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From Zero To Hero Net Programming For Students


From Zero To Hero Net Programming For Students
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From Zero To Hero Net Programming For Students


From Zero To Hero Net Programming For Students
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Author : Vivian Siahaan
language : en
Publisher: BALIGE PUBLISHING
Release Date : 2020-12-09

From Zero To Hero Net Programming For Students written by Vivian Siahaan and has been published by BALIGE PUBLISHING this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-12-09 with Computers categories.


Book 1: VISUAL BASIC .NET FOR STUDENTS: A Project-Based Approach to Develop Desktop Applications In chapter one, you will get to know the properties and events of each control in a Windows Visual Basic application. You need to learn and know in order to be more familiar when applying them to some desktop applications in this book. In Tutorial 1.1, you will build a dual-mode stopwatch. The stopwatch can be started and stopped whenever desired. Two time traces: the running time when the stopwatch is active (running time) and the total time since the first stopwatch was activated. Two label controls are used to display the time (two more labels to display title information). Two button controls are used to start/stop and reset the application, one more button to exit the application. The timer control is used to periodically (every second) update the displayed time. In Tutorial 1.2, you will build a project so that children can practice basic skills in addition, subtraction, multiplication, and division operations. This Math Game project can be used to choose the types of questions and what factor you want to use. This project has three timing options. In Tutorial 1.3, you will build Bank Code game. The storage box is locked and can only be opened if you enter the correct digit combination. Combinations can be 2 to 4 non-repetitive digits (range of digits from 1 to 9). After a guess is given, you will be notified of how many digits are right and how many digits are in the right position. Based on this information, you will give another guess. You continue to guess until you get the right combination or until you stop the game. In Tutorial 1.4, you will build Horse Racing game. This is a simple game. Up to 10 horses will race to the finish line. You guessed two horses that you thought could win the race. By clicking on the Start button, the race will start. All horses will race speed to get to the finish line. In chapter two, you will learn the basic concepts of classes and objects. Next, it will demonstrate how to define class and type of enumeration, which shows how both are used in the application. In Tutorial 2.1, you will create a two-level application that uses a form to pass input user to the People class. The form class is the level of representation and the People class is the middle level. You will add controls to the form so people can enter ID, last name, and their height. When the user clicks the Save button, the code will assign input values ​​to the People class properties. Finally, you will display the People object on a label. Figure below shows the form after the user clicks the Save button. In Tutorial 2.2, you will add a parameterized constructor to the People class. The application will ask the user to enter values, which will then be passed to the People constructor. Then, the application will display the values ​​stored on the People object. In Tutorial 2.3, you will create an application that utilizes enumeration type. The user will choose one type of account that is listed in a ListBox control and what he chooses is then displayed in a Label control. In Tutorial 2.4, you will create a simple Bank application. This application has one class, BankAcc, and a startup form. In Tutorial 2.5, you will improve the simple Bank application, by implementing the following two properties in the BankAcc class: TotalDeposit- Total money saved in current account; TotalWithdraw- Total funds that have been withdrawn from current account. In Tutorial 2.6, you will create an application to calculate the time needed for a particular aircraft to reach takeoff speed. You will also calculate how long the runway will be required. For each type of aircraft, you are given (1) the name of the aircraft, (2) the required take-off speed (feet/sec), and (3) how fast the plane accelerates (feet/sec2). In Tutorial 2.7, you will provide a number of programming training for those who want to improve their programming skills. Your task here is to write an object-oriented application so that training manager can display and edit the training services offered. There are several training categories: (1) Application Development, (2) Database, (3) Networking, and (4) System Administration. The training itself consists of: (1) title, (2) training days, (3) category, and (4) cost. Create a class named Training that contains this information, along with its properties and a ToString() method. In chapter three, several tutorials will be presented to build more complex projects. You will build them gradually and step by step. In Tutorial 3.1, you will build Catching Ball game. The bird flew and dropped ball from the sky. User is challenged to position man under the fallen ball to catch it. In Tutorial 3.2, you will build Smart Tic Tac Toe game. The aim of this game is to win the game on a 3 x 3 grid with the victory of three identical symbols (X or O) on horizontal, diagonal, or vertical lines. The players will play alternately. In this game given two game options: player 1 against player 2 or human player against computer. A smart but simple strategy will be developed for computer logic to be a formidable opponent for human. In Tutorial 3.3, you will build a Matching Images game. Ten pairs of images hidden on the game board. The object of the game is to find image pairs. In Two Players mode, players will get turns in turn. In One Player mode, there are two options to choose from: Playing Alone or Against Computer. When Play Alone option is selected, the player will play alone without an opponent. If Against Computer option is selected, then the level of computer intelligence is given with several levels according to the level of difficulty