Steven Goodwin – författare
112 kr
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Linux users can now control their homes remotely! Are you a Linux user who has ever wanted to turn on the lights in your house, or open and close the curtains, while away on holiday? Want to be able to play the same music in every room, controlled from your laptop or mobile phone? Do you want to do these things without an expensive off-the-shelf kit?
In Smart Home Automation with Linux, Steven Goodwin will show you how a house can be fully controlled by its occupants, all using open source software. From appliances to kettles to curtains, control your home remotely!
547 kr
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734 kr
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You''ll learn how to use Linux, including Linux on Raspberry Pi, to control appliances and everything from kettles to curtains, including how to hack game consoles and even incorporate LEGO Mindstorms into your smart home schemes.
You’ll discover the practicalities on wiring a house in terms of both and power and networking, along with the selection and placement of servers. There are also explanations on handling communication to (and from) your computer with speech, SMS, email, and web. Finally, you’ll see how your automated appliances can collaborate to become a smart home.
Smart Home Automation with Linux was already an excellent resource for home automation, and in this second edition, Steven Goodwin will show you how a house can be fully controlled by its occupants, all using open source software and even open source hardware like Raspberry Pi and Arduino.
674 kr
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896 kr
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Learn the things you need for a complete game, such as translations and tutorials, and improve the things you''ve already written to raise their standard to a professional level. This is a practical guide covering every discipline: art, music, writing, and code. In the case of the latter, code examples are included to demonstrate how to implement functionality to make the game shine.
Polished Game Development acts as a comprehensive checklist of everything your game should, and should not, do, in order to be as good as it possibly can. It is more than just a book on theoretical game design principles.
Explains the difference between a pet project, and a professional one.Covers how to test for the problems and bugs you don''t know you''ll have.Details simple, but effective, visual improvements that can be done with very little effort.Regardless of platform (web, mobile, or console), or language (C++, C#, JavaScript) there is a wealth of common (and specific) tips within these pages that will enable you to make the most professional games you can.
What You Will Learn
Learn what essential elements are often missedStay on-brand, visually and verballyUse audio to enhance your gameImprove game balanceTest effectivelyWho This Book Is ForGame developers looking for a guide and checklist on how to get their game finished to the highest possible standards. They will know how to write a game, and get it released, but not necessarily how to make it shine. They will be professional developers, indies, university students and graduates.177 kr
Do you know what secret messages were hidden in Commodore BASIC? Why the highest score possible in Pac-Man is 3333360? That Steve Wozniak set the price of the Apple ][ computer at $666.66? Or why the Amstrad CPC 472 had an 8K chip that was never connected?
From 0 to 2147483647, and from Acorn Atoms to VIC-20s, 20 GOTO 10 takes us on an adventure through the history of retro computers and games consoles - one number at a time.
By following the 'GOTO' instructions at the end of each entry, you'll create a unique journey through this treasure trove of forgotten geek lore and fascinating trivia. With any luck, you'll discover the number used to grant infinite lives in Jet Set Willy on the Sinclair ZX Spectrum, the reason a single digit might require seven bytes of memory, and how - through numbers - we can understand more than just the internal workings of our favourite retro machines.
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