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Books > Computing & IT > Computer software packages
"Power SAS: A Survival Guide" is designed to provide the millions of SAS users with the largest and most comprehensive collection of SAS tips and techniques ever offered. Kirk Lafler is an Internet and software consultant with 25 years of experience providing clients around the world with innovative technical solutions and training. Kirk's tips will help you leverage features of SAS that even the most experienced SAS users may not know. Whether you read it cover to cover, browse through it in your free time, or use it as a reference by looking up pertinent tips, this book is an invaluable self-help resource for working smarter, and for troubleshooting and resolving SAS problems and errors. The book's organization makes it easy for SAS users of all experience levelsprogrammers, statisticians, database programmers and administrators, technical managers, technical support staff, and studentsto find what they need. The nine chapters cover SAS basics, data access, data step programming, data manipulation, data management, data presentation, efficiency and performance, configuration and support, and SAS 9.
Packed with more than 350 techniques, this book delivers what you need to know-on the spot. Its concise presentation of professional techniques is suited to experienced artists whether you are: * Migrating from another visual effects application * Upgrading to Houdini 9 * Seeking a handy reference to raise your proficiency with Houdini Houdini On the Spot presents immediate solutions in an accessible format. It clearly illustrates the essential methods that pros use to get the job done efficiently and creatively. Screenshots and step-by-step instructions show you how to: * Navigate and manipulate the version 9 interface * Create procedural models that can be modified quickly and efficiently with Surface Operators (SOPs) * Use Particle Operators (POPs) to build complex simulations with speed and precision * Minimize the number of operators in your simulations with Dynamics Operators (DOPs) * Extend Houdini with customized tools to include data or scripts with Houdini Digital Assets (HDAs) * Master the version 9 rendering options including Physically Based Rendering (PBR), volume rendering and motion blur * Quickly modify timing, geometry, space and rotational values of your animations with Channel Operators (CHOPs) * Create and manipulate elements with Composite Operators (COPs); Houdini's full-blown compositor toolset * Make your own SOPs, COPs, POPs, CHOPs, and shaders with the Vector Expressions (VEX) shading language * Configure the Houdini interface with customized environments and hotkeys * Mine the treasures of the dozens of standalone applications that are bundled with Houdini
Designed to serve as a reference work for practitioners, academics, and scholars worldwide, this book is the first of its kind to explain complex cybercrimes from the perspectives of multiple disciplines (computer science, law, economics, psychology, etc.) and scientifically analyze their impact on individuals, society, and nations holistically and comprehensively. In particular, the book shows: How multiple disciplines concurrently bring out the complex, subtle, and elusive nature of cybercrimes How cybercrimes will affect every human endeavor, at the level of individuals, societies, and nations How to legislate proactive cyberlaws, building on a fundamental grasp of computers and networking, and stop reacting to every new cyberattack How conventional laws and traditional thinking fall short in protecting us from cybercrimes How we may be able to transform the destructive potential of cybercrimes into amazing innovations in cyberspace that can lead to explosive technological growth and prosperity
An Introduction to R and Python for Data Analysis helps teach students to code in both R and Python simultaneously. As both R and Python can be used in similar manners, it is useful and efficient to learn both at the same time, helping lecturers and students to teach and learn more, save time, whilst reinforcing the shared concepts and differences of the systems. This tandem learning is highly useful for students, helping them to become literate in both languages, and develop skills which will be handy after their studies. This book presumes no prior experience with computing, and is intended to be used by students from a variety of backgrounds. The side-by-side formatting of this book helps introductory graduate students quickly grasp the basics of R and Python, with the exercises providing helping them to teach themselves the skills they will need upon the completion of their course, as employers now ask for competency in both R and Python. Teachers and lecturers will also find this book useful in their teaching, providing a singular work to help ensure their students are well trained in both computer languages. All data for exercises can be found here: https://github.com/tbrown122387/r_and_python_book/tree/master/data. Key features: - Teaches R and Python in a "side-by-side" way. - Examples are tailored to aspiring data scientists and statisticians, not software engineers. - Designed for introductory graduate students. - Does not assume any mathematical background.
