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Learn Python 3 the hard way : a very simple introduction to the terrifyingly beautiful world of computers and code / by Shaw, Zed.(CARDINAL)552563;
Includes bibliographical references and index.Exercise 0 : the setup -- Exercise 1 : a good first program -- Exercise 2 : comments and pound characters -- Exercise 3 : numbers and math -- Exercise 4 : variables and names -- Exercise 5 : more variables and printing -- Exercise 6 : strings and text -- Exercise 7 : more printing -- Exercise 8 : printing, printing -- Exercise 9 : printing, printing, printing -- Exercise 10 : what was that? -- Exercise 11 : asking questions -- Exercise 12 : prompting people -- Exercise 13 : parameters, unpacking, variables -- Exercise 14 : prompting and passing -- Exercise 15 : reading files -- Exercise 16 : reading and writing files -- Exercise 17 : more files -- Exercise 18 : names, variables, code, functions -- Exercise 19 : functions and variables -- Exercise 20 : functions and files -- Exercise 21 : Functions can return something -- Exercise 22 : what do you know so far? -- Exercise 23 : strings, bytes, and character encodings -- Exercise 24 : more practice -- Exercise 25 : even more practice -- Exercise 26 : congratulations, take a test! -- Exercise 27 : memorizing logic -- Exercise 28 : Boolean practice -- Exercise 29 : what if -- Exercise 30 : Else and if -- Exercise 31 : making decisions -- Exercise 32 : loops and lists -- Exercise 33 : white loops -- Exercise 34 : accessing elements of lists -- Exercise 35 : branches and functions -- Exercise 36 : designing and debugging -- Exercise 37 : symbol review -- Exercise 38 : Doing things to lists -- Exercise 39 : dictionaries, oh lovely dictionaries -- Exercise 40 : modules, classes, and objects -- Exercise 41 : learning to speak object-oriented -- Exercise 42 : is-A. has-A. objects, and classes -- Exercise 43 : basic object-oriented analysis and design -- Exercise 44 : inheritance versus composition -- Exercise 45 : you make a game -- Exercise 46 : a project skeleton -- Exercise 47 : automated testing -- Exercise 48 : advances user input -- Exercise 49 : making sentences -- Exercise 50 : your first website -- Exercise 51 : getting input from a browser -- Exercise 52: the start of your web game -- Next steps -- Advice from an old programmer.Zed Shaw has perfected the world's best system for learning Python. Following it, students will succeed-just like the hundreds of thousands of beginners Zed has taught to date! In Learn Python 3 the Hard Way, students will learn Python while working through 52 brilliantly crafted exercises. Read them. Type their code precisely. (No copying and pasting!) Fix mistakes. Watch the programs run. As they do, they'll learn how software works; what good programs look like; how to read, write, and think about code; and how to find and fix your mistakes using tricks professional programmers use. -- Provided by publisher.
Subjects: Problems and exercises.; Python (Computer program language); Python (Computer program language); Computer programming;

Head first C# / by Stellman, Andrew,author.(CARDINAL)549578; Greene, Jennifer,1971-author.(CARDINAL)549660;
Includes index.Start building with C#: building something great...fast! -- Dive in C#: statements, classes, and code ; Unity lab 1: explore C# unity -- Objects...get oriented: making code make sense -- Types and references: getting the reference ; Unity lab 2: write C# code for unity -- Encapsulation: keep your privates...private -- Inheritance: your object's family tree ; Unity lab 3: GameObject instances -- Interfaces, casting, and "is": making classes keep their promises -- Enums and collections: organizing your data ; Unity lab 4: user interfaces -- LINQ and lambdas: get control of your data -- Reading and writing files: save the last byte for me! ; Unity lab 5: raycasting -- Captain amazing: the death of the object -- Exception handling: putting out fires gets old ; Unity lab 6: scene navigation -- Downloadable exercise: animal match boss battle -- Visual studio for Mac learner's guide -- Code Kata: a learning guide for advanced and impatient.Dive into C# and create user interfaces, databases, and more using this fun and highly visual introduction to C#, .NET Core, and Visual Studio.
