Math Toolkit for Real-Time Programming

Math Toolkit for Real-Time Programming

Author: Jack Crenshaw

Publisher: CRC Press

Published: 2000-01-09

Total Pages: 466

ISBN-13: 1482296748

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Do big math on small machines Write fast and accurate library functions Master analytical and numerical calculus Perform numerical integration to any order Implement z-transform formulas Need to learn the ins and outs of the fundamental math functions in


Real-Time Systems Design and Analysis

Real-Time Systems Design and Analysis

Author: Phillip A. Laplante

Publisher: Wiley-IEEE Press

Published: 1997

Total Pages: 392

ISBN-13:

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"IEEE Press is pleased to bring you this Second Edition of Phillip A. Laplante's best-selling and widely-acclaimed practical guide to building real-time systems. This book is essential for improved system designs, faster computation, better insights, and ultimate cost savings. Unlike any other book in the field, REAL-TIME SYSTEMS DESIGN AND ANALYSIS provides a holistic, systems-based approach that is devised to help engineers write problem-solving software. Laplante's no-nonsense guide to real-time system design features practical coverage of: Related technologies and their histories Time-saving tips * Hands-on instructions Pascal code Insights into decreasing ramp-up times and more!"


Practical Statecharts in C/C++

Practical Statecharts in C/C++

Author: Miro Samek

Publisher: CRC Press

Published: 2002-01-07

Total Pages: 412

ISBN-13: 1578201101

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'Downright revolutionary... the title is a major understatement... 'Quantum Programming' may ultimately change the way embedded software is designed.' -- Michael Barr, Editor-in-Chief, Embedded Systems Programming magazine (Click here


Introduction to Quantitative Finance

Introduction to Quantitative Finance

Author: Robert R. Reitano

Publisher: MIT Press

Published: 2010-01-29

Total Pages: 747

ISBN-13: 026201369X

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An introduction to many mathematical topics applicable to quantitative finance that teaches how to “think in mathematics” rather than simply do mathematics by rote. This text offers an accessible yet rigorous development of many of the fields of mathematics necessary for success in investment and quantitative finance, covering topics applicable to portfolio theory, investment banking, option pricing, investment, and insurance risk management. The approach emphasizes the mathematical framework provided by each mathematical discipline, and the application of each framework to the solution of finance problems. It emphasizes the thought process and mathematical approach taken to develop each result instead of the memorization of formulas to be applied (or misapplied) automatically. The objective is to provide a deep level of understanding of the relevant mathematical theory and tools that can then be effectively used in practice, to teach students how to “think in mathematics” rather than simply to do mathematics by rote. Each chapter covers an area of mathematics such as mathematical logic, Euclidean and other spaces, set theory and topology, sequences and series, probability theory, and calculus, in each case presenting only material that is most important and relevant for quantitative finance. Each chapter includes finance applications that demonstrate the relevance of the material presented. Problem sets are offered on both the mathematical theory and the finance applications sections of each chapter. The logical organization of the book and the judicious selection of topics make the text customizable for a number of courses. The development is self-contained and carefully explained to support disciplined independent study as well. A solutions manual for students provides solutions to the book's Practice Exercises; an instructor's manual offers solutions to the Assignment Exercises as well as other materials.


