C++ Programming Fundamentals |
Autore | Malhotra D |
Edizione | [1st ed.] |
Pubbl/distr/stampa | New York : , : Mercury Learning & Information, , 2022 |
Descrizione fisica | 1 online resource (289 pages) |
Disciplina | 005.133 |
Altri autori (Persone) | MalhotraN |
Soggetto topico | COMPUTERS / Programming Languages / C++ |
Soggetto non controllato |
AI
arrays computer science developers embedded systems file handling game design pointers polymorphism programming video game |
ISBN |
1-68392-974-8
1-68392-975-6 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover -- Title -- Copyright -- Contents -- Preface -- Acknowledgments -- Chapter 1 C++ and Beyond -- Introduction -- 1.1 The Origin of C++ -- 1.2 Why Use C++? -- 1.3 Various Programming Paradigms -- 1.3.1 Structural Programming -- 1.3.2 Procedural Programming -- 1.3.3 Object Oriented Programming -- 1.4 C++ Basics -- 1.4.1 Variables -- 1.4.2 Data Types -- 1.4.3 Data Modifiers -- 1.t C++ Execution Flow -- Summary -- Exercises -- Theory Questions -- MCQ-Based -- Practical Application -- References -- Books -- Websites -- Chapter 2 Basic Play in C++ -- 2.1 Literals, Constants, and Qualifiers -- 2.2 Stream-Based IO -- 2.3 Comments -- 2.4 Operators and Types -- 2.4.1 Types of Operators in C++ -- 2.5 Type Conversion -- 2.6 Keywords -- 2.7 Loops in C++ -- 2.9 Control Statements -- 2.9 Defining Functions -- 2.9.1 Why Use Functions? -- 2.10 C vs. C++ -- Summary -- Exercises -- Theory Questions -- MCQ-Based -- Practical Questions -- References -- Books -- Websites -- Chapter 3 Arrays and Strings -- 3.1 What is an Array? -- 3.1.1 Ways to Declare Arrays -- 3.1.2 Ways to Access Array Members -- 3.1.3 Traversing a 1D Array -- 3.2 Operations on an Array -- 3.2.1 Passing an Array to Functions -- 3.2.2 Finding the Length -- 3.2.3 Enum in C++ -- 3.2.4 Searching -- 3.3 Multi-Dimensional Array -- 3.4 Strings -- 3.5 String Functions -- Summary -- Exercises -- Theory Questions -- MCQ-Based -- Practical Questions -- References -- Books -- Websites -- Chapter 4 Pointers in C++ -- 4.1 Introduction -- 4.2 Pointers: Declaration and Initialization -- 4.3 Casting and Passing Pointers -- 4.3.1 Typecasting -- 4.3.2 Passing -- 4.4 Using Pointers with Arrays -- 4.5 Pointer Use -- Summary -- Exercises -- Theory Questions -- Practical Questions -- MCQ-Based -- References -- Books -- Websites -- Chapter 5 Classes in C++ -- 5.1 Class Making.
5.2 Constructors and Destructors -- 5.3 The This Pointer -- 5.4 Class Methods -- 5.5 The static Keyword -- 5.6 Memory Management and Garbage Collection in C++ -- Summary -- Exercises -- Theory Questions -- Practical Questions -- MCQ-Based -- References -- Books -- Websites -- Chapter 6 Inheritance -- 6.1 Introduction -- 6.2 Inheritance -- 6.2.1 Access Specifiers -- 6.2.2 Inheritance Modes -- 6.3 Types of Inheritance -- 6.4 Constructor Calling -- 6.5 Implementing Inheritance -- Summary -- Exercises -- Theory Questions -- Practial Questions -- MCQ-Based -- References -- Books -- Websites -- Chapter 7 Polymorphism -- 7.1 Introduction -- 7.2 Dynamic vs. Static Binding -- 7.3 Interface and Implementation -- 7.4 Function Overriding and Overloading -- 7.5 Friend and Generic Functions -- 7.5.1 Friend Functions -- 7.5.2 Generic Functions -- 7.6 Namespaces -- Summary -- Exercises -- Theory Questions -- Practical Questions -- MCQ-Based -- References -- Books -- Websites -- Chapter 8 Operator Overloading -- 8.1 Basics -- 8.2 How to Overload an Operator? -- 8.3 Overloading Unary Operators -- 8.4 Overloading Binary Operators -- 8.5 Overloading by Friend Function -- Summary -- Exercises -- Theory Questions -- Practical Questions -- MCQ-Based -- References -- Books -- Websites -- Chapter 9 Structure and Union -- 9.1 Structure: Declaration and Definition -- 9.2 Accessing a Structure -- 9.3 Union -- 9.4 Differences Between Structure and Union -- 9.5 Enum in C++ -- Summary -- Exercises -- Theory Questions -- Practical Questions -- MCQ-Based -- References -- Books -- Websites -- Chapter 10 Exception Handling -- 10.1 Errors and Exceptions -- 10.2 Exception Handling -- 10.3 Various Exceptions -- 10.4 Custom Exceptions in C++ -- Summary -- Exercises -- Theory Questions -- Practical Questions -- MCQ-Based -- References -- Books -- Websites -- Chapter 11 File Handling. 11.1 Files and Streams -- 11.2 File Operations -- 11.3 Random Access and Object Serialization -- Summary -- Exercises -- Theory Questions -- Practical Questions -- MCQ-Based -- References -- Books -- Websites -- Index. |
Record Nr. | UNINA-9910838375803321 |
Malhotra D
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New York : , : Mercury Learning & Information, , 2022 | ||
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Lo trovi qui: Univ. Federico II | ||
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Culturally Specific Pedagogy in the Mathematics Classroom : Strategies for Teachers and Students |
Autore | Leonard Jacqueline |
Edizione | [2nd ed.] |
Pubbl/distr/stampa | Taylor & Francis, 2018 |
Descrizione fisica | 1 online resource (307 pages) |
Disciplina | 510.71 |
Soggetto topico |
Mathematics-Study and teaching-United States-Social aspects
