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3D game development with Microsoft Silverlight 3 [[electronic resource] ] : beginner's guide : a practical guide to creating real-time responsive online 3D games in Silverlight 3 using C#, XBAP WPF, XAML, Balder, and Farseer Physics Engine / / Gastón C. Hillar
3D game development with Microsoft Silverlight 3 [[electronic resource] ] : beginner's guide : a practical guide to creating real-time responsive online 3D games in Silverlight 3 using C#, XBAP WPF, XAML, Balder, and Farseer Physics Engine / / Gastón C. Hillar
Autore Hillar Gastón C
Pubbl/distr/stampa Birmingham, U.K., : Packt Pub., 2009
Descrizione fisica 1 online resource (452 p.)
Disciplina 005.1
Collana Learn by doing : less theory, more results
Soggetto topico Computer games - Programming
Three-dimensional display systems
Soggetto genere / forma Electronic books.
ISBN 1-282-30505-0
9786612305054
1-84719-893-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Table of Contents; Preface; Chapter 1: Lights, Camera, and Action!; UFOs in the sky!: Invaders; Time for action - preparing the development environment; Time for action - recognizing digital art assets; Time for action - creating the raster digital content; Digital Content Creation tools; Basic elements of a 2D and/or 3D real-time game; Programming responsibilities; Time for action - installing tools to manipulate; scalable digital content; XAML works fine with Silverlight 3; Time for action - creating the scalable digital content in XAML; Previewing and scaling XAML vector graphics
Time for action - testing the scalable digital contentusing XamlPad; Editing vector illustrations using Expression Design; Preparing a gaming framework; Time for action - creating Silverlight applications; Time for action - building and running Silverlight applications; Programming event handlers in the main page; Time for action - creating XBAP WPF applications; Time for action - building and running the; XBAP WPF applications; Summary; Chapter 2: Working with 2D Characters; Creating an accelerated graphics viewport; Time for action - enabling hardware acceleration
Time for action - transforming media using the GPUCaching rendered content; Scaling and rotating a vector-based illustration; Time for action - shaking many illustrations at the same time; Running loops faster; Accelerating transforms and blends; Using 2D vectors; Time for action - detecting GPU-acceleration problems; Understanding GPU acceleration limitations; Creating encapsulated object-oriented characters; Time for action - creating User Control classes to hold images; Time for action - displaying images and sprites; Showing a sprite on the screen; Defining the behavior
Understanding dimensionsManaging resolutions; Screen resolutions; Summary; Chapter 3: Combining Sprites with Backgrounds; The first remake assignment; Time for action - creating sprites based on XAML; vector-based graphics; Defining the relative center point; Time for action - creating a specialized sprite; management class; Taking full advantage of object-oriented capabilities; Preparing the classes for inheritance; Wrapping a UserControl to manage it; Time for action - creating a superclass for some characters; Time for action - creating the subclasses for the characters
Time for action - creating methods for the game loopCreating objects on the fly; Managing dynamic objects; Time for action - writing the game loop; Animating multiple sprites; Managing a complex game loop; Time for action - detecting collisions between 2D characters; Using colors to paint sprites; Summary; Chapter 4: Working with 3D Characters; The second remake assignment; Time for Action - exporting a 3D model without; considering textures; XAML 3D models; Time for action - from DCC tools to WPF; XBAP WPF applications with 3D content; Time for action - displaying a 3D model in a 2D screen
with WPF
Record Nr. UNINA-9910455710503321
Hillar Gastón C  
Birmingham, U.K., : Packt Pub., 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
3D game development with Microsoft Silverlight 3 : beginner's guide : a practical guide to creating real-time responsive online 3D games in Silverlight 3 using C#, XBAP WPF, XAML, Balder, and Farseer Physics Engine / / Gastón C. Hillar
