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Middle-schooler Bryan wakes up to find that his life has become a video game, with bullies to beat, races to run, puzzles to solve, and much more at stake.
With their intuitive graphical approach and expressive analysis techniques, Petri nets are suitable for a wide range of applications and teaching scenarios, and they have gained wide acceptance as a modeling technique in areas such as software design and control engineering. The core theoretical principles have been studied for many decades and there is now a comprehensive research literature that complements the extensive implementation experience. In this book the author presents a clear, thorough introduction to the essentials of Petri nets. He explains the core modeling techniques and analysis methods and he illustrates their usefulness with examples and case studies. Part I describes how to use Petri nets for modeling; all concepts are explained with the help of examples, starting with a generic, powerful model which is also intuitive and realistic. Part II covers the essential analysis methods that are specific to Petri nets, introducing techniques used to formulate key properties of system nets and algorithms for proving their validity. Part III presents case studies, each introducing new concepts, properties and analysis techniques required for very different modeling tasks. The author offers different paths among the chapters and sections: the elementary strand for readers who wish to study only elementary nets; the modeling strand for those who wish to study the modeling but not the analysis of systems; and finally the elementary models of the modeling strand for those interested in technically simple, but challenging examples and case studies. The author achieves an excellent balance between consistency, comprehensibility and correctness in a book of distinctive design. Among its characteristics, formal arguments are reduced to a minimum in the main text with many of the theoretical formalisms moved to an appendix, the explanations are supported throughout with fully integrated graphical illustrations, and each chapter ends with exercises and recommendations for further reading. The book is suitable for students of computer science and related subjects such as engineering, and for a broad range of researchers and practitioners.
An eccentric comic about the central mystery of quantum mechanics Totally Random is a comic for the serious reader who wants to really understand the central mystery of quantum mechanics--entanglement: what it is, what it means, and what you can do with it. Measure two entangled particles separately, and the outcomes are totally random. But compare the outcomes, and the particles seem as if they are instantaneously influencing each other at a distance—even if they are light-years apart. This, in a nutshell, is entanglement, and if it seems weird, then this book is for you. Totally Random is a graphic experiential narrative that unpacks the deep and insidious significance of the curious correlation between entangled particles to deliver a gut-feel glimpse of a world that is not what it seems. See for yourself how entanglement has led some of the greatest thinkers of our time to talk about crazy-sounding stuff like faster-than-light signaling, many worlds, and cats that are both dead and alive. Find out why it remains one of science's most paradigm-shaking discoveries. Join Niels Bohr's therapy session with the likes of Einstein, Schrödinger, and other luminaries and let go of your commonsense notion of how the world works. Use your new understanding of entanglement to do the seemingly impossible, like beat the odds in the quantum casino, or quantum encrypt a message to evade the Sphinx's all-seeing eye. But look out, or you might just get teleported back to the beginning of the book! A fresh and subversive look at our quantum world with some seriously funny stuff, Totally Random delivers a real understanding of entanglement that will completely change the way you think about the nature of physical reality.
This book constitutes the refereed proceedings of the Second International Conference on Integrated Formal Methods, IFM 2000, held in Dagstuhl, Germany in November 2000. The 22 revised full papers presented together with the abstracts of two invited talks were carefully reviewed and selected from 58 submissions. The papers are grouped together in topical sections on linking and extending notations, methodology, foundation of one formalism by another, semantics, and verification and validation.
Advances in Computers, Volume 107, the latest volume in a series published since 1960, presents detailed coverage of innovations in computer hardware, software, theory, design and applications. Chapters in this updated volume include Advances in Model-based Analysis and Testing, Advances in Software Quality Assurance, Advances in Handling Uncertainty in Testing, Advances in Testing of Communicating Systems, and Advances in Formal Verification and Cyber-physical Systems. This book provides contributors with a medium in which they can explore their subjects in greater depth and breadth than journal articles usually allow. - Provides in-depth surveys and tutorials on new computer technology - Presents well-known authors and researchers in the field - Includes extensive bibliographies with most chapters - Volumes are devoted to single themes or subfields of computer science
Component-based software development regards software construction in terms of conventional engineering disciplines where the assembly of systems from readily-available prefabricated parts is the norm. Because both component-based systems themselves and the stakeholders in component-based development projects are different from traditional software systems, component-based testing also needs to deviate from traditional software testing approaches. Gross first describes the specific challenges related to component-based testing like the lack of internal knowledge of a component or the usage of a component in diverse contexts. He argues that only built-in contract testing, a test organization for component-based applications founded on building test artifacts directly into components, can prevent catastrophic failures like the one that caused the now famous ARIANE 5 crash in 1996. Since building testing into components has implications for component development, built-in contract testing is integrated with and made to complement a model-driven development method. Here UML models are used to derive the testing architecture for an application, the testing interfaces and the component testers. The method also provides a process and guidelines for modeling and developing these artifacts. This book is the first comprehensive treatment of the intricacies of testing component-based software systems. With its strong modeling background, it appeals to researchers and graduate students specializing in component-based software engineering. Professionals architecting and developing component-based systems will profit from the UML-based methodology and the implementation hints based on the XUnit and JUnit frameworks.
Petri nets are a model for the analysis of concurrent systems.
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Some of the most creative artists from today’s maker scene discuss their process, workspaces and more in this inspiring guide to tinkering. The Art of Tinkering is an unprecedented celebration of what it means to tinker: to take things apart, explore tools and materials, and build wondrous, wild art that’s part science, part technology, and entirely creative. Join 150+ makers as they share the stories behind their beautiful and bold work—then do some tinkering yourself! This collection of exhibits, artwork, and projects explores a whole new way to learn, in which people expand their knowledge through making and doing, working with readily available materials, getting their hands dirty, collaborating with others, and problem-solving in the most fun sense of the word. Each artist featured in The Art of Tinkering shares their process and the backstory behind their work. Whether it’s dicussing their favorite tools (who knew toenail clippers could be so handy?) or offering a glimpse of their workspaces (you’d be amazed how many electronics tools you can pack into a pantry!), the stories, lessons, and tips in The Art of Tinkering offer a fascinating portrait of today’s maker scene. Artists include: Scott Weaver, Arthur Ganson, Moxie, Tim Hunkin, AnnMarie Thomas, Ranjit Bhatnajar and Jie Qi.