LEADER 01154nam0-22003491i-450- 001 990001028700403321 035 $a000102870 035 $aFED01000102870 035 $a(Aleph)000102870FED01 035 $a000102870 100 $a20000920d1978----km-y0itay50------ba 101 0 $aeng 200 1 $aDiagonal Methods and Strong Cuts in Models of Arithmetic$fKenneth Mc Aloon 210 $aAmsterdam [etc.]$cNorth-Holland$d1978 215 $a171-297$d22 cm 225 1 $aStudies in logic and the foundations of mathematics$vvol. 96 300 $aD.F. da: Logic Colloquium '77 : Proceedings of the colloquium held in Wroclaw, August 1977 / edited by Angus Macintyre, Leszek Pacholski, Jeff Paris 610 0 $aLogica 610 0 $aRicorsività 676 $a160 700 1$aMcAloon,$bKenneth$048965 702 1$aMacintyre,$bAngus 702 1$aPacholski,$bLeszek 702 1$aParis,$bJeff 801 0$aIT$bUNINA$gRICA$2UNIMARC 901 $aBK 912 $a990001028700403321 952 $a7-215$b11111$fFI1 959 $aFI1 996 $aDiagonal Methods and Strong Cuts in Models of Arithmetic$9339307 997 $aUNINA DB $aING01 LEADER 04218nam 22004695 450 001 9910154831003321 005 20200630163006.0 010 $a1-4842-2373-X 024 7 $a10.1007/978-1-4842-2373-4 035 $a(CKB)3710000000972189 035 $a(DE-He213)978-1-4842-2373-4 035 $a(MiAaPQ)EBC4771995 035 $a(PPN)197459579 035 $a(EXLCZ)993710000000972189 100 $a20161219d2016 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aPractical GameMaker: Studio$b[electronic resource] $eLanguage Projects /$fby Ben Tyers 205 $a1st ed. 2016. 210 1$aBerkeley, CA :$cApress :$cImprint: Apress,$d2016. 215 $a1 online resource (XXXIX, 313 p. 107 illus. in color.) 300 $aIncludes index. 311 $a1-4842-2372-1 327 $a0. Introduction -- 1. Variables -- 2. Conditionals -- 3. Drawing -- 4. Drawing Continued -- 5. Keyboard Input & Simple Movement -- 6. Objects & Events -- 7. Sprites -- 8. Health, Lives & Score -- 9. Mouse -- 10. Alarms -- 11. Collisions -- 12. Rooms -- 13. Backgrounds -- 14. Sounds & Music -- 15. Splash Screens & Menu -- 16. Random -- 17. More Movement (Basic AI) -- 18. INI Files -- 19. Effects -- 20. Loops -- 21. Arrays -- 22. ds_lists -- 23. Paths -- 24. Scripts -- 25. Hints & Tips -- 26. Creating A Game - Outline -- 27 . Creating A Game -Sprites -- 28. Creating A Game -Sounds -- 29. Creating A Game -Backgrounds -- 30. Creating A Game -Paths -- 31. Creating A Game -Scripts -- 32. Creating A Game -Fonts -- 33. Creating A Game -Objects - Introduction -- 34. Creating A Game -Parent Objects -- 35. Creating A Game -Objects -- 36. Creating A Game -Rooms -- 37. Progress Sheet -- 38. Marking Guide -- 39. End Of Project Assignment -- 40. End Of Project Test. 330 $aGain the skills required to create fun and compelling games using GameMaker: Studio, and its GML programming language. In this full-color book you?ll learn 24 practical programming elements that are important when creating any game. Each section includes an introduction to a new programming element, some examples, a worksheet, and mini projects to allow you to test your new knowledge. After completing all elements, you will put into action what you have learned in a classic arcade style game. In Practical GameMaker: Studio, you will create a fully featured game, with guidance and in color, using version 1.4. After each section you?ll see how you?ll apply what you?ve learned to the final game, and discover additional projects to try. These mini projects include a separate scoring guide, and a working example for each, which is useful if you?re using this book in an educational environment. Similarly, the book also contains a number of assignments, which you may include as part of any associated coursework in your classes. What You Will Learn Use GameMaker: Studio and GameMaker Language (GML) to create games Work with GML variables, conditionals, drawing, keyport I/O, objects, and events Create GML sprites, health/lives, alarms, collisions, and rooms Improve your game with GML backgrounds, sound and music, splash screens and menus, and effects< Include GML random and AI movements in your game Use GML loops, arrays, ds_lists, paths, and scripts Who This Book Is For Experienced game developers new to GameMaker or for those with at least some prior exposure or experience with GameMaker: Studio but who are new to GML. 606 $aComputer games?Programming 606 $aComputer programming 606 $aGame Development$3https://scigraph.springernature.com/ontologies/product-market-codes/I29040 606 $aProgramming Techniques$3https://scigraph.springernature.com/ontologies/product-market-codes/I14010 615 0$aComputer games?Programming. 615 0$aComputer programming. 615 14$aGame Development. 615 24$aProgramming Techniques. 676 $a004 700 $aTyers$b Ben$4aut$4http://id.loc.gov/vocabulary/relators/aut$0868659 906 $aBOOK 912 $a9910154831003321 996 $aPractical GameMaker: Studio$92129501 997 $aUNINA LEADER 02121nam 2200349 450 001 9910595456703321 005 20230831003043.0 035 $a(CKB)5690000000037328 035 $a(NjHacI)995690000000037328 035 $a(EXLCZ)995690000000037328 100 $a20230831d2022 uy 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aProceedings of the 1st International Workshop on Advances in Point Cloud Compression, Processing and Analysis /$fWei Gao 210 1$aNew York, NY, United States :$cAssociation for Computing Machinery,$d2022. 215 $a1 online resource (72 pages) 225 0 $aACM Conferences 311 $a1-4503-9491-4 330 $aIt is our great pleasure to welcome you to the 1st ACM International Workshop on Advances in Point Cloud Compression, Processing and Analysis (ACM APCCPA'22). The workshop is co-located with ACM Multimedia 2022. Researches on point clouds are attracting much attention from academia, industry and standardization organizations such as MPEG, JPEG, and AVS. 3D Point clouds consisting of thousands or even millions of points with attributes have excellent simulating and modeling capabilities for real world and scenes. There are several key technologies from point cloud data collection to specific applications, such as point cloud compression, processing and analysis. Point cloud compression makes processing and analysis more efficient and convenient. In addition, point cloud processing tasks (e.g., segmentation, classification, 3D object detection, registration) have achieved great success, which is owing to advanced compression techniques and mature analysis techniques. 606 $aComputer science$vCongresses 615 0$aComputer science 676 $a004 700 $aGao$b Wei$0868641 801 0$bNjHacI 801 1$bNjHacl 906 $aBOOK 912 $a9910595456703321 996 $aProceedings of the 1st International Workshop on Advances in Point Cloud Compression, Processing and Analysis$93512929 997 $aUNINA