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¡¾Ô¤ÊÛ °´ÐèÓ¡Ë¢¡¿Computer Fundamentals and C Programming
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¡¾Ô¤ÊÛ °´ÐèÓ¡Ë¢¡¿Hands-On Parallel Programming with C# 8 a
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Product Details »ù±¾ÐÅÏ¢ ISBN-13 ÊéºÅ 9781138428102 Author ×÷Õß Buono Format °æ±¾ ¾«×° Pages Number Ò³Êý 532Ò³ Publisher ³ö°æÉç A K PETERS Publication Date ³ö°æÈÕÆÚ 1800-01-01 Product Dimensions ÉÌÆ·³ß´ç 9.40 x 7.50 x 1.30 Shipping Weight ÉÌÆ·ÖØÁ¿ 2.35 Language ÓïÖÖ ÆäËü£¨º¬¶àÓ
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Product Details »ù±¾ÐÅÏ¢ ISBN-13 ÊéºÅ 9781484279175 Author ×÷Õß Daniel Kusswurm Format °æ±¾ ƽװ-½º¶© Pages Number Ò³Êý nullÒ³ Publisher ³ö°æÉç Apress Publication Date ³ö°æÈÕÆÚ 2022-03-05 Language ÓïÖÖ ÆäËü£¨º¬¶àÓ Book Contents ÄÚÈݼò½é Learn the fundamentals of x86 Single instruction multiple data (SIMD) programming using C++ intrinsic functions and x86-64 assembly language. This book emphasizes x86 SIMD programming topics and technologies that are relevant to modern software development in applications which can exploit data level parallelism, important for the processing of big data, large batches of data and related important in data science and much more. Modern Parallel Programming with C++ and Assembly Language is an instructional text that explains x86 SIMD programming using both C++ and assembly language. The book¡¯s content and organization are designed to help you quickly understand
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¡¾Ô¤¶©¡¿Learning C# by Programming Games 9783662592519 ÃÀ¹ú¿â·¿·¢»õ£¬Í¨³£¸¶¿îºó3-5Öܵ½»õ£¡
Product Details »ù±¾ÐÅÏ¢ ISBN-13 ÊéºÅ 9783662592519 Author ×÷Õß Wouter van Toll Format °æ±¾ ¾«×° Pages Number Ò³Êý 490Ò³ Publisher ³ö°æÉç Springer Berlin Heidelberg Publication Date ³ö°æÈÕÆÚ 2019-09-14 Language ÓïÖÖ Ó¢Óï Book Contents ÄÚÈݼò½é Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games ¨C and without requiring any previous programming experience.Contrary to most programming books, van Toll, Egges, and Fokker do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games s
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