PDF CHM Books Catalogue
Posted: October 7th, 2008, 6:57pm CEST
This book shows readers how to use Visual Basic to gain the benefits of prototyping: reduced cost, reduced time and more importantly, reduced risk while building complex applications.
The techniques and examples described will give the reader new tools for building applications.
About the Author
Rod Stephens started out as a mathematician but in the 1980s at MIT, he discovered the joys of computer algorithms and has been programming professionally ever since. During his tenure at GTE Laboratories, he used prototyping methods to build several large award-winning applications that are still in use today. More recently he has worked on projects ranging from tax software for the state of Minnesota to a training system for professional football teams.
Rod has written nine programming books that have been translated into several languages and more than 150 magazine articles covering Visual Basic, Visual Basic for Applications, Delphi, and Java. He is currently a columnist for Visual Basic Developer (pinpub/vbd).
Rod's popular VB Helper Web site (vb-helper) receives more than a million hits per month. VB Helper includes information on Rod's books, essays, tutorials, and hundreds of example programs for Visual Basic programmers, as well as example programs for this book.
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Posted: October 7th, 2008, 6:46pm CEST
Deformable objects are ubiquitous in the world surrounding us, on all levels from micro to macro. The need to study such shapes and model their behavior arises in a wide spectrum of applications, ranging from medicine to security. In recent years, non-rigid shapes have attracted growing interest, which has led to rapid development of the field, where state-of-the-art results from very different sciences - theoretical and numerical geometry, optimization, linear algebra, graph theory, machine learning and computer graphics, to mention several - are applied to find solutions.
This book gives an overview of the current state of science in analysis and synthesis of non-rigid shapes. Everyday examples are used to explain concepts and to illustrate different techniques. The presentation unfolds systematically and numerous figures enrich the engaging exposition. Practice problems follow at the end of each chapter, with detailed solutions to selected problems in the appendix. A gallery of colored images enhances the text.
This book will be of interest to graduate students, researchers and professionals in different fields of mathematics, computer science and engineering. It may be used for courses in computer vision, numerical geometry and geometric modeling and computer graphics or for self-study.
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Posted: October 7th, 2008, 6:36pm CEST
Before we delve into the murky depths of game design, I feel a brief historical overview of the games industry is necessary for the readers who are not familiar with the rapid growth and current state of our fast-paced industry.
The games industry is relatively young compared to most other industries, but it is one of the fastest growing industries in the world, and revenues are about to exceed that of the movie industry. It’s difficult to determine when it truly began. Pong was the first home computer game I can remember – two white blocks, representing bats, that moved up and down the left and right sides of the screen in a desperate attempt to hit a white square, symbolising a ball, that moved horizontally across the screen. The simplicity was bliss! For me however, it truly began with the Commodore 64. I still have my original machine and it still works, although I hesitate to play the games of old and would rather harbour the fond memories I have. Great games such as ‘Paradroid’, ‘Mercenary’ and ‘Elite’, to name but a few, conjure sentimental memories of 24-hour gaming sessions and 30-minute load times. The very first game I bought was for the Commodore 64, entitled ‘The Hobbit’ by Melbourne House, and it was published on a cassette. It really did take 30 minutes to load! Can you imagine gamers today waiting that long? The worst thing about cassettes was the unreliability of them. You never knew if your game was going to kick in at the end of the 30 minutes; then some bright spark invented flashing borders to inform the player that their game was in fact loading, but that didn’t improve the quality of loading from tape!
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Posted: October 7th, 2008, 7:34am CEST
This book constitutes the refereed proceedings of the 8th International Conference on Computational Linguistics and Intelligent Text Processing, CICLing 2007, held in Mexico City, Mexico in February 2007.