Real-Time C++

Real-Time C++

Author: Christopher Kormanyos

Publisher: Springer

Published: 2018-05-02

Total Pages: 441

ISBN-13: 3662567180

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With this book, Christopher Kormanyos delivers a highly practical guide to programming real-time embedded microcontroller systems in C++. It is divided into three parts plus several appendices. Part I provides a foundation for real-time C++ by covering language technologies, including object-oriented methods, template programming and optimization. Next, part II presents detailed descriptions of a variety of C++ components that are widely used in microcontroller programming. It details some of C++’s most powerful language elements, such as class types, templates and the STL, to develop components for microcontroller register access, low-level drivers, custom memory management, embedded containers, multitasking, etc. Finally, part III describes mathematical methods and generic utilities that can be employed to solve recurring problems in real-time C++. The appendices include a brief C++ language tutorial, information on the real-time C++ development environment and instructions for building GNU GCC cross-compilers and a microcontroller circuit. For this third edition, the most recent specification of C++17 in ISO/IEC 14882:2017 is used throughout the text. Several sections on new C++17 functionality have been added, and various others reworked to reflect changes in the standard. Also several new sample projects are introduced and existing ones extended, and various user suggestions have been incorporated. To facilitate portability, no libraries other than those specified in the language standard itself are used. Efficiency is always in focus and numerous examples are backed up with real-time performance measurements and size analyses that quantify the true costs of the code down to the very last byte and microsecond. The target audience of this book mainly consists of students and professionals interested in real-time C++. Readers should be familiar with C or another programming language and will benefit most if they have had some previous experience with microcontroller electronics and the performance and size issues prevalent in embedded systems programming.


Strengths-Based Teaching and Learning in Mathematics

Strengths-Based Teaching and Learning in Mathematics

Author: Beth McCord Kobett

Publisher: Corwin Press

Published: 2020-02-27

Total Pages: 189

ISBN-13: 1544374925

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"This book is a game changer! Strengths-Based Teaching and Learning in Mathematics: 5 Teaching Turnarounds for Grades K- 6 goes beyond simply providing information by sharing a pathway for changing practice. . . Focusing on our students’ strengths should be routine and can be lost in the day-to-day teaching demands. A teacher using these approaches can change the trajectory of students’ lives forever. All teachers need this resource! Connie S. Schrock Emporia State University National Council of Supervisors of Mathematics President, 2017-2019 NEW COVID RESOURCES ADDED: A Parent’s Toolkit to Strengths-Based Learning in Math is now available on the book’s companion website to support families engaged in math learning at home. This toolkit provides a variety of home-based activities and games for families to engage in together. Your game plan for unlocking mathematics by focusing on students’ strengths. We often evaluate student thinking and their work from a deficit point of view, particularly in mathematics, where many teachers have been taught that their role is to diagnose and eradicate students’ misconceptions. But what if instead of focusing on what students don’t know or haven’t mastered, we identify their mathematical strengths and build next instructional steps on students’ points of power? Beth McCord Kobett and Karen S. Karp answer this question and others by highlighting five key teaching turnarounds for improving students’ mathematics learning: identify teaching strengths, discover and leverage students’ strengths, design instruction from a strengths-based perspective, help students identify their points of power, and promote strengths in the school community and at home. Each chapter provides opportunities to stop and consider current practice, reflect, and transfer practice while also sharing · Downloadable resources, activities, and tools · Examples of student work within Grades K–6 · Real teachers’ notes and reflections for discussion It’s time to turn around our approach to mathematics instruction, end deficit thinking, and nurture each student’s mathematical strengths by emphasizing what makes them each unique and powerful.


Guide to Graphics Software Tools

Guide to Graphics Software Tools

Author: Jim X. Chen

Publisher: Springer Science & Business Media

Published: 2008-12-17

Total Pages: 585

ISBN-13: 1848009011

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The 2nd edition of this integrated guide explains and lists readily available graphics software tools and their applications, while also serving as a shortcut to graphics theory and programming. It grounds readers in fundamental concepts and helps them use visualization, modeling, simulation, and virtual reality to complement and improve their work.


3D Math Primer for Graphics and Game Development

3D Math Primer for Graphics and Game Development

Author: Fletcher Dunn

Publisher: CRC Press

Published: 2011-11-02

Total Pages: 847

ISBN-13: 1439869812

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This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for


Essential Mathematics for Games and Interactive Applications

Essential Mathematics for Games and Interactive Applications

Author: James M. Van Verth

Publisher: CRC Press

Published: 2008-05-19

Total Pages: 690

ISBN-13: 008087861X

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Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout. The new edition Windows code will now use Visual Studio.NET. There will also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more concrete examples included in this edition, as well as additional information on tuning, optimization and robustness. The book has a companion CD-ROM with exercises and a test bank for the academic secondary market, and for main market: code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction.