Academic literature on the topic 'Game Programming'

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Journal articles on the topic "Game Programming"

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Coulom, Rémi. "GAME PROGRAMMING FORUM." ICGA Journal 31, no. 3 (2008): 178. http://dx.doi.org/10.3233/icg-2008-31309.

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Tanaka, Tetsuro. "Special Issue: Game Programming." Journal of Information Processing 21, no. 1 (2013): 16. http://dx.doi.org/10.2197/ipsjjip.21.16.

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Sung, Kelvin, Michael Panitz, Scott Wallace, Ruth Anderson, and John Nordlinger. "Game-themed programming assignments." ACM SIGCSE Bulletin 40, no. 1 (2008): 300–304. http://dx.doi.org/10.1145/1352322.1352241.

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Perry, Lynellen D. S. "Book Reviews: game programming." XRDS: Crossroads, The ACM Magazine for Students 3, no. 2 (1996): 26–27. http://dx.doi.org/10.1145/332132.332145.

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Espinosa-Avila, Eduardo, Pablo Padilla Longoria, and Francisco Hernández-Quiroz. "Game theory and dynamic programming in alternate games." Journal of Dynamics & Games 4, no. 3 (2017): 205–16. http://dx.doi.org/10.3934/jdg.2017013.

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Wong, Yoke Seng, Maizatul Hayati Mohamad Yatim, Mohd Hishamuddin Abdul Rahman, et al. "Sokoban: A Game-Based Learning Game for Enhancing Programming Skill Among Undergraduate Students in Malaysia." Journal of Advanced Research Design 131, no. 1 (2025): 104–16. https://doi.org/10.37934/ard.131.1.104116.

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Programming is a necessary skill for students in computer science-related fields, but teaching it to first-year undergraduates can be challenging. Traditional classroom-based learning and teaching methods are insufficient, especially when it comes to programming. Game-based learning has emerged as an effective way for students to learn programming, even though there is currently a lack of empirical evidence in the literature. Therefore, this research aims to develop a Game-based Learning (game-based learning) Computer Game that can effectively teach programming to undergraduate students. The g
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Repenning, Alexander. "Draw Your Own Game." Constructionism Conference Proceedings 8 (June 24, 2025): 559–61. https://doi.org/10.21240/constr/2025/47.x.

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Imagine your students creating sophisticated games by combining hand-drawn art with AI – all while reducing their screen time. This workshop introduces RULER.game, where even programming novices such as first graders can build Pac-Man-like games with collaborating ghosts, bridging the gap between physical creativity and digital innovation. This workshop introduces Collaborative Computational Thinking Tools (CCTTs) through RULER.game, which combines off-screen activities like drawing game assets on paper with collaborative learning and AI-enabled programming. Participants will create a Pac-Man-
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Yunus Anis, Yunus, Artin Bayu Mukti, and Sri Mulyani. "Perancangan Game Sederhana Perancangan Game Sederhana Menggunakan Scratch Programming Sebagai Media Pembelajaran Visual Bagi Anak Usia Dini." Bulletin of Information Technology (BIT) 4, no. 3 (2023): 320–27. http://dx.doi.org/10.47065/bit.v4i3.769.

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This study aims to design a simple game using Scratch Programming as a visual programming language learning media for early childhood. This article describes the implementation stages of game design and the evaluation of learning media carried out. The literature review reviews the advantages of Scratch Programming as a learning medium for children and previous related research. In the implementation of game design, game concepts are designed using Scratch Programming, and simple game examples are generated. Evaluation of learning media is carried out to collect evaluation data from participan
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Lehrer, Ehud, and Dov Monderer. "Discounting versus Averaging in Dynamic Programming." Games and Economic Behavior 6, no. 1 (1994): 97–113. http://dx.doi.org/10.1006/game.1994.1005.

