Book picks similar to
Make Your Own Algorithmic Art by Tariq Rashid
programming
art
tb-cp
software-general
Infrastructure as Code: Managing Servers in the Cloud
Kief Morris - 2015
But many organizations adopting these technologies have found that it only leads to a faster-growing sprawl of unmanageable systems. This is where infrastructure as code can help. With this practical guide, author Kief Morris of ThoughtWorks shows you how to effectively use principles, practices, and patterns pioneered through the DevOps movement to manage cloud age infrastructure.Ideal for system administrators, infrastructure engineers, team leads, and architects, this book demonstrates various tools, techniques, and patterns you can use to implement infrastructure as code. In three parts, you'll learn about the platforms and tooling involved in creating and configuring infrastructure elements, patterns for using these tools, and practices for making infrastructure as code work in your environment.Examine the pitfalls that organizations fall into when adopting the new generation of infrastructure technologiesUnderstand the capabilities and service models of dynamic infrastructure platformsLearn about tools that provide, provision, and configure core infrastructure resourcesExplore services and tools for managing a dynamic infrastructureLearn specific patterns and practices for provisioning servers, building server templates, and updating running servers
زندگی و آثار میکل آنژ
Romain Rolland - 1907
He lived during the Italian Renaissance, a period known for its creative activity. Civilization made huge strides in science and invention, in literature, and in politics. In art, the age's great achievement, Michelangelo led all others.A short, wide-shouldered man with a face made homely by a broken nose, Michelangelo had a remarkable ability to concentrate his thoughts and energy on the task in hand. Often while working he would eat only a little bread, would sleep on the floor or on a cot beside his unfinished painting or statue, and would continue to wear the same clothes until his work was finished.
The Elements of Statistical Learning: Data Mining, Inference, and Prediction
Trevor Hastie - 2001
With it has come vast amounts of data in a variety of fields such as medicine, biology, finance, and marketing. The challenge of understanding these data has led to the development of new tools in the field of statistics, and spawned new areas such as data mining, machine learning, and bioinformatics. Many of these tools have common underpinnings but are often expressed with different terminology. This book describes the important ideas in these areas in a common conceptual framework. While the approach is statistical, the emphasis is on concepts rather than mathematics. Many examples are given, with a liberal use of color graphics. It should be a valuable resource for statisticians and anyone interested in data mining in science or industry. The book's coverage is broad, from supervised learning (prediction) to unsupervised learning. The many topics include neural networks, support vector machines, classification trees and boosting—the first comprehensive treatment of this topic in any book. Trevor Hastie, Robert Tibshirani, and Jerome Friedman are professors of statistics at Stanford University. They are prominent researchers in this area: Hastie and Tibshirani developed generalized additive models and wrote a popular book of that title. Hastie wrote much of the statistical modeling software in S-PLUS and invented principal curves and surfaces. Tibshirani proposed the Lasso and is co-author of the very successful An Introduction to the Bootstrap. Friedman is the co-inventor of many data-mining tools including CART, MARS, and projection pursuit.
Python Cookbook
David Beazley - 2002
Packed with practical recipes written and tested with Python 3.3, this unique cookbook is for experienced Python programmers who want to focus on modern tools and idioms.Inside, you’ll find complete recipes for more than a dozen topics, covering the core Python language as well as tasks common to a wide variety of application domains. Each recipe contains code samples you can use in your projects right away, along with a discussion about how and why the solution works.Topics include:Data Structures and AlgorithmsStrings and TextNumbers, Dates, and TimesIterators and GeneratorsFiles and I/OData Encoding and ProcessingFunctionsClasses and ObjectsMetaprogrammingModules and PackagesNetwork and Web ProgrammingConcurrencyUtility Scripting and System AdministrationTesting, Debugging, and ExceptionsC Extensions
Think Complexity: Complexity Science and Computational Modeling
Allen B. Downey - 2009
Whether you’re an intermediate-level Python programmer or a student of computational modeling, you’ll delve into examples of complex systems through a series of exercises, case studies, and easy-to-understand explanations.You’ll work with graphs, algorithm analysis, scale-free networks, and cellular automata, using advanced features that make Python such a powerful language. Ideal as a text for courses on Python programming and algorithms, Think Complexity will also help self-learners gain valuable experience with topics and ideas they might not encounter otherwise.Work with NumPy arrays and SciPy methods, basic signal processing and Fast Fourier Transform, and hash tablesStudy abstract models of complex physical systems, including power laws, fractals and pink noise, and Turing machinesGet starter code and solutions to help you re-implement and extend original experiments in complexityExplore the philosophy of science, including the nature of scientific laws, theory choice, realism and instrumentalism, and other topicsExamine case studies of complex systems submitted by students and readers
Real-Time Rendering
Tomas Akenine-Möller - 1999
With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.: Download Figures
Concrete Mathematics: A Foundation for Computer Science
Ronald L. Graham - 1988
"More concretely," the authors explain, "it is the controlled manipulation of mathematical formulas, using a collection of techniques for solving problems."
