Automotive Systems and Software Engineering [[electronic resource] ] : State of the Art and Future Trends / / edited by Yanja Dajsuren, Mark van den Brand |
Edizione | [1st ed. 2019.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019 |
Descrizione fisica | 1 online resource (364 pages) |
Disciplina | 005.1 |
Soggetto topico |
Software engineering
Special purpose computers Automotive engineering Control engineering Robotics Mechatronics Computer engineering Internet of things Embedded computer systems Application software Software Engineering Special Purpose and Application-Based Systems Automotive Engineering Control, Robotics, Mechatronics Cyber-physical systems, IoT Computer Applications |
ISBN | 3-030-12157-7 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Part I: Introduction -- Automotive Software Engineering: Past, Present, and Future -- Part II: Automotive Software Development -- Requirements Engineering for Automotive Embedded Systems -- Status Report on Automotive Software Development -- State-of-the-Art Tools and Methods Used in the Automotive Industry -- Part III: Automotive Software Reuse -- Software Reuse: From Cloned Variants to Managed Software Product Lines -- Variability Identification and Representation for Automotive Simulink Models -- Defining Architecture Framework for Automotive Systems -- Part IV: E/E Architecture and Safety -- The RACE Project: An Informatics-Driven Greenfield Approach to Future E/E Architectures for Cars -- Development of ISO 11783 Compliant Agricultural Systems: Experience Report -- Safety-Driven Development and ISO 26262 -- Part V: C-ITS and Security -- Introduction to Cooperative Intelligent Transportation Systems -- In-Vehicle Networks and Security -- Security for V2X -- Intelligent Transportation System Infrastructure and Software Challenges -- Part VI: Future Trends -- Future Trends in Electric Vehicles Enabled by Internet Connectivity, Solar, and Battery Technology -- Autonomous Vehicles: State of the Art, Future Trends, and Challenges. |
Record Nr. | UNINA-9910349291803321 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019 | ||
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Lo trovi qui: Univ. Federico II | ||
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Axioms and Hulls [[electronic resource] /] / by Donald E. Knuth |
Autore | Knuth Donald E |
Edizione | [1st ed. 1992.] |
Pubbl/distr/stampa | Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 1992 |
Descrizione fisica | 1 online resource (X, 114 p.) |
Disciplina | 516/.08 |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
Computers
Application software Discrete mathematics Computer graphics Algorithms Combinatorics Theory of Computation Computer Applications Discrete Mathematics Computer Graphics Algorithm Analysis and Problem Complexity |
ISBN | 3-540-47259-2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISA-996465760703316 |
Knuth Donald E
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Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 1992 | ||
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Lo trovi qui: Univ. di Salerno | ||
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Azure Automation Using the ARM Model [[electronic resource] ] : An In-Depth Guide to Automation with Azure Resource Manager / / by Shijimol Ambi Karthikeyan |
Autore | Ambi Karthikeyan Shijimol |
Edizione | [1st ed. 2017.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 |
Descrizione fisica | 1 online resource (XVII, 174 p. 245 illus., 234 illus. in color.) |
Disciplina | 004.6782 |
Soggetto topico |
Microsoft software
Microsoft .NET Framework Application software Management information systems Microsoft and .NET Computer Applications Business IT Infrastructure |
ISBN | 1-4842-3219-4 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910254856703321 |
Ambi Karthikeyan Shijimol
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 | ||
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Lo trovi qui: Univ. Federico II | ||