Multicultural education-United States Minorities-Education-United States Critical pedagogy-United States |
Soggetto non controllato |
african american students
black lives matter black students blm cognition computational thinking computer scaffolding critical race theory crt culturally diverse students culture cultural funds of knowledge game design linguistically diverse students math mathematics education maths native american students place rural students spatial visualization stem education |
ISBN |
1-351-25583-5
1-351-25582-7 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover -- Half Title -- Title Page -- Copyright Page -- Dedication -- Table of Contents -- List of Figures -- List of Tables -- Foreword -- Preface -- Acknowledgments -- Biographical Note -- 1 Culture, Identity, and Mathematics Achievement -- Introduction -- Theoretical Frameworks -- Critical Race Theory -- Black Feminist Thought -- Culturally Specific Pedagogy -- Prior Research on Culturally Based Education -- Early Culturally Based Studies -- Teachers' Beliefs about Culture and Learning Mathematics -- Mathematics Identity and Mathematics Socialization -- Chapter 1 Discussion Questions -- Notes -- 2 Cognition and Cultural Pedagogy -- Culture, Cultural Transmission, and Cultural Capital -- Theories about Cognition and Culture -- Cognitive Theory -- The Saxe Model of Cognition -- Children's Cognition and Learning in Mathematics -- Culture and Children's Mathematical Reasoning -- Car Wash Problem -- Church Problem -- Reform-Based Mathematics Education and Opportunities to Learn -- Summary -- Chapter 2 Discussion Questions -- Notes -- 3 Cultural Pedagogy -- The Need for Cultural Pedagogy -- Studies on Verve and Communal Learning -- Types of Cultural Pedagogy -- Culturally Responsive Pedagogy -- Culturally Relevant Pedagogy -- Culturally Congruent Instruction -- Culturally Responsive Teaching -- Culturally Specific Pedagogy -- Culturally Sustaining Pedagogy -- Culturally Responsive Instruction -- Funds of Knowledge -- Summary -- Chapter 3 Discussion Questions -- Notes -- 4 Computational Thinking, Computer Scaffolding, and Game Design -- Computational Thinking -- Simulations and Game Designs -- Microworlds EX -- Scratch -- Scalable Game Design -- Teaching with Emerging Technology -- Learning for Use -- Universal Learning Design -- The ITEST Study -- The Purpose of the Study -- Participants and Setting -- Methodology -- Instrumentation.
Year 1 Highlights -- Year 2 Highlights -- Year 3 Highlights -- From Research to Practice -- Summary -- Chapter 4 Discussion Questions -- Note -- 5 Robotics, Spatial Ability, and Computational Thinking -- Spatial Abilities -- Computational Thinking and Learning Progression -- Cultural Brokering -- Theoretical Framework -- The Study Context -- Research Questions -- Participants and Setting -- Methodology -- Data Sources -- Instrumentation -- Results -- Spatial Orientation -- Spatial Reasoning, Computational Thinking, and Cultural Brokering -- Teacher Reflections on Robotics Lessons -- Limitations -- Summary -- Chapter 5 Discussion Questions -- 6 Women in Aviation and Space: The Importance of Gender Role Models -- Gender Equity in Mathematics and Science -- Gender and Academic Achievement in Mathematics -- Gender and Teacher Preparation -- Single-Sex Education -- The Bessie Coleman Project -- Using Zoom Earth and Photoshop -- Flight Simulation -- Computer Modeling -- Space Links: Integrating Space Science and Mathematics -- Methodology -- Participants and Setting -- Results -- Discussion -- Implications -- Chapter 6 Discussion Questions -- Note -- 7 Learning Mathematics for Empowerment in Linguistically and Culturally Diverse Classrooms -- Language Diversity and Professional Development -- Teacher Expectations -- Understanding Language Acquisition -- Developing Additive Perspectives -- Fostering Language Literacy in the Mathematics Classroom -- Teaching Mathematics for Cultural Relevance and Social Justice -- Reflections on Classroom Practices -- Culture in the Mathematics Classroom Project -- Summary -- Chapter 7 Discussion Questions -- Notes -- 8 Black Lives Matter: A Context for Teaching Mathematics for Social Justice -- The Educational Debt -- Voting Rights -- Black Lives Matter -- Racial Profiling -- "I Can't Breathe!" -- Flint Water Crisis. Housing Inequality -- Black Firsts in Science and Mathematics -- St. Elmo Brady (1884-1966) -- Martha Euphemia Lofton Haynes (1890-1980) -- Bessie Blount (1914-2009) -- Ed Dwight (1933-) -- Jessie Eugene Russell (1948-) -- Aprille Ericsson-Jackson (1963-) -- Summary -- Chapter 8 Discussion Questions -- Notes -- 9 Race and Achievement in Mathematics: A Historical Perspective -- The Clinton 12 -- Desegregation and School Busing -- Resegregation and Inequitable School Funding -- The Pedagogy of Poverty -- Perspectives on the Achievement Gap -- Mathematics Socialization and Identity among African-American Students -- Links to Everyday Mathematics -- Conclusions and Recommendations -- Chapter 9 Discussion Questions -- Notes -- Appendix A-Computational Thinking Rubric -- Appendix B-Scratch Dance Party Tutorial -- Note -- Appendix C-Knex Data Collection Sheet -- Note -- Appendix D-Sculptris Bison Tutorial -- Note -- References -- Index. |
