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Posted: June 30th, 2009, 3:56pm CEST

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Graduate school marks the first step toward a career in mathematics for young mathematicians. During this period, they make important decisions which will affect the rest of their careers. Here now is a detailed guide to help students navigate graduate school and the years that follow.

In his inimitable and forthright style, Steven Krantz addresses the major issues of graduate school, including choosing a program, passing the qualifying exams, finding an advisor, writing a thesis, and getting that first job. As with his earlier guide, How to Teach Mathematics, he avoids generalities, giving clear advice on how to handle real situations. The book also contains a description of the basic elements of a mathematical education, as well as a glossary and appendices on the structure of a typical department and university and the standard academic ranks.

Steven G. Krantz is an accomplished mathematician and an award-winning author. He has published 130 research articles and 45 books. He has worked in many different types of mathematics departments, supervised both masters and doctoral students, and is currently the Chair of the Mathematics Department at Washington University in St. Louis.


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Posted: June 30th, 2009, 1:38pm CEST

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Excellent undergraduate-level text offers coverage of real numbers, sets, metric spaces, limits, continuous functions, series, the derivative, higher derivatives, the integral and more. Each chapter contains a problem set (hints and answers at the end), while a wealth of examples and applications are found throughout the text. Over 340 theorems fully proved. 1973 edition.

It was with great delight that I learned of the imminent publication of an English-language edition of my introductory course on mathematical analysis under the editorship of Dr. R. A. Silverman. Since the literature already includes many fine books devoted to the same general subject matter, I would like to take this opportunity to point out the special features of my approach.

Mathematical analysis is a large "continent" concerned with the concepts of function, derivative, and integral. At present this continent consists of many "countries" such as differential equations (ordinary and partial), integral equations, functions of a complex variable, differential geometry, calculus of variations, etc. But even though the subject matter of mathematical analysis can be regarded as well-established, notable changes in its structure are still under way. In Goursat's classical "cours d'analyse" of the twenties all of analysis is portrayed on a kind of "great plain," on a single level of abstraction. In the books of our day, however, much attention is paid to the appearance in analysis of various "stages" of abstraction, i.e., to various "structures" (Bourbaki's term) characterizing the mathematicological foundations of the original constructions. This emphasis on foundations clarifies the gist of the ideas involved, thereby freeing mathematics from concern with the idiosyncracies of each object under consideration. At the same time, an understanding of the nub of the matter allows one to take account immediately of new objects of a different individual nature but of exactly the same "structural depth."

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Posted: June 30th, 2009, 1:37pm CEST

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Storage of chemicals in silos is ubiquitous in the chemical, pharmaceutical and other producing industries, and some 80 % of all bulk materials are inflammable. It is here that the risk of large fires arises due to self-ignition or the intrusion of different ignition sources. For firefighters, most silo fires are very difficult to handle due to the large amount of combustibles, hidden hot spots of burning material, and possibly toxicity of the chemicals involved or their combustion products.

Thus, specialist knowledge is absolutely necessary for smooth silo plant operation, hazard prevention and hazard control during emergencies -- sometimes even firefighters take inappropriate action due to a lack of information.

This book provides just such in-depth expert knowledge, drawing on many lessons learned from past silo fires. It explains current prevention measures in detail -- helping to prevent future damage. Numerous types of fire detection devices and fire fighting equipment are covered, backed by extensive data tables listing fire and explosion characteristics of bulk materials, color photographs of silos on fire and documentation of firefighters' actions. In addition, diagrams and formulas as well as pre-prepared check lists are included for risk assessment and fire fighting actions.

Possibly lifesaving reading for chemists in industry, engineers, chemical engineers, health officers, environmental consultants, instructors in the chemical industry, as well as chemicals suppliers and safety officers.

About the Author

Dr. habil. Ulrich Krause is head of the division "Fire Engineering" at the German Federal Institute for Materials Research and Testing (BAM) in Berlin, Germany, which he joined in 1991. He studied fluid mechanics and thermodynamics at the Technical University of Dresden from 1980 to 1985 and obtained his Ph.D. in 1989. In 2001, he completed his Habilitation(equivalent to D.Sc.) on heat and mass transfer in dust explosions, also at the Technical University of Dresden.

His research interests focus on accidental fires in bulk materials, solid fuels, dust explosions, and on the CFD modelling of fires and explosions. He lectures on computational methods in process safety at the Technical University of Berlin. He is member of several EU standardization working groups, has authored and co-authored three monographs, and has published over 50 papers in scientific and technical journals to date.

