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A Math Journey Through Computer Games
Fun pictograms and infographics about computer games make learning about math topics such as ratios, speed, distance, time, volume, percentages, and equations easy and fun. In this book, readers are presented with several computer game scenarios and must use their mathematical skills to solve equations to up their scores. Math puzzles and exercises help children build confidence in their math skills.
The Cognitive Dynamics Of Computer Science
A groundbreaking, unifying theory of computer science for low-cost, high-quality software<br> <br> <br> The Cognitive Dynamics of Computer Science represents the culmination of more than thirty years of the author's hands-on experience in software development, which has resulted in a remarkable and sensible philosophy and practice of software development. It provides a groundbreaking ontology of computer science, while describing the processes, methodologies, and constructs needed to build high-quality, large-scale computer software systems on schedule and on budget.<br> <br> Based on his own experience in developing successful, low-cost software projects, the author makes a persuasive argument for developers to understand the philosophical underpinnings of software. He asserts that software in reality is an abstraction of the human thought system. The author draws from the seminal works of the great German philosophers--Kant, Hegel, and Schopenhauer--and recasts their theories of human mind and thought to create a unifying theory of computer science, cognitive dynamics, that opens the door to the next generation of computer science and forms the basic architecture for total autonomy.<br> * Four detailed cases studies effectively demonstrate how philosophy and practice merge to meet the objective of high-quality, low-cost software.<br> * The Autonomous Cognitive System chapter sets forth a model for a completely autonomous computer system, using the human thought system as the model for functional architecture and the human thought process as the model for the functional data process.<br> * Although rooted in philosophy, this book is practical, addressing all the key areas that software professionals need to master in order to remain competitive and minimize costs, such as leadership, management, communication, and organization.<br> <br> This thought-provoking work will change the way students and professionals in computer science and software development conceptualize and perform their work. It provides them with both a philosophy and a set of practical tools to produce high-quality, low-cost software.
Computer Vision: A Modern Approach, 2e, is appropriate for upper-division undergraduate- and graduate-level courses in computer vision found in departments of Computer Science, Computer Engineering and Electrical Engineering.
This textbook provides the most complete treatment of modern computer vision methods by two of the leading authorities in the field. This accessible presentation gives both a general view of the entire computer vision enterprise and also offers sufficient detail for students to be able to build useful applications. Students will learn techniques that have proven to be useful by first-hand experience and a wide range of mathematical methods
On Building A Theatre
From the INTRODUCTION.
Architectural ineptitudes are more likely to be perpetuated and in time condoned than those in any other art. Generally speaking, a bad painting is scrapped, poor music remains unpublished and unplayed (along with much good music, no doubt), and bad books, after a time, cease to be read. But a building is somehow inescapable. Having a durability that needs no treasuring, and being erected more often for use than for beauty, a building generally achieves longevity, and the bad art crumbles no sooner than the good stone. Usefulness, great initial cost, sturdy stuff, are all against a building's being put out of the way merely because it is ugly. Or even, as a matter of fact, because it does not successfully serve the purpose for which it was erected.
As people live in a house, Or work, day after day, in a store or factory or public building, they become used to inconveniences, bad arrangement, and lack of proper facilities. They complain for a time, perhaps, and then forget. And after a while, when the house has become home, or the large building has gathered tradition, a sort of admiration settles upon it. What is really plain ugly or wrong or bad appears quaint and full of "atmosphere." And is imitated. Style and tradition embalm the very features that make the building a bad building.
In the theatre, this perpetuation of musty, tradition-hallowed faults of construction has been carried to an extraordinary extreme. There is more ritual, one might believe, in constructing a stage and auditorium in accordance with honored custom than there is in the building of a church. In the more modern theatres, there have been notable improvements over the theatres of a generation ago; but in the auditoriums and stages of schools, clubs and societies, and in other public or semi-public buildings in which such facilities are included as a sort of side issue, the ancient law is observed. The average high school stage seems to be inspired by the faint recollection of a visit to the theatre, supplemented by the examination of old prints illustrating the stage of Inigo Jones.
To-day, by a concerted movement throughout the country, hundreds of community houses are being planned as war memorials. These buildings are designed to include facilities for all the social and recreational interests of the communities they will serve. Practically all of them will include stages and auditoriums. At the same time, hundreds of new school buildings are being planned, and these, too, will have stages intended to be useful for dramatic productions. But unless architects have at their disposal much more technical knowledge of the producers' requirements than in the past, it is certain that most of these auditoriums and stages will be bad-as are the auditoriums and stages in most existing schools. It is to forestall some of the common mistakes that this paper has been prepared-to describe them in detail, and to set up against them the ideal features toward which the designers of such structures should strive.
Multithreaded Computer Architecture
Multithreaded computer architecture has emerged as one of the most promising and exciting avenues for the exploitation of parallelism. This new field represents the confluence of several independent research directions which have united over a common set of issues and techniques. Multithreading draws on recent advances in dataflow, RISC, compiling for fine-grained parallel execution, and dynamic resource management. It offers the hope of dramatic performance increases through parallel execution for a broad spectrum of significant applications based on extensions to `traditional' approaches.
Multithreaded Computer Architecture is divided into four parts, reflecting four major perspectives on the topic. Part I provides the reader with basic background information, definitions, and surveys of work which have in one way or another been pivotal in defining and shaping multithreading as an architectural discipline. Part II examines key elements of multithreading, highlighting the fundamental nature of latency and synchronization. This section presents clever techniques for hiding latency and supporting large synchronization name spaces. Part III looks at three major multithreaded systems, considering issues of machine organization and compilation strategy. Part IV concludes the volume with an analysis of multithreaded architectures, showcasing methodologies and actual measurements.
Multithreaded Computer Architecture: A Summary of the State of the Art is an excellent reference source and may be used as a text for advanced courses on the subject.
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