The 53 revised full papers presented together with 3 invited papers were carefully reviewed and selected from 179 submissions. The papers cover all current issues in computational linguistics research and present intelligent text processing applications. The papers are organized in topical sections on: lexical resources, corpus-based knowledge acquisition, morphology and part-of-speech tagging, named entity recognition, temporal expression treatment, word segmentation, sentence splitting, chunking, grammar formalisms and syntax, word sense disambiguation and discrimination, semantics, humor and emotion analysis; machine translation, natural language generation, intelligent tutoring systems, information retrieval, question answering, text summarization and information extraction, text categorization and clustering, and spell-checking.
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Posted: October 7th, 2008, 7:29am CEST
Join the game development revolution today! XNA greatly simplifies the development of your own games, lowering the barrier for programmers to get into game development. In XNA, you can start coding your games from the very start, a true revelation compared to other game programming environments. XNA doesn't sacrifice power for this ease of use - it is built entirely on DirectX technology.
XNA expert Riemer Grootjans brings together a selection of the hottest recipes in XNA programming for the Windows PC and Xbox360 console. Advanced XNA programmers, experienced coders new to games development, and even complete beginners will find XNA 2.0 Game Programming Recipes an invaluable companion when building games for fun or as commercial products.
What you’ll learn
XNA 2.0 Game Programming Recipes covers virtually every feature of the XNA 2.0 framework. It focuses primarily on 2D and 3D graphics programming, but other game programming features such as Audio playback and Networking are also discussed in detail.
These are some of the topics that are being covered in-depth:
- How to create 2D graphics
- 3D rendering techniques at various levels of difficulty
- Loading, rendering and animating 3D Models
- To read input devices: Keyboard, Mouse, Xbox360 Controller
- Use Audio to spice up your game
- Add Networking to your game to challenge your friends
- Learn about the architectural XNA features, such as GameComponents
- The Content pipeline: one of the 3 major components in XNA Game Development
- A whole list of HLSL techniques!
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Posted: October 7th, 2008, 7:26am CEST
Welcome to the 70-643 Exam Cram! Whether this book is your first or your 15th
Exam Cram series book, you'll find information here that will help ensure your success as you pursue knowledge, experience, and certification. This book aims to help you get ready to take and pass the Microsoft certification exam "TS: Windows Server 2008 Applications Infrastructure, Configuring" (Exam 70-643). After you pass this exam, you will earn the Microsoft Certified Technology Specialist: Windows Server 2008 Applications certification.
This introduction explains Microsoft's certification programs in general and talks about how the Exam Cram series can help you prepare for Microsoft's latest certification exams. Then Chapters 1 through 9 are designed to remind you of everything you'll need to know to pass the 70-643 certification exam. The two sample tests at the end of the book (Chapters 10 through 13) should give you a reasonably accurate assessment of your knowledge and, yes, we've provided the answers and their explanations for these sample tests. Read the book, understand the material, and you'll stand a very good chance of passing the real test.
Exam Cram books help you understand and appreciate the subjects and materials you need to know to pass Microsoft certification exams. Exam Cram books are aimed strictly at test preparation and review. They do not teach you everything you need to know about a subject. Instead, the author streamlines and highlights the pertinent information by presenting and dissecting the questions and problems he's discovered that you're likely to encounter on a Microsoft test.
Nevertheless, to completely prepare yourself for any Microsoft test, we recommend that you begin by taking the "Self Assessment" that is included in this book, immediately following this introduction. The self-assessment tool helps you evaluate your knowledge base against the requirements for becoming a Microsoft Certified Technology Specialist (MCTS) and will be the first step in earning more advanced certifications, including Microsoft's IT Professional and Professional Developer (MCITP and MCPD) and Architect (MCA).
Based on what you learn from the self assessment, you might decide to begin your studies with classroom training or some background reading. On the other hand, you might decide to pick up and read one of the many study guides available from Microsoft or third-party vendors. We also recommend that you supplement your study program with visits to http://www.examcram.com to receive additional practice questions, get advice, and track the Windows certification programs.