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Kazimoglu, Cagin, Mary Kiernan, Liz Bacon, and Lachlan MacKinnon. "Understanding Computational Thinking before Programming." International Journal of Game-Based Learning 1, no. 3 (2011): 30–52. http://dx.doi.org/10.4018/ijgbl.2011070103.

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This paper outlines an innovative game-based approach to learning introductory programming that is grounded in the development of computational thinking at an abstract conceptual level, but also provides a direct contextual relationship between game-play and learning traditional introductory programming. The paper proposes a possible model for, and guidelines in support of, this games-based approach contextualized by an analysis of existing research into the issues of learning programming and game based learning approaches. Furthermore, the proposed game-based learning model focuses not only o
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Dissertations / Theses on the topic "Game Programming"

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Johnsen, Andreas Lyngstad, and Georgy Ushakov. "[Lecture Games] Python programming game." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-13582.

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Pythia is a programming game that allows the player to change pieces of theirenvironment through use of the programming language Python. The idea is that thegame could be used as a part of teaching simple programming to first year universitystudents. The game should be fun enough for the students to keep playing, teachenough for it to earn a place as a teaching tool, and it should be usable by allstudents. It should also be possible for a teacher to create their own content for thegame.Pythia was implemented by extending the Python-interpreter Jython and building a game around it. Th
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Areizaga, Ander. "Programming learning games : Identification of game design patterns in programming learning games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17230.

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There is a high demand for program developers, but the dropouts from computer science courses are also high and course enrolments keep decreasing. In order to overcome that situation, several studies have found serious games as good tools for education in programming learning. As an outcome from such research, several game solutions for programming learning have appeared, each of them using a different approach. Some of these games are only used in the research field where others are published in commercial stores. The problem with commercial games is that they do not offer a clear map of the
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Pantaloni, Tommaso. "Game programming: Grafica 3d." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/6595/.

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Tesi riguardante la creazione di tutte le risorse grafiche necessarie ad un videogioco tridimensionale in prima persona con Blender e Unity3D. Gli argomenti trattati sono: prgettazione, 3D modeling, texturing e shading.
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Muaweyah, Amer. "Game skeletons in Game Maker for the course Design and Programming of Computer Games." Thesis, Linköping University, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-50777.

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<p>This report is written as a summary of the solution to the problem that the staff for the course TDDD23 at the Swedish university Linköpings universitet wanted two computer game skeletons. One for a scrolling shooter game and one for a strategy game. The games the staff wanted were to be like two existing games. The scrolling shooter was to be like the scrolling shooter from the tutorial GM Tutorial Scrolling Shooter[1]. The strategy game was to be like an existing game called Ancient War[2]. There were some additional requirements that the games had to fulfill. The games were created using
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Sasso, Michele. "Game programming: sviluppo di un gioco." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/6596/.

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Jintanawan, Jaturon. "The development of situational simulation game programming." Online version, 2001. http://www.uwstout.edu/lib/thesis/2001/2001jintanawanj.pdf.

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Maggiore, Giuseppe <1985&gt. "Casanova: a language for game development." Doctoral thesis, Università Ca' Foscari Venezia, 2013. http://hdl.handle.net/10579/3046.

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In this work we present Casanova, a programming language. Its novelty lies in the fact that it was designed with an exclusive focus on making games. The goal of Casanova is to change the landscape of game development, by show-ing how programming languages, and not game engines and game development sys-tems, are the real frontier to explore in order to make game development truly easier. In this work we do not just show Casanova. We also present an extensive eval-uation of our own experience in using the current implementation of Casanova in order to build games and simulations. We conclude tha
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Wu, Penn Pinlung. "Development of a Career-Oriented Instructional Design Model for Game Programming." NSUWorks, 2012. http://nsuworks.nova.edu/gscis_etd/339.

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This dissertation proposal begins with a discussion about how the education of game programmers was not meeting the needs of the game industry. With this problem identified, this study proceeded to verify the existence of disparities of current game programming curricula. The findings from the literature review were able to: (a) justify the need to develop a career-oriented instructional design model for education of game programming; (b) identify the disparities that caused the mismatch of instructional content between academia and the game industry; (c) review research that contributed to th
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Jonsson, Jenna. "Game Development : Using UML Class Diagram." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19253.

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In my thesis I have planned the structure of a game that I have developed together with two developers and an art director. The structure of the game is planned using class diagram. Class diagram is included in UML and can be used in many areas, one area is programming. Other fields where class diagram can be useful are enterprise information systems. The report shows the advantages and disadvantages of using class diagram when developing games. Examples are shown of how it can be used and how I have used it in my work. The outcome shows that using class diagram can facilitate the development
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McKee-Scott, Jamie. "A study of an educational game for learning programming." Thesis, University of British Columbia, 2015. http://hdl.handle.net/2429/53704.

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Introductory, first-year programming classes are challenging for many students. Unlike other first year science courses, computer science is not required for entry to most first-year science programs, and students struggle with bug hunting and code planning, especially if they have never programmed before. This thesis introduces the development of a web-based educational game, called Code Age, as a tool for supporting the learning of basic programming concepts. Code Age is a mini-game style game designed to be used at the students convenience, and currently consists of three minigames related
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Books on the topic "Game Programming"

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Somberg, Guy, ed. Game Audio Programming. CRC Press, 2016. http://dx.doi.org/10.1201/9781315368696.

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Henno, Jaak. Game programming coursebook. TTU Press, 2011.

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Yii, Sylvia Wan Fei. Othello game programming. Oxford Brookes University, 2001.

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Szymczyk, Mark. Mac game programming. Premier Press, 2002.

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Harbour, Jonathan S. Beginning game programming. 3rd ed. Course Technology/Cengage Learning, 2010.

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A, DeLoura Mark, ed. Game programming gems. Charles River Media, 2000.

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A, DeLoura Mark, ed. Game programming gems. Charles River Media, 2007.

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A, DeLoura Mark, ed. Game programming gems. Charles River Media, 2001.

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Meigs, Tom. Ultimate game design: Building game worlds. McGraw-Hill/Osborne, 2003.

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Zerbst, Stefan. 3D game engine programming. Premier Press, 2004.

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Book chapters on the topic "Game Programming"

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Pérez Castaño, Arnaldo. "Game Programming." In Practical Artificial Intelligence. Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-3357-3_15.

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Meyer, Jeanine. "Word Guessing Game." In Programming 101. Apress, 2022. http://dx.doi.org/10.1007/978-1-4842-8194-9_9.

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Matelski, Marilyn J. "Game Shows." In Daytime Television Programming. Routledge, 2023. http://dx.doi.org/10.4324/9781032621890-3.

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Bohrer, Brandon, and André Platzer. "Constructive Game Logic." In Programming Languages and Systems. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-44914-8_4.

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AbstractGame Logic is an excellent setting to study proofs-about-programs via the interpretation of those proofs as programs, because constructive proofs for games correspond to effective winning strategies to follow in response to the opponent’s actions. We thus develop Constructive Game Logic, which extends Parikh’s Game Logic (GL) with constructivity and with first-order programs à la Pratt’s first-order dynamic logic (DL). Our major contributions include: 1. a novel realizability semantics capturing the adversarial dynamics of games, 2. a natural deduction calculus and operational semantic
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van Toll, Wouter, Arjan Egges, and Jeroen D. Fokker. "Game Programming Basics." In Learning C# by Programming Games. Springer Berlin Heidelberg, 2019. http://dx.doi.org/10.1007/978-3-662-59252-6_3.

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Egges, Arjan. "Game Programming Basics." In Swift Game Programming for Absolute Beginners. Apress, 2015. http://dx.doi.org/10.1007/978-1-4842-0650-8_2.

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Egges, Arjan. "Game Programming Basics." In Building JavaScript Games. Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6539-9_2.

