The book is a comprehensive guide to F#, with the first chapters taking you through functional, imperative and object programming, and later chapters featuring many applied topics in F# programming.
The book has been substantially revised and now features additional material on
programming with text Programming with numbers (numeric programming), F# 3.0 queries
(BQ) Part 2 book "Fundamentals of computer programming with C#" has contents: Defining classes, text files, linear data structures, trees and graphs, data structures and algorithm complexity, lambda expressions and LINQ,...and other contents.
This chapter presents the following content: I/O basics, file I/O classes, file I/O basic operations, text file output, text file input, HTML file generator, text format versus binary format, binary I/O, object I/O.
In this chapter, students will be able to: Explain streams and files, discuss text streams and binary streams, explain the various file functions explain file pointer, discuss current active pointer, explain command-line arguments.
The authors of this text show how easy it can be to produce interesting multimedia games using Managed DirectX 9.0 and programming with Visual Basic .NET on Everett, the latest version of Microsoft's Visual Studio.
Table of Contents .NET Game Programming with DirectX 9.0 Foreword Preface Introduction Chapter 1 Chapter 3 Chapter 4 - .Nettrix: GDI+ and Collision Detection Figure .Netterpillars: a screen into 64 zones Chapter 2 - 1-17: DividingArtificial Intelligence and Sprites
Often you encounter the problems that involve string processing and file input and output. Suppose you need to write a program to replace all occurrences of a word with a new word in a file. How do you solve this problem? This chapter introduces strings and text files, which will enable you to solve this problem.
(BQ) Part 2 book "Texts in computational science and engineering" has contents: Advanced python, fortran programming with NumPy arrays; C and C++ programming with NumPy arrays; more advanced GUI programming, tools and examples.
This preface provides information I expect will be important for someone reading and
using this book. The first part introduces the book itself. The second talks about
Python. The third part contains other notes of various kinds.
I would like to begin with some comments about this book, the field of bioinformatics,
and the kinds of people I think will find it useful.
Java Software Solutions teaches a foundation of programming techniques to foster well-designed object-oriented software. Heralded for its integration of small and large realistic examples, this worldwide best-selling text emphasizes building solid problem-solving and design skills to write high-quality programs.
INTENDED FOR CLASS USE OR SELF-STUDY, this text aspires to introduce statistical
methodology to a wide audience, simply and intuitively, through
resampling from the data at hand.
The resampling methods—permutations and the bootstrap—are easy to
learn and easy to apply. They require no mathematics beyond introductory
high-school algebra, yet are applicable in an exceptionally broad range of
Develop graphically sophisticated apps and games today!
The smart phone app market is progressively growing, and there is new market gap to fill that requires more graphically sophisticated applications and games. Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 quickly gets you up to speed on understanding how powerful OpenGL ES 2.0 technology is in creating apps and games for amusement and effectiveness. Leading you through the development of a real-world mobile app with live code, this text lets you work with all the best features and tools that Open GL ES 2.
The book emphasizes interactive operation in developing computer programs throughout, enabling the values of the parameters involved in the problem to be entered by the user of the program via a keyboard.
In introducing each numerical method, Engineering Analysis gives minimum mathematical derivations but provides a thorough explanation of computational procedures to solve a specific problem. It serves as an exceptional text for self-study as well as resource for general reference.
This guide was written for readers interested in learning the C++ programming language from scratch, and for both novice and advanced C++ programmers wishing to enhance their knowledge of C++. The text is organized to guide the reader from elementary language concepts to professional software development, with in depth coverage of all the C++ language elements en route.
Welcome to Starting Out with C++: Early Objects, 7th Edition. This book is intended for use
in a two-term or three-term C++ programming sequence, or an accelerated one-term course.
Students new to programming, as well those with prior course work in other languages, will
find this text beneficial. The fundamentals of programming are covered for the novice, while
the details, pitfalls, and nuances of the C++ language are explored in-depth for both the
beginner and more experienced student.
The major changes to this Fourth Edition include an earlier introduction to UML, a new
section on inter-file communication in Chapter 13, and a revised approach to software development
in Chapter 16.
Introducing the UML at the beginning allows the use of UML diagrams where they fit
naturally with topics in the text, so there are many new UML diagrams throughout the book.
The section on inter-file communication gathers together many concepts that were previously
scattered throughout the book.
Microsoft® Visual Basic® Programs to Accompany Programming Logic
and Design, Sixth Edition (also known as, VB PAL) is designed to
provide students with an opportunity to write Visual Basic programs
as part of an Introductory Programming Logic course. It is written to
be a companion text to the student’s primary text, Programming Logic
and Design, Sixth Edition, by Joyce Farrell.
Java Programming: A Comprehensive Introduction is designed for an introductory programming course using Java. This text takes a logical approach to the presentation of core topics, moving step-by-step from the basics to more advanced material, with objects being introduced at the appropriate time. The book is divided into three parts:
Many thanks to Simon, Matt, Priya, and all of the wonderful and cheery SitePoint
team for giving me the chance to write this book and for the time and encouragement
that they invested in the process.
Thanks also to Jason, Greg, and Eric, first, for believing in the potential of a young
mathematics major with a flimsy resume; second, for suggesting that I submit an
article to SitePoint (which started all of this); and finally, for their unbelievably
flexible and supportive working relationship.
This book is a practical introduction to scientific computing and offers
BPSIC subroutines, suitable for use on a perscnal complter, for solving a
number of important problems in the areas of chmistry, biology and
pharmacology. Althcugh our text is advanced in its category, we assume only
that you have the normal mathmatical preparation associated with an
undergraduate degree in science, and that you have some familiarity with the
S I C programing language.
In Starting Out with C++: Early Objects, Gaddis covers objects and classes early after functions and before arrays and pointers. As with all Gaddis texts, clear and easy-to-read code listings, concise and practical real-world examples, and an abundance of exercises appear in every chapter. This text is intended for either a one-semester accelerated introductory course or a traditional two-semester sequence covering C++ programming.