LEADER 05473oam 22013214 450 001 9910959027003321 005 20250426110820.0 010 $a9786613827739 010 $a9781462350827 010 $a1462350828 010 $a9781451990379 010 $a1451990375 010 $a9781283515283 010 $a1283515288 010 $a9781451908145 010 $a1451908148 035 $a(CKB)3360000000443701 035 $a(EBL)3014382 035 $a(SSID)ssj0000940866 035 $a(PQKBManifestationID)11588681 035 $a(PQKBTitleCode)TC0000940866 035 $a(PQKBWorkID)10963537 035 $a(PQKB)11578742 035 $a(OCoLC)698585631 035 $a(IMF)WPIEE2006018 035 $a(MiAaPQ)EBC3014382 035 $a(IMF)WPIEA2006018 035 $aWPIEA2006018 035 $a(EXLCZ)993360000000443701 100 $a20020129d2006 uf 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aForeign Banks in Poor Countries : $eTheory and Evidence /$fEnrica Detragiache, Poonam Gupta, Thierry Tressel 205 $a1st ed. 210 1$aWashington, D.C. :$cInternational Monetary Fund,$d2006. 215 $a1 online resource (50 p.) 225 1 $aIMF Working Papers 300 $a"January 2006." 311 08$a9781451862782 311 08$a1451862784 320 $aIncludes bibliographical references. 327 $a""Contents""; ""I. INTRODUCTION""; ""II. EMPIRICAL EVIDENCE ON FOREIGN BANKS IN POOR COUNTRIES""; ""III. CREAM-SKIMMING EFFECTS OF FOREIGN BANK ENTRY: THEORY""; ""IV. THE EMPIRICAL TEST: METHODOLOGY AND DATA""; ""V. RESULTS FROM THE EMPIRICAL TESTS""; ""VI. CONCLUSIONS""; ""Appendix I. Welfare Comparison under Alternative Equilibria""; ""Appendix II. Data Definitions, Sources, and Summary Statistics for Lower- Income Countries""; ""References"" 330 3 $aWe study how foreign bank penetration affects financial sector development in poor countries. A theoretical model shows that when foreign banks are better at monitoring highend customers than domestic banks, their entry benefits those customers but may hurt other customers and worsen welfare. The model also predicts that credit to the private sector should be lower in countries with more foreign bank penetration. In the empirical section, we show that, in poor countries, a stronger foreign bank presence is robustly associated with less credit to the private sector both in cross-sectional and panel tests. In addition, in countries with more foreign bank penetration, credit growth is slower and there is less access to credit. We find no adverse effects of foreign bank presence in more advanced countries. 410 0$aIMF Working Papers; Working Paper ;$vNo. 2006/018 606 $aBanks and banking, Foreign$zDeveloping countries 606 $aBanks and banking$zDeveloping countries 606 $aBank credit$2imf 606 $aBanking$2imf 606 $aBanks and Banking$2imf 606 $aBanks and banking$2imf 606 $aBanks and banking, Foreign$2imf 606 $aBanks$2imf 606 $aCommercial banks$2imf 606 $aCorporate Finance and Governance$2imf 606 $aCredit$2imf 606 $aDepository Institutions$2imf 606 $aEconomic Development: Financial Markets$2imf 606 $aFinance$2imf 606 $aFinance: General$2imf 606 $aFinancial institutions$2imf 606 $aFinancial Markets and the Macroeconomy$2imf 606 $aFinancial markets$2imf 606 $aFinancial sector development$2imf 606 $aFinancial services industry$2imf 606 $aForeign banks$2imf 606 $aMicro Finance Institutions$2imf 606 $aMonetary economics$2imf 606 $aMonetary Policy, Central Banking, and the Supply of Money and Credit: General$2imf 606 $aMoney and Monetary Policy$2imf 606 $aMoney$2imf 606 $aMortgages$2imf 606 $aSaving and Capital Investment$2imf 607 $aUnited States$2imf 615 0$aBanks and banking, Foreign 615 0$aBanks and banking 615 7$aBank credit 615 7$aBanking 615 7$aBanks and Banking 615 7$aBanks and banking 615 7$aBanks and banking, Foreign 615 7$aBanks 615 7$aCommercial banks 615 7$aCorporate Finance and Governance 615 7$aCredit 615 7$aDepository Institutions 615 7$aEconomic Development: Financial Markets 615 7$aFinance 615 7$aFinance: General 615 7$aFinancial institutions 615 7$aFinancial Markets and the Macroeconomy 615 7$aFinancial markets 615 7$aFinancial sector development 615 7$aFinancial services industry 615 7$aForeign banks 615 7$aMicro Finance Institutions 615 7$aMonetary economics 615 7$aMonetary Policy, Central Banking, and the Supply of Money and Credit: General 615 7$aMoney and Monetary Policy 615 7$aMoney 615 7$aMortgages 615 7$aSaving and Capital Investment 700 $aDetragiache$b Enrica$0120810 701 $aGupta$b Poonam$01816118 701 $aTressel$b Thierry$01804345 712 02$aInternational Monetary Fund.$bResearch Dept. 801 0$bDcWaIMF 906 $aBOOK 912 $a9910959027003321 996 $aForeign Banks in Poor Countries$94372468 997 $aUNINA LEADER 06789nam 22006975 450 001 9910300658603321 005 20200707010346.0 010 $a9781484206508 010 $a1484206509 024 7 $a10.1007/978-1-4842-0650-8 035 $a(CKB)3710000000459762 035 $a(EBL)3568001 035 $a(SSID)ssj0001546610 035 $a(PQKBManifestationID)16141329 035 $a(PQKBTitleCode)TC0001546610 035 $a(PQKBWorkID)14796208 035 $a(PQKB)11543853 035 $a(DE-He213)978-1-4842-0650-8 035 $a(MiAaPQ)EBC3568001 035 $a(CaSebORM)9781484206508 035 $a(PPN)188455817 035 $a(OCoLC)919515184 035 $a(OCoLC)ocn919515184 035 $a(EXLCZ)993710000000459762 100 $a20150803d2015 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aSwift Game Programming for Absolute Beginners /$fby Arjan Egges 205 $a1st ed. 2015. 210 1$aBerkeley, CA :$cApress :$cImprint: Apress,$d2015. 215 $a1 online resource (353 p.) 300 $a"Design and code fun games for iOS"--Cover. 300 $aIncludes index. 