Introducing Windows Azure for IT Professionals


Mitch Tulloch - 2013
    It is offered for sale in print format as a convenience.Get a head start evaluating Windows Azure - with technical insights from a Microsoft MVP Mitch Tulloch. This guide introduces the latest features and capabilities, with scenario-based advice on how the platform can meet the needs of your business. Get the high-level overview you need to begin preparing your deployment now.Topics include: Understanding Windows Azure Windows Azure Compute Services Windows Azure Network Services Windows Azure Data Services Windows Azure App Services Getting Started with Windows Azure

Programming Windows 8 Apps with HTML, CSS, and JavaScript


Kraig Brockschmidt - 2012
    

IBM PC Assembly Language and Programming


Peter Abel - 1987
    Coverage starts from scratch, discussing the simpler aspects of the hardware, and the language, then introduces technical details and instructions as they are needed.

Game Engine Architecture


Jason Gregory - 2009
    The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.

Beginning iPhone 3 Development: Exploring the iPhone SDK


Dave Mark - 2009
    Updated and revised for iPhone SDK 3, many of the discussions in the original book have been clarified to make some of the more complex topics easier to understand. In addition, all of the projects have been rebuilt from scratch using the SDK 3 templates.Assuming only a minimal working knowledge of Objective-C, and written in a friendly, easy-to-follow style, this book offers a complete soup-to-nuts course in iPhone and iPod touch programming. The book starts with the basics, walking you through the process of downloading and installing Apple's free iPhone SDK, and then stepping you though the creation of your first simple iPhone application. From there, you'll learn to integrate all the interface elements iPhone users have come to know and love, such as buttons, switches, pickers, toolbars, and sliders. You'll master a variety of design patterns, from the simplest single view to complex hierarchical drill-downs. The confusing art of table building will be demystified, and you'll see how to save your data using the iPhone file system. You'll also learn how to save and retrieve your data using SQLite, iPhone's built-in database management system. In addition, you'll also learn about Core Data, an important persistence mechanism that has just been added with SDK 3.And there's much more! You'll learn to draw using Quartz 2D and OpenGL ES, add multitouch gestural support (pinches and swipes) to your applications, and work with the camera, photo library, accelerometer, and built-in GPS. You'll discover the fine points of application preferences and learn how to localize your apps for multiple languages. You can discover more about this book, download source code, and find support forums at the book's companion site, at www.iphonedevbook.com.The iPhone 3 update to the best-selling and most recommended book for iPhone developers Packed full of tricks, techniques, and enthusiasm for the new SDK from a developer perspective The most complete, useful, and up-to-date guide to all things having to do with Apple's iPhone SDK

The Game Maker's Apprentice: Game Development for Beginners


Jacob Habgood - 2006
    This book covers a range of genres, including action, adventure, and puzzle games complete with professional quality sound effects and visuals. It discusses game design theory and features practical examples of how this can be applied to making games that are more fun to play. Game Maker allows games to be created using a simple drag-and-drop interface, so you don't need to have any prior coding experience. It includes an optional programming language for adding advanced features to your games, when you feel ready to do so. You can obtain more information by visiting book.gamemaker.nl. The authors include the creator of the Game Maker tool and a former professional game programmer, so you'll glean understanding from their expertise. The book also includes a DVD containing Game Maker software and all of the game projects that are created in the book—plus a host of professional-quality graphics and sound effects that you can use in your own games.

OpenGL SuperBible: Comprehensive Tutorial and Reference


Richard S. Wright Jr. - 1996
    If you want to leverage OpenGL 2.1's major improvements, you really need the Fourth Edition. It's a comprehensive tutorial, systematic API reference, and massive code library, all in one. You'll start with the fundamental techniques every graphics programmer needs: transformations, lighting, texture mapping, and so forth. Then, building on those basics, you'll move towards newer capabilities, from advanced buffers to vertex shaders. Of course, OpenGL's cross-platform availability remains one of its most compelling features. This book's extensive multiplatform coverage has been thoroughly rewritten, and now addresses everything from Windows Vista to OpenGL ES for handhelds. This is stuff you absolutely want the latest edition for. A small but telling point: This book's recently been invited into Addison-Wesley's OpenGL Series, making it an "official" OpenGL book -- and making a powerful statement about its credibility. Bill Camarda, from the August 2007 href="http://www.barnesandnoble.com/newslet... Only