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Become ITIL® 4 foundation certified in 7 days : understand and prepare for the itil foundation ... exam with real-life examples / / Abhinav Krishna Kaiser |
Autore | Kaiser Abhinav Krishna |
Edizione | [Second edition] |
Pubbl/distr/stampa | Berkeley, California : , : APress, , [2021] |
Descrizione fisica | 1 online resource (XXVI, 453 pages : 60 illustrations) |
Disciplina | 004 |
Soggetto topico |
Computer Applications
Professional Computing ITIL (Information technology management standard) Information technology - Management - Standards |
ISBN | 1-4842-6361-8 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Day 1 -- Chapter 1: Introduction to the New ITIL -- Chapter 2: Brief Overview of DevOps -- Day 2 -- Chapter 3: ITIL 101: Concepts and Core Foundation -- Chapter 4: Holistic Approach to Service Management: Four Dimensions -- Day 3 -- Chapter 5A: Value Creation with Service Value System -- Chapter 5B: Influencing through Guiding Principles -- Chapter 6: ITIL's Management of Practices -- Day 4 -- Chapter 7: Practices to Manage Stakeholders -- Chapter 8: Practices to Enable Service Support -- Chapter 9: Continual Improvement -- Day 5 -- Chapter 10: Practices to Manage Operations -- Day 6 -- Chapter 11: Practices to Manage Changes -- Chapter 12: Practices to Manage Releases -- Day 7 -- Chapter 13: The Service Desk -- Chapter 14: Tips and Tricks for Taking the ITIL Exam -- Appendix A: Answers to Knowledge Checks.-. |
Record Nr. | UNINA-9910482998203321 |
Kaiser Abhinav Krishna
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Berkeley, California : , : APress, , [2021] | ||
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Lo trovi qui: Univ. Federico II | ||
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Beginning Android 3D Game Development [[electronic resource] /] / by Robert Chin |
Autore | Chin Robert |
Edizione | [1st ed. 2014.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014 |
Descrizione fisica | 1 online resource (482 p.) |
Disciplina | 794.8/1526 |
Soggetto topico |
Computer games—Programming
Application software Game Development Computer Applications |
ISBN | 1-4302-6548-5 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Beginning Android 3D Game Development -- Contents at a Glance -- Contents -- About the Author -- About the Technical Reviewer -- Acknowledgments -- Introduction -- Chapter 1: Let's Meet the Android -- Overview of Android -- Overview of the Android SDK -- Android Software Development Kit (SDK) Requirements -- Android SDK Components Overview -- Eclipse with Android Development Tools Plug-in -- Android SDK Manager -- Android Virtual Device -- How to Set Up for Development -- Android Development Tools Integrated Development Environment (IDE) Overview -- Package Explorer -- Source Code Area -- Outline -- Dalvik Debug Monitor Server (DDMS) -- LogCat Window -- Launching the SDK Manager and AVD Manager from Eclipse -- Hands-on Example: Non-OpenGL ES Text "Hello World" Program -- Creating a New Android Project -- Running on an Android Emulator -- Running on an Actual Android Device -- The Main Source Code -- The Graphical Layout -- The Actual "Hello World" Data -- Summary -- Chapter 2: Java for Android -- Overview of the Java Language -- Java Comments -- Java Basic Data Types -- Arrays -- Data Modifiers -- Java Operators -- Arithmetic Operators -- Unary Operators -- Conditional Operators -- Bitwise and Bit Shift Operators -- Java Flow Control Statements -- Java Classes -- Packages and Classes -- Accessing Classes in Packages -- Java Interfaces -- Accessing Class Variables and Functions -- Java Functions -- Calling the Parent Function -- The Basic Android Java Program Framework -- Android Activity Life Cycle Overview -- Key Activity Life Cycle Cases -- Seeing the Activity Life Cycle in Action -- The Basic Android Java OpenGL Framework -- Basic Android OpenGL ES Framework for a Single-View OpenGL ES Application -- The Custom GLSurfaceView -- The Custom Renderer -- Basic Android OpenGL ES Framework for a Multiple View OpenGL ES Application.