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Suvak, Janine. "Game Programming 101." In Learn Unity 3D Programming with UnityScript. Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6587-0_2.

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Egges, Arjan, Jeroen D. Fokker, and Mark H. Overmars. "Game Programming Basics." In Learning C# by Programming Games. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-36580-5_3.

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Millington, Ian. "Programming Game AI." In AI for Games. CRC Press, 2019. http://dx.doi.org/10.1201/9781351053303-13.

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Conference papers on the topic "Game Programming"

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Bubenkova, Lenka, and Emilia Pietrikova. "Programming Education Through Game-Based Learning and Quizzes." In 2024 International Conference on Emerging eLearning Technologies and Applications (ICETA). IEEE, 2024. https://doi.org/10.1109/iceta63795.2024.10850815.

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Vasilateanu, Andrei, Sebastian Wyrazic, and Bujor ionel Pavaloiu. "A SCIENCE FICTION SERIOUS GAME FOR LEARNING PROGRAMMING LANGUAGES." In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-082.

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The paper presents a serious game, implemented as a software application, aimed towards beginner programmers with the purpose of teaching programming languages fundamentals. The application is a top-down 2D game combining elements from the shooter and strategy (particularly tower defense) genres, with high-level visual programming elements, giving it an educational component. The user creates the scripts in a visual manner, creating the flow of scripting elements then programming each element. Serious games are games which are designed and developed without having entertainment as their main p
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Stoffova, Veronika. "EDUCATIONAL COMPUTER GAMES IN PROGRAMMING TEACHING AND LEARNING." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-004.

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Computer games are at present very popular for all ages of users, computers and other digital devices that allow them to play. Creation and implementation of didactic computer games and the desire to create their own games is enough motivation for both high school, college and university students learn programming. The article describes the problem and project teaching of programming at the college and university, where the theme of the project is the implementation of didactic computer game of their choice. The project can be realized as an individual or group project. Programming environment
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White, David R., Shin Yoo, and Jeremy Singer. "The Programming Game." In GECCO '15: Genetic and Evolutionary Computation Conference. ACM, 2015. http://dx.doi.org/10.1145/2739482.2764655.

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Nilsson, Henrik, and Ivan Perez. "Declarative Game Programming." In the 16th International Symposium. ACM Press, 2014. http://dx.doi.org/10.1145/2643135.2643160.

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Stoffova, Veronika. "COMPUTER GAMES IN PROGRAMMING TEACHING AND LEARNING." In eLSE 2020. University Publishing House, 2020. http://dx.doi.org/10.12753/2066-026x-20-009.

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Computer games are nowadays very popular among various generations especially for children and youth. Creation and implementation of own games are challenging to learn the programming for both, high school and university students. The article describes the problem and project teaching and learning of programming at the university, where the theme of the project is "the implementation of didactic computer game of their choice." The project can be implemented as an individual work, in pairs or in group of students. Programming environment or programming language to implement the computer game is
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De Almeida Ferreira, David, and Cidcley Teixeira De Souza. "Game patterns: patterns for game programming." In the 8th Latin American Conference. ACM Press, 2010. http://dx.doi.org/10.1145/2581507.2581518.

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Vanhatupa, Juha-Matti. "Game engines in game programming education." In the 11th Koli Calling International Conference. ACM Press, 2011. http://dx.doi.org/10.1145/2094131.2094156.

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Mayer, Mikaël, and Viktor Kuncak. "Game programming by demonstration." In the 2013 ACM international symposium. ACM Press, 2013. http://dx.doi.org/10.1145/2509578.2509583.

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Zhu, Jichen, Katelyn Alderfer, Anushay Furqan, et al. "Programming in game space." In FDG '19: The Fourteenth International Conference on the Foundations of Digital Games. ACM, 2019. http://dx.doi.org/10.1145/3337722.3337749.

