Business applications Books
John Wiley & Sons Inc Dreamweaver CS3 For Dummies
Book SynopsisDo you want to create a sophisticated Web site that's easy to develop and maintain? Whether you're a beginner or an experienced Web developer, this guide shows you how to utilize Dreamweaver's enhancements to build and manage state-of-the-art, professional Web sites quickly and easily.Table of ContentsIntroduction. Part I: Creating Great Web Sites. Chapter 1: The Many Ways to Design a Web Page. Chapter 2: Opening and Creating Sites in Dreamweaver. Chapter 3: Adding Graphics. Chapter 4: Managing, Testing, and Publishing a Site. Part II: Appreciating Web Design Options. Chapter 5: Cascading Style Sheets. Chapter 6: Creating CSS Layouts. Chapter 7: Coming to the HTML Table. Chapter 8: Framing Your Pages. Chapter 9: Coordinating Your Design Work. Part III: Making It Cool with Multimedia and JavaScript. Chapter 10: Adding Interactivity with Behaviors. Chapter 11: Showing Off with Multimedia. Chapter 12: Forms Follow Function. Part IV: Working with Dynamic Content. Chapter 13: Building a Dynamic Web Site: Getting Started. Chapter 14: Bringing Data into the Mix. Chapter 15: Using Forms to Manage Your Dynamic Web Site. Part V: The Part of Tens. Chapter 16: Ten Resources You May Need. Chapter 17: Ten Timesaving Tips. Chapter 18: Ten Great Web Sites Designed in Dreamweaver. Index.
£13.59
John Wiley & Sons Inc Flash CS3 For Dummies For Dummies
Book SynopsisPack pizzazz into your Web sites with Flash! Start with simple animation, or create whole pages in Flash The newest version of Flash offers all sorts of cool options for designing Web sites that stand out from the crowd, and this handy guide makes it easy.Table of ContentsIntroduction. Part I: A Blast of Flash. Chapter 1: Getting Acquainted with Flash CS3. Chapter 2: Your Basic Flash. Part II: 1,000 Pictures and 1,000 Words. Chapter 3: Getting Graphic. Chapter 4: You Are the Object Editor. Chapter 5: What’s Your Type? Chapter 6: Layering It On. Part III: Getting Symbolic. Chapter 7: Heavy Symbolism. Chapter 8: Pushing Buttons. Part IV: Total Flash-o-Rama. Chapter 9: Getting Animated. Chapter 10: Getting Interactive. Chapter 11: Extravagant Audio, High-Velocity Video. Part V: The Movie and the Web. Chapter 12: Putting It All Together. Chapter 13: Publishing Your Flash Files. Part VI: The Part of Tens. Chapter 14: Ten Frequently Asked Questions. Chapter 15: Ten Best Flash Resources. Chapter 16: Ten Flash Designers to Watch. Part VII: Appendixes. Appendix A: Installing Flash and Setting Your Preferences. Appendix B: The Property Inspector and the Panels. Appendix C: What’s on the Companion Web Site. Index.
£19.99
John Wiley & Sons Inc The Data Warehouse Lifecycle Toolkit
Book SynopsisA thorough update to the industry standard for designing, developing, and deploying data warehouse and business intelligence systems The world of data warehousing has changed remarkably since the first edition of The Data Warehouse Lifecycle Toolkit was published in 1998.Table of ContentsChapter 1 Introducing the Kimball Lifecycle 1 Chapter 2 Launching and Managing the Project/Program 15 Chapter 3 Collecting the Requirements 63 Chapter 4 Introducing the Technical Architecture 109 Chapter 5 Creating the Architecture Plan and Selecting Products 179 Chapter 6 Introducing Dimensional Modeling 233 Chapter 7 Designing the Dimensional Model 287 Chapter 8 Designing the Physical Database and Planning for Performance 327 Chapter 9 Introducing Extract, Transformation, and Load 369 Chapter 10 Designing and Developing the ETL System 425 Chapter 11 Introducing Business Intelligence Applications 473 Chapter 12 Designing and Developing Business Intelligence Applications 505 Chapter 13 Deploying and Supporting the DW/BI System 541 Chapter 14 Expanding the DW/BI System 579
£35.10
John Wiley & Sons Inc SAS 9 Study Guide
Book SynopsisA thorough and self-contained treatment for SAS users preparing for the Base Programming Certification Exam for SAS 9complete with explanations, tips, and practice exam questions SAS 9 Study Guide is designed to help users of SAS 9 become familiar with the fine points of the software as well as develop solid study strategies that will shorten preparation time and ensure successful exam results. The following five study topics are addressed with a focused chapter devoted to each: accessing data; creating data structures; managing data; generating reports; and handling errors. SAS 9 Study Guide provides both a conceptual and practical approach to each of these areas with detailed explanations followed by examples. Each chapter presents concepts, processes, and applications in a clear, step-by-step format along with detailed explanations and examples. Individual chapters also contain: A Two-Minute Drill that provides a checklist of key points for review Table of ContentsContents. Preface. Introduction. I. Accessing Data. 2. Creating Data Structures. 3. Managing Data. 4. Generating Reports. 5. Handling Errors. Index.
