Prediction, Learning, and Games

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Publisher : Cambridge University Press
ISBN 13 : 113945482X
Total Pages : 4 pages
Book Rating : 4.1/5 (394 download)

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Book Synopsis Prediction, Learning, and Games by : Nicolo Cesa-Bianchi

Download or read book Prediction, Learning, and Games written by Nicolo Cesa-Bianchi and published by Cambridge University Press. This book was released on 2006-03-13 with total page 4 pages. Available in PDF, EPUB and Kindle. Book excerpt: This important text and reference for researchers and students in machine learning, game theory, statistics and information theory offers a comprehensive treatment of the problem of predicting individual sequences. Unlike standard statistical approaches to forecasting, prediction of individual sequences does not impose any probabilistic assumption on the data-generating mechanism. Yet, prediction algorithms can be constructed that work well for all possible sequences, in the sense that their performance is always nearly as good as the best forecasting strategy in a given reference class. The central theme is the model of prediction using expert advice, a general framework within which many related problems can be cast and discussed. Repeated game playing, adaptive data compression, sequential investment in the stock market, sequential pattern analysis, and several other problems are viewed as instances of the experts' framework and analyzed from a common nonstochastic standpoint that often reveals new and intriguing connections.

Prediction Games

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Publisher : Universitätsverlag Potsdam
ISBN 13 : 386956203X
Total Pages : 138 pages
Book Rating : 4.8/5 (695 download)

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Book Synopsis Prediction Games by : Michael Brückner

Download or read book Prediction Games written by Michael Brückner and published by Universitätsverlag Potsdam. This book was released on 2012 with total page 138 pages. Available in PDF, EPUB and Kindle. Book excerpt: In many applications one is faced with the problem of inferring some functional relation between input and output variables from given data. Consider, for instance, the task of email spam filtering where one seeks to find a model which automatically assigns new, previously unseen emails to class spam or non-spam. Building such a predictive model based on observed training inputs (e.g., emails) with corresponding outputs (e.g., spam labels) is a major goal of machine learning. Many learning methods assume that these training data are governed by the same distribution as the test data which the predictive model will be exposed to at application time. That assumption is violated when the test data are generated in response to the presence of a predictive model. This becomes apparent, for instance, in the above example of email spam filtering. Here, email service providers employ spam filters and spam senders engineer campaign templates such as to achieve a high rate of successful deliveries despite any filters. Most of the existing work casts such situations as learning robust models which are unsusceptible against small changes of the data generation process. The models are constructed under the worst-case assumption that these changes are performed such to produce the highest possible adverse effect on the performance of the predictive model. However, this approach is not capable to realistically model the true dependency between the model-building process and the process of generating future data. We therefore establish the concept of prediction games: We model the interaction between a learner, who builds the predictive model, and a data generator, who controls the process of data generation, as an one-shot game. The game-theoretic framework enables us to explicitly model the players' interests, their possible actions, their level of knowledge about each other, and the order at which they decide for an action. We model the players' interests as minimizing their own cost function which both depend on both players' actions. The learner's action is to choose the model parameters and the data generator's action is to perturbate the training data which reflects the modification of the data generation process with respect to the past data. We extensively study three instances of prediction games which differ regarding the order in which the players decide for their action. We first assume that both player choose their actions simultaneously, that is, without the knowledge of their opponent's decision. We identify conditions under which this Nash prediction game has a meaningful solution, that is, a unique Nash equilibrium, and derive algorithms that find the equilibrial prediction model. As a second case, we consider a data generator who is potentially fully informed about the move of the learner. This setting establishes a Stackelberg competition. We derive a relaxed optimization criterion to determine the solution of this game and show that this Stackelberg prediction game generalizes existing prediction models. Finally, we study the setting where the learner observes the data generator's action, that is, the (unlabeled) test data, before building the predictive model. As the test data and the training data may be governed by differing probability distributions, this scenario reduces to learning under covariate shift. We derive a new integrated as well as a two-stage method to account for this data set shift. In case studies on email spam filtering we empirically explore properties of all derived models as well as several existing baseline methods. We show that spam filters resulting from the Nash prediction game as well as the Stackelberg prediction game in the majority of cases outperform other existing baseline methods.

