Related tags: Windows [+], Professional [+], Game [+], The [+], Vista [+], Guide [+], Gadgets [+], A [+], to [+], of [+], VBA [+], MS [+], Introduction [+], Excel [+], C [+], in [+], Using [+], Tutorial [+], S60 [+], Rapid [+], Python [+], PLSQL [+], PIC [+], Oracle [+], MATLAB [+], Learning [+], Language [+], Graphics [+], GUI [+], Edition [+], Computer [+], Beginning [+], 4th [+], 3D [+], 2.0 [+], Word [+], Web [+], Visual [+], Rich [+], Processing [+], Practical [+], Pearls [+], OpenGLR [+], Official [+], More [+], Microcontroller [+], Linux [+], Java [+], Handbook [+], Framework [+], Confessions [+], Compact [+], Build [+], Basic [+], Assembly [+], Art [+], Ajax [+], ASP.NET [+], 2nd [+], 2003 [+], .NET [+], xp [+], volume [+], unix [+], testing [+], and [+], Wrox [+], Technology [+], Talking [+], System [+], Sudoku [+], Style [+], Static [+], Spreadsheet [+], Shell [+], ServerSide [+], Secure [+], SQL [+], Rules [+], Prolog [+], OpenOffice.org [+], NET [+], Microsoft [+], Microcontrollers [+], Michael [+], Master [+], Macro [+], Logic [+], Learn [+], LabVIEW [+], Killer [+], Joe [+], Graphical [+], Golden [+], Forms [+], Extreme [+], Everyone [+], Engine [+], Directly [+], DirectX [+], Developer [+], Celkos [+], Book [+], Black [+], Applications [+], Analysis [+], An [+], Action [+], Abrashs [+], AI [+], 9 [+], 16Bit [+], with [+], for [+], programmer, mit, apress, Wiley, White, Systems, RealTime, Press, Power, Plus, One, OReilly, Network, Intermediate, Feather, Embedded, Concurrent, Business, All, 3rd, 2007

Professional Windows Vista Gadgets Programming covers sidebar and sideshow gadget development each in their own part of the book. Part 1 will cover Sidebar gadgets while Part 2 covers SideShow gadgets. In each part, the book first explains the motivation behind each technology and its features. Then, the reader is taken on a quick walkthrough of how to develop a simple gadget, using the traditional "Hello World" approach to quickly introduce the key concepts. After the quick walkthrough, subsequent chapters will then dive into each specific API that is relevant to enhancing the gadget. Finally, when the reader has mastered all the important APIs, each part will end with a chapter covering two or more projects, detailing step-by-step how each is built. Some of the specific topics covered include: * Sidebar gadgets architecture and components including XML manifest * Debugging gadgets in Visual Studio 2005 * Deploying gadgets * The Gadget system APIs * Localizing gadgets and sidebar security * sidebar projects * Sideshow devices, UI components, and SDK * Sideshow architecture, managed code, and classes * Sideshow simple content format (SCF) * Interacting with sideshow devices and handling sideshow device events * SideShow projects
The Insider's Best-Practice Guide to Rapid PyQt 4 GUI Development
Whether you're building GUI prototypes or full-fledged cross-platform GUI applications with native look-and-feel, PyQt 4 is your fastest, easiest, most powerful solution. Qt expert Mark Summerfield has written the definitive best-practice guide to PyQt 4 development.
With Rapid GUI Programming with Python and Qt you'll learn how to build efficient GUI applications that run on all major operating systems, including Windows, Mac OS X, Linux, and many versions of Unix, using the same source code for all of them. Summerfield systematically introduces every core GUI development technique: from dialogs and windows to data handling; from events to printing; and more. Through the book's realistic examples you'll discover a completely new PyQt 4-based programming approach, as well as coverage of many new topics, from PyQt 4's rich text engine to advanced model/view and graphics/view programming. Every key concept is illuminated with realistic, downloadable examples—all tested on Windows, Mac OS X, and Linux with Python 2.5, Qt 4.2, and PyQt 4.2, and on Windows and Linux with Qt 4.3 and PyQt 4.3.

Sudoku is the wildly popular new puzzle game. Sudoku puzzles are 9×9 grids, and each square in the grid consists of a 3×3 subgrid called a region. Your goal is to fill in the squares so that each column, row, and region contains the numbers 1 through 9 exactly once. And some squares already contain numbers or symbols, which lend clues toward the solution.
