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R Machine Learning Projects

You're reading from   R Machine Learning Projects Implement supervised, unsupervised, and reinforcement learning techniques using R 3.5

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Product type Paperback
Published in Jan 2019
Publisher Packt
ISBN-13 9781789807943
Length 334 pages
Edition 1st Edition
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Author (1):
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Dr. Sunil Kumar Chinnamgari Dr. Sunil Kumar Chinnamgari
Author Profile Icon Dr. Sunil Kumar Chinnamgari
Dr. Sunil Kumar Chinnamgari
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Toc

Table of Contents (19) Chapters Close

Preface 1. Part 1: Object-Oriented Design Principles FREE CHAPTER
2. Chapter 1: Understanding Object-Oriented Design 3. Chapter 2: Learning the Four Fundamental Pillars 4. Chapter 3: Creating SOLID Design Solutions 5. Chapter 4: Favoring Composition Over Inheritance 6. Part 2: Basic Design Patterns
7. Chapter 5: Maintaining Global States with the Singleton Pattern 8. Chapter 6: Decoupling Objects with the Observer Pattern 9. Chapter 7: Spawning Game Objects with the Factory Pattern 10. Chapter 8: Changing Object Behavior with the State Pattern 11. Chapter 9: Designing Actors with the Command Pattern 12. Part 3: Advanced Design Patterns
13. Chapter 10: Implementing AI with the Strategy Pattern 14. Chapter 11: Creating a Power-Up System with the Decorator Pattern 15. Chapter 12: Cross-Fading Transitions with the Service Locator Pattern 16. Chapter 13: Improving Game Feel with the Event Queue Pattern 17. Index 18. Other Books You May Enjoy

Part 2: Basic Design Patterns

After getting introduced to the programming paradigm that we will use throughout the book, it’s time to understand what design patterns are, when we should use them, why we use patterns, and how to implement them in our project.

We will start with patterns that are used the most and we can implement them to achieve basic functionalities in our game projects. These design patterns will help us get used to refactoring bad code and implementing scalable solutions in the form of design patterns.

This part includes the following chapters:

  • Chapter 5, Maintaining Global States with the Singleton Pattern
  • Chapter 6, Decoupling Objects with the Observer Pattern
  • Chapter 7, Spawning Game Objects with the Factory Pattern
  • Chapter 8, Changing Object Behavior with the State Pattern
  • Chapter 9, Designing Actors with the Command Pattern
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