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Fetched: August 17th, 2007, 10:44pm CEST by Wilfried Philips

TagsComputer VisionComputer Graphics Collaboration Techniques   [edit]

<P>This book constitutes the refereed proceedings of the Third International Conference on Computer Vision/Computer Graphics collaboration techniques involving image analysis/synthesis approaches MIRAGE 2007, held in Rocquencourt, France, in March 2007...

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Posted: February 15th, 2008, 5:46pm CET by -cosmos-

TagsComputer Graphics World January 2008   [edit]


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Posted: February 2nd, 2008, 6:05pm CET by gwyndor

TagsThe Art of Computer Virus   [edit]

Symantec's chief antivirus researcher has written the definitive guide to contemporary virus threats, defense techniques, and analysis tools. Unlike most books on computer viruses, The Art of Computer Virus Research and Defense is a reference written strictly for white hats: IT and security professionals responsible for protecting their organizations against malware. Peter Szor systematically covers everything you need to know, including virus behavior and classification, protection strategies, antivirus and worm-blocking techniques, and much more.

Szor presents the state-of-the-art in both malware and protection, providing the full technical detail that professionals need to handle increasingly complex attacks. Along the way, he provides extensive information on code metamorphism and other emerging techniques, so you can anticipate and prepare for future threats.

Szor also offers the most thorough and practical primer on virus analysis ever published—addressing everything from creating your own personal laboratory to automating the analysis process.

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Posted: February 13th, 2008, 1:59pm CET

TagsIntroduction to Computer Graphics Using   [edit]


Computer graphics comprises the creation and representation of simple graphical elements and images, as well as modern techniques for rendering a virtual reality. To apply these techniques correctly, one requires a basic understanding of the fundamental concepts in graphics. This book introduces the most important basic concepts of computer graphics, coupling the technical background and theory with practical examples and applications throughout. Its user-friendly approach enables the reader to gain understanding through the theory at work, via the many example programs provided. With only elementary knowledge of the programming language Java, the reader will be able to create their own images and animations immediately, using Java 2D and/or Java 3D. Features: Presents computer graphics theory and practice in integrated combination Focuses on the increasingly used Java 3D (and 2D in the first section of the book) Uses many pedagogical tools, including numerous easy-to-understand example programs and end-of-chapter exercises Offers Internet support for students and instructors (found at http://public.rz.fh-wolfenbuettel.de/~klawonn/computergraphics), such as additional exercises, solutions, program examples, slides for lecturers and links to useful websites Provides an ideal, self-contained introduction to computer graphics Written for second year undergraduates and above, this reader-friendly, clear and concise textbook will be an essential tool for th Read more...

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Posted: February 11th, 2008, 10:10pm CET

TagsIntroduction to Computer Graphics Using   [edit]


Computer graphics comprises the creation and representation of simple graphical elements and images, as well as modern techniques for rendering a virtual reality. To apply these techniques correctly, one requires a basic understanding of the fundamental concepts in graphics. This book introduces the most important basic concepts of computer graphics, coupling the technical background and theory with practical examples and applications throughout. Its user-friendly approach enables the reader to gain understanding through the theory at work, via the many example programs provided. With only elementary knowledge of the programming language Java, the reader will be able to create their own images and animations immediately, using Java 2D and/or Java 3D. Features: Presents computer graphics theory and practice in integrated combination Focuses on the increasingly used Java 3D (and 2D in the first section of the book) Uses many pedagogical tools, including numerous easy-to-understand example programs and end-of-chapter exercises Offers Internet support for students and instructors (found at http://public.rz.fh-wolfenbuettel.de/~klawonn/computergraphics), such as additional exercises, solutions, program examples, slides for lecturers and links to useful websites Provides an ideal, self-contained introduction to computer graphics Written for second year undergraduates and above, this reader-friendly, clear and concise textbook will be an essential tool for th Read more...

