Kamis, 31 Mei 2012

[V140.Ebook] Ebook Download Probabilistic Models in Engineering Sciences: Random Noise, Signals, and Dynamic Systems, by Harold J. Larson

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Probabilistic Models in Engineering Sciences: Random Noise, Signals, and Dynamic Systems, by Harold J. Larson

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Probabilistic Models in Engineering Sciences: Random Noise, Signals, and Dynamic Systems, by Harold J. Larson

Book by Larson, Harold J.

  • Sales Rank: #6939255 in Books
  • Brand: Brand: Krieger Pub Co
  • Published on: 1989-03
  • Ingredients: Example Ingredients
  • Original language: English
  • Dimensions: 9.75" h x 6.25" w x 1.50" l, 2.68 pounds
  • Binding: Hardcover
  • 750 pages
Features
  • Used Book in Good Condition

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Senin, 14 Mei 2012

[W860.Ebook] Ebook Free Rock Engineering, Second Edition, by Arild Palmstrom, Hakan Stille

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The first book to focus on risk and uncertainty in ground conditions, Rock Engineering explains the geological principles and concepts required for successful geotechnical design and engineering of underground excavations. The book sets out the principles and techniques required in geology and rock engineering, including details on the evaluation of uncertainties in the geological and ground conditions, to support good practice in the design and engineering of underground projects. New to this edition: Updated throughout in line with new research results and new examples New aspects on swelling rock (rock geology) and a more detailed description of testing swelling rock New section on engineering geological field registrations with forecast on conditions in tunnel New sections on production capacity for drill and blast and for TBM"

  • Sales Rank: #2703968 in Books
  • Published on: 2014-12-16
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.25" h x 6.50" w x 1.00" l, 1.82 pounds
  • Binding: Hardcover
  • 444 pages

From the Inside Flap
This fully updated edition has added focus on rock engineering applications in design, planning and excavation. Special chapters have been added dealing with the practical use of the Euro Code in rock design, the design principles of some special underground projects and three case histories. The ambition is to better cover the complex engineering geological process in rock construction from ground investigation to execution. Rock Engineering, Second Edition: ��outlines strategies for investigating different ground conditions ��discusses new technology and methodology for detecting and analysing risks, and ensuring safety, accountability and sustainability is maintained ��applies geological principles in rock engineering to detailed case study examples ��explains the key principles of design of surface and underground structures ��evaluates uncertainties in geological ground conditions Rock Engineering is a valuable reference tool for geotechnical engineers, geologists, consultants, contractors, and advanced students on rock engineering and engineering geology courses.

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Kamis, 10 Mei 2012

[B424.Ebook] PDF Ebook An Illustrated Handbook of Flap-Raising Techniques, by Kartik G. Krishnan

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An Illustrated Handbook of Flap-Raising Techniques, by Kartik G. Krishnan

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An Illustrated Handbook of Flap-Raising Techniques, by Kartik G. Krishnan

This handbook is an introductory guide to harvesting essential workhorse
flaps of the torso and upper and lower extremities. Chapters are grouped into
separate sections based on the anatomic region of the flaps. Each chapter
details the critical clinical information the surgeon needs to know to
effectively harvest flaps, providing concise descriptions of the preparation,
incision, and dissection techniques. Precise illustrations supplementing the
descriptions enable surgeons to fully understand the technical maneuvers of each
procedure.



Features:



  • Step-by-step descriptions of flap harvesting
    techniques


  • Thorough discussion of the relevant vascular or
    neurovascular anatomy for each dissection

  • More than 200 illustrations and schematics
    demonstrating key concepts

  • Consistent presentation in each chapter to facilitate
    reference and review

  • Practical discussion of common pitfalls to prepare
    the surgeon for managing the full range of scenarios in the clinical setting

  • Overview of fundamental concepts, including
    microvascular anatomy and patterns of vasculature of soft tissue flaps,
    instrumentation, and microvascular and microneural suturing techniques


Providing
a solid foundation upon which to further develop surgical skills, this book is an indispensable resource for residents in plastic and reconstructive surgery, trauma surgery, orthopedics, and neurosurgery.

  • Sales Rank: #3951112 in Books
  • Published on: 2008-09-12
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.60" h x .60" w x 6.90" l, 1.05 pounds
  • Binding: Hardcover
  • 112 pages

Review
"This illustrated handbook is a personally guided tour of flap elevation...that is both in depth and succinct enough to educate readers and foster an impetus for further investigation."--Doody's Review

This illustrated handbook is a personally guided tour of flap elevation...that is both in depth and succinct enough to educate readers and foster an impetus for further investigation.--Doody's Review

From the Back Cover

This handbook is an introductory guide to harvesting essential workhorse flaps of the torso and upper and lower extremities. Chapters are grouped into separate sections based on the anatomic region of the flaps. Each chapter details the critical clinical information the surgeon needs to know to effectively harvest flaps, providing concise descriptions of the preparation, incision, and dissection techniques. Precise illustrations supplementing the descriptions enable surgeons to fully understand the technical maneuvers of each procedure.

Features: Step-by-step descriptions of flap harvesting techniques Thorough discussion of the relevant vascular or neurovascular anatomy for each dissection More than 200 illustrations and schematics demonstrating key concepts Consistent presentation in each chapter to facilitate reference and review Practical discussion of common pitfalls to prepare the surgeon for managing the full range of scenarios in the clinical setting Overview of fundamental concepts, including microvascular anatomy and patterns of vasculature of soft tissue flaps, instrumentation, and microvascular and microneural suturing techniques

Providing a solid foundation upon which to further develop surgical skills, this book is an indispensable resource for residents in plastic and reconstructive surgery, trauma surgery, orthopedics, and neurosurgery.

About the Author
Neurosciences Center - Neurosurgery, Johann-Wolfgang-Goethe University, Frankfurt, Germany

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1 of 1 people found the following review helpful.
Not very useful book
By Marcin Czajka
I personally do not recommend this book. The description of flap raising techniques are very general. All the figures are poorly drawn.

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Senin, 07 Mei 2012

[V532.Ebook] Free Ebook Game Coding Complete, Third Edition, by Mike McShaffry

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Game Coding Complete, Third Edition, by Mike McShaffry

Welcome to "Game Coding Complete, Third Edition," the newest edition of the essential, hands-on guide to developing commercial-quality games. Written by a veteran game programmer, the book examines the entire game development process and all the unique challenges associated with creating a game. An excellent introduction to game architecture, you'll explore all the major subsystems of modern game engines and learn professional techniques used in actual games. This third edition features expanded content and coverage of the latest and most exciting new game programming techniques including AI, multiprogramming, working with scripting languages such as Lua, and writing C# tools like your level editor. All the code and examples presented have been tested and used in commercial video games, and the book is full of invaluable best practices, professional tips and tricks, and cautionary advice.

  • Sales Rank: #637906 in Books
  • Brand: Brand: Course Technology PTR
  • Published on: 2009-03-05
  • Original language: English
  • Number of items: 1
  • Dimensions: 1.82" h x 7.21" w x 9.43" l, 3.41 pounds
  • Binding: Paperback
  • 944 pages
Features
  • Used Book in Good Condition

About the Author
Mike McShaffry, aka "Mr. Mike," began programming games as soon as he could tap a keyboard. After graduating from the University of Houston, he worked for Warren Spector and Richard Garriott, aka "Lord British," at Origin Systems on the Ultima series, including Ultima Online. Since then he's worked on more than a dozen shipped games, including Magnadoodle (PC); a series of card and casino games for Microsoft; Thief: Deadly Shadows (Xbox/PC); 24 Blue for U.S. Navy; Mushroom Men: The Spore Wars (Wii); Ghostbusters: The Video Game (Wii/PS2); Cook or Be Cooked (Wii); Star Wars: The Force Unleashed II (Wii); Thor: God of Thunder (Wii/3DS); and Inertia: Escape Velocity (iOS/Android). Mike is currently Director of Product Development for Red Fly Studio in Austin, Texas.

Most helpful customer reviews

1 of 1 people found the following review helpful.
Fills a void on your game programming bookshelf
By Patrick Rouse
Many books exist that attempt to teach 3D programming, a specific API or engine or try to demonstrate an entire engine being developed from start to finish. Unfortunately, many of these books fail in their attempt to bring these subjects the attention they deserve. The "write your own engine" books are the worst offenders due to their lack of emphasis on the non-renderer portions of the engine. While the renderer is undeniably the sexiest topic, too little attention on the other systems tend to leave these books falling well short of their intended goal. While Game Coding Complete is not strictly an engine design and programming book, it focuses on many engine components that other books fall well short of addressing.

Gaming Coding Complete attempts to bridge the gap between your 3D API books and a well formed engine. McShaffry's book takes the opposite approach of most other books by moving quickly through the 3D chapters and concentrates on other engine systems that are frequently underdeveloped or ignored completely. The rendering chapters comprise only about 100 pages and if you wish to learn DirectX, OpenGL or general rendering theory this is not the book for you. Most of the books is dedicated to other engine systems such as caching, user input, event management and developing a robust scripting engine using Lua. Other chapters that are a bit more introductory include discussions of collison and physics, networking, multi-threading, AI and even a simple level editor written in C#. A simple game near the end of the book wraps up the previous chapters in an effort to utilize all of your previous work.

The book strives to explain how to design engine systems in a way that makes your engine maintainable and reusable. Great attention in paid to decoupling the engine components so that each system is not dependent on including the headers for every other system in order to function. In McShaffry's code, everything operates on it's own with only interface classes and message queues to communicate with other engine components. Whether you agree with the design pattern will be a matter of personal taste and experience, but it is well developed for fans of the design.

Unfortunately, while a great deal of attention has been payed to the design, many sections suffer from a lack of thorough explanation. The author assumes a working knowledge of C++ and a bit of DirectX, both of which make perfect sense, but the book tends to skip many details assuming a level of knowledge that is a bit high for a book of it's type. It is not strictly a length issue as the book is quite long at around 900 pages, but with so many topics to cover many details are skipped outright. In some chapters, the lack of thorough explanation is completely understandable. Physics, AI, network programming and writing code for multi-core processors are deserving of entire books (and many exist for all), but several of the other chapters provide less material than it seems should be available. The audio and user interface chapters seem rushed at best and fail to discuss many important topics in both. The worst offender is the complete lack of scene management in the 3D chapters. For a book that seems to pride itself on developing engine systems that are often ignored, there is no discussion of techniques and algorithms to manage large 3D scenes outside of the most basic frustum culling. Even a cursory introduction to a relatively simple BSP or portal algorithm would have been welcome. The chapter on the caching system does mention techniques to minimize performance hits for loading new level geometry and texture data, but the lack of discussion of methods to slice up your levels into manageable chunks leaves the chapters feeling a bit empty.

Gaming Coding Complete is a fine book that serves as a good introduction to under discussed topics. The "Complete" moniker is debatable, but given the volume of topics to be covered, it seems somewhat callous to suggest that it is false advertising. Nevertheless, the books seems to demand another couple of chapters and a bit more explanation of material covered with a lack of detail. It is clear the author is quite knowledgeable and the book is considerably better than many books that are dedicated to engine design. With the impending release of the fourth edition, perhaps Game Coding Complete can overcome its few flaws and deliver and even better book.

4 of 4 people found the following review helpful.
Excellent Guidance From a Game Programming Guru
By James Swaine
As a newcomer to game development, this book has been worth its weight in gold to me. There are many books out there which can teach you how to use specific API's and mathematical concepts you need to build games, but few address the architectural and design-related questions as well as this one does. The author is obviously an experienced game programmer who can offer a lot of insight into how you should approach designing your project so you don't end up with a tangled, unmaintainable mess. Examples here include the author's recommendation for decoupling game components via the use of an event system, and a lightweight cooperative scheduling system for "processes" which must span multiple frames (e.g. animations). There's also a thorough example of how you should create a base "application" class that can abstract the plumbing associated with initialization and rendering, exposing simple methods to subclasses such as "Init", "Update Scene", and "Draw Scene". This sort of pattern can be seen in high-level frameworks out there today such as the XNA API. I'm an experienced programmer who had never done any game programming but had a really good idea, and this book helped me figure out fundamentally how I should build the game from an architectural point of view. It's surely saved me a lot of development man-hours.