Subjects: Handbooks and manuals.; Illustrated works.; C# (Computer program language); Microsoft .NET Framework.; Microsoft Visual studio.; Computer programming.;

JavaScript : absolute beginner's guide / by Chinnathambi, Kirupa,author.(CARDINAL)421767;
Hello, world! -- The basic stuff. Values and variables ; Functions ; Conditional statements: if, else, and switch ; Looping with for, while, and do... while! ; Commenting your code... FTW! ; Timers ; Variable scope ; Closures ; Where should your code live? -- It's an object-oriented world. Console logging basics ; Of pizza, types, primitives, and ojects ; Arrays ; Strings ; When primitives behave like objects ; Numbers ; Getters and setters ; A deeper look at objects ; Extending built-in objects ; Using classes ; Booleans and the stricter === and !=== operators ; Null and undefined -- Working with the DOM. All about JSON (aka JavaScript Object Notation) ; JS, the browser, and the dom ; Finding elements in the dom ; Modifying dom elements ; Styling our content ; Traversing the dom ; Creating and removing dom elements ; In-browser developer tools -- Dealing with events. Events ; Event bubbling and capturing ; Mouse events ; Keyboard events ; Page load events and other stuff ; Handling events for multiple elements ; Conclusion.JavaScript Absolute Beginner's Guide serves as an easy-to-understand tutorial on both scripting basics and JavaScript itself. The book is written in a clear and very personable style with an extensive use of practical, complete examples. The book is filled with large, full-color illustrations and all the programming code is displayed in color to help the beginner understand the key components and structure of the language.
Subjects: JavaScript (Computer program language); Web site development.;

Learn Ruby the hard way : a simple and idiomatic introduction to the imaginative world of computational thinking with code / by Shaw, Zed,author.(CARDINAL)552563;
The Hard Way Is Easier -- Reading and Writing -- Attention to Detail -- Spotting Differences -- Do Not Copy-Paste -- Using the Included Videos -- A Note on Practice and Persistence -- A Warning for the Smarties -- Exercise 0: The Setup -- Mac OS X -- Windows -- Linux -- Finding Things on the Internet -- Warnings for Beginners -- Exercise 1: A Good First Program -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 2: Comments and Pound Characters -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 3: Numbers and Math -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 4: Variables and Names -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 5: More Variables and Printing -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 6: Strings and Text -- What You Should See -- Study Drills -- Common Student Question -- Exercise 7: More Printing -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 8: Printing, Printing -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 9: Printing, Printing, Printing -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 10: What Was That? -- What You Should See -- Escape Sequences -- Study Drills -- Common Student Questions -- Exercise 11: Asking Questions -- What You Should See -- Study Drills -- Common Student Question -- Exercise 12: Prompting People for Numbers -- What You Should See -- Study Drills -- Exercise 13: Parameters, Unpacking, Variables -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 14: Prompting and Passing -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 15: Reading Files -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 16: Reading and Writing Files -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 17: More Files -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 18: Names, Variables, Code, Functions -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 19: Functions and Variables -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 20: Functions and Files -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 21: Functions Can Return Something -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 22: What Do You Know So Far? -- What You Are Learning -- Exercise 23: Read Some Code -- Exercise 24: More Practice -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 25: Even More Practice -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 26: Congratulations, Take a Test! -- Common Student Questions -- Exercise 27: Memorizing Logic -- The Truth Terms -- The Truth Tables -- Common Student Question -- Exercise 28: Boolean Practice -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 29: What If -- What You Should See -- Study Drills -- Common Student Question -- Exercise 30: Else and If -- What You Should See -- Study Drills -- Common Student Question -- Exercise 31: Making Decisions -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 32: Loops and Arrays -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 33: While Loops -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 34: Accessing Elements of Arrays -- Study Drills -- Exercise 35: Branches and Functions -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 36: Designing and Debugging -- Rules for If-Statements -- Rules for Loops -- Tips for Debugging -- Homework -- Exercise 37: Symbol Review -- Keywords -- Data Types -- String Escape Sequences -- Operators -- Reading Code -- Study Drills -- Common Student Question -- Exercise 38: Doing Things to Arrays -- What You Should See -- What Arrays Can Do -- When to Use Arrays -- Study Drills -- Common Student Questions -- Exercise 39: Hashes, Oh Lovely Hashes -- A Hash Example -- What You Should See -- What Hashes Can Do -- Making Your Own Hash Module -- The Code Description -- Three Levels of Arrays -- What You Should See (Again) -- When to Use Hashes or Arrays -- Study Drills -- Common Student Questions -- Exercise 40: Modules, Classes, and Objects -- Modules Are Like Hashes -- What You Should See -- Study Drills -- Common Student Question -- Exercise 41: Learning to Speak Object Oriented -- Word Drills -- Phrase Drills -- Combined Drills -- A Reading Test -- Practice English to Code -- Reading More Code -- Common Student Questions -- Exercise 42: Is-A, Has-A, Objects, and Classes -- How This Looks in Code -- Study Drills -- Common Student Questions -- Exercise 43: Basic Object-Oriented Analysis and Design -- The Analysis of a Simple Game Engine -- Top Down Versus Bottom Up -- The Code for "Gothons from Planet Percal #25" -- What You Should See -- Study Drills -- Common Student Question -- Exercise 44: Inheritance Versus Composition -- What Is Inheritance? -- Composition -- When to Use Inheritance or Composition -- Study Drills -- Common Student Questions -- Exercise 45: You Make a Game -- Evaluating Your Game -- Function Style -- Class Style -- Code Style -- Good Comments -- Evaluate Your Game -- Exercise 46: A Project Skeleton -- Creating the Skeleton Project Directory -- Testing Your Setup -- Using the Skeleton -- Required Quiz -- Common Student Questions -- Exercise 47: Automated Testing -- Writing a Test Case -- Testing Guidelines -- What You Should See -- Study Drills -- Common Student Questions -- Exercise 48: Advanced User Input -- Our Game Lexicon -- A Test First Challenge -- What You Should Test -- Study Drills -- Common Student Questions -- Exercise 49: Making Sentences -- Match and Peek -- The Sentence Grammar -- A Word on Exceptions -- The Parser Code -- Playing with the Parser -- What You Should Test -- Study Drills -- Common Student Question -- Exercise 50: Your First Website -- Installing Sinatra -- Make a Simple "Hello World" Project -- What's Happening Here? -- Stopping and Reloading Sinatra -- Fixing Errors -- Create Basic Templates -- Study Drills -- Common Student Questions -- Exercise 51: Getting Input from a Browser -- How the Web Works -- How Forms Work -- Creating HTML Forms -- Creating a Layout Template -- Writing Automated Tests for Forms -- Study Drills -- Common Student Question -- Exercise 52: The Start of Your Web Game -- Refactoring the Exercise 43 Game -- Sessions and Tracking Users -- Creating an Engine -- Your Final Exam -- Next Steps -- How to Learn Any Programming Language -- Advice from an Old Programmer -- Appendix: Command Line Crash Course -- Introduction: Shut Up and Shell -- The Setup -- Paths, Folders, and Directories (pwd) -- If You Get Lost -- Make a Directory (mkdir) -- Change Directory (cd) -- List Directory (ls) -- Remove Directory (rmdir) -- Moving Around (pushd, popd) -- Making Empty Files (Touch, New-Item) -- Copy a File (cp) -- Moving a File (mv) -- View a File (less, MORE) -- Stream a File (cat) -- Removing a File (rm) -- Exiting Your Terminal (exit) -- Command Line Next Steps.You will learn Ruby! Zed Shaw has perfected the world's best system for learning Ruby. Follow it and you will succeed -- just like the hundreds of thousands of beginners Zed has taught to date! You bring the discipline, commitment, and persistence; the author supplies everything else. In Learn Ruby the Hard Way, Third Edition, you'll learn Ruby by working through 52 brilliantly crafted exercises. Read them. Type their code precisely. (No copying and pasting!) Fix your mistakes. Watch the programs run. As you do, you'll learn how software works; what good programs look like; how to read, write, and think about code; and how to find and fix your mistakes using tricks professional programmers use. Most importantly, you'll learn the following, which you need to start writing excellent Ruby software of your own: Installing your Ruby environment; Organizing and writing code; Ruby symbols and keywords; Basic mathematics; Variables and printing; Strings and text; Interacting with users; Working with files; Using and creating functions; Looping and logic; Arrays and elements; Hashmaps; Program design; Object-oriented programming; Inheritance and composition; Modules, classes, and objects; Project "skeleton" directories; Debugging and automated testing; Advanced user input; Text processing; Basic game development; Basic web development. It'll be hard at first. But soon, you'll just get it -- and that will feel great! This tutorial will reward you for every minute you put into it. Soon, you'll know one of the world's most powerful, popular programming languages. You'll be a Ruby programmer. Watch Zed, too! The accompanying DVD contains 5+ hours of passionate, powerful teaching: a complete Ruby video course! - Publisher.
