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Showing posts with label Computer Science. Show all posts
Showing posts with label Computer Science. Show all posts

Deitel: Android: How to Program with an Introduction to Java

The Deitels' App-Driven, Live Code Approach is simply the best way to master Android programming! The Deitels teach Android programming through twelve complete, working Android Apps. Each chapter presents new concepts through a single App. The authors first discuss what the App does, show screen shots, test drive the App, and present an overview of the technologies and architecture used to build it. Next, the authors walk through building the App, presenting complete code and providing a detailed "Live Code" walkthrough. As part of the code walkthrough, they discuss essential programming concepts, and demonstrate the functionality of relevant Android 2.x APIs. Readers will gain hands-on experience with a wide spectrum of essential Android APIs. The book also has an extensive introduction to programming using the Java language, making this book appropriate for Java courses that want to add an app-programming flavor.

Contents
  • 1 Introduction to Android
  • 2 Android Market and App Business Issues
  • 3 Welcome App
  • 4 Tip Calculator App
  • 5 Favorite Twitter® Searches App
  • 6 Flag Quiz Game App
  • 7 Cannon Game App
  • 8 SpotOn Game App
  • 9 Doodlz App
  • 10 Address Book App
  • 11 Route Tracker App
  • 12 Slideshow App
  • 13 Enhanced Slideshow App
  • 14 Weather Viewer App
Appendices 
  • A Introduction to Java Applications
  • B Introduction to Classes, Objects, Methods and Strings
  • C Control Statements
  • D Methods: A Deeper Look
  • E Arrays and ArrayLists
  • F Classes and Objects: A Deeper Look
  • G Object-Oriented Programming: Inheritance and Polymorphism
  • H Exception Handling: A Deeper Look
  • I GUI Components and Event Handling
  • J Other Topics
  • K Operator Precedence Chart 
  • L Primitive Types 
Index 

Key Features
  • App-driven approach. Concepts are presented in the context of 12 complete working Android apps in the print book and several more online. Each of the app chapters begins with an introduction to the app, an app test-drive showing one or more sample executions and a technologies overview. Then a detailed code walkthrough of the app’s source code discusses the programming concepts and demonstrates the functionality of the Android APIs used in the app.
  • Android Smartphone Apps. The Deitels cover many of the features included in the Android Software Development Kit (SDK), including Bluetooth, Google Maps, the Camera APIs, graphics APIs and support for multiple screen sizes and resolutions.
  • Android Tablet Apps. The authors cover many Android features for developing tablet apps, including property animation, action bar and fragments.
  • Android Maps APIs. The Route Tracker App uses the Android Maps APIs which allow you to incorporate Google™ Maps in your app. Before developing any app using the Maps APIs, you must agree to the Android Maps APIs Terms of Service (including the related Legal Notices and Privacy Policy) at code.google.com/android/maps-api-tos.pdf
  • Eclipse. The free Eclipse integrated development environment (IDE) combined with the free Android SDK and the free Java Development Kit (JDK), provide everything you’ll need to develop and test Android apps.
  • Testing on Android SmartPhones, Tablets and the Android Emulator. For the best experience in this course, you should test your apps on actual Android smartphones and tablets. But you can still have a meaningful experience just using the Android emulator (see the Before You Begin section).
  • Multimedia. The apps use a broad range of Android multimedia capabilities, including graphics, images, frame-by-frame animation, property animation, audio, video, speech synthesis and speech recognition.
  • Android Best Practices. The authors adhere to accepted Android best practices, pointing them out in the detailed code walkthroughs.
  • Web Services. Web services allow you to use the web as an extraordinary collection of services–many of which are free. The exercises encourage you to explore the vast array of available web services.
  • (Early Objects) Java Content Can Be Used With Java SE 6 or Java SE 7. The Java Standard Edition (SE) 7 features are in modular easy-to-include-or-omit sections. Studying objects and classes early helps novice readers master these concepts more thoroughly before attempting the object-oriented Android material.
  • Exception Handling. The Deitelsintegrate basic exception handling early in the Java content then present a richer treatment in Appendix H.
  • Classes Arrays and ArrayList Collections. Appendix E covers class Arrays– which contains methods for performing common array manipulations–and generic class ArrayList–which implements a dynamically resizable array-like data structure. Appendix J introduces Java’s generic collections that are used frequently in our Android treatment and for which Android has some similar classes.
  • Multithreading. Maintaining app responsiveness is a key to building robust Android apps and requires extensive use of Android multithreading. Appendix J introduces multithreading fundamentals, showing the features that we use in several of our Android apps. In addition, the authors present Java’s SwingWorker class for multithreading in GUI apps. Android’s AsyncTask class, which is used in several of our Android apps, closely parallels the SwingWorker class.
  • GUI Presentation. Appendix I introduces Java GUI development. Android provides its own GUI components, so this appendix presents only a few Java GUI components, focussing on event-handling techniques that are used in all Android GUIs. The appendix introduces nested classes and anonymous inner classes, which are frequently used in Android programming.
  • The Student Companion Website contains the following resources: Additional app-development chapters; and Source code for the examples in the book.

About the Authors
  • Paul J. Deitel, CEO and Chief Technical Officer of Deitel & Associates, Inc., is a graduate of the MIT Sloan School of Management, where he studied Information Technology. He holds the¿Java Certified Programmer and¿Java Certified Developer professional certifications, and has been designated by Sun Microsystems as a Java Champion—"a prominent member of the Java community whose input is solicited by the company in order to improve the Java platform." He has delivered programming language courses to clients including numerous Fortune 1000 companies, government organizations and the military. Paul is one of the world's most experienced corporate trainers. He has also lectured on C and Java for the Boston Chapter of the Association for Computing Machinery. The Deitels are the world's best-selling programming language textbook authors.
  • Dr. Harvey M. Deitel, Chairman and Chief Strategy Officer of Deitel & Associates, Inc., has 46 years of academic and industry experience in the¿computer field. Dr. Deitel earned B.S. and M.S. degrees from the Massachusetts Institute of¿Technology and a Ph.D. from Boston University. He has 20 years of college teaching experience, including earning tenure and serving as the Chairman of the¿Computer Science Department at Boston College before founding Deitel & Associates, Inc. He and Paul are the co-authors of several dozen books and multimedia packages. With translations published in many languages, the Deitels' texts have earned international recognition and are used in over 150 countries. Dr. Deitel has delivered hundreds of professional seminars to major corporations, academic institutions, government organizations and the military.

Book Details

  • Paperback: 850 pages
  • Publisher: Prentice Hall; 1 edition (February 18, 2012)
  • Language: English
  • ISBN-10: 0132990547
  • ISBN-13: 978-0132990547
  • Product Dimensions: 9.1 x 6.9 x 1.2 inches
List Price: $128.00 
 

Dix: Discovering AutoCAD 2012

Discovering AutoCAD 2012 by Mark Dix and Paul Riley presents a hands-on, activity-based approach to the use of AutoCAD as a drafting tool–complete with techniques, tips, shortcuts, and insights that improve efficiency. Topics and tasks are carefully grouped to lead students logically through the AutoCAD command set, with the level of difficulty increasing steadily as skills are acquired through experience and practice. Straightforward explanations focus on what is relevant to actual drawing procedures, and illustrations show exactly what to expect on the computer screen. This edition features Web-based exercises, projects, and new test questions for each chapter.

Contents
Part One Basic Two-Dimensional Entities
  • CHAPTER 1 Lines and Essential Tools
  • CHAPTER 2 Circles and Drawing Aids
  • CHAPTER 3 Layers, Colors, and Linetypes
  • CHAPTER 4 Templates, Copies, and Arrays
  • CHAPTER 5 Arcs and Polar Arrays
  • CHAPTER 6 Object Snap
Part Two Text, Dimensions, and Other Complex Entities
  • CHAPTER 7 Text
  • CHAPTER 8 Dimensions
  • CHAPTER 9 Polylines
  • CHAPTER 10 Blocks, Attributes, and External References
Part Three Isometric Drawing and Three-Dimensional Modeling
  • CHAPTER 11 Isometric Drawing
  • CHAPTER 12 3D Modeling
  • CHAPTER 13 More Modeling Techniques and Commands
APPENDIX A Drawing Projects
APPENDIX B Creating Customized Panels
APPENDIX C Menus, Macros, and the CUI Dialog Box
APPENDIX D Additional Tools for Collaboration
Glossary
Index
Key Features
  • Lessons are broken down into tasks listed at the beginning of each section, introducing students to the AutoCAD commands using a structured, intuitive approach and helping students anticipate what information will be needed at each new phase of the learning process.
  • General Procedure boxes appear as new commands are introduced, providing a simple overview of basic command procedures in a step-by-step format.
  • Detailed graphics appear throughout the text, demonstrating what students should expect to see on their screens and encouraging self-paced study.
  • Unique icons and typeface appear within the chapter, identifying hands-on AutoCAD instructions.
  • Drawing problems appear at the end of the chapter, helping students apply newly learned techniques immediately to realistic drawing situations. This includes drawing suggestions, timesaving tips, and explanations of how to use techniques in actual situations.
  • High-quality working drawings accompany drawing problems, appearing in a large, clearly dimensioned format on each right-hand page. This includes mechanical, architectural, civil, and electrical drawings.
  • Drawing projects appear in Appendix A, giving students additional review and practice. This appendix provides 3D models of 36 objects drawn in 2D in earlier chapters.