Programming Sudoku provides you with great approaches to building and solving Sudoku and other similar puzzles. Using ingenious artificial intelligence and game theory techniques, you'll learn how to get a computer to solve these puzzles for you.
This is a fun, intriguing read whether you're a novice or advanced programmer. It acknowledges the.NET platform as a base, but you'll find this book interesting whatever your programming background. The core techniques in the book enable you to solve Sudoku on any programming platform.

Windows Forms 2.0 Programming is the successor to the highly praised Windows Forms Programming in C#. This edition has been significantly updated to amalgamate the sheer mass of new and improved support that is encompassed by Windows Forms 2.0, the .NET Framework 2.0, and Visual Studio 2005. This is the one book developers need in order to learn how to build and deploy leading-edge Windows Forms 2.0 applications.
Chris and Michael nail the soul of Windows Forms 2.0. This book provides an insightful view into the design of Windows Forms and the integration of new 2.0 features. It is just as applicable for the first-time Windows Forms programmer as the seasoned line of business developer.
The Windows Presentation Foundation is a key component of .NET Framework 3.0, which is a part of Windows Vista and available for Windows XP. With the Windows Presentation Foundation, 3D images can be displayed regardless of the video-display hardware on the users machine. Focusing on developing user interface objects or simple animations, this book builds on a readers knowledge of Windows Presentation Foundation essentials to demonstrate how to effectively create 3D graphics for Windows. You get the fundamental information for using the Windows Presentation Foundation 3D application programming interface (API), as well as in-depth coverage of mesh geometries.
From the Publisher
Key Book Benefits:
* Features in-depth coverage of mesh geometries--the key technology that enables 3D in the Windows Presentation Foundation
* Written by a premier Windows programmer, Charles Petzold
* Includes code examples in XAML and Visual C#
* Supplements the Windows Presentation Foundation essentials covered in Applications = Code + Markup: A Guide to the Microsoft Windows Presentation Foundation Read more...
This book is intended for anyone trying to learn the fundamentals of computer programming. The chapters lead the reader through the various steps required for writing a program, introducing the MATLABr? constructs in the process. MATLABr? is used to teach programming because it has a simple programming environment. It has a low initial overhead which allows the novice programmer to begin programming immediately and allows the users to easily debug their programs. This is especially useful for people who have a "mental block" about computers. Although MATLABr? is a high-level language and interactive environment that enables the user to perform computationally intensive tasks faster than with traditional programming languages such as C, C++, and Fortran, the author shows that it can also be used as a programming learning tool for novices. There are a number of exercises at the end of each chapter which should help users become comfortable with the language.
Contents
1. Introduction
1.1 Overview
1.2 Introduction
1.3 Organization and Use
1.4 What This Book is Not
2. Introduction to Programming
2.1 Overview
2.2 Introduction
2.3 Approaching the Problem
2.4 Flowcharts
2.5 Exercises
3. Introduction to MATLAB
3.1 Overview
3.2 Introduction
3.3 Data Representation
3.4 Script or M-Files
3.4.1 The Input Instruction
3.5 Exercises
4. Selecting Between Alternatives
4.1 Overview
4.2 Introduction
4.3 Comparing Numbers
4.4 Comparing Character Strings
4.5 If Read more...
This book is intended for anyone trying to learn the fundamentals of computer programming. The chapters lead the reader through the various steps required for writing a program, introducing the MATLABr? constructs in the process. MATLABr? is used to teach programming because it has a simple programming environment. It has a low initial overhead which allows the novice programmer to begin programming immediately and allows the users to easily debug their programs. This is especially useful for people who have a "mental block" about computers. Although MATLABr? is a high-level language and interactive environment that enables the user to perform computationally intensive tasks faster than with traditional programming languages such as C, C++, and Fortran, the author shows that it can also be used as a programming learning tool for novices. There are a number of exercises at the end of each chapter which should help users become comfortable with the language.
Contents
1. Introduction
1.1 Overview
1.2 Introduction
1.3 Organization and Use
1.4 What This Book is Not
2. Introduction to Programming
2.1 Overview
2.2 Introduction
2.3 Approaching the Problem
2.4 Flowcharts
2.5 Exercises
3. Introduction to MATLAB
3.1 Overview
3.2 Introduction
3.3 Data Representation
3.4 Script or M-Files
3.4.1 The Input Instruction
3.5 Exercises
4. Selecting Between Alternatives
4.1 Overview
4.2 Introduction
4.3 Comparing Numbers
4.4 Comparing Character Strings
4.5 If Read more...
This is one of the courses offered at Game Institute. You can visit http://www.gameinstitute.com/courses.php for more information.
In Part I of this series you will explore the fundamentals of 3D graphics rendering. The focus throughout these early lessons is on the core features of the DirectX 9 fixed-function rendering pipeline. This includes loading and drawing geometric objects, the use of lighting and textures to provide scene detail, developing camera systems for viewing simulation environments in real-time, and using alpha components for controlling object transparency to produce effects like glass and water.
Why should I take the course?
This DirectX9 Graphics Programming course was specifically designed to be the first course that a student takes at Game Institute following their C++ training. It represents the beginning of the core training you will receive here at Game Institute as you study to become a professional game developer. Although this is a targeted as a beginner/intermediate level course, even if you have some previous 3D graphics experience, you are likely to encounter a significant amount of useful information and learn some new techniques along the way. This is the first DirectX programming course in a multi-part series on 3D Game Engine Programming (and DirectX Graphics version 9). The application framework you build in this course will be greatly expanded in Module II and then further still in a set of targeted workshops dealing with advanc Read more...
From the Back Cover
The #1 Step-by-Step Guide to LabVIEW-Now Completely Updated for LabVIEW 8!
Master LabVIEW 8 with the industry's friendliest, most intuitive tutorial: LabVIEW for Everyone, Third Edition. Top LabVIEW experts Jeffrey Travis and Jim Kring teach LabVIEW the easy way: through carefully explained, step-by-step examples that give you reusable code for your own projects!
This brand-new Third Edition has been fully revamped and expanded to reflect new features and techniques introduced in LabVIEW 8. You'll find two new chapters, plus dozens of new topics, including Project Explorer, AutoTool, XML, event-driven programming, error handling, regular expressions, polymorphic VIs, timed structures, advanced reporting, and much more. Certified LabVIEW Developer (CLD) candidates will find callouts linking to key objectives on NI's newest exam, making this book a more valuable study tool than ever.
* Not just what to do: why to do it!
* Use LabVIEW to build your own virtual workbench
* Master LabVIEW's foundations: wiring, creating, editing, and debugging VIs; using controls and indicators; working with data structures; and much more
* Learn the "art" and best practices of effective LabVIEW development
* NEW: Streamline development with LabVIEW Express VIs
* NEW: Acquire data with NI-DAQmx and the LabVIEW DAQmx VIs
* NEW: Discover design patterns for error handling, control structures, state machines, queued messaging, and more
* NEW: Create sophi Read more...
C++ is a powerful, highly flexible, and adaptable programming language that allows software engineers to organize and process information quickly and effectively. But this high-level language is relatively difficult to master, even if you already know the C programming language. The 2nd edition of Practical C++ Programming is a complete introduction to the C++ language for programmers who are learning C++. Reflecting the latest changes to the C++ standard, this 2nd edition takes a useful down-to-earth approach, placing a strong emphasis on how to design clean, elegant code. In short, to-the-point chapters, all aspects of programming are covered including style, software engineering, programming design, object-oriented design, and debugging. It also covers common mistakes and how to find (and avoid) them. End of chapter exercises help you ensure you've mastered the material. Practical C++ Programming thoroughly covers:
* C++ Syntax
* Coding standards and style
* Creation and use of object classes
* Templates
* Debugging and optimization
* Use of the C++ preprocessor
* File input/output
Steve Oualline's clear, easy-going writing style and hands-on approach to learning make Practical C++ Programming a nearly painless way to master this complex but powerful programming language. Read more...
Enterprise developers take an in-depth tour of Windows 2000 services-the powerful features and subsystems designed specifically to handle mission-critical data processing needs-and get expert guidance for designing and implementing applications that exploit their capabilities. With coverage of the Service Control Manager, Registry, performance monitoring, event logging, security, asynchronous I/O, and other key topics-plus a CD-ROM packed with next-generation 64-bit Windows code examples-this book provides timely and substantive instruction for creating a powerful new class of enterprise solutions.
An ever-growing number of applications are being developed for the Windows server platform. As more companies come to rely on this burgeoning code base, software developers require the skills to closely integrate with Windows. Administrators resent applications with obvious bugs, but they will also reject code that is difficult to administer, performs poorly, or dominates system resources. Programming Server-Side Applications for Microsoft Windows 2000 helps intermediate and advanced Windows programmers by covering a range of topics needed to develop reliable applications for Windows 2000.
Readers should be familiar with C++ Windows programming and spend little time introducing basic concepts. Advanced readers will find this refreshing, while beginners should scurry off and bone up by reading the prequel, Jeffrey Richter's Programming Applications for Microsoft Windows. Moreov Read more...
Aiming to prove that writing programs for Windows in the Assembly language is no more difficult than writing the same programs using C/C++, this guide shows how Assembly code is actually more compact and executes faster. The algorithmic knowledge and skills lost in high-level programming provides the justification demonstrated in this guide for using Assembly code. Working applications with detailed comments and descriptions of their operating principles, along with material that can be considered hackish, are included. The tools and techniques of code analysis and modification are covered, making this a useful tool for programmers eager to become better acquainted with hacker methods. Not a guide on Assembly language, this represents a symbiosis between the Assembly language and the Windows operating system.
About the Author
Vlad Pirogov is an expert in the development of performance-effective applications for Windows who has designed and implemented software with Assembly.
Table of Contents
The Assembly Programming Master Book
Introduction
Part I - Basics of 32-Bit Programming for Windows
Chapter 1 - Windows Programming Tools
Chapter 2 - Windows Programming Basics
Chapter 3 - Simple Programs Written in Assembly Language
Chapter 4 - 16-Bit Programming Overview
Chapter 5 - MASM and TASM Assemblers
Part II - Windows Programming
Chapter 6 - Text Encoding in Windows
Chapter 7 - Examples of Simple Programs
Chapter 8 - Console Applications Read more...
A Microchip insider tells all on the newest, most powerful PICs ever!
Includes handy checklists to help readers perform the most common programming and debugging tasks
The new 16-bit PIC24 chip provides embedded programmers with more speed, more memory, and more peripherals than ever before, creating the potential for more powerful cutting-edge PIC designs. This book teaches readers everything they need to know about these chips: how to program them, how to test them, and how to debug them, in order to take full advantage of the capabilities of the new PIC24 microcontroller architecture.
Author Lucio Di Jasio, a PIC expert at Microchip, offers unique insight into this revolutionary technology, guiding the reader step-by-step from 16-bit architecture basics, through even the most sophisticated programming scenarios. This books common-sense, practical, hands-on approach begins simply and builds up to more challenging exercises, using proven C programming techniques. Experienced PIC users and newcomers to the field alike will benefit from the texts many thorough examples, which demonstrate how to nimbly side-step common obstacles, solve real-world design problems efficiently, and optimize code for all the new PIC24 features.
You will learn about:
* basic timing and I/O operations,
* multitasking using the PIC24 interrupts,
* all the new hardware peripherals
* how to control LCD displays,
* generating audio and video signals,
* accessing mass-storage media,
* Read more...
This books is for programmers and would-be programmers who want to learn Word 2003 Visual Basic programming as quickly as possible. Read more...
Based on the authors' experiences in developing and teaching Symbian OS, this practical guide is perfect for programmers and provides a series of example-based scenarios that show how to develop Symbian applications.
* Exercises walk the reader through the initial development of a console-based card game engine to a graphical user interface(GUI)-based, two player blackjack game operating over a Bluetooth connection between two mobile phones
* Addresses how Symbian offers a number of different variants to allow for different user interfaces and screen savers - the most prevalent of these is S60
* Discusses how the move toward 3G technology has resulted in an increasing need for mobile application development for S60 devices.
About the Author
Reuben Edwards and Paul Coulton are well-established researchers in the area of mobile systems and applications. As World leading academics for Symbian education, they are part of the Nokia Symbian Educators Group, which have been trained to the same standard as all Nokia Symbian developers. They run the only MSc in Mobile Games Design and M-Commerce Systems in the World and they have formed a company, which specializes in Mobile Applications Development. Read more...
From the Back Cover
What do topics ranging from organic chemistry to Napoleon's campaigns have to do with computer programming? This collection of essays demonstrates the many varied aspects of programming, showing how programming can be both a fun and elegant science.
Some of the essays cover programming techniques, like how profilers can provide insight into the dynamic behavior of programs, and methods for making data files self-describing. These techniques deal with real programs and they are realistically illustrated, using the C and Awk languages. Bentley also provides the reader with some tricks of the programmer's trade, like a collection of rules of thumb and hints for finding simple solutions to hard problems.
These essays also originally appeared in the author's column in Communication of the ACM, and have been substantially revised, incorporating new sections, problems, and reader comments. Read more...
Based on the authors' experiences in developing and teaching Symbian OS, this practical guide is perfect for programmers and provides a series of example-based scenarios that show how to develop Symbian applications.
* Exercises walk the reader through the initial development of a console-based card game engine to a graphical user interface(GUI)-based, two player blackjack game operating over a Bluetooth connection between two mobile phones
* Addresses how Symbian offers a number of different variants to allow for different user interfaces and screen savers - the most prevalent of these is S60
* Discusses how the move toward 3G technology has resulted in an increasing need for mobile application development for S60 devices.
About the Author
Reuben Edwards and Paul Coulton are well-established researchers in the area of mobile systems and applications. As World leading academics for Symbian education, they are part of the Nokia Symbian Educators Group, which have been trained to the same standard as all Nokia Symbian developers. They run the only MSc in Mobile Games Design and M-Commerce Systems in the World and they have formed a company, which specializes in Mobile Applications Development. Read more...
The Windows Presentation Foundation is a key component of .NET Framework 3.0, which is a part of Windows Vista and available for Windows XP. With the Windows Presentation Foundation, 3D images can be displayed regardless of the video-display hardware on the users machine. Focusing on developing user interface objects or simple animations, this book builds on a readers knowledge of Windows Presentation Foundation essentials to demonstrate how to effectively create 3D graphics for Windows. You get the fundamental information for using the Windows Presentation Foundation 3D application programming interface (API), as well as in-depth coverage of mesh geometries.
From the Publisher
Key Book Benefits:
* Features in-depth coverage of mesh geometries--the key technology that enables 3D in the Windows Presentation Foundation
* Written by a premier Windows programmer, Charles Petzold
* Includes code examples in XAML and Visual C#
* Supplements the Windows Presentation Foundation essentials covered in Applications = Code + Markup: A Guide to the Microsoft Windows Presentation Foundation Read more...
This books is for programmers and would-be programmers who want to learn Word 2003 Visual Basic programming as quickly as possible. Read more...
Based on the authors' experiences in developing and teaching Symbian OS, this practical guide is perfect for programmers and provides a series of example-based scenarios that show how to develop Symbian applications.
* Exercises walk the reader through the initial development of a console-based card game engine to a graphical user interface(GUI)-based, two player blackjack game operating over a Bluetooth connection between two mobile phones
* Addresses how Symbian offers a number of different variants to allow for different user interfaces and screen savers - the most prevalent of these is S60
* Discusses how the move toward 3G technology has resulted in an increasing need for mobile application development for S60 devices.
About the Author
Reuben Edwards and Paul Coulton are well-established researchers in the area of mobile systems and applications. As World leading academics for Symbian education, they are part of the Nokia Symbian Educators Group, which have been trained to the same standard as all Nokia Symbian developers. They run the only MSc in Mobile Games Design and M-Commerce Systems in the World and they have formed a company, which specializes in Mobile Applications Development. Read more...
From the Back Cover
What do topics ranging from organic chemistry to Napoleon's campaigns have to do with computer programming? This collection of essays demonstrates the many varied aspects of programming, showing how programming can be both a fun and elegant science.
Some of the essays cover programming techniques, like how profilers can provide insight into the dynamic behavior of programs, and methods for making data files self-describing. These techniques deal with real programs and they are realistically illustrated, using the C and Awk languages. Bentley also provides the reader with some tricks of the programmer's trade, like a collection of rules of thumb and hints for finding simple solutions to hard problems.
These essays also originally appeared in the author's column in Communication of the ACM, and have been substantially revised, incorporating new sections, problems, and reader comments. Read more...
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...
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... 
The Insider’s Best-Practice Guide to Rapid PyQt 4 GUI Development
Whether you’re building GUI prototypes or full-fledged cross-platform GUI applications with native look-and-feel, PyQt 4 is your fastest, easiest, most powerful solution. Qt expert Mark Summerfield has written the definitive best-practice guide to PyQt 4 development.
With Rapid GUI Programming with Python and Qt you’ll learn how to build efficient GUI applications that run on all major operating systems, including Windows, Mac OS X, Linux, and many versions of Unix, using the same source code for all of them. Summerfield systematically introduces every core GUI development technique: from dialogs and windows to data handling; from events to printing; and more. Through the book’s realistic examples you’ll discover a completely new PyQt 4-based programming approach, as well as coverage of many new topics, from PyQt 4’s rich text engine to advanced model/view and graphics/view programming. Every key concept is illuminated with realistic, downloadable examples—all tested on Windows, Mac OS X, and Linux with Python 2.5, Qt 4.2, and PyQt 4.2, and on Windows and Linux with Qt 4.3 and PyQt 4.3.
Coverge includes
Python basics for every PyQt developer: data types, data structures, control structures, classes, modules, and more
Core PyQt GUI programming techniques: dialogs, main windows, and custom file formats
Using Qt Designer to design user interfaces, and to implement and test dialogs, events, the Clipboard, and drag-and-drop
Building custom widgets: Widget Style Sheets, composite widgets, subclassing, and more
Making the most of Qt 4.2’s new graphics/view architecture
Connecting to databases, executing SQL queries, and using form and table views
Advanced model/view programming: custom views, generic delegates, and more
Implementing online help, internationalizing applications, and using PyQt’s networking and multithreading facilities
http://mihd.net/60uhry
http://rapidshare.com/files/88919280/0132354187.rar

It has been more than twenty years since desktop publishing reinvented
design, and it’s clear that there is a growing need for designers and
artists to learn programming skills to fill the widening gap between
their ideas and the capability of their purchased software.
This book is an introduction to the concepts of computer programming within the
context of the visual arts. It offers a comprehensive reference and text
for Processing (www.processing.org), an open-source programming language
that can be used by students, artists, designers, architects,
researchers, and anyone who wants to program images, animation, and
interactivity. The ideas in Processing have been tested in classrooms,
workshops, and arts institutions, including UCLA, Carnegie Mellon, New
York University, and Harvard University. Tutorial units make up the bulk
of the book and introduce the syntax and concepts of software (including
variables, functions, and object-oriented programming), cover such
topics as photography and drawing in relation to software, and feature
many short, prototypical example programs with related images and
explanations. More advanced professional projects from such domains as
animation, performance, and typography are discussed in interviews with
their creators. “Extensions� present concise introductions to further
areas of investigation, including computer vision, sound, and
electronics. Appendixes, references to other material, and a glossary
contain additional technical details. Processing can be used by reading
each unit in order, or by following each category from the beginning of
the book to the end. The Processing software and all of the code
presented can be downloaded and run for future exploration. With essays
by: Alexander R. Galloway, Golan Levin, R. Luke DuBois, Simon Greenwold,
Francis Li, and Hernando Barragán and interviews with Jared Tarbell,
Martin Wattenberg, James Paterson, Erik van Blockland, Ed Burton, Josh
On, Jürg Lehni, Auriea Harvey and Michaël Samyn, Mathew Cullen and Grady
Hall, Bob Sabiston, Jennifer Steinkamp, Ruth Jarman and Joseph Gerhardt,
Sue Costabile, Chris Csikszentmihályi, Golan Levin and Zachary
Lieberman, and Mark Hansen.
Download link
http://depositfiles.com/files/1928129
http://rapidshare.com/files/59352267/0262182629.zip


Visual Basic For Application (VBA for short) is a programming environment designed to work with MS Office applications (Word, Excel, Access and Power Point). components in each application (for example, worksheets or documents) are exposed as objects to the programmer to use and manipulate to a desired end. Almost anything you cand do through the normal use of the Office application can also be automated thourgh programming. (more…)
Publisher: Charles River Media; 1 edition
Publisher: O'Reilly Media, Inc.; 4 edition
Publisher: Wordware Publishing; Pap/Cdr edition
Publisher: Addison-Wesley Professional
Publisher: Morgan Kaufmann



This book is intended for anyone trying to learn the fundamentals of computer programming. The chapters lead the reader through the various steps required for writing a program, introducing the MATLABr? constructs in the process. MATLABr? is used to teach programming because it has a simple programming environment. It has a low initial overhead which allows the novice programmer to begin programming immediately and allows the users to easily debug their programs. This is especially useful for people who have a "mental block" about computers. Although MATLABr? is a high-level language and interactive environment that enables the user to perform computationally intensive tasks faster than with traditional programming languages such as C, C++, and Fortran, the author shows that it can also be used as a programming learning tool for novices. There are a number of exercises at the end of each chapter which should help users become comfortable with the language.
Contents
1. Introduction
1.1 Overview
1.2 Introduction
1.3 Organization and Use
1.4 What This Book is Not
2. Introduction to Programming
2.1 Overview
2.2 Introduction
2.3 Approaching the Problem
2.4 Flowcharts
2.5 Exercises
3. Introduction to MATLAB
3.1 Overview
3.2 Introduction
3.3 Data Representation
3.4 Script or M-Files
3.4.1 The Input Instruction
3.5 Exercises
4. Selecting Between Alternatives
4.1 Overview
4.2 Introduction
4.3 Comparing Numbers
4.4 Comparing Character Strings
4.5 If Read more...
Assembly language continues to hold a core position in the programming world because of its similar structure to machine language and its very close links to underlying computer-processor architecture and design. These features allow for high processing speed, low memory demands, and the capacity to act directly on the system's hardware. This completely revised second edition of the highly successful Introduction to Assembly Language Programming introduces the reader to assembly language programming and its role in computer programming and design. The focus is on providing readers with a firm grasp of the main features of assembly programming, and how it can be used to improve a computer's performance. The revised edition covers a broad scope of subjects and adds valuable material on protected-mode Pentium programming, MIPS assembly language programming, and use of the NASM and SPIM assemblers for a Linux orientation. All of the language's main features are covered in depth. The book requires only some basic experience with a structured, high-level language.
Topics and Features:
* Introduces assembly language so that readers can benefit from learning its utility with both CISC and RISC processors [ NEW ]
* Employs the freely available NASM assembler, which works with both Microsoft Windows and Linux operating systems [ NEW ]
* Contains a revised chapter on "Basic Computer Organization" [ NEW]
* Uses numerous examples, hands-on exercises, programming code analyses and Read more...
Michael Abrash's Graphics Programming Black Book is a collection of the author's previous books on assembly language and graphics programming, as well as past columns for Dr. Dobb's magazine. Though much of the book (such as 8088/286/386 assembly language optimization and VGA graphics programming) is out-of-date by now, the reader can see some of the larger tendencies in the author's work over the years--a reliance on profiling in order to test code, and creative thinking to improve performance wherever possible. This text features assembler optimization for a variety of problems including searching algorithms, and records the author's approaches to optimizing code for the evolving line of Intel CPUs, from the 8088 on to the early Pentium lines. The last few chapters of this book are more relevant, and include a series of explorations of some of the technology behind the popular Doom and Quake 3-D games by id Corporation (where the author worked). Optimized solutions to 3-D graphics problems from texture mapping, hidden surface removal, and Binary Space Partitioning (BSP) trees are explained. Current gaming and 3-D technology, such as Direct3D and VRML is left out, but it's clear that game programmers like the author will continue to push the limits of current hardware technology in inventive ways. This book is clearly targeted at game developers and serious assembly language programmers, not for the general reader. Read more... 


The Insider’s Best-Practice Guide to Rapid PyQt 4 GUI Development
Whether you’re building GUI prototypes or full-fledged cross-platform GUI applications with native look-and-feel, PyQt 4 is your fastest, easiest, most powerful solution. Qt expert Mark Summerfield has written the definitive best-practice guide to PyQt 4 development.
With Rapid GUI Programming with Python and Qt you’ll learn how to build efficient GUI applications that run on all major operating systems, including Windows, Mac OS X, Linux, and many versions of Unix, using the same source code for all of them. Summerfield systematically introduces every core GUI development technique: from dialogs and windows to data handling; from events to printing; and more. Through the book’s realistic examples you’ll discover a completely new PyQt 4-based programming approach, as well as coverage of many new topics, from PyQt 4’s rich text engine to advanced model/view and graphics/view programming. Every key concept is illuminated with realistic, downloadable examples—all tested on Windows, Mac OS X, and Linux with Python 2.5, Qt 4.2, and PyQt 4.2, and on Windows and Linux with Qt 4.3 and PyQt 4.3.