Divine Games

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Publisher : MIT Press
ISBN 13 : 0262551454
Total Pages : 219 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Divine Games by : Steven J. Brams

Download or read book Divine Games written by Steven J. Brams and published by MIT Press. This book was released on 2024-03-12 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: A game-theoretical analysis of interactions between a human being and an omnipotent and omniscient godlike being highlights the inherent unknowability of the latter's superiority. In Divine Games, Steven Brams analyzes games that a human being might play with an omnipotent and omniscient godlike being. Drawing on game theory and his own theory of moves, Brams combines the analysis of thorny theological questions, suggested by Pascal's wager (which considers the rewards and penalties associated with belief or nonbelief in God) and Newcomb's problem (in which a godlike being has near omniscience) with the analysis of several stories from the Hebrew Bible. Almost all of these stories involve conflict between God or a surrogate and a human player; their representation as games raises fundamental questions about God's superiority. In some games God appears vulnerable (after Adam and Eve eat the forbidden fruit in defiance of His command), in other games his actions seem morally dubious (when He subjects Abraham and Job to extreme tests of their faith), and in still other games He has a propensity to hold grudges (in preventing Moses from entering the Promised Land and in undermining the kingship of Saul). If the behavior of a superior being is indistinguishable from that of an ordinary human being, his existence would appear undecidable, or inherently unknowable. Consequently, Brams argues that keeping an open mind about the existence of a superior being is an appropriate theological stance.

Motion in Games

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Publisher : Springer Science & Business Media
ISBN 13 : 3540892192
Total Pages : 265 pages
Book Rating : 4.5/5 (48 download)

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Book Synopsis Motion in Games by : Arjan Egges

Download or read book Motion in Games written by Arjan Egges and published by Springer Science & Business Media. This book was released on 2008-11-19 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed post-workshop proceedings of the First International Workshop on Motion in Games, held in Utrecht, The Netherlands, during June 14-17, 2008, in collaboration with the NLGD Festival of Games. The 24 revised papers presented during the workshop cover topics on crowd simulation; virtual humans; motion synthesis; interfaces; navigation and steering; and facial and behavioral animation.

The Predictioneer's Game

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Publisher : Random House Trade Paperbacks
ISBN 13 : 081297977X
Total Pages : 290 pages
Book Rating : 4.8/5 (129 download)

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Book Synopsis The Predictioneer's Game by : Bruce Bueno De Mesquita

Download or read book The Predictioneer's Game written by Bruce Bueno De Mesquita and published by Random House Trade Paperbacks. This book was released on 2010-10-12 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: Bruce Bueno de Mesquita is a master of game theory, which is a fancy label for a simple idea: People compete, and they always do what they think is in their own best interest. Bueno de Mesquita uses game theory and its insights into human behavior to predict and even engineer political, financial, and personal events. His forecasts, which have been employed by everyone from the CIA to major business firms, have an amazing 90 percent accuracy rate, and in this dazzling and revelatory book he shares his startling methods and lets you play along in a range of high-stakes negotiations and conflicts. Revealing the origins of game theory and the advances made by John Nash, the Nobel Prize—winning scientist perhaps best known from A Beautiful Mind, Bueno de Mesquita details the controversial and cold-eyed system of calculation that he has since created, one that allows individuals to think strategically about what their opponents want, how much they want it, and how they might react to every move. From there, Bueno de Mesquita games such events as the North Korean disarmament talks and the Middle East peace process and recalls, among other cases, how he correctly predicted which corporate clients of the Arthur Andersen accounting firm were most likely engaged in fraudulent activity (hint: one of them started with an E). And looking as ever to the future, Bueno de Mesquita also demonstrates how game theory can provide successful strategies to combat both global warming (instead of relying on empty regulations, make nations compete in technology) and terror (figure out exactly how much U.S. aid will make Pakistan fight the Taliban). But as Bueno de Mesquita shows, game theory isn’t just for saving the world. It can help you in your own life, whether you want to succeed in a lawsuit (lawyers argue too much the merits of the case and question too little the motives of their opponents), elect the CEO of your company (change the system of voting on your board to be more advantageous to your candidate), or even buy a car (start by knowing exactly what you want, call every dealer in a fifty-mile radius, and negotiate only over the phone). Savvy, provocative, and shockingly effective, The Predictioneer’s Game will change how you understand the world and manage your future. Life’s a game, and how you play is whether you win or lose.

Networking and Online Games

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Publisher : John Wiley & Sons
ISBN 13 : 0470030461
Total Pages : 232 pages
Book Rating : 4.4/5 (7 download)

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Book Synopsis Networking and Online Games by : Grenville Armitage

Download or read book Networking and Online Games written by Grenville Armitage and published by John Wiley & Sons. This book was released on 2006-08-04 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.