of the game. In Tutorial 3.4, you will build Throwing Fire program. This program can be played by two human players or human player versus computer. In chapter four, tutorials will be presented to build two advanced projects. You will build them gradually and step by step. In Tutorial 4.1, you will build Roasted Duck Delivery simulation. In this simulation, a number of decisions are needed. The basic idea is to read the order by incoming telephone and tell the delivery scooter to go to the location of the order. You also need to make sure that you always provide a roasted duck ready to be transported by the delivery scooter. The delivery area is a 20 by 20 square grid. The more roasted duck is sold, the more profit it gets. In Tutorial 4.2, you will build a Drone Simulation. In this simulation, you control both vertical and horizontal thrusters to maneuver the ride to the landing pad. You will adjust the landing speed so that it is slow enough so that no accident occurs. Book 1: VISUAL C#.NET FOR STUDENTS: A Project-Based Approach to Develop Desktop Applications In chapter one, you will learn to know the properties and events of each control in a Windows Visual C# applications. You need to learn and know in order to be more familiar when applying them to some desktop applications in this book. In chapter two, you will build Throwing Fire program. This program can be played by two human players or human player versus computer. You will use 12 labels, a large control panel, and three control buttons on the form. In the control panel, a smaller panel with two group box controls and a button control are placed. In the first group box, you will use 2 radio buttons; in the second box group, place 4 radio buttons. Next, two timer controls are added to the project. All label controls are used for titles and provide scoring and game information. The large panel (Panel1) is the playing field. Three button controls are used to start / stop a program, set options, and exit the program. One timer control is used to control game animation and another is used to represent the computer's decision process. The second control panel (Panel2) is used to select game options. One group box contains radio buttons which are used to select number of players. A group box contains radio buttons to select the level of difficulty of the game, when playing against a computer. A small button is used to close the options panel. The default properties are set for one-player games with the easiest game difficulty. In chapter three, you will build Roasted Duck Delivery simulation. In this simulation, a number of decisions are needed. The basic idea is to read the order by incoming telephone and tell the delivery scooter to go to the location of the order. You also need to make sure that you always provide a roasted duck ready to be transported by the delivery scooter. The delivery area is a 20 by 20 square grid. The more roasted duck is sold, the more profit it gets. The panel control on the left side of the form contains the delivery grid. On the upper right are group boxes with two label controls to display the time or hour and sale results. The computer monitor (in a picture box) displays order and delivery status using a list box and label control. Another group box contains a roasting oven when the roasted ducks are displayed using eight picture box controls. Two button controls on the group box control the operation of the oven. Group boxes under the oven show how many ducks are ready to be delivered and how many are in the delivery scooter (a button control is to load the roasted duck into the scooter). The two button controls beneath are used to start/pause the game and to stop the game or exit the game. In the area under the form there are several timers for controlling a number of aspects in the program. The delivery grid consists of 400 label controls on 20 rows (marked with numbers) and 20 columns (marked with letters). Here, you will learn how to place controls on a form (or panel in this case) using code (when the program runs, not when designing the form). This mechanism can save time designing the form. In chapter four, you will build a Drone Simulation. In this simulation, you control both vertical and horizontal thrusters to maneuver the ride to the landing pad. You will adjust the landing speed so that it is slow enough so that no accident occurs. You build the form in two stages, the first stage creates two option group boxes, and then the second stage uses both those group boxes as landing controls. Two control panels are placed on the left side of the form: one panel for drawing and another panel for the edge. On the right side of the form, place the two group control boxes. In the first group box, five radio buttons and a check box are added. In the second group box, two radio buttons are placed. In the below section of the form, three buttons are added. Finally, one timer control is added. Then in the form, a group box is added overlap panel. Then, 11 label controls are added to the group box. After that, a progress bar is added. Under the bar, two control panels are added, one high panel and one short panel. In the second (short) panel control, two small label controls are added. Underneath, three button controls are placed. Under these three buttons, a label control is added. For each label control, set the AutoSize property to False to be resized and set (temporarily) the BorderStyle property to FixedSingle so that you can see the edges to facilitate the layout process. In this chapter, you will build Jumper game. In this game, you will move the jumper across the busy road, avoid the tiger, and cross the river with the changing current to get to house safely. You will place four label controls on the top part of the form (set the AutoSize property to False so that it can be resized and the BorderStyle property temporarily becomes FixedSingle so you can see the edges). Then, you use five panel controls below the labels. These panels will be a place for image graphics. Each panel has a width of 16 jumpers or 640 pixels, because one jumper will be given a width of 40 pixels. The first panel will be the jumper house, which will be given a height of 80 pixels. The next panel will become a river, with a height of 120 pixels. The next panel will be a place for tiger, 40 pixels high. Under the snake panel, there is a road panel. This panel will contain three boat lanes. Each boat has a height of 40 pixels, but you will give it a height of 140 pixels (not 120 pixels) to make room for lane markers. The fifth panel is the place where the jumper will begin its journey or leap. This panel will be given a height of 40 pixels. Add the last control panel below the form with three button controls. Then, finally, add four timer controls. Adjust the size of the form so that the panel controls can occupy according to the width of the form. BOOK 3: VISUAL C# .NET : A Step By Step, Project-Based Guide to Develop Desktop Applications In chapter one, you will learn to know the properties and events of each control in a Windows Visual C# application. You need to learn and know in order to be more familiar when applying them to some applications in this book. In chapter two, you will build a project so that children can practice basic skills in addition, subtraction, multiplication, and division operations. This Math Game project can be used to choose the types of questions and what factors you want to use. This project has three timing options. Random math problems using values ​​from 0 to 9 will be presented. Timing options are provided to measure accuracy and speed. There are many controls used. Two label controls are used for title information, two for displaying scores. There is a wide label in the middle of the form to display math questions. And, long skinny label is used as separator. Two button controls are used to start and stop question and one button to exit the project. There are three group control boxes. The first group box holds four check box controls that are used to select the type of questions. The second group box holds eleven radio buttons that are used to select values ​​that are used as factors in calculations. The third group box contains three radio button controls for timing options. A scroll bar control rod is used to change the time. In chapter three, you will build Bank Code game. The storage box is locked and can only be opened if you enter the correct digit combination. Combinations can be 2 to 4 non-repetitive digits (range of digits from 1 to 9). After a guess is given, you will be notified of how many digits are right and how many digits are in the right position. Based on this information, you will give another guess. You continue to guess until you get the right combination or until you stop the game. On the left side of the form is a large picture box control. On the right side, two group box controls and two button controls are placed. In the picture box, a control panel is placed. In the panel, there are four label controls (set the AutoSize property to False) and nine button controls. In the first group box control, place three radio buttons. In the second group box control, a text box control is placed. The picture box contains an image of bank and a panel. The label controls in the panel are used to display the combinations entered (the BorderStyle property set to FixedSingle to display the label size). The nine buttons on the panel are used to enter combinations. Radio buttons are used to set options. The buttons (one to start and stop the game and another to exit the project) are used to control game operations. The text box displays the results of the combinations entered. In chapter four, you will build Horse Racing game. This is a simple game. Up to 10 horses will race to the finish line. You guessed two horses that you thought could win the race. By clicking on the Start button, the race will start. All horses will race speed to get to the finish line. Labels are used to display instructions and number of horses in a race. Four button controls are used: two buttons to change number of horses, one button to start the game, and one other button to stop the game. The picture box control is used to load the horse image. A timer control is used to update the horse's movement during the race. In chapter five, you will build Catching Ball game. The bird flew and dropped ball from the sky. Users are challenged to position man under the fallen ball to catch it. Labels are used for instructions and to display game information (remaining time, number of balls captured, and game difficulty level). Two buttons are used to change the game difficulty level, one button to start the game, and another button to stop the game. Picture box controls hold images for man, bird, and ball. In chapter six, you will build Smart Tic Tac Toe game. That said, this is the first game ever programmed on a computer and one that had been programmed by Bill Gates himself when he was a teenager while attending Lakeside School in Seattle. The aim of this game is to win the game on a 3 x 3 grid with the victory of three identical symbols (X or O) on horizontal, diagonal, or vertical lines. The players will play alternately. In this game given two game options: player 1 against player 2 or human player against computer. A smart but simple strategy will be developed for computer logic to be a formidable opponent for humans. In chapter seven, you will build Fighting Plane program. This program can be played by two human players or human player versus computer. The controls of the player are done via the keyboard. Player 1 presses A key to move up, Z key to move down, and S key to throw rudal. When you choose Two players from the Options button, this game can be played by two human players. Player 1 presses the same keys, while player 2 presses key K to move up, M to move down, and key J to throw rudal. All label controls are used for titles and provide scoring and game information. The large panel (Panel1) is the playing field. Three button controls are used to start / stop a program, set options, and exit the program. One timer control is used to control game animation and another is used to represent the computer's decision process. The second control panel (Panel2) is used to select game options. One group box contains radio buttons which are used to select number of players. A group box contains radio buttons to select the level of difficulty of the game, when playing against a computer. A small button is used to close the options panel. The default properties are set for one-player games with the easiest game difficulty.



