LumiBooks

Technical, elegant, hands-on

Read better code before you write it.

Software craft, languages, architecture, debugging, and books for builders who care about details.

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Command surfaces, code grids, and luminous syntax.

Animation style: Terminal pulses and modular reveals.

The art of computer programming cover

The art of computer programming

4.4

Donald Ervin Knuth

Programming

Publisher Restricted

« New material for Volume 4 will first appear in beta-test form as fascicles of approximately 128 pages each, issued approximately twice per year. These fascicles will represent my best attempt to write a comprehensive account; but computer science has grown to the point where I cannot hope to be an authority on all the material covered in these books. Therefore I'll need feedback from readers in order to prepare the official volumes later. For example, the following fascicles appeared before the hardcover editions of Volumes 4A and 4B were complete. »--

Art of Unix Programming cover

Art of Unix Programming

4.4

Eric Steven Raymond

Programming

Publisher Restricted

No description yet. The best pages may still be ahead.

The Essential Guide to Flash Games cover

The Essential Guide to Flash Games

4.4

Jeff Fulton, Steve Fulton

Programming

Limited Preview

The Essential Guide to Flash Games is a unique tool for Flash game developers. Rather than focusing on a bunch of low-level how-to material, this book dives straight into building games. The book is divided into specific game genre projects, covering everything from old classics such as a Missile Command-style game, to hot new genres such as retro evolved. The chapters build in complexity through the book, and new tools are introduced along the way that can be reused for other games. The game projects covered start simple and increase in complexity as more and more tools are added to your tool chest. Ten full game projects are discussed in detail. Each solves a very different game development problem and builds on the knowledge gained from the previous project. Many advanced game development techniques are covered, including particle systems, advanced controls, artificial intelligence, blitting, scrolling, and more.

Numerical Conformal Mapping cover

Numerical Conformal Mapping

4.4

Nicolas Papamichael, Nikos Stylianopoulos

Programming

Limited Preview

This is a unique monograph on numerical conformal mapping that gives a comprehensive account of the theoretical, computational and application aspects of the problems of determining conformal modules of quadrilaterals and of mapping conformally onto a rectangle. It contains a detailed study of the theory and application of a domain decomposition method for computing the modules and associated conformal mappings of elongated quadrilaterals, of the type that occur in engineering applications. The reader will find a highly useful and up-to-date survey of available numerical methods and associated computer software for conformal mapping. The book also highlights the crucial role that function theory plays in the development of numerical conformal mapping methods, and illustrates the theoretical insight that can be gained from the results of numerical experiments.This is a valuable resource for mathematicians, who are interested in numerical conformal mapping and wish to study some of the recent developments in the subject, and for engineers and scientists who use, or would like to use, conformal transformations and wish to find out more about the capabilities of modern numerical conformal mapping.