الصفحة 13
الصفحة 13
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Freelancing platform = منصة للأعمال الحرة

The digital era has seen a significant rise in freelancing, providing a flexible and accessible employment model for professionals worldwide. This project introduces an advanced freelancing platform designed to enhance the interaction between freelancers and clients. By employing a microservices architecture, the platform ensures a seamless, efficient, and secure environment for managing project collaborations, communications, and payment processes. The platform supports three primary user roles: Administrators, Freelancers, and Users. Administrators oversee comprehensive system management, including user accounts, service categories, platform settings, and financial transactions. Freelancers can create detailed profiles showcasing their skills, experiences, and portfolios, and publish services with clear descriptions, pricing, and Service Level Agreements (SLAs). Users can post service requests, outlining project requirements and budgets, enabling freelancers to apply and engage in these projects.

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Fractals in Engineering : New Trends in Theory and Applications

The strong potential of this research can be seen in real industrial situations with recent progress being made in areas such as chemical engineering, internet traffic, physics and finance. Image processing continues to be a major field of application for fractal analysis and is well-represented here. Consisting of papers written by a world-wide pool of experts, the multidisciplinary approach of this third volume will be of particular interest to industrial researchers and practitioners as well as to academics from many backgrounds.

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Foundations of 3D Graphics Programming : Using JOGL and Java3D ; 2nd ed.

This thoroughly updated and enhanced second edition of Foundations of 3D Graphics Programming is an innovative shortcut to graphics theory and programming using JOGL, a new vehicle of 3D graphics programming in Java. This revised edition of the successful, reader-friendly text covers all graphics basics and several advanced topics, as well as some basic concepts in Java programming for those who currently are C/C++ programmers. Specifically, it provides all the core aspects of OpenGL programming in Java using JOGL, along with concisely presented computer graphics theories. In addition, it uses a top-down approach to lead the reader into programming and applications up-front. The content about theory provides a high-level understanding of all basic graphics, and of using JOGL instead of implementing a graphics system. Explanations are integrated with the sample programs, which are specifically designed for learning and accompanying this book.

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Foundation PHP for Dreamweaver 8

In this book, we look specifically at using Dreamweaver's built-in server behaviors to build dynamic web sites using PHP and MySQL, the world's most popular open source server-side language and database server combination, which are both reliable, powerful, and open source (and therefore free to use). This version of Dreamweaver includes more powerful support for PHP and MySQL than ever before, and we'll show you how to make this work for you. No previous experience of PHP or MySQL is necessary to use this book. Examples built throughout the book include a content management system, and an online image gallery. All examples are designed to meet modern usability requirements and be web standards-compliant.

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Foundation models for natural language processing : pre-trained language models integrating media

Covers basic natural language processing models, pre-trained language models BERT, GPT, and sequence-to-sequence converters, as well as the concepts of self-attention and context-sensitive embedding. Various approaches to improving these models are then discussed, such as expanding the pre-training parameters, increasing the length of input texts, or incorporating additional knowledge. An overview of the best performing models is then provided for about twenty application areas, e.g., question answering, translation, story generation, dialogue systems, image generation from text, etc. For each application area, the strengths and weaknesses of existing models are discussed, and an overview of further developments is provided. In addition, links to freely available code are provided. The concluding chapter summarizes the economic opportunities, risk mitigation, and potential developments of AI.

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Foundation Flash CS3 for Designers

This book is all you'll need to learn Flash CS3 from the ground up, or learn about all these new features, if you already have previous Flash experience. Flash experts Tom Green and David Stiller take you step-by-step through all facets of Flash CS3, with the emphasis firmly on good design techniques that you use in your own projects.

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Foundation Flash Cartoon Animation

Covering every aspect of Flash animation, the book is a fast-paced yet thorough review of the Flash animation process. This book not only reveals the step-by-step process followed by one of today's leading Flash animation studios, but also give you valuable tips and tricks to take your Flash animation to the next level.

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Foundation Flash 8 Video

This book is the ultimate guide to Flash 8 video it offers practical advice, technical guidance, and a full series of creative projects ranging from the dead simple to the complex in a manner that talks to you as an equal and makes only one assumption: basic familiarity with the Flash interface. We start with the basicshow to edit video in some of the most popular packages available (such as iMovie and Movie Maker 2) and create a Flash video file and import it into Flash.

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Foundation Flash 8

The fourth edition of friends of ED's legendary beginner Flash book, Foundation Flash 8 uses a series of structured exercises and detailed discussions to help you start your exploration of Flash. The detailed tutorial style will ensure that you retain the knowledge you gain and are able to draw upon it throughout your Flash career. Foundation Flash 8 features a running case study that evolves into a fully-functional Flash website as you work through the tutorials, so you'll immediately see everything that you learn being used in a practical project. This book focuses on the core skills that you need to get started working with Flash 8: understanding the interface, becoming familiar with the creative tools and their capabilities, grasping the relationships between the different components that make up a Flash movie, and getting insight into how to put all the pieces together to create your own Flash-based website.

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Foundation Expression Blend 2 : Building applications in WPF and silverlight

This book shows you how to take full advantage of Blend's interface, together with and Silverlight's vastly improved designer-developer workflow, guiding you through every step of development from downloading and installing of the development environment through creating finished, functional projects. You'll learn how to create simple drawing applications with the InkCanvas, make tabbed and scrollable interfaces, as well as build fully featured media players, photo galleries, and interactive 3D designs. Each chapter discusses major WPF and Silverlight features, provides a hands-on tutorial, and explains how that feature is implemented in the real world. In the end, you will have a collection of impressive WPF and Silverlight applications that can be added to your portfolio.