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Posted: June 30th, 2009, 1:33pm CEST

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This practical book provides the concepts and code you need to develop software with Android, the open-source platform for cell phones and mobile devices that's generating enthusiasm across the industry. Based on the Linux operating system and developed by Google and the Open Handset Alliance, Android has the potential to unite a fragmented mobile market. Android Application Development introduces this programming environment, and offers you a complete working example that demonstrates Android architectural features and APIs. With this book, you will:

Get a complete introduction to the Android programming environment, architecture, and tools Build a modular application, beginning with a core module that serves to launch modules added in subsequent chapters Learn the concepts and architecture of a specific feature set, including views, maps, location-based services, persistent data storage, 2D and 3D graphics, media services, telephony services, and messaging Use ready-to-run example code that implements each feature Delve into advanced topics, such as security, custom views, performance analysis, and internationalization

The book is a natural complement to the existing Android documentation provided by Google. Whether you want to develop a commercial application for mobile devices, or just want to create a mobile mashup for personal use, Android Application Development demonstrates how you can design, build, and test applications for the new mobile market.

About the Author

Rick Rogers has been a professional embedded software engineer and software marketing manager for over 30 years. He has focused on mobile application software for the past 8 years, developing mobile software and strategic mobile engineering and marketing plans for companies such as Compaq, Intel, and Marvell Semiconductor.

John Lombardo has been working with Linux since version 0.9. His first book, Embedded Linux, was published in 2001. Since then he's worked on several embedded products, including phones and routers. John holds a BS in Computer Science and is working on his MBA.

Zigurd Mednieks is Chief User Interface Architect at D2 Technologies, a leading provider of IP communications technology, and is a consultant and advisor to companies in the field of embedded user interfaces. He has held senior management positions at companies making mobile games, communications equipment, and computer telephony applications, and has written and contributed to books on programming and communications technology.

Blake Meike has more than 10 years of experience with Java. He has developed applications using most of the GUI toolkits and several of the Java mobile device platforms. He likes Android a lot.


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Posted: June 30th, 2009, 1:29pm CEST

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Video compression coding is the enabling technology behind a new wave of communication applications. From streaming internet video to broadcast digital television and digital cinema, the video codec is a key building block for a host of new multimedia applications and services. Video Codec Design sets out to de-mystify the subject of video coding and present a practical, design-based approach to this emerging field.

Featuring:

  • Guidance on the practical design and implementation of video coding technology.
  • Explanation of the major video coding standards, including MPEG-2, MPEG-4, H.263 and H.26L.
  • Detailed coverage of key video coding techniques and core algorithms.
  • Examination of critical design issues including transmission, Quality of Service and processing platforms.
  • A wealth of illustrations and practical examples, including quantitative comparisons of design alternatives.
Video Codec Design provides communications engineers, system designers, researchers and technical managers with an essential handbook to image and video compression technology. The clear presentation and emphasis on real-life examples make this book an excellent teaching tool for computer science and electronic engineering instructors.

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Posted: June 30th, 2009, 1:12pm CEST

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About ten years ago we had the idea to begin a course in probability for students of electrical engineering. Prior to that electrical engineering graduate students at the Naval Postgraduate School specializing in communication, control, and signal processing were given a basic course in probability in another department and then began a course in random processes within the Electrical and Computer Engineering (ECE) department. ECE instructors consistently found that they were spending far too much time “reviewing” topics related to probability and random variables and therefore could not devote the necessary time to teaching random processes.

The problem was not with the teachers; we had excellent instructors in all phases of the students’ programs. We hypothesized (and it turned out to be true) that engineering students found it difficult to relate to the probability material because they could not see the immediate application to engineering problems that they cared about and would study in the future.

When we first offered the course Probabilistic Analysis of Signals and Systems in the ECE department, it became an immediate success. We found that students became interested and excited about probability and looked forward to (rather than dreading) the follow-on courses in stochastic signals and linear systems. We soon realized the need to include other topics relevant to computer engineering such as basics of queueing theory. Today nearly every student in Electrical and Computer Engineering at the Naval Postgraduate School takes this course as a predecessor to his or her graduate studies. Even students who have previously had some exposure to probability and random variables find that they leave with much better understanding and the feeling of time well spent.

