Invitation to Computer Science, 6th Edition

Book Description

INVITATION TO COMPUTER SCIENCE is a well-respected text that provides an overview of the computer science field. Using a flexible, non-language specific model, INVITATION TO COMPUTER SCIENCE offers a solid foundation for the first course in a Computer Science curriculum. INVITATION TO COMPUTER SCIENCE, 6TH EDITION maintains its bestselling, algorithm-driven approach and includes expanded chapter exercises and practice problems, new material on topics such as multicore and parallel systems, cloud computing, wireless communications, embedded computing, agile software development, emerging programming languages (Go and F#), and new models of e-commerce, as well as boxes dedicated to current issues throughout. Online language modules are available in C++, Java, Python, C#, and Ada, allowing the option of incorporating a programming language to expand concepts from the text. INVITATION TO COMPUTER SCIENCE offers an optional CourseMate with study tools such as flashcards, quizzing, and games. CourseMate Activities speak to and engage students while developing abstract thinking and problem solving skills. Also available with INVITATION TO COMPUTER SCIENCE, an optional online containing 20 laboratory projects that map directly to the main text. The and accompanying software provide both visual and hands-on activities, allowing students to experience the fundamentals of computer science.

Table of Contents

Chapter 1. An Introduction to Computer Science
Chapter 2. Algorithm Discovery and
Chapter 3. Chapter 3 The Efficiency of Algorithms
Chapter 4. The Building Blocks: Binary Numbers, Boolean Logic, and Gates
Chapter 5. Computer Systems Organization
Chapter 6. An Introduction to System Software and Virtual Machines
Chapter 7. Computer Networks, the Internet, and the
Chapter 8. Chapter 8 Information Security
Chapter 9. Introduction to High- Level Language Programming
Chapter 10. The Tower of Babel
Chapter 11. Compilers and Language Translation
Chapter 12. Models of Computation
Chapter 13. Simulation and
Chapter 14. Electronic Commerce and Databases
Chapter 15. Chapter 15 Artificial
Chapter 16. and Entertainment: Movies, Games, and Virtual Communities
Chapter 17. Making Decisions About Computers, Information, and Society

Book Details

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