Subjects: Ruby (Computer program language);

Principles of robotics & artificial intelligence / by Renneboog, Richard,editor.(CARDINAL)891845;
Includes bibliographical references (pages 429-467) and index.Extreme Value Theorem -- F -- Facial Recognition Technology in Surveillance -- Fuzzy Logic -- G -- Game Theory -- Geoinformatics -- Go -- Grammatology -- Graphene -- Graphics Technologies -- H -- Holographic Technology -- Human-Computer Interaction (HCI) -- Hypertext Markup Language (HTML) -- I -- Integral -- Internet of Things (IoT) -- Interoperability -- K -- Kinematics -- L -- Language Model for Dialogue Applications (LaMDA) -- Limit of a Function -- Linear Programming -- Linux -- Local Area Network (LAN) -- M -- Machine Code -- Machine Learning -- Machine Translation -- Magnetic Storage -- Mechatronics -- Microcomputer -- Microprocessor -- Motion (Physics) -- Multitasking -- N -- Nanotechnology -- Network Interface Controller (NIC) -- Network Topology -- Neural Engineering -- Nouvelle Artificial Intelligence -- Numerical Analysis -- O -- Object-Oriented Programming (OOP) -- Optical Storage -- P -- Parallel Computing -- Pattern Recognition -- Photogrammetry -- Pneumatics -- Probability and Statistics -- Programming Languages for Artificial Intelligence -- Proportionality -- Public-Key Cryptography -- Python -- Q -- Quantum Computing -- R -- R -- Replication -- Robotic Arms -- Robotic Process Automation (RPA) -- Robotics -- Robotics and Robotic Systems -- Ruby -- S -- Scale Model -- Scratch -- Self-Management -- Semantic Web -- Sequence -- Series -- Set Notation -- Siri -- Smart City -- Smart Homes -- Smart Label -- Smartphone -- Soft Robotics -- Solar Cell -- Space Drone -- Space Robotics -- Speech Recognition -- Stem-and-Leaf Plots -- Structured Query Language (SQL) -- Stuxnet -- Supercomputer -- T Tablet Computer -- Turing Test -- U -- UNIX -- V -- Video Game Design and Programming -- Virtual Reality -- Z -- Z3 -- Zombie -- Bibliography -- Glossary -- Organizations -- Index.Table of Contents -- Publisher's Note -- Introduction -- Contributors -- A -- Abstraction -- Advanced Encryption Standard (AES) -- Agile Robotics -- Algorithmic Bias -- Algorithms -- Analysis of Variance (ANOVA) -- Application Programming Interface (API) -- Artificial Consciousness -- Artificial Intelligence (AI) -- Artificial Intelligence and Terrorism -- Artificial Intelligence Cold War -- Artificial Intelligence in Cognitive Psychology -- Artificial Intelligence in Education -- Artificial Intelligence and Robotics in Cinema -- Artificial Intelligence and Robotics in Gaming -- Artificial Intelligence and Robotics in Literature -- Augmented Reality (AR) -- Automated Processes and Servomechanisms -- Automatons, Mechanical Creatures, and Artificial Intelligence in Mythology -- Autonomous Car -- Avatars and Simulation -- B -- Behavioral Neuroscience -- Binary Pattern -- Biomechanical Engineering -- Biomechanics -- Biomimetics -- Bionics and Biomedical Engineering -- C -- C -- C++ -- Charles Babbage's Difference and Analytical Engines -- Chatbot -- ChatGPT (software) -- Client-Server Architecture -- CNC Milling -- Cognitive Science -- Combinatorics -- Computed Tomography -- Computer Engineering -- Computer Languages, Compilers, and Tools -- Computer Memory -- Computer Networks -- Computer Simulation -- Computer Software -- Computer Viruses and Worms -- Computer-Aided Design and Manufacturing (CAD/CAM) -- Computing Devices in History -- Continuous Random Variable -- Cryptography and Encryption -- Cybernetics -- Cybersecurity -- Cyberspace -- D -- The Dark Side of Artificial Intelligence -- Data Analytics (DA) -- Deep Learning -- Deep Reinforcement Learning (deep RL) -- Deepfake -- Digital Fraud -- Digital Logic -- DNA Computing -- Domain-Specific Language (DSL) -- E -- Evaluating Expressions -- Existential Risk from Artificial General Intelligence -- Expert System."This volume provides readers with the important information they need to understand the basic concepts of artificial intelligence as well as ways that both AI and robotics can be successfully incorporated into manufacturing, transportation, education, and medicine. This new edition has been updated and expanded to include the latest developments in artificial intelligence, including ChatGPT and other chatbots, machine learning, and open-source AI. The text also discusses the role AI and robotics play in popular culture and modern