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Reports on the topic "Game Programming"

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Моісеєнко, Наталя Володимирівна, Михайло Вікторович Моісеєнко, Владислав Сергійович Кузнецов, Богдан Альбертович Ростальний, and Арнольд Юхимович Ків. Teaching computer game development with Unity engine: a case study. CEUR Workshop Proceedings, 2023. http://dx.doi.org/10.31812/123456789/8486.

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Computer game development is a popular and engaging topic that can motivate students to learn various aspects of software engineering, such as design, programming, testing, and teamwork. However, there is a lack of research on how to effectively teach this topic in the context of secondary education. In this paper, we present our experience of designing and delivering a course on computer game development for master’s students in the specialty 014.09 Secondary education (Informatics) at the Kryvyi Rih State Pedagogical University. We describe the objectives, content, software tools, and teachi
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Semerikov, Serhiy O., Mykhailo M. Mintii, and Iryna S. Mintii. Review of the course "Development of Virtual and Augmented Reality Software" for STEM teachers: implementation results and improvement potentials. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4591.

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The research provides a review of applying the virtual reality (VR) and augmented reality (AR) technology to education. There are analysed VR and AR tools applied to the course “Development of VR and AR software” for STEM teachers and specified efficiency of mutual application of the environment Unity to visual design, the programming environment (e.g. Visual Studio) and the VR and AR platforms (e.g. Vuforia). JavaScript language and the A-Frame, AR.js, Three.js, ARToolKit and 8th Wall libraries are selected as programming tools. The designed course includes the following modules: development
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Oelrich, I. C., and C. D. Farmer. A Linear Programming Approach to Complex Games: An Application to Nuclear Exchange Models. Defense Technical Information Center, 2002. http://dx.doi.org/10.21236/ada410210.

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Wang, Zhi, Mark Gehlhar, and Shunli Yao. Reconciling Trade Statistics from China, Hong Kong and Their Major Trading Partners--A Mathematical Programming Approach. GTAP Technical Paper, 2007. http://dx.doi.org/10.21642/gtap.tp27.

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This paper develops a mathematical programming model to simultaneously estimate re-export markups and reconcile bilateral trade statistics between China, Hong Kong, and their trading partners. The model is applied to sector level trade flows to resolve discrepant reporting in an efficient manner. Adjustments in trade flows are based upon statistical reporters’ reliability information. The program is implemented in GAMS and retains many desirable theoretical and empirical properties. Estimates are used for generating trade flows and markups for Hong Kong’s re-exports used in the forthcoming ver
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Seimanond, Kitipat, Parawinee Tangnanthanakan, Waramporn Pejpichestakul, and Bongkoch Yimyam. An Investigation and Development on Retrofit of Crude Preheat Train under Different Kinds of Crude Oils. Chulalongkorn University, 2014. https://doi.org/10.58837/chula.res.2014.79.

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Crude distillation unit (CDU) is the major energy consuming unit in refineries. Because of the high energy consumption of crude furnace in crude preheat train, heat integration by retrofitting heat exchanger network (HEN) is represented in this research by using a retrofit potential program and stage-model mathematical programming. A retrofit potential program from Kosol (2012) based on pinch technology was used to identify the optimum heat recovery approach temperature (HRAT). A stage model from Yee and Grossman (1990), is a mathematical programming using General Algebraic Modeling System (GA
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Hinfelaar, Marja. Political Economy Analysis of Pro-poor Policies in Zambia. Institute of Development Studies, 2025. https://doi.org/10.19088/cpan.2025.004.

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In 2024, Zambia experienced the driest agricultural season in over 40 years, with significant crop losses, increased livestock deaths and, consequently, worsening poverty. Over 9 million people in 84 out of 116 districts were affected. Rising inflation impeded access to food for vulnerable households Being dependent on hydropower, the drought resulted in an enormous power deficit. In 2024 and early 2025 Zambia experienced power cuts of 21 hours a day, disproportionately affecting small and medium-sized enterprises that cannot afford solar power or generators. A debt crisis has exacerbated thes
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