LEADER 03359oam 2200661I 450 001 9910777368703321 005 20230421041753.0 010 $a1-134-95980-X 010 $a1-134-95981-8 010 $a1-280-21690-5 010 $a9786610216901 010 $a0-203-98020-4 024 7 $a10.4324/9780203980200 035 $a(CKB)1000000000000499 035 $a(EBL)1122886 035 $a(OCoLC)742294493 035 $a(SSID)ssj0000100975 035 $a(PQKBManifestationID)11131288 035 $a(PQKBTitleCode)TC0000100975 035 $a(PQKBWorkID)10037693 035 $a(PQKB)10922213 035 $a(MiAaPQ)EBC1122886 035 $a(Au-PeEL)EBL1122886 035 $a(CaPaEBR)ebr10017042 035 $a(CaONFJC)MIL21690 035 $a(OCoLC)900478028 035 $a(OCoLC)179094877 035 $a(FINmELB)ELB132711 035 $a(EXLCZ)991000000000000499 100 $a20180331d1992 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aAl-Farabi and his school /$fIan Richard Netton 210 1$aLondon ;$aNew York :$cRoutledge,$d1992. 215 $a1 online resource (143 p.) 225 1 $aArabic thought and culture 300 $aDescription based upon print version of record. 311 $a0-7007-1064-7 311 $a0-415-03594-5 320 $aIncludes bibliographical references (p. 112-120) and index. 327 $aCover; AL-FA?RA?BI? AND HIS SCHOOL; Copyright; CONTENTS; FIGURES; PREFACE AND ACKNOWLEDGEMENTS; ABBREVIATIONS; 1 THE AGE OF FA?RA?BISM; The Second Master and His Students; Al-Fa?ra?bi? (c. AD 870-950); Yahya? b. 'Adi? (AD 893/4-974); Abu? Sulayma?n al-Sijista?ni? (c. AD 913/4-AD 987/8); Abu? 'l-Hasan Muhammad b. Yusuf al-'A?miri? (d. AD 992); Abu? Hayyan al-Tawhi?di? (c. AD 922-32 to c. AD 1023); Court culture, conviviality and Kala?m; 2 THE EPISTEMOLOGICAL SUBSTRATE OF FA?RA?BISM (i): THE PARADIGM OF THE SECOND MASTER; The Quest for knowledge; Al-Fa?ra?bi? and knowledge 327 $a3 THE EPISTEMOLOGICAL SUBSTRATE OF FA?RA?BISM (ii): IN THE STEPS OF THEIR MASTERThe Elements of Yahya? b. 'Adi?'s Epistemology; Al-Sijista?ni? and Knowledge; Al-'A?miri? and knowledge; Al-Tawhi?di? and knowledge; 4 CONCLUSION; 5 BIBLIOGRAPHICAL GUIDE; NOTES; BIBLIOGRAPHY; INDEX 330 $aExamines one of the most exciting and dynamic periods in the development of medieval Islam, from the late 9th to the early 11th century, through the thought of five of its principal thinkers, prime among them al-Farabi. This great Islamic philosopher, called 'the Second Master' after Aristotle, produced a recognizable school of thought in which others pursued and developed some of his own intellectual preoccupations. Their thought is treated with particular reference to the most basic questions which can be asked in the theory of knowledge or epistemology. The book thus fills a lacuna in the l 410 0$aArabic thought and culture. 606 $aKnowledge, Theory of (Islam) 615 0$aKnowledge, Theory of (Islam) 676 $a181/.6 700 $aNetton$b Ian Richard.$0614797 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910777368703321 996 $aAl-Farabi and his School$91132811 997 $aUNINA LEADER 03192nam 22005055 450 001 9910254855803321 005 20200701215426.0 010 $a9781484210970 010 $a1484210972 024 7 $a10.1007/978-1-4842-1097-0 035 $a(CKB)4340000000062395 035 $a(MiAaPQ)EBC4898823 035 $a(DE-He213)978-1-4842-1097-0 035 $a(CaSebORM)9781484210970 035 $a(PPN)203671791 035 $a(OCoLC)1076490713 035 $a(OCoLC)on1076490713 035 $a(EXLCZ)994340000000062395 100 $a20170704d2017 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $2rdacontent 182 $2rdamedia 183 $2rdacarrier 200 14$aThe Advanced Game Developer's Toolkit $eCreate Amazing Web-based Games with JavaScript and HTML5 /$fby Rex van der Spuy 205 $a1st ed. 2017. 210 1$aBerkeley, CA :$cApress :$cImprint: Apress,$d2017. 215 $a1 online resource (185 pages) $cillustrations (some color) 311 08$a9781484210987 311 08$a1484210980 320 $aIncludes bibliographical references at the end of each chapters and index. 327 $a1.Getting Started -- 2. Using Tiled Editor -- 3. Tile-Based Collision -- 4. Isometric Maps -- 5. Pathfinding Basics -- 6. Finding the Shortest Path -- 7. More Fun with Tile-Based Games. 330 $aMaster the most important skills and techniques you need to know for professional HTML5 and JavaScript 2D game development. This book delves into many of the great classic techniques of video game design. You?ll discover how to develop games and game levels using Tiled Editor, how to implement tile-based collision, how to design advanced pathfinding and enemy AI systems, the fundamentals of broad-phase collision, and how to make isometric games. All the techniques and supporting code are explained in an easy-to-understand manner and written in a general way so that they can be applied to any game engine or technology that you?re comfortable using. You'll find detailed working examples, with dozens of illustrations and many concepts you can freely apply to your own projects. All the math and programming techniques are elaborately explained and examples are open-ended to encourage you to think of original ways to use these techniques in your own games. You can use what you learn in this book as the basis for making games for desktops, mobile phones, tablets, or the Web. The Advanced Game Developer's Toolkit is a great next step if you already have some JavaScript game-making- experience, or a great continuation if you've already read Advanced Game Design with HTML5 and JavaScript by the same author. 606 $aComputer games?Programming 606 $aGame Development$3https://scigraph.springernature.com/ontologies/product-market-codes/I29040 615 0$aComputer games?Programming. 615 14$aGame Development. 676 $a794.81526 700 $avan der Spuy$b Rex$4aut$4http://id.loc.gov/vocabulary/relators/aut$0895320 801 0$bUMI 801 1$bUMI 906 $aBOOK 912 $a9910254855803321 996 $aThe Advanced Game Developer's Toolkit$92093318 997 $aUNINA