The XML Layout File -- The Activity Class and GLSurfaceView Class -- Hands-on Example: A 3D OpenGL "Hello Droid" Example -- Importing Project Examples into Eclipse -- The MainActivity and MyGLSurfaceView Classes -- The MyGLRenderer Class -- Class Overview -- Experimenting with "Hello Droid" -- Summary -- Chapter 3: 3D Math Review -- Vectors and Vector Operations -- What Is a Vector ? -- Vector Representing Position -- Vector Representing Direction -- Vector Representing Rotation Axis -- Vector Representing Force -- Vectors Representing Local Axes -- Our Vector Class -- The Vector Magnitude -- Vector Normalization -- Vector Addition -- Vector Multiplication -- Vector Negation -- The Right Triangle -- Vector Dot Product -- Vector Cross Product -- Matrices and Matrix Operations -- What Is a Matrix ? -- Built-in Android Matrix Class -- The Identity Matrix -- Matrix Transpose -- Matrix Multiplication -- Matrix Inverse -- Homogeneous Coordinates -- Using Matrices to Move Objects -- Using Matrices to Rotate Objects -- Using Matrices to Scale Objects -- Combining Matrices -- Hands-on Example: Manipulating Objects in 3D Space -- Building a 3D Object's Model Matrix -- Adding a Rotation to an Object -- Moving an Object in 3D Space -- Scaling an Object -- Summary -- Chapter 4: 3D Graphics Using OpenGL ES 2.0 -- Overview of OpenGL ES 2.0 on Android -- General Overview of OpenGL Object Rendering -- Specific Overview of the Rendering Procedure -- Transforming the 3D Object's Vertices -- Building the Model Matrix -- Building the View Matrix -- Building the Projection Matrix -- Setting the Viewport -- Sending the Matrices and Lighting Information to the Vertex and Fragment Shaders -- Rendering the Scene -- Overview of the OpenGL ES 2.0 Shading Language -- Basic Data Types -- Vector Components -- Operators and Expressions -- Program Flow Control Statements. Storage Qualifiers -- Reserved Variables -- Built-in Functions -- Overview of Vertex Shaders -- A Complex Vertex Shader -- Overview of Fragment or Pixel Shaders -- Overview of the Shader Class -- The Camera -- The 3D Object Mesh -- Mesh Vertex Data -- The MeshEx Class -- MeshEx Class Overview -- MeshEx Class Constructor -- MeshEx Class Error Debug Function -- MeshEx Class Mesh Draw Function -- Lighting -- Overview of Lighting -- The PointLight Class -- Building the Normal Matrix -- Lighting in the Vertex Shader -- Ambient -- Diffuse -- Specular -- Lighting in the Fragment Shader -- Ambient Lighting -- Diffuse Lighting -- Specular Lighting -- Final Fragment Color -- Materials -- The Material Class -- Materials in the Fragment Shader -- Textures -- Texture Magnification and Minification -- Texture Clamping and Repeating -- The Texture Class -- Textures in the Vertex Shader -- Textures in the Fragment Shader -- Summary -- Chapter 5: Motion and Collision -- Overview of Motion -- Linear Velocity and Linear Acceleration -- Newton's Laws of Motion -- Gravity -- Angular Velocity and Angular Acceleration -- Rotational Forces -- The Physics Class -- Hands-on Example: Linear Motion and Angular Motion Using Forces -- Creating a Four-Sided Textured Cube -- Modifying the Object3d Class -- Modifying the MyGLRenderer Class -- Overview of Collisions -- Collision Detection -- Modifying the MeshEx Class -- Modifying the Object3d Class -- Types of Collisions -- Modifying the Physics Class -- Calculating Collisions -- Modifying the Physics Class -- Hands-on Example: Collisions -- Modifying the MyGLRenderer Class -- Newton's Law of Gravity -- Drone Grid Case Study: Creating a Gravity Grid Using a Vertex Shader -- Modifying the Physics Class -- Modifying the MeshEx Class -- The GravityGridEx Class -- Creating the New Vertex Shader -- Main() Function of Shader. Modifying the MyGLRenderer Class -- Summary -- Chapter 6: Game Environment -- Overview of Sounds on Android -- The Sound Class -- Modifying the Object3d Class -- Hands-on Example: Sounds -- Modifying the MyGLRenderer Class -- Overview of a Heads-Up Display -- Overview of Our HUD -- Creating the BillBoard Class -- Creating the BillBoardFont Class -- Modifying the Texture Class -- Creating the BillBoardCharacterSet Class -- Creating the HUDItem Class -- Creating the HUD Class -- Modifying the Object3d Class -- Drone Grid Case Study: Creating the HUD -- Modifying the MyGLRenderer Class -- Overview