3. 8 Problems . . . 66 4 ENABLING REUSE 69 4. 1 Concepts . . . . . . . . 69 4. 2 Exploiting commonality 70 4. 3 Reusable building blocks 71 4. 4 Allowing replaceable components 75 4. 5 Other replaceable entities 79 4. 6 Limiting flexibility . . . 82 4. 7 Other considerations . . 84 4. 8 Language fundamentals 85 4. 9 Problems . . . . . . . . 88 5 FUNCTIONS 91 5. 1 Concepts . . . . . . . . 91 5. 2 Introduction to functions 92 5. 3 An interpolation function 94 5. 4 Multiple return values 96 97 5. 5 Passing records as arguments 5. 6 Using extemal subroutines 100 5. 7 Language fundamentals 102 5. 8 Problems . . . . . . . . 110 6 USING ARRAYS 113 6. 1 Concepts . . . . . . . . . . . . . . . . . . 113 6. 2 Planetary motion: Arrays of components . . 113 6. 3 Simple ID heat transfer: Arrays of variables 120 6. 4 Using arrays with chemical systems 132 6. 5 Language fundamentals 143 6. 6 Problems . . . . . . . . . . . . . . 152 7 HYBRID MODELS 155 7. 1 Concepts . . . . . . . . 155 7. 2 Modeling digital circuits 155 7. 3 Bouncing ball . . . . . . 162 7. 4 Sensor modeling . . . . 166 7. 5 Language fundamentals 178 7. 6 Problems . . . . . . . . 186 8 EXPLORING NONLINEAR BEHAVIOR 189 8. 1 Concepts . . . 189 8. 2 An ideal diode 189 8. 3 Backlash . . . 193 8. 4 Thermal properties 199 Contents vii 8. 5 Hodgkin-Huxley nerve cell models 203 8. 6 Language fundamentals 206 8. 7 Problems . . . . . . . . . . . . . . 210 9 MISCELLANEOUS 213 9. 1 Lookup rules 213 9. 2 Annotations . . 225 Part II Effective Modelica 10 MULTI-DOMAIN MODELING 231 10. 1 Concepts . . . . . . . . . 231 231 10. 2 Conveyor system . . . . .
This book is a collection of the finalized versions of the papers presented at the third Eurographics Workshop on Graphics Hardware. The diversity of the contributions reflects the widening range of options for graphics hardware that can be exploited due to the constant evolution of VLSI and software technologies. The first part of the book deals with the algorithmic aspects of graphics systems in a hardware-oriented context. Topics are: VLSI design strategies, data distribution for ray-tracing, the advantages of point-driven image generation with respect to VLSI implementation, use of memory and ease of parallelization, ray-tracing, and image reconstruction. The second part is on specific hardware, on content addressable memories and voxel-based systems. The third part addresses parallel systems: massively parallel object-based architectures, two systems in which image generated by individual rendering systems are composited, a transputer-based parallel display processor.
The focus of this volume is comprised of the fundamentals, models, and information technologies (IT) methods and tools for disaster prediction and mitigation. A more detailed list of topics includes mathematical and computational modeling of processes leading to or producing disasters, modeling of disaster effects, IT means for disaster mitigation, including data mining tools, knowledge-based and expert systems for use in disaster circumstances, GIS-based systems for disaster prevention and mitigation and equipment for disaster-prone areas. A specific type or class of disasters (natural or human-made), however will not be part of the main focus of this work. Instead, this book was conceived to offer a comprehensive, integrative view on disasters, seeking to determine what various disasters have in common. Because disaster resilience and mitigation involve humans, societies and cultures, not only technologies and economic models, special attention was paid in this volume to gain a comprehensive view on these issues, as a foundation of the IT tool design.
This state-of-the-art monograph presents a coherent survey of a variety of methods and systems for formal hardware verification. It emphasizes the presentation of approaches that have matured into tools and systems usable for the actual verification of nontrivial circuits. All in all, the book is a representative and well-structured survey on the success and future potential of formal methods in proving the correctness of circuits. The various chapters describe the respective approaches supplying theoretical foundations as well as taking into account the application viewpoint. By applying all methods and systems presented to the same set of IFIP WG10.5 hardware verification examples, a valuable and fair analysis of the strenghts and weaknesses of the various approaches is given.
