このページは、森 功次さんプロデュースによるブックフェア 「分析美学は加速する」 をご紹介するために、WEBサイト「日曜社会学」の中に開設するものです。 ブックフェアは、勁草書房の企画協力を得て、紀伊國屋書店新宿南店5階にて2015年9月8日から10月25日まで開催されました。フェアの詳細については、紀伊國屋書店、勁草書房の特設ページもご覧ください: 紀伊國屋書店 新宿南店 勁草書房 フェア中、店舗では 選書者たちによる解説を掲載したパンフレットを配布しましたが、このページにはその内容の一部を掲載しています。 2015.12.30 解説文一つを掲載しました。これですべての項目が掲載されました。 2-B.「分析美学の基本書」 (森 功次) 2015.12.24 解説文一つを掲載しました。 2-A.「分析美学史」 (西村清和) 2015.12.14 解説文一つを掲載しました。 3-G.「物語」
Applications are open for the ACT Applied Category Theory Research School 2018! And because arithmetic science and geometric science are connected, and support one another, the full knowledge of numbers cannot be presented without encountering some geometry, or without seeing that operating in this way on numbers is close to geometry; the method is full of many proofs and demonstrations that are m
In this article, Mikołaj Stolarski & Tomasz Grajewski would like to present a few ideas of how to implement different visual effects in Visual effects in games define their overall look and feel, and gameplay. Players are attracted to high visual quality, which generate more traffic and reach. It’s key for creating successful games and providing a lot of fun for players. In this article, we’d like
HTML5 version for StarCraft game Version 1.0 includes below game elements: Different units for Zerg/Terran/Protoss complete All buildings for Zerg/Terran/Protoss complete Different maps, fog cover, ZergBuilding mud Different bullets and bursts from units Almost all magic animation and effect complete All upgrade effect complete Control panel, different buttons and icons complete Same cheat code as
This article was ported from my old Wordpress blog here, If you see any issues with the rendering or layout, please send me an email. In this post we’ll implement Reed-Solomon error-correcting codes and use them to play with codes. In our last post we defined Reed-Solomon codes rigorously, but in this post we’ll focus on intuition and code. As usual the code and data used in this post is available
What is Alda? Alda’s ambition is to be a powerful and flexible music programming language that can be used to create music in a variety of genres by typing some code into a text editor and running a program that compiles the code and turns it into sound. I’ve put a lot of thought into making the syntax as intuitive and beginner-friendly as possible. In fact, one of the goals of Alda is to be simpl
06 September 2015 (This blog post was written with some Rust 1.4.0-nightly) Recently, we’ve begun checking just about all code with clippy, both to see if we can improve something (we could) and to see if we find problems in clippy (we did). Manish started our bout with Servo, and found a few places we could improve. I started with compiletest-rs and produced a pull request, then Manish reminded m
"I think a lot of mathematics is really about how you understand things in your head. It's people that did mathematics, we're not just general purpose machines, we're people. We see things, we feel things, we think of things. A lot of what I have done in my mathematical career has had to do with finding new ways to build models, to see things, do computations. Really get a feel for stuff. It may s
SICP Distilled Licence Donate Welcome Ch1 - Building Abstractions With Functions Chapter 1 Distilled Introduction 1.1 - The Elements Of Programming Expressions Naming and the Environment Evaluating Combinations Defining New Functions The Substitution Model Exercises Predicates Conditional Expressions Example: Newton’s Method Functions as Black-Box Abstractions 1.2 - Procedures and the Processes Th
Oregon Programming Languages Summer School — June 16-28, 2014
Type-Driven Development with Idris, written by the creator of Idris, teaches you how to improve the performance and accuracy of your programs by taking advantage of a state-of-the-art type system. This book teaches you with Idris, a language designed to support type-driven development. about the technology Stop fighting type errors! Type-driven development is an approach to coding that embraces ty
We bring together experts in distributed systems, compilers and formal methods to build scalable designs at the lowest complexity budget. Bugs are tedious to spot. So we build programs that find bugs in other programs. State what behaviours you want - we'll automate the rest. We have your back with millions of test cases generated on-the-fly and automatic analysis at every save. That lets you cont
Recursion schemes are elegant and useful patterns for expressing general computation. In particular, they allow you to ‘factor recursion out’ of whatever semantics you may be trying to express when interpreting programs, keeping your interpreters concise, your concerns separated, and your code more maintainable. What’s more, formulating programs in terms of recursion schemes seems to help suss out
Dataflow task parallelism with futures This post concentrates on dataflow task parallelism with Haskell and Erlang. The Haskell below uses the monad-par library to construct the dataflow task graph on the right, executed in parallel with runPar: import Control.Monad.Par f :: Par Int g,h :: Int -> Par Int j,k :: Int -> Int -> Par Int main = print $ runPar $ do a <- spawn f b <- spawn (get a >>= g)
Welcome to the first part of a tutorial series for GPU programming in Haskell! We will be using GPipe 2.2.1, that I was earlier announced on this blog. GPipe 2 is a functional API based on OpenGl 3.3, but this tutorial will not require previous knowledge of OpenGl, so if you know Haskell (which is a prerequisite) and ever wanted to learn graphics programming now is the time! Edit 2017-05-20: This
Comprehensive The full power of R's extensive standard library at your fingertips, plus virtually all CRAN packages, which work from Haskell just as they would from R. Safe Optional type annotations let you leverage the full power of Haskell's type system to program R safely. Region-based memory allocation means precise and predictable memory usage without the dangers: Haskell's type system has yo
On a whim I decided I wanted to contribute something to GHC. It was very intimidating a year or two ago, but I tried it again tonight, and found that it went incredibly smoothly. The documentation was great (on the development process). I described my experience in excruciating detail here. It's more detail than anyone needs, but maybe someone will find it interesting :) I was surprised how easy i
In this post, we will attempt to make a simplified clone of Redis in Haskell. Here is a set of requirements that we will aim to fullfill: get and set operations Multi-threaded Atomic Redis compatible (implement the Redis protocol) We should be able to use the redis-cli tool to connect to our server and issue commands to it. We are going to omit many features that Redis has. For example, there will
Manipulating graphs has traditionally been seen as a place where imperative programming reigns supreme. Tikhon Jelvis begs to differ, and shows a trick where graph traversal can be expressed by a form of pattern matching. After explaining the approach he simulates how it works on a sample graph. Summary Traditionally graph algorithms are seen as one of the things that are really hard in functional
It’s with great pleasure that on behalf of the haskell-game group, I’d like to announce the release of a new set of high-level bindings to the SDL library. SDL is a C library providing a set of cross-platform functions for handling graphics, window management, audio, joystick/gamepad interaction, and more. For a while, we’ve had bindings to SDL 2 on Hackage, but these bindings are as close to 1:1
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