Zero To Hero Esp8266


Zero To Hero Esp8266
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Author : Manoj R. Thakur
language : en
Publisher: Manoj R. Thakur
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Zero To Hero Esp8266 written by Manoj R. Thakur and has been published by Manoj R. Thakur this book supported file pdf, txt, epub, kindle and other format this book has been release on with Technology & Engineering categories.


Super book for becoming super hero in Internet of Things world. It takes you from zero to become master in ESP8266 programming using Arduino IDE. IoT is recent trend in market you can built anything with help of this book, covers from basics to advance level. Includes getting data to VB.net, drawing graphs, using google gadgets to show gauges, hardware design aspects and much more.



From Zero To Jdbc Hero


From Zero To Jdbc Hero
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Author : Vivian Siahaan
language : en
Publisher: SPARTA PUBLISHING
Release Date : 2019-10-01

From Zero To Jdbc Hero written by Vivian Siahaan and has been published by SPARTA PUBLISHING this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-10-01 with Computers categories.


In this book, you will learn how to build from scratch a criminal records management database system using Java/SQLite. All Java code for digital image processing in this book is Native Java. Intentionally not to rely on external libraries, so that readers know in detail the process of extracting digital images from scratch in Java. In chapter one, you will create Bank database and its four tables. In chapter two, you will learn the basics of cryptography using Java. Here, you will learn how to write a Java program to count Hash, MAC (Message Authentication Code), store keys in a KeyStore, generate PrivateKey and PublicKey, encrypt / decrypt data, and generate and verify digital prints. In chapter three, you will learn how to create and store salt passwords and verify them. You will create a Login table. In this case, you will see how to create a Java GUI using NetBeans to implement it. In addition to the Login table, in this chapter you will also create a Client table. In the case of the Client table, you will learn how to generate and save public and private keys into a database. You will also learn how to encrypt / decrypt data and save the results into a database. In chapter four, you will create an Account table. This account table has the following ten fields: account_id (primary key), client_id (primarykey), account_number, account_date, account_type, plain_balance, cipher_balance, decipher_balance, digital_signature, and signature_verification. In this case, you will learn how to implement generating and verifying digital prints and storing the results into a database. In chapter five, you will create a Client_Data table, which has the following seven fields: client_data_id (primary key), account_id (primary_key), birth_date, address, mother_name, telephone, and photo_path. In chapter six, you will create Crime database and its six tables. In chapter seven, you will be taught how to extract image features, utilizing BufferedImage class, in Java GUI. In chapter eight, you will be taught to create Java GUI to view, edit, insert, and delete Suspect table data. This table has eleven columns: suspect_id (primary key), suspect_name, birth_date, case_date, report_date, suspect_ status, arrest_date, mother_name, address, telephone, and photo. In chapter nine, you will be taught to create Java GUI to view, edit, insert, and delete Feature_Extraction table data. This table has eight columns: feature_id (primary key), suspect_id (foreign key), feature1, feature2, feature3, feature4, feature5, and feature6. All six fields (except keys) will have a BLOB data type, so that the image of the feature will be directly saved into this table. In chapter ten, you will add two tables: Police_Station and Investigator. These two tables will later be joined to Suspect table through another table, File_Case, which will be built in the seventh chapter. The Police_Station has six columns: police_station_id (primary key), location, city, province, telephone, and photo. The Investigator has eight columns: investigator_id (primary key), investigator_name, rank, birth_date, gender, address, telephone, and photo. Here, you will design a Java GUI to display, edit, fill, and delete data in both tables. In chapter eleven, you will add two tables: Victim and File_Case. The File_Case table will connect four other tables: Suspect, Police_Station, Investigator and Victim. The Victim table has nine columns: victim_id (primary key), victim_name, crime_type, birth_date, crime_date, gender, address, telephone, and photo. The File_Case has seven columns: file_case_id (primary key), suspect_id (foreign key), police_station_id (foreign key), investigator_id (foreign key), victim_id (foreign key), status, and description. Here, you will also design a Java GUI to display, edit, fill, and delete data in both tables.