There is also decent treatment here of the math fundamentals and some graphics programming, though I think programmers should probably look elsewhere for more comprehensive treatments of these subjects. If you're looking to get into game development, pick this one up and maybe another book on DirectX/OpenGL/whatever your graphics API of choice is.

2 of 2 people found the following review helpful.
Good for those who will understand
By a. s. hunt
I bought this book a little bit early, and had to go review my C++ before i could fully use it, and when I did, I came to realize that I was holding THE book on game coding.

This book covers nearly everything, in that what the author doesn't cover (or one of the other guest authors) he gives you the next path you should go down in order to achieve your goals in that certain area of coding.

He also offers tons of tips and inside stories on what it's like working as a game developer in a recurring section called 'tales from the pixel mines' which are all very informative, and i enjoyed reading all of them.

Do not think, however, that this book will hold your hand throughout the process. In some parts of the example code the author literally says some thing like: "//type your own code here". this opens the readers' eyes to the fact that learning to make games is not a process of just being taught, but is mostly about discovering it for yourself (didn't Galileo say something like that?). Rest assured, when something has to be taught, the author teaches it, after all, at some point it wastes time to 're-invent the wheel' and that is where the true magic of this book comes into play. It leaves enough for YOU to do on your own, instead of just showing one way and expecting you to copy it. really is like having a teacher that you can open and learn from whenever you want.

in short, this is the best book on game programming I have ever had the pleasure to read, and once you have a good basis in Direct3D and can understand some advanced C++ concepts, you need to pick up this book. You NEED to.

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Selasa, 01 Mei 2012

[O241.Ebook] PDF Ebook Android Application Development For Dummies, by Donn Felker

PDF Ebook Android Application Development For Dummies, by Donn Felker

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Android Application Development For Dummies, by Donn Felker

Android Application Development For Dummies, by Donn Felker



Android Application Development For Dummies, by Donn Felker

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Android Application Development For Dummies, by Donn Felker

The fun and friendly guide to creating applications on the Android platform

The popularity of the Android market is soaring with no sign of slowing down. The open nature of the Android OS offers programmers the freedom to access the platform's capabilities and this straightforward guide walks you through the steps for creating amazing Android applications. Android programming expert Donn Felker explains how to download the SDK, get Eclipse up and running, code Android applications, and submit your finished products to the Android Market. Featuring two sample programs, this introductory book explores everything from the simple basics to more advanced aspects of the Android platform.

  • Takes you soup through nuts of developing applications for the Android platform
  • Begins with downloading the SDK, then explains how to code Android applications and submit projects to the Android Market
  • Written by Android guru Donn Felker, who breaks every aspect of developing applications for the Android platform into easily digestible pieces

No matter your level of programming experience, Android Application Development For Dummies is an ideal guide for getting started with developing applications for the Android platform.

  • Sales Rank: #968234 in Books
  • Brand: Android Application Development for Dummies (For Dummies (Computer/Tech))
  • Published on: 2010-12-07
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.30" h x .82" w x 7.42" l, 1.29 pounds
  • Binding: Paperback
  • 384 pages

Review
'...a highly capable book from a well regarded self-help book series on a subject that is very topical at the moment' (Will Roney, 5 December 2011).

From the Back Cover
Here's just what you need to start developing feature-rich, amazing Android apps

Even if you've never written a mobile application, this book has the know-how you need to turn your great ideas into cool apps for the Android platform. With millions of smartphone users and a cornucopia of carriers, Android is a great place to ply the app development trade. This book shows you from the ground up how to set up your environment and create an app. Read on to become an Android developer extraordinaire!

