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Books > Computing & IT > Computer software packages > Computer graphics software > General
In plating, electrochemical surface finishing, elec- trochemical reactors as well as in electrochemical energy conversion, there is an increasing demand for high speed and high efficiency processes. These ob- jectives are largely influenced by cell design. The study of such systems requires, besides know-how, a perfect scientific insight into the interaction bet- ween electrode kinetics, cell geometry and mass and charge transport. Needless to say, for that purpose, computer modelling has gained rapidly in importance over the last few years. Indeed, up to the 1960's, only problems with rather simple geometries and amenable to analytical techni- ques were treated. In 1964, Klingert et al. [60], as well as Fleck et al. [42] outlined the first computer programs for calculating current distributions by the finite dif- ference method. F~ve years later, Riggs et al. [94J presented the first electrode shape change simulations. They used also the finite difference method. In 1978, Bergh [ 12J applied at first the - nite element method to predict electrode shape changes. Since then, an increasing number of publi- cations on-computer modelling of electrochemical sys- tems, appeared. Mainly the finite difference or the finite element method were used.
Anhand von Modellen kognitiv-affektiver Prozesse, die im Laufe der letzten 20 Jahre mit verschiedenen Techniken der Simulation und der Konzeptuologie der Cognitive Science entwickelt worden sind, werden neue Wege der psychoanalyti- schen Theorienbildung und deren Anwendung explizit an Beispielen dargestellt. Im Mittelpunkt stehen Computer- simulationsmodelle der Abwehrprozesse und der Generierung von Schlaftr{umen, sowie ein allgemeines Modell der psychoanalytischen Theorie.
Discover how graph databases can help you manage and query highly connected data. With this practical book, you'll learn how to design and implement a graph database that brings the power of graphs to bear on a broad range of problem domains. Whether you want to speed up your response to user queries or build a database that can adapt as your business evolves, this book shows you how to apply the schema-free graph model to real-world problems. This second edition includes new code samples and diagrams, using the latest Neo4j syntax, as well as information on new functionality. Learn how different organizations are using graph databases to outperform their competitors. With this book's data modeling, query, and code examples, you'll quickly be able to implement your own solution. Model data with the Cypher query language and property graph model Learn best practices and common pitfalls when modeling with graphs Plan and implement a graph database solution in test-driven fashion Explore real-world examples to learn how and why organizations use a graph database Understand common patterns and components of graph database architecture Use analytical techniques and algorithms to mine graph database information
Recently there has been considerable interest in qualitative methods in simulation and mathematical model- ing. Qualitative Simulation Modeling and Analysis is the first book to thoroughly review fundamental concepts in the field of qualitative simulation. The book will appeal to readers in a variety of disciplines including researchers in simulation methodology, artificial intelligence and engineering. This book boldly attempts to bring together, for the first time, the qualitative techniques previously found only in hard-to-find journals dedicated to single disciplines. The book is written for scientists and engineers interested in improving their knowledge of simulation modeling. The "qualitative" nature of the book stresses concepts of invariance, uncertainty and graph-theoretic bases for modeling and analysis.
Flexible manufacturing systems are complex production systems with considerable high investment costs. This book intends to show the reader how the design of such a system can be optimized. Thereby it addresses the academic world in management science and industrial engineering as well as system planners in industry. First the design problems are analysed in detail and a planning concept is presented. Afterwards possible tools for the design process are described, as there are: mathematical programming, queueing networks, computer simulation, perturbation analysis, petri nets, group technology, and knowledge based systems. The major part of the book, however, concerns the description of existing optimization models based on mathematical programming. Each model is explained and discussed in detail and for new models, developed by the author, numerical examples are given. Finally some distinct guidelines are presented which help the system planners to select the appropriate model for their planning problems.
The possibilities for creation are endless with 3D printing, sculpting, scanning, and milling, and new opportunities are popping up faster than artists can keep up with them. 3D Technology in Fine Art and Craft takes the mystery out of these exciting new processes by demonstrating how to navigate their digital components and showing their real world applications. Artists will learn to incorporate these new technologies into their studio work and see their creations come to life in a physical form never before possible. Featuring a primer on 3D basics for beginners,interviews, tutorials, and artwork from over 80 artists, intellectual property rights information, and a comprehensive companion website, this book is your field guide to exploring the exhilarating new world of 3D. Follow step-by-step photos and tutorials outlining the techniques, methodologies, and finished products of master artists who have employed 3D technology in new and inventive ways Learn how to enlarge, reduce, and repurpose existing artwork and create virtual pieces in physical forms through a variety of mediums Research your options with an accessible list of pros and cons of the various software, 3D printers, scanners, milling machines, and vendors that provide services in 3D technology Listen to podcasts with the artists and learn more tips and tricks through the book's website at www.digitalsculpting.net
A state-of-the-art guide for the implementation of distributed simulation technology.
Any study on the historical evolution of nations and countries points out the decisive importance of productivity trends. We are all very familiar with the main evolution which started with a hunting society at the dawn of civilization, then moved to an agricultural society, and quickly to craftsmanship and com merce. The beginning of the industrial society dates back to the end of the eighteenth century in England, with the introduction of the assembly line in the textile and smelting industries. However, in the last few decades, we are becoming more and more acutely aware of the paramount importance of the production of "information". Indeed, according to a few economists today, we should be classified as living in an information society which has superseded the industrial society. At this point it simply becomes necessary to talk about the computer informa tion industry, which is more and more pervading our lives, from the personal computer, to the workstation, to information networks and electronic mail, to the blueprint executed by robots, to the supercomputer necessary in any major scientific and engineering task. The computer has already brought about a momentous change in the production line - less and less man-size, more and more robot-size. But this rush to tech nical innovation has not stopped at this point. Artificial intelligence and expert systems are becoming a more and more important factor for production by many enterprises and activities.
Recent technology involves large-scale physical or engineering systems consisting of thousands of interconnected elementary units. This monograph illustrates how engineering problems can be solved using the recent results of combinatorial mathematics through appropriate mathematical modeling. The structural solvability of a system of linear or nonlinear equations as well as the structural controllability of a linear time-invariant dynamical system are treated by means of graphs and matroids. Special emphasis is laid on the importance of relevant physical observations to successful mathematical modelings. The reader will become acquainted with the concepts of matroid theory and its corresponding matroid theoretical approach. This book is of interest to graduate students and researchers.
Changes and additions are sprinkled throughout. Among the significant new features are: * Markov-chain simulation (Sections 1. 3, 2. 6, 3. 6, 4. 3, 5. 4. 5, and 5. 5); * gradient estimation (Sections 1. 6, 2. 5, and 4. 9); * better handling of asynchronous observations (Sections 3. 3 and 3. 6); * radically updated treatment of indirect estimation (Section 3. 3); * new section on standardized time series (Section 3. 8); * better way to generate random integers (Section 6. 7. 1) and fractions (Appendix L, program UNIFL); * thirty-seven new problems plus improvements of old problems. Helpful comments by Peter Glynn, Barry Nelson, Lee Schruben, and Pierre Trudeau stimulated several changes. Our new random integer routine extends ideas of Aarni Perko. Our new random fraction routine implements Pierre L'Ecuyer's recommended composite generator and provides seeds to produce disjoint streams. We thank Springer-Verlag and its late editor, Walter Kaufmann-Bilhler, for inviting us to update the book for its second edition. Working with them has been a pleasure. Denise St-Michel again contributed invaluable text-editing assistance. Preface to the First Edition Simulation means driving a model of a system with suitable inputs and observing the corresponding outputs. It is widely applied in engineering, in business, and in the physical and social sciences.