of Persistent Data -- Modifying the Orientation Class -- Modifying the Physics Class -- Modifying the Object3d Class -- Hands-on Example: Saving Persistent Data -- Modifying the MyGLRenderer Class -- Modifying the MyGLSurfaceView Class -- Modifying the MainActivity Class -- Summary -- Chapter 7: Drone Grid Case Study: Creating the Player -- Creating the Player Graphic -- Creating the Mesh Class -- Modifying the Object3d Class -- Modifying Other Classes That Use the Object3d Class -- Creating the Pyramid Class -- Creating the PowerPyramid Class -- Creating the Player's Viewpoint and Input -- Modifying the MyGLRenderer Class -- Modifying the MyGLSurfaceView Class -- Creating Player Weapons and Ammunition -- Creating the Explosions -- Creating the PolyParticleEx Class -- Creating the SphericalPolygonExplosion Class -- Modifying the Object3d Class -- Creating Game Object Statistics -- Creating the Stats Class -- Modifying the Object3d Class -- Hands-on Example: Target Shooting! -- Creating the Player -- Creating the Player's Weapon -- Processing Collisions -- Modifying the onDrawFrame() Function -- Summary -- Chapter 8: Drone Grid Case Study: Creating the Enemies -- Creating Arena Objects -- Overview of Artificial Intelligence -- Creating the Tank Enemy. Creating the Tank Graphic -- Creating the Tank State -- Creating Vehicle Commands -- Creating the Tank State to Process Commands -- Creating the Vehicle Steering Class -- Creating the Tank's Patrol/Attack State -- Creating the Tank Finite State Machine -- Creating the Driver for the Tank -- Modifying the Physics Class -- Modifying the Object3d Class -- Creating the Tank Class -- Hands-on Example: Arena Objects and Tanks -- Modifying the MyGLRenderer Class -- Summary -- Chapter 9: Drone Grid Case Study: The User Interface -- Creating the Main Menu System -- The MenuItem Class -- The MainMenu Class -- Creating the High Score Table -- The HighScoreEntry Class -- The HighScoreTable Class -- Creating the High Score Entry System -- Hands-on Example: Demonstrating the User Interface -- Modifying the MyGLRenderer Class -- Summary -- Chapter 10: The Final Drone Grid Game -- Organizing and Controlling Groups of Enemies -- The ArenaObjectSet Class -- The TankFleet Class -- The GamePlayController Class -- Saving and Loading the Game State -- Modifying the MainActivity Class -- Modifying the MyGLRenderer Class -- Adding in the Game Over Game State -- Hands-on Example: The Drone Grid Game -- Modifying the MyGLRenderer Class -- Summary -- Chapter 11: The Android Native Development Kit (NDK) -- NDK Overview -- NDK System Requirements -- Android Platform Compatibility -- Installing the Android NDK -- Ways to Use the Android NDK -- Java Native Interface Overview -- The Java Interface Pointer -- Loading and Linking Native C/C++ Methods -- Naming Native Functions -- Native Function Parameters -- C vs. C++ Native Function Formats -- Native Types -- Reference Types -- JNI Signature Types -- Calling Native Code from Java and Accessing Java Methods from Native Code -- JNI Functions -- Android JNI Makefile -- Hands-on Example: "Hello World from JNI and Native Code ". Modifying the MyGLRenderer Class. |
Record Nr. | UNINA-9910300465803321 |
Chin Robert
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014 | ||
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Lo trovi qui: Univ. Federico II | ||
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Beginning Android Wearables [[electronic resource] ] : With Android Wear and Google Glass SDKs / / by Andres Calvo |
Autore | Calvo Andres |
Edizione | [1st ed. 2015.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015 |
Descrizione fisica | 1 online resource (495 p.) |
Disciplina | 004 |
Soggetto topico |
Mobile computing
Application software Mobile Computing Computer Applications |
ISBN | 1-4842-0517-0 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Contents at a Glance; Part I: Introduction; Chapter 1: Introducing Android Wearables; Wearables and Contextual Awareness; Wearables and User Experience; Why Android Wearables?; What Can Android Wear Do?; The Context Stream; The Cue Card; The Android Wear App; What Can Glass Do?; Understanding Glass Lingo; Google Glass vs. Glass; Glassware; Glass Explorers; Cards & Timeline; The Past Section; The Present and Future Section; Voice Commands; The MyGlass App; Notification Sync; The End of the Glass Explorers Program; Should I Develop for Glass or Android Wear?; Design Matters; Reading This Book
