Systems Engineering and Analysis


Benjamin S. Blanchard - 1981
    Each

Mathematical Thought from Ancient to Modern Times, Volume 1


Morris Kline - 1972
    Volume 1 looks at the discipline's origins in Babylon and Egypt, the creation of geometry and trigonometry by the Greeks, and the role of mathematics in the medieval and early modern periods. Volume 2 focuses on calculus, the rise of analysis in the 19th century, and the number theories of Dedekind and Dirichlet. The concluding volume covers the revival of projective geometry, the emergence of abstract algebra, the beginnings of topology, and the influence of Godel on recent mathematical study.

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.

Gideon & Kylie (Buckley, Texas: Rolling Star Ranch Series Book 1)


Sharon Gillenwater - 2016
    Wealthy and powerful, when something goes wrong, people expect him to make it right. But what can he do when his cousin leaves his bride standing at the altar? Court her himself. Kylie Beth Webster has a thriving business and is totally committed to helping revitalize downtown Buckley. Brokenhearted, humiliated, and furious, she isn’t about to fall into a rebound romance with another sweet talkin’, good lookin’ cowboy. Not even if he’s kind, upstanding, and her longtime friend. But Gideon isn’t simply trying to make amends for his cousin’s behavior. He’s determined to marry the woman he loves. All he has to do is convince her that his love is real – and win her heart.

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.

Applied Linear Regression Models- 4th Edition with Student CD (McGraw Hill/Irwin Series: Operations and Decision Sciences)


Michael H. Kutner - 2003
    Cases, datasets, and examples allow for a more real-world perspective and explore relevant uses of regression techniques in business today.

Game Development Essentials: An Introduction


Jeannie Novak - 2004
    This book not only examines content creation and the concepts behind development, but it also give readers a background on the evolution of game development and how it has become what it is today. GAME DEVELOPMENT ESSENTIALS also includes chapters on project management, development team roles and responsibilities, development cycle, marketing, maintenance, and the future of game development. With the same engaging writing style and examples that made the first two editions so popular, this new edition features all the latest games and game technology. Coverage of new game-related technology, development techniques, and the latest research in the field make this an invaluable resource for anyone entering the exciting, competitive, ever-changing world of game development.

Theory and Reality: An Introduction to the Philosophy of Science


Peter Godfrey-Smith - 2003
    The result is a completely accessible introduction to the main themes of the philosophy of science. Intended for undergraduates and general readers with no prior background in philosophy, Theory and Reality covers logical positivism; the problems of induction and confirmation; Karl Popper's theory of science; Thomas Kuhn and "scientific revolutions"; the views of Imre Lakatos, Larry Laudan, and Paul Feyerabend; and challenges to the field from sociology of science, feminism, and science studies. The book then looks in more detail at some specific problems and theories, including scientific realism, the theory-ladeness of observation, scientific explanation, and Bayesianism. Finally, Godfrey-Smith defends a form of philosophical naturalism as the best way to solve the main problems in the field. Throughout the text he points out connections between philosophical debates and wider discussions about science in recent decades, such as the infamous "science wars." Examples and asides engage the beginning student; a glossary of terms explains key concepts; and suggestions for further reading are included at the end of each chapter. However, this is a textbook that doesn't feel like a textbook because it captures the historical drama of changes in how science has been conceived over the last one hundred years.Like no other text in this field, Theory and Reality combines a survey of recent history of the philosophy of science with current key debates in language that any beginning scholar or critical reader can follow.

Principles of Biochemistry


Albert L. Lehninger - 1970
    Lehninger Principles of Biochemistry, Fourth Edition brings clarity and coherence to an often unwieldy discipline, while incorporating the field's most important recent developments and applications.