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  1. Motion in Games
    Third International Conference, MIG 2010, Utrecht, The Netherlands, November 14-16, 2010. Proceedings
    Published: 2010
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg

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  2. Computers and Games
    7th International Conference, CG 2010, Kanazawa, Japan, September 24-26, 2010, Revised Selected Papers
    Published: 2011
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642179280
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    RVK Categories: SS 4800 ; ST 324
    Series: Lecture Notes in Computer Science ; 6515
    Subjects: Computer science; Computer Communication Networks; Computer software; Computational complexity; Artificial intelligence; Computerspiel; Programmierung; Spieltheorie; Spielstrategie; Komplexitätstheorie
  3. Computers and Games
    Third International Conference, CG 2002, Edmonton, Canada, July 25-27, 2002. Revised Papers
    Published: 2003
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Imprint: Springer

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783540400318
    Series: Lecture Notes in Computer Science ; 2883
    Subjects: Computer science; Data structures (Computer science); Computer software; Electronic data processing; Computational complexity; Artificial intelligence; Spieltheorie; Computerspiel; Spielstrategie; Komplexitätstheorie
  4. Computers and Games
    Second International Conference, CG 2000 Hamamatsu, Japan, October 26–28, 2000 Revised Papers
    Published: 2001
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Imprint: Springer

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    Source: Union catalogues
    Language: English
    Media type: Ebook
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    ISBN: 9783540455790
    Series: Lecture Notes in Computer Science ; 2063
    Subjects: Computer science; Data structures (Computer science); Computer software; Artificial intelligence; Information systems; Computerspiel; Komplexitätstheorie; Spieltheorie; Spielstrategie
  5. Constraint-Based Agents
    An Architecture for Constraint-Based Modeling and Local-Search-Based Reasoning for Planning and Scheduling in Open and Dynamic Worlds
    Published: 2001
    Publisher:  Springer-Verlag Berlin Heidelberg, Berlin, Heidelberg

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  6. Computers and Games
    First International Conference, CG’98 Tsukuba, Japan, November 11–12, 1998 Proceedings
    Published: 1999
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Imprint: Springer

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    Source: Union catalogues
    Language: English
    Media type: Ebook
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    ISBN: 9783540489573
    Series: Lecture Notes in Computer Science ; 1558
    Subjects: Computer science; Computer software; Artificial intelligence; Mathematical optimization; Management information systems; Spielstrategie; Komplexitätstheorie; Computerspiel; Brettspiel; Spieltheorie
  7. Motion in Games
    4th International Conference, MIG 2011, Edinburgh, UK, November 13-15, 2011. Proceedings
    Published: 2011
    Publisher:  Springer-Verlag GmbH Berlin Heidelberg, Berlin, Heidelberg

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    Source: Union catalogues
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    Media type: Ebook
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    ISBN: 9783642250903
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    Series: Lecture Notes in Computer Science ; 7060
    Subjects: Computer science; Computer software; Artificial intelligence; Computer simulation; Computer vision; Computeranimation; Computerspiel; Navigation; Motion Capturing; Bahnplanung; Computersimulation
  8. Computers and Games
    8th International Conference, CG 2013, Yokohama, Japan, August 13-15, 2013, Revised Selected Papers
    Published: 2014
    Publisher:  Springer International Publishing, Cham

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319091655
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    RVK Categories: SS 4800
    Series: Lecture Notes in Computer Science ; 8427
    Subjects: Computer science; Computer Communication Networks; Computer software; Computational complexity; Artificial intelligence; Spieltheorie; Computerspiel; Programmierung; Komplexitätstheorie; Spielstrategie
    Scope: XX, 257 p. 131 illus
  9. Progress in Artificial Intelligence
    19th EPIA Conference on Artificial Intelligence, EPIA 2019, Vila Real, Portugal, September 3–6, 2019, Proceedings, Part I
    Contributor: Moura Oliveira, Paulo (HerausgeberIn); Novais, Paulo (HerausgeberIn); Reis, Luís Paulo (HerausgeberIn)
    Published: 2019
    Publisher:  Springer, Cham