Shapes: Nature's Patterns: A Tapestry in Three Parts
Philip Ball - 2008
Where does this order and regularity come from? It creates itself. The patterns we see come from self-organization. Whether living or non-living, scientists have found that there is a pattern-forming tendency inherent in the basic structure and processes of nature, so that from a few simple themes, and the repetition of simple rules, endless beautiful variations can arise.Part of a trilogy of books exploring the science of patterns in nature, acclaimed science writer Philip Ball here looks at how shapes form. From soap bubbles to honeycombs, delicate shell patterns, and even the developing body parts of a complex animal like ourselves, he uncovers patterns in growth and form in all corners of the natural world, explains how these patterns are self-made, and why similar shapes and structures may be found in very different settings, orchestrated by nothing more than simple physical forces. This book will make you look at the world with fresh eyes, seeing order and form even in the places you'd least expect.
Rules of Play: Game Design Fundamentals
Katie Salen - 2003
In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Living with Complexity
Donald A. Norman - 2010
In this provocative and informative book, Don Norman writes that the complexity of our technology must mirror the complexity and richness of our lives. It's not complexity that's the problem, it's bad design. Bad design complicates things unnecessarily and confuses us. Good design can tame complexity.Norman gives us a crash course in the virtues of complexity. Designers have to produce things that tame complexity. But we too have to do our part: we have to take the time to learn the structure and practice the skills. This is how we mastered reading and writing, driving a car, and playing sports, and this is how we can master our complex tools.Complexity is good. Simplicity is misleading. The good life is complex, rich, and rewarding—but only if it is understandable, sensible, and meaningful.
Programming Rust: Fast, Safe Systems Development
Jim Blandy - 2015
Rust's modern, flexible types ensure your program is free of null pointer dereferences, double frees, dangling pointers, and similar bugs, all at compile time, without runtime overhead. In multi-threaded code, Rust catches data races at compile time, making concurrency much easier to use.Written by two experienced systems programmers, this book explains how Rust manages to bridge the gap between performance and safety, and how you can take advantage of it. Topics include:How Rust represents values in memory (with diagrams)Complete explanations of ownership, moves, borrows, and lifetimesCargo, rustdoc, unit tests, and how to publish your code on crates.io, Rust's public package repositoryHigh-level features like generic code, closures, collections, and iterators that make Rust productive and flexibleConcurrency in Rust: threads, mutexes, channels, and atomics, all much safer to use than in C or C++Unsafe code, and how to preserve the integrity of ordinary code that uses itExtended examples illustrating how pieces of the language fit together
The Art of Doing Science and Engineering: Learning to Learn
Richard Hamming - 1996
By presenting actual experiences and analyzing them as they are described, the author conveys the developmental thought processes employed and shows a style of thinking that leads to successful results is something that can be learned. Along with spectacular successes, the author also conveys how failures contributed to shaping the thought processes. Provides the reader with a style of thinking that will enhance a person's ability to function as a problem-solver of complex technical issues. Consists of a collection of stories about the author's participation in significant discoveries, relating how those discoveries came about and, most importantly, provides analysis about the thought processes and reasoning that took place as the author and his associates progressed through engineering problems.
A Microsoft Life
Stephen Toulouse - 2010
Enjoy a journey through the eyes of a geek working at one of the most important companies in the world as he walks you through events both large and small. Just don't get caught in the Redmond reality distortion field! What others are saying about "A Microsoft Life": "Any self-respecting geek needs to read this book. Stepto provides an enjoyable and entertaining insight of life inside Microsoft." - Larry "Major Nelson" Hryb, Director of Programming for Xbox LIVE "Anyone who lived through the adolescent years of the computer revolution will alternate between laughing and crying (from laughing) at these great stories from inside the monolith. - Ken Denmead, NYT Bestselling Author, and editor of Geekdad.com
Juxtapoz Illustration
Roger Gastman - 2007
In this volume artists such as Mode 2, KozynDan, Mike Giant, James Jean, Evan Hecox, Grotesk, Alex Pardee and Morning Breath are briefly profiled, then allowed the space to let their work do the talking.
Making Things Move: DIY Mechanisms for Inventors, Hobbyists, and Artists
Dustyn Roberts - 2010
Photographs, illustrations, screen shots, and images of 3D models are included for each project.This unique resource emphasizes using off-the-shelf components, readily available materials, and accessible fabrication techniques. Simple projects give you hands-on practice applying the skills covered in each chapter, and more complex projects at the end of the book incorporate topics from multiple chapters. Turn your imaginative ideas into reality with help from this practical, inventive guide.Discover how to:Find and select materialsFasten and join partsMeasure force, friction, and torqueUnderstand mechanical and electrical power, work, and energyCreate and control motionWork with bearings, couplers, gears, screws, and springsCombine simple machines for work and funProjects include:Rube Goldberg breakfast machineMousetrap powered carDIY motor with magnet wireMotor direction and speed controlDesigning and fabricating spur gearsAnimated creations in paperAn interactive rotating platformSmall vertical axis wind turbineSADbot: the seasonally affected drawing robotMake Great Stuff!TAB, an imprint of McGraw-Hill Professional, is a leading publisher of DIY technology books for makers, hackers, and electronics hobbyists.