Business applications Books
Wiley Excel 2010 Formulas
Book Synopsis
£34.19
John Wiley & Sons Inc Zoho For Dummies
Book SynopsisA great way to get started on this new, FREE, Web-based productivity and collaboration tool Zoho is a very cool-and free-alternative to Microsoft Office. Known as "cloud" computing because it's totally Web-based, Zoho provides 18 different applications to help you write documents, create spreadsheets, send e-mail, and much more.Table of ContentsNotations vii Acronyms ix Introduction xi Chapter 1. Uncertainty Representation Based on Set Theory 1 1.1. Basic set definitions: advantages and weaknesses 3 1.1.1. Interval set 5 1.1.2. Ellipsoidal set 7 1.1.3. Polyhedral set 9 1.1.4. Zonotopic set 12 1.2. Main properties of zonotopes 17 Chapter 2. Several Approaches on Zonotopic Guaranteed Set-Membership Estimation 27 2.1. Context 27 2.2. Problem formulation 32 2.2.1. Singular Value Decomposition-based method 35 2.2.2. Optimization-based methods 40 Chapter 3. Zonotopic Guaranteed State Estimation Based on P-Radius Minimization 49 3.1. Single-Output systems approach 49 3.2. Multi-Output systems approaches 63 3.2.1. General formulation 64 3.2.2. Extensions of the Single-Output systems methodology 67 3.2.3. Dedicated approach for Multi-Output systems 85 Chapter 4. Tube Model Predictive Control Based on Zonotopic Set-Membership Estimation 95 4.1. Context 954.2. Problem formulation 100 4.3. Tube-based output feedback Model Predictive Control design 100 4.4. Application on the magnetic levitation system 112 4.4.1. System description 113 4.4.2. Control problem 116 Conclusion and Perspectives 125 Appendix. Basic Matrix Operation Definitions 129 Bibliography 133 Index 149
£19.99
John Wiley & Sons Inc Word 2010 For Dummies
Book SynopsisDan Gookin gets you up to speed so you can get down to work withall the new features of Word 2010! Bestselling and quintessential For Dummies author DanGookin employs his usual fun and friendly candor while walking youthrough the spectrum of new features of Word 2010.Table of ContentsIntroduction 1 Part I: Your Introduction to Word 7 Chapter 1: Hello, Word! 9 Chapter 2: The Typing Chapter 21 Part II: Your Basic Word 31 Chapter 3: To and Fro in a Document 33 Chapter 4: Text Editing 41 Chapter 5: Search for This, Replace It with That 49 Chapter 6: Blocks o’ Text 63 Chapter 7: Spell It Write 77 Chapter 8: Documents and Such 89 Chapter 9: Publish Your Document 103 Part III: Formatting 117 Chapter 10: Character Formatting 119 Chapter 11: Paragraph Formatting 131 Chapter 12: Tab Formatting 145 Chapter 13: Page Formatting 161 Chapter 14: Document Formatting 173 Chapter 15: Word Formatting Styles 185 Chapter 16: Fun with Themes and Template Formatting 199 Chapter 17: Sundry Formatting 209 Part IV: Spruce Up a Dull Document 219 Chapter 18: Lines and Colors 221 Chapter 19: Able Tables 229 Chapter 20: Columns of Text 241 Chapter 21: Lots of Lists 249 Chapter 22: Here Come the Graphics 257 Chapter 23: Even More Things to Insert in Your Document 271 Part V: Even More Word 281 Chapter 24: Multiple Documents, Windows, and File Formats 283 Chapter 25: Word for Writers 291 Chapter 26: Let’s Work This Out 305 Chapter 27: Mail Merge Mania 315 Chapter 28: Labels of Love 331 Chapter 29: A More Custom Word 339 Part VI: The Part of Tens 347 Chapter 30: The Ten Commandments of Word 349 Chapter 31: Ten Cool Tricks 353 Chapter 32: Ten Bizarre Things 361 Chapter 33: Ten Avuncular Suggestions 367 Index 371
£15.29
John Wiley & Sons Inc Access 2010 AllinOne For Dummies
Book SynopsisThe all-in-one reference to all aspects of Microsoft Access 2010 If you want to learn Microsoft Access inside and out, the nine minibooks in this easy-access reference are exactly what you need. Read the book cover to cover, or jump into any of the minibooks for the instruction and topics you need most. Learn how to connect Access to SQL Server, manipulate your data locally, use nifty new features from Office 2010 such as the enhanced Ribbon, create queries and macros like a champ, and much more. From the basics to advanced functions, it's what you need to make Access more accesssible. Shows you how to store, organize, view, analyze, and share data using Microsoft Access 2010, the database application included with Microsoft Office 2010 Includes nine minibooks that cover such topics as database design, tables, queries, forms, reports, macros, database administration, securing data, programming with Visual Basic for Applications (VBA), and using Access wTable of ContentsIntroduction 1 Book I: Essential Concepts 7 Chapter 1: Introducing Access 2010 9 Chapter 2: Getting Started, Getting Around 17 Chapter 3: Designing Your Database the Relational Way 37 Book II: Tables for Storing Your Data 65 Chapter 1: Creating and Modifying Tables 67 Chapter 2: Refining Your Table in Design View 103 Chapter 3: Sorting, Finding, and Filtering Data in a Datasheet 121 Chapter 4: Importing and Exporting Data 137 Chapter 5: Avoiding “Garbage In, Garbage Out” 161 Chapter 6: Relating Your Tables and Protecting Your Data 179 Book III: Queries (or Getting Information from Your Data) 189 Chapter 1: Creating Select Queries 191 Chapter 2: Letting Queries Do the Math 223 Chapter 3: Doing Neat Things with Action Queries and Query Wizards 257 Chapter 4: Viewing Your Data from All Angles Using Crosstabs and PivotTables 279 Book IV: Forms for Editing Data 303 Chapter 1: Designing and Using Forms (and Reports) 305 Chapter 2: Jazzing Up Your Forms (and Reports) 329 Chapter 3: Creating Smarter Forms 353 Chapter 4: Doing Calculations in Forms and Subforms (and Reports) 377 Book V: Reporting in Words and Pictures 397 Chapter 1: Creating and Spiffing Up Reports 399 Chapter 2: Printing Beautiful Reports 427 Chapter 3: Creating Charts and Graphs from Your Data 445 Book VI: Automation with Macros 471 Chapter 1: Making Macros Do the Work 473 Chapter 2: Making Macros Smarter 491 Book VII: Database Administration 509 Chapter 1: Database Housekeeping 511 Chapter 2: Sharing the Fun: Managing Multiuser Access 521 Chapter 3: Securing Your Access Database 535 Book VIII: Programming in VBA 547 Chapter 1: What the Heck Is VBA? 549 Chapter 2: Writing Code 569 Chapter 3: Writing Smarter Code 593 Chapter 4: Controlling Forms with VBA 617 Chapter 5: Using SQL and Recordsets 641 Chapter 6: Debugging Your Code 653 Book IX: Going Beyond Access 663 Chapter 1: Automation with Other Office Programs 665 Chapter 2: Using Access as a Front-End to SQL Server 681 Chapter 3: Using Access with SharePoint 697 Appendix: Installing Microsoft Access 719 Index 725
£23.79
John Wiley & Sons Inc The Excel Analysts Guide to Access
Book SynopsisThe ultimate handbook for Excel analysts who need reporting solutions using Access Excel and Access are intended to work together. This book offers a comprehensive review of the extensive analytical and reporting functionality that Access provides and how it enhances Excel reporting functions. Sales managers, operations analysts, administrative assistants, office managers, and many others who rely heavily on data can benefit from learning to integrate Excel and Access, and this book shows you how. Coverage includes: Data Analysis in Access & the Basics of Access Beyond Select Queries Transforming Your Data with Access Working with Calculations and Dates Performing Conditional Analysis Adding Dimension with Subqueries and Domain Aggregate Functions Running Descriptive Statistics in Access Scheduling and Running Batch Analysis Leveraging VBA to Enhance Data Analysis<Table of ContentsIntroduction xxix Part I Fundamentals of Data Analysis in Access 1 Chapter 1 The Case for Data Analysis in Access 3 Chapter 2 Access Basics 13 Chapter 3 Beyond Select Queries 47 Part II Basic Analysis Techniques 87 Chapter 4 Transforming Your Data with Access 89 Chapter 5 Working with Calculations and Dates 113 Chapter 6 Performing Conditional Analysis 141 Part III Advanced Analysis Techniques 161 Chapter 7 Adding Dimension with Subqueries and Domain Aggregate Functions 163 Chapter 8 Running Descriptive Statistics in Access 189 Chapter 9 Scheduling and Running Batch Analysis 209 Chapter 10 Leveraging VBA to Enhance Data Analysis 243 Part IV Reports, Dashboards, and Visualization in Access 267 Chapter 11 Presenting Data with Access Reports 269 Chapter 12 Using Pivot Tables and Pivot Charts in Access 291 Chapter 13 Enhancing Queries and Reports with Visualizations 323 Part V Advanced Excel and Access Integration Techniques 345 Chapter 14 Getting Access Data into Excel 347 Chapter 15 Using VBA to Move Data between Excel and Access 365 Chapter 16 Exploring Excel and Access Automation 389 Chapter 17 Integrating Excel and Access with XML 423 Chapter 18 Integrating Excel and Other Office Applications 441 Part VI Appendixes 475 Appendix A Access VBA Fundamentals 477 Appendix B Understanding and Using SQL 489 Appendix C Query Performance, Database Corruption, and Other Thoughts 509 Appendix D Data Analyst’s Function Reference 521 Index 563
£26.34
John Wiley & Sons Inc Word 2010 Bible
Book SynopsisIn-depth guidance on Word 2010 from a Microsoft MVP Microsoft Word 2010 arrives with many changes and improvements, and this comprehensive guide from Microsoft MVP Herb Tyson is your expert, one-stop resource for it all.Table of ContentsIntroduction xxxvii Part I: My Word, and Welcome to It 1 Chapter 1: Brave New Word 3 Chapter 2: Quick Start 29 Chapter 3: Where in the Word Is . . .? 61 Chapter 4: Making Word Work for You 73 Chapter 5: The X Files: Understanding and Using Word’s New File Format 91 Chapter 6: Make It Stop! Cures and Treatments for Word’s Top Annoyances 101 Part II: Word on the Street 115 Chapter 7: Formatting 101: Font/Character Formatting 117 Chapter 8: Paragraph Formatting 135 Chapter 9: In Style! 155 Chapter 10: The Clipboard 173 Chapter 11: Find, Replace, and Go To 185 Part III: Writing Tools 217 Chapter 12: Language Tools 219 Chapter 13: Building Blocks and Quick Parts 241 Chapter 14: AutoCorrect 255 Chapter 15: AutoFormat 265 Chapter 16: Action Options (What Happened to Smart Tags?) 279 Part IV: More than Mere Words 283 Chapter 17: Tables 285 Chapter 18: Pictures and SmartArt 315 Chapter 19: Headers and Footers 339 Chapter 20: Symbols and Equations 351 Chapter 21: Field Guide 367 Chapter 22:WordArt 395 Chapter 23: Charts 409 Chapter 24: Inserting Objects and Files 425 Part V: Document Design 437 Chapter 25: Page Setup and Sections 439 Chapter 26: Textboxes and Other Shapes 455 Chapter 27: Columns 467 Chapter 28: On Background 477 Chapter 29: Publishing as PDF and XPS 489 Chapter 30: Blogging and Publishing as HTML 497 Chapter 31: Templates and Themes 509 Part VI: With All Due Reference 533 Chapter 32: Bookmarks 535 Chapter 33: Tables of Contents 545 Chapter 34: Master Documents 559 Chapter 35: Footnotes and Endnotes 573 Chapter 36: Citations and Bibliography 581 Chapter 37: Captions and Tables of Captioned Items 595 Chapter 38: Indexing 603 Chapter 39: Tables of Authorities 613 Chapter 40: Hyperlinks and Cross-References 621 Part VII: Getting Out the Word 637 Chapter 41: Data Sources 639 Chapter 42: Envelopes and Labels 649 Chapter 43: Data Documents and Mail Merge 661 Chapter 44: Forms 687 Part VIII: Power and Customization 713 Chapter 45: Keyboard Customization 715 Chapter 46: TheQuick Access Toolbar 727 Chapter 47: The Ribbon 737 Chapter 48: Options and Settings 749 Chapter 49: Macros: Recording, Editing, and Using 795 Part IX: Collaboration—Getting Along with Others 817 Chapter 50: Security, Tracking, and Comments 819 Chapter 51: Comparing and Combining Collaborative Documents 845 Chapter 52: SharePoint and SkyDrive 853 Chapter 53: SharePoint Workspace 865 Chapter 54: Integration with Other Office Applications 881 Index 895
£29.44
John Wiley & Sons Inc Indesign Cs5 for Dummies
Book SynopsisGet up to speed on the latest features and enhancements to InDesign CS5 As the industry standard in professional layout and design, InDesign delivers powerful publishing solutions for magazine, newspaper, and other publishing fields.Table of ContentsIntroduction 1 Part I: Before You Begin 7 Chapter 1: Understanding InDesign Ingredients 9 Chapter 2: Making InDesign Work Your Way 33 Part II: Document Essentials 47 Chapter 3: Opening and Saving Your Work 49 Chapter 4: Discovering How Pages and Layers Work 59 Chapter 5: The Joys of Reuse 85 Chapter 6: Working with Color 99 Part III: Object Essentials 117 Chapter 7: Adding Essential Elements 119 Chapter 8: Manipulating Objects 137 Chapter 9: Organizing Objects 157 Chapter 10: Aligning and Arranging Objects 173 Part IV: Text Essentials 197 Chapter 11: Putting Words on the Page 199 Chapter 12: The Ins and Outs of Text Editing 219 Chapter 13: The Styles of Text 237 Chapter 14: Fine-Tuning Paragraph Details 247 Chapter 15: Finessing Character Details 263 Part V: Graphics Essentials 277 Chapter 16: Importing Graphics 279 Chapter 17: Fitting Graphics and Setting Paths 291 Part VI: Getting Down to Business 301 Chapter 18: Working with Tabs and Tables 303 Chapter 19: Working with Footnotes, Indexes, and TOCs 315 Chapter 20: Working with Automatic Text 327 Chapter 21: Publishing Books 337 Part VII: Printing, Presentation, and Web Essentials 345 Chapter 22: Printing and PDF’ing Your Work 347 Chapter 23: Web Project Basics 371 Chapter 24: Presentation Project Basics 383 Part VIII: The Part of Tens 405 Chapter 25: Top Ten New Features in InDesign CS5 407 Chapter 26: Top Ten Resources for InDesign Users 411 Index 415
£17.84
John Wiley & Sons Inc Rendering in SketchUp
Book SynopsisThe sure way for design professionals to learn SketchUp modeling and rendering techniques Rendering In SketchUp provides instructions for creating 3D photoreal graphics for SketchUp models using integrated rendering programs. The book serves as a beginner rendering manual and reference guide to further develop rendering skills. With an emphasis on step-by-step process, SketchUp users learn a universal approach to rendering varied SketchUp projects, including architecture, interiors, and site design models. The book focuses on tasks and principles at the core of photorealistic rendering, including: Rendering process: Learn a step-by-step process focused on workflow within SketchUp''s familiar workspace. Universal method: Understand how the process can be used to work with a variety of different integrated rendering programs, including Shaderlight, SU Podium and Twilight Render**. These programs are easy to learn and funcTable of ContentsAcknowledgments ix Part 1 Overview and Concepts Chapter 1: Introduction to Rendering in SketchUp 2 Integrated Rendering Programs 3 Studio Rendering Programs 4 Digital Rendering and Photorealism 5 Using This Book 8 The Software 10 Chapter 2: Contents and Extended Features 14 Companion IRP Chapters 14 Method and Reference Guide 18 Chapter 3: The Rendering Process 23 Create the SketchUp Model 24 The Iterative Rendering Process 28 The Post-Rendering Process 33 Chapter 4: How Rendering Works 35 IRP Render Processing 35 Computer Hardware and Rendering 37 Other Rendering Options 40 Computer Specifications 42 Chapter 5: Learning to Look 45 Rendering as an Art Form 45 Becoming a Student of Light and Color 53 Part 2 Textures Chapter 6: Textures Overview 56 Textures in SketchUp 58 The Texturing Process 63 General Considerations 65 Texture Image Formats 68 Chapter 7: The Texture Library 69 SketchUp Native Textures 70 Web Sources 70 Choosing and Downloading Textures 72 Saving a Texture Library 76 Searching CG Textures 77 Linking the Texture Library 79 Chapter 8: The SketchUp Texture Tools 81 Macintosh Texture Tools 81 PC Texture Tools 82 The Paint Bucket Tool 83 The Styles Menu 95 The Right-Click Texture Menu 98 Chapter 9: Apply, Assess, and Adjust 109 The Three As 109 Apply 111 Assess and Adjust 121 Texture Tips 141 Chapter 10: Editing Textures in an External Photo Editor 146 Linking an Editor to SketchUp 146 Launching, Editing, and Saving 147 Typical Alterations 150 Part 3 Modeling Detail Chapter 11: An Overview of Modeling Detail 168 What Is Detail Modeling? 170 Methods 173 Chapter 12: The Detailing Tools 176 The Component Library 176 The Component Browser 178 Using Layers 181 SketchUp Scenes 186 The Camera Tools 188 Chapter 13: Component Details 193 What Is Component Detail? 193 Premade Components and Textures 197 Premade Component Websites 201 Chapter 14: Organizing the Model 219 What Is a Large Model? 