Distributed Operating Systems: Concepts and Design


Pradeep K. Sinha - 1996
    Each chapter addresses de-facto standards, popular technologies, and design principles applicable to a wide variety of systems. Complete with chapter summaries, end-of-chapter exercises and bibliographies, Distributed Operating Systems concludes with a set of case studies that provide real-world insights into four distributed operating systems.

Game Project Completed: How Successful Indie Game Developers Finish Their Projects


Thomas Schwarzl - 2014
    They teach you how to make games. This book does not show you how to make games. It shows you how to take your game project to the finish line. Many game projects never make it beyond the alpha state.Game Development Success Is All About The Inner Game.Being a successful game developer does not (just) mean being a great programmer, a smart game designer or a gifted artist. It means dominating the inner game of game making. This separates the pros from the wannabes. It's the knowledge of how to stay focused, motivated and efficient during your game projects. It's the skillset of keeping things simple and avoiding misleading dreams of the next overnight success. Finally it's about thinking as a salesperson, not just as a designer, programmer or artist.

Data Structures and Algorithm Analysis in C


Mark Allen Weiss - 1992
    The book's conceptual presentation focuses on ADTs and the analysis of algorithms for efficiency, with a particular concentration on performance and running time. The second edition contains a new chapter that examines advanced data structures such as red black trees, top down splay trees, treaps, k-d trees, and pairing heaps among others. All code examples now conform to ANSI C and coverage of the formal proofs underpinning several key data structures has been strengthened.

Mathematics for 3D Game Programming and Computer Graphics


Eric Lengyel - 2001
    Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, THIRD EDITION provides a simple but thorough grounding in the mathematics and physics topics that programmers require to write algorithms and programs using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercises follow each chapter for additional practice. The book's companion website provides sample code illustrating the mathematical and physics topics discussed in the book.

Learn Visually: Basic Excel Formulae: Take your spreadsheets and learn some of the key powerful formulae which will allow you to analyse and present your data effectively


Diane Griffiths - 2014
    You have access to so much information - but where do you start and what is actually useful?! This particular book takes you right back to formula basics; exactly what a formula is, how to create one and what formulas can do. Then you'll learn about using functions in your formulas, a useful Excel feature which is designed to make your life easier. It will give you the starting blocks that you need in order to present and make sense of a spreadsheet in a quick and easy way that will give your confidence and career a boost. Formulae include: - Basic Arithmetic - SUM - IF - AND/OR - COUNT / COUNTA - AVERAGE / MAX / MIN - VLOOKUP / HLOOKUP - Bonus - Validation

Windows Presentation Foundation Unleashed


Adam Nathan - 2006
    Windows Presentation Foundation (WPF) is a key component of the .NET Framework 3.0, giving you the power to create richer and more compelling applications than you dreamed possible. Whether you want to develop traditional user interfaces or integrate 3D graphics, audio/video, animation, dynamic skinning, rich document support, speech recognition, or more, WPF enables you to do so in a seamless, resolution-independent manner. Windows Presentation Foundation Unleashed is the authoritative book that covers it all, in a practical and approachable fashion, authored by .NET guru and Microsoft developer Adam Nathan. - Covers everything you need to know about Extensible Application Markup Language (XAML) - Examines the WPF feature areas in incredible depth: controls, layout, resources, data binding, styling, graphics, animation, and more - Features a chapter on 3D graphics by Daniel Lehenbauer, lead developer responsible for WPF 3D - Delves into non-mainstream topics: speech, audio/video, documents, bitmap effects, and more - Shows how to create popular UI elements, such as features introduced in the 2007 Microsoft Office System: Galleries, ScreenTips, custom control layouts, and more - Demonstrates how to create sophisticated UI mechanisms, such as Visual Studio-like collapsible/dockable panes - Explains how to develop and deploy all types of applications, including navigation-based applications, applications hosted in a Web browser, and applications with great-looking non-rectangular windows - Explains how to create first-class custom controls for WPF - Demonstrates how to create hybrid WPF software that leverages Windows Forms, ActiveX, or other non-WPF technologies - Explains how to exploit new Windows Vista features in WPF applications