This book also offers you an added bonus of access to Exam Cram practice tests online. This software simulates the Microsoft testing environment with similar types of questions to those you're likely to see on the actual Microsoft exam. We also strongly recommend that you install, configure, and play around with the Microsoft Windows Vista and Windows Server 2008 operating systems. Nothing beats hands-on experience and familiarity when it comes to understanding the questions you're likely to encounter on a certification test. Book learning is essential, but without a doubt, hands-on experience is the best teacher of all!
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Posted: October 7th, 2008, 7:20am CEST
"Novice developers will find this book to be invaluable. But more experienced developers will enjoy the breadth and probably pick up a few tricks or insights in less familiar areas." - William Wong, Electronic Design, June 2008
All the design and development inspiration and direction an embedded engineer needs in one blockbuster book!
Famed author Jack Ganssle has selected the very best embedded systems design material from the Newnes portfolio and compiled into this volume. The result is a book covering the gamut of embedded design-from hardware to software to integrated embedded systems-with a strong pragmatic emphasis. In addition to specific design techniques and practices, this book also discusses various approaches to solving embedded design problems and how to successfully apply theory to actual design tasks. The material has been selected for its timelessness as well as for its relevance to contemporary embedded design issues. This book will be an essential working reference for anyone involved in embedded system design!
Table of Contents:
Chapter 1. Motors - Stuart Ball
Chapter 2. Testing - Arnold S. Berger
Chapter 3. System-Level Design - Keith E. Curtis
Chapter 4. Some Example Sensor, Actuator and Control Applications and Circuits (Hard Tasks) - Lewin ARW Edwards
Chapter 5. Installing and Using a Version Control System - Chris Keydel and Olaf Meding
Chapter 6. Embedded State Machine Implementation - Martin Gomez
Chapter 7. Firmware Musings - Jack Ganssle
Chapter 8. Hardware Musings - Jack Ganssle
Chapter 9. Closed Loop Controls, Rabbits, and Hounds - John M. Holland
Chapter 10. Application Examples David J. Katz and Rick Gentile
Chapter 11. Analog I/Os - Jean LaBrosse
Chapter 12. Optimizing DSP Software - Robert Oshana
Chapter 13. Embedded Processors - Peter Wilson
*Hand-picked content selected by embedded systems luminary Jack Ganssle
*Real-world best design practices including chapters on FPGAs, DSPs, and microcontrollers
*Covers both hardware and software aspects of embedded systems
About the Author
Jack Ganssle has 30 years' experience developing embedded systems. He has authored two books,
The Art of Programming Embedded Systems and
The Art of Designing Embedded Systems, and writes a regular column in
Embedded Systems Programming magazine.
Michael Barr is the editor-in-chief of
Embedded Systems Programming magazine and the principal of Netrino Consultants Network. He wrote
Programming Embedded Systems in C and C++.
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Posted: October 7th, 2008, 7:19am CEST
"The authors know their subject and present it well. Examples include C and BASIC code that will run on a PIC12F675 microcontroller."
"If you want information about the overall aspects of empbedded-system design, this book deserves a look."
"David Katz and Rick Gentile of Analog Devices do an admirable job covering memory architectures and storage technologies and devices."
"The authors know theit subject and present it well."
ECN
Embedded hardware powers iPods, computers, cellphones and much more - engineers can "Know It All with Newnes!"
The Newnes Know It All Series takes the best of what our authors have written to create hard-working desk references that will be an engineer's first port of call for key information, design techniques and rules of thumb. Guaranteed not to gather dust on a shelf!
Circuit design using microcontrollers is both a science and an art. This book covers it all. It details all of the essential theory and facts to help an engineer design a robust embedded system. Processors, memory, and the hot topic of interconnects (I/O) are completely covered. Our authors bring a wealth of experience and ideas; this is a must-own book for any embedded designer.