Book Details

Paperback: 696 pages
Publisher: Prentice Hall; 1 edition (© 2012)
Language: English
ISBN-10: 0132658240
ISBN-13: 978-0132658249
Product Dimensions: 10.8 x 8.4 x 0.9 inches
List Price: $103.40

Davis: How to Do Everything Samsung Galaxy Tab

Get the most out of your Samsung GALAXY Tab. At last--a tablet that puts the power of a full computer right in your hands! This hands-on guide shows you show to tap into your Galaxy Tab's full range of business productivity and entertainment features. How to Do Everything: Samsung GALAXY Tab teaches you how to connect to wireless networks, sync data with your PC or Mac, browse the Web, use e-mail, and much more. Harness the power of the Android operating system, maximize the built-in and third-party applications, and maintain and troubleshoot your Galaxy Tab with help from this practical, time-saving resource.

Key Features
  • Set up, navigate, and customize your Galaxy Tab.
  • Connect seamlessly to as many wireless networks as you need.
  • Synchronize your Galaxy Tab with your PC or Mac using Samsung Kies.
  • Play movies on your Galaxy Tab or your TV.
  • Take photos and videos and share them online and offline.
  • Check e-mail, communicate with instant messaging, and browse the Web from anywhere.
  • Keep up with your social networks on the go.
  • Read e-books and PDFs in the palm of your hand.
  • Navigate easily with Google Maps.
  • Install and use versatile applications from the Android Market.
  • Troubleshoot, maintain, and secure your Galaxy Tab.
  • Connect to your work network via virtual private networking.

Table of contents
  • 1. Get Up and Running with the Galaxy Tab
  • 2. Customize the Galaxy Tab to Suit You
  • 3. Load and Manage the Galaxy Tab with Samsung Kies
  • 4. Play Music on the Galaxy Tab
  • 5. Watch Movies and Videos on the Galaxy Tab
  • 6. Use the Camera and Make the Most of Photos and Videos
  • 7. Browse the Web
  • 8. Set Up and Use E-mail
  • 9. Keep Up with Your Social Networks
  • 10. Stay in Touch with Instant Messaging
  • 11. Read e-Books, Newspapers, and Magazines on Your Galaxy Tab
  • 12. Make the Most of Apps
  • 13. Learn Three Tricks to Take the Galaxy Tab to the Max
  • 14. Troubleshoot and Update the Galaxy Tab
  • Index

About the Author
  • Guy Hart-Davis is the author of more than 60 computer books, including How to Do Everything: iPod, iPhone, & iTunes, Fifth Edition, iPad & iPhone Administrator’s Guide, Integrating Macs into Windows Networks, and Mac OS X System Administration.

Book Details

  • Paperback: 416 pages
  • Publisher: McGraw-Hill Osborne Media; 1 edition (April 11, 2012)
  • Language: English
  • ISBN-10: 0071771093
  • ISBN-13: 978-0071771092
  • Product Dimensions: 9.1 x 7.2 x 1.1 inches
List Price: $25.00 
 

Mitchell: Game Design Essentials

An easy-to-follow primer on the fundamentals of digital game design. The quickly evolving mobile market is spurring digital game creation into the stratosphere, with revenue from games exceeding that of the film industry. With this guide to the basics, you'll get in on the game of digital game design while you learn the skills required for story boarding, character creation, environment creation, level design, programming, and testing.

Key Features
  • Teaches basic skill sets in the context of current systems, genres, and game-play styles.
  • Demonstrates how to design for different sectors within gaming including console, PC, handheld, and mobile.
  • Explores low-poly modeling for game play.
  • Addresses character and prop animation, lighting and rendering, and environment design.
  • Discusses the path from concept to product, including pre- and post-production.
  • Includes real-world scenarios and interviews with key studio and industry professionals.

With Game Design Essentials, you'll benefit from a general-but-thorough overview of the core art and technology fundamentals of digital game design for the 21st century.

Contents 
  • Introduction
  • Chapter 1 Game Design Origins
  • Chapter 2 Gameplay Styles
  • Chapter 3 Core Game Design Concepts
  • Chapter 4 Visual Design
  • Chapter 5 Detailed Development of Visuals
  • Chapter 6 Navigation and Interfaces
  • Chapter 7 Designing Levels and the Game Design Document
  • Chapter 8 Sound
  • Chapter 9 Job Descriptions, Game Tracking, and Legal Issues
  • Chapter 10 Distribution and Marketing
  • Appendix A Answers to Review Questions
  • Appendix B Education, Training, and Working in Games
  • Appendix C Game Design Document
  • Index

About the Author
  • Briar Lee Mitchell is a partner in the gaming company Star Mountain Studios, as well as a creator of the successful adventure game Apparitions, made with SyFy's ghost hunters, Jason Hawes and Grant Wilson. She was previously a lead artist at Universal Studios Games Division, overseeing the art for K-6 edutainment computer games. Her career began in the 1980s with Lucasfilm and the Smithsonian on their first interactive laserdisc, The Life and Times of Albert Einstein. Mitchell has a master's degree in medical and biological illustration from the University of California, San Francisco, and she has worked for Johns Hopkins, Harvard, and Yale medical institutions producing medical/forensic illustrations and animations. She has also taught courses in visual effects, animation, and game art design at the college level.

Book Details

  • Paperback: 320 pages
  • Publisher: Sybex; 1 edition (April 3, 2012)
  • Language: English
  • ISBN-10: 1118159276
  • ISBN-13: 978-1118159279

List Price: $39.99 
 

Finkelstein: AutoCAD 2012 & AutoCAD LT 2012 Bible with DVD

The latest version of this perennial favorite, in-depth, reference-tutorial. This top-selling book has been updated by AutoCAD guru and author Ellen Finkelstein to provide you with the very latest coverage of both AutoCAD 2012 and AutoCAD LT 2012. It begins with a Quick Start tutorial, so you start creating right away. From there, the book covers so much in-depth material on AutoCAD that it is said that even Autodesk employees keep this comprehensive book at their desks. A DVD is included that features before-and-after drawings of all the tutorials and plenty of great examples from AutoCAD professionals.

If you're eager to create 2D and 3D technical drawings with AutoCAD 2012, the AutoCAD 2012 and AutoCAD LT2012 Bible is what you need!

Contents
Part I: Introducing AutoCAD and AutoCAD LT Basics.
  • Quick Start: Drawing a Windo. 
  • Chapter 1: Starting to Draw.
  • Chapter 2: Opening a Drawing.
  • Chapter 3: Using Commands.
  • Chapter 4: Specifying Coordinates.
  • Chapter 5: Setting Up a Drawing.
Part II: Drawing in Two Dimensions.
  • Chapter 6: Drawing Simple Lines.
  • Chapter 7: Drawing Curves and Points.
  • Chapter 8: Viewing Your Drawing.
  • Chapter 9: Editing Your Drawing with Basic Tools.
  • Chapter 10: Editing Your Drawing with Advanced Tools.
  • Chapter 11: Organizing Drawings with Layers and Object Properties.
  • Chapter 12: Obtaining Information from Your Drawing.
  • Chapter 13: Creating Text.
  • Chapter 14: Drawing Dimensions.
  • Chapter 15: Creating Dimension Styles.
  • Chapter 16: Drawing Complex Objects.
  • Chapter 17: Plotting and Printing Your Drawing.
Part III: Working with Data.
  • Chapter 18: Working with Blocks.
  • Chapter 19: Adding Attributes to Blocks.
  • Chapter 20: Referencing Other Drawings.
Part IV: Drawing in Three Dimensions.
  • Chapter 21: Specifying 3D Coordinates.
  • Chapter 22: Viewing 3D Drawings.
  • Chapter 23: Creating 3D Surfaces.
  • Chapter 24: Creating Solids and Editing in 3D.
  • Chapter 25: Rendering in 3D.
Part V: Organizing and Managing Drawings.
  • Chapter 26: Keeping Control of Your Drawings.
  • Chapter 27: Working with Other Applications.
  • Chapter 28: Creating Electronic Output.
Part VI: Customizing AutoCAD and AutoCAD LT.
  • Chapter 29: Customizing Commands, Toolbars, and Tool Palettes.
  • Chapter 30: Creating Macros and Slide Shows.
  • Chapter 31: Creating Your Own Linetypes and Hatch Patterns.
  • Chapter 32: Creating Shapes and Fonts.
  • Chapter 33: Customizing the Ribbon and Menus.
Part VII: Programming AutoCAD.
  • Chapter 34: Understanding AutoLISP and Visual LISP Basics.
  • Chapter 35: Exploring AutoLISP Further.
  • Chapter 36: Exploring Advanced AutoLISP Topics.
  • Chapter 37: Programming with .NET.
Part VIII: Appendixes.
  • Appendix A: Installing and Configuring AutoCAD and AutoCAD LT.
  • Appendix B: AutoCAD and AutoCAD LT Resources.
  • Appendix C: What’s on the DVD.
Bonus Chapter.
Bonus Chapter: Working with External Databases.
Index.

Key Features
  • Explains in depth both AutoCAD 2012 and AutoCAD LT 2012.
  • Written by Ellen Finkelstein, a long-time AutoCAD instructor and very popular author of many editions of the AutoCAD Bible.
  • Starts with a tutorial on AutoCAD 2012 that covers the basics of creating drawings, using commands, and specifying coordinates.
  • Builds on early chapters to cover more complex 2D and 3D drawing techniques Discusses advanced topics such as customization and programming AutoCAD using AutoLISP and VBA.
  • Features a DVD with before-and-after drawings for each tutorial, and more.

What's on the DVD?
  • Trial versions of both AutoCAD 2012 and AutoCAD LT 2012.
  • Over 130 before-and-after drawings from working AutoCAD professionals.
  • A selection of helpful add-on programs.
  • Video tutorials to help you with complex features.
  • Bonus chapter on working with external databases.

Book Details

  • Paperback: 1296 pages
  • Publisher: Wiley; 1 edition (2012)
  • Language: English
  • ISBN-10: 1118022211
  • ISBN-13: 978-1118022214
  • Product Dimensions: 9.1 x 7.4 x 1.9 inches
List Price: $49.99
 

Oehler: IBM Cognos TM1 The Official Guide

The only official guide to IBM Cognos TM1. Deliver timely, accurate, and actionable performance management solutions to users across your enterprise. Filled with expert advice from a team of IBM professionals, IBM Cognos TM1: The Official Guide shows you how to deploy and maintain a dynamic planning, forecasting, and scenario analytic solution. Learn the latest Cognos TM1 10.1 best practices on how to model Cognos TM1 cubes, develop highly agile performance management solutions, generate feature-rich reports, and employ dashboards and scorecards. Securing, sizing, and performance tuning are also covered in this IBM-authorized resource. This book can also be used with former TM1 versions.

Key Features
  • Build Cognos TM1 models with cubes, dimensions, rules, and TurboIntegrator processes.
  • Load data and establish workflow using the TurboIntegrator.
  • Model and analyze multidimensional business processes.
  • Develop applications using Excel and Cognos TM1 Web.
  • Manage high user volumes with scaling and concurrency.
  • Assign and enforce roles, privileges, and permissions.
  • Deliver custom reports to end users through dashboards.
  • Use KPIs and balanced scorecards to monitor performance.

Table of contents
Part I: Introduction
  • 1. Challenges to Meeting Enterprise Performance Management Requirements
  • 2. The Promise of In-Memory Analytics with IBM Cognos TM1
  • 3. Evolution of IBM Cognos TM1
Part II: Develop and Manage Cognos TM1 Solutions
  • 4. The T of Cognos TM1
  • 5. Cognos TM1 Building Blocks: Cubes, Dimensions, Elements
  • 6. Building Business Logic: Rules
  • 7. Cognos TM1 Building Blocks: TurboIntegrator
  • 8. Deploying Cognos TM1 Solutions via Microsoft Excel
  • 9. Enhancing the User Experience
  • 10. Under the Hood
  • 11. Data Loading and Scaling
  • 12. User Scaling
  • 13. Cognos TM1 Server in Production
Part III: Business Solutions with IBM Cognos TM1
  • 14. Business Modeling with Cognos TM1
  • 15. Sales and Profitability Analysis
  • 16. Budgeting
  • 17. Costing
  • 18. Production Planning and Costing Analysis
  • 19. Profit and Cash Flow Planning
  • 20. Driver-Based Planning with Rolling Forecast
  • 21. Multiyear Scenario Planning
  • 22. KPIs, Dashboards, and Balanced Scorecards
  • 23. Group Performance Management
  • 24. Risk Management
Index

About the Author
  • Dr. Karsten Oehler is head of the performance management client technical professionals (CTP) with IBM Deutschland GmbH, Frankfurt. He has published four books and more than 130 articles on IT systems for financial management. Dr. Oehler is a visiting lecturer at several universities in Germany.
  • Jochen Gruenes managed the German competence center for Cognos TM1 within the technical sales organization for IBM Deutschland GmbH and has led several projects and workshops on the enhanced uses of TM1.
  • Dr. Christopher Ilacqua is an experienced Cognos TM1 practitioner with over 20 years spent working with TM1 as a customer, OEM Manager, and Director of Product Management & Marketing, helping customers globally seeking to improve their planning, forecasting, and analysis solutions.

Book Details

  • Paperback: 800 pages
  • Publisher: McGraw-Hill Osborne Media; 1 edition (February, 2012)
  • Language: English
  • ISBN-10: 0071765697
  • ISBN-13: 978-0071765695
  • Product Dimensions: 9 x 7.3 x 1.7 inches
List Price: $70.00 
 

Petkovic: Microsoft SQL Server 2012 A Beginners Guide 5th Edition

Get up and running on Microsoft SQL Server 2012 in no time with help from this thoroughly revised, practical resource. Filled with real-world examples and hands-on exercises, Microsoft SQL Server 2012: A Beginner's Guide, Fifth Edition starts by explaining fundamental relational database system concepts. Then, you'll learn how to write Transact-SQL statements, execute simple and complex database queries, handle system administration and security, and use the powerful analysis, business intelligence, and reporting tools. XML, spatial data, and full-text search are also covered in this step-by-step tutorial.

Table of contents
Part I: Basic Concepts and Installation
  • Chapter 1. Relational Database Systems: An Introduction
  • Chapter 2. Planning the Installation and Installing SQL Server
  • Chapter 3. SQL Server Management Studio
Part II: Transact-SQL Language
  • Chapter 4. SQL Components
  • Chapter 5. Data Definition Language
  • Chapter 6. Queries
  • Chapter 7. Modification of a Table's Contents
  • Chapter 8. Stored Procedures and User-Defined Functions
  • Chapter 9. System Catalog
  • Chapter 10. Indices
  • Chapter 11. Views
  • Chapter 12. Security System of the Database Engine
  • Chapter 13. Concurrency Control
  • Chapter 14. Triggers
Part III: SQL Server: System Administration
  • Chapter 15. System Environment of the Database Engine
  • Chapter 16. Backup, Recovery, and System Availability
  • Chapter 17. Automating System Administration Tasks
  • Chapter 18. Data Replication
  • Chapter 19. Query Optimizer
  • Chapter 20. Performance Tuning
Part IV: SQL Server and Business Intelligence
  • Chapter 21. Business Intelligence: An Introduction
  • Chapter 22. SQL Server Analysis Services
  • Chapter 23. Business Intelligence and Transact-SQL
  • Chapter 24. SQL Server Reporting Services
  • Chapter 25. Optimizing Techniques for Relational Online Analytical Processing
Part V: Beyond Relational Data
  • Chapter 26. SQL Server and XML
  • Chapter 27. Spatial Data
  • Chapter 28. SQL Server Full-Text Search
Index

About the Author
  • Dusan Petkovic is a professor in the Department of Computer Science at the Polytechnic in Rosenheim, Germany. He is the bestselling author of four editions of SQL Server: A Beginner's Guide and has authored numerous articles for SQL Server Magazine and technical papers for Embarcadero.

Book Details

  • Paperback: 832 pages
  • Publisher: McGraw-Hill Osborne Media; 5 edition (March, 2012)
  • Language: English
  • ISBN-10: 0071761608
  • ISBN-13: 978-0071761604
  • Product Dimensions: 9.1 x 7.3 x 1.8 inches
List Price: $40.00 

Evans: Social Media Marketing: An Hour a Day 2nd Edition

Social Media Marketing: An Hour a Day 2nd Edition by Dave Evans and Susan Bratton updated with 100 pages of new content, this edition is better than ever.

In the newest edition of his top-selling book, social media expert Dave Evans bypasses theory to provide you with practical, hands-on advice on developing, implementing, and measuring social media marketing campaigns. In what can be an overwhelming topic, he demystifies the jargon, dispels the myths, and helps you develop an effective, day-by-day plan.

Revised and updated with more than 100 pages of new material on all the latest developments, Evans includes new and updated coverage on Facebook, Twitter, and Google+; the latest on listening and analytics platforms; how to incorporate mobile and location-based services like Foursquare and Gowalla into your plan; and more.

Key Features
  • Helps marketers, advertisers, and small business owners quickly develop effective, practical approaches to social media marketing campaigns.
  • Highlights the latest you should know about Facebook, Twitter, and Google+; as well as mobile- and location-based services such as Foursquare and Gowalla.
  • Shows you how to track and measure results and integrate that information into your overall marketing plan.
  • Features case studies, step-by-step instructions, and hands-on tutorials.

If you've been seeking ways to break down social media marketing into tasks you can handle and campaigns that deliver, this is the book you need.

Contents
Part I The Foundation of Social Media
  • Chapter 1 Backlash
  • Chapter 2 The Marketer’s Dilemma
  • Chapter 3 What Is Social Media?
  • Chapter 4 Week 1: Web 2.0, The Social Web
  • Chapter 5 Week 2: The Social Feedback Cycle
  • Chapter 6 Week 3: Touchpoint Analysis
  • Chapter 7 Week 4: Influence and Measurement
  • Chapter 8 Week 1: Build a Social Media Campaign
  • Chapter 9 Week 2: Social Platforms
  • Chapter 10 Week 3: Social Content—Text, Photos, Audio, and Video
  • Chapter 11 Week 4: Social Content—Ratings, Reviews, and Recommendations
  • Chapter 12 Week 5: Social Interactions
  • Chapter 13 Week 1: Objectives, Metrics, and ROI
  • Chapter 14 Week 2: Present Your Social Media Plan
Appendices 
  • Appendix A Worksheets
  • Appendix B Additional Social Media Resources
Index

About the Author
  • Dave Evans is a VP of social strategy at Social Dynamx, a software firm delivering a scalable social media platform for customer care. Dave has been involved with social media programs for clients including Intel, Dell, Pepsi, the Dallas/Fort Worth and Bangalore International Airports, and others. He serves on the advisory boards for social technology startups including Friend2Friend and Netbase. He is also a ClickZ columnist and frequent keynote presenter, and has served on the advisory board for ad:tech and the Measurement and Metrics Council for the Word of Mouth Marketing Association.