311 08$a9781484206515 311 08$a1484206517 327 $aContents at a Glance; Contents; About the Author; About the Technical Reviewer; Acknowledgments; Introduction; Part I: Getting Started; Chapter 1: The Swift Language; Computers and Programs; Processors and Memory ; Programs ; Programming Languages ; Programming Games; Developing Games; Small Scale: Edit-Compile-Run; Large Scale: Design-Specify-Implement; Building Your First Swift Program; Building Your First Swift Game; A Few Observations; What You Have Learned; Chapter 2: Game Programming Basics; Building Blocks of a Game; The Game World; The Game Loop; The Game Loop in Swift 327 $aThe Structure of a Program Types of Applications; Functions ; Syntax Diagrams; Calling a Function ; Program Layout; Comments ; Instructions vs. Lines ; Whitespace and Indentation ; What You Have Learned; Chapter 3: Creating a Game World; Basic Types and Variables; Types ; Declaration and Assignment of Variables; Instructions and Expressions ; Operators and More Complex Expressions; Arithmetic Operators ; Priority of Operators ; Other Numeric Types ; The DiscoWorld Game ; Scope of Variables ; What You Have Learned; Chapter 4: Game Assets; Locating Sprites 327 $aLoading and Drawing Sprites Resolutions and Aspect Ratios; Moving Sprites; Loading and Drawing Multiple Sprites; Configuring the Device Orientation; Music and Sounds ; What You Have Learned; Part II: Painter; Chapter 5: Reacting to Player Input; Dealing With Touch Input; Using the Touch Location to Change the Game World; Conditional Execution Based on Touch; Testing for Alternatives; Comparison Operators; Logic Operators; The Boolean Type; Changing the Color of the Cannon; A Few Final Remarks; What You Have Learned; Chapter 6: A Flying Ball; Methods 327 $aParameter Names and Labels Default Parameter Values; Reorganizing Instructions into Methods; Moving Between Local and World Coordinates; Adding a Ball to the Game World; Shooting the Ball; Updating the Ball Position; Fixed Timestep vs. Variable Timestep; Updating the Ball Color; What You Have Learned; Chapter 7: Game Object Types; Creating Multiple Objects of the Same Type; Classes as Types; Input Handling in a Separate Class; Initializing Objects; The Self Keyword; Accessing Other Objects Using Static Variables; The Double Role of Classes 327 $aWriting a Class with Multiple Instances Dealing with Randomness in Games; Calculating a Random Velocity and Color; Updating the Paint Can; What You Have Learned; Chapter 8: Colors and Collisions; A Different Way to Represent Colors; Controlled Data Access for Objects; Adding a Computed Property to a Class; Handling Collisions Between the Ball and the Cans; Values and References; Structs; What You Have Learned; Chapter 9: Limited Lives; Maintaining the Number of Lives; Indicating the Number of Lives to the Player; Executing Instructions Multiple Times 327 $aA Shorter Notation for Incrementing Counters 330 $a"Concepts of game programming are explained well, and no prior knowledge of Swift language programming is required. ... The images and audio provided are professional and clean." William Fahle, Computing Review, May 31, 2016 Swift Game Programming for Absolute Beginners teaches Apple?s Swift language in the context of four, fun and colorful games. Learn the Swift 2.0 language, and learn to create game apps for iOS at the same time ? a double win! The four games you?ll develop while reading this book are: Painter Tut?s Tomb Penguin Pairs Tick Tick These four games are casual, arcade-style games representing the aim-and-shoot, casual, puzzle, and platform styles of game play. Professionally developed game assets form part of the book download. You?ll get professionally drawn sprites and imagery that?ll have you proud to show your learning to friends and family. The approach in Swift Game Programming for Absolute Beginners follows the structure of a game rather than the syntax of a language. You?ll learn to create game worlds, manage game objects and game states, define levels for players to pass through, implement animations based upon realistic physics, and much more. Along the way you?ll learn the language, but always in the context of fun and games. Swift is Apple?s new programming language introduced in 2014 to replace Objective-C as the main programming language for iOS devices and Mac OS X. Swift is a must learn language for anyone targeting Apple devices, and Swift Game Programming for Absolute Beginners provides the most fun you?ll ever have in stepping over the threshold toward eventual mastery of the language. 606 $aComputer games?Programming 606 $aProgramming languages (Electronic computers) 606 $aGame Development$3https://scigraph.springernature.com/ontologies/product-market-codes/I29040 606 $aProgramming Languages, Compilers, Interpreters$3https://scigraph.springernature.com/ontologies/product-market-codes/I14037 615 0$aComputer games?Programming. 615 0$aProgramming languages (Electronic computers) 615 14$aGame Development. 615 24$aProgramming Languages, Compilers, Interpreters. 676 $a004 700 $aEgges$b Arjan$4aut$4http://id.loc.gov/vocabulary/relators/aut$0892448 801 0$bUMI 801 1$bUMI 906 $aBOOK 912 $a9910300658603321 996 $aSwift Game Programming for Absolute Beginners$92066347 997 $aUNINA