04669oam 2200517 450 991079923040332120190911112726.03-642-34688-X10.1007/978-3-642-34688-0(OCoLC)832726690(MiFhGG)GVRL6UZU(EXLCZ)99267000000053336920130123d2013 uy 0engurun|---uuuuatxtccrReal-time C++ efficient object-oriented and template micro-controller programming /Christopher Michael Kormanyos1st ed. 2013.Heidelberg [Germany] :Springer,2013.1 online resource (xxiii, 357 pages) illustrations (some color)Gale eBooksDescription based upon print version of record.3-642-34687-1 3-642-42915-7 Includes bibliographical references and index.Part I Language Technologies for Real-Time C++ -- Getting Started with Real-Time C++ -- Working with a Real-Time C++ Program on a Board -- An Easy Jump-Start in Real-Time C++ -- Object-Oriented Techniques for Microcontrollers -- C++ Templates for Microcontrollers -- Optimized C++ Programming for Microcontrollers -- Part II Components for Real-Time C++ -- The Right Start -- Low-Level Hardware Drivers in C++ -- Custom Memory Management -- C++ Multitasking -- Part III Mathematics and Utilities for Real-Time C++ -- Floating-Point Mathematics -- Fixed-Point Mathematics -- High-Performance Digital Filters -- C++ Utilities -- Extending the C++ Standard Library and the STL -- Additional Reading -- Part IV Appendices -- A Tutorial for Real-Time C++ -- A Robust Real-Time C++ Environment -- Building and Installing GNU GCC Cross-Compilers -- Building a Microcontroller Circuit.The C++ language has powerful object-oriented and template features that can improve software design and portability while simultaneously reducing code complexity and the risk of error. Furthermore, C++ compiles highly efficient native code. This unique and effective combination makes C++ well-suited for programming microcontroller systems that require compact size, high performance and safety-critical reliability. With this book, Chris Kormanyos delivers a highly practical guide to programming real-time embedded microcontroller systems in C++. It is divided into three parts plus several appendices. Part I provides a foundation for real-time C++ by covering language technologies, including object-oriented methods, template programming and optimization. Next, part II presents detailed descriptions of a variety of C++ components that are widely used in microcontroller programming. It details some of C++’s most powerful language elements, such as class types, templates and the STL, to develop components for microcontroller register access, low-level drivers, custom memory management, embedded containers, multitasking, etc. Finally, part III describes mathematical methods and generic utilities that can be employed to solve recurring problems in real-time C++. The appendices include a brief C++ language tutorial, information on the real-time C++ development environment and instructions for building GNU GCC cross-compilers and a microcontroller circuit. The most recent specification of C++11 in ISO/IEC 14882:2011 is used throughout the text. To facilitate portability, no libraries other than those specified in the language standard itself are used. Efficiency is always in focus and numerous examples are backed up with real-time performance measurements and size analyses that quantify the true costs of the code down to the very last byte and microsecond. The target audience of this book mainly consists of students and professionals interested in real-time C++. Readers should be familiar with C or another programming language and will benefit most if they have had some previous experience with microcontroller electronics and the performance and size issues prevalent in embedded systems programming.C++ (Computer program language)MicrocontrollersMicroprogrammingC++ (Computer program language)Microcontrollers.Microprogramming.003.3004004.24004.6Kormanyos Christopher Michaelauthttp://id.loc.gov/vocabulary/relators/aut1058564MiFhGGMiFhGGBOOK9910799230403321Real-Time C++2500638UNINA04658nam 22006013 450 99634384530331620240424230603.01-78756-705-2(CKB)4100000008965388(OAPEN)1005270(MiAaPQ)EBC5829206(Au-PeEL)EBL5829206(OCoLC)1111513933(ScCtBLL)5ffc286d-c7bd-4fe9-9d23-66e1968c4177(oapen)https://directory.doabooks.org/handle/20.500.12854/30023(EXLCZ)99410000000896538820210901d2019 uy 0enguuuuu---auuuutxtrdacontentcrdamediacrrdacarrierYoung Children's Play Practices with Digital Tablets Playful LiteracyEmerald Publishing2019Bingley :Emerald Publishing Limited,2019.