3D game development with Microsoft Silverlight 3 : beginner's guide : a practical guide to creating real-time responsive online 3D games in Silverlight 3 using C#, XBAP WPF, XAML, Balder, and Farseer Physics Engine / / Gastón C. Hillar
Autore Hillar Gastón C
Pubbl/distr/stampa Birmingham, United Kingdom : , : Packt Publishing, , 2009
Descrizione fisica 1 online resource (452 pages)
Disciplina 005.1
Collana Learn by doing : less theory, more results
Soggetto topico Video games - Programming
Three-dimensional display systems
ISBN 1-282-30505-0
9786612305054
1-84719-893-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Table of Contents; Preface; Chapter 1: Lights, Camera, and Action!; UFOs in the sky!: Invaders; Time for action - preparing the development environment; Time for action - recognizing digital art assets; Time for action - creating the raster digital content; Digital Content Creation tools; Basic elements of a 2D and/or 3D real-time game; Programming responsibilities; Time for action - installing tools to manipulate; scalable digital content; XAML works fine with Silverlight 3; Time for action - creating the scalable digital content in XAML; Previewing and scaling XAML vector graphics
Time for action - testing the scalable digital contentusing XamlPad; Editing vector illustrations using Expression Design; Preparing a gaming framework; Time for action - creating Silverlight applications; Time for action - building and running Silverlight applications; Programming event handlers in the main page; Time for action - creating XBAP WPF applications; Time for action - building and running the; XBAP WPF applications; Summary; Chapter 2: Working with 2D Characters; Creating an accelerated graphics viewport; Time for action - enabling hardware acceleration
Time for action - transforming media using the GPUCaching rendered content; Scaling and rotating a vector-based illustration; Time for action - shaking many illustrations at the same time; Running loops faster; Accelerating transforms and blends; Using 2D vectors; Time for action - detecting GPU-acceleration problems; Understanding GPU acceleration limitations; Creating encapsulated object-oriented characters; Time for action - creating User Control classes to hold images; Time for action - displaying images and sprites; Showing a sprite on the screen; Defining the behavior
Understanding dimensionsManaging resolutions; Screen resolutions; Summary; Chapter 3: Combining Sprites with Backgrounds; The first remake assignment; Time for action - creating sprites based on XAML; vector-based graphics; Defining the relative center point; Time for action - creating a specialized sprite; management class; Taking full advantage of object-oriented capabilities; Preparing the classes for inheritance; Wrapping a UserControl to manage it; Time for action - creating a superclass for some characters; Time for action - creating the subclasses for the characters
Time for action - creating methods for the game loopCreating objects on the fly; Managing dynamic objects; Time for action - writing the game loop; Animating multiple sprites; Managing a complex game loop; Time for action - detecting collisions between 2D characters; Using colors to paint sprites; Summary; Chapter 4: Working with 3D Characters; The second remake assignment; Time for Action - exporting a 3D model without; considering textures; XAML 3D models; Time for action - from DCC tools to WPF; XBAP WPF applications with 3D content; Time for action - displaying a 3D model in a 2D screen
with WPF
Record Nr. UNINA-9910780788103321
Hillar Gastón C  
Birmingham, United Kingdom : , : Packt Publishing, , 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
3D game development with Microsoft Silverlight 3 : beginner's guide : a practical guide to creating real-time responsive online 3D games in Silverlight 3 using C#, XBAP WPF, XAML, Balder, and Farseer Physics Engine / / Gastón C. Hillar
3D game development with Microsoft Silverlight 3 : beginner's guide : a practical guide to creating real-time responsive online 3D games in Silverlight 3 using C#, XBAP WPF, XAML, Balder, and Farseer Physics Engine / / Gastón C. Hillar
Autore Hillar Gastón C
Edizione [1st ed.]
