The new Nexus 6P is the latest phablet manufactured by Huawei that comes equipped with a twelve mega-pixel back camera that has a broad spectrum of CRI-90 dual flash with a laser driven auto focus. Other features include a 5.7 inch WQHD AMOLED display that has a resolution of 518 pixels per inch and a USB that has Type-C connectivity. It comes with a 4K video that operates at 30 fps the lessened-resolution movie films at 240 fps when doing a replay. The back camera has an 8 mega pixel image as well as an f/2.4 lens. The phablet operates on Android 6.0 Marshmallow. It has up to three different storages which include 32GB, 64GB and 128GB.
Nexus 5X is an Android smartphone and is assigned the code name Bullhead. It is manufactured by LG Electronics and co-developed with and marketed by Google Inc. as part of its Nexus line of flagship devices. It was revealed on September 29, 2015 and is the successor to Nexus 5. Nexus 5X as well as Nexus 6P will serve as launch devices for Android 6.0 “Marshmallow”. They will introduce an interface that is refreshed, improved in performance, has a greater Google Now integration, as well as other features that are new. The Nexus 5X smartphone has a 5.20 inch touchscreen display with 1080 x 1920 pixels resolution, at 423 PPI (pixels per inch).
The Windows 10 Mobile is an operating system for smart phones which was developed by Microsoft. It is a part of the Windows Phone product line as well as a descendant of Windows Phone 8.1. It has been placed as an addition to the Window 10 editions. Also, it has become a part of the Microsoft operating system for computers.
Then After going through a period of financial loss and other companies taking over the market place with their phones; LG has made a comeback with the new LG G5 Smartphone. The LG G4 was a great phone giving users a f/1. 16-megapixel camera and the choice of a premium leather finish. However, it didn’t stand out the way the company had expected it to. It brought with it few minor hurdles and couple of missteps that is not easily forgotten.
Go is an ancient, subtly beautiful game of territory. But with its nearly endless possibilities and challenges, it is more than just another game; it is a way of life for tens of millions of players throughout the world. Embodying four thousand years of Oriental thought and culture, go is the oldest game in the world still played in its original form. Go is the kind of game that one can learn in a day—and spend a lifetime perfecting. It is more art than science: in order to surround and capture the opponent's territory, one needs intuition, flexibility, and acute perception combined with a sharp analytical mind. Each player is a partner in an exercise of coexistence; each player needs the other for self-enlightenment and for enjoyment. But then, too, go is a game whose strategy has been compared to the tactics of guerilla warfare. Go can be all things to all people; it is simple, elegant, and unexpectedly beautiful. This book contains an introduction; a brief example game; a clear, leisurely explanation of the rules; and illustrations of the simplest techniques of good play and of some easy and some more difficult problems the player will encounter. The appendixes include a concise list of rules, a glossary of technical terms, and a list of international and American go organizations. Among go players, Go for Beginners is known as the best beginner's book available.
This book provides a structured treatment of the key principles and techniques for enabling efficient processing of deep neural networks (DNNs). DNNs are currently widely used for many artificial intelligence (AI) applications, including computer vision, speech recognition, and robotics. While DNNs deliver state-of-the-art accuracy on many AI tasks, it comes at the cost of high computational complexity. Therefore, techniques that enable efficient processing of deep neural networks to improve key metrics—such as energy-efficiency, throughput, and latency—without sacrificing accuracy or increasing hardware costs are critical to enabling the wide deployment of DNNs in AI systems. The book includes background on DNN processing; a description and taxonomy of hardware architectural approaches for designing DNN accelerators; key metrics for evaluating and comparing different designs; features of DNN processing that are amenable to hardware/algorithm co-design to improve energy efficiency and throughput; and opportunities for applying new technologies. Readers will find a structured introduction to the field as well as formalization and organization of key concepts from contemporary work that provide insights that may spark new ideas.
In this book, Otake presents 20 principles for opening play. You will find a discussion of the fundamentals of the opening and strategy. Almost a third of the book is devoted to the important topic of shape, a subject not well understood by most western go players. Otake explains sophisticated concepts in a simple and accessible way, making the book easy to digest regardless of your playing strength. By applying these principles when you make your strategic decisions, you will improve your game enormously. There are many things about the opening that are a bit difficult, but a little study of opening principles can pay big dividends in your win/loss record The book is divided into three parts: Chapter One: Fuseki Fundamentals Chapter Two: Shape Chapter Three: Strategy
Summary Manning's bestselling and highly recommended Unity book has been fully revised! Unity in Action, Second Edition teaches you to write and deploy games with the Unity game development platform. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Foreword by Jesse Schell, author of The Art of Game Design Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the Technology Build your next game without sweating the low-level details. The Unity game development platform handles the heavy lifting, so you can focus on game play, graphics, and user experience. With support for C# programming, a huge ecosystem of production-quality prebuilt assets, and a strong dev community, Unity can get your next great game idea off the drawing board and onto the screen! About the Book Unity in Action, Second Edition teaches you to write and deploy games with Unity. As you explore the many interesting examples, you'll get hands-on practice with Unity's intuitive workflow tools and state-of-the-art rendering engine. This practical guide exposes every aspect of the game dev process, from the initial groundwork to creating custom AI scripts and building easy-to-read UIs. And because you asked for it, this totally revised Second Edition includes a new chapter on building 2D platformers with Unity's expanded 2D toolkit. What's Inside Revised for new best practices, updates, and more! 2D and 3D games Characters that run, jump, and bump into things Connect your games to the internet About the Reader You need to know C# or a similar language. No game development knowledge is assumed. About the Author Joe Hocking is a software engineer and Unity expert specializing in interactive media development. Table of Contents PART 1 - First steps Getting to know Unity Building a demo that puts you in 3D space Adding enemies and projectiles to the 3D game Developing graphics for your game PART 2 - Getting comfortable Building a Memory game using Unity's 2D functionality Creating a basic 2D Platformer Putting a GUI onto a game Creating a third-person 3D game: player movement and animation Adding interactive devices and items within the game PART 3 - Strong finish Connecting your game to the internet Playing audio: sound effects and music Putting the parts together into a complete game Deploying your game to players' devices
Printed in full color. Android is booming like never before, with millions of devices shipping every day. It's never been a better time to learn how to create your own 3D games and live wallpaper for Android. You'll find out all about shaders and the OpenGL pipeline, and discover the power of OpenGL ES 2.0, which is much more feature-rich than its predecessor. If you can program in Java and you have a creative vision that you'd like to share with the world, then this is the book for you. This book will teach you everything you need to know to create compelling graphics on Android. You'll learn the basics of OpenGL by building a simple game of air hockey, and along the way, you'll see how to initialize OpenGL and program the graphics pipeline using shaders. Each lesson builds upon the one before it, as you add colors, shading, 3D projections, touch interaction, and more. Then, you'll find out how to turn your idea into a live wallpaper that can run on the home screen. You'll learn about more advanced effects involving particles, lighting models, and the depth buffer. You'll understand what to look for when debugging your program, and what to watch out for when deploying to the market. OpenGL can be somewhat of a dark art to the uninitiated. As you read this book, you'll learn each new concept from first principles. You won't just learn about a feature; you'll also understand how it works, and why it works the way it does. Everything you learn is forward-compatible with the just-released OpenGL ES 3, and you can even apply these techniques to other platforms, such as iOS or HTML5 WebGL.