CHAPTER 1: Embedded Hardware Basics
CHAPTER 2: Logic Circuits
CHAPTER 3: Embedded Processors
CHAPTER 4: Embedded Board Buses and I/O
CHAPTER 5: Memory Systems
CHAPTER 6: Timing Analysis in Embedded Systems
CHAPTER 7: Chooosing a Microcontroller and Other Design Decisions
CHAPTER 8:The Essence of Microcontroller Networking: RS-232
CHAPTER 9: Interfacing to Sensors and Actuators
CHAPTER 10: Other Useful Hardware Design Tips and Techniques
APPENDIX A: Schematic Symbols
APPENDIX B: Acronyms and Abbreviations
APPENDIX C: PC Board Design Issues
*A 360 degree view from best-selling authors including Jack Ganssle, Tammy Noergard, and Fred Eady
*Key facts, techniques, and applications fully detailed
*The ultimate hard-working desk reference: all the essential information, techniques, and tricks of the trade in one volume
About the Author
Jack Ganssle has 30 years' experience developing embedded systems. He has authored two books,
The Art of Programming Embedded Systems and
The Art of Designing Embedded Systems, and writes a regular column in
Embedded Systems Programming magazine.
Michael Barr is the editor-in-chief of
Embedded Systems Programming magazine and the principal of Netrino Consultants Network. He wrote
Programming Embedded Systems in C and C++. Ken Arnold is the Embedded Computer Engineering Program Coordinator and an instructor at UCSD Extension, as well as founding director of the On-Line University of California, where he manages, develops and teaches courses in engineering and embedded systems design. Ken has been developing commercial embedded systems and teaching others how for more than two decades.
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Posted: October 7th, 2008, 7:19am CEST
Get the hands-on, step-by-step guide to learning the latest enhancements in ASP.NET code name Orcas. ASP.NET continues to be an important application platform that delivers a simplified, high-performance, and powerful Web development experience. Building on your familiarity with the Microsoft .NET Framework and Microsoft Visual C#®, you can teach yourself the essentials of working with ASP.NET in the Microsoft Visual Studio® environment one step at a time. With STEP BY STEP, you work at your own pace through hands-on, learn-by-doing exercises. Whether you re a beginning programmer or new to this version of the technology, you ll understand the core capabilities and fundamental techniques for ASP.NET and begin building practical Web applications and Web services. Includes a companion CD with code samples, data sets, and a fully searchable eBook.
Features easy-to-follow, logically planned lessons to help you learn at your own pace
Delivers a solid understanding of how to use Visual Studio Orcas with ASP.NET to create Web applications and Web services
Includes a companion CD with code samples, data sets, and a fully searchable eBook
About the Author
George Shepherd is a .NET Framework expert who works at Rockwell where he develops some of the best third-party .NET tools available. He has been programming Windows since version 2.0 back in the late 1980s. For the debut of Microsoft Foundation Class (MFC) in the early 1990s, George co-authored the definitive reference for MFC, MFC Internals. During MFC s heyday as a powerful user-interface development platform, MFC Internals was part of the canon for serious MFC developers. George covers Web-based and Windows-based interface development with the .NET Framework as a contributing editor for MSDN® Magazine, and is a contributing editor for Dr. Dobb's Journal. He is also a co-author of the classic Microsoft Press® book Programming Microsoft Visual C++®. George regularly delivers seminars with DevelopMentor and is also a popular speaker at industry conferences. In his spare time, George plays a mean slide guitar.
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Posted: October 7th, 2008, 7:19am CEST
Measuring Computer Performance sets out the fundamental techniques used in analyzing and understanding the performance of computer systems. The emphasis is on practical methods of measurement, simulation, and analytical modeling. David Lilja discusses performance metrics and provides detailed coverage of the strategies used in benchmark programs. In addition to intuitive explanations of key statistical tools, he describes the general "design of experiments" technique and shows how the maximum amount of information can be obtained with minimum effort. Features include appendices listing common probability distributions and statistical tables and a glossary of important technical terms.
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