SummaryPart II: Notifications; Chapter 2: Reviewing Notifications for Android; The Example App; Standard Notifications; Always Use a Content Intent; PendingIntents; A Single Top Activity; Implementation; Updating Notifications; Implementation; Notification Priority; Notification Alerts; Notifications in Android 5.0; Dark Content on a Light Background; The Interruption Filter; Notification Category; Lock Screen Notifications; Implementing Public, Private, and Secret Notifications; Implementing Private Notifications with a Public Version; Heads-up Notifications; Implementation Changing a Notification's ColorCompatibility; Rich Notifications; BigTextStyle Notification; Implementation; BigPictureStyle Notification; Implementation; InboxStyle Notification; Implementation; Notification Actions; Implementation; Custom Notifications; Implementation; MediaStyle Notification; Implementing MediaStyleService; Declare and Initialize Member Variables; Manage Music Playback; Create a MediaStyle Notification; Handle the Play and Pause Actions; Implementing MainActivity; Summary; Chapter 3: Customizing Notifications for Wearables; Getting Started; The Example App Handheld Notifications on WearablesStandard Notifications; BigTextStyle Notifications; BigPictureStyle Notifications; InboxStyle Notifications; Notification Actions; Customizing Notifications for Wearables; Wielding TaskStackBuilder; Implementation; Implement ChatDetailActivity; Implement the Notification; Wearable-Only Actions; Implementation; Implement ActionFeedbackActivity; Implement the Notification; Notification Pages; BigTextStyle Pages on Android Wear and Glass; Implementation; Stacking Notifications; Implementation; Voice Input Notification; Implementation; Update ChatDetailActivity Implement the NotificationBackground Only Notifications; Implementation; Content Action; Implementation; Summary; Part III: Android Wear; Chapter 4: Running Apps Directly on Android Wear; The Android SDK in Android Wear; Creating a New Project; Starting Wear Apps; App-Provided Voice Actions; System-Provided Voice Actions; The Example App; Example #1: Our First Wearable App; The Wearable UI Library; Our First Wearable UI View: WearableListView; WearableListView and RecyclerView; The ViewHolder Pattern; Example #2: Implementing a List of Strings; Extending WearableListView.Adapter Implementing SimpleWearableListViewActivity |
Record Nr. | UNINA-9910300646603321 |
Calvo Andres
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015 | ||
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Lo trovi qui: Univ. Federico II | ||
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Beginning App Development with Parse and PhoneGap [[electronic resource] /] / by Stephan Alber, Wilkins Fernandez |
Autore | Alber Stephan |
Edizione | [1st ed. 2015.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015 |
Descrizione fisica | 1 online resource (287 p.) |
Disciplina | 004 |
Collana | Expert's Voice in App Development |
Soggetto topico |
Computer programming
Application software Web Development Computer Applications |
ISBN | 1-4842-0235-X |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Contents at a Glance; Contents; About the Authors; About the Technical Reviewer; Acknowledgments; Preface; Chapter 1: Introduction; What Is PhoneGap?; History ; How PhoneGap Works ; Foreign Function Interface ; Supported Pla tforms ; PhoneGap vs. Web Applications ; Building and Testing PhoneGap Applications; T he Adobe PhoneGap Build Service (Optional) ; Caveats ; Why We Don't Use Adobe PhoneGap Build in This Book ; Collaboration and Testing Tools ; Using Parse; Developing Applications with Parse ; Features ; Why Parse and PhoneGap? ; Make Your Application Social