    AIEd - Artificial Intelligence in Education -- AI4G - Artificial Intelligence for Games -- AIoTA - Artificial Intelligence and IoT in Agriculture -- AIL - Artificial Intelligence and Law -- AIM - Artificial Intelligence in Medicine -- AICPDES -... more

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    AIEd - Artificial Intelligence in Education -- AI4G - Artificial Intelligence for Games -- AIoTA - Artificial Intelligence and IoT in Agriculture -- AIL - Artificial Intelligence and Law -- AIM - Artificial Intelligence in Medicine -- AICPDES - Artificial Intelligence in Cyber-Physical and Distributed Embedded Systems -- AIPES - Artificial Intelligence in Power and Energy Systems -- AITS - Artificial Intelligence in Transportation Systems -- ALEA - Artificial Life and Evolutionary Algorithms -- AmIA - Ambient Intelligence and Affective Environments -- BAAI - Business Applications of Artificial Intelligence -- GAI- General AI -- IROBOT - Intelligent Robotics -- KDBI - Knowledge Discovery and Business Intelligence -- KRR - Knowledge Representation and Reasoning -- MASTA - Multi-Agent Systems: Theory and Applications -- SSM - Social Simulation and Modelling -- TeMA - Text Mining and Applications This book constitutes the refereed proceedings of the 19th EPIA Conference on Artificial Intelligence, EPIA 2019, held in Funchal, Madeira, Portugal, in September 2019. The 119 revised full papers and 6 short papers presented were carefully reviewed and selected from a total of 252 submissions. The papers are organized in 18 tracks devoted to the following topics: AIEd - Artificial Intelligence in Education, AI4G - Artificial Intelligence for Games, AIoTA - Artificial Intelligence and IoT in Agriculture, AIL - Artificial Intelligence and Law, AIM - Artificial Intelligence in Medicine, AICPDES - Artificial Intelligence in Cyber-Physical and Distributed Embedded Systems, AIPES - Artificial Intelligence in Power and Energy Systems, AITS - Artificial Intelligence in Transportation Systems, ALEA - Artificial Life and Evolutionary Algorithms, AmIA - Ambient Intelligence and Affective Environments, BAAI - Business Applications of Artificial Intelligence, GAI- General AI, IROBOT - Intelligent Robotics, KDBI - Knowledge Discovery and Business Intelligence, KRR - Knowledge Representation and Reasoning, MASTA - Multi-Agent Systems: Theory and Applications, SSM - Social Simulation and Modelling, TeMA - Text Mining and Applications

     

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    Content information
    Source: Union catalogues
    Contributor: Moura Oliveira, Paulo (HerausgeberIn); Novais, Paulo (HerausgeberIn); Reis, Luís Paulo (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783030302412
    Other identifier:
    Edition: 1st ed. 2019
    Series: Lecture Notes in Artificial Intelligence ; 11804
    Array
    Subjects: Computer software; Software engineering; Computer Communication Networks; Computer vision; Artificial Intelligence; Artificial intelligence; Algorithms.; Special purpose computers.; Computer communication systems.; Optical data processing.
    Scope: 1 Online-Ressource (XL, 793 p. 329 illus., 248 illus. in color)
  10. Distributed game development
    harnessing global talent to create winning games
    Author: Fields, Tim
    Published: c2010
    Publisher:  Focal Press, Burlington, MA

    Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game... more

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    Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game development, and how to maintain challenging relationships in order to get great games to market. This book is filled with interviews with a broad spectrum of industry experts from top game publishers and business owners in the US and UK. A supplementary web site provides interviews from the book, a forum where developers and publishers can connect, and additional tips and tricks. Topics include: - Building a core team that excels at working with external development partners.- Finding and Evaluating studios and publishers to help get your game built.- Effectively dividing up game projects into parts that can be distributed.- Saving your teams from the brutality of crunch. - Running your projects more efficiently and achieve better results.- Includes interviews with game producers from Sony Online Entertainment, Disney Online, Blue Castle Games, Firebrand Games, Aspyr Games, and 2K Sports.

