Computer Graphics From Scratch

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Computer Graphics from Scratch

Computer Graphics from Scratch
  • Author : Gabriel Gambetta
  • Publisher : Unknown
  • Release Date : 2021-05-18
  • Total pages : 248
  • ISBN : 9781718500778
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Summary : Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: • Use perspective projection to draw 3D objects on a 2D plane • Simulate the way rays of light interact with surfaces • Add mirror-like reflections and cast shadows to objects • Render a scene from any camera position using clipping planes • Use flat, Gouraud, and Phong shading to mimic real surface lighting • Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.

Computer Graphics from Scratch

Computer Graphics from Scratch
  • Author : Gabriel Gambetta
  • Publisher : Unknown
  • Release Date : 2021
  • Total pages : 248
  • ISBN : 1098128966
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Summary : Computer graphics are at work everywhere today, adding eye-popping details to video games, hyper-realistic CGI to major blockbusters, and life-like imagery to computer-animated films. This beginners book will introduce you to a core slice of this ever-expanding field, 3D rendering, with a focus on two popular algorithmic methods: raytracing and rasterization. Written to be easily understood by high-school students but rigorous enough for professional engineers, you'll build each of these surprisingly simple algorithms into complete, fully functional renderers as you build your knowledge base. The first half covers raytracing, which simulates rays of light as they bounce off of objects in a scene; the second half breaks down rasterization, the real-time process for converting 3D graphics into a screen-compatible array of 2D pixels. Every chapter gives you something visually new and exciting to add to your works-in-progress, from creating reflections and shadows that make objects look more realistic, to rendering a scene from any directional point of view. You'll learn how to: •Represent objects in a scene, and use perspective projection to draw them in •Compute the illumination for light sources (point, directional, and ambient) •Render mirror-like reflections on surfaces, and cast shadows for depth •Use clipping algorithms to render a scene from any camera position •Implement flat shading, Gouraud shading, and Phong shading algorithms •""Paint” textures that fake surface details and turn shapes into everyday objects The book uses informal pseudocode throughout the text, so you can write your renderers in any language. In addition, the author provides links to live working versions of his algorithms.

Computer Graphics Programming in OpenGL with C++

Computer Graphics Programming in OpenGL with C++
  • Author : V. Scott Gordon, PhD,John L. Clevenger, PhD
  • Publisher : Unknown
  • Release Date : 2020-12-09
  • Total pages : 514
  • ISBN : 9781683926702
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Summary : This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL with C++, along with its theoretical foundations. It is appropriate both for computer science graphics courses and for professionals interested in mastering 3D graphics skills. It has been designed in a 4-color, “teach-yourself” format with numerous examples that the reader can run just as presented. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, normal mapping, noise maps, as well as new chapters on simulating water, stereoscopy, and ray tracing. FEATURES: Covers modern OpenGL 4.0+ shader programming in C++, with instructions for both PC/Windows and Macintosh Adds new chapters on simulating water, stereoscopy, and ray tracing Includes companion files with code, object models, figures, and more (also available for downloading by writing to the publisher) Illustrates every technique with running code examples. Everything needed to install the libraries, and complete source code for each example Includes step-by-step instruction for using each GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) Explores practical examples for modeling, lighting, and shadows (including soft shadows), terrain, water, and 3D materials such as wood and marble Explains how to optimize code for tools such as Nvidia’s Nsight debugger.

2D Graphics Programming for Games

2D Graphics Programming for Games
  • Author : John Pile Jr.
  • Publisher : Unknown
  • Release Date : 2016-04-19
  • Total pages : 240
  • ISBN : 9781466501904
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Summary : The success of Angry Birds, Peggle, and Fruit Ninja has proven that fun and immersive game experiences can be created in two dimensions. Furthermore, 2D graphics enable developers to quickly prototype ideas and mechanics using fewer resources than 3D.2D Graphics Programming for Games provides an in-depth single source on creating 2D graphics that c

Computer Graphics from Scratch

Computer Graphics from Scratch
  • Author : Gabriel Gambetta
  • Publisher : Unknown
  • Release Date : 2021-05-13
  • Total pages : 248
  • ISBN : 9781718500761
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Summary : Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: • Use perspective projection to draw 3D objects on a 2D plane • Simulate the way rays of light interact with surfaces • Add mirror-like reflections and cast shadows to objects • Render a scene from any camera position using clipping planes • Use flat, Gouraud, and Phong shading to mimic real surface lighting • Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.