Previous Knowledge and Requirements JavaScript Object Literals; Namespaces with Object Literals ; Organizing Code for Projects in This Book ; Loading Scripts with LABjs ; Build Process ; Debugging ; Command-Line Interface Tools ; Integrated Development Environment ( IDE) ; What You Will Learn about PhoneGap and Parse; Going Further; Chapter 2: Beginning PhoneGap; Platform Setup and Restrictions ; Installing Node.js and Node Package Manager ; iOS Environment Setup; Command Line Tools for Xcode ; iOS Launcher Packages ; Android Environment Setup; Java Development Kit ( JDK) Android SDK Installation Windows; Mac; Android SDK Manager ; Choosing an Android Emulator Image ; Managing Virtual Devices ; Adding Android SDK Paths ; Installing Apache Ant ; Installing PhoneGap; Windows ; Mac ; Updating PhoneGap; Using the PhoneGap CLI Tools ; Creating a New PhoneGap Application; PhoneGap "Hello World" Application ; Building Applications ; Running Applications ; Device Selection ; Inside PhoneGap's "Hello World" Application ; Main Application Script (index.js) ; Debugging PhoneGap Applications ; Summary; Chapter 3: Beginning Parse Parse Features at a Glance Creating and Setting Up a Parse Project; Web Hosting ; Configuring a Parse Application's Subdomain ; Installing the Parse CLI for Application Publishing ; Setting Up Folders ; Creating a New Project ; About Parse Project Files and Folders ; Deploying a Parse Project ; Building a CRUD Application; Updating index.html of the Parse Starter Project; Adding Custom UI Elements ; Adding Script References ; Customizing CSS ; Creating a JavaScript Application File ; Initializing Parse; Extending a Parse.Object ; Saving to Parse; CRUD Preparation Adding Event Listener Creating a New Record ; Adding Safeguard Before Creating New Record; Updating the User Interface; Instantiating Parse Object; Saving to Parse; Success and Error Callback Functions; Error Handling; Data Browser; Retrieving Existing Records ; Parse.Query Object ; Updating crud.retrieve ; Testing Record Retrieval ; Extending Queries ; Query Methods ; Querying for Data; Sorting Results ; Updating Records ; Reset the Form; Update crud.update; Editing an Item; Testing the Update Function; Removing DOM Node; Finishing Touches; Deleting Records ; Cloud Code Cloud Functions |
Record Nr. | UNINA-9910300641603321 |
Alber Stephan
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015 | ||
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Lo trovi qui: Univ. Federico II | ||
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Beginning Blockchain [[electronic resource] ] : A Beginner's Guide to Building Blockchain Solutions / / by Bikramaditya Singhal, Gautam Dhameja, Priyansu Sekhar Panda |
Autore | Singhal Bikramaditya |
Edizione | [1st ed. 2018.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018 |
Descrizione fisica | 1 online resource (396 pages) |
Disciplina | 005.74 |
Soggetto topico |
Database management
Big data Application software Database Management Big Data Computer Applications |
Soggetto genere / forma | Handbooks and manuals. |
ISBN | 1-4842-3444-8 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Chapter 1: Introduction to Blockchain -- Chapter 2: How Blockchain Works -- Chapter 3: How Bitcoin Works -- Chapter 4: How Ethereum Works -- Chapter 5: Blockchain Application Development -- Chapter 6: Building an Ethereum DApp. |
Record Nr. | UNINA-9910300758003321 |
Singhal Bikramaditya
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018 | ||
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Lo trovi qui: Univ. Federico II | ||
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Beginning Build and Release Management with TFS 2017 and VSTS [[electronic resource] ] : Leveraging Continuous Delivery for Your Business / / by Chaminda Chandrasekara |
Autore | Chandrasekara Chaminda |
Edizione | [1st ed. 2017.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 |
Descrizione fisica | 1 online resource (XVII, 559 p. 785 illus., 778 illus. in color.) |
Disciplina | 006.7882 |
Soggetto topico |
Microsoft software
Microsoft .NET Framework Application software Computer programming Microsoft and .NET Computer Applications Web Development |
ISBN | 1-4842-2811-1 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Chapter 1: Understanding the Concepts -- Chapter 2: TFS15/VSTS Build/Release Agents – Configuring & Marketplace Extensions -- Chapter 3: ASP.Net Web Application Deployment to Azure and IIS -- Chapter 4: Deployment to other platforms -- Chapter 5: Azure SQL and TFS/VSTS Build and Release -- Chapter 6: Team Services for Azure Service Fabric Deployments -- Chapter 7: Meta-Tasks, Folders, Tags and Build/Release Definition -- Chapter 8: Building with External Repositories and other platform builds -- Chapter 9: Test Automation with Build and Release -- Chapter 10: Dynamics CRM 2016 /CRMOnline Deployments with TFS/VSTS Release -- Chapter 11: Effective Release Note – with TFS Release -- Chapter 12: Package Management -- Chapter 13: Extending Build and Release Tasks on Your Own. |