From Zero To Pyhon Hero


From Zero To Pyhon Hero
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Author : Vivian Siahaan
language : en
Publisher: SPARTA PUBLISHING
Release Date : 2019-09-22

From Zero To Pyhon Hero written by Vivian Siahaan and has been published by SPARTA PUBLISHING this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-09-22 with Computers categories.


This book is SQL Server-based python programming. Microsoft SQL Server is robust relational database management system used by so many organizations of various sizes including top fortune 100 companies. SQL Server is a relational database management system (RDBMS) developed and marketed by Microsoft. As a database server, the primary function of the SQL Server is to store and retrieve data used by other applications. Deliberately designed for various levels of programming skill, this book is suitable for students, engineers, and even researchers in various disciplines. There is no need for advanced programming experience, and school-level programming skills are needed. In the first chapter, you will learn to use several widgets in PyQt5: Display a welcome message; Use the Radio Button widget; Grouping radio buttons; Displays options in the form of a check box; and Display two groups of check boxes. In chapter two, you will learn to use the following topics: Using Signal / Slot Editor; Copy and place text from one Line Edit widget to another; Convert data types and make a simple calculator; Use the Spin Box widget; Use scrollbars and sliders; Using the Widget List; Select a number of list items from one Widget List and display them on another Widget List widget; Add items to the Widget List; Perform operations on the Widget List; Use the Combo Box widget; Displays data selected by the user from the Calendar Widget; Creating a hotel reservation application; and Display tabular data using Table Widgets. In chapter three, you will learn: How to create the initial three tables project in the School database: Teacher, Class, and Subject tables; How to create database configuration files; How to create a Python GUI for inserting and editing tables; How to create a Python GUI to join and query the three tables. In chapter four, you will learn how to: Create a main form to connect all forms; Create a project will add three more tables to the school database: Student, Parent, and Tuition tables; Create a Python GUI for inserting and editing tables; Create a Python GUI to join and query over the three tables. In chapter five, you will join the six classes, Teacher, TClass, Subject, Student, Parent, and Tuition and make queries over those tables. In chapter six, you will create dan configure database. In this chapter, you will create Suspect table in crime database. This table has eleven columns: suspect_id (primary key), suspect_name, birth_date, case_date, report_date, suspect_ status, arrest_date, mother_name, address, telephone, and photo. You will also create GUI to display, edit, insert, and delete for this table. In chapter seven, you will create a table with the name Feature_Extraction, which has eight columns: feature_id (primary key), suspect_id (foreign key), feature1, feature2, feature3, feature4, feature5, and feature6. The six fields (except keys) will have VARBINARY(MAX) data type. You will also create GUI to display, edit, insert, and delete for this table. In chapter eight, you will create two tables, Police and Investigator. The Police table has six columns: police_id (primary key), province, city, address, telephone, and photo. The Investigator table has eight columns: investigator_id (primary key), investigator_name, rank, birth_date, gender, address, telephone, and photo. You will also create GUI to display, edit, insert, and delete for both tables. In the last chapter, you will create two tables, Victim and Case_File. The Victim table has nine columns: victim_id (primary key), victim_name, crime_type, birth_date, crime_date, gender, address, telephone, and photo. The Case_File table has seven columns: case_file_id (primary key), suspect_id (foreign key), police_id (foreign key), investigator_id (foreign key), victim_id (foreign key), status, and description. You will create GUI to display, edit, insert, and delete for both tables as well.



Artificial Intelligence Programming With Python


Artificial Intelligence Programming With Python
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Author : Perry Xiao
language : en
Publisher: John Wiley & Sons
Release Date : 2022-02-21

Artificial Intelligence Programming With Python written by Perry Xiao and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-02-21 with Computers categories.