Book Details

  • Paperback: 432 pages
  • Publisher: Sybex; 2 edition (March 13, 2012)
  • Language: English
  • ISBN-10: 1118194497 
  • ISBN-13: 978-1118194492
  • Product Dimensions: 8.3 x 5.9 x 1 inches
List Price: $29.99 
 

Beane: 3D Animation Essentials

The essential fundamentals of 3D animation for aspiring 3D artists. 3D is everywhere--video games, movie and television special effects, mobile devices, etc. Many aspiring artists and animators have grown up with 3D and computers, and naturally gravitate to this field as their area of interest. Bringing a blend of studio and classroom experience to offer you thorough coverage of the 3D animation industry, this must-have book shows you what it takes to create compelling and realistic 3D imagery.

Key Features
  • Serves as the first step to understanding the language of 3D and computer graphics (CG).
  • Covers 3D animation basics: pre-production, modeling, animation, rendering, and post-production.
  • Dissects core 3D concepts including design, film, video, and games.
  • Examines what artistic and technical skills are needed to succeed in the industry.
  • Offers helpful real-world scenarios and informative interviews with key educators and studio and industry professionals.
Whether you're considering a career in as a 3D artist or simply wish to expand your understanding of general CG principles, this book will give you a great overview and knowledge of core 3D Animation concepts and the industry.

Learn these 3D animation essentials—and more:
  • Digital imaging and video terms and concepts.
  • The production pipeline, start to finish.
  • Essential equipment—hardware, software, and more.
  • The basics of stories, scripts, and storyboards.
  • Creating 3D models, adding texture maps, and lighting.
  • Rigging, skinning, animating, and rendering.
  • Future technologies, such as motion performance capture and real-time 3D.
  • How to get your foot in the door in today's market.

This striking Essentials book features:
  • Chapter-opening learning objectives.
  • Step-by-step tutorials.
  • Four-color screenshots and illustrations.
  • Essentials and Beyond—summaries and additional suggested exercises.
  • Downloadable exercise files.

Contents
  • Introduction
  • Chapter 1 3D Animation Overview
  • Chapter 2 Getting to Know the Production Pipeline
  • Chapter 3 Understanding Digital Imaging and Video
  • Chapter 4 Exploring Animation, Story, and Pre-visualization
  • Chapter 5 Understanding Modeling and Texturing
  • Chapter 6 Rigging and Animation
  • Chapter 7 Understanding Visual Effects, Lighting, and Rendering
  • Chapter 8 Hardware and Software Tools of the Trade
  • Chapter 9 Industry Trends
  • Appendix A Answers to Review Questions
  • Appendix B Gaining Insight into 3D Animation Education
  • Appendix c Learning from Industry Pros
  • Index

About the Author
  • Andy Beane is an animation artist who has been teaching and working professionally since 2002. He currently oversees the animation major at Ball State University and previously taught animation at the Art Institute of Orange County, California. His production experience includes a children's television show pilot with Xzault Studio, Korn's Coming Undone music video, and Barnyard from Paramount Pictures. He wrote curriculum for the Autodesk Animation Academy 2010 and is also a board member of the MG Collective, an Indiana-based motion graphics and animation community group. He has an MFA in computer animation from the Academy of Art University in San Francisco.

Book Details

  • Paperback: 352 pages
  • Publisher: Sybex; 1 edition (March 6, 2012)
  • Language: English
  • ISBN-10: 1118147480
  • ISBN-13: 978-1118147481
  • Product Dimensions: 9.2 x 7.6 x 0.9 inches
List Price: $39.99 
 

Chopra: Introduction to Google SketchUp 2nd edition

Considerably easier to use than other 3D software, Google SketchUp has found a niche in architecture, landscape design, real estate development, furniture building, and other design professions. This book provides an accessible approach that assumes no previous 3D modeling experience and explains the basic concepts involved in 3D modeling. Introduction to SketchUp shows readers how to build a 3D model, print it, share it, export it to another professional design package, export it to Google Earth, and create a 3D animated tour. It also helps readers harness the power of Google SketchUp so that they can populate Google Earth with 3D buildings, monuments, and other sculptures.

This edition is updated with the latest version of Google SketchUp software, easy-to-read, and practical, this text not only helps you learn how to use Google SketchUp at your own pace; it helps you master the core competencies and skills you need to succeed. Developed with architects, interior designers, landscapers and other design gurus in mind, Google SketchUp is the fast, easy way to build 3D models of anything you wants—buildings, furniture, landscapes, or your own unique creations.

Key Features
  • Assumes no prior experience with SketchUp.
  • Covers both the retail (SketchUp Pro) and free Google download versions.
  • Explores how to harness the power of Google SketchUp to create 3D models, add textures, create animated walkthroughs, and export models into Google Earth.
  • Career Connection and In the Real World sections presents real life examples throughout the text, which illustrates how professional architects, interior designers, and other design gurus use Google SketchUp.
  • Clear, everyday language and clean format. Students can read each chapter without being intimidated by difficult language or overwhelmed by sidebars, textboxes, and other fillers that interrupt the flow of the writing.
  • Modular format. Instructors can reorder textbook content to suit the needs of a particular class. The text proceeds logically from the basics to more challenging material, and chapters are further organized into sections that are self-contained for maximum teaching and learning flexibility.
  • Tips from the Professionals. A list of tips that provide relevant advice and helpful tools for students.
  • Apply: What Would You Do?These questions drive home key ideas by asking students to synthesize andapply chapter concepts to new, real-life situations and scenarios.
  • Be a Designer, Architect, and Developer...Found at the end of each chapter, “Be a . . .” questions are designed to extend students’ thinking and are thus ideal for discussion or writing assignments. Using an open-ended format and sometimes based on Web sources, they encourage students to draw conclusions using chapter material applied to real-world situations, which fosters both mastery and independent learning.

New to this edition
  • New pedagogical features and instructor support:
    • For Example boxes.
    • Career Connections.
    • In the Real World.
    • Apply: What Would You Do?
    • Be a Designer, Architect, and Developer.
    • Instructor’s Resource Manual.
  • Chapter 2 now includes a section on mastering the rotate tool.
  • Chapter 6 has been revised to include sections on creating new and editing existing terrain. This chapter also explains solids and demonstrates the proper use of solid tools to students.
  • Chapter 8 now includes techniques to optimize photo textures, demonstrates how to wrap an image around a cylinder, and how to match more than one photo.
  • Chapter 10 has a brief section on using scenes to manage your model.
  • Chapter 11, was updated to include information on organizing your collections in the Google 3D warehouse and controlling access to your online models.
  • Chapter 15 now provides an in-depth look at LayOut from working with dimensions, managing styles, and working with templates and scrapbooks.
  • Online Bonus Chapter: Creating Dynamic Components.

Contents
  • 1. Meeting Google SketchUp: A Brief Overview
  • 2. Establishing the Modeling Mindset: Model Basics
  • 3. Building Simple Models: Step-by-Step Instructions for Creating a Model of a Doghouse
  • 4. Modeling Buildings: From Drafting a Floor Plan to Adding a Roof
  • 5. Keeping Your Model’s Appearance: Working with Components
  • 6. Creating Everyday Objects: Tools, Techniques, and Tips
  • 7. Keeping Your Model Organized: Using the Outliner and Layers
  • 8. Modeling with Photographs: Using Photo Match to Build Models
  • 9. Changing Your Model’s Appearance: Applying Styles and Shadows
  • 10. Presenting Your Model Inside SketchUp: Showing Off Your Model
  • 11. Working with Google Earth and the 3D Warehouse: Tying Together All of Google’s 3D Software
  • 12. Printing Your Work: With a Windows PC and a Mac
  • 13. Exporting Images and Animations: Making Image Files and Movies
  • 14. Exporting to CAD, Illustration, and Other Modeling Software: Using SketchUp Pro
  • 15. Creating Presentation Documents with LayOut: Presenting 3D SketchUp Pro Models on Paper and on Screen: Working with Templates and Scrapbooks
  • 16. Troubleshooting and Using Additional Resources: Fixing Problems and Enhancing Your Model
  • Glossary
  • Index
  • Bonus Chapter. Building Your Own Dynamic Components

Book Details

  • Paperback: 554 pages
  • Publisher: Wiley; 2 edition (February 21, 2012)
  • Language: English
  • ISBN-10: 1118077822
  • ISBN-13: 978-1118077825
  • Product Dimensions: 9 x 7.3 x 0.9 inches
List Price: $56.49 
 

Computing Essentials 2012 Complete 22nd Edition

Your essential guide to computing concepts, Computing Essentials 2012 provides you with a complete learning solution focusing on the most important, essential, and current concepts of information technology. Students are given a streamlined, concise, relevant approach to the fundamental issues surrounding the world of computing through a balance between theory and applied learning of these important topics.