Pubbl/distr/stampa Birmingham, United Kingdom : , : Packt Publishing, , 2009
Descrizione fisica 1 online resource (452 pages)
Disciplina 005.1
Collana Learn by doing : less theory, more results
Soggetto topico Video games - Programming
Three-dimensional display systems
ISBN 9786612305054
9781282305052
1282305050
9781847198938
1847198937
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Table of Contents; Preface; Chapter 1: Lights, Camera, and Action!; UFOs in the sky!: Invaders; Time for action - preparing the development environment; Time for action - recognizing digital art assets; Time for action - creating the raster digital content; Digital Content Creation tools; Basic elements of a 2D and/or 3D real-time game; Programming responsibilities; Time for action - installing tools to manipulate; scalable digital content; XAML works fine with Silverlight 3; Time for action - creating the scalable digital content in XAML; Previewing and scaling XAML vector graphics
Time for action - testing the scalable digital contentusing XamlPad; Editing vector illustrations using Expression Design; Preparing a gaming framework; Time for action - creating Silverlight applications; Time for action - building and running Silverlight applications; Programming event handlers in the main page; Time for action - creating XBAP WPF applications; Time for action - building and running the; XBAP WPF applications; Summary; Chapter 2: Working with 2D Characters; Creating an accelerated graphics viewport; Time for action - enabling hardware acceleration
Time for action - transforming media using the GPUCaching rendered content; Scaling and rotating a vector-based illustration; Time for action - shaking many illustrations at the same time; Running loops faster; Accelerating transforms and blends; Using 2D vectors; Time for action - detecting GPU-acceleration problems; Understanding GPU acceleration limitations; Creating encapsulated object-oriented characters; Time for action - creating User Control classes to hold images; Time for action - displaying images and sprites; Showing a sprite on the screen; Defining the behavior
Understanding dimensionsManaging resolutions; Screen resolutions; Summary; Chapter 3: Combining Sprites with Backgrounds; The first remake assignment; Time for action - creating sprites based on XAML; vector-based graphics; Defining the relative center point; Time for action - creating a specialized sprite; management class; Taking full advantage of object-oriented capabilities; Preparing the classes for inheritance; Wrapping a UserControl to manage it; Time for action - creating a superclass for some characters; Time for action - creating the subclasses for the characters
Time for action - creating methods for the game loopCreating objects on the fly; Managing dynamic objects; Time for action - writing the game loop; Animating multiple sprites; Managing a complex game loop; Time for action - detecting collisions between 2D characters; Using colors to paint sprites; Summary; Chapter 4: Working with 3D Characters; The second remake assignment; Time for Action - exporting a 3D model without; considering textures; XAML 3D models; Time for action - from DCC tools to WPF; XBAP WPF applications with 3D content; Time for action - displaying a 3D model in a 2D screen
with WPF
Record Nr. UNINA-9910974102603321
Hillar Gastón C  
Birmingham, United Kingdom : , : Packt Publishing, , 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
C# 2008 and 2005 threaded programming : beginner's guide : exploit the power of multiple processors for faster, more responsive software / / Gastón C. Hillar
C# 2008 and 2005 threaded programming : beginner's guide : exploit the power of multiple processors for faster, more responsive software / / Gastón C. Hillar
Autore Hillar Gastón C
Edizione [1st ed.]
Pubbl/distr/stampa Birmingham, U.K., : Packt Pub., 2009
Descrizione fisica 1 online resource (416 p.)
Disciplina 005.133
Soggetto topico C# (Computer program language)
Threads (Computer programs)
ISBN 1-62198-890-2
1-282-00879-X
9786612008795
1-84719-711-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Table of Content; Preface; Chatper 1: Taking Advantage of Multiprocessing and Multiple Cores; Mono-processor systems: The old gladiators; Single core: Only one warrior to fight against everybody; Doing a tiny bit of each task; The performance waterfall; Multi-processor systems: Many warriors to win a battle; Estimating performance improvements; Avoiding bottlenecks; Taking advantage of multiple execution cores; Scalability; Load balancing: Keeping everybody happy; Operating systems and virtual machines; Parallelism is here to stay; Summary; Chatper 2: Processes and Threads
Processes-any running programTime for action - Coding a simple CPU-intensive loop; Time for action - Changing the cores available for a process; Relating processes to cores; Time for action - Changing a process priority; Linear code problems in multiprocessing systems; Time for action - Running many processes in parallel; Time for action - Testing parallelism capabilities with processes; Time for action - Using the Process Explorer; Threads-Independent parts of a process; Time for action - Listing threads with Process Explorer
Time for action - Analyzing context switches with Process ExplorerMultiple threads in servers; Multiple threads in clients; Summary; Chatper 3: BackgroundWorker-Putting Threads to Work; RTC: Rapid thread creation; Time for action - Breaking a code in a single thread; Time for action - Defining the work to be done in a new thread; Asynchronous execution; Time for action - Understanding asynchronous execution step-by-step; Synchronous execution; Showing the progress; Time for action - Using a BackgroundWorker to report progress in the UI; Cancelling the job
