Download Free Algorithms Illuminated Part 1 The Basics Book in PDF and EPUB Free Download. You can read online Algorithms Illuminated Part 1 The Basics and write the review.

Accessible, no-nonsense, and programming language-agnostic introduction to algorithms. Part 3 covers greedy algorithms (scheduling, minimum spanning trees, clustering, Huffman codes) and dynamic programming (knapsack, sequence alignment, shortest paths, optimal search trees).
Fully revised and updated to reflect the most recent features in Java 7 and Java 8, Java Illuminated, Fourth Edition is one of the most interactive and user-friendly texts available. Comprehensive but accessible, the text takes a progressive approach to object-oriented programming, allowing students to build on established skills to develop new and increasingly complex classes. Java Illuminated follows an activity-based active learning approach that ensures student engagement and interest. This Fourth Edition now includes techniques for producing graphical output and animations using both applets and graphical applications. Packed with real-world applications and student activities, Java Illuminated, Fourth Edition, will draw students in to the world of programming.
Illuminated Pixels: The Why, What, and How of Digital Lighting teaches digital artists how to apply the foundational principles of lighting to digital lighting and design. The book explores the why, what, and how of lighting, integrating classic concepts
Describing a field that has been transformed by the recent availability of data from a new generation of space and airborne systems, the authors offer a synthetic geometrical approach to the description of synthetic aperture radar, one that addresses physicists, radar specialists, as well as experts in image processing.
This introduction to computational geometry is designed for beginners. It emphasizes simple randomized methods, developing basic principles with the help of planar applications, beginning with deterministic algorithms and shifting to randomized algorithms as the problems become more complex. It also explores higher dimensional advanced applications and provides exercises.
There's a lot more consciousness of security today, but not a lot of understanding of what it means and how far it should go. No one loves security, but most people---managers, system administrators and users alike---are starting to feel that they'd better accept it, or at least try to understand it. For example, most U.S. Government equipment acquisitions now require "Orange Book" (Trusted Computer System Evaluation Criteria) certification. A lot of people have a vague feeling that they ought to know about the Orange Book, but few make the effort to track it down and read it. Computer Security Basics contains a more readable introduction to the Orange Book---why it exists, what it contains, and what the different security levels are all about---than any other book or government publication. This handbook describes complicated concepts such as trusted systems, encryption, and mandatory access control in simple terms. It tells you what you need to know to understand the basics of computer security, and it will help you persuade your employees to practice safe computing. Contents include: Introduction (basic computer security concepts, security breaches such as the Internet worm). Computer security and requirements of the Orange Book. Communications and network security. Peripheral types of security (including biometric devices, physical controls, and TEMPEST). Appendices: terms, sources, user groups, and other reference material.
Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in the game industry. Sanjay Madhav takes a unique platform- and framework-agnostic approach that will help develop virtually any game, in any genre, with any language or framework. He presents the fundamental techniques for working with 2D and 3D graphics, physics, artificial intelligence, cameras, and much more. Each concept is illuminated with pseudocode that will be intuitive to any C#, Java, or C++ programmer, and has been refined and proven in Madhav’s game programming courses at the University of Southern California. Review questions after each chapter help solidify the most important concepts before moving on. Madhav concludes with a detailed analysis of two complete games: a 2D iOS side-scroller (written in Objective-Cusing cocos2d) and a 3D PC/Mac/Linux tower defense game (written in C# using XNA/ MonoGame). These games illustrate many of the algorithms and techniques covered in the earlier chapters, and the full source code is available at gamealgorithms.net. Coverage includes Game time management, speed control, and ensuring consistency on diverse hardware Essential 2D graphics techniques for modern mobile gaming Vectors, matrices, and linear algebra for 3D games 3D graphics including coordinate spaces, lighting and shading, z-buffering, and quaternions Handling today’s wide array of digital and analog inputs Sound systems including sound events, 3D audio, and digital signal processing Fundamentals of game physics, including collision detection and numeric integration Cameras: first-person, follow, spline, and more Artificial intelligence: pathfinding, state-based behaviors, and strategy/planning User interfaces including menu systems and heads-up displays Scripting and text-based data files: when, how, and where to use them Basics of networked games including protocols and network topology

Best Books