Working with Sound is an exploration of the ever-changing working practices of audio development in the era of hybrid collaboration in the games industry. Through learnings from the pre-pandemic remote and isolated worlds of audio work, sound designers, composers and dialogue designers find themselves equipped uniquely to thrive in the hybrid, remote, and studio-based realms of today's fast-evolving working landscapes. With unique insights into navigating the worlds of isolation and collaboration, this book explores ways of thinking and working in this world, equipping the reader with inspiration to sustainably tackle the many stages of the development process. Working with Sound is an essential guide for professionals working in dynamic audio teams of all sizes, as well as the designers, producers, artists, animators and programmers who collaborate closely with their colleagues working on game audio and sound.
Told over a series of daily journal logs, One-Week Dungeons: Diaries of a Seven-Day Roguelike Challenge chronicles the journeys of eleven 7DRL participants as they race to build their dream games before the clock expires.
Searching Multimedia Databases by Content bridges the gap between the database and signal processing communities by providing the necessary background information for the reader and presenting it along with the intuition and mechanics of the best existing tools in each area. The first half of Searching Multimedia Databases by Content reviews the most successful database access methods, in increasing complexity, reaching up to spatial access methods and text retrieval. In all cases, the emphasis is on practical approaches that have been incorporated in commercial systems, or that seem very promising. The second half of the book uses the above access methods to achieve fast searching in a database of signals. A general methodology is presented, which suggests extracting a few good features from each multimedia object, thus mapping objects into points in a metric space. Finally, the book concludes by presenting some recent successful applications of the methodology on time series and color images. Searching Multimedia Databases by Content is targeted towards researchers and developers of multimedia systems. The book can also serve as a textbook for a graduate course on multimedia searching, covering both access methods as well as the basics of signal processing.
To satisfy the demand for 24/7 information access, applications available in airport and conference kiosks, and in the mobile, gaming, and medical industries, provide consumers data access wherever they are. But its essential that fast availability not be traded for quality performance. A prominent solution for managing the data in these applications and devices is db4othe open source object database native to the Java and .NET platforms. Highly reliable and scalable, db4o cuts down on development time by smoothly integrating into the system, cutting out the otherwise costly object-relational mapping typical of larger applications. "The Definitive Guide to db4o" is the first book to comprehensively cover this project in detail. You will learn about all relevant topics, including installing and configuring db4o, querying and managing objects, performing transactions, and replicating data. To aid newcomers to the topic, early chapters cover object database fundamentals, as well as technical considerations and migration strategies. The book is complete with numerous C# and Java examples, so youll be able to follow along regardless of your chosen language.
Multimedia Technologies and Applications for the 21st Century: Visions of World Experts presents contributions from leading researchers and experts describing their current research and their views of the future trends in the field. The book consists of thirteen chapters in five parts. These chapters tackle a number of critical issues in distributed multimedia systems and applications - from VLSI processors that support multimedia and multimedia servers, through multimedia databases and multimedia networks and communications, to merging multimedia applications. Only a few years ago multimedia seemed like a brand new research field and an emerging new industry. Today, at the edge of the 21st century, multimedia research is coming of age, and the multimedia industry has significantly grown with the total market estimated to be about $50 billion. Several years ago it was felt that the digital media revolution had just started; however, the seeds had been sown long before. Fundamental technologies, such as interactive laser disks, video games, and electronic encyclopedias were invented in the 1970s and 80s. They represented the seeds for current hot' applications, such as digital libraries, video-on-demand, interactive television, and videoconferencing. Another aspect of the digital media revolution is the formation of a new media industry composed of computer, entertainment, communication, and consumer electronics companies. Many industry segments are currently involved in creating new products and services, positioning themselves for the 21st century. They include telephone, cable, and satellite TV companies, communication equipment companies, TV and radio broadcasters, on-line Internetservice providers, cable channels, movie studios, record companies, book publishers, CD-ROM title creators, Internet tool vendors, multimedia software tools companies, computer companies, general software tools companies, computer add-on vendors, semiconductor vendors, and consumer electronics vendors. Multimedia Technologies and Applications for the 21st Century: Visions of World Experts should stimulate the curiosity of its readers and inspire new technological breakthroughs in this exciting field. It serves as a valuable reference for system designers, engineers, programmers, and managers who are involved in multimedia systems, the Internet, and their applications. This book can also be used as a textbook for advanced courses on multimedia in engineering curricula.