Time for action - Using a BackgroundWorker to cancel the jobTime for action - Using a BackgroundWorker to detect a job completed; Time for action - Working with parameters and results; Working with multiple BackgroundWorker components; Time for action - Using many BackgroundWorker components to break; the code faster; BackgroundWorker and Timer; BackgroundWorker creation on the fly; Time for action - Creating BackgroundWorker components in run-time; Summary; Chatper 4: Thread Class-Practical Multithreading in Applications; Creating threads with the Thread class
Time for action - Defining methods for encryption and decryptionTime for action - Running the encryption in a new thread using the; Thread class; Decoupling the UI; Creating a new thread; Retrieving data from threads; Sharing data between threads; Time for action - Updating the UI while running threads; Sharing some specific data between threads; A BackgroundWorker helping a Thread class; Time for action - Executing the thread synchronously; Main and secondary threads; Passing parameters to threads; Time for action - Using lists for thread creation on the fly I
Time for action - Using lists for thread creation on the fly II
Record Nr. UNINA-9911006790603321
Hillar Gastón C  
Birmingham, U.K., : Packt Pub., 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Microsoft Silverlight 4 and SharePoint 2010 integration [[electronic resource] ] : techniques, practical tips, hints, and tricks for Silverlight interactions with SharePoint / / Gastón C. Hillar ; reviewers, Marius Constantinescu ... [et al.]
Microsoft Silverlight 4 and SharePoint 2010 integration [[electronic resource] ] : techniques, practical tips, hints, and tricks for Silverlight interactions with SharePoint / / Gastón C. Hillar ; reviewers, Marius Constantinescu ... [et al.]
Autore Hillar Gastón C
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, U.K., : Packt Pub., 2010
Descrizione fisica 1 online resource (336 p.)
Disciplina 006.78
Altri autori (Persone) ConstantinescuMarius
Soggetto topico User interfaces (Computer systems)
Application software - Development
Soggetto genere / forma Electronic books.
ISBN 1-282-71251-9
9786612712517
1-84968-007-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1: Integrating Silverlight 4 with SharePoint 2010; Understanding the benefits of integrating Silverlight with SharePoint; Creating a SharePoint solution; Preparing the development environment; Setting up the development environment; Discovering the rich controls offered by the Silverlight Toolkit; Browsing themes with sample controls; Preparing the server; Browsing SharePoint Site collections; Creating a Silverlight LOB (Line-of-Business) RIA; Creating rich User eXperiences (UX)
Building a Silverlight 4 RIAAdding a Silverlight Web Part; Adding a Silverlight RIA as a shared document; Adding a Silverlight Web Part to display a Silverlight RIA; Working with many Silverlight Web Parts in a single page; Understanding client and server code; Summary; Chapter 2: Deploying and Debugging Techniques for Silverlight and SharePoint; Deploying a Silverlight RIA included in a SharePoint solution; Creating a list of tasks in SharePoint; Browsing SharePoint lists and fields with Visual Studio; Creating a Silverlight RIA to be linked with a SharePoint module
Working with the asynchronous methods and callbacksWorking with the ClientContext object; Linking a SharePoint module to a Silverlight RIA; Understanding the default deployment configuration; Debugging Silverlight and SharePoint; Debugging Silverlight Web Parts; Taking advantage of Visual Studio 2010 multi-monitor support; Understanding 32-bit and 64-bit differences; Understanding scalability; Preparing applications for multiple-browser support; Summary; Chapter 3: Interacting with Data on the SharePoint Server; Managing data in a Silverlight RIA included in a SharePoint solution
Working with the SharePoint 2010 Silverlight Client Object Model to insert itemsInserting items in a SharePoint list with the Silverlight Web Part; Working with successful and failed asynchronous queries; Retrieving specific information about fields; Creating complex LOB applications composed of multiple Silverlight RIAs; Interacting with multiple Silverlight Web Parts in the same page; Understanding Line-Of-Business systems as independent Web Parts; Expanding LOB systems with delete operations; Understanding how to delete an item from a list; Expanding LOB systems with update operations
Updating an item in a listSummary; Chapter 4: Creating Dynamic Business Solutions; Accessing an external database in a Silverlight RIA included in a SharePoint solution; Creating a new database; Creating a new external content type to access data in a SQL Server database; Browsing a SharePoint list with external content and its fields; Interacting with external data sources using the SharePoint 2010 Silverlight Client Object Model; Specifying the fields to include in a CAML query for an external list; Consuming Business Connectivity Services from a Silverlight Web Part
Understanding security issues related to Business Connectivity Services
Record Nr. UNINA-9910459401403321
Hillar Gastón C  
Birmingham, U.K., : Packt Pub., 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Microsoft Silverlight 4 and SharePoint 2010 integration [[electronic resource] ] : techniques, practical tips, hints, and tricks for Silverlight interactions with SharePoint / / Gastón C. Hillar ; reviewers, Marius Constantinescu ... [et al.]