Das "3. Symposium Simulationstechnik" fand vom 23. bis 26. September 1985 auf der Ebernburg in Bad MUnster am Stein-Ebernburg statt. Diese Tagung setzte die Reihe einer vom FachausschuB 4.5 Simulation ASIM) in der GI ( Gesellschaft fUr Informatik ) ins Leben gerufenen Tagungen fort, die 1982 mit dem "1. Symposium Simulationstechnik" in Erlangen begann, 1983 international en Charakter trug als "First European Simu- lation Congress", durchgefUhrt in Aachen, und 1983 in Wien mit dem "2. Symposium Simulationstechnik" fortgesetzt wurde. Die Beitrige des "3. Symposium Simulationstechnik" wurden von einem in- ternationalen Programmkomitee ( W. Ameling, RWTH Aachen; I. Bausch-Gall, MUnchen; F. Breitenecker, TU-Wien; K.H. Fasol, Ruhr Univ. Bochum; H. Fuss, GMD Bonn; J. Halin, ETH ZUrich; W. Kleinert, TU Wien; D. P. F. Moller, Univ. Mainz; H. J. Munser, Dornier GmbH Friedrichshafen; D. Popovic, Univ. Bremen; H. Rake, RWTH Aachen; B. Schmidt, Univ. Erlangen ) sorg- filtig ausgewihlt und spiegeln den aktuellen Stand der Simulation in Theorie und Praxis wieder. Urn der graBen Bedeutung der Simulation in den Anwendungsbereichen gerecht zu werden, wurde niuht die Ubliche Einteilung der Beitrige in Methodolo- gie, Software, Hardware und Anwendungen vorgenommen, sondern nach Anwen- dungsgruppen klassifiziert, wie folgt: Modellbildungs- und Softwaremethodik Simulationshardware Simulationssprachen und Simulations software Echtzeitsimulatiom Mathematische Verfahren Parameteridentifikation Simulation in Biologie und Medizin Schaltkreissimulation Simulation in technischen Anwendungen Simulation in der Fertigungstechnik Simulation in betriebwirtschaftlichen Anwendungen FUnf Hauptvortrige mit den ThemenkreisenModellbildung, Diagnoseverfahren, Echtzeitsimulation, Biokybernetik, Parameteridentifikation arbeiteten auch prospektive Aspekte der Simulation heraus.
Your real-world introduction to mechanical design with Autodesk Inventor 2016 Mastering Autodesk Inventor 2016 and Autodesk Inventor LT 2016 is a complete real-world reference and tutorial for those learning this mechanical design software. With straightforward explanations and practical tutorials, this guide brings you up to speed with Inventor in the context of real-world workflows and environments. You'll begin designing right away as you become acquainted with the interface and conventions, and then move into more complex projects as you learn sketching, modeling, assemblies, weldment design, functional design, documentation, visualization, simulation and analysis, and much more. Detailed discussions are reinforced with step-by-step tutorials, and the companion website provides downloadable project files that allow you to compare your work to the pros. Whether you're teaching yourself, teaching a class, or preparing for the Inventor certification exam, this is the guide you need to quickly gain confidence and real-world ability. Inventor's 2D and 3D design features integrate with process automation tools to help manufacturers create, manage, and share data. This detailed guide shows you the ins and outs of all aspects of the program, so you can jump right in and start designing with confidence. * Sketch, model, and edit parts, then use them to build assemblies * Create exploded views, flat sheet metal patterns, and more * Boost productivity with data exchange and visualization tools * Perform simulations and stress analysis before the prototyping stage This complete reference includes topics not covered elsewhere, including large assemblies, integrating other CAD data, effective modeling by industry, effective data sharing, and more. For a comprehensive, real-world guide to Inventor from a professional perspective, Mastering Autodesk Inventor 2016 and Autodesk Inventor LT 2016 is the easy-to-follow hands-on training you've been looking for.
The first book to cover Agile Modeling, a new modeling technique created specifically for XP projects eXtreme Programming (XP) has created a buzz in the software development community-much like Design Patterns did several years ago. Although XP presents a methodology for faster software development, many developers find that XP does not allow for modeling time, which is critical to ensure that a project meets its proposed requirements. They have also found that standard modeling techniques that use the Unified Modeling Language (UML) often do not work with this methodology. In this innovative book, Software Development columnist Scott Ambler presents Agile Modeling (AM)-a technique that he created for modeling XP projects using pieces of the UML and Rational's Unified Process (RUP). Ambler clearly explains AM, and shows readers how to incorporate AM, UML, and RUP into their development projects with the help of numerous case studies integrated throughout the book.