Predicting Human Decision-Making

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Publisher : Springer Nature
ISBN 13 : 3031015789
Total Pages : 134 pages
Book Rating : 4.0/5 (31 download)

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Book Synopsis Predicting Human Decision-Making by : Ariel Geib

Download or read book Predicting Human Decision-Making written by Ariel Geib and published by Springer Nature. This book was released on 2022-05-31 with total page 134 pages. Available in PDF, EPUB and Kindle. Book excerpt: Human decision-making often transcends our formal models of "rationality." Designing intelligent agents that interact proficiently with people necessitates the modeling of human behavior and the prediction of their decisions. In this book, we explore the task of automatically predicting human decision-making and its use in designing intelligent human-aware automated computer systems of varying natures—from purely conflicting interaction settings (e.g., security and games) to fully cooperative interaction settings (e.g., autonomous driving and personal robotic assistants). We explore the techniques, algorithms, and empirical methodologies for meeting the challenges that arise from the above tasks and illustrate major benefits from the use of these computational solutions in real-world application domains such as security, negotiations, argumentative interactions, voting systems, autonomous driving, and games. The book presents both the traditional and classical methods as well as the most recent and cutting edge advances, providing the reader with a panorama of the challenges and solutions in predicting human decision-making.

Computer Games

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Publisher : Springer
ISBN 13 : 331957969X
Total Pages : 188 pages
Book Rating : 4.3/5 (195 download)

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Book Synopsis Computer Games by : Tristan Cazenave

Download or read book Computer Games written by Tristan Cazenave and published by Springer. This book was released on 2017-04-27 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 5th Computer Games Workshop, CGW 2016, and the 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, in New York, USA, in July 2016.The 12 revised full papers presented were carefully reviewed and selected from 25 submissions. The papers address all aspects of artificial intelligence and computer game playing. They discuss topics such as Monte-Carlo methods; heuristic search; board games; card games; video games; perfect and imperfect information games; puzzles and single player games; multi-player games; combinatorial game theory; applications; computational creativity; computational game theory; evaluation and analysis; game design; knowledge representation; machine learning; multi-agent systems; opponent modeling; planning.

AI for Games, Third Edition

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Publisher : CRC Press
ISBN 13 : 1351053280
Total Pages : 997 pages
Book Rating : 4.3/5 (51 download)

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Book Synopsis AI for Games, Third Edition by : Ian Millington

Download or read book AI for Games, Third Edition written by Ian Millington and published by CRC Press. This book was released on 2019-03-18 with total page 997 pages. Available in PDF, EPUB and Kindle. Book excerpt: AI is an integral part of every video game. This book helps professionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date information they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. Key Features A comprehensive professional tutorial and reference to implement true AI in games Includes new exercises so readers can test their comprehension and understanding of the concepts and practices presented Revised and updated to cover new techniques and advances in AI Walks the reader through the entire game AI development process

Computers and Games

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Publisher : Springer Science & Business Media
ISBN 13 : 3540876073
Total Pages : 287 pages
Book Rating : 4.5/5 (48 download)

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Book Synopsis Computers and Games by : H. Jaap van den Herik

Download or read book Computers and Games written by H. Jaap van den Herik and published by Springer Science & Business Media. This book was released on 2008-09-12 with total page 287 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 6th International Conference on Computers and Games, CG 2008, held in Beijing, China, in September/October 2008 co-located with the 13th Computer Olympiad and the 16th World Computer-Chess Championship. The 24 revised full papers presented were carefully reviewed and selected from 40 submissions. The papers cover all aspects of artificial intelligence in computer-game playing dealing with many different research topics, such as cognition, combinatorial game theory, search, knowledge representation, and optimization.

AI for Game Developers

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Publisher : "O'Reilly Media, Inc."
ISBN 13 : 1491900105
Total Pages : 398 pages
Book Rating : 4.4/5 (919 download)

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Book Synopsis AI for Game Developers by : David M Bourg