A hands-on roadmap to using Python for artificial intelligence programming In Practical Artificial Intelligence Programming with Python: From Zero to Hero, veteran educator and photophysicist Dr. Perry Xiao delivers a thorough introduction to one of the most exciting areas of computer science in modern history. The book demystifies artificial intelligence and teaches readers its fundamentals from scratch in simple and plain language and with illustrative code examples. Divided into three parts, the author explains artificial intelligence generally, machine learning, and deep learning. It tackles a wide variety of useful topics, from classification and regression in machine learning to generative adversarial networks. He also includes: Fulsome introductions to MATLAB, Python, AI, machine learning, and deep learning Expansive discussions on supervised and unsupervised machine learning, as well as semi-supervised learning Practical AI and Python “cheat sheet” quick references This hands-on AI programming guide is perfect for anyone with a basic knowledge of programming—including familiarity with variables, arrays, loops, if-else statements, and file input and output—who seeks to understand foundational concepts in AI and AI development.



From Zero To Java Hero Master The Art Of Java Programming


From Zero To Java Hero Master The Art Of Java Programming
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Author : Jarrel E.
language : en
Publisher: Jarrel E.
Release Date : 2023-11-09

From Zero To Java Hero Master The Art Of Java Programming written by Jarrel E. and has been published by Jarrel E. this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-11-09 with Computers categories.


From Zero to Java Hero: Master the Art of Programming is a comprehensive guide designed to empower aspiring programmers with the knowledge and skills needed to excel in the world of Java development. This powerful book offers a transformative journey from a complete novice to a proficient Java developer. Are you ready to embark on a journey that will elevate your programming skills to new heights? From Zero to Java Hero is the ultimate guide for individuals with little to no coding experience who want to unlock the full potential of Java programming. Whether you're a student, a career changer, or someone with a passion for technology, this book will equip you with the tools to become a Java hero. What You Will Learn: Foundations of Java: Begin with the basics, understanding the Java syntax, variables, data types, and operators. Control Flow: Master the art of making decisions and creating loops to control the flow of your programs. Object-Oriented Programming (OOP): Dive into OOP principles and learn to create classes, objects, and methods. Exception Handling: Handle errors gracefully and ensure your code remains robust. File Handling: Learn how to read and write files, an essential skill in software development. Graphical User Interfaces (GUI): Create user-friendly applications with Java's GUI components. Database Connectivity: Explore how to connect your Java applications to databases for real-world data manipulation. Practical Projects: Apply your knowledge through hands-on projects, building real Java applications. Who Should Read This Book: Absolute beginners with no prior programming experience. Students pursuing a degree in computer science or related fields. Career changers looking to transition into the tech industry. Java enthusiasts eager to deepen their coding skills. Instructors seeking a comprehensive resource for teaching Java programming. Why From Zero to Java Hero? This book isn't just about learning Java; it's about gaining the confidence and expertise to build practical, real-world applications. By the end of this journey, you'll have the skills and knowledge necessary to tackle complex coding challenges and embark on a fulfilling career in Java development. Are you ready to transform from a novice into a Java hero? From Zero to Java Hero is your roadmap to success in the world of programming. Start your journey today and become a master of Java development.



Visual C Net From Zero To Hero


Visual C Net From Zero To Hero
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Author : Borhat Nainggolan
language : id
Publisher: Penerbit Konstanta
Release Date : 2016-10-18

Visual C Net From Zero To Hero written by Borhat Nainggolan and has been published by Penerbit Konstanta this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-10-18 with categories.


Anda mungkin tidak langsung menjadi pakar Visual C# .NET setelah membaca buku ini, tetapi Anda telah bersiap-siap menjadi salah satu orang yang mahir memprogram Visual C# .NET, karena buku ini didesain untuk membantu Anda menjadi programmer Visual C# .NET yang tangguh. Berikut adalah sejumlah topik yang dikupas pada buku ini: 1 Pengantar; 2 Keputusan; 3 Loop; 4 Metode; 5 Array dan List; 6 Pemrosesan Data; 7 Kelas dan Multiform; 8 Pewarisan dan Polimorfisme. Buku ini menyajikan secara progresif: komponen-komponen utama Visual C# .NET yang meliputi tipe data dan variabel; struktur seleksi dan repetisi, prosedur, fungsi, array, dan file dan struktur. Karena sifatnya yang dasar dan komprehensif, buku ini cocok untuk programer pemula, baik untuk programmer profesional maupun pembelajar mandiri. Telah banyak buku pemrograman Visual C# .NET dipublikasikan dan didistribusikan. Faktanya, sangat sedikit yang mengupas dasar pengenalan Visual C# .NET secara komprehensif dan yang merangkum topik bahasan secara detil dan efektif. Sementara itu, banyak para mahasiswa, insinyur, peneliti, maupun pengembang perangkat lunak yang tidak berkesempatan belajar Visual C# .NET di universitas, tetapi tetap berkeinginan untuk menguasai Visual C# .NET dengan berlatih setiap hari. Oleh karena itu, buku ini, yang berorientasi-contoh langkah-demi-langkah, memberikan kesempatan kepada setiap pembaca untuk belajar Visual C# .NET mulai dari nol sampai benar-benar menguasai.