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Posted: February 10th, 2008, 2:38pm CET

TagsComputer Design and Architecture. Third   [edit]


This unique and classroom-proven text provides a hands-on introduction to the design of a computer system-depicting, step by step, the arrangement of a simple but complete hypothetical computer followed by detailed architectural features of existing computer systems as enhancements to the structure of the simple computer. Changes in the Third Edition of Computer Design and Architecture include * updates to reflect contemporary organizations and devices * new technologies and devices in combinatorial and integrated circuits * new technologies in sequential circuits * new technologies in memory and storage * the latest architecture examples * contemporary memory hierarchy concepts Ideal for one- or two-semester courses! With end-of-chapter summaries, references, and problems, as well as over 250 drawings and tables, Computer Design and Architecture, Third Edition is a classroom-tested text for upper-level undergraduate and graduate students in electrical and computer engineering and computer science taking design courses such as Computer Systems Design, Computer Hardware Design, Computer Architecture, Computer Organization, and Assembly Language Programming. Book Info Provides a hands-on introduction to the design of a computer system, depicting, step-by-step, the design of a simple but complete hypothetical computer followed by detailed architectural features of existing computer systems as enhancements to the structure of the simple computer. Read more...

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Posted: February 3rd, 2008, 7:17pm CET

TagsComputer Science with Mathematica   [edit]


Computer algebra systems have revolutionized the use of computers within mathematics research, and are currently extending that revolution to the undergraduate mathematics curriculum. But the power of such systems goes beyond simple algebraic or numerical manipulation. In this practical resource Roman Maeder shows how computer-aided mathematics has reached a level where it can support effectively many of the computations in science and engineering. Besides treating traditional computer science topics, he demonstrates how scientists and engineers can use these computer-based tools to do scientific computations. A valuable text for computer science courses for scientists and engineers, this book will also prove useful to Mathematica users at all levels. Covering the latest release of Mathematica, the book includes useful tips and techniques to help even seasoned users. Review "This is an excellent introductory textbook in computer science via Mathematica. I recommend it for use in computer science classes for science and engineering students." Computing Reviews Contents Preface About This Book I Computers and Science 1.1 From Problems to Programs 1.2 Computers 1.3 Programming Languages 1.4 Computer Science 2 Mathematica's Programming Language 2.1 Arithmetic and Logic 2.2 Definitions 2.3 Simple Program Structures 2.4 Structure of Expressions 2.5 Help with Problems 2.6 Exercises 3 Iteration and Recursion 3.1 The Greatest Common Divisor 3.2 The Read more...

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Posted: February 3rd, 2008, 1:15pm CET

TagsComputer Science with Mathematica   [edit]


Computer algebra systems have revolutionized the use of computers within mathematics research, and are currently extending that revolution to the undergraduate mathematics curriculum. But the power of such systems goes beyond simple algebraic or numerical manipulation. In this practical resource Roman Maeder shows how computer-aided mathematics has reached a level where it can support effectively many of the computations in science and engineering. Besides treating traditional computer science topics, he demonstrates how scientists and engineers can use these computer-based tools to do scientific computations. A valuable text for computer science courses for scientists and engineers, this book will also prove useful to Mathematica users at all levels. Covering the latest release of Mathematica, the book includes useful tips and techniques to help even seasoned users. Review "This is an excellent introductory textbook in computer science via Mathematica. I recommend it for use in computer science classes for science and engineering students." Computing Reviews Contents Preface About This Book I Computers and Science 1.1 From Problems to Programs 1.2 Computers 1.3 Programming Languages 1.4 Computer Science 2 Mathematica's Programming Language 2.1 Arithmetic and Logic 2.2 Definitions 2.3 Simple Program Structures 2.4 Structure of Expressions 2.5 Help with Problems 2.6 Exercises 3 Iteration and Recursion 3.1 The Greatest Common Divisor 3.2 The Read more...