OpenGL Insights

OpenGL Insights
  • Author : Patrick Cozzi,Christophe Riccio
  • Publisher : Unknown
  • Release Date : 2012-07-23
  • Total pages : 712
  • ISBN : 9781439893777
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Summary : Get Real-World Insight from Experienced Professionals in the OpenGL Community With OpenGL, OpenGL ES, and WebGL, real-time rendering is becoming available everywhere, from AAA games to mobile phones to web pages. Assembling contributions from experienced developers, vendors, researchers, and educators, OpenGL Insights presents real-world techniques for intermediate and advanced OpenGL, OpenGL ES, and WebGL developers. Go Beyond the Basics The book thoroughly covers a range of topics, including OpenGL 4.2 and recent extensions. It explains how to optimize for mobile devices, explores the design of WebGL libraries, and discusses OpenGL in the classroom. The contributors also examine asynchronous buffer and texture transfers, performance state tracking, and programmable vertex pulling. Sharpen Your Skills Focusing on current and emerging techniques for the OpenGL family of APIs, this book demonstrates the breadth and depth of OpenGL. Readers will gain practical skills to solve problems related to performance, rendering, profiling, framework design, and more.

Computer Graphics for Java Programmers

Computer Graphics for Java Programmers
  • Author : Leen Ammeraal,Kang Zhang
  • Publisher : Unknown
  • Release Date : 2017-10-12
  • Total pages : 387
  • ISBN : 9783319633572
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Summary : This third edition covers fundamental concepts in creating and manipulating 2D and 3D graphical objects, including topics from classic graphics algorithms to color and shading models. It maintains the style of the two previous editions, teaching each graphics topic in a sequence of concepts, mathematics, algorithms, optimization techniques, and Java coding. Completely revised and updated according to years of classroom teaching, the third edition of this highly popular textbook contains a large number of ready-to-run Java programs and an algorithm animation and demonstration open-source software also in Java. It includes exercises and examples making it ideal for classroom use or self-study, and provides a perfect foundation for programming computer graphics using Java. Undergraduate and graduate students majoring specifically in computer science, computer engineering, electronic engineering, information systems, and related disciplines will use this textbook for their courses. Professionals and industrial practitioners who wish to learn and explore basic computer graphics techniques will also find this book a valuable resource.

3D Graphics Rendering Cookbook

3D Graphics Rendering Cookbook
  • Author : Sergey Kosarevsky,Viktor Latypov
  • Publisher : Unknown
  • Release Date : 2021-08-25
  • Total pages : 670
  • ISBN : 9781838985301
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Summary : Build a 3D rendering engine from scratch while solving problems in a step-by-step way with the help of useful recipes Key FeaturesLearn to integrate modern rendering techniques into a single performant 3D rendering engineLeverage Vulkan to render 3D content, use AZDO in OpenGL applications, and understand modern real-time rendering methodsImplement a physically based rendering pipeline from scratch in Vulkan and OpenGLBook Description OpenGL is a popular cross-language, cross-platform application programming interface (API) used for rendering 2D and 3D graphics, while Vulkan is a low-overhead, cross-platform 3D graphics API that targets high-performance applications. 3D Graphics Rendering Cookbook helps you learn about modern graphics rendering algorithms and techniques using C++ programming along with OpenGL and Vulkan APIs. The book begins by setting up a development environment and takes you through the steps involved in building a 3D rendering engine with the help of basic, yet self-contained, recipes. Each recipe will enable you to incrementally add features to your codebase and show you how to integrate different 3D rendering techniques and algorithms into one large project. You'll also get to grips with core techniques such as physically based rendering, image-based rendering, and CPU/GPU geometry culling, to name a few. As you advance, you'll explore common techniques and solutions that will help you to work with large datasets for 2D and 3D rendering. Finally, you'll discover how to apply optimization techniques to build performant and feature-rich graphics applications. By the end of this 3D rendering book, you'll have gained an improved understanding of best practices used in modern graphics APIs and be able to create fast and versatile 3D rendering frameworks. What you will learnImprove the performance of legacy OpenGL applicationsManage a substantial amount of content in real-time 3D rendering enginesDiscover how to debug and profile graphics applicationsUnderstand how to use the Approaching Zero Driver Overhead (AZDO) philosophy in OpenGLIntegrate various rendering techniques into a single applicationFind out how to develop Vulkan applicationsImplement a physically based rendering pipeline from scratchIntegrate a physics library with your rendering engineWho this book is for This book is for 3D graphics developers who are familiar with the mathematical fundamentals of 3D rendering and want to gain expertise in writing fast rendering engines with advanced techniques using C++ libraries and APIs. A solid understanding of C++ and basic linear algebra, as well as experience in creating custom 3D applications without using premade rendering engines is required.

