C++ Programming: From Problem Analysis to Program Design


D.S. Malik - 2002
    Best-selling author D.S. Malik employs a student-focused approach, using complete programming examples to teach introductory programming concepts. This third edition has been enhanced to further demonstrate the use of OOD methodology, to introduce sorting algorithms (bubble sort and insertion sort), and to present additional material on abstract classes. In addition, the exercise sets at the end of each chapter have been expanded, and now contain several calculus and engineering-related exercises. Finally, all programs have been written, compiled, and quality-assurance tested with Microsoft Visual C++ .NET, available as an optional compiler with this text.

Introduction to Statistical Quality Control


Douglas C. Montgomery - 1985
    It provides comprehensive coverage of the subject from basic principles to state-of-art concepts and applications. The objective is to give the reader a sound understanding of the principles and the basis for applying them in a variety of both product and nonproduct situations. While statistical techniques are emphasized throughout, the book has a strong engineering and management orientation. Guidelines are given throughout the book for selecting the proper type of statistical technique to use in a wide variety of product and nonproduct situations. By presenting theory, and supporting the theory with clear and relevant examples, Montgomery helps the reader to understand the big picture of important concepts. Updated to reflect contemporary practice and provide more information on management aspects of quality improvement.

Elementary Statistics


Mario F. Triola - 1983
    This text is highly regarded because of its engaging and understandable introduction to statistics. The author's commitment to providing student-friendly guidance through the material and giving students opportunities to apply their newly learned skills in a real-world context has made Elementary Statistics the #1 best-seller in the market.

Feedback Control of Dynamic Systems


Gene F. Franklin - 1986
    Highlights of the book include realistic problems and examples from a wide range of application areas. New to this edition are: much sharper pedagogy; an increase in the number of examples; more thorough development of the concepts; a greater range of homework problems; a greater number and variety of worked out examples; expanded coverage of dynamics modelling and Laplace transform topics; and integration of MATLAB, including many examples that are formatted in MATLAB.

Numerical Analysis


Richard L. Burden - 1978
    Explaining how, why, and when the techniques can be expected to work, the Seventh Edition places an even greater emphasis on building readers' intuition to help them understand why the techniques presented work in general, and why, in some situations, they fail. Applied problems from diverse areas, such as engineering and physical, computer, and biological sciences, are provided so readers can understand how numerical methods are used in real-life situations. The Seventh Edition has been updated and now addresses the evolving use of technology, incorporating it whenever appropriate.

Discovering the Universe [with CD-ROM]


Neil F. Comins - 1984
    The accompanying CD-ROM features a special student version of the award-winning virtual planetarium software Starry Night plus software animations and videos, all illustrations from the text, interactive Q&A and exercises, and supplementary resources. Material can be updated periodically from the Freeman Web site. www.whfreeman.com/astronomy. There is an online study guide offering a CD-Web guide, chapter objectives, key terms, review questions, Starry Night observations exercises and online tutorials.

BUSN 6 [with CourseMate Access Code]


Marcella Kelly - 2010
    Readers discover the energy and excitement found in business today within the engaging and accessible presentation found in BUSN6. Designed specifically for today's learner, BUSN's streamlined, riveting design presents the entire core Introduction to Business topics in only seventeen succinct chapters, including a unique chapter on Business Communication. BUSN6 directly connects readers with what's happening in business today and how it will affect them. The book focuses on business principles most important to the learner's success with less reading, more visuals, and manageable chunks of information. Memorable examples relate business topics to everyday life and career success, while tightly integrated resources, such as CourseMate, an interactive teaching and learning solution, and the latest news feeds, help sharpen business, study, and communication skills. CenageNOW is now offered with BUSN 6e.

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.

Environmental Science: Toward a Sustainable Future


Richard T. Wright - 2001
    As the field of environmental science continues to evolve, this highly readable guide presents a full spectrum of views and information for students to evaluate issues and make informed decisions. An extensive resource package integrates text and digital media in an easy-to-use format designed to assist instructors in classroom preparation.

Programmable Logic Controllers


Frank D. Petruzella - 1989
    It's not intended to replace manufacturer's or user's manuals, but rather complements and expands on the information contained in these materials. All topics are covered in small segments. Students systematically carry out a wide range of generic programming exercises and assignments. All of the information about PLCs has been updated.

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!

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.

The Craft of Scientific Writing


Michael Alley - 1986
    -Emest Hemingway In October 1984, the weak writing in a scientific report made national news. The report, which outlined safety procedures during a nuclear attack, advised industrial workers "to don heavy clothes and immerse themselves in a large body of water. " The logic behind this advice was sound: Water is a good absorber of heat, neutrons, and gamma rays. Unfortunately, the way the advice was worded was unclear. Was everyone supposed to be com- up for air? Be- pletely submerged? Was it safe to come sides being unclear, the writing conveyed the wrong im- pression to the public. The report came across as saying "go jump in a lake"-not the impression you want to give someone spending thousands of dollars to fund your re- search. Chances are that Dan Rather will not quote sentences from your documents on national television, no matter how weak the writing iso Still, your writing is important. On a personal level, your writing is the principal way in which people learn about your work. When you commu- nicate weIl, you receive credit for that work. When you do not communicate weIl or are too slow to communi- cate, the credit often go es to someone else. On a larger level, your writing and the writing of other scientists and vii viii Foreword engineers influenees publie poliey about scienee and en- gineering.

Discovering Statistics Using SPSS (Introducing Statistical Methods)


Andy Field - 2000
    What's new in the Second Edition? 1. Fully compliant with the latest version of SPSS version 12 2. More coverage of advanced statistics including completely new coverage of non-parametric statistics. The book is 50 per cent longer than the First Edition. 3. Each section of each chapter now has a notation - 1,2 or 3 - referring to the intended level of study. This helps students navigate their way through the book and makes it user-friendly for students of ALL levels. 4. Has a 'how to use this book' section at the start of the text. 5. Characters in each chapter have defined roles - summarizing key points, to pose questions etc 6. Each chapter now has several examples for students to work through. Answers provided on the enclosed CD-ROM