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Posted: June 30th, 2009, 6:17am CEST

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In this second volume of Computer Graphics for Artists the author, Andrew Paquette, guides the reader through the creation of realistic computer-generated backgrounds and characters. Rather than teach using a specific program, the author focuses on the theory required to ensure that the artist can create a convincing landscape, building, person or whatever they turn their attention to. Part One covers the core areas of background generation, such as CG terrain, plant life and architecture, but also deals with specific concepts such as photo-texturing and lighting, explaining all the advantages and pitfalls involved. Part Two introduces the reader to the study of the body-shape and movement and their consequent effects upon successful digital-recreation, as well as addressing some of the fundamental elements of appearance; hair, skin and fat. It is assumed that readers will be familiar with the terms and concepts described in the first volume of this work.

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Posted: June 30th, 2009, 6:15am CEST

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This concise, accessible, and easy-to-read guide introduces the most important features of Fortran 03. Features: presents a complete discussion of all the basic features needed to write complete Fortran programs; makes extensive use of examples and case studies; provides a detailed exploration of control constructs, modules, procedures, arrays, character strings, data structures and derived types, pointer variables, and object-oriented programming; introduces the topic of modules as the framework for organizing data and procedures for a Fortran program; investigates the excellent input/output facilities available in Fortran; includes appendices listing the many intrinsic procedures and providing a brief informal syntax specification for the language; supplies simple problems throughout the book. This indispensable textbook provides a tutorial for anyone who wants to learn Fortran 03, and is eminently suitable as a reference for professionals.

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Posted: June 30th, 2009, 6:14am CEST

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Essential ZBrush offers a detailed overview of the popular digital sculpting tool as well as a guide to mastering digital sculpting. From the basics of ZBrush to the creation of a number of models that demonstrate hard surface sculpting, realisitic organic sculpting, and environmental sculpting, this book provides readers with the tools to produce high-quality digital sculpts. With this text, the reader will: Explore the various ZBrush palettes, brushes, and settings, and learn how to customize the interface. Discover how to create a base mesh using ZSpheres. Find out how to use normal and displacement maps in both 3ds Max and Maya. Understand the importance of properly posing your models. Explore a variety of production-tested pipelines and workflows. Learn how to create and apply materials to your models.

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Posted: June 30th, 2009, 6:14am CEST

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In the distant past, almost all great games were born and bred in the back bedroom. Creativity, and sometimes outright wackiness, reigned supreme. Then, not so long ago, the game business began to look a little more like Hollywood each year. If you couldn’t afford a high-end machine with high-end hardware, speak C like a second language, and put out mega-bucks for a marketing campaign, you couldn’t get a game on the market.

Fast-forward to the current decade: The tools are back in your hands! The average budget computer today beats the pants off of the first Pentiums, and advanced, but easy-to-use, tools are widely available and inexpensive. For a song (OK, relatively cheaply) you can fully outfit a one- or two-person development studio capable of creating some pretty advanced games—and, because of the Internet, you actually have a fighting chance of getting someone to take notice of them.

Whether you choose to put your creations on phones, handheld computers, or PCs, 3-D graphics are the mainstay of modern games. Knowing the tools and techniques to create this stunning and compelling imagery could be a key factor in the success of your gaming opus. With this book and your very own copy of gameSpace Light, you can develop your 3-D modeling skills as you create your own video-game models.

All it takes to create great games today is a little creativity, a handful of low-cost tools, a lot of time, and a whole bunch of motivation. I’m guessing that, because you are reading this book, you have most of these requirements well in hand. Now, let’s see what you can do. Good luck.

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Posted: June 30th, 2009, 6:12am CEST

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Unit testing, done right, can mean the diff erence between a failed project and a successful one, between a maintainable code base and a code base that no one dares touch, and between getting home at 2 AM or getting home in time for dinner, even before a release deadline.

The Art of Unit Testing builds on top of what's already been written about this important topic. It guides you step by step from simple tests to tests that are maintainable, readable, and trustworthy. It covers advanced subjects like mocks, stubs, and frameworks such as Typemock Isolator and Rhino Mocks. And you'll learn about advanced test patterns and organization, working with legacy code and even untestable code. The book discusses tools you need when testing databases and other technologies. It's written for .NET developers but others will also benefit from this book.

WHAT'S INSIDE THE BOOK:

  • How to create readable, maintainable, trustworthy tests
  • Stubs, mock objects, and automated frameworks
  • Working with .NET tools, including NUnit, Rhino Mocks and Typemock Isolator
About the Author

The chief architect at Typemock, Roy Osherove is one of the original ALT.NET organizers. He consults and trains teams worldwide on the gentle art of unit testing and test-driven development. He frequently speaks at international conferences such as TechEd and JAOO. Roy's blog is at ISerializable.com.

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