£73.76
John Wiley & Sons Inc The Data Model Resource Book
Book SynopsisThis third volume of the best-selling Data Model Resource Book series revolutionizes the data modeling discipline by answering the question How can you save significant time while improving the quality of any type of data modeling effort? In contrast to the first two volumes, this new volume focuses on the fundamental, underlying patterns that affect over 50 percent of most data modeling efforts. These patterns can be used to considerably reduce modeling time and cost, to jump-start data modeling efforts, as standards and guidelines to increase data model consistency and quality, and as an objective source against which an enterprise can evaluate data models. Table of ContentsForeword xxv Chapter 1 Introduction 1 Why Is There a Need for This Book? 1 Extending the Discipline of Data Modeling 4 What Is a Pattern and What Is a Universal Pattern? 5 What Is the Significance of Patterns? 6 Approach of This Book 6 The Different Pattern Levels 7 Who Is the Intended Audience for This Book? 14 What Is in This Book 15 Other Patterns for Data Modeling 17 Conventions and Standards Used in This Book 18 Entities 18 Subtypes and Supertypes 19 Attributes 20 Relationships 22 Relationship Optionality 23 Relationship Cardinality 25 Foreign Key Relationships 26 Associative Entities to Handle Many-to-Many Relationships 26 Exclusive Arcs 27 Example Data in Illustration Tables 28 Data Modeling Notation 29 Summary 33 References 33 Chapter 2 Setting Up Roles: What Parties Do 35 What Is the Significance of This Type of Pattern? 36 What Is in This Chapter? 36 What Is a Declarative Role? 37 Level 1 Declarative Role Pattern 38 Why Do We Need This Pattern? 40 How Does This Pattern Work? 41 When Should This Pattern Be Used? 44 What Are the Weaknesses of the Pattern? 45 Synopsis 46 Level 2 Declarative Role Pattern 47 Why Do We Need This Pattern? 48 How Does This Pattern Work? 48 When Should This Pattern Be Used? 53 What Are the Weaknesses of the Pattern? 54 Synopsis 55 Level 3 Declarative Role Pattern 56 Why Do We Need This Pattern? 56 How Does This Pattern Work? 57 When Should This Pattern Be Used? 63 What Are the Weaknesses of the Pattern? 64 Synopsis 65 Summary of Patterns 65 References 69 Chapter 3 Using Roles: How Parties Are Involved 71 What Is the Significance of This Type of Pattern? 72 What Is in This Chapter? 72 What Is a Contextual Role? 73 Level 1 Contextual Role Pattern, Attributes 74 Why Do We Need This Pattern? 74 How Does This Pattern Work? 76 When Should This Pattern Be Used? 78 What Are the Weaknesses of the Pattern? 79 Synopsis 80 Level 1 Contextual Role Pattern, Relationships 80 Why Do We Need This Pattern? 81 How Does This Pattern Work? 81 When Should This Pattern Be Used? 87 What Are the Weaknesses of the Pattern? 87 Synopsis 88 Level 2 Contextual Role Pattern 88 Why Do We Need This Pattern? 89 How Does This Pattern Work? 89 When Should This Pattern Be Used? 97 What Are the Weaknesses of the Pattern? 98 Synopsis 99 Level 2 Contextual Role Pattern, PARTY Only Alternative 99 Why Do We Need This Pattern? 100 How Does This Pattern Work? 100 When Should This Pattern Be Used? 106 What Are the Weaknesses of the Pattern? 106 Synopsis 107 Level 3 Contextual Role Pattern 107 Why Do We Need This Pattern? 108 How Does This Pattern Work? 108 When Should This Pattern Be Used? 114 What Are the Weaknesses of the Pattern? 115 Synopsis 116 Hybrid Contextual Role Pattern 117 Why Do We Need This Pattern? 117 How Does This Pattern Work? 118 When Should This Pattern Be Used? 123 What Are the Weaknesses of the Pattern? 123 Synopsis 124 Summary of Patterns 124 References 131 Chapter 4 Hierarchies, Aggregations, and Peer-to-Peer Relationships: The Organization of Similar Data 133 What Is the Significance of This Type of Pattern? 133 What Is in This Chapter? 