220 Layering Strategy 223 Layer Conventions by Model Typology 226 Cleaning Up Layers 231 Controlling Layers with Scenes 234 Toggling Layers 237 Warning! 241 Chapter 15: Camera Scenes, Composition, and Backdrops 242 Camera Scenes 242 Composition 244 Backdrops 251 Chapter 16: Advanced Detailing 261 Texture Modeling 262 Ruby Scripts for Detailing 276 Part 4 Setting Light with Shadows Chapter 17: The Shadow Menu 290 The SketchUp Shadow Menu 290 Solar North 296 Working with Shadows 297 Troubleshooting Shadows 298 Chapter 18: Composing Light 300 Composing Light Tools 303 Composing Light Strategies 308 Composing the Light 314 Part 5 The Iterative Rendering Process Chapter 19: A Rendering Overview 320 IRP Universal Features 321 Custom Features 325 Chapter 20: Steps of the Iterative Rendering Process 331 Add Initial Values 332 Draft to Final Render 334 Simulated Light Drafts-to-Final Process 343 Chapter 21: Texture Values 351 IRPs and Texture Values 351 Bump Values 354 Surface Condition and Surface Reflection 358 Transparency 364 Texture Categories 365 Troubleshooting Textures 366 Chapter 22: Image Resolution 368 What Is Resolution? 368 Determining DPI 374 Large Resolutions 374 Chapter 23: Exterior Light 375 First Lighting Steps 375 SketchUp Shadows 376 Image-Based Lighting 376 Exposure/Gamma/Intensity 381 Chapter 24: Simulated Lighting 383 Types of Lighting 385 Placing and Editing Lights 394 Render Times 398 General Simulated Light Strategies 399 Part 6 Shaderlight by ArtVPS Chapter 25: Introduction to Shaderlight 412 Menu Overview 414 Secondary Menu 415 Special Features 415 Chapter 26: Shaderlight Iterative Rendering Settings 418 The Render Settings Menu 418 Dynamic Preview and Saving 422 Draft-to-Final Settings 424 Chapter 27: Shaderlight Texture Settings 430 Apply Texture Values 430 Texture Value Descriptions 432 Texture Settings Categories 437 Glass and Water Material Values 442 Chapter 28: Shaderlight Exterior Lighting and Backdrops 449 SketchUp Dark Slider 450 Physical Sky 451 HDRI Lighting 452 Background and Backdrops 458 Chapter 29: Shaderlight Simulated Lighting 461 Shaderlight Lighting Options 462 Light Editor 468 Shaderlight Render Settings 469 Quality Settings 470 Lighting Settings 470 Postproduction 478 Chapter 30: Shaderlight Special Features 481 Batch Rendering 481 ReplaceMe 487 Chalk Rendering 490 Part 7 The Photoshop Postproduction Process Chapter 31: Postproduction Effects 496 Methods 498 Light and Color 500 Effects 511 Chapter 32: Detailed Postproduction 519 Realistic Vegetation 519 Architecture Photo Placement 524 Backgrounds/Backdrops 526 Part 8 Anatomy of a Rendering Chapter 33: Building the Base Model 536 Chapter Relationships 537 The Base Model 538 Solid Color to Surfaces 539 Base Model Extrusion 541 Solid Colors Swapped with Textures 542 Chapter 34: Building Detail 545 Chapter 35: Interior Detail 552 Interior Base Model 552 Interior Detailing 557 Chapter 36: Site Detail 565 Chapter 37: Scenes 573 Cleaning Up the Layer List 573 Off/On Scenes 574 Specific Control Scenes 575 Camera View Scenes 578 Chapter 38: Setting Light with Shadows 581 Chapter 39: The Iterative Rendering Process for Exterior Scenes 587 Chapter 40: The Iterative Rendering Process for Interior Scenes 605 Chapter 41: Postproduction of Exterior Scene 620 Index 624
£40.80
John Wiley & Sons Inc Algorithms for Image Processing and Computer
Book SynopsisProgrammers, scientists, and engineers are always in need of newer techniques and algorithms to manipulate and interpret images. Algorithms for Image Processing and Computer Vision is an accessible collection of algorithms for common image processing applications that simplifies complicated mathematical calculations.Table of ContentsPreface xxi Chapter 1 Practical Aspects of a Vision System — Image Display, Input/Output, and Library Calls 1 OpenCV 2 The Basic OpenCV Code 2 The IplImage Data Structure 3 Reading and Writing Images 6 Image Display 7 An Example 7 Image Capture 10 Interfacing with the AIPCV Library 14 Website Files 18 References 18 Chapter 2 Edge-Detection Techniques 21 The Purpose of Edge Detection 21 Traditional Approaches and Theory 23 Models of Edges 24 Noise 26 Derivative Operators 30 Template-Based Edge Detection 36 Edge Models: The Marr-Hildreth Edge Detector 39 The Canny Edge Detector 42 The Shen-Castan (ISEF) Edge Detector 48 A Comparison of Two Optimal Edge Detectors 51 Color Edges 53 Source Code for the Marr-Hildreth Edge Detector 58 Source Code for the Canny Edge Detector 62 Source Code for the Shen-Castan Edge Detector 70 Website Files 80 References 82 Chapter 3 Digital Morphology 85 Morphology Defined 85 Connectedness 86 Elements of Digital Morphology — Binary Operations 87 Binary Dilation 88 Implementing Binary Dilation 92 Binary Erosion 94 Implementation of Binary Erosion 100 Opening and Closing 101 MAX — A High-Level Programming Language for Morphology 107 The ‘‘Hit-and-Miss’’ Transform 113 Identifying Region Boundaries 116 Conditional Dilation 116 Counting Regions 119 Grey-Level Morphology 121 Opening and Closing 123 Smoothing 126 Gradient 128 Segmentation of Textures 129 Size Distribution of Objects 130 Color Morphology 131 Website Files 132 References 135 Chapter 4 Grey-Level Segmentation 137 Basics of Grey-Level Segmentation 137 Using Edge Pixels 139 Iterative Selection 140 The Method of Grey-Level Histograms 141 Using Entropy 142 Fuzzy Sets 146 Minimum Error Thresholding 148 Sample Results From Single Threshold Selection 149 The Use of Regional Thresholds 151 Chow and Kaneko 152 Modeling Illumination Using Edges 156 Implementation and Results 159 Comparisons 160 Relaxation Methods 161 Moving Averages 167 Cluster-Based Thresholds 170 Multiple Thresholds 171 Website Files 172 References 173 Chapter 5 Texture and Color 177 Texture and Segmentation 177 A Simple Analysis of Texture in Grey-Level Images 179 Grey-Level Co-Occurrence 182 Maximum Probability 185 Moments 185 Contrast 185 Homogeneity 185 Entropy 186 Results from the GLCM Descriptors 186 Speeding Up the Texture Operators 186 Edges and Texture 188 Energy and Texture 191 Surfaces and Texture 193 Vector Dispersion 193 Surface Curvature 195 Fractal Dimension 198 Color Segmentation 201 Color Textures 205 Website Files 205 References 206 Chapter 6 Thinning 209 What Is a Skeleton? 209 The Medial Axis Transform 210 Iterative Morphological Methods 212 The Use of Contours 221 Choi/Lam/Siu Algorithm 224 Treating the Object as a Polygon 226 Triangulation Methods 227 Force-Based Thinning 228 Definitions 229 Use of a Force Field 230 Subpixel Skeletons 234 Source Code for Zhang-Suen/Stentiford/Holt Combined Algorithm 235 Website Files 246 References 247 Chapter 7 Image Restoration 251 Image Degradations — The Real World 251 The Frequency Domain 253 The Fourier Transform 254 The Fast Fourier Transform 256 The Inverse Fourier Transform 260 Two-Dimensional Fourier Transforms 260 Fourier Transforms in OpenCV 262 Creating Artificial Blur 264 The Inverse Filter 270 The Wiener Filter 271 Structured Noise 273 Motion Blur — A Special Case 276 The Homomorphic Filter — Illumination 277 Frequency Filters in General 278 Isolating Illumination Effects 280 Website Files 281 References 283 Chapter 8 Classification 285 Objects, Patterns, and Statistics 285 Features and Regions 288 Training and Testing 292 Variation: In-Class and Out-Class 295 Minimum Distance Classifiers 299 Distance Metrics 300 Distances Between Features 302 Cross Validation 304 Support Vector Machines 306 Multiple Classifiers — Ensembles 309 Merging Multiple Methods 309 Merging Type 1 Responses 310 Evaluation 311 Converting Between Response Types 312 Merging Type 2 Responses 313 Merging Type 3 Responses 315 Bagging and Boosting 315 Bagging 315 Boosting 316 Website Files 317 References 318 Chapter 9 Symbol Recognition 321 The Problem 321 OCR on Simple Perfect Images 322 OCR on Scanned Images — Segmentation 326 Noise 327 Isolating Individual Glyphs 329 Matching Templates 333 Statistical Recognition 337 OCR on Fax Images — Printed Characters 339 Orientation — Skew Detection 340 The Use of Edges 345 Handprinted Characters 348 Properties of the Character Outline 349 Convex Deficiencies 353 Vector Templates 357 Neural Nets 363 A Simple Neural Net 364 A Backpropagation Net for Digit Recognition 368 The Use of Multiple Classifiers 372 Merging Multiple Methods 372 Results From the Multiple Classifier 375 Printed Music Recognition — A Study 375 Staff Lines 376 Segmentation 378 Music Symbol Recognition 381 Source Code for Neural Net Recognition System 383 Website Files 390 References 392 Chapter 10 Content-Based Search — Finding Images by Example 395 Searching Images 395 Maintaining Collections of Images 396 Features for Query by Example 399 Color Image Features 399 Mean Color 400 Color Quad Tree 400 Hue and Intensity Histograms 401 Comparing Histograms 402 Requantization 403 Results from Simple Color Features 404 Other Color-Based Methods 407 Grey-Level Image Features 408 Grey Histograms 409 Grey Sigma — Moments 409 Edge Density — Boundaries Between Objects 409 Edge Direction 410 Boolean Edge Density 410 Spatial Considerations 411 Overall Regions 411 Rectangular Regions 412 Angular Regions 412 Circular Regions 414 Hybrid Regions 414 Test of Spatial Sampling 414 Additional Considerations 417 Texture 418 Objects, Contours, Boundaries 418 Data Sets 418 Website Files 419 References 420 Systems 424 Chapter 11 High-Performance Computing for Vision and Image Processing 425 Paradigms for Multiple-Processor Computation 426 Shared Memory 426 Message Passing 427 Execution Timing 427 Using clock() 428 Using QueryPerformanceCounter 430 The Message-Passing Interface System 432 Installing MPI 432 Using MPI 433 Inter-Process Communication 434 Running MPI Programs 436 Real Image Computations 437 Using a Computer Network — Cluster Computing 440 A Shared Memory System — Using the PC Graphics Processor 444 GLSL 444 OpenGL Fundamentals 445 Practical Textures in OpenGL 448 Shader Programming Basics 451 Vertex and Fragment Shaders 452 Required GLSL Initializations 453 Reading and Converting the Image 454 Passing Parameters to Shader Programs 456 Putting It All Together 457 Speedup Using the GPU 459 Developing and Testing Shader Code 459 Finding the Needed Software 460 Website Files 461 References 461 Index 465
£71.10
John Wiley and Sons Ltd Mobile and Pervasive Computing in Construction
Book SynopsisThis book offers a comprehensive reference volume to the use of mobile and pervasive computing in construction.Table of ContentsContributors ix Preface xiii Acknowledgments xvii 1 Mobile and Pervasive Computing in Construction: an Introduction 1Chimay J. Anumba and Xiangyu Wang 1.1 Background 1 1.2 Fundamental Characteristics of Mobile Computing 2 1.3 Pervasive Computing 7 1.4 Summary 9 References 9 2 Mobile and Semantic Web-Based Delivery of Context-Aware Information and Services in Construction 11Chimay J. Anumba, Zeeshan Aziz and Darshan Ruikar 2.1 Introduction 11 2.2 Limitations of Current Processes and Technologies 12 2.3 Integrated Service Delivery Architecture 15 2.4 Prototype System Implementation 17 2.5 Development of the Project Repository 18 2.6 OntoWise 19 2.7 Deployment Case Studies 21 2.8 Summary and Conclusions 24 References 25 3 Communication Technology in Mobile and Pervasive Computing 26Jerker Delsing 3.1 Introduction 26 3.2 Mobile and Pervasive Devices 26 3.3 Communication Basics 27 3.4 Communication Protocols 31 3.5 Service Protocols 33 3.6 Proprietary Buses and Protocols 34 3.7 Summary 35 References 35 4 A Framework for Designing Mobile Virtual Training Systems through Virtual Modeling Technology 37Xiangyu Wang and Phillip S. Dunston 4.1 Introduction 37 4.2 Taxonomy for Defining Virtual Training Systems 39 4.3 Relating Virtual Technologies to Training Skills 47 4.4 Conclusions and Future Work 51 References 52 5 Mobile and Pervasive Construction Visualization Using Outdoor Augmented Reality 54 Amir H. Behzadan, Suyang Dong and Vineet R. Kamat 5.1 Introduction 54 5.2 Prior Related Work in Construction Visualization 56 5.3 Main Contributions 57 5.4 Technical Approach to Create AR Animations 58 5.5 ARVISCOPE Animation Authoring Language 60 5.6 Creating an AR Animation Trace File from a DES Model 63 5.7 ARVISCOPE Language Design Issues 66 5.8 Examples of Pervasive Outdoor AR Visualization 76 5.9 Summary and Conclusions 82 Acknowledgments 83 References 83 6 Ubiquitous User Localization for Pervasive Context-Aware Construction Applications 86Hiam M. Khoury, Manu Akula and Vineet R. Kamat 6.1 Introduction 86 6.2 Current State of Knowledge 88 6.3 User Tracking in Construction Environments 92 6.4 Validation of Accuracy in 3D Spatial User Tracking 106 6.5 Integration of GPS and Inertial Navigation 116 6.6 Summary and Conclusions 124 Acknowledgments 124 References 125 7 Person-oriented Mobile Information System Enhancing Engineering Communication in Construction Processes 128Danijel Rebolj and Ales Magdic 7.1 Introduction 128 7.2 Considering People in Processes 131 7.3 Dynamic Communication Environment (DyCE) 134 7.4 On-site Evaluation 139 7.5 Conclusions 144 7.6 Future Work 144 References 146 8 The iHelmet: An AR-enhanced Wearable Display for BIM Information 149Kai-Chen Yeh, Meng-Han Tsai and Shih-Chung Kang 8.1 Introduction 149 8.2 Design and Implementation of the iHelmet 153 8.3 Module Implementations 157 8.4 Discussion 163 8.5 Summary 164 References 165 9 Mobile and Pervasive Computing: The Future for Design Collaboration 169mi Jeong Kim, Mary Lou Maher and Ning Gu 9.1 Introduction 169 9.2 Analytical Frameworks for Understanding Collaborative Technologies in Design 170 9.3 Characterizing Early Collaborative Design Technologies 172 9.4 Understanding Mobile and Pervasive Computing in Design Collaboration 177 9.5 Towards the Future 182 9.6 Conclusion 184 References 185 10 Computer Vision and Pattern Recognition Technologies for Construction 189Ioannis Brilakis 10.1 Structural Element Recognition 189 10.2 Construction Equipment and Personnel Recognition 193 10.3 Damage and Defects Recognition 196 10.4 Videogrammetric Surveying 199 10.5 Summary 203 References 204 11 Structural Health Monitoring using Wireless Sensor Networks 210Jiannong Cao and Xuefeng Liu 11.1 Introduction 210 11.2 How to Realize Long-Term Monitoring with WSNs using Battery-Powered Wireless Sensor Nodes 219 11.3 How to Implement Simple and Effective SHM Algorithms 224 11.4 How to Realize Fast and Reliable Delivery of a Large Amount of Data 228 11.5 How to Deploy Sensor Nodes in WSN-based SHM System 229 11.6 How to Develop Middleware Framework for WSN-based SHM 230 11.7 Conclusion 233 Acknowledgments 233 References 233 12 Cloud Computing Support for Construction Collaboration 237Jack C.P. Cheng and Bimal Kumar 12.1 Introduction 237 12.2 What is Cloud Computing? 239 12.3 Cloud Computing as a Construction Collaboration Enabling Technology 243 12.4 Potential Benefits of Cloud Computing in the Construction Industry 244 12.5 Challenges of Cloud Computing Adoption in the Construction Industry 247 12.6 Proposed Collaboration Framework 250 12.7 Summary 252 References 252 13 Concluding Notes 255Chimay J. Anumba and Xiangyu Wang 13.1 Introduction 255 13.2 Summary 255 13.3 Benefits of Mobile and Pervasive Computing to Construction Sector Organizations 256 13.4 Considerations in the Effective Deployment of Mobile and Pervasive Computing in Construction 257 13.5 Future Directions 257 References 259 Index 261
£113.00
John Wiley & Sons Inc LargeScale Software Architecture
Book SynopsisThe purpose of large--scale software architecture is to capture and describe practical representations to make development teams more effective. In this book the authors show how to utilise software architecture as a tool to guide the development instead of capturing the architectural details after all the design decisions have been made.Trade Review“…a welcome addition…recommended…” (CVU, June 04)Table of ContentsPreface. Acknowledgements. Introduction. Roles of the Software Architect. Software Architecture and the Development Process. Example System Overview. UML Quick Tour. System Context and Domain Analysis. Component Design and Modeling. Subsystem Design. Transaction and Data Design. Process and Deployment Design. Architecture Techniques. Applying the Viewpoints. Summary of Architectural Viewpoints. Bibliography.