     

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    Volltext (An electronic book accessible through the World Wide Web; click for information)
    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780240812717
    Subjects: Computer games; Computer software; Electronic data processing
    Scope: Online-Ressource (xi, 228 p), ill
    Notes:

    Includes index

    Electronic reproduction; Mode of access: World Wide Web

    Front Cover; Distributed Game Development: Harnessing Global Talent to Create Winning Games; Copyright Page; Dedication; Contents; About the Author; Chapter 1: Preface and Overview; 1.1 Introduction; 1.2 How Is a Team Leader to Juggle All of This?; 1.3 Who Is This Book For?; 1.4 Preamble on Distributed Development; 1.4.1 Why Would I Use Distributed Development?; 1.4.2 So You Don't Like Outsourcing and Think It's a Bad Idea; 1.4.3 The Difference between Traditional Outsourcing and Distributed Development; 1.4.4 Who We Will Meet in Our Case Studies, and Why We Care about What They Have to Say

    Chapter 2: Overview of the Development Process2.1 The Basic Games Development Cycle; 2.2 Concept Discovery; 2.3 Pre-Production; 2.4 Full Production; 2.5 A Word on Demos; 2.5.1 How to Prepare Properly; 2.5.2 How to Use Distributed Development Teams to Alleviate Demo Problems; 2.5.3 When They're out of Control; 2.6 Alpha, Beta, Final; 2.6.1 Finaling; Interview with David Wiens, Project Manager at Disney Online; 2.7 Manufacturing and Distribution; 2.8 Launch Day; 2.9 Post Launch Support and Updates; 2.10 Summary; Interview with Rhett Bennatt, Art Director, Aspyr Games

    Chapter 3: Your World and Your Internal Team3.1 Types of Distributed Collaboration: How to Organize Your World; 3.1.1 Organization of Key Players: Developers, Publishers, Customers, and Retailers; 3.1.2 Traditional Distribution Model; 3.1.3 Digital Distribution Model; 3.2 Organization of Distributed Development Teams; 3.2.1 The Core Team; 3.2.2 What to Do with the Wii?; 3.2.3 Separate Multiplayer; 3.2.4 How Many People per Group?; 3.2.5 Subcontractors; 3.3 How to Pick Your Internal Reps; 3.3.1 Flexibility; 3.3.2 Diplomacy; 3.3.3 Travel; 3.3.4 Technical Skills; 3.3.5 Dedication

    3.4 Key Roles and How to Identify Good Candidates3.4.1 Producer; 3.4.2 Associate Producer; 3.4.3 Development Director; 3.4.4 Art Director; 3.4.5 Technical Director; 3.4.6 Senior Designer; 3.4.7 Integration Engineer and Build Master; 3.4.8 Technical Art God; 3.4.9 Audio Guru; 3.4.10 News Flash: A Team Is More Than the Sum of Its Parts; 3.5 Insourcing: It's Like Hiring Family Because Dad Told You to; 3.5.1 How to Use Insourcing Effectively; 3.6 Summary; Interview with Robyn Wallace, General Manager, Blue Castle Games; Chapter 4: External Partnerships; 4.1 Where to Find Candidates and Teams

    4.2 How to Know What You Need4.2.1 Partner Evaluation Matrix; 4.2.2 Warning Signs When Evaluating Teams; Interview with Luke Wasserman, Senior Producer, 2K Sports; 4.3 How Developers Can Find Partners and Publishers; 4.3.1 On Agents; 4.3.2 Why Developers Need to Self-Promote Early and Always; 4.3.3 Warning Signs for the New Developer; 4.4 How Developers Should Evaluate a Development Deal; 4.4.1 The Assignment; 4.4.2 Pay; 4.4.3 Royalties; 4.4.4 Delivery and Acceptance; 4.4.5 Intellectual Property Rights; 4.4.6 Credit; 4.4.7 Future Relationship; 4.4.8 Key Employees; 4.4.9 Use of Subcontractors

