Book picks similar to
Mechanics of Materials, SI Edition by James M. Gere
engineering
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text-books
Research Methods in Psychology
John J. Shaughnessy - 1985
Offers students with the tools necessary to do ethical research in psychology and to understand the research they learn about in psychology courses and in the media.
Literary Criticism: An Introduction to Theory and Practice
Charles E. Bressler - 1993
New features include: a new chapter on queer theory; every chapter has been revised with new introductions with appropriate new critical vocabulary, critical terms, further readings sections, and web sites; new student essays; structuralism and deconstruction have been combined into one section to make the material clearer and more streamlined; and the addition of Plotinus, Giovanni Boccaccio, Joseph Addison, Percy Pysshe Shelley, and Mikhail Bakhtin.
Concrete Mathematics: A Foundation for Computer Science
Ronald L. Graham - 1988
"More concretely," the authors explain, "it is the controlled manipulation of mathematical formulas, using a collection of techniques for solving problems."
McKnight's Physical Geography: A Landscape Appreciation [With Access Code]
Darrel Hess - 1993
Its clear writing style, superior art program, and other learning aids appeal to students in many majors. This edition includes thoroughly updated content and introduces renowned illustrator Dennis Tasa--yet it maintains the proven approach first presented by respected authority Tom L. McKnight more than 20 years ago.
Essential Cell Biology
Bruce Alberts - 1997
The key to every biological problem must finally be sought in the cell, for every living organism is, or at sometime has been, a cell."
Principles of Genetics
D. Peter Snustad - 1997
This clear, concise look at the basic principles and concepts of genetics uses a human genetics perspective to discuss the methods and experiments upon which genetic principles are based, such as DNA replication.
Structure and Interpretation of Computer Programs
Harold Abelson - 1984
This long-awaited revision contains changes throughout the text. There are new implementations of most of the major programming systems in the book, including the interpreters and compilers, and the authors have incorporated many small changes that reflect their experience teaching the course at MIT since the first edition was published. A new theme has been introduced that emphasizes the central role played by different approaches to dealing with time in computational models: objects with state, concurrent programming, functional programming and lazy evaluation, and nondeterministic programming. There are new example sections on higher-order procedures in graphics and on applications of stream processing in numerical programming, and many new exercises. In addition, all the programs have been reworked to run in any Scheme implementation that adheres to the IEEE standard.
An Introduction to Modern Astrophysics
Bradley W. Carroll - 1995
Designed for the junior- level astrophysics course, each topic is approached in the context of the major unresolved questions in astrophysics. The core chapters have been designed for a course in stellar structure and evolution, while the extended chapters provide additional coverage of the solar system, galactic structure, dynamics, evolution, and cosmology. * Two versions of this text are available: An Introduction to Modern Stellar Astrophysics, (Chapters 1-17), and An Introduction to Modern Astrophysics, (Chapters 1-28). * Computer programs included with the text allow students to explore the physics of stars and galaxies. * In designing a curriculum, instructors can combine core and extended chapters with the optional advanced sections so as to meet their individual goals. * Up-to-date coverage of current astrophysical discoveries are included. * This text emphasizes computational physics, including computer problems and on-line programs. * This text also includes a selection of over 500 problems. For additional information and computer codes to be used
Python Crash Course: A Hands-On, Project-Based Introduction to Programming
Eric Matthes - 2015
You'll also learn how to make your programs interactive and how to test your code safely before adding it to a project. In the second half of the book, you'll put your new knowledge into practice with three substantial projects: a Space Invaders-inspired arcade game, data visualizations with Python's super-handy libraries, and a simple web app you can deploy online.As you work through Python Crash Course, you'll learn how to: Use powerful Python libraries and tools, including matplotlib, NumPy, and PygalMake 2D games that respond to keypresses and mouse clicks, and that grow more difficult as the game progressesWork with data to generate interactive visualizationsCreate and customize simple web apps and deploy them safely onlineDeal with mistakes and errors so you can solve your own programming problemsIf you've been thinking seriously about digging into programming, Python Crash Course will get you up to speed and have you writing real programs fast. Why wait any longer? Start your engines and code!
Computer Systems: A Programmer's Perspective
Randal E. Bryant - 2002
Often, computer science and computer engineering curricula don't provide students with a concentrated and consistent introduction to the fundamental concepts that underlie all computer systems. Traditional computer organization and logic design courses cover some of this material, but they focus largely on hardware design. They provide students with little or no understanding of how important software components operate, how application programs use systems, or how system attributes affect the performance and correctness of application programs. - A more complete view of systems - Takes a broader view of systems than traditional computer organization books, covering aspects of computer design, operating systems, compilers, and networking, provides students with the understanding of how programs run on real systems. - Systems presented from a programmers perspective - Material is presented in such a way that it has clear benefit to application programmers, students learn how to use this knowledge to improve program performance and reliability. They also become more effective in program debugging, because t
Quantum Physics of Atoms, Molecules, Solids, Nuclei, and Particles
Robert M. Eisberg - 1974
Emphasizes the applications of theory, and contains new material on particle physics, electron-positron annihilation in solids and the Mossbauer effect. Includes new appendices on such topics as crystallography, Fourier Integral Description of a Wave Group, and Time-Independent Perturbation Theory.
Design Patterns: Elements of Reusable Object-Oriented Software
Erich Gamma - 1994
Previously undocumented, these 23 patterns allow designers to create more flexible, elegant, and ultimately reusable designs without having to rediscover the design solutions themselves.The authors begin by describing what patterns are and how they can help you design object-oriented software. They then go on to systematically name, explain, evaluate, and catalog recurring designs in object-oriented systems. With Design Patterns as your guide, you will learn how these important patterns fit into the software development process, and how you can leverage them to solve your own design problems most efficiently. Each pattern describes the circumstances in which it is applicable, when it can be applied in view of other design constraints, and the consequences and trade-offs of using the pattern within a larger design. All patterns are compiled from real systems and are based on real-world examples. Each pattern also includes code that demonstrates how it may be implemented in object-oriented programming languages like C++ or Smalltalk.
Game Programming Patterns
Robert Nystrom - 2011
Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.
Hands-On Programming with R: Write Your Own Functions and Simulations
Garrett Grolemund - 2014
With this book, you'll learn how to load data, assemble and disassemble data objects, navigate R's environment system, write your own functions, and use all of R's programming tools.RStudio Master Instructor Garrett Grolemund not only teaches you how to program, but also shows you how to get more from R than just visualizing and modeling data. You'll gain valuable programming skills and support your work as a data scientist at the same time.Work hands-on with three practical data analysis projects based on casino gamesStore, retrieve, and change data values in your computer's memoryWrite programs and simulations that outperform those written by typical R usersUse R programming tools such as if else statements, for loops, and S3 classesLearn how to write lightning-fast vectorized R codeTake advantage of R's package system and debugging toolsPractice and apply R programming concepts as you learn them