£26.25
John Wiley & Sons Inc Agile Documentation
Book SynopsisSoftware documentation forms the basis for all communication relating to a software project. To be truly effective and usable, it should be based on what needs to be known. Agile Documentation provides sound advice on how to produce lean and lightweight software documentation.Trade Review??many (Test Documents) would benefit from this treatment?? (Professional Tester, October 03) "...applicable to documentation for any project...highly recommended..." (CVu, Vol 16(4), August 2004)Table of ContentsForeword ix Preface xi Acknowledgements xvii Introduction 1 Project Background 11 1 Finding the Right Topics 19 Target Readers 24 Focused Information 26 Individual Documentation Requirements 28 Documentation Portfolio 30 Focus on Long-Term Relevance 34 Specification as a Joint Effort 36 Design Rationale 39 The Big Picture 40 Separation of Description and Evaluation 42 Realistic Examples 44 Experience Reports 46 2 Structuring Individual Documents 61 Structured information 66 Judicious Diagrams 70 Unambiguous Tables 73 Guidelines for Readers 75 Thumbnail Sketches 77 Traceable References 78 Glossary 79 Document History 81 Experience Reports 82 3 Layout and Typography 93 Text on 50% of a Page 98 Two Alphabets per Line 100 120% Line Spacing 102 Two Typefaces 104 Careful Use of Type Variations 106 Careful Ruling and Shading 108 Adjacent Placement 109 Coherent Pages 111 Experience Reports 112 4 Infrastructure and Technical Organisation 117 Document Landscape 120 Document Archive 123 Wiki 125 Code-Comment Proximity 126 Reader-Friendly Media 128 Separation of Contents and Layout 131 Single Source and Multiple Targets 133 Import by Reference 136 Separation of Processing and Printing 138 Document Templates 139 Few Tools 142 Annotated Changes 144 Notification upon Update 145 Reorganisation upon Request 147 Experience Reports 149 5 Management and Quality Assurance 159 A Distinct Activity 161 One Responsible Author 164 Continuing Documentation 166 Writing and Reflection 168 Review Culture 170 Review Before Delivery 174 Customer Review 175 A Distant View 177 Information Marketplace 179 Knowledge Management 180 Experience Reports 182 Final Remarks 193 Pattern Thumbnails 197 Finding the Right Topics 197 Structuring Individual Documents 198 Layout and Typography 200 Infrastructure and Technical Organisation 201 Management and Quality Assurance 203 Glossary 205 References 211 Index 221
£20.00
John Wiley & Sons Inc Discovering Knowledge in Data
Book SynopsisThe field of data mining lies at the confluence of predictive analytics, statistical analysis, and business intelligence. Due to the ever-increasing complexity and size of data sets and the wide range of applications in computer science, business, and health care, the process of discovering knowledge in data is more relevant than ever before. This book provides the tools needed to thrive in today's big data world. The author demonstrates how to leverage a company's existing databases to increase profits and market share, and carefully explains the most current data science methods and techniques. The reader will learn data mining by doing data mining. By adding chapters on data modelling preparation, imputation of missing data, and multivariate statistical analysis, Discovering Knowledge in Data, Second Edition remains the eminent reference on data mining. The second edition of a highly praised, successful reference on data mining, with thorougTable of ContentsPreface xi Chapter 1 An Introduction to Data Mining 1 1.1 What is Data Mining? 1 1.2 Wanted: Data Miners 2 1.3 The Need for Human Direction of Data Mining 3 1.4 The Cross-Industry Standard Practice for Data Mining 4 1.4.1 Crisp-DM: The Six Phases 5 1.5 Fallacies of Data Mining 6 1.6 What Tasks Can Data Mining Accomplish? 8 1.6.1 Description 8 1.6.2 Estimation 8 1.6.3 Prediction 10 1.6.4 Classification 10 1.6.5 Clustering 12 1.6.6 Association 14 References 14 Exercises 15 Chapter 2 Data Preprocessing 16 2.1 Why do We Need to Preprocess the Data? 17 2.2 Data Cleaning 17 2.3 Handling Missing Data 19 2.4 Identifying Misclassifications 22 2.5 Graphical Methods for Identifying Outliers 22 2.6 Measures of Center and Spread 23 2.7 Data Transformation 26 2.8 Min-Max Normalization 26 2.9 Z-Score Standardization 27 2.10 Decimal Scaling 28 2.11 Transformations to Achieve Normality 28 2.12 Numerical Methods for Identifying Outliers 35 2.13 Flag Variables 36 2.14 Transforming Categorical Variables into Numerical Variables 37 2.15 Binning Numerical Variables 38 2.16 Reclassifying Categorical Variables 39 2.17 Adding an Index Field 39 2.18 Removing Variables that are Not Useful 39 2.19 Variables that Should Probably Not Be Removed 40 2.20 Removal of Duplicate Records 41 2.21 A Word About ID Fields 41 The R Zone 42 References 48 Exercises 48 Hands-On Analysis 50 Chapter 3 Exploratory Data Analysis 51 3.1 Hypothesis Testing Versus Exploratory Data Analysis 51 3.2 Getting to Know the Data Set 52 3.3 Exploring Categorical Variables 55 3.4 Exploring Numeric Variables 62 3.5 Exploring Multivariate Relationships 69 3.6 Selecting Interesting Subsets of the Data for Further Investigation 71 3.7 Using EDA to Uncover Anomalous Fields 71 3.8 Binning Based on Predictive Value 72 3.9 Deriving New Variables: Flag Variables 74 3.10 Deriving New Variables: Numerical Variables 77 3.11 Using EDA to Investigate Correlated Predictor Variables 77 3.12 Summary 80 The R Zone 82 Reference 88 Exercises 88 Hands-On Analysis 89 Chapter 4 Univariate Statistical Analysis 91 4.1 Data Mining Tasks in Discovering Knowledge in Data 91 4.2 Statistical Approaches to Estimation and Prediction 92 4.3 Statistical Inference 93 4.4 How Confident are We in Our Estimates? 94 4.5 Confidence Interval Estimation of the Mean 95 4.6 How to Reduce the Margin of Error 97 4.7 Confidence Interval Estimation of the Proportion 98 4.8 Hypothesis Testing for the Mean 99 4.9 Assessing the Strength of Evidence Against the Null Hypothesis 101 4.10 Using Confidence Intervals to Perform Hypothesis Tests 102 4.11 Hypothesis Testing for the Proportion 104 The R Zone 105 Reference 106 Exercises 106 Chapter 5 Multivariate Statistics 109 5.1 Two-Sample t-Test for Difference in Means 110 5.2 Two-Sample Z-Test for Difference in Proportions 111 5.3 Test for Homogeneity of Proportions 112 5.4 Chi-Square Test for Goodness of Fit of Multinomial Data 114 5.5 Analysis of Variance 115 5.6 Regression Analysis 118 5.7 Hypothesis Testing in Regression 122 5.8 Measuring the Quality of a Regression Model 123 5.9 Dangers of Extrapolation 123 5.10 Confidence Intervals for the Mean Value of y Given x 125 5.11 Prediction Intervals for a Randomly Chosen Value of y Given x 125 5.12 Multiple Regression 126 5.13 Verifying Model Assumptions 127 The R Zone 131 Reference 135 Exercises 135 Hands-On Analysis 136 Chapter 6 Preparing to Model the Data 138 6.1 Supervised Versus Unsupervised Methods 138 6.2 Statistical Methodology and Data Mining Methodology 139 6.3 Cross-Validation 139 6.4 Overfitting 141 6.5 BIAS–Variance Trade-Off 142 6.6 Balancing the Training Data Set 144 6.7 Establishing Baseline Performance 145 The R Zone 146 Reference 147 Exercises 147 Chapter 7 K-Nearest Neighbor Algorithm 149 7.1 Classification Task 149 7.2 k-Nearest Neighbor Algorithm 150 7.3 Distance Function 153 7.4 Combination Function 156 7.4.1 Simple Unweighted Voting 156 7.4.2 Weighted Voting 156 7.5 Quantifying Attribute Relevance: Stretching the Axes 158 7.6 Database Considerations 158 7.7 k-Nearest Neighbor Algorithm for Estimation and Prediction 159 7.8 Choosing k 160 7.9 Application of k-Nearest Neighbor Algorithm Using IBM/SPSS Modeler 160 The R Zone 162 Exercises 163 Hands-On Analysis 164 Chapter 8 Decision Trees 165 8.1 What is a Decision Tree? 165 8.2 Requirements for Using Decision Trees 167 8.3 Classification and Regression Trees 168 8.4 C4.5 Algorithm 174 8.5 Decision Rules 179 8.6 Comparison of the C5.0 and Cart Algorithms Applied to Real Data 180 The R Zone 183 References 184 Exercises 185 Hands-On Analysis 185 Chapter 9 Neural Networks 187 9.1 Input and Output Encoding 188 9.2 Neural Networks for Estimation and Prediction 190 9.3 Simple Example of a Neural Network 191 9.4 Sigmoid Activation Function 193 9.5 Back-Propagation 194 9.5.1 Gradient Descent Method 194 9.5.2 Back-Propagation Rules 195 9.5.3 Example of Back-Propagation 196 9.6 Termination Criteria 198 9.7 Learning Rate 198 9.8 Momentum Term 199 9.9 Sensitivity Analysis 201 9.10 Application of Neural Network Modeling 202 The R Zone 204 References 207 Exercises 207 Hands-On Analysis 207 Chapter 10 Hierarchical and K-Means Clustering 209 10.1 The Clustering Task 209 10.2 Hierarchical Clustering Methods 212 10.3 Single-Linkage Clustering 213 10.4 Complete-Linkage Clustering 214 10.5 k-Means Clustering 215 10.6 Example of k-Means Clustering at Work 216 10.7 Behavior of MSB, MSE, and PSEUDO-F as the k-Means Algorithm Proceeds 219 10.8 Application of k-Means Clustering Using SAS Enterprise Miner 220 10.9 Using Cluster Membership to Predict Churn 223 The R Zone 224 References 226 Exercises 226 Hands-On Analysis 226 Chapter 11 Kohonen Networks 228 11.1 Self-Organizing Maps 228 11.2 Kohonen Networks 230 11.2.1 Kohonen Networks Algorithm 231 11.3 Example of a Kohonen Network Study 231 11.4 Cluster Validity 235 11.5 Application of Clustering Using Kohonen Networks 235 11.6 Interpreting the Clusters 237 11.6.1 Cluster Profiles 240 11.7 Using Cluster Membership as Input to Downstream Data Mining Models 242 The R Zone 243 References 245 Exercises 245 Hands-On Analysis 245 Chapter 12 Association Rules 247 12.1 Affinity Analysis and Market Basket Analysis 247 12.1.1 Data Representation for Market Basket Analysis 248 12.2 Support, Confidence, Frequent Itemsets, and the a Priori Property 249 12.3 How Does the a Priori Algorithm Work? 251 12.3.1 Generating Frequent Itemsets 251 12.3.2 Generating Association Rules 253 12.4 Extension from Flag Data to General Categorical Data 255 12.5 Information-Theoretic Approach: Generalized Rule Induction Method 256 12.5.1 J-Measure 257 12.6 Association Rules are Easy to do Badly 258 12.7 How Can We Measure the Usefulness of Association Rules? 259 12.8 Do Association Rules Represent Supervised or Unsupervised Learning? 260 12.9 Local Patterns Versus Global Models 261 The R Zone 262 References 263 Exercises 263 Hands-On Analysis 264 Chapter 13 Imputation of Missing Data 266 13.1 Need for Imputation of Missing Data 266 13.2 Imputation of Missing Data: Continuous Variables 267 13.3 Standard Error of the Imputation 270 13.4 Imputation of Missing Data: Categorical Variables 271 13.5 Handling Patterns in Missingness 272 The R Zone 273 Reference 276 Exercises 276 Hands-On Analysis 276 Chapter 14 Model Evaluation Techniques 277 14.1 Model Evaluation Techniques for the Description Task 278 14.2 Model Evaluation Techniques for the Estimation and Prediction Tasks 278 14.3 Model Evaluation Techniques for the Classification Task 280 14.4 Error Rate, False Positives, and False Negatives 280 14.5 Sensitivity and Specificity 283 14.6 Misclassification Cost Adjustment to Reflect Real-World Concerns 284 14.7 Decision Cost/Benefit Analysis 285 14.8 Lift Charts and Gains Charts 286 14.9 Interweaving Model Evaluation with Model Building 289 14.10 Confluence of Results: Applying a Suite of Models 290 The R Zone 291 Reference 291 Exercises 291 Hands-On Analysis 291 Appendix: Data Summarization and Visualization 294 Index 309
£70.16
John Wiley & Sons Inc Financial Instrument Pricing Using C
Book Synopsis? C++ is one of the best languages for the development of financial engineering and instrument pricing applications. ? This book applies C++ to the design and implementation of classes, libraries and latest applications for option and derivative pricing models.Table of ContentsCHAPTER 1 A Tour of C++ and Environs 1 1.1 Introduction and Objectives 1 1.2 What is C++? 1 1.3 C++ as a Multiparadigm Programming Language 2 1.4 The Structure and Contents of this Book: Overview 4 1.5 A Tour of C++11: Black–Scholes and Environs 6 1.6 Parallel Programming in C++ and Parallel C++ Libraries 12 1.7 Writing C++ Applications; Where and How to Start? 14 1.8 For whom is this Book Intended? 16 1.9 Next-Generation Design and Design Patterns in C++ 16 1.10 Some Useful Guidelines and Developer Folklore 17 1.11 About the Author 18 1.12 The Source Code and Getting the Source Code 19 CHAPTER 2 New and Improved C++ Fundamentals 21 2.1 Introduction and Objectives 21 2.2 The C++ Smart Pointers 21 2.3 Using Smart Pointers in Code 23 2.4 Extended Examples of Smart Pointers Usage 30 2.5 Move Semantics and Rvalue References 34 2.6 Other Bits and Pieces: Usability Enhancements 39 2.7 Summary and Conclusions 52 2.8 Exercises and Projects 52 CHAPTER 3 Modelling Functions in C++ 59 3.1 Introduction and Objectives 59 3.2 Analysing and Classifying Functions 60 3.3 New Functionality in C++: std::function<> 64 3.4 New Functionality in C++: Lambda Functions and Lambda Expressions 65 3.5 Callable Objects 69 3.6 Function Adapters and Binders 70 3.7 Application Areas 75 3.8 An Example: Strategy Pattern New Style 75 3.9 Migrating from Traditional Object-Oriented Solutions: Numerical Quadrature 78 3.10 Summary and Conclusions 81 3.11 Exercises and Projects 82 CHAPTER 4 Advanced C++ Template Programming 89 4.1 Introduction and Objectives 89 4.2 Preliminaries 91 4.3 decltype Specifier 94 4.4 Life Before and After decltype 101 4.5 std::result_of and SFINAE 106 4.6 std::enable_if 108 4.7 Boost enable_if 112 4.8 std::decay()Trait 114 4.9 A Small Application: Quantities and Units 115 4.10 Conclusions and Summary 118 4.11 Exercises and Projects 118 CHAPTER 5 Tuples in C++ and their Applications 123 5.1 Introduction and Objectives 123 5.2 An std:pair Refresher and New Extensions 123 5.3 Mathematical and Computer Science Background 128 5.4 Tuple Fundamentals and Simple Examples 130 5.5 Advanced Tuples 130 5.6 Using Tuples in Code 133 5.7 Other Related Libraries 138 5.8 Tuples and Run-Time Efficiency 140 5.9 Advantages and Applications of Tuples 142 5.10 Summary and Conclusions 143 5.11 Exercises and Projects 143 CHAPTER 6 Type Traits, Advanced Lambdas and Multiparadigm Design in C++ 147 6.1 Introduction and Objectives 147 6.2 Some Building Blocks 149 6.3 C++ Type Traits 150 6.4 Initial Examples of Type Traits 158 6.5 Generic Lambdas 161 6.6 How Useful will Generic Lambda Functions be in the Future? 164 6.7 Generalised Lambda Capture 171 6.7.1 Living Without Generalised Lambda Capture 173 6.8 Application to Stochastic Differential Equations 174 6.9 Emerging Multiparadigm Design Patterns: Summary 178 6.10 Summary and Conclusions 179 6.11 Exercises and Projects 179 CHAPTER 7 Multiparadigm Design in C++ 185 7.1 Introduction and Objectives 185 7.2 Modelling and Design 185 7.3 Low-Level C++ Design of Classes 190 7.4 Shades of Polymorphism 199 7.5 Is there More to Life than Inheritance? 206 7.6 An Introduction to Object-Oriented Software Metrics 207 7.7 Summary and Conclusions 210 7.8 Exercises and Projects 210 CHAPTER 8 C++ Numerics, IEEE 754 and Boost C++ Multiprecision 215 8.1 Introduction and Objectives 215 8.2 Floating-Point Decomposition Functions in C++ 219 8.3 A Tour of std::numeric_limits 221 8.4 An Introduction to Error Analysis 223 8.5 Example: Numerical Quadrature 224 8.6 Other Useful Mathematical Functions in C++ 228 8.7 Creating C++ Libraries 231 8.8 Summary and Conclusions 239 8.9 Exercises and Projects 239 CHAPTER 9 An Introduction to Unified Software Design 245 9.1 Introduction and Objectives 245 9.1.1 Future Predictions and Expectations 246 9.2 Background 247 9.3 System Scoping and Initial Decomposition 251 9.4 Checklist and Looking Back 259 9.5 Variants of the Software Process: Policy-Based Design 260 9.6 Using Policy-Based Design for the DVM Problem 268 9.7 Advantages of Uniform Design Approach 273 9.8 Summary and Conclusions 274 9.9 Exercises and Projects 275 CHAPTER 10 New Data Types, Containers and Algorithms in C++ and Boost C++ Libraries 283 10.1 Introduction and Objectives 283 10.2 Overview of New Features 283 10.3 C++ std::bitset and Boost Dynamic Bitset Library 284 10.4 Chrono Library 288 10.5 Boost Date and Time 301 10.6 Forwards Lists and Compile-Time Arrays 306 10.7 Applications of Boost.Array 311 10.8 Boost uBLAS (Matrix Library) 313 10.9 Vectors 316 10.10 Matrices 318 10.11 Applying uBLAS: Solving Linear Systems of Equations 322 10.12 Summary and Conclusions 330 10.13 Exercises and Projects 331 CHAPTER 11 Lattice Models Fundamental Data Structures and Algorithms 333 11.1 Introduction and Objectives 333 11.2 Background and Current Approaches to Lattice Modelling 334 11.3 New Requirements and Use Cases 335 11.4 A New Design Approach: A Layered Approach 335 11.5 Initial ‘101’ Examples of Option Pricing 347 11.6 Advantages of Software Layering 349 11.7 Improving Efficiency and Reliability 352 11.8 Merging Lattices 355 11.9 Summary and Conclusions 357 11.10 Exercises and Projects 357 CHAPTER 12 Lattice Models Applications to Computational Finance 367 12.1 Introduction and Objectives 367 12.2 Stress Testing the Lattice Data Structures 368 12.3 Option Pricing Using Bernoulli Paths 372 12.4 Binomial Model for Assets with Dividends 374 12.5 Computing Option Sensitivities 377 12.6 (Quick) Numerical Analysis of the Binomial Method 379 12.7 Richardson Extrapolation with Binomial Lattices 382 12.8 Two-Dimensional Binomial Method 382 12.9 Trinomial Model of the Asset Price 384 12.10 Stability and Convergence of the Trinomial Method 385 12.11 Explicit Finite Difference Method 386 12.12 Summary and Conclusions 389 12.13 Exercises and Projects 389 CHAPTER 13 Numerical Linear Algebra: Tridiagonal Systems and Applications 395 13.1 Introduction and Objectives 395 13.2 Solving Tridiagonal Matrix Systems 395 13.3 The Crank-Nicolson and Theta Methods 406 13.4 The ADE Method for the Impatient 411 13.5 Cubic Spline Interpolation 415 13.6 Some Handy Utilities 427 13.7 Summary and Conclusions 428 13.8 Exercises and Projects 429 CHAPTER 14 Data Visualisation in Excel 433 14.1 Introduction and Objectives 433 14.2 The Structure of Excel-Related Objects 433 14.3 Sanity Check: Is the Excel Infrastructure Up and Running? 435 14.4 ExcelDriver and Matrices 437 14.5 ExcelDriver and Vectors 444 14.6 Path Generation for Stochastic Differential Equations 448 14.7 Summary and Conclusions 459 14.8 Exercises and Projects 459 14.9 Appendix: COM Architecture Overview 463 14.10 An Example 468 14.11 Virtual Function Tables 471 14.12 Differences between COM and Object-Oriented Paradigm 473 14.13 Initialising the COM Library 474 CHAPTER 15 Univariate Statistical Distributions 475 15.1 Introduction, Goals and Objectives 475 15.2 The Error Function and Its Universality 475 15.3 One-Factor Plain Options 478 15.4 Option Sensitivities and Surfaces 488 15.5 Automating Data Generation 491 15.6 Introduction to Statistical Distributions and Functions 499 15.7 Advanced Distributions 504 15.8 Summary and Conclusions 511 15.9 Exercises and Projects 511 CHAPTER 16 Bivariate Statistical Distributions and Two-Asset Option Pricing 515 16.1 Introduction and Objectives 515 16.2 Computing Integrals Using PDEs 516 16.3 The Drezner Algorithm 521 16.4 The Genz Algorithm and the West/Quantlib Implementations 521 16.5 Abramowitz and Stegun Approximation 525 16.6 Performance Testing 528 16.7 Gauss–Legendre Integration 529 16.8 Applications to Two-Asset Pricing 531 16.9 Trivariate Normal Distribution 536 16.10 Chooser Options 543 16.11 Conclusions and Summary 545 16.12 Exercises and Projects 546 CHAPTER 17 STL Algorithms in Detail 551 17.1 Introduction and Objectives 551 17.2 Binders and std::bind 554 17.3 Non-modifying Algorithms 557 17.4 Modifying Algorithms 567 17.5 Compile-Time Arrays 575 17.6 Summary and Conclusions 576 17.7 Exercises and Projects 576 17.8 Appendix: Review of STL Containers and Complexity Analysis 583 CHAPTER 18 STL Algorithms Part II 589 18.1 Introduction and Objectives 589 18.2 Mutating Algorithms 589 18.3 Numeric Algorithms 597 18.4 Sorting Algorithms 601 18.5 Sorted-Range Algorithms 604 18.5.5 Merging 608 18.6 Auxiliary Iterator Functions 609 18.7 Needle in a Haystack: Finding the Right STL Algorithm 612 18.8 Applications to Computational Finance 613 18.9 Advantages of STL Algorithms 613 18.10 Summary and Conclusions 614 18.11 Exercises and Projects 614 CHAPTER 19 An Introduction to Optimisation and the Solution of Nonlinear Equations 617 19.1 Introduction and Objectives 617 19.2 Mathematical and Numerical Background 618 19.3 Sequential Search Methods 619 19.4 Solutions of Nonlinear Equations 620 19.5 Fixed-Point Iteration 622 19.6 Aitken’s Acceleration Process 623 19.7 Software Framework 623 19.8 Implied Volatility 632 19.9 Solvers in the Boost C++ Libraries 632 19.10 Summary and Conclusions 633 19.11 Exercises and Projects 633 19.12 Appendix: The Banach Fixed-Point Theorem 636 CHAPTER 20 The Finite Difference Method for PDEs: Mathematical Background 641 20.1 Introduction and Objectives 641 20.2 General Convection–Diffusion–Reaction Equations and Black–Scholes PDE 641 20.3 PDE Preprocessing 64520.3.2 Reduction of PDE to Conservative Form 646 20.4 Maximum Principles for Parabolic PDEs 649 20.5 The Fichera Theory 650 20.6 Finite Difference Schemes: Properties and Requirements 654 20.7 Example: A Linear Two-Point Boundary Value Problem 655 20.8 Exponentially Fitted Schemes for Time-Dependent PDEs 659 20.9 Richardson Extrapolation 663 20.10 Summary and Conclusions 665 20.11 Exercises and Projects 666 CHAPTER 21 Software Framework for One-Factor Option Models 669 21.1 Introduction and Objectives 669 21.2 A Software Framework: Architecture and Context 669 21.3 Modelling PDEs and Finite Difference Schemes: What is Supported? 670 21.4 Several Versions of Alternating Direction Explicit 671 21.5 A Software Framework: Detailed Design and Implementation 673 21.6 C++ Code for PDE Classes 674 21.7 C++ Code for FDM Classes 679 21.8 Examples and Test Cases 690 21.9 Summary and Conclusions 693 21.10 Exercises and Projects 694 CHAPTER 22 Extending the Software Framework 701 22.1 Introduction and Objectives 701 22.2 Spline Interpolation of Option Values 701 22.3 Numerical Differentiation Foundations 704 22.4 Numerical Greeks 710 22.5 Constant Elasticity of Variance Model 715 22.6 Using Software Design (GOF) Patterns 715 22.7 Multiparadigm Design Patterns 720 22.8 Summary and Conclusions 721 22.9 Exercises and Projects 721 CHAPTER 23A PDE Software Framework in C++11 for a Class of Path-Dependent Options 727 23.1 Introduction and Objectives 727 23.2 Modelling PDEs and Initial Boundary Value Problems in the Functional Programming Style 728 23.3 PDE Preprocessing 731 23.4 The Anchoring PDE 732 23.5 ADE for Anchoring PDE 739 23.6 Useful Utilities 746 23.7 Accuracy and Performance 748 23.8 Summary and Conclusions 750 23.9 Exercises and Projects 751 CHAPTER 24 Ordinary Differential Equations and their Numerical Approximation 755 24.1 Introduction and Objectives 755 24.2 What is an ODE? 755 24.3 Classifying ODEs 756 24.4 A Palette of Model ODEs 757 24.5 Existence and Uniqueness Results 760 24.6 Overview of Numerical Methods for ODEs: The Big Picture 763 24.7 Creating ODE Solvers in C++ 770 24.8 Summary and Conclusions 776 24.9 Exercises and Projects 776 24.10 Appendix 778 CHAPTER 25 Advanced Ordinary Differential Equations and Method of Lines 781 25.1 Introduction and Objectives 781 25.2 An Introduction to the Boost Odeint Library 782 25.3 Systems of Stiff and Non-stiff Equations 791 25.4 Matrix Differential Equations 796 25.5 The Method of Lines: What is it and what are its Advantages? 799 25.6 Initial Foray in Computational Finance: MOL for One-Factor Black-Scholes PDE 801 25.7 Barrier Options 806 25.8 Using Exponential Fitting of Barrier Options 808 25.9 Summary and Conclusions 808 25.10 Exercises and Projects 809 CHAPTER 26 Random Number Generation and Distributions 819 26.1 Introduction and Objectives 819 26.2 What is a Random Number Generator? 820 26.3 What is a Distribution? 821 26.4 Some Initial Examples 825 26.5 Engines in Detail 827 26.6 Distributions in C++: The List 830 26.7 Back to the Future: C-Style Pseudo-Random Number Generation 831 26.8 Cryptographic Generators 833 26.9 Matrix Decomposition Methods 833 26.10 Generating Random Numbers 845 26.11 Summary and Conclusions 848 26.12 Exercises and Projects 849 CHAPTER 27 Microsoft .Net, C# and C++11 Interoperability 853 27.1 Introduction and Objectives 853 27.2 The Big Picture 854 27.3 Types 858 27.4 Memory Management 859 27.5 An Introduction to Native Classes 861 27.6 Interfaces and Abstract Classes 861 27.7 Use Case: C++/CLI as ‘Main Language’ 862 27.8 Use Case: Creating Proxies, Adapters and Wrappers for Legacy C++ Applications 864 27.8.1 Alternative: SWIG (Simplified Wrapper and Interface Generator) 871 27.9 ‘Back to the Future’ Use Case: Calling C# Code from C++11 872 27.10 Modelling Event-Driven Applications with Delegates 876 27.11 Use Case: Interfacing with Legacy Code 886 27.12 Assemblies and Namespaces for C++/CLI 889 27.13 Summary and Conclusions 895 27.14 Exercises and Projects 896 CHAPTER 28 C++ Concurrency, Part I Threads 899 28.1 Introduction and Objectives 899 28.2 Thread Fundamentals 900 28.3 Six Ways to Create a Thread 903 28.4 Intermezzo: Parallelising the Binomial Method 909 28.5 Atomics 916 28.6 Smart Pointers and the Thread-Safe Pointer Interface 924 28.7 Thread Synchronisation 926 28.8 When should we use Threads? 929 28.9 Summary and Conclusions 929 28.10 Exercises and Projects 930 CHAPTER 29 C++ Concurrency, Part II Tasks 935 29.1 Introduction and Objectives 935 29.2 Finding Concurrency: Motivation 936 29.3 Tasks and Task Decomposition 937 29.4 Futures and Promises 941 29.5 Shared Futures 945 29.6 Waiting on Tasks to Complete 948 29.7 Continuations and Futures in Boost 950 29.8 Pure Functions 952 29.9 Tasks versus Threads 953 29.10 Parallel Design Patterns 953 29.11 Summary and Conclusions 955 29.12 Quizzes, Exercises and Projects 955 CHAPTER 30 Parallel Patterns Language (PPL) 961 30.1 Introduction and Objectives 961 30.2 Parallel Algorithms 962 30.3 Partitioning Work 967 30.4 The Aggregation/Reduction Pattern in PPL 971 30.5 Concurrent Containers 977 30.6 An Introduction to the Asynchronous Agents Library and Event-Based Systems 978 30.7 A Design Plan to Implement a Framework Using Message Passing and Other Approaches 986 30.8 Summary and Conclusions 989 30.9 Exercises and Projects 990 CHAPTER 31 Monte Carlo Simulation, Part I 993 31.1 Introduction and Objectives 993 31.2 The Boost Parameters Library for the Impatient 995 31.3 Monte Carlo Version 1: The Monolith Program (‘Ball of Mud’) 1000 31.4 Policy-Based Design: Dynamic Polymorphism 1003 31.5 Policy-Based Design Approach: CRTP and Static Polymorphism 1011 31.6 Builders and their Subcontractors (Factory Method Pattern) 1013 31.7 Practical Issue: Structuring the Project Directory and File Contents 1014 31.8 Summary and Conclusions 1016 31.9 Exercises and Projects 1017 CHAPTER 32 Monte Carlo Simulation, Part II 1023 32.1 Introduction and Objectives 1023 32.2 Parallel Processing and Monte Carlo Simulation 1023 32.3 A Family of Predictor–Corrector Schemes 1033 32.4 An Example (CEV Model) 1038 32.5 Implementing the Monte Carlo Method Using the Asynchronous Agents Library 1041 32.6 Summary and Conclusions 1047 32.7 Exercises and Projects 1050 Appendix 1: Multiple-Precision Arithmetic 1053 Appendix 2: Computing Implied Volatility 1075 References 1109 Index 1117
£63.00
John Wiley & Sons Inc SAP
Book SynopsisCrucial Help for Getting the Most from Today''s Information Systems Technology Deciding what type of information systems your company will need to stay competitive into the twenty-first century is a highly complex and risky exercise. SAP: An Executive''s Comprehensive Guide provides the information you need to assess your options realistically and make the most informed decisions possible. Written by a team of business, financial, and information systems professionals who have extensive experience with SAP system implementations at Fortune 500 companies, this book: * Explores the strategic role of client/server enterprise computing now and in the next century * Helps you to evaluate your company''s long-term IS requirements * Offers an impartial look at SAP R/3 strengths and weaknesses * Outlines the costs and benefits involved in implementing SAP R/3 * Helps you decide whether SAP R/3 is right for your organization * Shows you how to make SAP R/3 anTable of ContentsPartial table of contents: THE EXECUTIVE VIEW. Who Is SAP, and What Is R/3? What Is the Business Case for Implementing SAP Software? Are We Ready to Implement SAP/R3? What Do I Need to Know About SAP R/3 Functionality? Competitors to SAP. THE IMPLEMENTOR'S VIEW: TOOLS AND ISSUES. Methodologies. Tools. Process Redesign. Risk Management. Change Management. THE IMPLEMENTOR'S VIEW: TOOLS AND ISSUES. Methodologies. Tools. Process Redesign. Risk Management. Change Management. THE IMPLEMENTOR'S VIEW: THE IMPLEMENTATION PROCESS. Initiation and Planning. Getting SAP in Place. Deployment Options. SAP Tools. Third-Party Tools. Glossary. Index.
£117.00
John Wiley & Sons Inc Process Aware Information Systems Bridging People
Book SynopsisIn the last 10 years, there has been an explosion in the number of technologies, standards, and tools to provide process support. The book provides a unified and comprehensive overview of the principles, techniques and technologies underlying the emerging discipline of process aware information systems engineering.Trade Review"…well-written and edited, and includes a brief appendix and a word index, both useful aids." (Computing Reviews.com, January 9, 2007) "…a comprehensive overview of the technical aspects of building PAIS…it is a recommended starting resource." (Computing Reviews.com, May 17, 2006)Table of ContentsPreface. Contributors. PART I Concepts. 1 Introduction (Marlon Dumas, Wil van der Aalst, and Arthur H. M. ter Hofstede). 1.1 From Programs and Data to Processes. 1.2 PAIS: Definition and Rationale. 1.3 Techniques and Tools. 1.4 Classifications. 1.5 About the Book. References. 2 Person-to-Application Processes: Workflow Management (Andreas Oberweis). 2.1 Introduction. 2.2 Workflow Terminology. 2.3 Workflow Modeling. 2.4 Workflow Management Systems. 2.5 Outlook. 2.6 Exercises. References. 3 Person-to-Person Processes: Computer-Supported Collaborative Work (Clarence A. Ellis, Paulo Barthelmess, Jun Chen, and Jacques Wainer). 3.1 Introduction. 3.2 Characterization of Person-to-Person Interactions. 3.3 Characterization of Person-to-Person Systems. 3.4 Example Systems. 3.5 Summary and Conclusions. 3.6 Exercises. References. 4 Enterprise Application Integration and Business-to-Business Integration Processes (Christoph Bussler). 4.1 Introduction. 4.2 Examples of EAI and B2B Processes. 4.3 Concepts, Architectures, and Tools. 4.4 Future Developments. 4.5 Exercises. References. PART II Modeling Languages. 5 Process Modeling Using UML (Gregor Engels, Alexander Förster, Reiko Heckel, and Sebastian Thöne). 5.1 Introduction. 5.2 Modeling Control Flow with Activity Diagrams. 5.3 Modeling Objects and Object Flow. 5.4 Modeling Organizational Structure. 5.5 Modeling Business Partner Interactions. 5.6 System-Specific Process Models. 5.7 Summary. 5.8 Exercises. References. 6 Process Modeling Using Event-Driven Process Chains (August-Wilhelm Scheer, Oliver Thomas, and Otmar Adam). 6.1 Introduction. 6.2 Overview of EPC. 6.3 The ARIS Business Process Meta-Model. 6.4 How to Correctly Model EPCs. 6.5 The ARIS Architecture. 6.6 Future Extensions. 6.7 Exercises. References. 7 Process Modeling Using Petri Nets (Jörg Desel). 7.1 Introduction. 7.2 Petri Nets. 7.3 Petri Net Classes and Behavior. 7.4 Modeling Single Processes Without Resources. 7.5 Modeling Processes with Resources. 7.6 Behavior and Refinement. 7.7 Analysis. 7.8 Net Classes. Exercises. References. 8 Patterns of Process Modeling (Wil van der Aalst, Arthur H. M. ter Hofstede, and Marlon Dumas). 8.1 Introduction. 8.2 Classification of Patterns. 8.3 Examples of Control-Flow Patterns. 8.4 Conclusion. 8.5 Exercises. Acknowledgments. References. PART III Techniques. 9 Process Design and Redesign (Hajo A. Reijers). 9.1 Introduction. 9.2 Methodologies, Techniques, and Tools. 9.3 Business Process Performance Indicators. 9.4 Redesigning Processes Using Best Practices. 9.5 Information-Based Business Process Design. 9.6 Conclusion. 9.7 Exercises. References. 10 Process Mining (Wil van der Aalst and A.J.M.M. (Ton) Weijters). 10.1 Introduction. 10.2 Process Mining: An Overview. 10.3 Process Mining with the Algorithm. 10.4 Limitations of the Alpha Approach and Possible Solutions. 10.5 Conclusion. 10.6 Exercises. Acknowledgments. References. 11 Transactional Business Processes (Gustavo Alonso). 11.1 Introduction. 11.2 Transactional Consistency. 11.3 Atomicity. 11.4 Infrastructure for Implementing Atomicity. 11.5 Outlook. 11.6 Exercises and Assignments. Acknowledgments. References. PART IV Standards and Tools. 12 Standards for Workflow Definition and Execution (Jan Mendling, Michael zur Muehlen, and Adrian Price). 12.1 Introduction. 12.2 Standardization Bodies Relevant to PAIS. 12.3 WfMC Reference Model and WfMC Glossary. 12.4 Process Definition in XPDL. 12.5 Process Invocation Using WF-XML. 12.6 Trends. 12.7 Exercises. References. 13 The Business Process Execution Language for Web Services (Rania Khalaf, Nirmal Mukhi, Francisco Curbera, and Sanjiva Weerawarana). 13.1 Introduction to Web Services. 13.2 BPEL4WS. 13.3 Summary. 13.4 Exercises. References. 14 Workflow Management in Staffware (Charles Brown). 14.1 Introduction. 14.2 Architecture. 14.3 Integration Tools. 14.4 Methodology. 14.5 Resourcing. 14.6 Conclusion. 14.7 Exercises. References. 15 The FLOWer Case-Handling Approach: Beyond Workflow Management (Paul Berens). 15.1 Outline. 15.2 Overview of Case Handling and FLOWer. 15.3 Conceptual Integrity of FLOWer. 15.4 Golden Rules of Process Management. 15.5 Conclusion. Acknkowledgment. References. Appendix: Readings and Resources. Index.
£130.45
John Wiley & Sons Inc AutoCAD and AutoCAD LT AllinOne Desk Reference
Book SynopsisAutoCAD is the leading software tool for creating technical and architectural drawings, but it definitely doesn't lead in the "easy to master" category.Table of ContentsIntroduction. Book I: AutoCAD Basics. Chapter 1: Drawing on (and in) AutoCAD. Chapter 2: Navigating the AutoCAD Interface. Chapter 3: All about Files. Chapter 4: Basic Tools. Chapter 5: Setting Up Drawings. Chapter 6: Precision Tools. Book II: 2D Drafting. Chapter 1: Drawing Objects. Chapter 2: Modifying Objects. Chapter 3: Managing Views. Book III: Annotating Drawings. Chapter 1: Text: When Pictures Just Won’t Do. Chapter 2: Dimensioning. Chapter 3: Hatching Your Drawings. Book IV: LT Differences. Chapter 1: The LT Difference. Chapter 2: Extending AutoCAD LT. Chapter 3: Mixed Environments. Book V: 3D Modeling. Chapter 1: Introducing the Third Dimension. Chapter 2: Using the 3D Environment. Chapter 3: Viewing in 3D. Chapter 4: Moving from 2D to 3D. Chapter 5: Working with Solids. Chapter 6: Working with Surfaces. Chapter 7: Rendering: Lights, Cameras, AutoCAD! Book VI: Advanced Drafting. Chapter 1: Playing with Blocks. Chapter 2: Dynamic Blocks. Chapter 3: External References. Chapter 4: Organizing Your Drawings. Chapter 5: AutoCAD Utilities. Book VII: Publishing Drawings. Chapter 1: Page Setup. Chapter 2: Sheet Sets without Regret. Chapter 3: Print, Plot, Publish. Book VIII: Collaboration. Chapter 1: CAD Management: The Necessary Evil. Chapter 2: CAD Standards. Chapter 3: Working with Drawing Files. Chapter 4: Sharing Electronic Files. Book IX: Customizing AutoCAD. Chapter 1: The Basics of Customizing AutoCAD. Chapter 2: Customizing the Interface. Chapter 3: Customizing the Tools. Chapter 4: Delving Deeper into Customization. Book X: Programming AutoCAD. Chapter 1: The AutoCAD Programming Interfaces. Chapter 2: Using Custom Programs. Chapter 3: Introducing AutoLISP. Chapter 4: Visual Basic for AutoCAD. Index.
£29.59
John Wiley & Sons Inc AutoCAD 2007 For Dummies
Book SynopsisAutoCAD 2007 is a premiere computer-aided designing program that lets you organize the objects you draw, their properties, and their files. It also helps you create great-looking models. But it's not always easy to figure out how to perform these functions, and many users end up missing out on AutoCAD's full potential.Table of ContentsIntroduction. Part I: AutoCAD 101. Chapter 1: Introducing AutoCAD and AutoCAD LT. Chapter 2: Le Tour de AutoCAD 2007. Chapter 3: A Lap Around the CAD Track. Chapter 4: Setup for Success. Part II: Let There Be Lines. Chapter 5: Get Ready to Draw. Chapter 6: Where to Draw the Line. Chapter 7: Edit for Credit. Chapter 8: A Zoom with a View. Chapter 9: On a 3D Spree. Part III: If Drawings Could Talk. Chapter 10: Text with Character. Chapter 11: Entering New Dimensions. Chapter 12: Down the Hatch. Chapter 13: The Plot Thickens. Part IV: Share and Share Alike. Chapter 14: Playing Blocks and Rasteroids. Chapter 15: Drawing on the Internet. Part V: The Part of Tens. Chapter 16: Ten Ways to Do No Harm. Chapter 17: Ten Ways to Swap Drawing Data with Other People and Programs. Index.
£21.59
Wiley Linear Control Theory
Book SynopsisIncorporating recent developments in control and systems research,Linear Control Theory provides the fundamental theoreticalbackground needed to fully exploit control system design software.This logically-structured text opens with a detailed treatment ofthe relevant aspects of the state space analysis of linear systems.End-of-chapter problems facilitate the learning process byencouraging the student to put his or her skills into practice.Features include: * The use of an easy to understand matrix variational technique todevelop the time-invariant quadratic and LQG controllers * A step-by-step introduction to essential mathematical ideas asthey are needed, motivating the reader to venture beyond basicconcepts * The examination of linear system theory as it relates to controltheory * The use of the PBH test to characterize eigenvalues in the statefeedback and observer problems rather than its usual role as a testfor controllability or observability * The development Trade Review"...not only covers the essential topics of linear systems...but also covers the other popular control topics such as Linear Quadratic Regulator...will find its use for students interested in advanced control topics." (International Journal of Robust and Linear Control, Vol. 12, 2002)Table of ContentsIntroduction to State Space. State Feedback and Controllability. State Estimation and Observability. Model Approximation via Balanced Realization. Quadratic Control. LQG Control. Signal and System Spaces. System Algebra. Hx State Feedback and Estimation. Hx Output Feedback Control. Appendices. References. Index.
£150.26
Cambridge University Press Compiling with Continuations
Book SynopsisThis book shows how continuation-passing style is used as an intermediate representation on which to perform optimisations and program transformations. It will be essential reading for compiler writers in both industry and academe, as well as for students and researchers in programming language theory.Trade Review"I recommend the book to language designers and implementors specializing in the functional paradigm." F.G. Pagan, Computing ReviewsTable of ContentsAcknowledgements; 1. Overview; 2. Continuation-passing style; 3. Semantics of the CPS; 4. ML-specific optimizations; 5. Conversion into CPS; 6. Optimization of the CPS; 7. Beta expansion; 8. Hoisting; 9. Common subexpressions; 10. Closure conversion; 11. Register spilling; 12. Space complexity; 13. The abstract machine; 14. Machine-code generation; 15. Performance evaluation; 16. The runtime system; 17. Parallel programming; 18. Future directions; Appendices; Bibliography; Index.
£75.99
£14.76
John Wiley and Sons Ltd Interactive Accounting A Complete Course in
Book SynopsisThe Interactive Accounting Workbook has been rigorously developed to support the revolutionary new Interactive Accounting software.Table of Contents1. Financial Accounting Manuel. 2. Absorption Costing Manuel. 3. Marginal Costing. 4. Standard Costing Manuel. 5. Capital Investment Appraisal Manuel. Index.
£25.59
Not Stated BEST OF JAMES CHORD BOOK
Book Synopsis
£17.09
John Wiley & Sons Inc Microsoft CRM For Dummies
Book SynopsisProvides an introductory guide to Microsoft's entry into the Customer Relationship Management (CRM) software marketplace. This book discusses the key features of Microsoft's CRM software, including tools to help businesses sell more effectively, track and convert leads, make informed decisions faster, and provide consistent service.Table of ContentsIntroduction. Part I: Microsoft CRM Basics. Chapter 1: Looking Over Microsoft CRM. Chapter 2: Navigating the Microsoft CRM System. Chapter 3: Personalizing Your System. Part II: Managing Sales. Chapter 4: Working with Accounts and Contacts. Chapter 5: Creating and Managing Activities. Chapter 6: Using Notes and Attachments. Chapter 7: Using Your E-Mail. Chapter 8: Managing Territories. Chapter 9: Leads and Opportunities. Chapter 10: Using the Product Catalog. Chapter 11: Generating Quotes, Orders, and Invoices. Chapter 12: Sales Literature and Competitors. Chapter 13: Sales Quotas and Forecasting. Part III: Customer Service. Chapter 14: Working with Cases. Chapter 15: The Subject Manager. Chapter 16: Using the Knowledge Base. Chapter 17: Managing the Queues. Chapter 18: Working with Contracts. Part IV: Managing the WorkPlace. Chapter 19: Managing Business Units. Chapter 20: Security and Access Rights. Chapter 21: Implementing a Sales Process. Chapter 22: Business Rules and Workflow. Chapter 23: Running Reports. Part V: The Part of Tens. Chapter 24: Almost Ten Add-On Products. Chapter 25: Ten Ways to Get Help. Part VI: Appendixes. Chapter 26: Imitating Outlook. Chapter 27: Importing and Exporting Data. Chapter 28: Glossary. Chapter 29: Hardware, Networks, and Licenses. Index.
£19.99
John Wiley & Sons Inc Adobe Acrobat 6 PDF for Dummies
Book SynopsisCovers accessing and distilling PDF files; converting Microsoft Office documents; capturing paper documents and Web pages; printing, annotating, editing and securing PDF files; extracting text and graphics; cataloging and distributing PDF files; creating interactive forms; and building multimedia presentations.Table of ContentsIntroduction 1 Part I: Presenting Acrobat and PDF Files 7 Chapter 1: The Ins and Outs of PDF Files 9 Chapter 2: Accessing PDF Files 21 Chapter 3: Getting Acquainted with Acrobat 6 53 Part II: The Wealth of Ways for Creating PDF Files 79 Chapter 4: Distilling PDF Files 81 Chapter 5: Converting Microsoft Office Documents 107 Chapter 6: Capturing Paper Documents 121 Chapter 7: Capturing Web Pages 133 Chapter 8: Printing PDF Files 147 Part III: Reviewing, Editing, and Securing PDFs 159 Chapter 9: Annotating PDF Files for Review 161 Chapter 10: Editing PDF Files 203 Chapter 11: Securing PDF Files 239 Chapter 12: Extracting Text and Graphics from PDF Files 263 Chapter 13: Cataloging and Distributing PDF Files 275 Part IV: PDFs as Electronic Documents 291 Chapter 14: Creating Interactive Forms 293 Chapter 15: Building and Publishing eBooks 327 Chapter 16: Making PDFs into Multimedia Presentations 355 Part V: The Part of Tens 377 Chapter 17: Top Ten Third-Party Acrobat Plug-Ins 379 Chapter 18: Top Ten Online Resources 383 Index 387
£16.99
John Wiley & Sons Inc The Data WarehouseETL Toolkit
Book SynopsisThis text provides solutions to the most labour and time intensive part of data warehouse development.Table of ContentsAcknowledgments. About the Authors. Introduction. Part I: Requirements, Realities, and Architecture. Chapter 1: Surrounding the Requirements. Chapter 2: ETL Data Structures. Part II: Data Flow. Chapter 3: Extracting. Chapter 4: Cleaning and Conforming. Chapter 5: Delivering Dimension Tables. Chapter 6: Delivering Fact Tables. Part III: Implementation and operations. Chapter 7: Development. Chapter 8: Operations. Chapter 9: Metadata. Chapter 10: Responsibilities. Part IV: Real Time Streaming ETL Systems. Chapter 11: Real-Time ETL Systems. Chapter 12: Conclusions. Index.
£33.30
John Wiley & Sons Inc Crystal Reports 10 for Dummies
Book SynopsisShows you how to create simple or sophisticated reports, turning data into interactive, actionable reports that convey what's happening in your business. This title helps you how to store your information securely in Crystal Repository and use Crystal Analysis 10 to display OLAP data so you and your report's readers can analyze the information.Table of ContentsIntroduction. Part I: Reporting Basics. Chapter 1: Transforming Raw Data into Usable Information. Chapter 2: Create a Simple Report Right Now! Chapter 3: Report Design Guidelines. Chapter 4: Reporting Overview. Part II: Moving Up to Professional Quality Reports. Chapter 5: Pulling Specific Data from a Database. Chapter 6: Sorting, Grouping, and Totaling Result Sets. Chapter 7: Mastering Report Sections. Chapter 8: Formatting Your Reports. Part III: Advanced Report Types and Features. Chapter 9: Displaying Your Favorite Hit Parade with Group Sort. Chapter 10: Making Correlations with Cross-Tab Reports. Chapter 11: Adding Formulas to Reports. Chapter 12: Creating Reports within a Report. Chapter 13: Combining Report Elements with OLE. Chapter 14: Creating and Updating OLAP Reports. Chapter 15: Enhancing Reports with Charts. Chapter 16: Adding Geographic Detail with Maps. Part IV: Crystal Reports in the Enterprise. Chapter 17: Crystal Enterprise Components. Chapter 18: Crystal Repository. Chapter 19: Maintaining Security. Chapter 20: Navigating with Report Parts. Chapter 21: Crystal Analysis 10. Part V: Publishing Your Reports. Chapter 22: Distributing and Viewing Reports. Chapter 23: Displaying Reports Online. Chapter 24: SQL Commands. Part VI: The Part of Tens. Chapter 25: Ten Things to Do Before You Create a Report. Chapter 26: Ten Ways to Give Your Reports More Pizzaz. Index.
£16.99
John Wiley & Sons Inc Access VBA Programming For Dummies For Dummies S
Book SynopsisGet the scoope on how to use VBA to create more powerful Access databases and applications.Table of ContentsIntroduction 1 Part I: Introducing VBA Programming 7 Chapter 1: Where VBA Fits In 9 Chapter 2: Your VBA Toolkit 21 Chapter 3: Jumpstart: Creating a Simple VBA Program 35 Part II: VBA Tools and Techniques 49 Chapter 4: Understanding Your VBA Building Blocks 51 Chapter 5: Controlling Access through VBA 71 Chapter 6: Programming Access Forms 87 Part III: VBA, Recordsets, and SQL 115 Chapter 7: The Scoop on SQL and Recordsets 117 Chapter 8: Putting Recordsets to Work 147 Part IV: Applying VBA in the Real World 173 Chapter 9: Creating Your Own Dialog Boxes 175 Chapter 10: Customizing Lists and Drop-Down Menus 201 Chapter 11: Creating Your Own Functions 241 Chapter 12: Testing and Debugging Your Code 267 Part V: Reaching Out with VBA 295 Chapter 13: Using VBA with Multiple Databases 297 Chapter 14: Integrating with Other Office Applications 317 Part VI: The Part of Tens 349 Chapter 15: Ten Commandments of Writing VBA 351 Chapter 16: Top Ten Nerdy VBA Tricks 357 Chapter 17: (Way More Than) Ten Shortcut Keys 367 Index 371
£23.99
John Wiley & Sons Inc 3D Game Animation For Dummies For Dummies S
Book SynopsisSuitable for readers intrigued by 3D video games as a hobby or a potential career, this book offers an introduction to the world of 3D game animation and provides step-by-step instructions on creating storyboards, scenery, characters, and even software. It covers topics such as working with 3D coordinates, keyframing, NURBS modeling, and lighting.Table of ContentsIntroduction 1 About This Book 1 Conventions Used in This Book 2 Foolish Assumptions 3 How This Book Is Organized 3 Part I: Creating 3D Content for Games 3 Part II: Creating Interfaces, Modeling Scenery, and Texturing Backgrounds 3 Part III: Designing, Modeling, and Animating Game Characters 4 Part IV: Animating Game Cut Scenes 4 Part V: The Part of Tens 4 Icons Used in This Book 4 Part I: Creating 3D Content for Games 5 Chapter 1: Getting Started with 3D Game Animation 7 This Whole Place Is Full of 3D — Identifying 3D Game Elements 8 User interfaces 8 Backgrounds 9 Scenery and props 10 Characters 10 Cut scenes 11 Opening the Toolbox — the Tools Used to Create 3D Game Animations 11 Modeling, rendering, and animation software 12 Paint and texturing software 15 Compositing software 15 Hardware requirements 15 Creating 3D Games — Slightly More Complicated Than a Connect-the-Dots Puzzle 16 Game design 16 Art design 17 Integration 17 Testing 17 Learning the Big Picture 17 Chapter 2: Game and Art Design, and Creating Storyboards 19 Documenting the Game Design: What Exactly Does This Game Do? 20 Brainstorming 20 Gathering feedback 20 Writing a Game Design Document 21 Adding flowcharts 21 Obtaining approval 23 Growing Ideas into Design — Beginning the Art Design Phase 23 Sketching inspirations: You didn’t throw away your pencils, did you? 23 Compiling reference materials 24 Fleshing out details, and producing final designs 25 Labeling details 25 Creating Storyboard Documents 25 Types of storyboards 26 Specifying logical flow paths 26 Storyboarding cut scenes 27 Creating a master storyboard 27 Who’s Talking Now? Adding Dialogue 27 Chapter 3: Starting with Traditional Animation Basics 29 Layering Images — the Simplest Animation Technique 30 Look at the Birdie and Smile — Focusing the Audience’s View 30 Avoid complex motions 31 Displaying anticipation of intended motion 31 Emphasizing motion with exaggeration 32 Making foreground objects stand out 32 Do You Have a Good Stopwatch? Controlling Timing and Pacing 32 Establishing correct timing 33 Establishing pacing 34 Do I Need to Draw Every Frame? Accomplishing Efficient Animation Techniques 34 Posing characters and in-betweening 34 Using animation loops 35 Panning images 35 Animating Realistic Motions 36 Animating physically realistic reactions 36 Making realistic motion with primary and secondary motion 36 Developing a Unique Style 37 Part II: Creating Interfaces, Modeling Scenery, and Texturing Backgrounds 39 Chapter 4: Creating Game User Interfaces 41 Understanding the Basics of Interface Design 41 Identifying interface information 42 Defining interface backgrounds 43 Using interface fade in and fade out 43 Making the interface easy to navigate 43 Including sounds 44 Making the game area as big as possible: Maximizing interface real estate 44 Starting with a Layout: The Process of Interface Design 44 Importing drawing files 45 Building a 2D layout 45 Adding 3D Effects 54 Enhancing with 3D objects 54 Embellishing with 3D text 55 Beveling the interface border 57 Chapter 5: Modeling Scenery and Props 59 Discovering 3D Space All Around You 60 Moving about 3D Coordinates 60 Selecting scene views 61 Navigating scene views 62 Using coordinate values 64 Exploring the Various Modeling Types 65 Polygon modeling for man-made models 65 NURBS modeling for natural flowing surfaces 65 Patch modeling for curved surfaces 66 Moving, Rotating, and Scaling Objects 66 Transforming objects 66 Snapping objects into place 67 Aligning objects 70 Using pivot points 72 Learning the Art of Modeling 73 Using the easiest way to model 73 Starting with building blocks 75 Editing primitives 77 Building surfaces from curves and splines 78 Creating Lo-Polygon Models That Won’t Choke a Game Engine 83 Tips for reducing polygon count 83 Automating polygon reduction 85 Chapter 6: Adding Details with Materials 87 Defining Materials 87 Color 88 Transparency 88 Reflectivity 88 Refraction 88 Luminosity 88 Specularity 88 Bump map 89 Assigning Material Properties to Objects 89 Changing the view shading 89 Using preset materials 90 Creating unique materials 93 Assigning Material Properties to Object Parts 95 Chapter 7: Mapping Textures 97 Wrapping Texture Maps about Objects without Messy Glues 98 Positioning Textures with UV Coordinates 100 Offsetting a texture 100 Scaling a texture 101 Rotating a texture 101 Tiling a texture 101 Creating Seamless Textures That Tile Together: Look Ma, No Seams 103 Creating noisy tiles 104 Filling a solid tile 104 Matching opposite edges 104 Creating Raised Texture with Bump and Displacement Maps 106 Using bump maps 106 Using displacement maps 107 Creating Realistic Environments with Textures 107 Using reflection maps 108 Adding a background image 109 Creating a skybox for backdrops 110 Painting on Textures to Add Dirt and Grime 111 Efficiently Coloring Objects with Vertex Colors 113 Baking Textures for Quick Model Loading 113 Chapter 8: Creating Effective Lighting 115 Starting with a Basic Three-Point Lighting Configuration 116 Exploring the Different Light Types 117 Point light 117 Area light 117 Direct light 117 Ambient light 117 Spot light 117 Creating Lights 118 Changing Light Properties 120 Using light color 120 Changing light intensity 120 Enabling shadows 122 Setting falloff 124 Using Light Special Effects 124 Adding lens flares 124 Adding fog 126 Making glowing lights 126 Creating Realistically Lighted Scenes with Raytracing, Radiosity, and Global Illumination 128 Raytracing 128 Radiosity 129 Global illumination 129 Creating a Prelighted Map for Quick Scene Loading 130 Part III: Designing, Modeling, and Animating Game Characters 131 Chapter 9: Techniques for Modeling Characters 133 Modeling Methods 134 Knowing when to buy instead of build 134 Creating low-polygon models 134 Using symmetry 134 Using a default stance 134 Using mesh smooth features 135 Modeling the Torso 135 Chamfering edges 137 Sculpting muscles 137 Cutting limb holes 141 Creating and Attaching Limbs 142 Tapering limbs 144 Lofting limbs 146 Connecting limbs 146 Bridging limbs 148 Modeling Hands and Feet 148 Extruding fingers 148 Adding a thumb 150 Modeling shoes 151 Creating toes 153 Adding nails 153 Connecting hands and feet 153 Mirroring the Body 155 Making the Body Proportional 156 Getting “Ahead”: Creating a Head 158 Extruding a neck 159 Using Booleans 160 Modeling the windows to the soul: Creating eyes 161 Creating a nose 164 Creating ears 166 Creating a mouth 166 Adding facial hair 168 Sculpting the head 168 Creating Hair 170 Adding Accessory Props 170 Modeling clothes 170 Dressing a head 171 Adding jewelry 171 Embedding weapons and props 171 Chapter 10: Discovering the Basics of 3D Animation 173 Pacing an Animation with Frame Rates: What’s the Going Rate? 174 Changing the frame rate 175 Setting the total number of frames 176 Moving the Time Slider to select a frame 176 Creating Simple Animations with Keyframes 177 Animating an object by creating position keyframes 177 Animating an object with rotation and scale keyframes 179 Creating an attribute keyframe 181 Locating keyframes with the Animation Controls 183 Copying and pasting keyframes 184 Automating the creation of keyframes with Auto Keyframing 184 Moving an Object Along a Path 184 Animating an object moving along a path 185 Tracking an object’s motion with trajectories 185 Ghosting objects to get a sense of their motion 186 Using Animation Editors 187 Viewing animation graphs 187 Synchronizing animation keys 188 Chapter 11: Animating Characters 193 Rigging Characters to Move Realistically 194 Creating a skeleton that lies under the character 194 Setting constraints so the object doesn’t move when it shouldn’t 198 Controlling character motion with kinematics 199 Creating a Realistic Skin 201 Skinning a character 201 Setting a bone’s influence 202 Adding deformations to create muscle bulges 203 Animating with Bones 204 Integrating Motion Capture for the Ultimate in Realistic Motion 207 Lots of dots: Motion capture hardware 207 Unique motion capture systems 208 Buying motion 208 Chapter 12: Animating Facial Movements 209 Creating Morph Targets: The Character of a Thousand Faces 210 Working on a clone 210 Creating a blend control 211 Learning to Talk: Speaking the Basic Phonemes 213 Syncing Facial Movements with a Soundtrack 213 Building Controls for Handling Eye Movements 214 Chapter 13: Automating Reactions with Dynamics 217 Incorporating Physics: I’m Glad I Don’t Have to Calculate This by Hand 217 Soft and rigid body objects 218 Special object types 218 Making objects immovable 218 Defining Physical Properties Such as Gravity and Friction 220 Defining object properties 221 Defining forces 221 Using constraints 223 Part IV: Animating Game Cut Scenes 227 Chapter 14: Animating Scene Elements 229 Using Cut Scenes: All the Stuff That Happens Between Game Levels 230 The pregame show 230 Introducing the game 230 Explaining the game 231 Tell a story with animation 231 Presenting High-Resolution Images: What to Do After the Animations Are Finished 231 Rendering backgrounds 231 Rendering a title screen 231 Rendering marketing materials 231 Animating Cut Scenes: No Limits 232 Modeling for cut scenes: I can use NURBS! 232 Animating cameras: I finally have a chance to control the camera! 234 Animating lights (and not just a flashlight) 236 Animating textures: Just like television 237 Chapter 15: Animating with Particles 241 Creating Special Effects with Particles: A Treat for All the Pyromaniacs 241 Creating smoke and dust 242 Creating fire 242 Creating clouds 242 Pinpointing a Particle’s Starting Location with Particle Emitters 244 Using emitter types 244 Using an object as an emitter 245 Configuring Particle Systems: Randomness Is the Name of the Game 246 Setting particle rate 246 Setting particle life span 247 Setting particle shape and size 247 Spawning new particles 247 Changing particle materials 247 Creating a Blizzard: Combining Particles with Dynamics 249 Creating a Custom Particle with Instanced Objects: When Simple Shaped Particles Aren’t Enough 251 Chapter 16: Rendering an Animation 253 Creating Test Renders: Try It before You Buy It 253 Using the Render View window 254 Rendering an area 255 Selecting a view and range 256 Making animation previews 256 Exploring the Rendering Options 257 Selecting a format 258 Setting resolution 258 Using network rendering 258 Adding Effects at the Last Minute 258 Enabling anti-aliasing 259 Using the depth of field effect 259 Adding atmospheric effects 260 Adding motion blur 260 Raytracing Images for Realism 261 Cartoon Rendering: Saturday Morning Will Never Be the Same 262 Part V: The Part of Tens 265 Chapter 17: Ten Types of Tools Used by Game Companies 267 Introducing Your New Best Friend: 3D Modeling, Rendering, and Animation Tools 268 Maya 269 3ds max 269 Softimage XSI 269 Lightwave 270 Remembering Your Old Friends: 2D Painting and Drawing Tools 270 Photoshop 271 Illustrator 271 Painter 271 Z-Brush 271 Getting a Little Extra Realism: 3D Rendering Systems 272 Brazil Rendering System 272 Mental Ray Rendering System 272 Putting All the Pieces Together: Compositing Packages 272 After Effects 273 Combustion 273 Digital Fusion 273 Removing What Shouldn’t Be There: Video Editing Tools 273 Premiere 274 Final Cut Pro 274 Taking Your Designs Online: Web Creation Tools 274 Flash 274 GoLive 274 Making Your Voice Heard: Audition, an Audio Editing Tool 275 Animating Characters the Easy Way: Motion Capture Systems 275 Vicon Motion Systems 275 Motion Analysis 276 Animating a Talking Face: Lip Synching Systems 276 LifeStudio: HEAD 276 LipSync 276 Speaking the Programmers’ Language: 3D Programming Tools 276 DirectX 277 OpenGL 277 Chapter 18: Ten Creative Jobs in the Animation Industry 279 Producer/Director 280 Game Designer 280 Game Artists 281 3D Modeler 282 Lighting Director 283 Animator 283 Special Effects Artist 284 Tester 284 Grunt 285 Trainer 285 Chapter 19: Ten Ways to Land a Job as a 3D Game Animator 287 Gaining the Necessary Experience: First Things First 288 Developing software skills 288 Getting involved in creating games 289 Studying games 290 Finding Animation Programs and Schools 290 Knowing which degree to earn 291 Knowing which courses to take 292 Showing Off: Creating an Awesome Demo Reel 293 Creating a demo reel 294 Labeling a demo reel 295 Sending out demo reels 295 Establishing a Web Presence 295 Securing a domain name 296 Building an amazing Web site 296 Adding your work to an online gallery 297 Getting Feedback and Exposure 298 Entering Web animation contests 298 Entering animation festivals 299 Improving Your Skills 299 Learning from books 299 Training by video 300 Using Web tutorials 300 Attending workshops 300 Joining a user group 300 Attending Animation Conferences 300 Joining a Professional Organization 301 Knowing the Right People 302 Working Your Way Up 302 Getting your foot in the door 302 Getting on a beta test team 303 Starting as a junior animator 303 Making an internal move 304 Being Persistent 304 Appendix A: Using Game Engine Tools 305 Selecting a Game Engine 305 Using Game Engine Tools 308 Creating a User Interface 308 Accessing the GUI Editor 309 Creating a new GUI page 310 Adding controls and commands to a GUI page 312 Using the Mission Editor 313 Accessing the Mission Editor 315 Creating a terrain 316 Adjusting the Terraform 318 Texturing the terrain 319 Populating the environment 321 Moving objects 323 Defining the Scene Environment 323 Loading Maya Files into the Game Engine 326 Installing a DTS Export Utility 326 Changing default units 327 Exporting a Maya object 328 Viewing exported objects 329 Exporting textured objects 330 Exporting animation sequences 332 Making models available in the Mission Editor 333 Creating Interiors 334 Appendix B: Glossary of Animation Terms 337 Appendix C: Directory of Animation Schools 351 The Art Institutes 351 Ringling School of Art and Design 351 Full Sail 352 California Institute of the Arts 352 Vancouver Film School 352 Sheridan College 352 Savannah College of Art and Design 352 DigiPen Institute of Technology 353 Parsons School of Design 353 Digital Media Arts College 353 Ex’pression College for Digital Arts 353 Vancouver Institute of Media Arts 353 Academy of Art University 354 Gnomon, School of Visual Effects for Film, Television and Games 354 Oregon3D 354 Index 355
£13.59
IEEE Computer Society Press,U.S. Software Safety and Reliability
Book Synopsis
£97.16
IEEE Computer Society Press,U.S. Digital Image Warping
Book Synopsis
£95.36
eCruiting Alternatives Inc The Ultimate SAP Pricing Guide How to Use SAPs Condition Technique in Pricing Free Goods Rebates and Much More
£33.00
£24.94
Pilinut Press, Inc. Publish Today a Helpful Guide to Book Publishing for Authors and Self Publishers
£10.36
Murine Communications The Public Domain Publishing Bible How to Create Royalty Income for Life
£10.91
James Turnbull The Logstash Book
£14.06
SB Publishing Becoming Strategic with Robotic Process
Book SynopsisRobotic Process Automation will continue its exponential growth over the next five years. This book brings a new focus on RPA's strategic potential: the innovations made possible and how to deliver through effective sourcing stakeholder-buy-in, governance, change management, and capability development practices.Table of ContentsChapter 1: Robotic Process Automation: The Diffusion of Innovation Challenge Chapter 2: Becoming Strategic with RPA Chapter 3: Start Right: RPA Sourcing, Platform and Total Value Chapter 4: Institutionalise Fast: Gaining Stakeholder Buy-In and Governance Chapter 5: Institutionalise Fast: Change Management and Capability Development Chapter 6: On The Maturity Path: Institutionalise and Innovate Chapter 7: In Their Own Words: Manufacturing, Retail and Telecommunications Chapter 8: In Their Own Words: Financial, Insight, Health and Business Services
£26.12
Vijay Madisetti Internet of Things A HandsOn Approach
£34.00
Taylor & Francis Ltd Elements of Digital Transformation
Book SynopsisElements of Digital Transformation is a practitioner's guide to the digital transformation process. It is also a guide for managers in today's organizations that are accelerating digital transformation to modernize core technology capabilities and processes. The book discusses such key components of digital transformation as processes, principles and proven methods. It also covers such novel concepts in digital transformation as the first-time right framework, incident management transformation, digital factory, cloud migration, API-first approach and legacy modernization. Other highlights of the book include: A cloud migration framework along with a cloud migration methodology, rollout strategy and migration principles Principles and approaches for legacy modernization and process modernization Smart ticket management, smart problem management, proactive maintenance and ticket-avoidance architecture The novel digital factory approTable of ContentsPART I DIGITAL TRANSFORMATION INTRODUCTION 1. An Introduction to Digital Transformation 2. Digital Transformation Framework PART II MIGRATION AND MODERNIZATION 3. Legacy Modernization 4. Cloud Migration PART III DIGITAL TRANSFORMATION OF TECHNOLOGY 5. Services Transformation 6. Digital Factory for Digital Transformation 7. First Time Right Methodology in Digital Transformations 8. Experience Transformation 9. Transforming the Platform Performance 10. AI and Digital Transformation. PART IV DIGITAL TRANSFORMATION OF PROCESS 11. Agile Delivery in Digital Transformation 12. Digital Transformation of Incident Management Process PART V DIGITAL TRANSFORMATION OF OPERATIONS 13. Digital Transformation Operations 14. Automation through DevSecOps PART VI DIGITAL TRANSFORMATION CASE STUDIES 15. Digital Transformation Case Studies 16. Digital Transformation of Intranet Platforms
£42.74
O'Reilly Media Digitalization of Financial Services in the Age
Book SynopsisIf you're planning, building, or implementing a cloud strategy that supports digitalization for your financial services business, this invaluable guide clearly sets out the crucial factors and questions to consider first. With it, you'll learn how to avoid the costly and time-consuming pitfalls and disappointments of cloud adoption.
£27.74
Cengage Learning Concepts in Enterprise Resource Planning
Book Synopsis
£115.57
John Wiley & Sons Inc Problem Seeking
Book SynopsisNow in a fully updated new edition, this work presents the leading guide to architectural programming, giving the design practitioner a clear procedure when programming a building of any scale.Table of ContentsForeword vii Preface ix Acknowledgments xi Part One 1 Problem Seeking An Architectural Programming Primer Overview 2 The Primer 2 The Search 4 Programmers and Designers 6 Analysis and Synthesis 8 The Separation 10 The Interface 12 Process 14 Five Steps 14 Procedure 16 Considerations 18 The Whole Problem 18 Four Considerations 20 Framework 22 Information 24 Information Index Matrix 26 Organizing Information 28 Two- Phase Process 30 Data Clog 32 Processing and Discarding 34 Participation 36 User on Team 36 Effective Group Action 38 Team 40 Participatory Process 42 Background Information 43 Decision Making 44 Communication 46 Steps 48 Establish Goals 48 Collect and Analyze Facts 50 Uncover and Test Concepts 52 Determine Needs 66 Cost Estimate Analysis 68 Abstract to the Essence 70 State the Problem 72
£50.36
John Wiley & Sons Inc Higher Order Basis Based Integral Equation Solver
Book SynopsisThe latest in parallel EM solutions with both in-core and out-of-core solvers The solution of complex electromagnetic (EM) problems requires one to address the issues related with numerical accuracy and efficient distribution of the solution procedure over multiple computational nodes. With the advent of multicore processors and high performance computing (HPC) technology, the EM software designers need to know how to add new functionality to computational EM codes so that they can run efficiently on these new processors. Higher Order Basis Based Integral Equation Solver [HOBBIES] presents a road map for the analysis of complex material structures using the high-performance parallel simulation software known as HOBBIES. Focusing on the Method of Moments (MoM), the book features new parallel programming techniques and user-friendly code with superior capabilities for solving challenging EM radiation and scattering problems. It provides readers with Table of ContentsPreface xv Acknowledgments xxi Acronyms xxiii Chapter 1. Electromagnetic Modeling of Composite Metallic and Dielectric Structures Using Higher Order Basis Functions 1 1.0 Summary 1.1 Integral Equations for Dielectric Structures 1.2 A General Formulation for the Analysis of Composite Metallic and Dielectric Structures 5 1.3 Geometric Modeling 8 1.4 MoM Modeling of the Structures 14 1.5 Description of Higher Order Basis Functions 21 1.6 Testing Procedure 28 1.7 Modeling of the Excitations 35 1.8 Examples Illustrating the Requirements of the Geometrical Modeling 39 1.9 Examples Illustrating the Salient Features of the Higher Order Basis Functions 43 1.10 Performance of the PMCHW Formulation Using Higher Order Basis Functions for Different Values of the Dielectric Constants 48 1.11 Performance of the PMCHW Formulation at Very Low Frequencies Using Higher Order Basis Functions for Dielectric Bodies 50 1.12 Evaluation of Antenna and Scatterer Characteristics 52 1.13 Conclusions 55 References 55 Chapter 2. Parallel In-Core and Out-of-Core LU Factorization for Solving a Matrix Equation and the Corresponding Parallel Matrix Filling in HOBBIES 57 2.0 Summary 5 2.1 Matrix Equation Resulting from a MoM Code 58 2.2 In-core Matrix Equation Solver 58 2.3 Parallel Implementation of an In-core Solver 60 2.4 Data Decomposition for an Out-of-Core Solver 64 2.5 On-slab, Left-looking, Out-of-core LU Algorithm 66 2.6 Solving a Matrix Equation Using the Out-of-core LU Matrices 74 2.7 Parallel In-core and Out-of-core Matrix Filling Schemes 76 2.8 Conclusions 80 References 81 Chapter 3. Getting Started and Working with HOBBIES Projects 83 3.0 Summary 83 3.1 System Requirements 83 3.2 Installing HOBBIES 84 3.3 Starting HOBBIES 90 3.4 Navigation through HOBBIES 91 3.5 Working with HOBBIES Projects 101 3.6 Flowchart for Making a HOBBIES Simulation 103 3.7 Exiting HOBBIES 105 3.8 Getting Help 105 3.9 Quick Start 105 3.10 Conclusion 106 References 106 Chapter 4. Creating a Geometry Model in HOBBIES 107 4.0 Summary 107 4.1 Creating a Simple Model Using the Structure Menu 107 4.2 Creating an Arbitrarily Shaped Model Using the Geometry Menu 156 4.3 Operations on a Model 171 4.4 Manipulations on a Model 189 4.5 Delete a Model 197 4.6 Conclusion 197 References 198 Chapter 5. Meshing a Model in HOBBIES 199 5.0 Summary 199 5.1 Unstructured Mesh 200 5.2 Structured Mesh 202 5.3 Element Type 205 5.4 Mesh Criteria 206 5.5 Reset Mesh Data 207 5.6 Draw 208 5.7 Generate Mesh 210 5.8 Erase Mesh 211 5.9 Edit Mesh 211 5.10 Show Errors 212 5.11 Mesh Quality 213 5.12 Mesh Options from Model 214 5.13 Mesh Generation Example for Surfaces 214 5.14 Example of Mesh Generation for a Curve 218 5.15 Assigning Element Sizes for Generating the Mesh 221 5.16 Conclusion 226 References 226 Chapter 6. Setting up a HOBBIES Solution and Running a Simulation 227 6.0 Summary 227 6.1 Operation Mode 228 6.2 Units 228 6.3 Frequency Range 230 6.4 Domains 230 6.5 Loadings 238 6.6 Excitation 242 6.7 Symmetry 248 6.8 Edge 250 6.9 Output Settings 254 6.10 Options 258 6.11 Running Simulations 265 6.12 Conclusion 272 Chapter 7. HOBBIES Post-Processing for Visualizing the Results 273 7.0 Summary 273 7.1 Entering Post-Processing Window 274 7.2 Post-Processing Window 274 7.3 Example of Operations in Post-Processing 280 7.4 Leaving Post-Processing Window 316 7.5 Limitation of Post-Processing display in Academic Version of HOBBIES 320 7.6 Conclusion 320 Chapter 8. Solving Electromagnetic Field Problems Using HOBBIES 321 8.0 Summary 321 8.1 Metallic Structures 322 8.2 Composite Metallic and Dielectric Structures 350 8.3 Loadings 374 8.4 Use of Symmetry in the Analysis of a Problem 398 8.5 Antenna above a Real Ground 428 8.6 Use of Imaging for Generating an Accurate Solution 436 8.7 Conclusion 442 References 442 Chapter 9. Advanced Electromagnetic Modeling Using HOBBIES 443 9.0 Summary 443 9.1 Radiation Analysis of Complicated Antennas 444 9.2 Radar Cross Section (RCS) Calculation of Complex Targets 458 9.3 Conclusion 476 References 476 Chapter 10. HOBBIES Optimizer and its Applications 479 10.0 Summary 10.1 Flowchart of the HOBBIES Optimizer 480 10.2 Optimization Algorithms Used in the Optimizer 482 10.3 Setting up the HOBBIES Optimizer 487 10.4 Optimization Examples 507 10.5 Conclusion 516 References 516 Appendix A. A Brief Summary of Some Commands Used in HOBBIES 517 Appendix B. A List of all Codes in the Accompanying CD 525 Index 531
£173.66
John Wiley & Sons Inc 3D Animation Essentials
Book SynopsisThe 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.Table of ContentsIntroduction xv Chapter 1 3D Animation Overview 1 Defining 3D Animation 1 Exploring the 3D Animation Industry 2 Entertainment 2 Scientific 4 Other 9 The History of 3D Animation 10 Early Computers 10 1960s: The Dawn of Computer Animation 11 1970s: The Building Blocks of 3D Animation 12 1980s: The Foundations of Modern Computing 14 1990s: 3D Animation Achieves Commercial Success 17 2000s: The Refining of 3D Animation 18 The Essentials and Beyond 19 Chapter 2 Getting to Know the Production Pipeline 21 Understanding the Production Pipeline’s Components 21 Working in 3D Animation Preproduction 22 Idea/Story 25 Script/Screenplay 27 Storyboard 28 Animatic/Pre-visualization 29 Design 30 Working in 3D Animation Production 33 Layout 34 Research and Development 36 Modeling 37 Texturing 39 Rigging/Setup 40 Animation 41 3D Visual Effects 41 Lighting/Rendering 42 Working in 3D Animation Postproduction 43 Compositing 44 2D Visual Effects/Motion Graphics 44 Color Correction 44 Final Output 45 Using Production Tools 45 Production Bible 46 Folder Management and Naming Conventions 52 The Essentials and Beyond 52 Chapter 3 Understanding Digital Imaging and Video 55 Understanding Digital Imaging 55 Pixels 55 Raster Graphics vs. Vector Graphics 58 Anti-Aliasing 59 Basic Graphic-File Formats 62 Channels 64 Color Depth or Bit Depth 66 Color Calibration 68 Understanding Digital Video 71 Resolution, Device Aspect Ratio, and Pixel Aspect Ratio 72 Safe Areas 74 Interlaced and Progressive Scanning 75 Compression 78 Frame Rate and Timecode 79 Digital Image Capture 80 The Essentials and Beyond 81 Chapter 4 Exploring Animation, Story, and Pre-visualization 83 Using Principles of Fine Art and Traditional Animation 83 Modeling 84 Texturing/Lighting 87 Character Animation 93 VFX 104 Building a Good Story 105 Story Arc 105 Character, Goal, and Conflict 106 The Hero’s Journey 110 Other Storytelling Principles 112 Using Pre-visualization Techniques 113 Basic Shot Framing 114 Camera Movements 126 Editing 130 The Essentials and Beyond 132 Chapter 5 Understanding Modeling and Texturing 135 Modeling 135 Polygons 136 NURBS 150 Subdivision Surfaces 153 Modeling Workflows 154 Texturing 158 UVs 160 Shaders 163 Texture Maps 167 Texturing Workflows 173 The Essentials and Beyond 174 Chapter 6 Rigging and Animation 177 Rigging 177 Parenting 179 Pivot Positions 180 Skeleton System 182 Forward and Inverse Kinematics 185 Deformers 186 Constraints 190 Scripting 191 Expressions 191 The Basic Rigging Workflow 192 Animation 193 Keyframe 196 Graph Editor 197 Timeline 202 Dope Sheet 202 Workspace 202 Tracking Marks and Ghosting 204 FK and IK 204 Video Reference 206 The Basic Animation Workflow 206 Animation Techniques 206 The Essentials and Beyond 210 Chapter 7 Understanding Visual Effects, Lighting, and Rendering 213 Creating Visual Effects 213 Particles 214 Hair and Fur 216 Fluids 218 Rigid Bodies 220 Soft Bodies 222 The Basic VFX Workflow 225 Lighting 225 Light Types 226 Light Attributes 230 Lighting Techniques 233 The Basic Lighting Workflow 236 Rendering 237 Basic Rendering Methods 237 Global Illumination 240 Advanced Shader Functions 243 The Basic Rendering Workflow 244 The Essentials and Beyond 246 Chapter 8 Hardware and Software Tools of the Trade 249 Choosing a Computer 250 Choosing a Computer Type 250 Understanding Operating Systems 252 Selecting the Components 255 Using Monitors/Displays 260 Working with Graphics Tablets 261 Using 3D Scanners 262 Setting Up Render Farms 264 Finding Data Storage Solutions 265 Local 266 Local Networked 266 Offsite 267 Cloud/Internet 267 Choosing Software 268 Comprehensive 3D Animation Packages 268 CAD 269 Compositing 269 Digital Imaging 270 3D Specialty 270 The Essentials and Beyond 272 Chapter 9 Industry Trends 275 Using Motion Capture 275 Marker Systems 276 Markerless Systems 277 Creating Stereoscopic 3D 278 Integrating Point-Cloud Data 281 Providing Real-Time Capabilities 282 Real-Time Rendering 284 Real-Time Animation 285 Real-Time Motion Performance 287 Working in Virtual Studios 288 The Essentials and Beyond 289 Appendix A Answers to Review Questions 291 Appendix B Gaining Insight into 3D Animation Education 299 Linda Sellheim 299 Larry Richman 303 Steve Kolbe 307 Appendix C Learning from Industry Pros 313 Brian Phillips 313 Jim Rivers 316 Rosie Server 321 Index 327
£25.60
John Wiley & Sons Inc Game Character Creation with Blender and Unity
Book SynopsisA complete guide to creating usable, realistic game characters with two powerful tools Creating viable game characters requires a combination of skills. This book teaches game creators how to create usable, realistic game assets using the power of an open-source 3D application and a free game engine.Table of ContentsIntroduction xv Chapter 1: Basic Game Art Concepts 1 Game Design Workflows 2 Creating Game Assets 4 Understanding and Optimizing 3D Game Art 9 Working with Game Engines 20 Scripting Happens 21 Chapter 2: Blender Basics for Game Characters 23 Working with Blender’s Unique Features 24 Working with Editor Arrangement and Types 26 Navigating and Viewing 3D Space 32 Creating and Manipulating Objects 33 Using the Properties Editor 36 Know Your Hotkeys 37 Making a Simple Block Character 39 Useful Techniques 44 Chapter 3: Modeling the Character 45 Working with Model Sheets 46 Shaping the Torso for Low Polygon Count 48 Extruding the Legs and Feet 51 Making the Arms and Hands 56 Separating Body Components to Create Clothing 62 Creating the Head with Poly-by-Poly Modeling 65 Carving Out Zombie Damage 82 Chapter 4: Prepping for Zombie Details with UV Unwrapping 87 The Uses of UV Layouts 88 Drawing Seams 89 Using Blender's UV/Image Editor 97 Laying Out a UV Sheet 100 Using Blender's Live Unwrap Functions 102 Chapter 5: Sculpting for Normal Maps 105 The Purpose of Sculpting 106 Introducing the Multires Modifier 107 Using Blender's Sculpting Interface 110 Sculpting the Zombie in Blender 120 Baking Normal Maps 128 Chapter 6: Digital Painting Color Maps 135 Understanding Digital Painting 136 Preparing for Color Map Painting 142 Digital Painting Best Practices 144 Applying Your Color Map to the Zombie 154 Chapter 7: Rigging for Realistic Movement 157 Understanding Rigging 158 Creating a Simple Armature 164 Finishing the Armature with Constraints 175 Linking the Armature and Zombie 184 Chapter 8: Animating the Zombie 193 Understanding and Planning Game Animation 194 Using Blender's Animation System 200 Creating an Idle Animation 203 Creating a Walk Animation 208 Creating a Chase Animation 210 Creating a Run Animation 212 Organizing Your Animations 214 Chapter 9: Unity Engine Basics 217 Understanding Unity’s Logic and Interface 218 Building a Whiteblock Level with Unity Primitives 223 Creating and Editing Materials in Unity 232 Organizing Assets with Unity Empties 234 Chapter 10: Implementing Your Zombie in a Unity Game 237 Importing Models into Unity 238 Unity Scripting--A Crash Course 240 Adding Interactivity to the Zombie 247 Turning the First Person Controller into an FPS Hero 259 Adding Other Gameplay Elements 270 Wrapping Up 278 Index 279
£26.24
John Wiley & Sons Inc Trillions
Book SynopsisWe are facing a future of unbounded complexity. Whether that complexity is harnessed to build a world that is safe, pleasant, humane and profitable, or whether it causes us to careen off a cliff into an abyss of mind-numbing junk is an open question.Trade Review“This book provides a refreshing, insightful guide to how companies can prepare for future technology innovations and thrive in this emerging information age. Summing Up: Recommended. Business and computer science collections serving upper-division undergraduates and above; general readers.” (Choice, 1 July 2013)Table of ContentsPreface xi Acknowledgments xvii Chapter 1 The Future, So Far 01 Trillions Is a Done Deal 02 Connectivity Will Be the Seed of Change 05 Computing Turned Inside Out 07 The Power of Digital Literacy 11 Chapter 2 The Next Mountain 15 Fungible Devices 16 Liquid Information 25 Cyberspace for Real 30 Interlude Yesterday, Today, Tomorrow: Platforms and User Interfaces 39 Yesterday 40 Today 41 Tomorrow 44 Chapter 3 The Tyranny of the Orthodoxy 51 Information Interruptus 52 The King and the Mathematician 60 Links to Nowhere 63 The Wrong Cloud 65 The Dream of One Big Computer 67 The Grand Repository in the Sky 68 FUD and the Birth of the Impostor Cloud 69 The Children’s Crusade 71 The Peer-to-Peer Bogey 80 Chapter 4 How Nature Does It 83 The Internet of Plants 84 Nature Has Been There Before 85 The Qualities of Beautiful Complexity 93 At the Intersection of People and Information 102 Chapter 5 How Design Does It 105 Birth of Industrial Design 107 Novelty, Beauty, Ritual, and Comfort 113 Hearing History Rhyme 114 Instability as the Status Quo 117 Post-Industrial Design 119 Interlude Yesterday, Today, Tomorrow: Data Storage 133 Yesterday 133 Today 136 Tomorrow 136 Chapter 6 Design Science on Trillions Mountain 139 Beyond Design Thinking to Design Science 140 Make the Right Thing 143 Chapter 7 Architecture with a Capital “A” 167 Architecture as Organic Principles 169 Architecture as Model 170 Architecture as “Style” 171 Information Architecture 173 Architecture and Design Science 178 Chapter 8 Life in an Information Ecology 181 Components 183 Challenges in the Information Ecology 188 Chapter 9 Aspects of Tomorrow 205 Beyond the Internet 206 Simplification 208 Devices 210 The Information Commons 212 The World Wide Dataflow 213 Publishing 216 Safety, Security, and Privacy 218 Epilogue Thriving in the Spacious Foothills 221 Seize the Low Ground 224 Microtransactions and the Rise of T-Commerce 225 Strange Bedfellows 226 Big Data and Information Visualization 226 The Trillions Bubble 227 Notes 231 About the Authors 245 Index 247
£21.59
John Wiley & Sons Inc Software in 30 Days
Book SynopsisA radical approach to getting IT projects done faster and cheaper than anyone thinks possible Software in 30 Days summarizes the Agile and Scrum software development method, which allows creation of game-changing software, in just 30 days. Projects that use it are three times more successful than those that don''t. Software in 30 Days is for the business manager, the entrepreneur, the product development manager, or IT manager who wants to develop software better and faster than they now believe possible. Learn how this unorthodox process works, how to get started, and how to succeed. Control risk, manage projects, and have your people succeed with simple but profound shifts in the thinking. The authors explain powerful concepts such as the art of the possible, bottom-up intelligence, and why it''s good to fail earlyall with no risk greater than thirty days. The productivity gain vs traditional waterfall methods has been over 100% on many prTable of ContentsAbout the Authors xi Acknowledgments xiii Introduction xv Section I Why Every Business in the World Can Produce Software in 30 Days 1 You are probably frustrated with your software organization. You would like it to be quicker, more flexible, understand your needs better, and help you become more profitable. We look at why you are frustrated and how to fix the problem. 1 The Crisis in Software: The Wrong Process Produces the Wrong Results 3 Many software organizations follow a development process that guarantees waste, uncontrolled risk, unpredictability, surprises, and low value. We will investigate why this process was chosen, how it guarantees failure, and look and some organizations that have recovered from it. 2 Scrum: The Right Process Produces the Right Results 17 There is a process that is appropriate for software development. When you get your developers to use it, you will immediately gain productivity, quality, value, control, predictability, and satisfaction. We look at how this happens in this chapter. 3 Try It Yourself: The Pilot 33 You have read our assertion that there is a better way for you to get software developed for you. However, a lot of people have made assertions and taken a lot of your money in the past, with little or no improvement. In this chapter we show you how to prove that our approach works for no money. 4 What Can I Do? 49 You learned how to do better and you’ve tried it yourself. You like the results and you know what to tell the software organization to do. In this chapter, we look at what you can do to help what you experience in the pilot project succeed. Section II How to Produce Software in 30 Days 55 Having better software developed for your needs is not so much hard as it is different from what you are used to. In this section, we look at a progressively beneficial set of approaches to get you from where you are now to organizational agility. 5 Getting Started with Scrum 57 Our secret sauce for improving your benefits from software is called “Scrum.” Yes, this is the rugby event that keeps the ball moving down the field. We’ll discuss Scrum, how it works, and why it works in this chapter. 6 Scrum at the Project Level 63 Most persistent improvement in software development starts at the project level. You can use Scrum to further prove its utility, or on critically important initiative that must succeed. We’ll explore what you can tell your developers to do after reading this chapter. 7 Develop a Scrum Capability 75 Success often breeds success. As more software initiatives using Scrum succeed, more people will want to get on the wagon. Rather than changing the entire organization, let’s look at how we can set up a software development universe separate from the disappointing, existing department. You can increasingly reap benefits here on an increasing number of projects and releases. 8 Scrum at the Enterprise Level 101 Scrum at a project or release level provides initiative level agility, the ability to rapidly respond to opportunities or rise to challenges. To gain the most significant benefits, Scrum’s empirical approach to software development must be fit into the organization as a whole. We’ll look at how to do this, and why some approaches are short-lived and others persist. 9 Enterprise Transformation: Profound and Persistent Change 107 You want to make your organization leaner, more efficient, and agile on your watch. Even more, you want these benefits and their underlying causes to persist and become the organizational culture. We’ll look at an enterprise change approach for achieving this in this chapter. 10 Scrumming Scrum 119 We devised Scrum for complex problem solving, like software development. We found Scrum a useful technique for managing organizational change, also a complex problem. The same benefits of transparency, waste removal, risk control, and predictability occurred. We’ll look at this use of Scrum in this chapter. Appendix 1: Terminology 127 We slowly and progressively introduced some new terminology. This appendix is your reference for those terms. Appendix 2: The Scrum Guide 133 Read the canonical guide to Scrum, its roles, artifacts, and events. This is the bible of Scrum. Appendix 3: A Playbook for Achieving Enterprise Agility 153 This appendix presents a more detailed plan for enterprise change, as discussed in Chapter 10. Index 185
£18.39
John Wiley & Sons Inc PowerPoint 2013 Bible
Book SynopsisMaster PowerPoint and improve your presentation skills with one book! In today's business climate, you need to know PowerPoint inside and out, and that's not all. You also need to be able to make a presentation that makes an impact.Table of ContentsPreface xxxv Part I: Building Your Presentation 1 Chapter 1: A First Look at PowerPoint 3 Chapter 2: Creating and Saving Presentation Files 41 Chapter 3: Creating Slides and Text Boxes 71 Chapter 4: Working with Layouts, Themes, and Masters 99 Chapter 5: Formatting Text 141 Chapter 6: Formatting Paragraphs and Text Boxes 179 Chapter 7: Correcting and Improving Text 207 Chapter 8: Creating and Formatting Tables 229 Part II: Using Graphics and Multimedia Content 255 Chapter 9: Drawing and Formatting Objects 257 Chapter 10: Creating SmartArt Graphics 313 Chapter 11: Working with Clip Art and Photos 335 Chapter 12: Working with Charts 377 Chapter 13: Incorporating Content from Other Programs 419 Chapter 14: Adding Sound Effects, Music, and Soundtracks 435 Chapter 15: Incorporating Motion Video 459 Chapter 16: Creating Animation Effects and Transitions 485 Part III: Interfacing with Your Audience 517 Chapter 17: Creating Support Materials 519 Chapter 18: Preparing for a Live Presentation 543 Chapter 19: Designing User-Interactive or Self-Running Presentations 577 Chapter 20: Preparing a Presentation for Mass Distribution 609 Chapter 21: Sharing and Collaborating 627 Chapter 22: Customizing PowerPoint 647 Part IV: Project Labs 673 Lab 1: Presenting Content without Bulleted Lists 675 Lab 2: Adding Sound and Movement to a Presentation 693 Lab 2A: Fading Text and Graphics In and Out 693 Lab 2B: Replacing One Picture with Another 701 Lab 2C: Zooming In on a Picture 704 Lab 2D: More Animation Practice 705 Lab 2E: Using Transitions and Soundtracks 709 Lab 3: Creating a Menu-Based Navigation System 713 Lab 4: Creating a Classroom Game 733 Appendix A: What Makes a Great Presentation? 753 Appendix B: Essential SkyDrive Skills 775 Index 787
£26.40