    4.4.10 Termination

    Defect management: Distributed Game Development ; Introduction ; i. Overview ; ii. Who is this document for? ; Preamble on Distributed Development ; i. Why would you have distributed development? ; ii. Who we will meet in our case studies, and why we care about what they have to say. ; Chapter 1: Organizing Your Teams ; i. Types of Distributed Collaboration: How to Know what you need ; ii. How to pick external collaborators ; a. INTERVIEW: Fay Griffith ; Head of outsourcing and external development, Electronic Arts. On How to Select Partners ; iii. How to pick an external team ; iv. Insourcing ; v. Roles & Responsibilities ; a. INTERVIEW: Sergio Rosas ; Studio Head CGBot, Monterrey Mexico. On Tailoring Creation Teams for Different Clients ; vi. Subcontractors ; vii. Quality Assurance ; viii. Localization ; ix. Infrastructure ; x. The contract and other legal issues ; xi. Failure Study: When the Organization phase went wrong. ; Chapter 2: Getting off on the right foot ; i. Defining project parameters ; 1. Scheduling Goals, Techniques, Milestones ; ii. Make sure you have a shared vision. ; a. INTERVIEW: Bill Byrne ; Freelance Motion Graphics Editor. Setting project tone through visuals. ; iii. Kickoff Meetings ; iv. Scheduling Types & Tactics ; 1. SCRUM/AGILE vs. WATERFALL ; a. INTERVIEW: Everett Lee ; Producer, Sony Entertainment.?How to lead great teams through more agile planning. ; v. Failure Study: When the schedule is wrong. ; vi. Failure Study: When your vision is clouded. ; Chapter 3: Maintaining the organism ; i. Establishing & Maintaining Trust ; a. INTERVIEW: Kyle Clark ; VP Production, ReelFX. Delivering content to spec for motion pictures & television. ; ii. Progress Checkpoints ; iii. Milestones ; iv. How to deal with product goal or design changes ; a. INTERVIEW: Rhett Bennatt ; Project Manager, Aspyre Entertainment. Nimble projects for maximum profits. ; v. Cross Pollination ; vi. Finaling and product submission ; vii. Planning for your next date ; viii. Failure Study: Feature Creep and the carnival of design changes. ; Chapter 4: Site Visits ; i. Site visits ; ii. Who to send & why ; iii. When to go? ; a. INTERVIEW: Michael Wyman ; Founder, Big Splash Entertainment. Distributed development for Casual Games. ; iv. Representing your company and the project while on site. ; v. Communication ; vi. Language barriers ; vii. Dealing with distractions ; viii. Cultural Differences ; a. INTERVIEW: Frank Klier ; Senior Technical Director, Microsoft. Coordinating technical solutions across cultural boundaries. ; ix. Regional Conditions ; x. Helpful Tools for staying in touch with home base ; xi. Failure Study: What happens when communication between home base and the field goes awry. ; Chapter 5: Common Situations ; i. Hot Potato Projects ; a. INTERVIEW: Mark Greenshields ; President, Firebrand Games. Delivering quality products on time. ; ii. Crisis Management ; iii. The constantly moving target ; iv. Bug Counts

  11. Grundkurs JAVA
    Von den Grundlagen bis zu Datenbank- und Netzanwendungen
    Published: [2020]; © 2020
    Publisher:  Springer Vieweg, Wiesbaden