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Posted: September 25th, 2007, 7:40pm CEST

TagsGeometric Tools for Computer Graphics   [edit]


Reinventing the wheel is a terrible waste of time, yet legions of computer programmers do exactly that every day. Geometric Tools for Computer Graphics gives the working graphics programmer a vast collection of programming examples, complex code snippets explained and ready to use. Each chapter is filled with more than just code examples--the explanations needed to understand why these examples work the way they do are given by authors with experience both in writing and in the field. There is nothing here for the casual graphics programmer and everything for the serious 2-D and 3-D programmer. Thirteen chapters, three appendices, and a three-column index that spans over 30 pages cover everything about computer-graphic geometry, from the basics of using matrices and linear systems to intersecting 3-D objects. The appendices alone are worth the price: "Numerical Methods," "Trigonometry," and "Basic Formulas for Geometric Primitives" are treasures filled with hard-core examples of the kind that can be put to use right out of the box. Less experienced programmers will find these to be invaluable references, but then there's the rest of the book--nearly 1,000 pages loaded with examples and theory, page after page of information written in a clear, concise voice. Any hard-core graphics programmer will appreciate the value of the examples presented here, as well as the discussion of theory. After all, there's no need to waste time experimenting with code once the theory is k Read more...

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Posted: September 25th, 2007, 7:40pm CEST

TagsAlgorithms for Computer Algebra   [edit]


Algorithms for Computer Algebra is the first comprehensive textbook to be published on the topic of computational symbolic mathematics. The book first develops the foundational material from modern algebra that is required for subsequent topics. It then presents a thorough development of modern computational algorithms for such problems as multivariate polynomial arithmetic and greatest common divisor calculations, factorization of multivariate polynomials, symbolic solution of linear and polynomial systems of equations, and analytic integration of elementary functions. Numerous examples are integrated into the text as an aid to understanding the mathematical development. The algorithms developed for each topic are presented in a Pascal-like computer language. An extensive set of exercises is presented at the end of each chapter. Algorithms for Computer Algebra is suitable for use as a textbook for a course on algebraic algorithms at the third-year, fourth-year, or graduate level. Although the mathematical development uses concepts from modern algebra, the book is self-contained in the sense that a one-term undergraduate course introducing students to rings and fields is the only prerequisite assumed. The book also serves well as a supplementary textbook for a traditional modern algebra course, by presenting concrete applications to motivate the understanding of the theory of rings and fields. Review `The Computer Algebra community has been waiting for years for this boo Read more...

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Posted: September 25th, 2007, 7:40pm CEST

TagsAutomotive Computer Controlled Systems   [edit]


"Automotive Computer Controlled Systems" explains the fundamental principles of engineering that lie behind the operation of vehicle electronic systems. Having obtained this knowledge, the reader will be able to make full use of the diagnostic equipment which is currently available. The book builds on the concepts contained in "Vehicle Electronic Systems and Fault Diagnosis" and gives clear steps to fault diagnosis and subsequent repair of the vehicle's electronic systems. The author discusses electronics only within the context of the vehicle systems under consideration, and thus keeps theory to a minimum. Allan Bonnick has written articles for several transport/vehicle journals and carries out consultancy work for the Institute of Road Transport Engineers. In addition, he has had many years teaching experience and is ideally placed to write this informative guide. Principles are discussed in context avoiding unnecessary theory and maths. There are practical step-by-step instructions on fault diagnosis and repair. It is liberally illustrated with clear diagrams. Review '..this book has much to commend it and I know of no better book for the technician or graduate to learn about automotive electronics.... I am happy to admit that, despite 24 years in the automotive electronics industry, I have learnt many things from it that I did not know before.' Dr Ian Noble, for the The Institution of Electrical Engineers 'The aim of the book is to show how the right diagnostic e Read more...

