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"COMPUTERS / Programming / General"
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Learn to program with scratch
2014
Scratch is a fun, free, beginner-friendly programming environment where you connect blocks of code to build programs. While most famously used to introduce kids to programming, Scratch can make computer science approachable for people of any age. Rather than type countless lines of code in a cryptic programming language, why not use colorful command blocks and cartoon sprites to create powerful scripts? In Learn to Program with Scratch, author Majed Marji uses Scratch to explain the concepts essential to solving real-world programming problems. The labeled, color-coded blocks plainly show each logical step in a given script, and with a single click, you can even test any part of your script to check your logic. You'll learn how to: -Harness the power of repeat loops and recursion -Use if/else statements and logical operators to make decisions -Store data in variables and lists to use later in your program -Read, store, and manipulate user input -Implement key computer science algorithms like a linear search and bubble sort Hands-on projects will challenge you to create an Ohm's law simulator, draw intricate patterns, program sprites to mimic line-following robots, create arcade-style games, and more! Each chapter is packed with detailed explanations, annotated illustrations, guided examples, lots of color, and plenty of exercises to help the lessons stick. Learn to Program with Scratch is the perfect place to start your computer science journey, painlessly.
eBook
Beginning Swift
بواسطة
Kerr, Rob
,
Morstøl, Kåre
في
COMPUTERS / Programming / General
,
Mobile computing-Programming
,
Swift (Computer program language)
2018,2024
Take your first foray into programming for Apple devices with Swift.Swift is fundamentally different from Objective-C, as it is a protocol-oriented language. While you can still write normal object-oriented code in Swift, it requires a new way of thinking to take advantage of its powerful features and a solid understanding of the basics to.
eBook
Learn Red - Fundamentals of Red
بواسطة
Balbaert, Ivo
في
Application software-Development
,
Computer software
,
COMPUTERS / Programming / General
2018,2024
A key problem of software development today is the software bloat, where huge toolchains and development environments are needed in software coding and deployment. Red significantly reduces this bloat by offering a minimal but complete toolchain. This is the first introductory book on Red, and it will get you up and running as quickly as possible.
eBook
Learning Vulkan
2025
Discover how to build impressive 3D graphics with the next-generation graphics API—VulkanKey FeaturesGet started with the Vulkan API and its programming techniques using the easy-to-follow examples to create stunning 3D graphicsUnderstand memory management in Vulkan and implement image and buffer resourcesGet hands-on with the drawing process and synchronization, and render a 3D graphics scene with the Vulkan graphics pipelineBook DescriptionVulkan, the next generation graphics and compute API, is the latest offering by Khronos. This API is the successor of OpenGL and unlike OpenGL, it offers great flexibility and high performance capabilities to control modern GPU devices. With this book, you'll get great insights into the workings of Vulkan and how you can make stunning graphics run with minimum hardware requirements. We begin with a brief introduction to the Vulkan system and show you its distinct features with the successor to the OpenGL API. First, you will see how to establish a connection with hardware devices to query the available queues, memory types, and capabilities offered. Vulkan is verbose, so before diving deep into programing, you’ll get to grips with debugging techniques so even first-timers can overcome error traps using Vulkan’s layer and extension features. You’ll get a grip on command buffers and acquire the knowledge to record various operation commands into command buffer and submit it to a proper queue for GPU processing. We’ll take a detailed look at memory management and demonstrate the use of buffer and image resources to create drawing textures and image views for the presentation engine and vertex buffers to store geometry information. You'll get a brief overview of SPIR-V, the new way to manage shaders, and you'll define the drawing operations as a single unit of work in the Render pass with the help of attachments and subpasses. You'll also create frame buffers and build a solid graphics pipeline, as well as making use of the synchronizing mechanism to manage GPU and CPU hand-shaking. By the end, you’ll know everything you need to know to get your hands dirty with the coolest Graphics API on the block.What you will learnImplement device, command buffer and queues to get connected with the physical hardwareGet a grip on memory management to control host and device memory operationsUnderstand and implement buffer and image resource types in VulkanDefine drawing operations in the Render pass and implement graphics pipelineLearn the drawing process, manage resources with synchronization objects and render 3D scene output on screen with SwapchainBring realism to your rendered 3D scene with textures, and implement linear and optimal texturesWho this book is forThis book is ideal for graphic programmers who want to get up and running with Vulkan. It’s also great for programmers who have experience with OpenGL and other graphic APIs who want to take advantage of next generation APIs. A good knowledge of C/C++ is expected.
eBook