Selected Materials from Microsoft Office 2010: A Lesson Approach - The Lesson Approach Series is designed for students unfamiliar with the Microsoft Office Suite. It is ideal for students who are new to the world of computers, yet in-depth enough to teach and challenge more savvy users. Each lesson contains up to 25 skill-applications and 5 end-of-unit skill-applications that take students from simple to complex situations.

SimNet for Microsoft Office 2010: Office Suite Registration Code - SimNet Online is an online learning system designed to teach and assess student competency in Microsoft® Office 2010 and basic computing concepts. SimNet is an easy and intuitive, true turn-key design. SimNet is scan-able so students can quickly scan the tasks in a lesson to identify the skills they know and the ones they don’t… saving the students time! Then, it’s "Teach Me, Show Me, Let Me Try" philosophy allows students to learn the skills through the best style for them. Students can utilize SimNet beyond the course to obtain the Office skills they need. Moreover, instructors can quickly and efficiently assign content around the needs of their course, edit throughout the semester and copy to multiple sections and instructors! SimNet Online utilizes a completely online, simulated Microsoft Office 2010 requiring only high-speed Internet, Adobe Flash Player, and Internet Explorer or Firefox browser. SimNet Online corresponds to Computing Essentials 2012 Complete Edition and Microsoft Office 2010: A Lesson Approach. This full Office suite version provides everything you need to learn Office 2010 and beyond

Table of contents
  • 1 Information Technology, the Internet, and You
  • 2 The Internet, the Web, and Electronic Commerce
  • 3 Basic Application Software
  • 4 Specialized Application Software
  • 5 System Software
  • 6 The System Unit
  • 7 Input and Output
  • 8 Secondary Storage
  • 9 Communications and Networks
  • 10 Privacy, Security, and Ethics
  • 11 Information Systems
  • 12 Databases
  • 13 Systems Analysis and Design
  • 14 Programming and Languages
  • 15 Your Future and Information Technology
  • The Evolution of the Computer Age
  • The Buyer’s Guide: How to Buy Your Own Microcomputer System
  • The Upgrader’s Guide: How to Upgrade Your Microcomputer System
  • Glossary
  • Credits
  • Index

About the Author
  • Linda O'Leary is a professional trainer in Computing. She has developed training manuals for large corporations, presented seminars on a wide variety of application programs, and has co-authored severalbooks with her husband, Tim.

Product Details

  • Paperback: 544 pages
  • Publisher: McGraw-Hill; 22nd Revised edition (2012)
  • Language: English
  • ISBN-10: 0073516805
  • ISBN-13: 978-0073516806
  • Product Dimensions: 10.7 x 8.4 x 1 inches
List Price: $88.64 
 

Matthews: Quicken 2012 QuickSteps

Start using Quicken 2012 right away--the QuickSteps way. Color screenshots and clear instructions make it easy to ramp up on the latest release of the #1 personal finance software. Follow along and learn how to balance your checkbook; print checks; pay bills online; reconcile your bank, credit card, and investment accounts; track expenses; budget your money; and plan your financial future. Get up to speed on Quicken 2012 in no time with help from this practical, fast-paced guide.

Use these handy guideposts:
  • Shortcuts for accomplishing common tasks.
  • Need-to-know facts in concise narrative.
  • Helpful reminders or alternate ways of doing things.
  • Bonus information related to the topic being covered.
  • Errors and pitfalls to avoid.

Table of contents
  • Chapter 1. Stepping into Quicken
  • Chapter 2. Personalizing Quicken
  • Chapter 3. Adding More Accounts
  • Chapter 4. Using Quicken Every Day
  • Chapter 5. Taking Control with Quicken
  • Chapter 6. Tracking Your Assets and Liabilities
  • Chapter 7. Keeping Your Records Up to Date
  • Chapter 8. Managing Your Investments
  • Chapter 9. Making Plans for Your Future
  • Chapter 10. Getting Ready for Tax Time
  • Index

About the Author
  • Marty Matthews, co-founder of the bestselling QuickSteps series, has been writing books for more than 20 years. He founded, operated, and sold a software company that developed a complete accounting system. Matthews previously worked for Boeing as vice president of finance. He has used Quicken for personal financial management since its inception.
  • Bobbi Sandberg is a consultant, instructor, and retired CPA who is recognized by Intuit as a Certified Professional Advisor. She teaches at community college and local senior centers and has been training users on Quicken since its first DOS version in the 1980s.

Product Details

  • Paperback: 272 pages
  • Publisher: McGraw-Hill Osborne Media; 1 edition (2012)
  • Language: English
  • ISBN-10: 0071778241
  • ISBN-13: 978-0071778244
  • Product Dimensions: 9.9 x 7.8 x 0.5 inches
List Price: $22.00 
 

Mathematical Programming for Agricultural, Environmental & Resource Economics

Part 1 Linear Programming.
  • Chapter 1 Introductory Concepts And The Graphical Approach To Linear Programming.
  • Chapter 2 The Simplex Method To Solving Linear Programming Problems.
  • Chapter 3 Sensitivity Analysis Using The Simplex Method And Duality.
  • Chapter 4 Farm-Level Linear Programming Models.
  • Chapter 5 Transportation And Assignment Models For Food And Agricultural Markets.
  • Chapter 6 Natural Resource And Environmental Economics Applications Of Linear Programming.
Part 2 Relaxing The Assumptions Of Linear Programming.
  • Chapter 7 Integer And Binary Programming.
  • Chapter 8 Optimization Of Nonlinear Functions.
  • Chapter 9 Global Approaches To Nonlinear Optimization.
  • Chapter 10 Risk Programming Models.
  • Chapter 11 Price Endogenous Mathematical Programming Models.
  • Chapter 12 Goal Programming.
  • Chapter 13 Dynamic Programming.
Index.



Mathematical Programming for Agricultural, Environmental, and Resource Economics educates students on the techniques of mathematical programming and their application to agricultural, resource, and environmental economics problems. This text artfully combines an introductory text in math programming, algebraic and geometric concepts while also presenting differential calculus designed for upper-level undergraduates and graduate students. This text is designed specifically to help students develop the quantitative skills necessary for cutting edge research and techniques.


Key Features
  • FREE Risk Solver for Education software accompanies the text!
  • Combination of an introductory text in applied mathematical programming with a principle focus on relevant natural resource and environmental issues.
  • Designed for upper-level undergraduates and Masters-level graduate students majoring in economics, agricultural economics, environmental and resource economics, applied economics, and applied operations research.
  • Applies math programming models to real-world problems confronting agriculture, the environment, and natural resources.
  • Includes numerous exercises of varying level of difficulty: 20+ exercises with answers to odd-numbered questions for each chapter.


Book Details

  • Hardcover: 494 pages
  • Publisher: Wiley; 1 edition (January 18, 2012)
  • Language: English
  • ISBN-10: 0470599367
  • ISBN-13: 978-0470599365
  • Product Dimensions: 7.3 x 0.9 x 10 inches
List Price: $108.75 
 

Zarrella: The Facebook Marketing Book

Chapter 1: Introduction to Social Networking; 
  • 1.1 Who Uses Facebook?;
  • 1.2 Impact on Today’s Media;
  • 1.3 Big Brands on Facebook;
  • 1.4 How You Can (and Should) Use Facebook;
  • 1.5 Creating Valuable Content;
Chapter 2: Facebook Profile Basics; 
  • 2.1 What Is a Facebook Profile?;
  • 2.2 Facebook Profiles for Business;
  • 2.3 Facebook Profile Tabs;
  • 2.4 Setting Up a Facebook Profile;
  • 2.5 Profile Interactions;
  • 2.6 Summary;
Chapter 3: Facebook Page Basics; 
  • 3.1 The Difference Between a Page and a Profile;
  • 3.2 What Requires a Facebook Page, Not a Profile;
  • 3.3 Types of Pages;
  • 3.4 Creating and Customizing a Facebook Page;
  • 3.5 Facebook Page Tabs;
  • 3.6 Page Applications;
  • 3.7 Page Optimization;
  • 3.8 Promoting Your Page;
  • 3.9 Page Interactions;
  • 3.10 Summary;
Chapter 4: Facebook Group Basics; 
  • 4.1 Groups Versus Pages;
  • 4.2 Groups Can Be Good—Sometimes;
  • 4.3 When You Want a Group;
  • 4.4 Creating a Group;
  • 4.5 Managing a Group;
  • 4.6 Monitoring and Managing a Group;
  • 4.7 Using Groups to Supplement Your Page;
  • 4.8 Summary;
Chapter 5: Facebook Events; 
  • 5.1 When to Use an Event;
  • 5.2 Creating an Event;
  • 5.3 Breaking Through the Clutter;
  • 5.4 Sending Invites;
  • 5.5 Integrating with a Page;
  • 5.6 Promoting Your Event;
  • 5.7 Event Follow-Up;
  • 5.8 Summary;
Chapter 6: Facebook Application Basics; 
  • 6.1 Create Inherently Social Applications;
  • 6.2 Improve Existing Social Behaviors;
  • 6.3 Learn from Success;
  • 6.4 Clarity, Simplicity, and Speed to Engagement;
  • 6.5 Integrate with Viral Facebook Features;
  • 6.6 Development;
  • 6.7 Art and Copy;
  • 6.8 Launching and Promoting Your Application;
  • 6.9 Summary;
Chapter 7: Customizing Your Facebook Page; 
  • 7.1 Page Icon;
  • 7.2 Designing Assets and Media;
  • 7.3 Content;
  • 7.4 Branded Patterns and Days;
  • 7.5 Exclusive Stuff;
  • 7.6 Custom Tabs;
  • 7.7 User Applications;
  • 7.8 Summary;
Chapter 8: Developing a Facebook Content Strategy; 
  • 8.1 Competing with Other Content on Facebook;
  • 8.2 Optimizing for Both Facebook and Search Engines;
  • 8.3 Summary;
Chapter 9: Cross-Promoting Content on Facebook; 
  • 9.1 Least Shared Words;
  • 9.2 Meta Mentions;
  • 9.3 Most Shared Words;
  • 9.4 Digits;
  • 9.5 Linguistic Content;
  • 9.6 Video;
  • 9.7 Parts of Speech;
  • 9.8 Readability;
  • 9.9 Social Plug-ins;
  • 9.10 Summary;
Chapter 10: Facebook Page Management; 
  • 10.1 Exclusive Deals for Fans;
  • 10.2 Frequent Status Updates;
  • 10.3 Timely Redesigns;
  • 10.4 Promotions;
  • 10.5 Monitoring;
  • 10.6 Moderation;
  • 10.7 Responding;
  • 10.8 Advertising;
  • 10.9 Summary;
Chapter 11: Advertising on Facebook; 
  • 11.1 Where to Send Users;
  • 11.2 Creative Content Design;
  • 11.3 Targeting;
  • 11.4 Budget;
  • 11.5 Bidding;
  • 11.6 Ad Stats;
  • 11.7 Summary;
Chapter 12: Analytics and ROI; 
  • 12.1 Insights for Page;
  • 12.2 Insights for Applications;
  • 12.3 Facebook Ads Analytics;
  • 12.4 Tracking;
  • 12.5 Summary. 