Download or read book AI for Game Developers written by David M Bourg and published by "O'Reilly Media, Inc.". This book was released on 2004-07-23 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: Advances in 3D visualization and physics-based simulation technology make it possible for game developers to create compelling, visually immersive gaming environments that were only dreamed of years ago. But today's game players have grown in sophistication along with the games they play. It's no longer enough to wow your players with dazzling graphics; the next step in creating even more immersive games is improved artificial intelligence, or AI.Fortunately, advanced AI game techniques are within the grasp of every game developer--not just those who dedicate their careers to AI. If you're new to game programming or if you're an experienced game programmer who needs to get up to speed quickly on AI techniques, you'll find AI for Game Developers to be the perfect starting point for understanding and applying AI techniques to your games.Written for the novice AI programmer, AI for Game Developers introduces you to techniques such as finite state machines, fuzzy logic, neural networks, and many others, in straightforward, easy-to-understand language, supported with code samples throughout the entire book (written in C/C++). From basic techniques such as chasing and evading, pattern movement, and flocking to genetic algorithms, the book presents a mix of deterministic (traditional) and non-deterministic (newer) AI techniques aimed squarely at beginners AI developers. Other topics covered in the book include: Potential function based movements: a technique that handles chasing, evading swarming, and collision avoidance simultaneously Basic pathfinding and waypoints, including an entire chapter devoted to the A* pathfinding algorithm AI scripting Rule-based AI: learn about variants other than fuzzy logic and finite state machines Basic probability Bayesian techniques Unlike other books on the subject, AI for Game Developers doesn't attempt to cover every aspect of game AI, but to provide you with usable, advanced techniques you can apply to your games right now. If you've wanted to use AI to extend the play-life of your games, make them more challenging, and most importantly, make them more fun, then this book is for you.

Optimality Justifications

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Publisher : Oxford University Press
ISBN 13 : 0198887558
Total Pages : 329 pages
Book Rating : 4.1/5 (988 download)

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Book Synopsis Optimality Justifications by : Gerhard Schurz

Download or read book Optimality Justifications written by Gerhard Schurz and published by Oxford University Press. This book was released on 2024-02-08 with total page 329 pages. Available in PDF, EPUB and Kindle. Book excerpt: The leading idea of epistemology in the Enlightenment tradition was foundation-theoretic: to reach knowledge, we must not legitimize our beliefs by external authorities, but instead justify them by rational arguments. Recently, the foundation-theoretic ideal of justification has come under attack, the chief criticism being that universal standards of justification are illusory because the problem of a regress of justification is unsolvable. Alternatives to foundation theory (coherentism, externalism, or dogmatism) have been developed that give up central claims of Enlightenment epistemology such as empirical support, cognitive accessibility, or rational justifiability. Optimality Justifications develops a new account of foundation-theoretic epistemology based on the method of optimality justifications. Optimality justifications offer a solution to the regress problem. Rather than striving for a priori demonstrations of reliability, which are impossible, they show that certain epistemic methods are optimal with regard to all accessible alternatives, which is more modestly but provably possible. In particular, optimality justifications can achieve a non-circular justification of deductive, inductive, and abductive reasoning. This volume pursues two goals: a general renewal of foundation-theoretic epistemology based on the account of optimality justifications, and the advancement of methods of optimality justification in important domains of epistemology and the philosophy of science, logic, and cognition. Connected with these goals is the aspiration to develop new ideas for mainstream epistemology, as well as for formal epistemology, philosophy of science, and cognitive science, which are intended to attract researchers, students, and all other readers interested in these fields.

Design, Motivation, and Frameworks in Game-Based Learning

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Author :
Publisher : IGI Global
ISBN 13 : 1522560270
Total Pages : 332 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Design, Motivation, and Frameworks in Game-Based Learning by : Tan, Wee Hoe

Download or read book Design, Motivation, and Frameworks in Game-Based Learning written by Tan, Wee Hoe and published by IGI Global. This book was released on 2018-07-13 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.

Games, Economic Dynamics, and Time Series Analysis

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Publisher : Springer Science & Business Media
ISBN 13 : 366241533X
Total Pages : 380 pages
Book Rating : 4.6/5 (624 download)

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Book Synopsis Games, Economic Dynamics, and Time Series Analysis by : XY. Deistler

Download or read book Games, Economic Dynamics, and Time Series Analysis written by XY. Deistler and published by Springer Science & Business Media. This book was released on 2013-12-14 with total page 380 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Algorithmic Learning Theory

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Publisher : Springer
ISBN 13 : 3540302158
Total Pages : 519 pages
Book Rating : 4.5/5 (43 download)

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Book Synopsis Algorithmic Learning Theory by : Shai Ben David