Zero To Hero In Cryptocurrency Trading


Zero To Hero In Cryptocurrency Trading
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Author : Bogdan Vaida
language : en
Publisher: Packt Publishing Ltd
Release Date : 2023-09-28

Zero To Hero In Cryptocurrency Trading written by Bogdan Vaida and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-09-28 with Computers categories.


Go from the bare basics to implementing your own automatic trading algorithm and become a cryptocurrency trading pro Key Features Excel at crypto trading with structured methodologies, practical examples, and real-time trading scenarios Go from the theoretical know-how to developing and testing your own strategy Transform manual trades into an automated algorithm for nonstop trades Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionIn today's fast-paced digital age, cryptocurrencies have emerged as a revolutionary financial asset class, capturing the attention of investors and traders worldwide. However, navigating the world of cryptocurrency trading can be overwhelming for beginners. Zero to Hero in Cryptocurrency Trading acts as a guiding light to navigate this complex realm. This comprehensive guide to cryptocurrency trading empowers you to go from a novice trader to a proficient investor by helping you implement your own trading strategy. As you progress, you’ll gain structured trading knowledge through hands-on examples and real-time scenarios, bolstered by trading psychology and money management techniques. You’ll be able to automate your manual trades with an algorithm that works even while you sleep. You’ll also benefit from interactive teaching methods, including screenshots, charts, and drawings to help decode market operations and craft your unique edge in the dynamic crypto world. As an added bonus, you’ll receive ready-to-use templates to identify useful indicators, test your strategy, and even maintain a trading journal. By the end of this book, you’ll be well-equipped to trade cryptocurrencies and automate manual trading to give you an edge in the markets.What you will learn Master trading psychology and prevent emotions from sabotaging trades Manage risks by identifying and tailoring specific risk profiles Interpret, assess, and integrate technical indicators in your trading Get to grips with trading on a centralized exchange Get a deeper understanding of risk and money management Gain an edge by identifying trading patterns Automate the patterns into a strategy for a bot that operates 24/7 Who this book is forThis book is for finance and investment professionals, crypto market enthusiasts, and anyone new to trading who wants to kickstart their cryptocurrency trading journey. A basic understanding of cryptocurrencies is a must, but prior trading experience is not necessary.



Python Zero To Hero


Python Zero To Hero
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Author : God Of Teaching
language : en
Publisher:
Release Date : 2020-10-09

Python Zero To Hero written by God Of Teaching and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-10-09 with categories.


A Book made with Love, Passion and dedication towards teaching. The book contains several images to easily grasp the concepts. Each programming chapter contains a 'Programming practice' section at the end of the chapter which will give you a very good understanding of practical knowledge. I have explained each concept in easiest way so that anyone can understand it. The book covers all the basic concepts for a beginner to dive into Python programming. No matter if you are coming from other programming language like C, JAVA etc. or you are an absolute beginner with no programming knowledge or you are a school student, This book is for everyone. I have worked very hard to write this Book. Thank you!



Fireworks Mx 2004 Zero To Hero


Fireworks Mx 2004 Zero To Hero
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Author : Charles Brown
language : en
Publisher: Apress
Release Date : 2008-01-01

Fireworks Mx 2004 Zero To Hero written by Charles Brown and has been published by Apress this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-01-01 with Computers categories.


* Possibility of being first to market. * Extended coverage of Dreamweaver integration and additional "Hero" color section. * Builds on solid history of Fireworks MX Zero to Hero (first edition pub. Oct 2002). * Full colour 60 page "Hero Project" section.