Microsoft Silverlight 4 and SharePoint 2010 integration [[electronic resource] ] : techniques, practical tips, hints, and tricks for Silverlight interactions with SharePoint / / Gastón C. Hillar ; reviewers, Marius Constantinescu ... [et al.]
Autore Hillar Gastón C
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, U.K., : Packt Pub., 2010
Descrizione fisica 1 online resource (336 p.)
Disciplina 006.78
Altri autori (Persone) ConstantinescuMarius
Soggetto topico User interfaces (Computer systems)
Application software - Development
ISBN 1-282-71251-9
9786612712517
1-84968-007-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1: Integrating Silverlight 4 with SharePoint 2010; Understanding the benefits of integrating Silverlight with SharePoint; Creating a SharePoint solution; Preparing the development environment; Setting up the development environment; Discovering the rich controls offered by the Silverlight Toolkit; Browsing themes with sample controls; Preparing the server; Browsing SharePoint Site collections; Creating a Silverlight LOB (Line-of-Business) RIA; Creating rich User eXperiences (UX)
Building a Silverlight 4 RIAAdding a Silverlight Web Part; Adding a Silverlight RIA as a shared document; Adding a Silverlight Web Part to display a Silverlight RIA; Working with many Silverlight Web Parts in a single page; Understanding client and server code; Summary; Chapter 2: Deploying and Debugging Techniques for Silverlight and SharePoint; Deploying a Silverlight RIA included in a SharePoint solution; Creating a list of tasks in SharePoint; Browsing SharePoint lists and fields with Visual Studio; Creating a Silverlight RIA to be linked with a SharePoint module
Working with the asynchronous methods and callbacksWorking with the ClientContext object; Linking a SharePoint module to a Silverlight RIA; Understanding the default deployment configuration; Debugging Silverlight and SharePoint; Debugging Silverlight Web Parts; Taking advantage of Visual Studio 2010 multi-monitor support; Understanding 32-bit and 64-bit differences; Understanding scalability; Preparing applications for multiple-browser support; Summary; Chapter 3: Interacting with Data on the SharePoint Server; Managing data in a Silverlight RIA included in a SharePoint solution
Working with the SharePoint 2010 Silverlight Client Object Model to insert itemsInserting items in a SharePoint list with the Silverlight Web Part; Working with successful and failed asynchronous queries; Retrieving specific information about fields; Creating complex LOB applications composed of multiple Silverlight RIAs; Interacting with multiple Silverlight Web Parts in the same page; Understanding Line-Of-Business systems as independent Web Parts; Expanding LOB systems with delete operations; Understanding how to delete an item from a list; Expanding LOB systems with update operations
Updating an item in a listSummary; Chapter 4: Creating Dynamic Business Solutions; Accessing an external database in a Silverlight RIA included in a SharePoint solution; Creating a new database; Creating a new external content type to access data in a SQL Server database; Browsing a SharePoint list with external content and its fields; Interacting with external data sources using the SharePoint 2010 Silverlight Client Object Model; Specifying the fields to include in a CAML query for an external list; Consuming Business Connectivity Services from a Silverlight Web Part
Understanding security issues related to Business Connectivity Services
Record Nr. UNINA-9910785235703321
Hillar Gastón C  
Birmingham, U.K., : Packt Pub., 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Professional parallel programming with C# [[electronic resource] ] : master parallel extensions with .net 4 / / Gastón C. Hillar
Professional parallel programming with C# [[electronic resource] ] : master parallel extensions with .net 4 / / Gastón C. Hillar
Autore Hillar Gastón C
Edizione [1st ed.]