society, recent calls to regulate the artificial intelligence industry and how the industry is expected to evolve in the future. More than 120 easy-to-understand entries, many with illustrations and photographs, cover: Augmented Reality; Machine Learning; Knowledge Acquisition; Pattern Recognition; Self-Management; Virtual Reality. These entries cover many important aspects of AI and robotics, including basic principles of robotic motion and engineering, neural engineering and human-computer interaction, programming languages and operating systems, and the mathematics that govern computation. The role of robotics and AI in war, fraud, and terrorism is also examined, as well as how these fields are portrayed in popular culture, which ultimately reflects how we perceive the line between human and machine. Entries begin by specifying related Fields of Study, followed by an Abstract and then a list of Key Concepts summarizing important points; all entries end with a helpful Further Reading section." -From publisher.
Subjects: Reference works.; Robotics.; Artificial intelligence.;

JavaScript all-in-one / by Minnick, Chris,author.(CARDINAL)271046;
Book 1: JavaScript fundamentals. Jumping into JavaScript ; Filling your JavaScript toolbox ; Using data ; Working with operators and expressions ; Controlling flow ; Using arrays ; Making and using objects ; Writing and running functions ; Getting oriented with classes ; Making things happen with events ; Writing asynchronous JavaScript ; Using JavaScript modules -- Book 2: Meet your web browser. What a web browser does ; Programming the browser -- Book 3: React. Getting started with React ; Writing JSX ; Building React components ; Using data and events in React -- Book 4: Vue. Getting an overview of Vue ; Introducing Vue components ; Making Vue templates ; Using data and reactivity ; Responding to events -- Book 5: Svelte. Getting started with Svelte ; Building with components ; Designing templates ; Using directives ; Using the component lifecycle ; Advanced Svelte reactivity -- Book 6: Sharpening your tools. Building from scratch ; Optimizing and bundling ; Testing your JavaScript -- Book 7: Node.js. Node.js fundamentals ; Streaming ; Working with buffers ; Accessing the file system ; Networking with Node ; Using events ; Error handling and debugging ; Accessing databases ; Riding on the express train ; Registration and authentication."JavaScript All-in-One For Dummies saves you shelf space by offering a complete introduction to JavaScript and how it's used in the real world. This book serves up JavaScript coding basics before diving into the tools, libraries, frameworks, and runtime environments new and experienced coders need to know. Start by learning the basics of JavaScript and progress through the techniques and tools used by professional JavaScript developers, even if you've never written code before"--
Subjects: Handbooks and manuals.; JavaScript (Computer program language);

Learning Swift / by Manning, Jon,author.(CARDINAL)593868; Buttfield-Addison, Paris,author.(CARDINAL)593870; Nugent, Tim,author.(CARDINAL)614136;
Swift Basics -- Getting Started -- Apple Developer Program -- Creating Your First Project with Xcode -- Developing a Simple Swift Application -- Using the iOS Simulator -- Conclusion -- Basics of Swift -- Swift Programming Language -- Playgrounds -- Comments -- Control Flow -- Variables and Constants -- Operators -- Types -- Working with Strings -- Functions and Closures -- Conclusion -- Swift for Object-Oriented App Development -- Classes and Objects -- Structures -- Modules -- The Swift Standard Library, Foundation, Cocoa, and Cocoa Touch -- Data -- Error Handling -- Memory Management -- Design Patterns in Cocoa and Cocoa Touch -- Structuring an App -- Conclusion -- An OS X App -- Setting Up the OS X Notes App -- Designing the OS X Notes App -- Creating the OS X Project -- Defining a Document Type -- Adding the Icon -- Conclusion -- Working with -- Documents on OS X -- The NSDocument Class -- Storing Data in the Document -- Storing Text -- A Basic UI -- Conclusion -- User Interfaces and iCloud -- Updating the UI -- Document-Filetype-Extension UI -- Enhancing Attachments -- Adding Attachments via Drag-and-Drop -- iCloud -- The Basics of iCloud -- Conclusion -- An iOS App -- Setting Up the iOS Notes App -- Designing the iOS Notes App -- Creating the iOS Project -Enabling the iOS App for iCloud -- Defining