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    Subjects: Programming Languages, Compilers, Interpreters; Professional Computing; Programming Techniques; Programming languages (Electronic computers); Computer software; Computer programming; Java Standard Edition 9; Java Standard Edition 8; Java <Programmiersprache>
    Scope: 1 Online-Ressource (XII, 611 Seiten), Illustrationen
  12. Motion in Games
    Third International Conference, MIG 2010, Utrecht, The Netherlands, November 14-16, 2010. Proceedings
    Published: 2010
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg

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    Series: Lecture Notes in Computer Science ; 6459
    Subjects: Computer science; Computer software; Information systems; Artificial intelligence; Computer simulation; Computer vision
  13. Computers and Games
    7th International Conference, CG 2010, Kanazawa, Japan, September 24-26, 2010, Revised Selected Papers
    Published: 2011
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg

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    RVK Categories: ST 324 ; SS 4800
    Series: Lecture Notes in Computer Science ; 6515
    Subjects: Computer science; Computer Communication Networks; Computer software; Computational complexity; Artificial intelligence
  14. Computers and Games
    Third International Conference, CG 2002, Edmonton, Canada, July 25-27, 2002. Revised Papers
    Published: 2003
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Springer-Verlag Berlin Heidelberg

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    ISBN: 9783540400318
    Series: Lecture Notes in Computer Science ; 2883
    Subjects: Computer science; Data structures (Computer science); Computer software; Electronic data processing; Computational complexity; Artificial intelligence
  15. Computers and Games
    Second International Conference, CG 2000 Hamamatsu, Japan, October 26–28, 2000 Revised Papers
    Published: 2001
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Springer-Verlag Berlin Heidelberg

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    ISBN: 9783540455790
    Series: Lecture Notes in Computer Science ; 2063
    Subjects: Computer science; Data structures (Computer science); Computer software; Artificial intelligence; Information systems
  16. Constraint-Based Agents
    An Architecture for Constraint-Based Modeling and Local-Search-Based Reasoning for Planning and Scheduling in Open and Dynamic Worlds
    Published: 2001
    Publisher:  Springer-Verlag Berlin Heidelberg, Berlin, Heidelberg

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    ISBN: 9783540457466
    Series: Lecture Notes in Computer Science ; 2062
    Subjects: Computer science; Computer Communication Networks; Computer files; Computer software; Artificial intelligence
  17. Computers and Games
    First International Conference, CG’98 Tsukuba, Japan, November 11–12, 1998 Proceedings
    Published: 1999
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Springer-Verlag Berlin Heidelberg

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    ISBN: 9783540489573
    Series: Lecture Notes in Computer Science ; 1558
    Subjects: Computer science; Computer software; Artificial intelligence; Mathematical optimization; Management information systems
  18. Motion in Games
    4th International Conference, MIG 2011, Edinburgh, UK, November 13-15, 2011. Proceedings
    Published: 2011
    Publisher:  Springer-Verlag GmbH Berlin Heidelberg, Berlin, Heidelberg

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    Series: Lecture Notes in Computer Science ; 7060
    Subjects: Computer science; Computer software; Artificial intelligence; Computer simulation; Computer vision
  19. Computers and Games
    8th International Conference, CG 2013, Yokohama, Japan, August 13-15, 2013, Revised Selected Papers
    Published: 2014
    Publisher:  Springer International Publishing, Cham

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    Series: Lecture Notes in Computer Science ; 8427
    Subjects: Computer science; Computer Communication Networks; Computer software; Computational complexity; Artificial intelligence
    Scope: XX, 257 p. 131 illus
  20. Computers and Games
    4th International Conference, CG 2004, Ramat-Gan, Israel, July 5-7, 2004. Revised Papers
    Published: 2006
    Publisher:  Springer-Verlag GmbH., Berlin Heidelberg

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    Series: Lecture Notes in Computer Science ; 3846
    Subjects: Artificial intelligence; Computational complexity; Computer science; Computer software; Data structures (Computer science); Electronic data processing
  21. Advances in Computer Games
    11th International Conference, ACG 2005, Taipei, Taiwan, September 6-8, 2005. Revised Papers
    Published: 2006
    Publisher:  Springer-Verlag GmbH., Berlin Heidelberg