Pubbl/distr/stampa Indianapolis, Ind., : Wiley Pub., Inc., 2011
Descrizione fisica 1 online resource (577 p.)
Disciplina 005.275
006.7882
Collana Wrox programmer to programmer
Soggetto topico C# (Computer program language)
Parallel programming (Computer science)
Soggetto genere / forma Electronic books.
ISBN 1-118-02977-1
1-282-93982-3
9786612939822
1-118-02812-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Machine generated contents note: ch. 1 Task-Based Programming -- ch. 2 Imperative Data Parallelism -- ch. 3 Imperative Task Parallelism -- ch. 4 Concurrent Collections -- ch. 5 Coordination Data Structures -- ch. 6 PLINQ: Declarative Data Parallelism -- ch. 7 Visual Studio 2010 Task Debugging Capabilities -- ch. 8 Thread Pools -- ch. 9 Asynchronous Programming Model -- ch. 10 Parallel Testing and Tuning -- ch. 11 Vectorization, SIMD Instructions, and Additional Parallel Libraries.
Record Nr. UNINA-9910458683603321
Hillar Gastón C  
Indianapolis, Ind., : Wiley Pub., Inc., 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Professional parallel programming with C# [[electronic resource] ] : master parallel extensions with .net 4 / / Gastón C. Hillar
Professional parallel programming with C# [[electronic resource] ] : master parallel extensions with .net 4 / / Gastón C. Hillar
Autore Hillar Gastón C
Edizione [1st ed.]
Pubbl/distr/stampa Indianapolis, Ind., : Wiley Pub., Inc., 2011
Descrizione fisica 1 online resource (577 p.)
Disciplina 005.275
006.7882
Collana Wrox programmer to programmer
Soggetto topico C# (Computer program language)
Parallel programming (Computer science)
ISBN 1-118-02977-1
1-282-93982-3
9786612939822
1-118-02812-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Machine generated contents note: ch. 1 Task-Based Programming -- ch. 2 Imperative Data Parallelism -- ch. 3 Imperative Task Parallelism -- ch. 4 Concurrent Collections -- ch. 5 Coordination Data Structures -- ch. 6 PLINQ: Declarative Data Parallelism -- ch. 7 Visual Studio 2010 Task Debugging Capabilities -- ch. 8 Thread Pools -- ch. 9 Asynchronous Programming Model -- ch. 10 Parallel Testing and Tuning -- ch. 11 Vectorization, SIMD Instructions, and Additional Parallel Libraries.
Record Nr. UNINA-9910791562403321
Hillar Gastón C  
Indianapolis, Ind., : Wiley Pub., Inc., 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Professional parallel programming with C# : master parallel extensions with .net 4 / / Gastón C. Hillar
Professional parallel programming with C# : master parallel extensions with .net 4 / / Gastón C. Hillar
Autore Hillar Gastón C
Edizione [1st ed.]
Pubbl/distr/stampa Indianapolis, Ind., : Wiley Pub., Inc., 2011
Descrizione fisica 1 online resource (577 p.)
Disciplina 005.275
006.7882
Collana Wrox programmer to programmer
Soggetto topico C# (Computer program language)
Parallel programming (Computer science)
ISBN 9786612939822
9781118029770
1118029771
9781282939820
1282939823
9781118028124
1118028120
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Machine generated contents note: ch. 1 Task-Based Programming -- ch. 2 Imperative Data Parallelism -- ch. 3 Imperative Task Parallelism -- ch. 4 Concurrent Collections -- ch. 5 Coordination Data Structures -- ch. 6 PLINQ: Declarative Data Parallelism -- ch. 7 Visual Studio 2010 Task Debugging Capabilities -- ch. 8 Thread Pools -- ch. 9 Asynchronous Programming Model -- ch. 10 Parallel Testing and Tuning -- ch. 11 Vectorization, SIMD Instructions, and Additional Parallel Libraries.
Altri titoli varianti Parallel programming with C#
Professional parallel programming with C sharp
Record Nr. UNINA-9910957433303321
Hillar Gastón C  
Indianapolis, Ind., : Wiley Pub., Inc., 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui