LEADER 08307nam 22008895 450 001 996465879503316 005 20200706154532.0 010 $a1-281-85508-1 010 $a3-540-79450-6 024 7 $a10.1007/978-3-540-79450-9 035 $a(CKB)1000000000490362 035 $a(SSID)ssj0000316482 035 $a(PQKBManifestationID)11247265 035 $a(PQKBTitleCode)TC0000316482 035 $a(PQKBWorkID)10275837 035 $a(PQKB)10962847 035 $a(DE-He213)978-3-540-79450-9 035 $a(MiAaPQ)EBC6298376 035 $a(MiAaPQ)EBC4976225 035 $a(MiAaPQ)EBC5594458 035 $a(Au-PeEL)EBL4976225 035 $a(CaONFJC)MIL185508 035 $a(OCoLC)1027153370 035 $a(Au-PeEL)EBL5594458 035 $a(OCoLC)1076252298 035 $a(PPN)125218923 035 $a(EXLCZ)991000000000490362 100 $a20100301d2008 u| 0 101 0 $aeng 135 $aurnn#008mamaa 181 $ctxt 182 $cc 183 $acr 200 10$aBioinformatics Research and Applications$b[electronic resource] $eFourth International Symposium, ISBRA 2008, Atlanta, GA, USA, May 6-9, 2008, Proceedings /$fedited by Ion Mandoiu, Rajshekhar Sunderraman, Alexander Zelikovsky 205 $a1st ed. 2008. 210 1$aBerlin, Heidelberg :$cSpringer Berlin Heidelberg :$cImprint: Springer,$d2008. 215 $a1 online resource (XIX, 510 p.) 225 1 $aLecture Notes in Bioinformatics ;$v4983 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a3-540-79449-2 320 $aIncludes bibliographical references and index. 327 $aInvited Keynote Talk: Set-Level Analyses for Genome-Wide Association Data -- Hierarchical Clustering Using Constraints -- The Gene-Duplication Problem: Near-Linear Time Algorithms for NNI Based Local Searches -- A Distance-Based Method for Detecting Horizontal Gene Transfer in Whole Genomes -- An Approach for Determining Evolutionary Distance in Network-Based Phylogenetic Analysis -- Pairwise Statistical Significance Versus Database Statistical Significance for Local Alignment of Protein Sequences -- Estimating Pairwise Statistical Significance of Protein Local Alignments Using a Clustering-Classification Approach Based on Amino Acid Composition -- Gapped Extension for Local Multiple Alignment of Interspersed DNA Repeats -- Improved Alignment of Protein Sequences Based on Common Parts -- Invited Keynote Talk: Computing P-Values for Peptide Identifications in Mass Spectrometry -- PFP: A Computational Framework for Phylogenetic Footprinting in Prokaryotic Genomes -- Accelerating the Neighbor-Joining Algorithm Using the Adaptive Bucket Data Structure -- Generalized Gene Adjacencies, Graph Bandwidth and Clusters in Yeast Evolution -- Physicochemical Correlation between Amino Acid Sites in Short Sequences under Selective Pressure -- HCV Quasispecies Assembly Using Network Flows -- A Dynamic Programming Algorithm for De Novo Peptide Sequencing with Variable Scoring -- Invited Keynote Talk: Haplotype Sharing for Genome-Wide Case-Control Association Studies -- Incorporating Literature Knowledge in Bayesian Network for Inferring Gene Networks with Gene Expression Data -- Integrative Network Component Analysis for Regulatory Network Reconstruction -- A Graph-Theoretic Method for Mining Overlapping Functional Modules in Protein Interaction Networks -- Identification of Transcription Factor Binding Sites in Promoter Regions by Modularity Analysis of the Motif Co-occurrence Graph -- Mean Squared Residue Based Biclustering Algorithms -- Sparse Decomposition of Gene Expression Data to Infer Transcriptional Modules Guided by Motif Information -- A Novel Metric for Redundant Gene Elimination Based on Discriminative Contribution -- Network-Based Inference of Cancer Progression from Microarray Data -- Invited Keynote Talk: Quiet Revolution: Connectivity in the Cancer Research Community -- Wavelet-Based 3-D Multifractal Spectrum with Applications in Breast MRI Images -- Accurate Inverse Consistent Non-rigid Image Registration and Its Application on Automatic Re-contouring -- GlycoBrowser: A Tool for Contextual Visualization of Biological Data and Pathways Using Ontologies -- Pattern Matching in RNA Structures -- The Use of a Conformational Alphabet for Fast Alignment of Protein Structures -- On-the-Fly Rotamer Pair Energy Evaluation in Protein Design -- Invited Keynote Talk: Integrative Viral Molecular Epidemiology: Hepatitis C Virus Modeling -- Multiple Kernel Support Vector Regression for siRNA Efficacy Prediction -- Hierarchical Clustering Support Vector Machines for Classifying Type-2 Diabetes Patients -- Computational Mutagenesis of E. coli Lac Repressor: Insight into Structure-Function Relationships and Accurate Prediction of Mutant Activity -- Evaluating Genetic Algorithms in Protein-Ligand Docking -- A Hidden Markov Model Approach for Prediction of Genomic Alterations from Gene Expression Profiling -- Evolutionary Algorithm for Feature Subset Selection in Predicting Tumor Outcomes Using Microarray Data -- Incorporating Knowledge of Topology Improves Reconstruction of Interaction Networks from Microarray Data -- Invited Keynote Talk: Data Mining and Statistical Methods for Analyzing Microarray Experiments -- Seven Variations of an Alignment Workflow - An Illustration of Agile Process Design and Management in Bio-jETI -- Supporting Computational Systems Science: Genomic Analysis Tool Federations Using Aspects and AOP -- BioDQ: Data Quality Estimation and Management for Genomics Databases -- Stepped Linear Regression to Accurately Assess Statistical Significance in Batch Confounded Differential Expression Analysis -- Bagging Multiple Comparisons from Microarray Data -- Human Blood-Brain Differential Gene-Expression Correlates with Dipeptide Frequency of Gene Products. 330 $aThis book constitutes the refereed proceedings of the Fourth International Symposium on Bioinformatics Research and Applications, ISBRA 2008, held in Atlanta, GA, USA in May 2008. The 35 revised full papers presented together with 6 workshop papers and 6 invited papers were carefully reviewed and selected from a total of 94 submissions. The papers cover a wide range of topics, including clustering and classification, gene expression analysis, gene networks, genome analysis, motif finding, pathways, protein structure prediction, protein domain interactions, phylogenetics, and software tools. 410 0$aLecture Notes in Bioinformatics ;$v4983 606 $aLife sciences 606 $aComputers 606 $aBioinformatics 606 $aPattern recognition 606 $aData mining 606 $aLife Sciences, general$3https://scigraph.springernature.com/ontologies/product-market-codes/L00004 606 $aTheory of Computation$3https://scigraph.springernature.com/ontologies/product-market-codes/I16005 606 $aComputational Biology/Bioinformatics$3https://scigraph.springernature.com/ontologies/product-market-codes/I23050 606 $aComputation by Abstract Devices$3https://scigraph.springernature.com/ontologies/product-market-codes/I16013 606 $aPattern Recognition$3https://scigraph.springernature.com/ontologies/product-market-codes/I2203X 606 $aData Mining and Knowledge Discovery$3https://scigraph.springernature.com/ontologies/product-market-codes/I18030 615 0$aLife sciences. 615 0$aComputers. 615 0$aBioinformatics. 615 0$aPattern recognition. 615 0$aData mining. 615 14$aLife Sciences, general. 615 24$aTheory of Computation. 615 24$aComputational Biology/Bioinformatics. 615 24$aComputation by Abstract Devices. 615 24$aPattern Recognition. 615 24$aData Mining and Knowledge Discovery. 676 $a570.285 702 $aMandoiu$b Ion$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aSunderraman$b Rajshekhar$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aZelikovsky$b Alexander$4edt$4http://id.loc.gov/vocabulary/relators/edt 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a996465879503316 996 $aBioinformatics Research and Applications$9772362 997 $aUNISA LEADER 06899nam 22006855 450 001 9910300651603321 005 20251214165956.0 010 $a9781430258018 010 $a1430258012 024 7 $a10.1007/978-1-4302-5801-8 035 $a(CKB)3710000000413980 035 $a(EBL)2093967 035 $a(SSID)ssj0001501307 035 $a(PQKBManifestationID)11855492 035 $a(PQKBTitleCode)TC0001501307 035 $a(PQKBWorkID)11524804 035 $a(PQKB)10506424 035 $a(DE-He213)978-1-4302-5801-8 035 $a(MiAaPQ)EBC2093967 035 $a(OCoLC)909027983 035 $a(OCoLC-P)909027983 035 $a(PPN)186024878 035 $a(CaSebORM)9781430258018 035 $a(MiAaPQ)EBC6230072 035 $a(EXLCZ)993710000000413980 100 $a20150513d2015 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aAdvanced Game Design with HTML5 and JavaScript /$fby Rex van der Spuy 205 $a1st ed. 2015. 210 1$aBerkeley, CA :$cApress :$cImprint: Apress,$d2015. 215 $a1 online resource (540 p.) 225 0 $aThe Expert's Voice in Game Development 300 $aIncludes index. 311 08$a9781430258001 311 08$a1430258004 327 $aContents at a Glance; Introduction; Chapter 1: Level Up!; Some New JavaScript Tricks; Variables: let, const, and var; Functions; Getting Loopy with Arrays; Using forEach; Using a for of Loop; Looping through Objects; Looping through Only Some Array Elements; Finding Array Elements; Mapping an Old Array to a New Array; Filtering Elements from an Array; Reducing Array Elements to a Single Value; Making Variables from Arrays with Destructuring; Function Arguments; Initializing a Function with a Configuration Object; Getters and Setters; Preventing Changes to Properties with Object.defineProperty 327 $aCreating ObjectsMaking Objects from Other Objects; Composition; Understanding Closure; Configuring Objects; Mixing and Matching Objects; Classes; Inheritance; Modules; Module Basics; Importing a Property as a Different Name; Module Export and Import Options; Module Default Exports; Re-exporting Modules; Modules and Code Architecture; Working with External Data; Loading Data with JSON and XHR; How XHR Loads the JSON file; Saving Game Data with localStorage; More Options for Loading and Saving Game Data; Using Promises; Playing Games Full- Screen; Using the Fullscreen API 327 $aCreating a Full-Screen Toggle ButtonMinifying Your JS Source Code; Using iFrames to Distribute Your Games on the Web; Setting Focus to the iFrame; Summary; Chapter 2: The Canvas Drawing API; Setting Up the Canvas; Drawing Lines; Line Caps; Connecting Lines to Create Shapes; Drawing Complex Shapes; Line Joins; Drawing Squares and Rectangles; Gradients; Drawing Circles and Arcs; Drawing Curved Lines; Shadows; Rotation; Scale; Making Things Transparent; Using Blend Modes; Compositing Effects; Filling Shapes with Images; Drawing an Image; Masking an Image; Blitting an Image onto the Canvas; Text 327 $aSummaryChapter 3: Working with Game Assets; The assets Object; Building the assets Object; Initializing the Loading Process; Loading Images; Loading Fonts; Loading JSON Files; Using a Texture Atlas; Creating the Texture Atlas; Loading the Texture Atlas; Loading and Using the Texture Atlas in Your Game Code; Summary; Chapter 4: Making Sprites and a Scene Graph; What Are Sprites?; Making a Rectangle Sprite; The children Array; The rectangle Sprite; The render Function; Making Sprites; Building a Scene Graph; Creating Nestable Rectangle Sprites; The Stage and the Canvas; The New render Function 327 $aNesting SpritesLocal and Global Coordinates; Rotation; Scale; Alpha Transparency; Depth Layering; Sprites for Games; The DisplayObject Class; Coding the DisplayObject Class; A Full-featured Render Function; The Stage; The Rectangle Class; Masking; API Insurance; Pivoting Around the Rotation Axis; The Circle Class; The Line Class; The Text Class; The Group Class; The Sprite Class; Making Sprites from Single Images; Making Sprites from Texture Atlas Frames; Blitting a Subimage from a Tileset; Blitting Multiple Tileset Frames; Using Multiple Texture Atlas Frames; Using Multiple Image Files 327 $aMaking Your Own Sprites 330 $aHow do you make a video game? Advanced Game Design with HTML5 and JavaScript is a down to earth education in how to make video games from scratch, using the powerful HTML5 and JavaScript technologies. This book is a point-by-point round up of all the essential techniques that every game designer needs to know. You'll discover how to create and render game graphics, add interactivity, sound, and animation. You?ll learn how to build your own custom game engine with reusable components so that you can quickly develop games with maximum impact and minimum code. You?ll also learn the secrets of vector math and advanced collision detection techniques, all of which are covered in a friendly and non-technical manner. You'll find detailed working examples, with hundreds of illustrations and thousands of lines of source code that you can freely adapt for 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 to make games for desktops, mobile phones, tablets or the Web. Advanced Game Design with HTML5 and JavaScript is a great next step for experienced programmers or ambitious beginners who already have some JavaScript experience, and want to jump head first into the world of video game development. It?s also great follow-up book for readers of Foundation Game Design with HTML5 and JavaScript (by the same author) who want to add depth and precision to their skills. The game examples in this book use pure JavaScript, so you can code as close to the metal as possible without having to be dependent on any limiting frameworks or game engines. No libraries, no dependencies, no third-party plugins: just you, your computer, and the code. If you?re looking for a book to take your game design skills into the stratosphere and beyond, this is it! 606 $aVideo games$xDesign 606 $aHTML (Document markup language) 606 $aJavaScript (Computer program language) 615 0$aVideo games$xDesign. 615 0$aHTML (Document markup language) 615 0$aJavaScript (Computer program language) 676 $a004 700 $aVan der Spuy$b Rex$4aut$4http://id.loc.gov/vocabulary/relators/aut$00 801 0$bOCoLC-P 801 1$bOCoLC-P 906 $aBOOK 912 $a9910300651603321 996 $aAdvanced Game Design with HTML5 and JavaScript$92000218 997 $aUNINA