The Everything Kids' Scratch Coding Book

The Everything Kids' Scratch Coding Book
  • Author : Jason Rukman
  • Publisher : Unknown
  • Release Date : 2018-12-04
  • Total pages : 256
  • ISBN : 9781507207987
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Summary : Teach kids the concepts of coding in easy-to-understand language and help them develop games of their own with The Everything Kids’ Scratch Coding Book! Understanding computer science is becoming a necessity in the modern age. As our world shifts towards becoming increasingly more technical and automated, the ability to code and understand computers has become one of the most valuable skills any child can have on the road to a successful life. More and more schools are recognizing this importance and have started to implement computer science and coding as core elements in their curriculums, right alongside math and history. The Everything Kids’ Scratch Coding Book helps children get a head start on this new essential skill, with Scratch coding—a language designed by MIT specifically to help a younger audience learn to code. In no time, children will learn basic coding concepts, build fun games, and get a competitive edge on their classmates. This book encourages children to think analytically and problem-solve, while helping them develop an essential skill that will last them a lifetime.

Coding Games in Scratch

Coding Games in Scratch
  • Author : Jon Woodcock
  • Publisher : Unknown
  • Release Date : 2015-12-01
  • Total pages : 224
  • ISBN : 9781465451712
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Summary : Coding computer programs is one of the most valuable skills anyone can have. Written for children with little to no coding experience, Coding Games in Scratch guides children through building platform games, puzzles, racers, and 3-D action games. Schools have incorporated computer coding into their curriculum beginning as early as kindergarten to ensure students understand the languages and uses of computer coding. The step-by-step guide is simple and easy to follow with Minecraft-style pixel art. Children will learn essential coding skills while having fun and creating games to play with their friends. The many different styles and types of games are covered, such as classic and arcade games. When people learn to code in Scratch, they learn important strategies for solving problems, designing projects, and communicating ideas. Coding Games in Scratch empowers children to be creative and to have fun while teaching them practical real-life skills.

3D Math Primer for Graphics and Game Development, 2nd Edition

3D Math Primer for Graphics and Game Development, 2nd Edition
  • Author : Fletcher Dunn,Ian Parberry
  • Publisher : Unknown
  • Release Date : 2011-11-02
  • Total pages : 846
  • ISBN : 9781568817231
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Summary : This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.

Invent Your Own Computer Games with Python, 4E

Invent Your Own Computer Games with Python, 4E
  • Author : Al Sweigart
  • Publisher : Unknown
  • Release Date : 2016-12-16
  • Total pages : 376
  • ISBN : 9781593278113
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Summary : Invent Your Own Computer Games with Python will teach you how to make computer games using the popular Python programming language—even if you’ve never programmed before! Begin by building classic games like Hangman, Guess the Number, and Tic-Tac-Toe, and then work your way up to more advanced games, like a text-based treasure hunting game and an animated collision-dodging game with sound effects. Along the way, you’ll learn key programming and math concepts that will help you take your game programming to the next level. Learn how to: –Combine loops, variables, and flow control statements into real working programs –Choose the right data structures for the job, such as lists, dictionaries, and tuples –Add graphics and animation to your games with the pygame module –Handle keyboard and mouse input –Program simple artificial intelligence so you can play against the computer –Use cryptography to convert text messages into secret code –Debug your programs and find common errors As you work through each game, you’ll build a solid foundation in Python and an understanding of computer science fundamentals. What new game will you create with the power of Python? The projects in this book are compatible with Python 3.

Real-Time Rendering

Real-Time Rendering
  • Author : Tomas Akenine-Möller,Eric Haines,Naty Hoffman
  • Publisher : Unknown
  • Release Date : 2019-01-18
  • Total pages : 1045
  • ISBN : 9781315362007
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Summary : Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009

Coding Projects in Scratch

Coding Projects in Scratch
  • Author : Jon Woodcock
  • Publisher : Unknown
  • Release Date : 2016-07-05
  • Total pages : 224
  • ISBN : 9781465456670
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Summary : Coding Projects in Scratch uses fun projects to show children how to code with Scratch, teaching essential coding and programming skills to young learners. Built on the basics of coding, each project follows simple, logical steps that are fully illustrated. Kids learn a new, important language through simply explained projects, with key coding concepts broken out in separate panels and illustrated with Minecraft-style pixel art. Learn how to create animations, build games, use sound effects, and more before sharing projects with friends online. Coding Projects in Scratch is highly visual and unique step-by-step workbook will help beginners with no coding skills learn how to build their own projects without any instructions, and helps them develop key programming skills that will last a lifetime.