Beginning WebGL for HTML5 gets you rapidly up to speed with WebGL, a powerful new graphics language within the browser. You'll render realistic scenes with advanced lighting models, shadows, blending and textures. You'll also use mathematics to model fractals and particle systems. Going beyond that, Beginning WebGL for HTML5 presents advanced vertex and fragment shader usage for creating stunning, top-end results. You'll benefit from using modern frameworks to rapidly develop complex scenes, and make use of many tools to help improve rendering performance and debugging. Beginning WebGL for HTML5 builds your critical WebGL development skills while being enjoyable at each step of the way.* Quickly get up to speed with WebGL * Render realistic scenes * Work faster with frameworks * Improve rendering performance What you'll learn * A scene setup and rendering refresher * Advanced GLSL usages * Rendering realistic scenes with lighting, blending, reflections, shadows and more * The current state of WebGL mobile support * Performance optimizations * Enhancing productivity by using existing frameworks and loading models Who this book is for Beginning WebGL for HTML5 is for the graphics enthusiast who is ready to bring their skillset to the next level and create more realistic, beautiful scenes. Beginning WebGL for HTML5 is a great choice for someone with existing OpenGL or Canvas 2D knowledge wanting to transition to WebGL. It is an excellent choice for those wanting to have high performance graphics coded in minimal time. Table of Contents * Setting The Scene * Shaders 101 * Textures and Lighting * Increasing Realism * Physics * Fractals and Particle Systems * Three.js Framework * Productivity Tools * Debugging and Performance * Effects, Tips and Tricks * Afterword: The Future of WebGL * Appendix A: Essential HTML5 and JavaScript * Appendix B: Graphics Refresher * Appendix C: WebGL Spec.Odds and Ends * Appendix D: Additional Resources
In this book, the modelling of dynamic chemical engineering
processes is presented in a highly understandable way using the
unique combination of simplified fundamental theory and direct
hands-on computer simulation. The mathematics is kept to a minimum,
and yet the nearly 100 examples supplied on a CD-ROM illustrate
almost every aspect of chemical engineering science. Each example
is described in detail, including the model equations. They are
written in the modern user-friendly simulation language Berkeley
Madonna, which can be run on both Windows PC and Power-Macintosh
computers.
Digital fringe projection (DFP) techniques are used for non-contact shape measurement of 3D images. In the rapidly expanding field of 3D high-speed imaging, the demand for DFP continues to grow due to the technology's fast speed, flexibility, low cost, and high accuracy. High-Speed 3D Imaging with Digital Fringe Projection Techniques discusses the generation of digital fringe with digital video projection devices, covering a variety of core technical aspects. The book begins by establishing the theoretical foundations of fringe pattern analysis, reviewing various 3D imaging techniques while highlighting the advantages of DFP. The author then: Describes the differences between digital light processing (DLP), liquid crystal display (LCD), and liquid crystal on silicon (LCoS) Explains how to unwrap phase maps temporally and spatially Shows how to generate fringe patterns with video projectors Demonstrates how to convert phase to coordinates through system calibrations Provides a detailed example of a built-from-scratch 3D imaging system Incorporating valuable insights gained during the author's 15+ years of 3D imaging research, High-Speed 3D Imaging with Digital Fringe Projection Techniques illuminates the pathway to advancement in high-speed 3D optical imaging using DFP.
After two decades of experimentation with the digital, the prevalent paradigm of formal continuity is being revised and questioned by an emerging generation of architects and theorists. While the world struggles with a global housing crisis and the impact of accelerated automation on labour, digital designers' narrow focus on mere style and continuous differentiation seems increasingly out of touch. This issue charts an emerging body of work that is based on a computational understanding of the discrete part or building block - elements that are as scalable, accessible and versatile as digital data. The discrete proposes that a new, digital understanding of assembly, based on parts, contains the greatest promise for a complex, open-ended, adaptable architecture. This approach capitalises on the digital economy and automation, with the potential of the digital to democratise production and increase access. The digital not only has deep implications for how we design and produce architecture; it is first and foremost a new system of production with economic, social and political consequences that need to be taken into account. This issue presents a diverse body of work focused on the notion of the discrete: from design experiments and aesthetics, to urban models, tectonics, distributed robots, new material organisations and post-capitalist scenarios engaging with automation. Contributors: Viola Ago, Mario Carpo, Emmanuelle Chiappone-Piriou, Mollie Claypool, Manuel Jimenez Garcia, Daniel Koehler and Rasa Navasaityte, Immanuel Koh, Neil Leach, Ryan Manning, Philippe Morel, M Casey Rehm, Jose Sanchez, Marrikka Trotter, Manja van de Worp, Maria Yablonina and Lei Zheng. Featured Architects: Kengo Kuma, Lab-eds, Plethora Project, MadM, EZCT, Eragatory and Studio Kinch.
From the Foreword: "Dietmar Hildenbrand's new book, Introduction to Geometric Algebra Computing, in my view, fills an important gap in Clifford's geometric algebra literature...I can only congratulate the author for the daring simplicity of his novel educational approach taken in this book, consequently combined with hands on computer based exploration. Without noticing, the active reader will thus educate himself in elementary geometric algebra algorithm development, geometrically intuitive, highly comprehensible, and fully optimized." --Eckhard Hitzer, International Christian University, Tokyo, Japan Geometric Algebra is a very powerful mathematical system for an easy and intuitive treatment of geometry, but the community working with it is still very small. The main goal of this book is to close this gap with an introduction to Geometric Algebra from an engineering/computing perspective. This book is intended to give a rapid introduction to computing with Geometric Algebra and its power for geometric modeling. From the geometric objects point of view, it focuses on the most basic ones, namely points, lines and circles. This algebra is called Compass Ruler Algebra, since it is comparable to working with a compass and ruler. The book explores how to compute with these geometric objects, and their geometric operations and transformations, in a very intuitive way. The book follows a top-down approach, and while it focuses on 2D, it is also easily expandable to 3D computations. Algebra in engineering applications such as computer graphics, computer vision and robotics are also covered.
Expert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes. New to the Third EditionCompletely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting. The Foundation for Successful 3D ProgrammingThe book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation. An Introduction to Creating Real and Active Virtual WorldsThis updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays. Web ResourceA supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors' GDC tutorials.
CINEMA 4D is a fully integrated 3D modeling, animation, and rendering package used extensively in the film, television, science, architecture, and engineering industries. Generally ranked as the 3rd most widely used 3D application, CINEMA 4D is widely praised for its stability, speed, and ease of use. Recent film and broadcast productions that have used CINEMA 4D include Beowulf, The Golden Compass, Spider-Man 3, Open Season, Monster House, Superman Returns, Polar Express, and Monday Night Football. This 3e of CINEMA 4D is updated to address the latest release of the application as well as its critically acclaimed MoGraph module. Packed with full-color illustrations that engage and inspir novice and seasoned users alike, this artist's project sourcebook teaches how to use the application with a tutorial approach that gets the reader creating 3D objects in the very first pages and builds skills progressively as they proceed to learn the complete toolset.