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Foundation ActionScript for Flash 8

This book contains all you need to understand and make use of ActionScript, and to have some fun while learning. The Foundation series teaching style is ideal if you're a non-programmer who wants to learn Flash programming quickly and thoroughly. The authors teach the basics, and provide an all-around proficiency in ActionScript, as well as Flash components within Flash 8. You'll gain the practical skills to build ActionScript based Flash projects, including making initial design decisions, structuring code, and testing. An ongoing case study means that by the end of the book, you'll have constructed a cutting-edge Flash site to showcase your newly learned skills.

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Foundation ActionScript animation : Making things move!

In this book Keith Peters guides you through some basic animation theory and then demystifies the math and physics behind creating realistic animation, looking at trigonometry, velocity and acceleration, and bouncing & friction. This book will teach you how to use Flash ActionScript to move the objects in your movies, rather than letting Flash's tween engine do it for you. The benefit of this is smaller, more realistic, more dynamic interactive movies that seem to come alive on your screen. Almost all of the code featured in this book will work fine in either Flash MX 2004 or Flash 8, and with a few minor adjustments, most of it can even be applied to Flash MX.

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Foundation ActionScript 3 Animation : Making Things Move!

The material inside this book covers everything you need to know to harness the power of ActionScript 3.0. The book goes on to provide information on all the relevant trigonometry you will need, before moving on to physics concepts such as acceleration, velocity, easing, springs, collision detection, conservation of momentum, 3D, and forward and inverse kinematics.

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Foundation 3ds Max 8 Architectural Visualization

Welcome to the world of 3D architectural visualizations using the most powerful and versatile 3D software package on the planet: 3ds Max. In just the last few years, the visualization industry has arguably become the fastest-growing 3D industry, and may soon overtake all others in total number of users. Just as the use of computer-aided design became the norm for nearly all architectural, engineering, and construction firms in the 1990s, 3D visualizations have become standard practice today. This book takes you through the challenge of learning one of the most complex computer programs ever created, by way of easy-to-follow tutorials and instruction. It specifically focuses on those parts of the program you need to know to produce stunning architectural visualizations.

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Formal Methods for Hardware Verification ; 6th International School on Formal Methods for the Design of Computer, Communication, and Software Systems, SFM 2006, Bertinoro, Italy, May 22-27, 2006, Advances Lectures

This book presents 8 papers accompanying the lectures of leading researchers given at the 6th edition of the International School on Formal Methods for the Design of Computer, Communication and Software Systems (SFM 2006). SFM 2006 was devoted to formal techniques for hardware verification and covers several aspects of the hardware design process, including hardware design languages and simulation, property specification formalisms, automatic test pattern generation, symbolic trajectory evaluation, and more.

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Forecasting and Assessing Risk of Individual Electricity Peaks

The overarching aim of this open access book is to present self-contained theory and algorithms for investigation and prediction of electric demand peaks. A cross-section of popular demand forecasting algorithms from statistics, machine learning and mathematics is presented, followed by extreme value theory techniques with examples.

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Food lens = فود لينس

Food lens is an innovative application designed to revolutionize dietary management by leveraging advanced image recognition and nutritional analysis. The primary objective of this senior project is to develop a user-friendly tool that identifies various foods through a camera interface and provides detailed nutritional information. This application not only enhances the user's understanding of their dietary intake but also assists in achieving personalized health and fitness goals. The core functionality of Food Lens involves the integration of a robust image recognition system capable of accurately identifying a wide range of foods. Upon identification, the application retrieves comprehensive nutritional data, including calorie content, macronutrient distribution (proteins, fats, carbohydrates), and essential micronutrients (vitamins and minerals). This data is then seamlessly integrated into the user's dietary profile. Food Lens is designed to track the user's daily caloric intake and compare it against personalized recommendations based on age, gender, weight, height, and activity level. By maintaining a dynamic record of consumed foods, the application provides real-time feedback on the user’s nutritional progress. This feature is particularly beneficial for individuals aiming to manage weight, address dietary restrictions, or improve overall health.

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Flash 8 Essentials

As a creative professional or interactive developer, you’ll be amazed at the exciting possibilities presented to you by the features available in Flash 8; but as a busy designer, we know you won't have as much time as you’d like to explore these new additions. Never fear; this book wastes no time looking at timeline basics, tweens, or movie-publishing options—it focuses exclusively on the new Flash 8 features, getting you quickly up to speed with a combination of illustrative tutorials, handy references, and inspirational examples. By the end of the book, you’ll know that there’s no shortage of new tools to enhance and inspire your Flash development; and since this book is written by some of the community's leading Flash experts, you’ll know you’re in good hands.

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FitBuddy : An artificial intelligence powered personal trainer

FitBuddy App is a sports application that employs artificial intelligence in its job as a personal trainer that enables users to exercise anywhere with convenience, tremendous benefit, and high accuracy. The user can exercise with or without weights, in addition to cycling and running. The user must first provide the application with the personal data it has asked for in order to create an appropriate sports program for the user. After that, the user may explore the sports program's weeks and day's sections.

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Finite-state methods and natural language processing ; 5th International Workshop, FSMNLP 2005, Helsinki, Finland, September 1-2, 2005, Revised Papers

This book constitutes the thoroughly refereed post-proceedings of the 5th International Workshop on Finite-State Methods in Natural Language Processing, FSMNLP 2005, held in Helsinki, Finland, September 2005. The book presents 24 revised full papers and seven revised poster papers together with two invited contributions and abstracts of six software demos. Topics include morphology, optimality theory, some special FSM families, weighted FSM algorithms, FSM representations, exploration, ordered structures, and surface parsing.

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