Download or read book Algorithmic Learning Theory written by Shai Ben David and published by Springer. This book was released on 2004-09-24 with total page 519 pages. Available in PDF, EPUB and Kindle. Book excerpt: Algorithmic learning theory is mathematics about computer programs which learn from experience. This involves considerable interaction between various mathematical disciplines including theory of computation, statistics, and c- binatorics. There is also considerable interaction with the practical, empirical ?elds of machine and statistical learning in which a principal aim is to predict, from past data about phenomena, useful features of future data from the same phenomena. The papers in this volume cover a broad range of topics of current research in the ?eld of algorithmic learning theory. We have divided the 29 technical, contributed papers in this volume into eight categories (corresponding to eight sessions) re?ecting this broad range. The categories featured are Inductive Inf- ence, Approximate Optimization Algorithms, Online Sequence Prediction, S- tistical Analysis of Unlabeled Data, PAC Learning & Boosting, Statistical - pervisedLearning,LogicBasedLearning,andQuery&ReinforcementLearning. Below we give a brief overview of the ?eld, placing each of these topics in the general context of the ?eld. Formal models of automated learning re?ect various facets of the wide range of activities that can be viewed as learning. A ?rst dichotomy is between viewing learning as an inde?nite process and viewing it as a ?nite activity with a de?ned termination. Inductive Inference models focus on inde?nite learning processes, requiring only eventual success of the learner to converge to a satisfactory conclusion.

Component-Based Rails Applications

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Publisher : Addison-Wesley Professional
ISBN 13 : 0134775260
Total Pages : 557 pages
Book Rating : 4.1/5 (347 download)

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Book Synopsis Component-Based Rails Applications by : Stephan Hagemann

Download or read book Component-Based Rails Applications written by Stephan Hagemann and published by Addison-Wesley Professional. This book was released on 2018-06-22 with total page 557 pages. Available in PDF, EPUB and Kindle. Book excerpt: Use Components to Improve Maintainability, Reduce Complexity, and Accelerate Testing in Large Rails Applications “This book gives Ruby pros a comprehensive guide for increasing the sophistication of their designs, without having to forsake the principles of elegance that keep them in our corner of the software world.” —Obie Fernandez, author, The RailsTM 5 Way, Fourth Edition As Rails applications grow, even experienced developers find it difficult to navigate code bases, implement new features, and keep tests fast. Components are the solution, and Component-Based Rails Applications shows how to make the most of them. Writing for programmers and software team leads who are comfortable with Ruby and Rails, Stephan Hagemann introduces a practical, start-to-finish methodology for modernizing and restructuring existing Rails applications. One step at a time, Hagemann demonstrates how to revamp Rails applications to exhibit visible, provably independent, and explicitly connected parts—thereby simplifying them and making them far easier for teams to manage, change, and test. Throughout, he introduces design concepts and techniques you can use to improve applications of many kinds, even if they weren’t built with Rails or Ruby. Learn how components clarify intent, improve collaboration, and simplify innovation and maintenance Create a full Rails application within a component, from first steps to migrations and dependency management Test component-based applications, manage assets and dependencies, and deploy your application to production Identify the seams in an existing Rails application, and refactor it to extract components Master a scripted, repeatable approach for refactoring Rails applications of any size Use component-based Rails with two popular structural patterns: hexagonal and DCI architecture Leverage your new component skills with other frameworks and languages Overcome the unique challenges that arise as you componentize Rails applications If you’re ready to simplify and revitalize your complex Rails systems, you’re ready for Component-Based Rails Applications. Register your book for convenient access to downloads, updates, and/or corrections as they become available. See inside book for details.

How Uk Should Be

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Author :
Publisher : Xlibris Corporation
ISBN 13 : 1664147241
Total Pages : 702 pages
Book Rating : 4.6/5 (641 download)

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Book Synopsis How Uk Should Be by : James Nicholls

Download or read book How Uk Should Be written by James Nicholls and published by Xlibris Corporation. This book was released on 2020-12-10 with total page 702 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a book which holds a very large amount of my ideological beliefs, which form a new ideology quite unlike any other before it. I dream of a better world, a healthier world. A world where people are safe and all products which poison the minds and lead to human destruction don’t exist. A world where animal species are never driven to extinction and co-exist with people rather well, where many natural areas of the world remain untouched, unpolluted and humans are safe from the natural hazards of the world and the unnatural hazards of the world. An economic system which is fair and relatively stable and where jobs are as easy to get as merely talking. A world where every religion is at peace with the other, as are its followers to followers of another. A justice system which is real justice and countries whom many people can say their honestly proud of being a citizen of. A world free of economic corruption and instability. Grasslands as green as the deepest green and forests which have trees not seldom seen. A world where everyone can claim free speech, no matter how outrageous, radical, stupid or barbaric it may sound to those people with differing views. The name of this new ideological belief should be officially called Distributionism. This book mainly focuses on the United Kingdom and what’s best for the United Kingdom, but it can be read comfortably by people who aren’t UK citizens.