How can Facebook help you promote your brand, products, and services? This book provides proven tactics that you can use right away to build your brand and engage prospective customers. With 500 million active users worldwide, Facebook offers a much larger audience than traditional media, but it's a new landscape loaded with unfamiliar challenges.  

The Facebook Marketing Book shows you how to make the most of the service while skirting not-so-obvious pitfalls along the way. Whether you're a marketing and PR professional, an entrepreneur, or a small business owner, you'll learn about the tools and features that will help you reach specific Facebook audiences. You'll also get an in-depth overview, with colorful and easy-to-understand introductions to Profiles, Groups, Pages, Applications, Ads, Events, and Facebook etiquette.


Key Features 

  • Approach Facebook's complex environment with clear, actionable items.
  • Make sense of the social networking world.
  • Be familiar with the technologies you need for social network marketing.
  • Explore tactics for using Facebook features, functionality, and protocols.
  • Learn how to set specific campaign goals.
  • Determine which Facebook features are relevant to your campaigns.
  • Plan and execute Facebook marketing strategies.
  • Measure the results of your campaigns with key performance indicators.


About the Author
  • Dan Zarrella has written extensively about the science of viral marketing, memetics and social media on his own blog and for a variety of popular industry blogs. His work has been featured in The Twitter Book (O’Reilly), and many leading newpapers and periodicals. He is a popular speaker and was recently awarded Shorty and Semmy awards for social media and viral marketing. Dan currently works as an inbound marketing manager at HubSpot.
  • Alison Zarrella currently works as an interactive copywriter and social media consultant for clients ranging from small, local businesses to big name brands. She has written for industry blogs such as Mashable and been featured as a social media and Facebook expert in radio interviews and guest lectures.


Book Details

  • Paperback: 288 pages
  • Publisher: O'Reilly Media; 1 edition (January 12, 2011)
  • Language: English
  • ISBN-10: 1449388485
  • ISBN-13: 978-1449388485
  • Product Dimensions: 6 x 8 x 0.6 inches

List Price: $19.99 
 

Reddy: API Design for C++

1. Introduction
  • What Are Application Programming Interfaces?
  • What's Different about API Design?
  • Why Should You Use APIs?
  • When Should You Avoid APIs?
  • API Examples
  • File Formats and Network Protocols
  • About This Book
2. Qualities
  • Model the Problem Domain
  • Hide Implementation Details
  • Minimally Complete
  • Easy to Use
  • Loosely Coupled
  • Stable, Documented, and Tested
3. Patterns
  • Pimpl Idiom
  • Singleton
  • Factory Methods
  • API Wrapping Patterns
  • Observer Pattern
4. Design
  • A Case for Good Design
  • Gathering Functional Requirements
  • Creating Use Cases
  • Elements of API Design
  • Architecture Design
  • Class Design
  • Function Design
5. Styles
  • Flat C APIs
  • Object-Oriented C++ APIs
  • Template-Based APIs
  • Data-Driven APIs
6. C++ Usage
  • Namespaces
  • Constructors and Assignment
  • Const Correctness
  • Templates
  • Operator Overloading
  • Function Parameters
  • Avoid #define for Constants
  • Avoid Using Friends
  • Exporting Symbols
  • Coding Conventions
7. Performance
  • Pass Input Arguments by Const Reference
  • Minimize #include Dependencies
  • Declaring Constants
  • Initialization Lists
  • Memory Optimization
  • Don't Inline Until You Need To
  • Copy on Write
  • Iterating Over Elements
  • Performance Analysis
8. Versioning
  • Version Numbers
  • Software Branching Strategies
  • Life Cycle of an API
  • Levels of Compatibility
  • How to Maintain Backward Compatibility
  • API Reviews
9. Documentation
  • Reasons to Write Documentation
  • Types of Documentation
  • Documentation Usability
  • Using Doxygen
10. Testing
  • Reasons to Write Tests
  • Types of API Testing
  • Writing Good Tests
  • Writing Testable Code
  • Automated Testing Tools
11. Scripting
  • Adding Script Bindings
  • Script-Binding Technologies
  • Adding Python Bindings with Boost Python
  • Adding Ruby Bindings with SWIG

12. Extensibility
  • Extending via Plugins
  • Extending via Inheritance
  • Extending via Templates

Appendix A: Libraries
  • Static versus Dynamic Libraries
  • Libraries on Windows
  • Libraries on Linux
  • Libraries on Mac OS X
Bibliography
Index



The design of application programming interfaces can affect the behavior, capabilities, stability, and ease of use of end-user applications. With this book, you will learn how to design a good API for large-scale long-term projects. With extensive C++ code to illustrate each concept, API Design for C++ covers all of the strategies of world-class API development. Martin Reddy draws on over fifteen years of experience in the software industry to offer in-depth discussions of interface design, documentation, testing, and the advanced topics of scripting and plug-in extensibility. Throughout, he focuses on various API styles and patterns that will allow you to produce elegant and durable libraries.
 

Key Features
  • The only book that teaches the strategies of C++ API development, including design, versioning, documentation, testing, scripting, and extensibility.
  • Extensive code examples illustrate each concept, with fully functional examples and working source code for experimentation available online.
  • Covers various API styles and patterns with a focus on practical and efficient designs for large-scale long-term projects.


Audience
All software engineers developing C++ code to be used by other developers, whether via APIs, libraries, device drivers, or other reusable components.


About the Author
Dr. Martin Reddy is the founder and CEO of the software consultancy firm Code Reddy Inc. He holds a Ph.D. in Computer Science and has over 15 years of experience in the software industry. During this time, he has written 3 software patents and has published over 40 professional articles and a book on 3D computer graphics. Dr. Reddy worked for 6 years at Pixar Animation Studios where he was lead engineer for the studio's in-house animation system. This work involved the design and implementation of various APIs to support several Academy Award-winning and nominated films, such as "Finding Nemo", "The Incredibles", "Cars", "Ratatouille", and "Wall-E." Dr. Reddy currently works for Linden Lab on the Second Life Viewer, an online 3D virtual world that has been used by over 16 million users around the world. His work is currently focused on a radical redesign of the Second Life Viewer, putting in place a suite of robust APIs to enable extensibility and scriptability.


Reader comments
"Martin Reddy draws from his experience on large scale, collaborative software projects to present patterns and practices that provide real value to individual developers as well as organizations. API Design for C++ explores often overlooked issues, both technical and non- technical, contributing to successful design decisions that produce high quality, robust, and long-lived APIs."
-- Eric Gregory, Software Architect, Pixar Animation Studios

"Intended for programmers with intermediate to advanced skills in the C++ programming language, this guide to the building of useful and robust application programming interfaces (APIs) provides practical instruction for software engineers developing systems on which downstream software engineers depend. The work provides a methodical approach to API design covering solution based API design, performance, versioning, documentation, testing, scripting, extensibility and libraries. The work includes numerous illustrations and code examples and access to additional online resources is provided. Reddy is a software development consultant."
-- Book News, Reference & Research


Product Details

  • Paperback: 472 pages
  • Publisher: Morgan Kaufmann; 1 edition (February 18, 2011)
  • Language: English
  • ISBN-10: 0123850037
  • ISBN-13: 978-0123850034
 
List Price: $59.95 
 

Bech: Picture Yourself Making Creative Movies with Corel VideoStudio Pro X4

This book shows beginners to experienced videographers how to create digital movies using Corel VideoStudio Pro X4, the most complete and affordable video editing software available. Perfect for both home video makers and professionals, you'll learn step by step how to create and edit professional looking video to enjoy and share. You'll start with an overview of video editing basics, followed by an introduction to the VideoStudio Pro X4 software to get you up and running. After that you'll dive right into video production, learning each new skill through hands-on instruction accompanied by full color screenshots and example video clips that you can download from the companion website. You'll learn everything from adding title and audio effects and experimenting with filters to stop-motion animation techniques and other advanced features, as well as how to import and export to various device types and even share your videos online. Helpful tips and tricks throughout each chapter will help guide you as you discover how to create and share original movies with VideoStudio Pro X4.