The Adobe Photoshop Cs3 Book for Digital Photographers


Scott Kelby - 2007
    Here's what Jeff Kent, the Hot One Editor at Professional Photographer, has to say about the book: "In a how-to published by Peachpit Press, Scott Kelby, best-selling author on Adobe Photoshop, delves into CS3 to uncover the most important and useful techniques for digital photographers. Our judges liked Kelby's direct approach with step-by-step instructions. In this new edition, Kelby shares even more secrets from the top pros."Shutterbug magazine chose The Adobe Photoshop CS3 Book for Digital Photographers as a Top Digital Book of 2007. Here's what Joe Farace of Shutterbug has to say about the book: "Scott Kelby's name on a Photoshop book is like the Dodge brand on the front of a pickup truck. You know it's built RAM--or pixel--tough. Combining his famous twisted wit with unwaveringly straight tutorials, Kelby takes you through a detailed tour of Photoshop CS3 by showing how to use the new features. No fluff; just page after page of well-illustrated tutorials showing photographers how to get the most out of the new features, commands, and effects found in the latest version of Adobe's flagship. It will get you up to speed on CS3's new features faster than you can all by yourself."Scott Kelby, the #1 best-selling Photoshop author in the world today, once again takes this book to a whole new level as he uncovers the latest, most important, and most exciting new Adobe Photoshop CS3 techniques for digital photographers. This major update to his award-winning, record-breaking book does something for digital photographers that's never been done before-it cuts through the bull and shows you exactly "how to do it." It's not a bunch of theory; it doesn't challenge you to come up with your own settings or figure it out on your own. Instead, Scott shows you step-by-step the exact techniques used by today's cutting-edge digital photographers, and best of all, he shows you flat-out exactly which settings to use, when to use them, and why.That's why the previous editions of this book are widely used as the official course study guide in photography courses at college and universities around the world, and this new edition for Photoshop CS3 exposes even more of the top pros' most closely-guarded secrets.Learn How The Pros Do It Each year Scott trains thousands of professional photographers on how to use Photoshop, and almost without exception they have the same questions, the same problems, and the same challenges-and that's exactly what he covers in this book. You'll learn:- The sharpening techniques the pros really use. - The pros' tricks for fixing the most common digital photo problems fast! - How to get great looking prints (that actually match your screen!) - A whole chapter on the latest, most requested Photoshop special effects! - How to color correct any photo without breaking a sweat. - How to process Raw images, plus how to take advantage of all the new Camera Raw features in CS3! - The portrait retouching secrets only the pros know about! - How to add real automation to your work. - How to show your work like a pro!Plus a host of shortcuts, workarounds, and slick "insider" tricks to send your productivity through the roof! If you're a digital photographer, and you're ready to learn the "tricks of the trade"-the same ones that today's leading pros use to correct, edit, sharpen, retouch, and present their work-then you're holding the book that will do just that.

Algorithms


Sanjoy Dasgupta - 2006
    Emphasis is placed on understanding the crisp mathematical idea behind each algorithm, in a manner that is intuitive and rigorous without being unduly formal. Features include: The use of boxes to strengthen the narrative: pieces that provide historical context, descriptions of how the algorithms are used in practice, and excursions for the mathematically sophisticated.Carefully chosen advanced topics that can be skipped in a standard one-semester course, but can be covered in an advanced algorithms course or in a more leisurely two-semester sequence.An accessible treatment of linear programming introduces students to one of the greatest achievements in algorithms. An optional chapter on the quantum algorithm for factoring provides a unique peephole into this exciting topic. In addition to the text, DasGupta also offers a Solutions Manual, which is available on the Online Learning Center.Algorithms is an outstanding undergraduate text, equally informed by the historical roots and contemporary applications of its subject. Like a captivating novel, it is a joy to read. Tim Roughgarden Stanford University