134 What Is a Recursive Relationship and How Is Data Organized by Recursive Relationships? 134 Level 1 Recursive Pattern 138 Why Do We Need This Pattern? 138 How Does This Pattern Work? 139 When Should This Pattern Be Used? 144 What Are the Weaknesses of the Pattern? 145 Synopsis 145 Level 2 Recursive Pattern 146 Why Do We Need This Pattern? 146 How Does This Pattern Work? 147 When Should This Pattern Be Used? 152 What Are the Weaknesses of the Pattern? 153 Synopsis 154 Level 2 Expanded Recursive Pattern 155 Why Do We Need This Pattern? 155 How Does This Pattern Work? 156 When Should This Pattern Be Used? 162 What Are the Weaknesses of the Pattern? 162 Synopsis 163 Level 3 Recursive Pattern 164 Why Do We Need This Pattern? 165 How Does This Pattern Work? 165 When Should This Pattern Be Used? 170 What Are the Weaknesses of the Pattern? 171 Synopsis 172 Level 3 Recursive Pattern with Rules 173 Why Do We Need This Pattern? 173 How Does This Pattern Work? 174 When Should This Pattern Be Used? 179 What Are the Weaknesses of the Pattern? 180 Synopsis 180 Summary of Patterns 180 References 186 Chapter 5 Types and Categories: the Classification of Data 187 What Is the Significance of This Type of Pattern? 187 What Is in This Chapter? 188 What Are Types, Categorizations, and Taxonomies? 189 Level 1 Classification Pattern 190 Why Do We Need This Pattern? 190 How Does This Pattern Work? 190 When Should This Pattern Be Used? 195 What Are the Weaknesses of the Pattern? 196 Synopsis 197 Level 2 Classification Pattern 197 Why Do We Need This Pattern? 197 How Does This Pattern Work? 198 When Should This Pattern Be Used? 205 What Are the Weaknesses of the Pattern? 206 Synopsis 207 Level 3 Classification Pattern 208 Why Do We Need This Pattern? 208 How Does This Pattern Work? 208 When Should This Pattern Be Used? 219 What Are the Weaknesses of the Pattern? 220 Synopsis 221 Level 3 Classification Pattern with Rollups and Schemes 222 Why Do We Need This Pattern? 222 How Does This Pattern Work? 223 When Should This Pattern Be Used? 229 What Are the Weaknesses of the Pattern? 230 Synopsis 230 Summary of Patterns 230 References 235 Chapter 6 Status: The States of Data 237 What Is the Significance of This Type of Pattern? 238 What Is in This Chapter? 239 What Is a Status? 240 Level 1 Status Pattern 244 Why Do We Need This Pattern? 245 How Does This Pattern Work? 246 When Should This Pattern Be Used? 251 What Are the Weaknesses of the Pattern? 253 Synopsis 253 Level 2 Status Pattern, Current Status 254 Why Do We Need This Pattern? 255 How Does This Pattern Work? 255 When Should This Pattern Be Used? 260 What Are the Weaknesses of the Pattern? 260 Synopsis 261 Level 3 Status Pattern 261 Why Do We Need This Pattern? 261 How Does This Pattern Work? 262 When Should This Pattern Be Used? 267 What Are the Weaknesses of the Pattern? 267 Synopsis 268 Level 4 Status Pattern 269 Why Do We Need This Pattern? 269 How Does This Pattern Work? 269 When Should This Pattern Be Used? 277 What Are the Weaknesses of the Pattern? 278 Synopsis 279 Status Category Pattern 280 Why Do We Need This Pattern? 280 How Does This Pattern Work? 280 When Should This Pattern Be Used? 282 What Are the Weaknesses of the Pattern? 285 Synopsis 285 Status Type with Multi Rollup and Rules Pattern 286 Why Do We Need This Pattern? 286 How Does This Pattern Work? 287 When Should This Pattern Be Used? 293 What Are the Weaknesses of the Pattern? 294 Synopsis 294 Summary of Patterns 294 References 301 Chapter 7 Contact Mechanisms: How to Get in Touch 303 What Is the Significance of This Type of Pattern? 303 What Is in This Chapter? 304 What Is a Contact Mechanism? 305 Level 1 Contact Mechanism Pattern 308 Why Do We Need This Pattern? 309 How Does This Pattern Work? 310 When Should This Pattern Be Used? 321 What Are the Weaknesses of the Pattern? 322 Synopsis 323 Level 2 Contact Mechanism Pattern 324 Why Do We Need This Pattern? 