©2019.1 online resource (154 pages)1-78756-708-7 1-78756-706-0 Front Cover -- Young Children's Play Practices with Digital Tablets -- Copyright Page -- Contents -- List of Images -- List of Figures -- List of Tables -- About the Author -- Preface -- Disclaimer -- Acknowledgements -- Chapter 1 Introduction -- Chapter 2 Play, Lege and Asobu: How the Concept of Play Is Defined in Danish and Japanese Contexts -- 2.1. Denmark and Japan -- 2.2. Lege and Asobu -- 2.3. Børnehave and Hoikuen -- 2.3.1. Denmark -- 2.3.2. Japan -- 2.3.3. Denmark and Japan -- 2.3.4. Description of Preschools -- 2.3.4.1. Preschool A -- 2.3.4.2. Preschool B -- 2.3.4.3. Preschool C -- 2.3.4.4. The Set-up -- 2.3.4.5. Preschools and Technology -- 2.4. What Do I Mean When I Write... -- 2.5. Chapter Overview -- Chapter 3 Literacies, Play and Experience: The Need to Bridge Distinct Disciplines -- 3.1. A Glance at the Chapter -- 3.2. Digital Literacies -- 3.3. Play -- 3.3.1. Play and Playfulness -- 3.3.2. Digital Spaces -- 3.4. Digital Literacies and Play -- 3.5. A Note about Knowledge and Experience -- 3.6. Chapter Overview -- Chapter 4 Making Sense of Play: Transforming Actions into Words -- 4.1. Choosing Where to Start -- 4.2. Deciding on the What and How -- 4.3. Looking at Hands to Discover Play -- 4.3.1. Some Considerations and Limitations of the Research Design -- 4.4. Coding Experiences -- 4.5. The Context of the Hands -- 4.5.1. A Slice of Data -- 4.5.2. Coding and Decoding Codes -- 4.5.3. Codes Overview -- 4.6. Chapter Overview -- Chapter 5 The Digital Play Experience Taxonomy (DPET): Mapping and Categorising the Digital Play Experience -- 5.1. Why Tablet Play and Not Tablet Use -- 5.2. Taxonomy of Tablet Play or The Digital Play Experience Taxonomy -- 5.2.1. Vocabulary -- 5.2.2. Design -- 5.2.3. Play -- 5.2.4. Interaction -- 5.2.5. Attachment -- 5.3. Intertwining the Taxonomy Categories -- 5.4. Chapter Overview.Chapter 6 Penmanship and Hyper-intertextuality Shaping Playful Literacy -- 6.1. Digital Penmanship -- 6.2. Multimodal Hyper-intertextuality -- 6.3. Playful Literacy -- 6.4. Further Perspectives -- 6.5. Chapter Overview -- Conclusion -- C.1. Digital Devices As a New Material -- C.2. Some Final Considerations -- References -- Index.This book focuses on how young children play and have fun while indulging in digital worlds, discovering and problem-solving with a variety of narratives and interfaces encountered on these digital playgrounds. These playful encounters are richer experiences than one might expect. Through engaging with digital interfaces, children expand their visual and verbal vocabulary, plus develop an embodied vocabulary that emerges out of the interactions. The book presents two sets of approaches in how to collect data with young children, and it proposes five key aspects, vocabulary, design, play, interaction and attachment, which cover the base of children’s play with current digital technologies.Language Arts & Disciplines / Communication StudiesbisacshLanguage artsJapanfastDenmarkfastMedia & CommunicationsChildren and DesignCommunication StudiesPlayDigital SociologyTabletsLanguage Arts & Disciplines / Communication StudiesLanguage arts004.083óes Isabel999213MiAaPQMiAaPQMiAaPQBOOK996343845303316Young Children's Play Practices with Digital Tablets2292556UNISA