SQL is full of difficulties and traps for the unwary. You can avoid them if you understand relational theory, but only if you know how to put that theory into practice. In this book, Chris Date explains relational theory in depth, and demonstrates through numerous examples and exercises how you can apply it to your use of SQL. This third edition has been revised, extended, and improved throughout. Topics whose treatment has been expanded include data types and domains, table comparisons, image relations, aggregate operators and summarization, view updating, and subqueries. A special feature of this edition is a new appendix on NoSQL and relational theory. Could you write an SQL query to find employees who have worked at least once in every programming department in the company? And be sure it's correct? Why is proper column naming so important? Nulls in the database cause wrong answers. Why? What you can do about it? How can image relations help you formulate complex SQL queries? SQL supports "quantified comparisons," but they're better avoided. Why? And how? Database theory and practice have evolved considerably since Codd first defined the relational model, back in 1969. This book draws on decades of experience to present the most up to date treatment of the material available anywhere. Anyone with a modest to advanced background in SQL can benefit from the insights it contains. The book is product independent.
Simulations are widely used in the military for training personnel, analyzing proposed equipment, and rehearsing missions, and these simulations need realistic models of human behavior. This book draws together a wide variety of theoretical and applied research in human behavior modeling that can be considered for use in those simulations. It covers behavior at the individual, unit, and command level. At the individual soldier level, the topics covered include attention, learning, memory, decisionmaking, perception, situation awareness, and planning. At the unit level, the focus is on command and control. The book provides short-, medium-, and long-term goals for research and development of more realistic models of human behavior. Table of Contents Front Matter Executive Summary 1 Introduction 2 Human Behavior Representation: Military Requirements and Current Models 3 Integrative Architectures for Modeling the Individual Combatant 4 Attention and Multitasking 5 Memory and Learning 6 Human Decision Making 7 Situation Awareness 8 Planning 9 Behavior Moderators 10 Modeling of Behavior at the Unit Level 11 Information Warfare: A Structural Perspective 12 Methodological Issues and Approaches 13 Conclusions and Recommendations References Appendix: Biographical Sketches Index
In this new era of computing, where the iPhone, iPad, Xbox Kinect, and similar devices have changed the way to interact with computers, many questions have risen about how modern input devices can be used for a more intuitive user interaction. Interaction Design for 3D User Interfaces: The World of Modern Input Devices for Research, Applications, and Game Development addresses this paradigm shift by looking at user interfaces from an input perspective. The book is divided into four parts: Theory of input devices and user interfaces, with an emphasis on multi-touch interaction Advanced topics on reducing noise on input devices using Kalman Filters A collection of hands-on approaches that allows the reader to gain experience with some devices A case study examining speech as input Most of the chapters contain exercises that provide practical experience to enhance knowledge of the material in the related chapter. With its hands-on approach and the affordability of the required hardware, this book is an excellent flexible resource for both the novice and the expert in 3D user input device development. Researchers and practitioners will gain a much deeper understanding about user input devices and user interfaces. Game developers and software designers will find new techniques to improve their products by adding intuitive user interaction mechanisms to their games and applications. In addition to the resources provided in the book, its companion website, http://3DInputBook.com, provides additional resources, which include: additional exercises and project ideas, additional chapters, source code, and class instructors' resources. The additional resources are provided to keep helping you with new research and new technology as it becomes available to help you stay up to date.
Wolfgang Engel's GPU Pro 360 Guide to Mobile Devices gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers computer graphics in mobile devices. This volume is complete with 18 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Mobile Devices is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges
A complete handbook on a critical issue for today’s business leaders–how to improve customer satisfaction, control costs, and maximize profits Producing a product or service to heighten customer satisfaction–and doing so cost effectively–do not have to be mutually exclusive objectives. With Market Driven Enterprise, Amiya Chakravarty presents a state-of-the-art, clearly designed framework for responding to market forces while keeping total costs in check. The book’s twelve chapters are divided into three sections: interfaces and decision-making in an enterprise, product design and time-to-market, and responsive supply chains and manufacturing. A generous supply of real-world examples and more than 200 illustrations enhance the book’s readability–as does its detailed table of contents breaking down each chapter into subsections for quick reference. Some of the book’s most valuable features include:
For students and professionals in business and engineering, production and operations management, marketing, or production and design engineering, Market Driven Enterprise is an essential handbook. Anyone whose business is striving to attain an optimal position in a demanding marketplace will find it an excellent place to start. |
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