain C++ classes; Time for action -- Creating a game board widget; What just happened?; Automatic deletion of objects; Time for action -- Functionality of a tic-tac-toe board; Time for action -- Reacting to the game board's signals; What just happened?…”
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