  • Welcome to Android — learn what makes a great Android app, how to use the SDK, ways to work with mobile screens, and how the development process works

  • Make users happy — find out how to design an interface that mobile users will love

  • Learn the code — work with the activity lifecycle and Android framework classes, use the Eclipse debugger, and create a home screen widget for your app

  • Beyond the basics — take your skills up a notch with apps that involve SQLite databases and multiple screens

  • Price and publish — pick the right price for your app and get it into the Android Market

Open the book and find:

  • Cool ways to use the accelerometer in your app

  • How to turn mobile limitations into opportunities

  • Tips on installing and setting up the tools

  • Step-by-step coding directions

  • Ways to make your apps more marketable

  • How to create really useful menus

  • Advice on app pricing

  • Ten great sample apps and SDKs, including code

Learn to:

  • Create apps for hot smartphones like Droid X, Galaxy S, and MyTouch

  • Download the SDK and get Eclipse up and running

  • Code Android applications

  • Submit your apps to the Android Market

About the Author
Donn Felker is an independent consultant specializing in Android and .NET technologies. He has been a technical architect, software developer, and programmer analyst for more than a decade, with experience that covers desktop, Web, and mobile development.

Most helpful customer reviews

74 of 75 people found the following review helpful.
A great starter book to Android development!
By Scott H
I'm going to preface this review by saying that I have been programming for about 15 years, and have been working professionally as a developer for almost 3 years. My background is in VB, C#, Javascript, HTML, and even a little dabbling in C/C++. With that in mind, my Java knowledge was essentially everything I had learned from C# (which is very similar), and the tutorials on Google's Android development website. You could argue Javascript may help, but they're so different that I don't think it counts as experience.

I finished all of the tutorials on Google's site and still felt like I wasn't really grasping the concept of Android development. For those of you who have developed in C#/VB for Windows or Windows Mobile, you may understand what I mean when I say that going from something so straight-forward as using Visual Studio and .NET languages to something a little more complex and code-heavy like C++ or Java while using an unfamiliar IDE like Eclipse can be a little daunting at first. Google's tutorials, while full of great examples, don't really take the time to explain the "why" and then "what" of Android development, and instead have a more confusing approach of "Step 1: Type all this code in; Step 2: That code you just type does [this]; Step 3: Run your application".

The first half of this book is incredibly informative, and after reading only a couple short paragraphs on things I've already tried to learn and failed, I really understood it this time. The author's tone and descriptions make even the most complicated topics very easy to understand. The author also likes to commonly encourage the reader, writing that we are "experts", and making assumptions that we understand what we just read, even after it was some insanely complicated thing that was described in detail across four pages. It seems like this approach might be little odd, but I liked it. It kept my confidence up as I was reading.

The second half of the book, while also great, starts a little on the fast track. There are other reviews that mention this, and although I partially agree, it's also worth mentioning that a lot of the things that are flown through quickly come together a little later in the book. However, the pace does seem to go from a "one line at a time" methodology into a "type these 60 lines of code in and I'll explain it later" sort of teaching. While I don't prefer this, and I think it's a bit messy, the information IS there; it's just harder to soak it all in than it was in the first half of the book. The application you are building at the end is quite large, and I have tried to think of an easier way the author could have filled me with the knowledge instead of the approach taken, but I really couldn't think of a better way, mainly due to the way the code has to be written for the particular task at hand.

Overall, I really enjoyed this book. I think it was a great introduction to Android development, and is leaps and bounds above Google's documentation, at least for a beginner. I wish the book was a little longer, and I wish the author didn't frequently say things like "I could write an entire book on [subject], so I won't go into detail about this. If you want to learn more, read the documentation at [Google link]." For these reasons, I gave it four stars instead of five. The fundamentals do exist in this book, but I would have liked to have seen more.

I would recommend this book for anyone with any sort of programming background looking to get into Android development. I would probably not recommend it to someone who has no programming background whatsoever.

28 of 30 people found the following review helpful.
Great book.
By Emoore
I would buy Beginning Programming with Java for dummies first, unless you are already Ok with Java Programming. I bought both books at the same time, so when I was done with one I could continue into the other. For Dummies is a great bunch of books.

14 of 14 people found the following review helpful.
Surprising well done on the subject.
By T. Dannar
I have been working with android for about 9 months now and have release a few apps. Most of the books on the subject I have read are out of date by the time they have where released. This one wasn't, it did a very good job covering the basics of android.

Cons:
The only real con I had was that there where still bug's in the sample code. Which if a programmer with no android experience where to pick up this book they maybe be put off when they can't figure out why the programs not working where theirs is the same as a books. The ones I found while playing with the samples where small easy fixes but still things that should have been addressed.

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