An Gymnasien zählt der Informatik-Unterricht zu den wesentlichen Bausteinen, die die Kinder auf das spätere Studium und Berufsleben vorbereiten sollen. Dieses Buch dient Lehrern, die sich für diesen Unterricht zusätzlich qualifizieren wollen, und Studenten der Didaktik der Informatik als Lern- und Übungsbuch für die Unterrichts- und Prüfungsvorbereitung. Zahlreiche Übungen helfen, das Gelesene zu vertiefen. Die Lösungen stehen im Internet zur Verfügung.
This book reflects more than three decades of research on Cellular Automata (CA), and nearly a decade of work on the application of CA to model biological strings, which forms the foundation of ´A New Kind of Computational Biology´ pioneered by the start-up, CARLBio. After a brief introduction on Cellular Automata (CA) theory and functional biology, it reports on the modeling of basic biological strings with CA, starting with the basic nucleotides leading to codon and anti-codon CA models. It derives a more involved CA model of DNA, RNA, the entire translation process for amino acid formation and the evolution of protein to its unique structure and function. In subsequent chapters the interaction of Proteins with other bio-molecules is also modeled. The only prior knowledge assumed necessary is an undergraduate knowledge of computer programming and biology. The book adopts a hands-on, ´´do-it-yourself´´ approach to enable readers to apply the method provided to derive the CA rules and comprehend how these are related to the physical ´rules´ observed in biology. In a single framework, the authors have presented two branches of science - Computation and Biology. Instead of rigorous molecular dynamics modeling, which the authors describe as a Bottoms-Up model, or relying on the Top-Down new age Artificial Intelligence (AI) and Machine Language (ML) that depends on extensive availability of quality data, this book takes the best from both the Top-Down and Bottoms-up approaches and establishes how the behavior of complex molecules is represented in CA. The CA rules are derived from the basic knowledge of molecular interaction and construction observed in biological world but mapped to a few subset of known results to derive and predict results. This book is useful for students, researchers and industry practitioners who want to explore modeling and simulation of the physical world complex systems from a different perspective. It raises the inevitable the question - ´Are life and the universe nothing but a collection of continuous systems processing information´.
Die Revolution begann in Kinderzimmern: Mit dem C64, dem ersten millionenfach verbreiteten Heimcomputer, eroberten sich Kinder und Jugendliche in den achtziger Jahren die digitale Welt und trieben die Entwicklung mit voran, als Hacker, Cracker, Nerds, Bastler und neugierige User. Christian Stöcker, Ressortleiter Netzwelt bei SPIEGEL ONLINE und mit dem Computer aufgewachsen, beschreibt in seiner persönlich gefärbten Geschichte der Netzkultur die Akteure der digitalen Szene und ihr Selbstverständnis, die Einflüsse von Film und fantastischer Literatur, die Auswirkungen der Digitalisierung auf Gesellschaft und Wirtschaft sowie die Auseinandersetzungen über den viel beschworenen digitalen Graben hinweg. Sein Buch ist nicht nur ein unterhaltsamer Streifzug durch die digitalen Welten, sondern auch ein Appell, die Möglichkeiten zu nutzen, die digitale Medien und Technologien bieten.
Drawing is the starting point for many kinds of tasks, for everyone from children making pictures to professional architects sketching ideas. Drawing seems to be fundamentally connected to how we represent the world visually. Most computer graphics focuses on realistic visual simulation, but over the past few decades, line drawing algorithms have matured, providing the ability to automatically create reasonable line drawings from 3D geometry. This tutorial provides a detailed guide to the mathematical theory and computer algorithms for line drawing of 3D objects. It focuses on the curves known as contours as they are the most important curves for line drawing of 3D surfaces. The authors describe the different algorithms required to compute and render these curves, before going on to explain boundary curves and surface-surface intersection curves. The tutorial concludes with other topics in 3D non-photorealistic rendering including: other types of curves, stroke rendering, and non-photorealistic shading. Line Drawings from 3D Models: A Tutorial is a concise, yet comprehensive, introduction to an increasingly important topic in computer graphics. The extensive bibliography is invaluable for readers wishing to further their own research in the area.
Gain a clear understanding of even the most complex, highly theoretical computational theory topics in the approachable presentation found only in the market-leading INTRODUCTION TO THE THEORY OF COMPUTATION, 3E. The number one choice for today´s computational theory course, this revision continues the book´s well-know, approachable style with timely revisions, additional practice, and more memorable examples in key areas. A new first-of-its-kind theoretical treatment of deterministic context-free languages is ideal for a better understanding of parsing and LR(k) grammars. You gain a solid understanding of the fundamental mathematical properties of computer hardware, software, and applications with a blend of practical and philosophical coverage and mathematical treatments, including advanced theorems and proofs. INTRODUCTION TO THE THEORY OF COMPUTATION, 3E´s comprehensive coverage makes this a valuable reference for your continued studies in theoretical computing.
Debugging with GDB: The GNU Source-Level Debugger, Tenth Edition, for GDB version 18.104.22.16880116-git. This book is available for free at gnu.org. This book is printed in grayscale. The purpose of a debugger such as gdb is to allow you to see what is going on ´´inside´´ another program while it executes - or what another program was doing at the moment it crashed. gdb can do four main kinds of things (plus other things in support of these) to help you catch bugs in the act: - Start your program, specifying anything that might affect its behavior. - Make your program stop on specified conditions. - Examine what has happened, when your program has stopped. - Change things in your program, so you can experiment with correcting the effects of one bug and go on to learn about another.
You´ve heard about pair programming´s benefits: fewer bugs, improved skills, and faster delivery. But what happens when you want to pair with someone in another city, country, or even hemisphere? With the right tools, you won´t have to relocate to refactor. In this book, you´ll learn techniques used by the most productive remote programmers in the industry to pair with anyone on the globe on any kind of project. You´ll use collaborative editors, screen sharing, secure networking, and virtualization to create a remote pairing environment that feels as if your partner is sitting right next to you. You´ve heard about pair programming´s benefits: fewer bugs, improved skills, and faster delivery. But what happens when you want to pair with someone in another city, country, or even hemisphere? With the right tools, you won´t have to relocate to refactor. In this book, you´ll learn techniques used by the most productive remote programmers in the industry to pair with anyone on the globe on any kind of project. You´ll use collaborative editors, screen sharing, secure networking, and virtualization to create a remote pairing environment that feels as if your partner is sitting right next to you. Two heads are better than one, but only if they´re working on the same problem. When pairing remotely, this requires a specialized environment that you´ll learn how to create. We´ll use the same open-source tools as the pros to improve collaboration and increase productivity. You´ll learn techniques, patterns, and best practices you can apply to projects of all kinds. These tools are so effective that many co-located programmers use them despite sitting side-by-side--you don´t have to work outside of an office for this book to improve your programming techniques. We´ll start by creating a secure collaborative editing environment capable of handling the low-bandwidth networks at some coffee shops. Then we´ll share your screen using free open source tools and protocols. We´ll deploy all of this to a server in the cloud so you can access your development environment from anywhere. Then we´ll use one of the most advanced integrated development environments to collaborate, sketch on a virtual whiteboard, and resolve conflicts. Finally, we´ll talk with programmers at Pivotal Labs, Big Nerd Ranch, and other top-notch distributed development firms to learn how they handle the challenges of remote pairing on a daily basis. With their help and advice, you can be productive from any location on the planet. What You Need:Many of the examples in this book require an internet connection. You´ll only need one computer for most of the exercises, and you can run them by yourself. But havinga second computer and even a second person may improve the experience.