a Document Type -- Conclusion -- Working with Files in iCloud -- App Sandbox -- iCloud Availability -- Creating the Document List View Controller -- Creating the Document Class -- Listing Documents -- Creating Documents -- Downloading from iCloud -- Deleting Documents -- Renaming Documents -- Conclusion -- Working with Documents on iOS -- Adding a View to Display Notes -- Editing and Saving Documents -- Conclusion -- Working with Files and File Types -- Setting Up the Interface for Attachments -- Listing Attachments -- Dealing with Conflicts -- Creating the Quick Look Thumbnail -- Conclusion -- Images and Deletion -- Adding Attachments -- Adding Image Attachments -- Viewing Attachments -- Deleting Attachment -- Conclusion -- Supporting the iOS Ecosystem -- Sharing with UIActivityController -- Handoffs -- Searchability -- Conclusion -- Extending iOS Apps -- Searching with a Spotlight Indexing Extension -- Today Widgets -- Conclusion -- Multimedia, Contacts, Location, and Notifications -- Location Attachments -- Audio Attachments -- Video Attachments -- Contact Attachments -- Notifications -- Conclusion -- Polishing the iOS App -- Speaking Text -- Opening Links in SFSafariViewController -- Settings -- Undo Support -- Images with Filters -- Worldwide Apps -- Accessibility -- Splitscreen Multitasking -- Conclusion -- Extending Your Apps -- Building a watchOS App -- Designing for the Watch -- Designing Our watchOS App -- Creating the watchOS Extension -- Conclusion -- Code Quality and Distribution -- Debugging -- Instruments -- Testing -- Using Objective-C and Swift in the Same Project -- The App Store -- ConclusionPart I. Swift basics. 1. Getting started ; 2. The basics of Swift ; 3. Swift for object-oriented app development -- Part II. An OS X App. 4. Setting up the OS X Notes app ; 5. Working with documents on OS X ; 6. User interfaces and iCloud -- Part III. An iOS App. 7. Setting up the iOS Notes app ; 8. Working with files in iCloud ; 9. Working with documents on iOS ; 10. Working with files and file types ; 11. Images and deletion ; 12. Supporting the iOS ecosystem ; 13. Extending iOS apps ; 14. Multimedia, contacts, location, and notifications ; 15. Polishing the iOS app -- Part IV. Extending your Apps. 16. Building a watchOS app ; 17. Code quality and distribution.Get hands-on experience with Apple's Swift programming language by building real working apps. With this practical guide, skilled programmers with little or no knowledge of Apple development will learn how to code with Swift 2 by developing three complete, tightly linked versions of the Notes application for the OS X, iOS, and watchOS platforms. In the process, you'll learn Swift's fundamentals, including its syntax and features, along with the basics of the Cocoa, CocoaTouch, and WatchKit frameworks. This book teaches you how to use common design patterns for Swift, how to structure an application for Apple's platforms, and how to submit working apps to the App Store. -- Provided by publisher
Subjects: iOS (Electronic resource); Mac OS.; Swift (Computer program language); Application software; Mobile apps.; Apple computer;

The thinking student's guide to college : 75 tips for getting a better education / by Roberts, Andrew Lawrence,1970-(CARDINAL)543025;
57:find out what your professors research -- "Tenured radicals" -- Tip 58: send e-mails judiciously, answer e-mails promptly -- Writing an effective e-mail -- Tip 59: avoid complaints about grades -- Tip 60: become an RA -- Tip 61: ask for recommendation letters from professors who know you well -- Learning outside the classroom -- Tip 62: get involved in extracurricular activities -- Tip 63: subscribe to an intellectual magazine -- Tip 64: read academic blogs -- Text box: academic blogs -- Tip 65: attend a public lecture every week -- Tip 66: spend your free time in coffeehouses -- Tip 67: make friends with people who have different beliefs and experiences -- Tip 68: get to know foreign students -- Going to graduate school -- Tip 69: there are seldom strong reasons to go to graduate school immediately after college -- Tip 70: learn more about the career graduate school is heading to -- Tip 71: graduate school is not just advanced undergrad -- Getting fellowships -- Tip 72: ask your professors' advice about PhD programs in their field -- Tip 73: PhD programs are not for training teachers -- Types of graduate programs -- Tip 74: prestige does matter