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Posted: August 29th, 2007, 10:16am CEST

TagsComputer Graphics for Java Programmers   [edit]


A great many varied and interesting visual effects can be achieved with computer graphics, for which a fundamental understanding of the underlying mathematical concepts - and a knowledge of how they can be implemented in a particular programming language - is essential. Computer Graphics for Java Programmers, 2nd edition covers elementary concepts in creating and manipulating 2D and 3D graphical objects, covering topics from classic graphics algorithms to perspective drawings and hidden-line elimination. Completely revised and updated throughout, the second edition of this highly popular textbook contains a host of ready-to-run-programs and worked examples, illuminating general principles and geometric techniques. Ideal for classroom use or self-study, it provides a perfect foundation for programming computer graphics using Java. The publisher, John Wiley and Sons Reinforcing concepts with useful and simple examples, this book explores both elementary and advance topics--from producing simple graphical objects to using applied geometry to create vectors and polygons and finally to rotating and transforming these graphical objects. It provides both classic graphics algorithms as well as particular effects such as perspective drawings. Ready-to-run programs and worked examples illuminate the principles and techniques for creating 2d and 3d objects. Table of Contents Computer Graphics for Java Programmers, Second Edition Preface Chapter 1 - Elementary Co Read more...

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Posted: February 10th, 2008, 2:38pm CET

TagsComputer Design and Architecture. Third   [edit]


This unique and classroom-proven text provides a hands-on introduction to the design of a computer system-depicting, step by step, the arrangement of a simple but complete hypothetical computer followed by detailed architectural features of existing computer systems as enhancements to the structure of the simple computer. Changes in the Third Edition of Computer Design and Architecture include * updates to reflect contemporary organizations and devices * new technologies and devices in combinatorial and integrated circuits * new technologies in sequential circuits * new technologies in memory and storage * the latest architecture examples * contemporary memory hierarchy concepts Ideal for one- or two-semester courses! With end-of-chapter summaries, references, and problems, as well as over 250 drawings and tables, Computer Design and Architecture, Third Edition is a classroom-tested text for upper-level undergraduate and graduate students in electrical and computer engineering and computer science taking design courses such as Computer Systems Design, Computer Hardware Design, Computer Architecture, Computer Organization, and Assembly Language Programming. Book Info Provides a hands-on introduction to the design of a computer system, depicting, step-by-step, the design of a simple but complete hypothetical computer followed by detailed architectural features of existing computer systems as enhancements to the structure of the simple computer. Read more...

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Posted: September 2nd, 2007, 1:07pm CEST

TagsArt of Computer Programming volume   [edit]


The first revision of this third volume is the most comprehensive survey of classical computer techniques for sorting and searching. It extends the treatment of data structures in Volume 1 to consider both large and small databases and internal and external memories. The book contains a selection of carefully checked computer methods, with a quantitative analysis of their efficiency. Outstanding features of the second edition include a revised section on optimum sorting and new discussions of the theory of permutations and of universal hashing. Book Info Contains a selection of carefully checked computer methods, with a quantitative analysis of their efficiency and a revised section on optimum sorting and new discussions of the theory of permutations and of universal hashing. DLC: Electronic digital computers - Programming. Read more...

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Posted: September 2nd, 2007, 1:07pm CEST

TagsThe Art of Computer Programming   [edit]


Amazon.com Volume 2 of Donald Knuth's classic series The Art of Computer Programming covers seminumerical algorithms, with topics ranging from random number generators to floating point operations and other optimized arithmetic algorithms. Truly comprehensive and meticulously written, this book (and series) is that rarest of all creatures--a work of authoritative scholarship in classical computer science, but one that can be read and used profitably by virtually all working programmers. The book begins with fundamental questions regarding random numbers and how to use algorithms to generate them. Subsequent chapters demonstrate efficient computation of single-precision and double-precision arithmetic calculations and modular arithmetic. The text then presents prime factorization (which can be used in cryptography, for instance) and algorithms for calculating fractions. This volume ends with algorithms for polynomial arithmetic and manipulation of power-series topics, which will benefit those with some knowledge of calculus. Throughout this beautifully presented edition, Knuth incorporates hundreds of useful exercises for trying out the algorithms. These range from simple problems to larger research project topics. (The book provides answers, where appropriate, at the end of the book.) The result is a text that's suitable for college or graduate-level computer science courses or individual study by programmers. Volume 2 is an indispensable part of any working programmer's Read more...

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Posted: August 29th, 2007, 10:16am CEST

TagsComputer Graphics for Java Programmers   [edit]


A great many varied and interesting visual effects can be achieved with computer graphics, for which a fundamental understanding of the underlying mathematical concepts - and a knowledge of how they can be implemented in a particular programming language - is essential. Computer Graphics for Java Programmers, 2nd edition covers elementary concepts in creating and manipulating 2D and 3D graphical objects, covering topics from classic graphics algorithms to perspective drawings and hidden-line elimination. Completely revised and updated throughout, the second edition of this highly popular textbook contains a host of ready-to-run-programs and worked examples, illuminating general principles and geometric techniques. Ideal for classroom use or self-study, it provides a perfect foundation for programming computer graphics using Java. The publisher, John Wiley and Sons Reinforcing concepts with useful and simple examples, this book explores both elementary and advance topics--from producing simple graphical objects to using applied geometry to create vectors and polygons and finally to rotating and transforming these graphical objects. It provides both classic graphics algorithms as well as particular effects such as perspective drawings. Ready-to-run programs and worked examples illuminate the principles and techniques for creating 2d and 3d objects. Table of Contents Computer Graphics for Java Programmers, Second Edition Preface Chapter 1 - Elementary Co Read more...

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Posted: February 4th, 2008, 10:47pm CET by Ice Zero

TagsComputer Graphics World 2004   [edit]

Computer Graphics World - 2004 AugustLanguage: English
Paperback: 86 pages
Format: PDF
Size: 6 Mb

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Posted: February 4th, 2008, 10:44pm CET by Ice Zero

TagsComputer Graphics World 2004   [edit]

Computer Graphics World - 2004 AprilLanguage: English
Paperback: 82 pages
Format: PDF
Size: 7 Mb

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Posted: February 4th, 2008, 10:40pm CET by Ice Zero

TagsComputer Graphics World 2004   [edit]

Computer Graphics World - 2004 JanuaryLanguage: English
Paperback: 58 pages
Format: PDF
Size: 4 Mb

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Posted: February 4th, 2008, 10:36pm CET by Ice Zero

TagsComputer Graphics World 2003   [edit]

Computer Graphics World - 2003 DecemberLanguage: English
Paperback: 62 pages
Format: PDF
Size: 4 Mb

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Posted: February 9th, 2008, 6:05am CET by admin

TagsPrinciples of Computer Graphics Theory   [edit]


Although computer graphics games and animations have been popular for more than a decade, recently personal computers evolved to support real-time, realistic-looking interactive games. OpenGL, a technology standard to develop CG applications, has had incredible momentum in both the professional and consumer markets. Once only the domain of production houses, OpenGL has grown to be the standard for graphics programming on all platforms, personal computers, and workstations. Now more than ever, people are eager to learn about what it takes to make such productions, and how they can be a part of them. Current literature on how to make movies/games focus more on the technology (OpenGL, DirectX, etc) and their APIs rather than on the principles of computer graphics. However, understanding these principles is the key to dealing with any technology API. The aim of “Principles of Computer Graphics and OpenGL” is to teach readers the principles of computer graphics. Hands-on examples developed in OpenGL illustrate the key concepts, and readers develop a professional animation, following traditional processes used in production houses. By the end of the book, readers will be experts in the principles of computer graphics and OpenGL. They will be able to develop their own professional quality games via the same approach used in production houses.

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Posted: September 1st, 2007, 3:26pm CEST by iNDEx

TagsComputer Power User 092007   [edit]


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