325 How Does This Pattern Work? 325 When Should This Pattern Be Used? 342 What Are the Weaknesses of the Pattern? 343 Synopsis 344 Level 3 Contact Mechanism Pattern 345 Why Do We Need This Pattern? 346 How Does This Pattern Work? 346 When Should This Pattern Be Used? 361 What Are the Weaknesses of the Pattern? 361 Synopsis 362 Level 4 Contact Mechanism Pattern 364 Why Do We Need This Pattern? 364 How Does This Pattern Work? 364 When Should This Pattern Be Used? 378 What Are the Weaknesses of the Pattern? 378 Synopsis 379 Contact Mechanism Pattern with Geographic Boundary 380 Why Do We Need This Pattern? 381 How Does This Pattern Work? 384 When Should This Pattern Be Used? 389 What Are the Weaknesses of the Pattern? 390 Synopsis 390 Contact Mechanism with Flexible Address Parts Pattern 391 Why Do We Need This Pattern? 393 How Does This Pattern Work? 394 When Should This Pattern Be Used? 398 What Are the Weaknesses of the Pattern? 398 Synopsis 399 Other Common Contact Mechanism Data 399 Non-Solicitation 400 Instructions 401 Directions 402 Telephone Extensions 402 Synopsis 403 Summary of Patterns 403 References 410 Chapter 8 Business Rules: How Things Should Work 411 What Is the Significance of This Type of Pattern? 411 What Is in This Chapter? 414 What Is a Business Rule? 415 Level 2 Business Rules Pattern 417 Why Do We Need This Pattern? 417 How Does This Pattern Work? 419 When Should This Pattern Be Used? 442 What Are the Weaknesses of the Pattern? 444 Synopsis 444 Level 3 Business Rules Pattern 446 Why Do We Need This Pattern? 446 How Does This Pattern Work? 447 When Should This Pattern Be Used? 460 What Are the Weaknesses of the Pattern? 461 Synopsis 461 Business Rules with Party Roles 462 Why Do We Need This Pattern? 462 How Do These Patterns Work? 463 When Should This Pattern Be Used? 465 What Are the Weaknesses of the Pattern? 465 Synopsis 465 Summary of Patterns 465 References 468 Chapter 9 Using the Patterns 469 What Is in This Chapter? 470 The Scenario 471 Prototype Models, Scope Statements 472 The Scenario for These Models 472 How Do These Models Work? 473 Why Do We Do It This Way? 478 What Are the Strengths of Using Patterns for the Solution? 481 What Are the Weaknesses of Using Patterns for the Solution? 482 Synopsis 483 Application Data Models 483 The Scenario for This Model 484 How Do These Models Work? 484 Why Do We Do It This Way? 488 What Are the Strengths of Using Patterns for the Solution? 490 What Are the Weaknesses of Using Patterns for the Solution? 491 Synopsis 492 Enterprise Data Models 492 The Scenario for This Model 495 How Do These Models Work? 498 Why Do We Do It This Way? 501 What Are the Strengths of Using Patterns for the Solution? 501 What Are the Weaknesses of Using Patterns for the Solution? 502 Synopsis 502 Data Warehouse Models 503 The Scenario for This Model 504 Data Warehouse Data Models — Relational Approach 506 How Do These Models Work? 507 Why Do We Do It This Way? 513 What Are the Strengths of Using Patterns for the Solution? 514 What Are the Weaknesses of Using Patterns for the Solution? 515 Synopsis 515 Data Warehouse/Data Mart Data Models — Star Schemas 516 How Do These Models Work? 516 Why Do We Do It This Way? 527 What Are the Strengths of Using Patterns for the Solution? 528 What Are the Weaknesses of Using Patterns for the Solution? 529 Synopsis 530 Master Data Management 530 The Scenario for This Model 530 How Does This Model Work? 534 Why Do We Do It This Way? 543 What Are the Strengths of Using Patterns for the Solution? 544 What Are the Weaknesses of Using Patterns for the Solution? 545 Synopsis 545 Other Thoughts Regarding Using the Patterns 546 Physical Database Design 546 Other Applications for Patterns 547 Other Considerations When Using Generalized Patterns 547 Summary of Using the Patterns 548 References 552 Chapter 10 Socializing the Patterns 553 What Is the Significance of Socializing the Patterns? 