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    Subjects: Artificial intelligence; Computational complexity; Computer science; Computer software; Data structures (Computer science); Electronic data processing
  22. Computers and Games
    5th International Conference, CG 2006, Turin, Italy, May 29-31, 2006. Revised Papers
    Published: 2007
    Publisher:  Springer-Verlag Berlin Heidelberg, Berlin, Heidelberg

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    Subjects: Artificial intelligence; Computational complexity; Computer science; Computer software; Data structures (Computer science); Electronic data processing
  23. Computers and Games
    6th International Conference, CG 2008, Beijing, China, September 29 - October 1, 2008. Proceedings
    Published: 2008
    Publisher:  Springer-Verlag Berlin Heidelberg, Berlin, Heidelberg

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    Series: Lecture Notes in Computer Science ; 5131
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  24. Software development failures
    anatomy of abandoned projects
    Published: ©2003
    Publisher:  MIT Press, Cambridge, Mass.

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Language: English
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    ISBN: 0262050722; 0262256088; 0585480834; 9780262256087; 9780585480831
    Subjects: COMPUTERS / Programming / Open Source; COMPUTERS / Software Development & Engineering / Tools; COMPUTERS / Software Development & Engineering / General; Computer software / Development; Risk management; Software failures; Software; Projectmanagement; Mislukkingen; Computer software; Software failures; Risk management; Projekt; Softwareentwicklung; Scheitern
    Scope: 1 Online-Ressource (xiv, 276 pages)
    Notes:

    Includes bibliographical references (pages 255-263) and index

    I. Conceptual issues. Software development project failures -- Software project characteristics -- Factors critical to abandoned software projects -- II. Empirical factors. Socioorganizational factors and abandoned projects -- Technical factors and abandoned projects -- Economic factors and abandoned projects -- User perspectives on software development failures -- III. Learning from failures. Postabandonmnet review: learning from abandoned projects -- Software development: a strategic paradigm -- Project failures and aftermath

  25. Java Programming Interviews Exposed
    Published: 2014; © 2014
    Publisher:  Wiley, Somerset

    If you are a skilled Java programmer but are concerned about the Java coding interview process, this real-world guide can help you land your next position Java is a popular and powerful language that is a virtual requirement for businesses making use... more

     

    If you are a skilled Java programmer but are concerned about the Java coding interview process, this real-world guide can help you land your next position Java is a popular and powerful language that is a virtual requirement for businesses making use of IT in their daily operations. For Java programmers, this reality offers job security and a wealth of employment opportunities. But that perfect Java coding job won't be available if you can't ace the interview. If you are a Java programmer concerned about interviewing, Java Programming Interviews Exposed is a great resource to prepare for your next opportunity. Author Noel Markham is both an experienced Java developer and interviewer, and has loaded his book with real examples from interviews he has conducted. Review over 150 real-world Java interview questions you are likely to encounter Prepare for personality-based interviews as well as highly technical interviews Explore related topics, such as middleware frameworks and server technologies Make use of chapters individually for topic-specific help Use the appendix for tips on Scala and Groovy, two other languages that run on JVMs Veterans of the IT employment space know that interviewing for a Java programming position isn't as simple as sitting down and answering questions. The technical coding portion of the interview can be akin to a difficult puzzle or an interrogation. With Java Programming Interviews Exposed, skilled Java coders can prepare themselves for this daunting process and better arm themselves with the knowledge and interviewing skills necessary to succeed

     

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    Language: English
    Media type: Ebook
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    ISBN: 9781118722923; 9781118722862
    Edition: 1st ed
    Subjects: Computer programming -- Problems, exercises, etc; Computer software; Java (Computer program language); Java Standard Edition 7; Java <Programmiersprache>; Vorstellungsgespräch
    Scope: 1 online resource (386 pages)
    Notes:

    Description based on publisher supplied metadata and other sources