Intended for both researchers and practitioners, this book will be a valuable resource for studying and applying recent robust statistical methods. It contains up-to-date research results in the theory of robust statistics Treats computational aspects and algorithms and shows interesting and new applications.
Some recent fuzzy database modeling advances for the
non-traditional applications are introduced in this book. The focus
is on database models for modeling complex information and
uncertainty at the conceptual, logical, physical design levels and
from integrity constraints defined on the fuzzy relations.
The problem of structure and motion recovery from image sequences is an important theme in computer vision. Considerable progress has been made in this field during the past two decades, resulting in successful applications in robot navigation, augmented reality, industrial inspection, medical image analysis, and digital entertainment, among other areas. However, many of these methods work only for rigid objects and static scenes. The study of non-rigid structure from motion is not only of academic significance, but also has important practical applications in real-world, nonrigid or dynamic scenarios, such as human facial expressions and moving vehicles. This practical guide/reference provides a comprehensive overview of Euclidean structure and motion recovery, with a specific focus on factorization-based algorithms. The book discusses the latest research in this field, including the extension of the factorization algorithm to recover the structure of non-rigid objects, and presents some new algorithms developed by the authors. Readers require no significant knowledge of computer vision, although some background on projective geometry and matrix computation would be beneficial. Topics and features: presents the first systematic study of structure and motion recovery of both rigid and non-rigid objects from images sequences; discusses in depth the theory, techniques, and applications of rigid and non-rigid factorization methods in three dimensional computer vision; examines numerous factorization algorithms, covering affine, perspective and quasi-perspective projection models; provides appendices describing the mathematical principles behind projective geometry, matrix decomposition, least squares, and nonlinear estimation techniques; includes chapter-ending review questions, and a glossary of terms used in the book. This unique text offers practical guidance in real applications and implementations of 3D modeling systems for practitioners in computer vision and pattern recognition, as well as serving as an invaluable source of new algorithms and methodologies for structure and motion recovery for graduate students and researchers.
This text describes computer programs for simulating phenomena in hydrodynamics, gas dynamics, and elastic plastic flow in one, two, and three dimensions. Included in the two-dimensional program are Maxwell's equations, and thermal and radiation diffusion. The numerical procedures described in the text permit the exact conservation of physical properties in the solutions of the fundamental laws of mechanics. The author also treats materials, including the use of simulation programs to predict material behavior.
(Book). Offering tips and tricks on everything from recording and editing to mixing and mastering, this easy-to-use reference unlocks the secrets of Pro Tools, one of the most powerful computer-based digital audio production systems available. Providing step-by-step instruction, this fully illustrated guide covers getting up to speed, configuring and connecting equipment, and explains beginning and advanced techniques that will enable you to record, edit, reformat and reorganize music to match your own creative vision. Includes a CD-ROM with sample projects and exercises. "I have been waiting for a book like this for five years it's now a permanent part of my rack." Ed Cherney, Engineer/Producer (Rolling Stones, Bonnie Raitt, CSN&Y, Hootie & the Blowfish)
In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels - experiencing levels, designing levels, constructing levels, and testing levels. These diverse perspectives offer readers a window into the thought processes that result in memorable open game worlds, chilling horror environments, computer-generated levels, evocative soundscapes, and many other types of gamespaces. This collection invites readers into the minds of professional designers as they work and provides evergreen topics on level design and game criticism to inspire both new and veteran designers. Key Features: Learn about the processes of experienced developers and level designers in their own words Discover best-practices for creating levels for persuasive play and designing collaboratively Offers analysis methods for better understanding game worlds and how they function in response to gameplay Find your own preferred method of level design by learning the processes of multiple industry veterans
Modeling and Simulation: Theory and Practice provides a comprehensive review of both methodologies and applications of simulation and modeling. The methodology section includes such topics as the philosophy of simulation, inverse problems in simulation, simulation model compilers, treatment of ill-defined systems, and a survey of simulation languages. The application section covers a wide range of topics, including applications to environmental management, biology and medicine, neural networks, collaborative visualization and intelligent interfaces. The book consists of 13 invited chapters written by former colleagues and students of Professor Karplus. Also included are several short 'reminiscences' describing Professor Karplus' impact on the professional careers of former colleagues and students who worked closely with him over the years.
