9 results for "Engineering"

The Singularity is Near When Humans Transcend Biology

Ray Kurzweil
How Singular? How singular is the Singularity? Will it happen in an instant? Lets consider again the derivation of the word. In mathematics a singularity is a value that is beyond any limit - in essence, infinity. The Singularity as we have discussed it in this book, does not achieve infinite levels of computation, memory, as any other other measurable attribute. But it certainly achieves vast levels of all these qualities, including intelligence. With the reverse engineering of the human brain we will be able to apply the parallel, self-organizing, chaotic, algorithms of human intelligence to enormously powerful computational substrates. This intelligence will then be in a position to improve its own design, both hardware and software, in a rapidly accelerating iterative process.
Viking 2005 652 pages

The Making of Prince of Persia Journals 1985-1993

Jordan Mechner
A deep dive into the origins of the epic, bestselling video game, in the creator's own words. The creator of one of the most innovative and bestselling video games of all time gives an unvarnished look into the creative process in this one-of-a-kind compilation. Before Prince of Persia was a best-selling video game franchise and a Disney movie, it was an Apple II computer game created and programmed by one person: Jordan Mechner. Mechner's candid and revealing journals from the time capture the journey from his parents' basement to the forefront of the fast-growing 1980s video game industry―and the creative, technical, and personal struggles that brought the Prince into being and, ultimately, into the homes of millions of people worldwide. Now, on the 30th anniversary of Prince of Persia 's release, Mechner looks back at the journals he kept from 1985 to 1993, offering new insights into the game that established him as a pioneer of cinematic storytelling in the industry. This beautifully illustrated and annotated collector's edition includes: 300 pages of Mechner's original journals Present-day margin notations by Mechner adding explanation, context, and affectionate cartoons of real-life characters Archival visuals illustrating the stages of the game's creation Work-in-progress sketches, rotoscoped animation, screenshots, interface design, memos, and more A full-color 32-page "Legacy" section in which Mechner and fans share Prince of Persia memories from the past 30 years, including the Ubisoft games and Disney movie The Making of Prince of Persia is both a tribute to a timeless classic and an indelible look at the creative process that will resonate with retro-gaming fans, game developers, and writers, artists, and creators of all stripes.
Stripe Matter Incorporated 2020-04-28 336 pages

User Interface Design for Programmers

Avram Joel Spolsky
Most programmers' fear of user interface (UI) programming comes from their fear of doing UI design. They think that UI design is like graphic design—the mysterious process by which creative, latte-drinking, all-black-wearing people produce cool-looking, artistic pieces. Most programmers see themselves as analytic, logical thinkers instead—strong at reasoning, weak on artistic judgment, and incapable of doing UI design. In this brilliantly readable book, author Joel Spolsky proposes simple, logical rules that can be applied without any artistic talent to improve any user interface, from traditional GUI applications to websites to consumer electronics. Spolsky's primary axiom, the importance of bringing the program model in line with the user model, is both rational and simple. In a fun and entertaining way, Spolky makes user interface design easy for programmers to grasp. After reading User Interface Design for Programmers , you'll know how to design interfaces with the user in mind. You'll learn the important principles that underlie all good UI design, and you'll learn how to perform usability testing that works.
Apress 2013-05-25 144 pages

A Theory of Objects

Martin Abadi,Luca Cardelli
Procedural languages are generally well understood and their formal foundations cast in the forms of various lambda-calculi. For object- oriented languages however the situation is not as clear-cut. In this book the authors propose and develop a different approach by developing object calculi in which objects are treated as primitives. Using object calculi,the authors are able to explain both the semantics of objects and their typing rules and demonstrate how to develop all of the most important concepts of object-oriented programming languages: self, dynamic dispatch, classes, inheritance, protected and private methods, prototyping, subtyping, covariance and contravariance, and method specialization. Many researchers and graduate students will find this an important development of the underpinnings of object-oriented programming.
Springer New York 2011-04-19 396 pages

Progress in Mathematical Programming Interior-Point and Related Methods

Nimrod Megiddo
The starting point of this volume was a conference entitled "Progress in Mathematical Programming," held at the Asilomar Conference Center in Pacific Grove, California, March 1-4, 1987. The main topic of the conference was developments in the theory and practice of linear programming since Karmarkar's algorithm. There were thirty presentations and approximately fifty people attended. Presentations included new algorithms, new analyses of algorithms, reports on computational experience, and some other topics related to the practice of mathematical programming. Interestingly, most of the progress reported at the conference was on the theoretical side. Several new polynomial algorithms for linear program- ming were presented (Barnes-Chopra-Jensen, Goldfarb-Mehrotra, Gonzaga, Kojima-Mizuno-Yoshise, Renegar, Todd, Vaidya, and Ye). Other algorithms presented were by Betke-Gritzmann, Blum, Gill-Murray-Saunders-Wright, Nazareth, Vial, and Zikan-Cottle. Efforts in the theoretical analysis of algo- rithms were also reported (Anstreicher, Bayer-Lagarias, Imai, Lagarias, Megiddo-Shub, Lagarias, Smale, and Vanderbei). Computational experiences were reported by Lustig, Tomlin, Todd, Tone, Ye, and Zikan-Cottle. Of special interest, although not in the main direction discussed at the conference, was the report by Rinaldi on the practical solution of some large traveling salesman problems. At the time of the conference, it was still not clear whether the new algorithms developed since Karmarkar's algorithm would replace the simplex method in practice. Alan Hoffman presented results on conditions under which linear programming problems can be solved by greedy algorithms.
Springer New York 2011-12-14 158 pages