Record Nr. | UNINA-9910254855103321 |
Chandrasekara Chaminda
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 | ||
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Lo trovi qui: Univ. Federico II | ||
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Beginning Fedora Desktop [[electronic resource] ] : Fedora 20 Edition / / by Richard Petersen |
Autore | Petersen Richard |
Edizione | [2nd ed. 2014.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014 |
Descrizione fisica | 1 online resource (487 p.) |
Disciplina | 005.432 |
Collana | Expert's voice in Linux |
Soggetto topico |
Open source software
Computer programming Software engineering Application software Open Source Software Engineering/Programming and Operating Systems Computer Applications |
ISBN | 1-4842-0067-5 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Contents at a Glance; Introduction; Chapter 1: Fedora 20 Introduction; Fedora Documentation; Fedora 20; Fedora 20 Desktop Features; Fedora ISO Images; Fedora Custom Spins; Multimedia; Fedora Live DVD; Starting the Live DVD; Installing Fedora from a Live DVD; USB Live Disk; liveusb-creator; livecd-iso-to-disk; Live USB Persistence Storage; Persistent Home Directory; Fedora Logo; Linux; Open Source Software; Linux Documentation; Chapter 2: Installation and Upgrade; Obtaining the DVDs; Install Strategies: Making Use of Repositories; Live DVD Advantages; Fedora Install DVD Advantages
Installation IssuesInstalling Dual-Boot Systems; Storage Configuration; Install Sources (Install DVD); Basic Install with Fedora Live Desktop DVD; Quick Install with the Install DVD; Installing Fedora Linux; Starting the Installation Program with the Install DVD; Check Disk Media; Initial Setup; Automatic Partitioning; Manual Partitioning: Partitions, BTRFS, RAID, and Logical Volumes; Recommended Partitions; Creating Partitions; Logical Volumes; RAID and BTRFS; Software Installation Configuration with the Fedora Install DVD/CDs; GRUB on Restart; GNOME Initial Setup and GNOME Help Upgrading Fedora LinuxCreating Boot Disks; Booting in Rescue Mode; Reinstalling the Bootloader; Chapter 3: Usage Basics: Login, Desktop, and Help; User Accounts; GRUB Start Menu and Boot Problems; The Display Manager: GDM; The System Status Area; Important Laptop Features; Desktops; KDE; Xfce and LXDE; Cinnamon and Mate; GNOME; GNOME File Manager; GNOME Customization with Tweak Tool: Themes, Icons, Fonts, Startup Applications, and Extensions; Logging Out and Shutting Down from GNOME; Network Connections; Network Manager Wired Connections; Network Manager Wireless Connections System Settings Network (GNOME and Proxies)System Settings; Background; Date & Time; Notifications; Privacy; Details (System Information); Using Removable Devices and Media; Sharing; Power Management; Mouse and Touchpad; Display (Resolution and Rotation); Universal Access; Keyboard and Language; Color Profiles (GNOME Color Manager); Online Accounts; Accessing File Systems, Devices, and Remote Hosts; Video Drivers; Multimedia Support: MP3, DVD Video, and DivX; Terminal Window; Command-Line Interface; Running Windows Software on Linux: Wine; Help Resources; GNOME and KDE Help Context-Sensitive HelpApplication Documentation; The Man Pages; The Info Pages; Web Resources; Chapter 4: Installing and Updating Software: YUM, GNOME Software, PackageKit, and RPM; Software Repositories; Fedora Software Repositories; RPM Fusion; Adobe and Livna; Third-Party Linux Software Archives; Updating Fedora: GNOME Software and Software Update; Updating Fedora with GNOME Software Update; Updating Fedora with Software Update (PackageKit); Update Preferences; Update with the yum Command; Automatic YUM Update with cron; Presto: Efficient Updating with DeltaRPM Packages Installing Software Packages |
Record Nr. | UNINA-9910300461903321 |
Petersen Richard
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014 | ||
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Lo trovi qui: Univ. Federico II | ||
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