Key Features
  • The only book on the market that covers Corel VideoStudio Pro X4; no true competition.
  • Featured in the four-color, highly visual, and well-established Picture Yourself series style.
  • All the files necessary to complete the tutorials and projects in the book are available at www.courseptr.com/downloads.


Contents
  • Introduction.
  • 1. Creating and Editing Your Own Home Movies!
  • 2. Getting Started.
  • 3. Using the Media Organizer.
  • 4. Using Burn.
  • 5. Using the DV-DVD Wizard.
  • 6. Using Easy Edit.
  • 7. Starting Advanced Edit.
  • 8. Working With Video in Advanced Edit.
  • 9. Making an Instant Project in Advanced Edit.
  • 10. Working With Audio in Advanced Edit.
  • 11. Fun With Video Effects in Advanced Edit.
  • 12. Experimenting With Video Filters in Advanced Edit.
  • 13. Adding Titles in Advanced Edit.
  • 14. Getting Creative with the Painting Creator in Advanced Edit.
  • 15. Uploading Your Videos to the Internet in VideoStudio Pro.
  • 16. Creating a Blu-ray Disc in VideoStudio Pro.
  • 17. Advanced Features in Advanced Edit.
  • Appendix A: Keyboard Shortcuts.
  • Appendix B: Exploring Useful Web Sites.
  • Glossary.
  • Index.


About the Author
  • Marc Bech has over 20 years experience with Multimedia, Graphics and E-Learning Software companies with such powerhouses as Macromedia, Adobe Systems, Enspire Learning and Corel Corp. His specialty is showing off the power and creativity of software through training, tradeshow and webinar demonstrations, written and on-line video tutorials and now through a how-to book.


Book Details

  • Paperback: 307 pages
  • Publisher: Course Technology PTR; 1 edition (May 6, 2011)
  • Language: English
  • ISBN-10: 1435457269
  • ISBN-13: 978-1435457263
  • Product Dimensions: 9.1 x 7.3 x 0.9 inches
List Price: $29.99 
 

Gahan: 3ds Max Modeling for Games 2nd Edition: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I

The 2nd edition of Andy Gahan's 3ds Max Modeling for Games, covering the latest version of 3ds Max is here. This book features the realistic style of art that the 1st edition covered, with six completely new chapters for the new version of the software. These newly added sections including: an Intro to 3ds Max, a new normal maps tutorial, expanded portfolio section, LOD’s, a brand new environment and much more - as well as updates throughout covering latest version of Max.

The gallery will consist of a mix of inspirational concept art, and orthographics for the reader to build various models from. The book comes to us directly from successful game artists within commercial game development circles (Gahan + contributors) and consists of tutorials that start with simpler models and gradually move up to more complex builds. The strength of this book is that it teaches all of the important game modeling elements: character & environment modeling, mapping, texturing, basic animating of credible game characters and levels - using latest version of 3ds Max. As readers move from tutorial to tutorial, they build their own portfolio of high quality work.

Website (www.3d-for-games.com) is unique - an online forum where readers can post and answer questions about their work. In terms of developing a portfolio, online peer critiques are invaluable, and current readers have made use of this feature, in fact some have happily become the forum responders (along with Andy) to coach and develop new artists at work. Also included: step-by-step project files for each chapter; all the relevant texture files and source photos; panoramic skies, small scene objects, bonus texture maps & models so that artists can create whole scenes very quickly without starting from scratch each time; countless examples of what's hot and what's not in 3D modeling and also enough support images and photos to keep the budding artist busy for months. Unrivalled support in over 10,000 current posts - backing up the book with a lively forum and community of readers from all over the world, ready to help your work.

Audience
Computer graphic (CG) artists including animators, 3d artists, game designers, web artists.


About the Author
Andrew Gahan, is a leading industry authority in next-generation consoles and digital gaming. He is an expert in all gaming tools for commercial game development, including: 3ds Max, Maya, and Mudbox. He is the author of 3D Automotive Modeling and creator of the 3ds Max in Minutes and Maya in Minutes video series.

Contents
Chapter 1 - Introduction to 3ds max
  • User Interface
  • Primitives
  • Viewports
  • Projects
  • Load and Save
Chapter 2 - Basics of Modeling and Texturing
  • Creating a box asset
  • Creating simple texture maps
  • Creating texture maps from photographs
  • Cleaning up images in Photoshop
  • Mapping
  • UV Unwrap
  • Editing UV's
  • Render settings and quick renders
  • Saving and organizing your work
Chapter 3 - Low Poly Modeling Techniques continued
  • Modeling a simple object
  • Extrude, Bevel, etc
  • Graphite modeling tools
Chapter 4 - Low Poly Vehicle
  • Using blueprints and concept art work
  • Modeling techniques
  • Materials and mapping
  • Rendering
Chapter 5 - Low Poly Character
  • Using blueprints and concept art work
  • Modeling techniques
  • Materials and mapping
  • Rendering
  • Gallery
Chapter 6 - Creating Trees and Foliage
  • Different approaches for different uses
  • Modelling
  • Texture creation
Chapter 7 - Low poly Environment
  • Planning the scene
  • Blocking out in 3D
  • To detail or not to detail
  • Unwrapping
  • Creating texture maps
  • Lighting
  • Rendering
Chapter 8 - Normal Map creation in detail
  • Creating normal maps from high poly assets
  • Baking maps
  • Types of normal map
  • Tangents based normal maps in detail
Chapter 9 - Ambient Occlusion in detail
Chapter 10 - Portfolio creation and Interview


 Product Details

  • Paperback: 480 pages
  • Publisher: Focal Press; 2 edition (July 1, 2011)
  • Language: English
  • ISBN-10: 0240815823
  • ISBN-13: 978-0240815824
List Price: $49.95 
 

Connected Services: A Guide to the Internet Technologies Shaping the Future of Mobile Services and Operators

This book explains the common underlying technological themes that underpin the new era of connected services in a post Web 2.0 epoch.

In this book, the author explores the underlying technological themes that underpin the new era of connected services. Furthermore, it explains how the technologies work and what makes each of them significant, for example, the potential for finding new meaning in data in the world of BIG DATA platforms, often referred to as “No-SQL” databases. In addition, it tackles the newest areas of technology such as HTML5, Android, iOS, open source, mash-ups, cloud computing, real-time Web, augmented reality, and more. Finally, the book discusses the opportunities and challenges of a connected world where both machines and people communicate in a pervasive fashion, looking beyond the hype and promise of emerging categories of communication such as the “Internet of Things” and “Real-time Web” to show managers how to understand the potential of the enabling technologies and apply them for meaningful applications in their own world.


This book will be an invaluable guide for technical designers and managers, project managers, product managers, CEOs etc. at mobile operators (O2, Vodafone, Orange, T-Mobile, BT), fixed operators, converged operators and their contributory supplier networks (e.g. infrastructure providers). Internet providers (Google, Yahoo, Amazon, eBay, Apple, Facebook), analysts, product managers, developers, architects, consultants, technology investors, analysts, marketing directors, business development directors will also find this book of interest.