for PhD programs -- Tip 75: talk to current grad students.succumb to the "two cultures" -- Tip 25: don't try to get all of your general education requirements out of the way in freshman and sophomore year -- Tip 26: audit classes that you don't have time to take -- Tip 27: consider independent study classes -- Tip 28: don't take too many classes with one professor -- Tip 29: don't be afraid to exceed requirements -- Tip 30: unless you plan to major in chemistry or biology, leave medical school requirements until later -- Tip 31: either take foreign language classes seriously or try to place out of them -- Tip 32: be discerning in choosing internships for credit -- Tip 33: take prerequisites with a grain of salt -- Tip 34: consider graduate courses -- Choosing a major -- Tip 35: sample a lot of different departments -- Tip 36: choose a major that you love -- Some neglected majors -- Tip 37: find out what you are good at -- Tip 38: don't worry too much about the job prospects of the major -- Tip 39: choose smaller majors -- Tip 40: choose more structured majors -- Women and the sciences -- Tip 41: go to an academic lecture given in the department -- Tip 42: be skeptical about double or triple majoring -- Tip 43: write a senior thesis -- Tip 44: don't get too stressed out over your choice -- Being successful -- Tip 45: manage your time -- Tip 46: show professors that you are working hard -- Tip 47: join a small study group -- What grades mean -- Tip 48: ask for help -- Tip 49: don't let your instructors suspect that you are taking advantage of them -- Grade inflation -- Tip 50: learn the rules of critical thinking and apply them constantly -- Tip 51: professorial shortcuts for writing -- Tip 52: professorial shortcuts for doing research -- Self-care -- Interacting with professors -- Tip 53: be respectful -- Tip 54: be curious about the subject -- Text box: interacting with female professors -- Tip 55: visit the office hours of all your professors at least once -- Tip 56: get to know at least one professor well -- TipThe purposes of a college education -- How universities work -- The history of the university -- A student's guide to college administration -- Choosing a college -- Tip 1: you can get an equivalent classroom education at all reasonably selective colleges and universities -- Nobel Prize winners -- Tip 2: the key distinction is between small colleges and large universities -- Where do professors send their children to college? -- Tip 3: reputation doesn't matter as much as you think -- Tip 4: the main importance of reputation is the student body it attracts -- U.S. news ratings -- Minorities and college choice -- Tip 5: look for signs of a personalized education -- Tip 6: consider the cost -- Tip 7: differences in the strength of particular departments are not usually a good basis for choosing among colleges -- Choosing a foreign university -- Tip 8: consider the different varieties of general education programs -- Tip 9: don't worry; most students are happy with their choice -- Choosing classes -- Tip 10: consider visiting multiple classes during the first week of the semester -- Tip 11: usually trust your first impressions -- Choosing classes -- Tip 12: go for variety, especially early on -- Tip 13: at least once a year pick a class that doesn't seem to fit your interests -- Tip 14: take classes with heavy writing requirements -- Tip 15: take as many seminars and as few large lecture courses as possible -- What does a good lecture look like -- Tip 16: take mostly upper-division courses -- Tip 17: focus more on methods than topics -- Tip 18: seek out classes that provide you with continuous feedback and take the feedback seriously -- Tip 19: know the status of your professors -- Tip 20: learn to be a critical reader of student evaluations of faculty -- Tip 21: ask professors you know what courses they would recommend -- Tip 22: take courses that relate to each other -- Tip 23: study abroad for at least one semester if not an entire year -- Tip 24: don't
Subjects: College choice; College student orientation.; College students; Education, Higher; Universities and colleges;

Pure JavaScript / by Wyke, R. Allen.(CARDINAL)646409; Gilliam, Jason.Pure JavaScript.;
Subjects: JavaScript (Computer program language);

Beginning Ruby : From Novice to Professional / by Cooper, Peter(Computer software developer)(CARDINAL)628233;
Subjects: Ruby (Computer program language);