Record Nr. | UNINA-9910773607103321 |
Leonard Jacqueline
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Taylor & Francis, 2018 | ||
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Lo trovi qui: Univ. Federico II | ||
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Gamification and Advanced Technology to Enhance Motivation in Education |
Autore | Llorens-Largo Faraón |
Pubbl/distr/stampa | Basel, Switzerland, : MDPI - Multidisciplinary Digital Publishing Institute, 2020 |
Descrizione fisica | 1 electronic resource (198 p.) |
Soggetto topico | Information technology industries |
Soggetto non controllato |
gamification
active methodologies secondary education evaluation rubric evaluation criteria Thomas W. Malone game design Sebastian Deterding Nick Pelling learning by doing serious games game design human computer-interaction HCI education entrepreneurship education FLIGBY Flow positive psychology higher education MOOC fun social networks virtual learning communities video games collaborative learning education teacher attitudes primary education technology ICT Likert scale game elements online learning MOOCs empirical studies systematic literature review university serious video games game-based learning professors video games design knowledge skills training digital technologies automated learning serious game usability game engagement virtual reality rubric capability approach capacity building enabling tools mental images motivation |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910557601903321 |
Llorens-Largo Faraón
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Basel, Switzerland, : MDPI - Multidisciplinary Digital Publishing Institute, 2020 | ||
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Lo trovi qui: Univ. Federico II | ||
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Multi-Agent Systems 2019 |
Autore | Omicini Andrea |
Pubbl/distr/stampa | Basel, Switzerland, : MDPI - Multidisciplinary Digital Publishing Institute, 2020 |
Descrizione fisica | 1 electronic resource (274 p.) |
Soggetto topico | History of engineering & technology |
Soggetto non controllato |
multi-robot
consensus problem formation control noise time delay unmanned surface vehicles multi-agent system training system genetic-based fuzzy rule learning intelligent autonomous control modeling and simulation multi-agent systems smart city development spatiotemporal modeling actor–network theory geoparticipation social interactions simulation model photovoltaic energy parameter fine-tuning self-reported behaviour predictive model multi-agent planning and scheduling potential game equilibrium selection interoperability multiagent systems organizational models agent-based collective intelligence multi-agent complex systems scale-free properties power law distribution biologically inspired approaches and methods collective foraging physics-based simulation methodologies for agent-based systems multi-robot simulation discrete event simulator agent and multi-agent applications classification prediction multi-agent wisdom-of-crowds Hollywood feature-extension collective-intelligence swarm educational games game design situated psychological agents education competences decision support system agent based modeling and simulation production scheduling green coffee supply chain agent-based modeling agent-based simulation decision support |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910557677303321 |
Omicini Andrea
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Basel, Switzerland, : MDPI - Multidisciplinary Digital Publishing Institute, 2020 | ||
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Lo trovi qui: Univ. Federico II | ||
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Serious Games and Mixed Reality Applications for Healthcare |
Autore | Gesi Marco |
Pubbl/distr/stampa | MDPI - Multidisciplinary Digital Publishing Institute, 2022 |
Descrizione fisica | 1 electronic resource (184 p.) |
Soggetto topico |
Research & information: general
Biology, life sciences Biochemistry |
Soggetto non controllato |
reaction time
accuracy rate serious game PC-based game MCI dementia elderly healthcare cognitive function surgical simulation augmented reality spine surgery hybrid simulator pedicle screws fixation training unity game engine healthcare simulation mixed reality hybrid medical training serious games rehabilitation elderly body tracking exercise games AMD salience virtual reality VR preventive care self-regulation assisted Neurofeedback neurostimulation mindfulness randomized serious games BCI exergames personalized exergames multicomponent training wearable sensors older adults game design interaction design mild cognitive impairment machine learning feature selection data transformations classification |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910576870703321 |
Gesi Marco
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MDPI - Multidisciplinary Digital Publishing Institute, 2022 | ||
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Lo trovi qui: Univ. Federico II | ||
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