Contents
1 Connected Services: The Collision of Internet with Telco
  • 1.1 Connected What?
  • 1.2 Ubiquity: IP Everywhere or Software Everyware?
  • 1.3 Six Models for Potential Operator Futures
    • 1.3.1 Access Provider
    • 1.3.2 Connected Services Platform
    • 1.3.3 Distribution Channel
    • 1.3.4 Seamless Services Provider
    • 1.3.5 Financial Merchant
    • 1.3.6 Social Telco
    • 1.3.7 Start Thinking Platforms
    • 1.3.8 Execution
  • 1.4 “Follow Me” Web – Social Networks and Social Software
  • 1.5 What are Platforms and Why are They Important?
    • 1.5.1 Platform Patterns for Telcos
    • 1.5.2 Marketplace and Service Platforms
    • 1.5.3 Data and Mash-Up Platforms
    • 1.5.4 Platform as a Service
    • 1.5.5 Do Platforms Work?
  • 1.6 From Platforms to Ecosystems
  • 1.7 Where’s the Value?
  • 1.8 What Should We Build? It’s Still About the Experience!
  • 1.9 Summary
2 The Web 2.0 Services Ecosystem, How ItWorks and Why
  • 2.1 Introduction
  • 2.2 Beneath the Hood of Web 2.0: CRUD, MVC and REST
  • 2.3 LAMP and Beyond: Web Frameworks and Middleware
    • 2.3.1 Introducing LAMP
    • 2.3.2 Web Frameworks
    • 2.3.3 Agile – Coding at the Speed of Thought
    • 2.3.4 Summary – “Why Frameworks Work”
  • 2.4 Open by Default: Open Source, Open APIs and Open Innovation
    • 2.4.1 The Different Types of Open
    • 2.4.2 Open, Open, Open!
    • 2.4.3 Summary (“Why Open Works . . .”)
  • 2.5 One App Fits All? HTML5 and the Modern Browser
    • 2.5.1 Summary (“Why the Browser Works”)
  • 2.6 It’s all About People: Social Computing
    • 2.6.1 Exploiting Relationships – The Social Graph
    • 2.6.2 Exploiting Interests – Context Awareness
    • 2.6.3 Portable Data
    • 2.6.4 Mobile is THE Social Device
    • 2.6.5 Summary (“Why Social Computing Works”)
  • 2.7 User Participation, Co-Creation and Analytics
    • 2.7.1 User Participation
    • 2.7.2 Co-Creation
    • 2.7.3 Analytics
    • 2.7.4 Summary (“Why User-Voice Works”)
  • 2.8 Standing on the Shoulders of Giants: APIs and Mash-Ups
    • 2.8.1 Summary (“Why Mash-Ups Work”)
  • 2.9 Mobile 2.0 – It’s Really a Developer Thing!
    • 2.9.1 Mobile 2.0
    • 2.9.2 Mobile as THE Platform (Again)
3 The Web Operating System – The Future (Mobile) Services Platform
  • 3.1 Why is the Concept of a Web OS Important?
    • 3.1.1 Summary
  • 3.2 Internet of Things
    • 3.2.1 Summary
  • 3.3 Making Sense of Data
    • 3.3.1 Data Semantics
    • 3.3.2 Data Relationships
    • 3.3.3 Meta-Data Tools: Ontologies, OWL, RDF
    • 3.3.4 Meta-Data Tools: Tagging and Folksonomies
    • 3.3.5 RDFa – Embedding Meta-Data Within Web Pages
    • 3.3.6 Meta-Data Tools: Twitter and Annotations “Twannotations”
    • 3.3.7 Summary
  • 3.4 Future Web: “People OS?”
    • 3.4.1 Introduction
    • 3.4.2 Social Networks
    • 3.4.3 Social APIs and Platform Thinking (Again)
    • 3.4.4 Open Social API – A Cross-Platform People OS?
    • 3.4.5 Open Social API – The Mechanics
    • 3.4.6 Emergence of a Person OS at the UI layer
    • 3.4.7 Privacy and Personas
  • 3.5 Social Telcos and the Web OS
    • 3.5.1 Where are the Telcos?
    • 3.5.2 Telco Social Graph and APIs
    • 3.5.3 Identity and Security
4 Big Data and Real-Time Web
  • 4.1 What is Big Data and Where Did it Come From?
  • 4.1.1 In Search of the New Big Data
  • 4.1.2 The Business of Big Data
  • 4.1.3 Welcome to the Age of Big Data
  • 4.2 Some Key Examples of Big Data
  • 4.2.1 Statistics Collection at Facebook
  • 4.2.2 Real-Time e-Commerce at Amazon with Dynamo
  • 4.2.3 Amazon’s Dynamo Features
  • 4.3 Say Hello to the Data Geeks
  • 4.4 “No SQL” and Some of its Flavours
  • 4.4.1 No SQL Means No SQL, But not Much Else
  • 4.4.2 Key-Value Stores
  • 4.4.3 Document Stores
  • 4.4.4 Graph Stores
5 Real-Time and Right-TimeWeb
  • 5.1 Real-Time Web and Twitter
  • 5.1.1 Web Becomes Real-Time Thanks to Twitter
  • 5.1.2 Web Infrastructure Goes Real-Time
  • 5.1.3 The Real-Time Nature of Mobile
  • 5.2 Big Data + Real-Time = Right-Time Web
  • 5.2.1 New Buzzword: Right-Time Web
  • 5.2.2 Key Components of Right-Time Web
6 Modern Device Platforms
  • 6.1 Mobile Devices or Connected Devices?
    • 6.1.1 What is a Mobile Platform?
    • 6.1.2 Developer Mindset About Mobile Platforms
    • 6.1.3 Mobile Device or Connected Device?
  • 6.2 Introduction to Mobile Device Platforms
    • 6.2.1 Platforms of Interest
    • 6.2.2 Brief Explanation of an Operating System and SDK
  • 6.3 The iOS Platform
    • 6.3.1 Mac OS X and Unix – The Foundation for iOS
    • 6.3.2 The Mechanics of iOS
    • 6.3.3 iOS – What Makes the Platform Tick
    • 6.3.4 How Open is iOS?
  • 6.4 The Android Platform
    • 6.4.1 Introduction
    • 6.4.2 Architecture
    • 6.4.3 Linux Kernel
    • 6.4.4 Android Runtime
    • 6.4.5 Android Application Framework
    • 6.4.6 Android System Libraries
    • 6.4.7 Android – What Makes the Platform Tick
    • 6.4.8 How Open is Android?
  • 6.5 The Mobile Web Platform
    • 6.5.1 Introduction
    • 6.5.2 Native versus Web “Debate”
    • 6.5.3 Is Native versus Web the Right Question?
    • 6.5.4 Major Trends in Mobile Web
    • 6.5.5 HTML5
    • 6.5.6 Widgets
    • 6.5.7 Is That a Phone in My Browser?
    • 6.5.8 Mobile Web First?
7 Augmented Web
  • 7.1 Real or Virtual Worlds?
    • 7.1.1 Introduction
    • 7.1.2 Augmented Reality
    • 7.1.3 Proof-of-Presence or “check-in” Services
    • 7.1.4 Summary – Virtual is Just Another Layer in the Web OS
  • 7.2 Sensor-Net: Mobiles as Sixth-Sense Devices
    • 7.2.1 Current Sensor Applications in Smartphones
    • 7.2.2 Emergent and Future Sensor Applications in Smartphones
    • 7.2.3 Sensor Net – Is This Web 3.0?
8 Cloud Computing, Saas and PaaS
  • 8.1 What is Cloud Computing?
    • 8.1.1 More Than Just a Fluffy Phrase
    • 8.1.2 Open and Commodity: Key Enablers for Cloud Computing
    • 8.1.3 Public or Private Cloud?
    • 8.1.4 Key Use Cases
  • 8.2 On-Demand: Cloud Computing Infrastructure
    • 8.2.1 The Infrastructure Level: Servers, Images and Templates
    • 8.2.2 The Service Level: Storage, Queues, Load-Balancers . . .
  • 8.3 On-Demand: Software as a Service
    • 8.3.1 Opening SaaS with APIs
    • 8.3.2 Using SaaS for an Ecosystem Strategy
    • 8.3.3 Opportunities for Telcos
  • 8.4 On-Demand: Platform as a Service
    • 8.4.1 Business PaaS – Force.com
    • 8.4.2 Telco 2.0 PaaS – Tropo.com
    • 8.4.3 Web 2.0 PaaS – Heroku.com
9 Operator Platform: Network as a Service
  • 9.1 Opportunity? Network as a Service
    • 9.1.1 What is Network as a Service (NaaS)?
    • 9.1.2 Characteristics of NaaS APIs
    • 9.1.3 Opportunity?
    • 9.1.4 The “Customers” are Developers, not the Users!
    • 9.1.5 Who are Developers?
    • 9.1.6 Ingredients for NaaS Success – What do Developers Want?
  • 9.2 Examples of NaaS Connected Services
    • 9.2.1 NaaS Case Study – O2 Litmus
    • 9.2.2 Update to O2 Litmus Story – BlueVia
    • 9.2.3 OneAPI – The Interoperable NaaS Play
    • 9.2.4 Hashblue Case Study? – RT# and SMSOwl
    • 9.2.5 The #Blue Hacks
    • 9.2.6 The Benefits of #Blue Platform
10 Harnessing Web 2.0 Start-Up Methods for Telcos
  • 10.1 Start-Ups and Innovation
  • 10.2 What can Telcos Learn from Web 2.0?
  • 10.3 Key Web Start-Up Memes
  • 10.4 Tech People
  • 10.5 Lean Start-Up Methodologies
  • 10.6 Extreme and Constant Optimization
    • 10.6.1 Ship Often
    • 10.6.2 Always Experiment
    • 10.6.3 Experiment Driven Development (EDD)
    • 10.6.4 The Metrics Mantra – Startup Metrics for Pirates: AARRR!
  • 10.7 Co-Creation and Crowdsourcing
  • 10.8 Exploiting Big-Data
  • 10.9 Social Discovery
  • 10.10 APIs and Developers
  • 10.11 Incubation and Acceleration
  • 10.12 Hack Days, Events and Barcamps
    • 10.12.1 Hack Days
    • 10.12.2 Barcamps
Index 


Key Features
  • Explores the common and emergent underlying technological themes that underpin the new era of connected services
  • Addresses the newest areas of Internet technology such as web and mobile 2.0, open source, mash-ups, cloud computing, web 3.0, augmented reality, and more
  • Shows the reader how to understand the potential of the enabling technologies and apply them for meaningful applications in their own world
  • Discusses new developments in the technological landscape such as Smartphone proliferation, maturation of Web 2.0, increased convergence between mobile networks and the Internet, and so forth
  • Examines modern software paradigms like Software-as-as-Service (SaaS), Platform-as-a-Service (PaaS) and Network-as-a-Service (NaaS)
  • Explores in detail how Web start-ups really work and what telcos can do to adopt lean and agile methods


Book Details

  • Hardcover: 350 pages
  • Publisher: Wiley; 1 edition (October 25, 2011)
  • Language: English
  • ISBN-10: 0470974559
  • ISBN-13: 978-0470974551
  • Product Dimensions: 6.9 x 0.9 x 9.8 inches
List Price: $85.00 
 

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