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Books > Computing & IT > Computer software packages
"JDBC Metadata, MySQL, and Oracle Recipes" is the only book that focuses on metadata or annotation-based code recipes for JDBC API for use with Oracle and MySQL. It continues where the authors other book, "JDBC Recipes: A Problem-Solution Approach," leaves off. This edition is also a Java EE 5-compliant book, perfect for lightweight Java database development. And it provides cut-and-paste code templates that can be immediately customized and applied in each developer's application development.
Introduction to Mathcad 15, 3/e is ideal for Freshman or Introductory courses in Engineering and Computer Science. Introduces Mathcad's basic mathematical and data analysis functions (e.g., trigonometric, regression, and interpolation functions) using easy-to-follow examples, then applies the functions to examples drawn from emerging or rapidly developing fields in engineering. ESource-Prentice Hall's Engineering Source-provides a complete, flexible introductory engineering and computing program. ESource allows professors to fully customize their textbooks through the ESource website. Professors are not only able to pick and choose modules, but also sections of modules, incorporate their own materials, and re-paginate and re-index the complete project. prenhall.com/esource
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa * Arab World * Argentina * Australia * Austria * Brazil * Canada * China * Colombia * Czech Republic * Finland * France * Germany * Hong Kong * Hungary * India * Indonesia * Iran * Ireland * Italy * Japan * Mexico * The Netherlands * New Zealand * Peru * Poland * Portugal * Russia * Scandinavia * Singapore * South Korea * Spain * Switzerland * Thailand * Turkey * United Kingdom * United States of America * Uruguay * Venezuela
This book provides insight and enhanced appreciation of analysis, modeling and control of dynamic systems. The reader is assumed to be familiar with calculus, physics and some programming skills. It might develop the reader's ability to interpret physical significance of mathematical results in system analysis. The book also prepares the reader for more advanced treatment of subsequent knowledge in the automatic control field. Learning objectives are performance-oriented, using for this purpose interactive MATLAB and SIMULINK software tools. It presents realistic problems in order to analyze, design and develop automatic control systems. Learning with computing tools can aid theory and help students to think, analyze and reason in meaningful ways. The book is also complemented with classroom slides and MATLAB and SIMULINK exercise files to aid students to focus on fundamental concepts treated.
Multimedia data comprising of images, audio and video is becoming increasingly common. The decreasing costs of consumer electronic devices such as digital cameras and digital camcorders, along with the ease of transportation facilitated by the Internet, has lead to a phenomenal rise in the amount of multimedia data generated and distributed. Given that this trend of increased use of multimedia data is likely to accelerate, there is an urgent need for providing a clear means of capturing, storing, indexing, retrieving, analyzing and summarizing such data. Content-based access to multimedia data is of primary importance since it is the natural way by which human beings interact with such information. To facilitate the content-based access of multimedia information, the first step is to derive feature measures from these data so that a feature space representation of the data content can be formed. This can subsequently allow for mapping the feature space to the symbol space (semantics) either automatically or through human intervention. Thus, signal to symbol mapping, useful for any practical system, can be successfully achieved. Perspectives on Content-Based Multimedia Systems provides a comprehensive set of techniques to tackle these important issues. This book offers detailed solutions to a wide range of practical problems in building real systems by providing specifics of three systems built by the authors. While providing a systems focus, it also equips the reader with a keen understanding of the fundamental issues, including a formalism for content-based multimedia database systems, multimedia feature extraction, object-based techniques, signature-based techniques and fuzzy retrieval techniques. The performance evaluation issues of practical systems is also explained. This book brings together essential elements of building a content-based multimedia database system in a way that makes them accessible to practitioners in computer science and electrical engineering. It can also serve as a textbook for graduate-level courses.
