Book picks similar to
Aircraft Digital Electronic and Computer Systems by Michael H. Tooley
aircraft
engenharia
stem-recommended
textbooks
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.
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.
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."
Mathematical Methods for Physics and Engineering: A Comprehensive Guide
K.F. Riley - 1998
As well as lucid descriptions of all the topics and many worked examples, it contains over 800 exercises. New stand-alone chapters give a systematic account of the 'special functions' of physical science, cover an extended range of practical applications of complex variables, and give an introduction to quantum operators. Further tabulations, of relevance in statistics and numerical integration, have been added. In this edition, half of the exercises are provided with hints and answers and, in a separate manual available to both students and their teachers, complete worked solutions. The remaining exercises have no hints, answers or worked solutions and can be used for unaided homework; full solutions are available to instructors on a password-protected web site, www.cambridge.org/9780521679718.
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
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.
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!
Introduction to Algorithms
Thomas H. Cormen - 1989
Each chapter is relatively self-contained and can be used as a unit of study. The algorithms are described in English and in a pseudocode designed to be readable by anyone who has done a little programming. The explanations have been kept elementary without sacrificing depth of coverage or mathematical rigor.
Compilers: Principles, Techniques, and Tools
Alfred V. Aho - 1986
The authors present updated coverage of compilers based on research and techniques that have been developed in the field over the past few years. The book provides a thorough introduction to compiler design and covers topics such as context-free grammars, fine state machines, and syntax-directed translation.
Anatomy & Physiology Coloring Workbook: A Complete Study Guide
Elaine N. Marieb - 1988
The author's straightforward approach promotes and reinforces learning on many levels through a wide variety of visual and written exercises. Along with its review of the human body from microscopic to macroscopic levels the workbook also includes practical, clinically oriented activities. KEY TOPICS: The Human Body: An Orientation, Basic Chemistry, Cells and Tissues, Skin and Body Membranes, The Skeletal System, The Muscular System, The Nervous System, Special Senses, The Endocrine System, Blood, The Cardiovascular System, The Lymphatic System and Body Defenses, The Respiratory System, The Digestive System and Body Metabolism, The Urinary System, The Reproductive System. MARKET: For all readers interested in learning the basics of anatomy and physiology.
A Student's Guide to Maxwell's Equations
Daniel Fleisch - 2007
In this guide for students, each equation is the subject of an entire chapter, with detailed, plain-language explanations of the physical meaning of each symbol in the equation, for both the integral and differential forms. The final chapter shows how Maxwell's equations may be combined to produce the wave equation, the basis for the electromagnetic theory of light. This book is a wonderful resource for undergraduate and graduate courses in electromagnetism and electromagnetics. A website hosted by the author at www.cambridge.org/9780521701471 contains interactive solutions to every problem in the text as well as audio podcasts to walk students through each chapter.
Calculus [with CD]
Howard Anton - 1992
New co-authors--Irl Bivens and Stephen Davis--from Davidson College; both distinguished educators and writers.* More emphasis on graphing calculators in exercises and examples, including CAS capabilities of graphing calculators.* More problems using tabular data and more emphasis on mathematical modeling.
Heat Transfer
Jack P. Holman - 1963
This ninth edition covers both analytical and empirical approaches to the subject. The examples and templates provide students with resources for computer-numerical solutions.
Arduino Workshop: A Hands-On Introduction with 65 Projects
John Boxall - 2012
With an almost unlimited range of input and output add-ons, sensors, indicators, displays, motors, and more, the Arduino offers you countless ways to create devices that interact with the world around you.In Arduino Workshop, you'll learn how these add-ons work and how to integrate them into your own projects. You'll start off with an overview of the Arduino system but quickly move on to coverage of various electronic components and concepts. Hands-on projects throughout the book reinforce what you've learned and show you how to apply that knowledge. As your understanding grows, the projects increase in complexity and sophistication.Among the book's 65 projects are useful devices like:A digital thermometer that charts temperature changes on an LCD A GPS logger that records data from your travels, which can be displayed on Google Maps A handy tester that lets you check the voltage of any single-cell battery A keypad-controlled lock that requires a secret code to open You'll also learn to build Arduino toys and games like:An electronic version of the classic six-sided die A binary quiz game that challenges your number conversion skills A motorized remote control tank with collision detection to keep it from crashingArduino Workshop will teach you the tricks and design principles of a master craftsman. Whatever your skill level, you'll have fun as you learn to harness the power of the Arduino for your own DIY projects.