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Books > Computing & IT > Computer software packages
Computational Finance Using C and C#: Derivatives and Valuation,
Second Edition provides derivatives pricing information for equity
derivatives, interest rate derivatives, foreign exchange
derivatives, and credit derivatives. By providing free access to
code from a variety of computer languages, such as Visual
Basic/Excel, C++, C, and C#, it gives readers stand-alone examples
that they can explore before delving into creating their own
applications. It is written for readers with backgrounds in basic
calculus, linear algebra, and probability. Strong on mathematical
theory, this second edition helps empower readers to solve their
own problems. *Features new programming problems, examples, and
exercises for each chapter. *Includes freely-accessible source code
in languages such as C, C++, VBA, C#, and Excel.. *Includes a new
chapter on the history of finance which also covers the 2008 credit
crisis and the use of mortgage backed securities, CDSs and CDOs.
*Emphasizes mathematical theory.
Microsoft Word is an incredible application, feature-rich and easy
to use if you know how. It can help with the simplest of jobs, from
letters and essays to more complex documents using calculations or
images, such as expenses claims and posters. You can even create a
web page and make PDFs. Everyone, at home or in almost any job,
needs to know how to use this fundamental modern tool, so this
timely new book provides information on all the basic capabilities
and gives guidance on some of the more advanced techniques.
Covering key versions of the software, it features step-by-step
guides and clear, accessible text, accompanied by helpful
screenshots.
Learn graphic design using Adobe InDesign Adobe InDesign Classroom
in a Book (2023 release) uses real-world, project-based learning to
cover the basics and beyond, providing countless tips and
techniques to help you become more productive with the program. For
beginners and experienced users alike, you can follow the book from
start to finish or choose only those lessons that interest you.
Learn to: Build a strong foundation of typographic, page layout,
and document-construction skills Handle images from Adobe Photoshop
and line drawings from Adobe Illustrator Create effects with layers
and transparency Bring messages to life with beautiful typography
and color Export work for professional printing, websites, social
media, eBooks, and more Classroom in a Book (R), the best-selling
series of hands-on software training workbooks, offers what no
other book or training program does-an official training series
from Adobe, developed with the support of Adobe product experts.
Purchasing this book includes valuable online extras. Follow the
instructions in the book's "Getting Started" section to unlock
access to: Downloadable lesson files you need to work through the
projects in the book Web Edition containing the complete text of
the book, interactive quizzes, and videos that walk you through the
lessons step by step What you need to use this book: Adobe InDesign
(2023 release) software, for either Windows or macOS. (Software not
included.) Note: Classroom in a Book does not replace the
documentation, support, updates, or any other benefits of being a
registered owner of Adobe InDesign software.
The Destiny Grimoire Anthology is a must-have collectible lore
compendium assembled for Destiny's devoted and enlightened scholars
and lore lovers, as well as fans of fantasy and science fiction
storytelling. The Destiny Grimoire Anthology weaves tales from
multiple sources together for the first time, casting new light on
Destiny's most legendary heroes, infamous villains, and their
greatest moments of triumph and tragedy.
Multimedia is currently used in a variety of contexts, from social
interaction to educational and business settings. The richness of
the multimedia experience and its ability to enhance information
sharing in a variety of settings makes it a valuable tool. Design
Strategies and Innovations in Multimedia Presentations brings
together the latest scholarly research and proven strategies for
designing and implementing multimedia technologies for various
applications, with an emphasis on education. Featuring a selection
of highly informative chapters on the pervasiveness of multimedia
and best methods for developing presentations using this
technology, this publication is an essential reference source for
researchers, practitioners, and professionals. This publication
features timely, research based chapters on the use of digital
media tools and applications including digital visualization,
e-learning, human-computer interaction, online presentations,
semantic web, social media data, and technology in education.
MESH ist ein mathematisches Video ber vielfl chige Netzwerke und
ihre Rolle in der Geometrie, der Numerik und der Computergraphik.
Der unter Anwendung der neuesten Technologie vollst ndig
computergenierte Film spannt einen Bogen von der antiken
griechischen Mathematik zum Gebiet der heutigen geometrischen
Modellierung. MESH hat zahlreiche wissenschaftliche Preise weltweit
gewonnen. Die Autoren sind Konrad Polthier, ein Professor der
Mathematik, und Beau Janzen, ein professioneller Filmdirektor.
Der Film ist ein ausgezeichnetes Lehrmittel f r Kurse in
Geometrie, Visualisierung, wissenschaftlichem Rechnen und
geometrischer Modellierung an Universit ten, Zentren f r
wissenschaftliches Rechnen, kann jedoch auch an Schulen genutzt
werden.
Repetitive Project Scheduling: Theory and Methods is the first book
to comprehensively, and systematically, review new methods for
scheduling repetitive projects that have been developed in response
to the weaknesses of the most popular method for project
scheduling, the Critical Path Method (CPM). As projects with
significant levels of repetitive scheduling are common in
construction and engineering, especially construction of buildings
with multiple stories, highways, tunnels, pipelines, power
distribution networks, and so on, the book fills a much needed gap,
introducing the main repetitive project scheduling methods, both
comprehensively and systematically. Users will find valuable
information on core methodologies, including how to identify the
controlling path and controlling segment, how to convert RSM to a
network model, and examples based on practical scheduling problems.
Video games have become an increasingly ubiquitous part of society
due to the proliferation and use of mobile devices. Video Games and
Creativity explores research on the relationship between video
games and creativity with regard to play, learning, and game
design. It answers such questions as: Can video games be used to
develop or enhance creativity? Is there a place for video games in
the classroom? What types of creativity are needed to develop video
games? While video games can be sources of entertainment, the role
of video games in the classroom has emerged as an important
component of improving the education system. The research and
development of game-based learning has revealed the power of using
games to teach and promote learning. In parallel, the role and
importance of creativity in everyday life has been identified as a
requisite skill for success.
Service computing is a cross-disciplinary field that covers science
and technology, and represents a promising direction for
distributed computing and software development methodologies. It
aims to bridge the gap between business services and IT services by
supporting the whole lifecycle of services innovation. Over the
last ten years applications in industry and academic research have
produced considerable progress and success Service Computing:
Concept, Method and Technology presents the concept of service
computing and a proposed reference architecture for service
computing research before proceeding to introduce two underlying
technologies: Web services and service-oriented architecture. It
also presents the authors' latest research findings on hot topics
such as service discovery, recommendation, composition,
verification, service trust, dynamic configuration and big data
service. Some new models and methods are proposed including three
service discovery methods based on semantics and skyline
technologies, two service recommendation methods using graph mining
and QoS prediction, two service composition methods with graph
planning and one service verification method using p calculus and
so on. Moreover, this book introduces JTang, an underlying platform
supporting service computing, which is a product of the authors'
last ten years of research and development.
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