This book provides a general framework for learning sparse graphical models with conditional independence tests. It includes complete treatments for Gaussian, Poisson, multinomial, and mixed data; unified treatments for covariate adjustments, data integration, and network comparison; unified treatments for missing data and heterogeneous data; efficient methods for joint estimation of multiple graphical models; effective methods of high-dimensional variable selection; and effective methods of high-dimensional inference. The methods possess an embarrassingly parallel structure in performing conditional independence tests, and the computation can be significantly accelerated by running in parallel on a multi-core computer or a parallel architecture. This book is intended to serve researchers and scientists interested in high-dimensional statistics, and graduate students in broad data science disciplines. Key Features: A general framework for learning sparse graphical models with conditional independence tests Complete treatments for different types of data, Gaussian, Poisson, multinomial, and mixed data Unified treatments for data integration, network comparison, and covariate adjustment Unified treatments for missing data and heterogeneous data Efficient methods for joint estimation of multiple graphical models Effective methods of high-dimensional variable selection Effective methods of high-dimensional inference
DESCRIPTION The TI-84 Plus series graphing calculators is are the de facto standard for graphing calculators used by students in grades 6 through college. With so many features and functions, the TI-84 Plus graphing calculator can be a little intimidating. Using the TI-84 Plus is an easy-to-follow guide to using these calculators for class and for the SAT and ACT. It starts with a hands-on orientation to the calculator so readers will be comfortable with its menus, buttons, and the special vocabulary it uses. Then, it explores key features while tackling problems just like the ones seen in math and sciences classes. TI-84 Plus calculators are permitted on most standardized tests, so the book provides specific guidance for SAT and ACT math. Along the way, easy-to-find reference sidebars offer skills in a nutshell for those times when just a quick reminder is needed. KEY SELLING POINTS Includes coverage of the brand-new TI-84 Plus CE For TI-83 Plus and TI-84 Plus series of graphing calculators The "missing manual" for the TI-84 Plus calculators Gets readers up and running on calculators fast Fun, engaging, and approachable examples Easy hands-on learn by doing approach AUDIENCE This book is written for students, teachers-anyone who wants to use the TI-84 Plus or TI-83 Plus of graphing calculators. No prior experience is needed and it assumes no advanced knowledge of math and science. ABOUT THE TECHNOLOGY The TI-84 Plus series is the de facto standard for graphing calculators used by students in grades 6 through college and for standardized tests. These calculators can do everything from basic arithmetic through graphing, pre-calculus, calculus, statistics, and probability, and are even great tools for learning programming.
Continued progress in Speech Technology in the face of ever-increasing demands on the performance levels of applications is a challenge to the whole speech and language science community. Robust recognition and understanding of spontaneous speech in varied environments, good comprehensibility and naturalness of expressive speech synthesis are goals that cannot be achieved without a change of paradigm. This book argues for interdisciplinary communication and cooperation in problem-solving in general, and discusses the interaction between speech and language engineering and phonetics in particular. With a number of reports on innovative speech technology research as well as more theoretical discussions, it addresses the practical, scientific and sometimes the philosophical problems that stand in the way of cross-disciplinary collaboration and illuminates some of the many possible ways forward. Audience: Researchers and professionals in speech technology and computational linguists.
E-business standards can better adapt to the changing needs of tomorrow's networked organizations by applying information communication technologies today. ""Information Communication Technology Standardization for E-Business Sectors: Integrating Supply and Demand Factors"" studies the nature, relevance, and quality of standards involved with ICTs and the impact they have on businesses. This ""Premier Reference Source"" discusses the dynamics and mutual impact of factors that condition demand for standards and supply.
The Programmer's Hierarchical Interactive Graphics System (PHIGS) is a computer-graphics standard defining an interface between an application program and a computer-graphics system. PHIGS has been actively under development since 1980. Much of this development has been performed by Technical Committee X3H3 under the American National Standard Institute (ANSI) procedures. PHIGS is also an international standard sponsored by the United States and developed by the international computer-graphics committee, ISO TC97/SC21/WG2. In addition, PHIGS has been selected as the graphics extension to the X-window standard and as part of the Intel i860 P.A.X. standard. The PHIGS standard has received wide acceptance throughout the computer graphics industry. PHIGS libraries are available on most of the high performance three-dimensional graphics platforms. These include IBM, DEC, HP, Sun, Alliant, Stardent, and Silicon Graphics. Despite this acceptance, there are few texts that provide the software engineer with an overview of the standard. The only currently available PHIGS references are in the form of the ANSI functional description, technical papers, and device-specific PHIGS to the novice PHIGS programmer."
Resource Management for Distributed Multimedia Systems addresses the problems and challenges of handling several continuous- media data streams in networked multimedia environments. The work demonstrates how resource management mechanisms can be integrated into a stream handling system. The resulting system includes functions for Quality of Service (QoS) calculations, scheduling, determination of resource requirements, and methods to reduce resource requirements. The work explains the following: a suitable system architecture and resource management scheme that allows for the provision and enforcement of QoS guarantee, resource scheduling mechanisms for CPU and buffer space, mechanisms to measure and collect resource requirements, methods to extend resource management to future scenarios by allowing the reservation of resources in advance and offering sealing mechanisms. . Resource Management for Distributed Multimedia Systems is a comprehensive view of resource management for a broad technical audience that includes computer scientists and engineers involved in developing multimedia applications.
The widespread use of high-speed networks has made the global distribution of digital media contents readily available in an instant. As a result, data hiding was created in an attempt to control the distribution of these copies by verifying or tracking the media signals picked up from copyright information, such as the author or distributor ID. Multimedia Information Hiding Technologies and Methodologies for Controlling Data presents the latest methods and research results in the emerging field of Multimedia Information Hiding (MIH). This comprehensive collection is beneficial to all researchers and engineers working globally in this field and aims to inspire new graduate-level students as they explore this promising field.
The third volume of The Art of Hearthstone chronicles the artistic achievements that infused the Year of the Mammoth with charm, character, and beauty. Through vivid illustrations and behind-the-scenes interviews with artists and game designers, The Art of Hearthstone draws back the curtain to a massive creative undertaking, showing how a huge team came together to deliver one of Hearthstone's most impressive years ever.
Today, e-businesses are adopting pervasive computing with passion but at the same time aware of the operational, ethical, legal, and financial risks involved in it. ""Risk Assessment and Management in Pervasive Computing: Operational, Legal, Ethical, and Financial Perspectives"" examines the implications of pervasive computing from operational, legal, and ethical perspectives so that current and future e-business managers can make responsible decisions about where, when, and how to use this technology. Containing 19 chapters from an international pool of leading experts and field practitioners, this unmatched resource will enhance the awareness of emerging and global issues in e-business risk management.
Game Audio Fundamentals takes the reader on a journey through game audio design: from analog and digital audio basics, to the art and execution of sound effects, soundtracks, and voice production, as well as learning how to make sense of a truly effective soundscape. Presuming no pre-existing knowledge, this accessible guide is accompanied by online resources - including practical examples and incremental DAW exercises - and presents the theory and practice of game audio in detail, and in a format anyone can understand. This is essential reading for any aspiring game audio designer, as well as students and professionals from a range of backgrounds, including music, audio engineering, and game design.
Several studies have been made to determine the effectiveness of information and communication technologies within small business enterprises, but the focus on e-readiness assessments have been very limited. ""Digital Economies: SMEs and E-Readiness"" provides valuable insights into the current state of the digital economy and the ability of SMEs to leverage information and communication technologies in overcoming their position in the global business market. This innovative collection provides vital information for developing strategic objectives and frameworks that promote economic growth, infrastructure development, capacity building, and educational training.
This volume contains papers presented at the NATO sponsored Advanced Research Workshop on "Software for Parallel Computation" held at the University of Calabria, Cosenza, Italy, from June 22 to June 26, 1992. The purpose of the workshop was to evaluate the current state-of-the-art of the software for parallel computation, identify the main factors inhibiting practical applications of parallel computers and suggest possible remedies. In particular it focused on parallel software, programming tools, and practical experience of using parallel computers for solving demanding problems. Critical issues relative to the practical use of parallel computing included: portability, reusability and debugging, parallelization of sequential programs, construction of parallel algorithms, and performance of parallel programs and systems. In addition to NATO, the principal sponsor, the following organizations provided a generous support for the workshop: CERFACS, France, C.I.R.A., Italy, C.N.R., Italy, University of Calabria, Italy, ALENIA, Italy, The Boeing Company, U.S.A., CISE, Italy, ENEL - D.S.R., Italy, Alliant Computer Systems, Bull RN Sud, Italy, Convex Computer, Digital Equipment Corporation, Rewlett Packard, Meiko Scientific, U.K., PARSYTEC Computer, Germany, TELMAT Informatique, France, Thinking Machines Corporation.
For introductory courses in Engineering and Computer Science. Teach your students to program and design user interfaces using Excel 2007. Introduction to VBA for Excel is an introductory text that is designed to instruct engineering and science students on how to develop programs using VBA within the Microsoft Excel environment. It is written for students at all levels and does not assume any previous programming experience.
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