Coverge includes
Python basics for every PyQt developer: data types, data structures, control structures, classes, modules, and more
Core PyQt GUI programming techniques: dialogs, main windows, and custom file formats
Using Qt Designer to design user interfaces, and to implement and test dialogs, events, the Clipboard, and drag-and-drop
Building custom widgets: Widget Style Sheets, composite widgets, subclassing, and more
Making the most of Qt 4.2’s new graphics/view architecture
Connecting to databases, executing SQL queries, and using form and table views
Advanced model/view programming: custom views, generic delegates, and more
Implementing online help, internationalizing applications, and using PyQt’s networking and multithreading facilities
http://mihd.net/60uhry
http://rapidshare.com/files/88919280/0132354187.rar

MS Excel VBA Programming For The Absolute Beginners 2nd Edition
Visual Basic For Application (VBA for short) is a programming environment designed to work with MS Office applications (Word, Excel, Access and Power Point). components in each application (for example, worksheets or documents) are exposed as objects to the programmer to use and manipulate to a desired end. Almost anything you cand do through the normal use of the Office application can also be automated thourgh programming.
VBA is a complete programming language, but you can't use it outside the application in which it is integrated. This does not mean VBA can be integrated only with Office programs. Any software vendor that decides to implement VBA can include it with their application.
VBA is relatively easy to learn, but to use it in a new application, you must first become familiar with the "object model" of the application. For example, the "Document" and "Dictionary" objects are specific to the Word object mode, whereas the "workbook", "Worksheet" and "Range" objects are specific to the Excel object model. As you proceed through this book, you will see that the Excel Object model is faifly extensive; however, if you are familiar with Excel, you will find that using theese objects is generally straightforward.




Visual Basic For Application (VBA for short) is a programming environment designed to work with MS Office applications (Word, Excel, Access and Power Point). components in each application (for example, worksheets or documents) are exposed as objects to the programmer to use and manipulate to a desired end. Almost anything you cand do through the normal use of the Office application can also be automated thourgh programming.
Professional Windows Vista Gadgets Programming covers sidebar and sideshow gadget development each in their own part of the book. Part 1 will cover Sidebar gadgets while Part 2 covers SideShow gadgets. In each part, the book first explains the motivation behind each technology and its features. Then, the reader is taken on a quick walkthrough of how to develop a simple gadget, using the traditional "Hello World" approach to quickly introduce the key concepts. After the quick walkthrough, subsequent chapters will then dive into each specific API that is relevant to enhancing the gadget. Finally, when the reader has mastered all the important APIs, each part will end with a chapter covering two or more projects, detailing step-by-step how each is built. Some of the specific topics covered include: * Sidebar gadgets architecture and components including XML manifest * Debugging gadgets in Visual Studio 2005 * Deploying gadgets * The Gadget system APIs * Localizing gadgets and sidebar security * sidebar projects * Sideshow devices, UI components, and SDK * Sideshow architecture, managed code, and classes * Sideshow simple content format (SCF) * Interacting with sideshow devices and handling sideshow device events * SideShow projects



In todays information age, scientists and engineers must quickly and efficiently analyze extremely large sets of data. One of the best tools to accomplish this is Interactive Data Language (IDL®), a programming and visualization environment that facilitates numerical modeling, data analysis, and image processing. IDLs high-level language and powerful graphics capabilities allow users to write more flexible programs much faster than is possible with other programming languages.
An Introduction to Programming with IDL enables students new to programming, as well as those with experience in other programming languages, to rapidly harness IDLs capabilities: fast, interactive performance; array syntax; dynamic data typing; and built-in graphics. Each concept is illustrated with sample code, including many complete short programs.
·Margin notes throughout the text quickly point readers to the relevant sections of IDL manuals
·End-of-chapter summaries and exercises help reinforce learning
·Students who purchase the book are eligible for a substantial discount on a student version of the IDL software
http://www.filefactory.com/file/563185/
http://rapidshare.com/files/88468700/012088559X.rar



OpenGL Architecture Review Board, Dave Shreiner, Mason Woo, Jackie Neider, Tom Davis
“OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2 (5th Edition)”
Addison-Wesley Professional | 2005-08-11 | ISBN:0321335732 | 896 pages | PDF | 52 Mb


