Best of
Programming

1982

Introduction to Computer Programming


Brian Reffin Smith - 1982
    

How to Solve It by Computer


R.G. Dromey - 1982
    

De Re Atari


Chris Crawford - 1982
    In addition to Chris Crawford, Lane Winner, Jim Cox, Amy Chen, Jim Dunion, Kathleen Pitta, Bob Fraser, and Gus Makrea contributed chapters.

Fundamentals of Ocean Acoustics


Leonid M. Brekhovskikh - 1982
    The text treats both ray and wave propagation and pays considerable attention to stochastic problems such as the scattering of sound at rough surfaces and random inhomogeneities. An introductory chapter that discusses the basic experimental data complements the following theoretical chapters. New material has been added throughout for this third edition. New topics covered include: - inter-thermocline lenses and their effect on sound fields- weakly divergent bundles of rays - ocean acoustic tomography - coupled modes - sound scattering by anisotropic volume inhomogeneities with fractal spectra - Voronovich's approach to sound scattering from the rough sea surface. In addition, the list of references has been brought up to date and the latest experimental data have been included.

Schaum's Outline Of Theory And Problems Of Computers And Programming


Francis J. Scheid - 1982
    Schaum's Outlines have been favorably received and widely adopted by numberous colleges and technical schools.

Cryptanalysis For Microcomputers


Caxton Foster - 1982
    

Fundamentals of Interactive Computer Graphics


James D. Foley - 1982
    A complete graphics application program is developed in Pascal, based on both the ACM SIGGRAPH Core System of graphics subroutines and the newly adopted GKS international 2D standard.

Programming The 6809


Rodnay Zaks - 1982
    In this book you will find all the information you need to get the 6809 working for you.

Apple Graphics & Arcade Game Design


Jeffrey Stanton - 1982
    Learn Apple Hi-Res Graphics from BASIC and machine language.Learn how to speed up your graphics.Learn raster graphics and bit mapping techniques.The only book to explain how to design arcade games from start to finish through the use of text, flow charts and working examples.Learn the theory of how to design a playable game.Requires a solid foundation in BASIC programming on the Apple II.