Fundamentals of Computer Graphics

Fundamentals of Computer Graphics
  • Author : Steve Marschner,Peter Shirley
  • Publisher : Unknown
  • Release Date : 2018-10-24
  • Total pages : 734
  • ISBN : 9781315360201
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Summary : Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fourth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference. Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts. Highlights of the Fourth Edition Include: Updated coverage of existing topics Major updates and improvements to several chapters, including texture mapping, graphics hardware, signal processing, and data structures A text now printed entirely in four-color to enhance illustrative figures of concepts The fourth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in creating film, game, or web designs. Key Features Provides a thorough treatment of basic and advanced topics in current graphics algorithms Explains core principles intuitively, with numerous examples and pseudo-code Gives updated coverage of the graphics pipeline, signal processing, texture mapping, graphics hardware, reflection models, and curves and surfaces Uses color images to give more illustrative power to concepts

Computer Graphics

Computer Graphics
  • Author : James D. Foley,Foley Dan Van,Andries Van Dam,Steven K. Feiner,John F. Hughes,J. Hughes
  • Publisher : Unknown
  • Release Date : 1996
  • Total pages : 1175
  • ISBN : 0201848406
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Summary : A guide to the concepts and applications of computer graphics covers such topics as interaction techniques, dialogue design, and user interface software.

Math for Programmers

Math for Programmers
  • Author : Paul Orland
  • Publisher : Unknown
  • Release Date : 2020-11-30
  • Total pages : 688
  • ISBN : 9781638357070
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Summary : "A gentle introduction to some of the most useful mathematical concepts that should be in your developer toolbox." - Christopher Haupt, New Relic Explore important mathematical concepts through hands-on coding. Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. Filled with graphics and more than 300 exercises and mini-projects, this book unlocks the door to interesting–and lucrative!–careers in some of today’s hottest fields. As you tackle the basics of linear algebra, calculus, and machine learning, you’ll master the key Python libraries used to turn them into real-world software applications. Summary To score a job in data science, machine learning, computer graphics, and cryptography, you need to bring strong math skills to the party. Math for Programmers teaches the math you need for these hot careers, concentrating on what you need to know as a developer. Filled with lots of helpful graphics and more than 200 exercises and mini-projects, this book unlocks the door to interesting–and lucrative!–careers in some of today’s hottest programming fields. About the technology Skip the mathematical jargon: This one-of-a-kind book uses Python to teach the math you need to build games, simulations, 3D graphics, and machine learning algorithms. Discover how algebra and calculus come alive when you see them in code! What's inside Vector geometry for computer graphics Matrices and linear transformations Core concepts from calculus Simulation and optimization Image and audio processing Machine learning algorithms for regression and classification About the reader For programmers with basic skills in algebra. About the author Paul Orland is a programmer, software entrepreneur, and math enthusiast. He is co-founder of Tachyus, a start-up building predictive analytics software for the energy industry. You can find him online at www.paulor.land. Table of Contents 1 Learning math with code PART I - VECTORS AND GRAPHICS 2 Drawing with 2D vectors 3 Ascending to the 3D world 4 Transforming vectors and graphics 5 Computing transformations with matrices 6 Generalizing to higher dimensions 7 Solving systems of linear equations PART 2 - CALCULUS AND PHYSICAL SIMULATION 8 Understanding rates of change 9 Simulating moving objects 10 Working with symbolic expressions 11 Simulating force fields 12 Optimizing a physical system 13 Analyzing sound waves with a Fourier series PART 3 - MACHINE LEARNING APPLICATIONS 14 Fitting functions to data 15 Classifying data with logistic regression 16 Training neural networks

Robust and Error-Free Geometric Computing

Robust and Error-Free Geometric Computing
  • Author : Dave Eberly
  • Publisher : Unknown
  • Release Date : 2021-02-28
  • Total pages : 364
  • ISBN : 9781000056624
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Summary : This is a how-to book for solving geometric problems robustly or error free in actual practice. The contents and accompanying source code are based on the feature requests and feedback received from industry professionals and academics who want both the descriptions and source code for implementations of geometric algorithms. The book provides a framework for geometric computing using several arithmetic systems and describes how to select the appropriate system for the problem at hand. Key Features: A framework of arithmetic systems that can be applied to many geometric algorithms to obtain robust or error-free implementations Detailed derivations for algorithms that lead to implementable code Teaching the readers how to use the book concepts in deriving algorithms in their fields of application The Geometric Tools Library, a repository of well-tested code at the Geometric Tools website, https://www.geometrictools.com, that implements the book concepts