Since the first edition of this book was published seven years ago, the field of modeling and simulation of communication systems has grown and matured in many ways, and the use of simulation as a day-to-day tool is now even more common practice. With the current interest in digital mobile communications, a primary area of application of modeling and simulation is now in wireless systems of a different flavor from the traditional' ones. This second edition represents a substantial revision of the first, partly to accommodate the new applications that have arisen. New chapters include material on modeling and simulation of nonlinear systems, with a complementary section on related measurement techniques, channel modeling and three new case studies; a consolidated set of problems is provided at the end of the book.
This book provides state-of-the-art and interdisciplinary topics on solving matrix eigenvalue problems, particularly by using recent petascale and upcoming post-petascale supercomputers. It gathers selected topics presented at the International Workshops on Eigenvalue Problems: Algorithms; Software and Applications, in Petascale Computing (EPASA2014 and EPASA2015), which brought together leading researchers working on the numerical solution of matrix eigenvalue problems to discuss and exchange ideas - and in so doing helped to create a community for researchers in eigenvalue problems. The topics presented in the book, including novel numerical algorithms, high-performance implementation techniques, software developments and sample applications, will contribute to various fields that involve solving large-scale eigenvalue problems.
Known for their visibility and tendency to generate controversy, first-person shooter (FPS) games are cultural icons and powder-kegs in American society. Contributors will examine a range of FPS games such as the Doom, Half-Life, System Shock, Deus Ex, Halo, Medal of Honor and Call of Duty franchises. By applying and enriching a broad range of perspectives, this volume will address the cultural relevance and place of the genre in game studies, game theory and the cultures of game players. Guns, Grenades, and Grunts gathers scholars from all disciplines to bring the weight of contemporary social theory and media criticism to bear on the public controversy and intellectual investigation of first-person shooter games. As a genre, FPS games have helped shepherd the game industry from the early days of shareware distribution and underground gaming clans to contemporary multimillion dollar production budgets, Hollywood-style launches, downloadable content and worldwide professional gaming leagues. The FPS has been and will continue to be a staple of the game market.
The underlying technologies enabling the realization of recent advances in areas like mobile and enterprise computing are artificial intelligence (AI), modeling and simulation, and software engineering. A disciplined, multifaceted, and unified approach to modeling and simulation is now essential in new frontiers, such as Simulation Based Acquisition. This volume is an edited survey of international scientists, academicians, and professionals who present their latest research findings in the various fields of AI; collaborative/distributed computing; and modeling, simulation, and their integration. Whereas some of these areas continue to seek answers to basic fundamental scientific inquiries, new questions have emerged only recently due to advances in computing infrastructures, technologies, and tools. The book¿s principal goal is to provide a unifying forum for developing postmodern, AI-based modeling and simulation environments and their utilization in both traditional and modern application domains. Features and topics: * Blends comprehensive, advanced modeling and simulation theories and methodologies in a presentation founded on formal, system-theoretic and AI-based approaches * Uses detailed, real-world examples to illustrate key concepts in systems theory, modeling, simulation, object orientation, and intelligent systems * Addresses a broad range of critical topics in the areas of modeling frameworks, distributed and high-performance object-oriented simulation approaches, as well as robotics, learning, multi-scale and multi-resolution models, and multi-agent systems * Includes new results pertaining to intelligent and agent-based modeling, the relationship between AI-based reasoning and Discrete-Event System Specification, and large-scale distributed modeling and simulation frameworks * Provides cross-disciplinary insight into how computer science, computer engineering, and systems engineering can collectively provide a rich set of theories and methods enabling contemporary modeling and simulation This state-of-the-art survey on collaborative/distributed modeling and simulation computing environments is an essential resource for the latest developments and tools in the field for all computer scientists, systems engineers, and software engineers. Professionals, practitioners, and graduate students will find this reference invaluable to their work involving computer simulation, distributed modeling, discrete-event systems, AI, and software engineering. |
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