1.

Record Nr.

UNINA9910438143403321

Autore

Guerraggio Angelo <1948->

Titolo

Vito Volterra / / Angelo Guerraggio, Giovanni Paoloni; translated by Kim Williams

Pubbl/distr/stampa

Berlin ; ; Heidelberg, : Springer-Verlag, 2012

ISBN

1-299-19749-3

3-642-27263-0

Edizione

[1st ed. 2013.]

Descrizione fisica

1 online resource (181 p.)

Altri autori (Persone)

PaoloniGiovanni

WilliamsKim

Disciplina

510.92

574/.0724

Soggetti

Mathematicians - Italy

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Description based upon print version of record.

Nota di bibliografia

Includes bibliographical references and index.

Nota di contenuto

I. Chronicles of Italian life -- II. Professor in Pisa -- III. The cats of Torino -- IV. Rome, public appointments, the politician -- V. Days of firing from a dirigible -- VI. From war to peace: Italy’s National Research Council -- VII. The end of freedom -- VIII. After the cats, fish -- IX. Time runs out -- Appendix I: Significant dates in Italian history 1849-1945 -- Appendix II: Significant dates in the life of Vito Volterra 1860-1940 -- Index of Names.

Sommario/riassunto

Vito Volterra (1860-1940) was one of the most famous representatives of Italian science in his day. Angelo Guerragio and Giovanni Paolini analyze Volterra’s most important contributions to mathematics and their applications, as well as his outstanding organizational achievements in scientific policy. Volterra was one of the founding fathers of functional analysis and the author of fundamental contributions in the field of integral equations, elasticity theory and population dynamics (Lotka-Volterra model). He delivered keynote lectures on the occasion of the International Congresses of Mathematicians held in Paris (1900), Rome (1908), Strasbourg (1920) and Bologna (1928).   He became involved in the scientific development in united Italy and was appointed senator of the kingdom in 1905. One of his numerous non-mathematical activities was founding the National



Research Council (Consiglio Nazionale delle Ricerche, CNR).   During the First World War he was active in military research. After the war he took a clear stand against fascism, which was the starting point for his exclusion. In 1926 he resigned as president of the world famous Accademia Nazionale dei Lincei and was later on excluded from the academy. In 1931 he was one of the few university lecturers who denied to swear an oath of allegiance to the fascistic regime. In 1938 he suffered from the impact of the racial laws.   The authors draw a comprehensive picture of Vito Volterra, both as a great mathematician and an organizer of science.

2.

Record Nr.

UNINA9910357846903321

Autore

van Toll Wouter

Titolo

Learning C# by Programming Games / / by Wouter van Toll, Arjan Egges, Jeroen D. Fokker

Pubbl/distr/stampa

Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2019

ISBN

3-662-59252-5

Edizione

[2nd ed. 2019.]

Descrizione fisica

1 online resource (XXVI, 512 p. 66 illus., 34 illus. in color.)

Disciplina

005.133

Soggetti

Computer programming

Programming languages (Electronic computers)

Microcomputers

Multimedia systems

Programming Techniques

Programming Languages, Compilers, Interpreters

Personal Computing

Multimedia Information Systems

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Includes index.

Nota di contenuto

1 Building Your First Game Application -- 2 What Is Programming? -- 3 Game Programming Basics -- 4 Creating a Game World -- 5 Showing what the Player is Doing -- 6 Reacting to Player Input -- 7 Basic Game



Objects -- 8 Communication and Interaction Between Objects -- 9 A Limited Number of Lives -- 10 Organizing Game Objects -- 11 Finishing the Game -- 12 Dealing with Different Screen Sizes -- 13 Arrays and Collections -- 14 Game Objects in a Structure -- 15 Gameplay Programming -- 16 Finishing the Game -- 17 Better Game State Management -- 18 User Interfaces and Menus -- 19 Loading Levels from Files -- 20 Gameplay Programming -- 21 Finishing the Game -- 22 Creating the Main Game Structure -- 23 Animated Game Objects -- 24 Game Physics -- 25 Intelligent Enemies -- 26 Finishing the Game.

Sommario/riassunto

Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games – and without requiring any previous programming experience. Contrary to most programming books, van Toll, Egges, and Fokker do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games showing the various aspects of game development. Starting with a simple shooting game, the authors move on to puzzle games consisting of multiple levels, and conclude the book by developing a full-fledged platform game with animation, game physics, and intelligent enemies. They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, dealing with physics, handling interaction between game objects, and creating pleasing visual effects. At the same time, they provide a thorough introduction to C# and object-oriented programming, introducing step by step important programming concepts such as loops, methods, classes, collections, and exception handling. This second edition includes a few notable updates. First of all, the book and all example programs are now based on the library MonoGame 3.6, instead of the obsolete XNA Game Studio. Second, instead of explaining how the example programs work, the text now invites readers to write these programs themselves, with clearly marked reference points throughout the text. Third, the book now makes a clearer distinction between general (C#) programming concepts and concepts that are specific to game development. Fourth, the most important programming concepts are now summarized in convenient “Quick Reference” boxes, which replace the syntax diagrams of the first edition. Finally, the updated exercises are now grouped per chapter and can be found at the end of each chapter, allowing readers to test their knowledge more directly. The book is also designed to be used as a basis for a game-oriented programming course. Supplementary materials for organizing such a course are available on an accompanying web site, which also includes all example programs, game sprites, sounds, and the solutions to all exercises.