man' months. ward, hoping to find secure jobs. 10 ALL OUR KIN THE FL~TS 11 ?vlngnolia Va ters is J large, powerful, and resourceful woman with a regal composure. At forty-onc, the mother of eleven, MY HOME BASE rVlagnolia appeared no older than her striking, articulate, twenty- three-year-old daughter, Ruby Banks. IVlagnolia's four sisters The Jaeksons' home with its seven children (living at home) and two brothers and their families all live in The Flats and became a home base, a place where I was weleome to spend the each of her sistcr's children has received public aid. The second day, week after week, and where my year-old son Kcvin and I generation of ehildren born in The Flats, l-.!agnolia's grand- could sleep, usually sharing a bed with children in the house-
Valdkonniti domineerivad programmeerimiskeeled : Universaalseim, välja arvatud tippkiirust nõudvad või embedded või brauseri- või operatsioonisüsteemi-rakendused: Java 17 Maksimaalset kiirust nõudvad rakendused, embedded ja süsteemprogrammeerimine: C, C++ Andmetöötlus ja skriptid ilma kasutajaliideseta: Python, Java, C, Go, Perl, Ruby Windowsi kasutajaliidesega rakenduste programmeerimine: C#, VisualBasic, C, (Java) Maci ja iPhone programmeerimine: Swift, Objective-C Androidi programmeerimine: Java, (C) ; Veebibrauseri programmeerimine: Javascript Veebirakenduse programmeerimine: PHP, Javascript, Python, Ruby, Java, Go, C , Perl . 10. HTTP on omaette protokoll TCP peal, mida kasutatakse veebilehtede, piltide, tekstifailide, zip failide, jsoni jne jne saatmiseks veebiserveri ja brauseri vahel.
Sissejuhatus infotehnoloogiasse 1. Loeng Algoritm on täpne samm-sammuline, kuid mitte tingimata formaalne juhend millegi tegemiseks. Näited: a. Toiduretsept. b. Juhend ruutvõrrandi lahendamiseks Algoritmiline probleem - probleem, mille lahenduse saab kirja panna täidetavate juhendite loeteluna. Programm on formaalses, üheselt mõistetavas keeles kirja pandud algoritm. Arvutid suudavad täita ainult programme. Analoogsüsteem andmeid salvestatakse (peegeldatakse) proportsionaalselt Näit: termomeeter, vinüülplaat, foto Digitaalsüsteem (pidevad) andmed lõhutakse üksikuteks tükkideks, mis salvestatakse eraldi Näit: CD, arvutiprogramm, kiri tähtede ja bittidena Ühelt teisele: digitaliseerimine The three major comparisons of computers are: Electronic computers versus Mechanical computers Gen
) In computer programming, a software framework is an abstraction in which software providing generic functionality can be selectively changed by additional user-written code, thus providing application-specific software. Edasiarendamiseks ja ümbertegemiseks mõeldud terviklikud näiterakendused, levinud eeskätt „tüüpiliste“ andmebaasi-kesksete veebirakenduste jaoks. Igast hästi läbimõeldud rakendusest võib saada selline näiterakendus. Examples: Java Spring, Ruby on Rails, PHP Zend framework, Python Django, Javascript Angular, Microsoft .NET 9. nädal: Võrgurakendused ja interneti funktsioneerimine HTTP(Hypertext Transfer Protocol) 1992 HTTP on omaette protokoll TCP peal, mida kasutatakse veebilehtede, piltide, tekstifailide, zip failide, jsoni jne jne saatmiseks veebiserveri ja brauseri vahel. HTTP (Hypertext Transfer Protocol) is the set of rules for transferring files, such as text, graphic images, sound, video, and other multimedia files, on the
Games Programming with Java and Java 3D Andrew Davison Dept. of Computer Engineering Prince of Songkla University HatYai, Songkhla 90112 E-mail: [email protected] Draft: 14th January 2003, #2 Abstract This article looks at the advantages and disadvantages of using Java and Java 3D for games programming. It assumes the reader is familiar with Java, but presents short overviews of gaming, the low-level APIs OpenGL and DirectX, and Java 3D. No programming examples are included here, although links to online code are supplied. 1. Background to Gaming Giving a definition for `computer game' is problematic, due to the wide range of game types. For example, the ArcadePod site (http://www.arcadePod.com) divides its hundreds of Java games into more than ten categories: 3D games, multiplayer, action
1. OBJECT-ORIENTED PARADIGM The Model •The model defines an abstract view to the problem. This implies that the model focuses only on problem related stuff and that you try to define properties of the problem. These properties include: 1 •the data which are affected and 2 •the operations which are identified by the problem. Object-oriented Paradigm •Everything is an object •A program is a bunch of objects telling each other what to do by sending messages •Each object has its own memory made up of other objects •Every object has a type •All objects of a particular type can receive the same messages Domain Model •A domain model does not represent the entire domain as it is in the real world. It includes only the concepts that are needed to support the application. Object •Is a partitioned area of memory where object code is stored •The area of memory is protected •This code can function relatively independently of other objects •Can be used b
Jackass Koostas: Klass: Origins The show developed from Big Brother Magazine, a skateboarding-related humor magazine that Jeff Tremaine, Dave Carnie, Rick Kosick and Chris Pontius all worked for, and featured regular contributions from Johnny Knoxville, Tyler Newton and Dave England, among others. The concept of Jackass dates back to 1999 when struggling-actor-turned-writer Johnny Knoxville birthed the idea to test different self defense devices on himself as the basis for an article. He pitched the idea to a couple of magazines and was turned down until meeting with Jeff Tremaine of Big Brother. Tremaine hired him as a journalist and convinced Johnny to videotape this idea and other stunts for stories. The footage, which involved Knoxville being ta
Turingi masin 1937 Universaalne masin suudab arvutada/järeldada kõike Turingi tees: kõike mida saab üldse mingi masinaga järeldada/arvutada, saab ka Turingi masinaga arvutada Parmenides (5 saj. e.m.a) kasutas pikki loogilisi põhjendusi. Zenon Elast (5 saj e.ma) paradoksid Sofistid-Sokrates (470-399 e.m.a), Platon (428/427 - 348/347e.m.a) Aristoteles: väidete struktuur kui iseseisev uurimisobjekt Süllogismi näited:1eeldus:iga koer on imetaja, 2eeldus mõned neljajalgsed on koerad, järeldus: mõned neljajalgsed on imetajad. Süllogism on väitlus, kus mingitest etteantud väidetest järeldub paratamatult uus väide. Aristotelese puhul alati kaks kategoorilist eeldust, üks kategooriline järeldus Stoikud uurisid, kuidas saab loogiliste sidesõnade (ja, ei, või, kui ...siis)abil lihtsamatest lausetest keerulisemaid kokku panna ja kuidas näidata selliselt moodustatud lausete õigsust. Ramon Llull 1235- 1315 müstik Peateos Ars magna, generalis et ultima; Leonardo da Vinci ca 15
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