Learn to Program with Scratch

Learn to Program with Scratch
  • Author : Majed Marji
  • Publisher : Unknown
  • Release Date : 2014-02-14
  • Total pages : 288
  • ISBN : 9781593275433
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Summary : Scratch is a fun, free, beginner-friendly programming environment where you connect blocks of code to build programs. While most famously used to introduce kids to programming, Scratch can make computer science approachable for people of any age. Rather than type countless lines of code in a cryptic programming language, why not use colorful command blocks and cartoon sprites to create powerful scripts? In Learn to Program with Scratch, author Majed Marji uses Scratch to explain the concepts essential to solving real-world programming problems. The labeled, color-coded blocks plainly show each logical step in a given script, and with a single click, you can even test any part of your script to check your logic. You'll learn how to: –Harness the power of repeat loops and recursion –Use if/else statements and logical operators to make decisions –Store data in variables and lists to use later in your program –Read, store, and manipulate user input –Implement key computer science algorithms like a linear search and bubble sort Hands-on projects will challenge you to create an Ohm's law simulator, draw intricate patterns, program sprites to mimic line-following robots, create arcade-style games, and more! Each chapter is packed with detailed explanations, annotated illustrations, guided examples, lots of color, and plenty of exercises to help the lessons stick. Learn to Program with Scratch is the perfect place to start your computer science journey, painlessly. Uses Scratch 2

Rust for Rustaceans

Rust for Rustaceans
  • Author : Jon Gjengset
  • Publisher : Unknown
  • Release Date : 2021-12-21
  • Total pages : 280
  • ISBN : 9781718501867
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Summary : Master professional-level coding in Rust. For developers who’ve mastered the basics, this book is the next step on your way to professional-level programming in Rust. It covers everything you need to build and maintain larger code bases, write powerful and flexible applications and libraries, and confidently expand the scope and complexity of your projects. Author Jon Gjengset takes you deep into the Rust programming language, dissecting core topics like ownership, traits, concurrency, and unsafe code. You’ll explore key concepts like type layout and trait coherence, delve into the inner workings of concurrent programming and asynchrony with async/await, and take a tour of the world of no_std programming. Gjengset also provides expert guidance on API design, testing strategies, and error handling, and will help develop your understanding of foreign function interfaces, object safety, procedural macros, and much more. You'll Learn: • How to design reliable, idiomatic, and ergonomic Rust programs based on best principles • Effective use of declarative and procedural macros, and the difference between them • How asynchrony works in Rust – all the way from the Pin and Waker types used in manual implementations of Futures, to how async/await saves you from thinking about most of those words • What it means for code to be unsafe, and best practices for writing and interacting with unsafe functions and traits • How to organize and configure more complex Rust projects so that they integrate nicely with the rest of the ecosystem • How to write Rust code that can interoperate with non-Rust libraries and systems, or run in constrained and embedded environments Brimming with practical, pragmatic insights that you can immediately apply, Rust for Rustaceans helps you do more with Rust, while also teaching you its underlying mechanisms.

Scratch 3 Programming Playground

Scratch 3 Programming Playground
  • Author : Al Sweigart
  • Publisher : Unknown
  • Release Date : 2021-01-19
  • Total pages : 288
  • ISBN : 9781718500228
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Summary : A project-filled introduction to coding that shows kids how to build programs by making cool games. Scratch, the colorful drag-and-drop programming language, is used by millions of first-time learners worldwide. Scratch 3 features an updated interface, new programming blocks, and the ability to run on tablets and smartphones, so you can learn how to code on the go. In Scratch 3 Programming Playground, you'll learn to code by making cool games. Get ready to destroy asteroids, shoot hoops, and slice and dice fruit! Each game includes easy-to-follow instructions with full-color images, review questions, and creative coding challenges to make the game your own. Want to add more levels or a cheat code? No problem, just write some code. You'll learn to make games like: • Maze Runner: escape the maze! • Snaaaaaake: gobble apples and avoid your own tail • Asteroid Breaker: smash space rocks • Fruit Slicer: a Fruit Ninja clone • Brick Breaker: a remake of Breakout, the brick-breaking classic • Platformer: a game inspired by Super Mario Bros Learning how to program shouldn't be dry and dreary. With Scratch 3 Programming Playground, you'll make a game of it! Covers: Scratch 3