554 What Is in This Chapter? 554 Experiences Using and Socializing These Patterns 555 What Makes the Difference In Socializing the Patterns? 558 Understanding Motivations — Why Would Someone Use or Not Use the Patterns? 559 Creating a Clear, Common, Compelling Purpose and Vision for Using the Patterns 566 Developing Trust so People Can Rely on the Patterns 569 Managing Resistance and/or Conflict Regarding Patterns 573 Other Comments about Socializing the Patterns 580 Patterns May Need to Be Socialized in Many Types of Circumstances 581 What about Upper-Level Management Commitment? 581 What Is the Return on Investment Regarding Using These Patterns? 582 Summary 584 References 585 Index 587
£54.00
John Wiley & Sons Inc Peachtree For Dummies
Book SynopsisNot feeling too peachy about computerizing your accounting system? Relax! Peachtree For Dummies, 3rd Edition will show you how to set up your company in Peachtree and then use it to pay bills, invoice customers, pay employees, produce financial reports, and more. You'll quickly discover how Peachtree can save you time, effort, and money so that you no longer have to do your accounting by hand or pay someone else to do it for you. Publishing to coincide with the latest release of Peachtree, this third edition is revised to cover the newest updates and enhancements made to the most recent version of Peachtree. Veteran authors Elaine Marmel and Diane Koers break down the capabilities of Peachtree Premium Accounting, from building an effective chart of accounts, to customizing forms and modifying reports, to setting up default information that will save you time down the line. You'll also discover how to: Work with purchase orders Sell Table of ContentsIntroduction. Part I: Getting Started. Chapter 1. Mastering Peachtree Basics. Chapter 2. Setting Up Your Company. Chapter 3. Designing the Cart of Accounts. Chapter 4. Setting Up Background Information. Part II: the Daily Drudge. Chapter 5. Buying Goods. Chapter 6. Payment Bills. Chapter 7. Selling Products and Services. Chapter 8. Collecting the Money. Chapter 9. Paid Employees Are Happy Employees. Chapter 10. Billing for Your Time. Chapter 11. Counting Your Stuff. Chapter 12. Tracking Project Costs. Part III: The Fancy Stuff. Chapter 13. Working with Forms. Chapter 14. Making Reports Work for You. Chapter 15. Reviewing the Financial Picture. Chapter 16. When the Bank Statement Arrives. Chapter 17. When Accounting Cycles End and Other Miscellaneous Stuff. Chapter 18. Keeping Your House Safe. Chapter 19. Real-Life Ways to Use Peachtree. Part IV: The Part of Tens. Chapter 20. Ten or So Common Peachtree Messages (And What You Can Do About Them). Chapter 21. ten or So Things You Can Get From the Web. Index.
£17.84
John Wiley & Sons Inc AutoCAD 2009 and AutoCAD LT 2009 AllInOne Desk
Book SynopsisNobody ever said AutoCAD was easy, which is why you need AutoCAD & AutoCAD LT 2009 All-In-One Desk Reference for Dummies! These nine minibooks cover all the stuff you need to know to set up AutoCAD for 2D or 3D, create drawings, modify and share them, publish your work, and more. There's even a minibook devoted to increasing your options with AutoCAD LT! This one-stop guide to creating great technical drawings using AutoCAD 2009 shows you how to navigate the AutoCAD interface, set up drawings, use basic and precision tools, and use drawing objects. You'll learn how to annotate your drawings, use dimensioning and hatching, and work with AutoCAD's new Annotation Scaling feature. You'll also find out how to work with solids, texture surfaces, add lighting, and much more. Discover how to Navigate the AutoCAD interface Work with lines, shapes, and curves Add explanatory text Understand AutoCAD LT's limitations Render yourTable of ContentsIntroduction. Book I: AutoCAD Basics. Chapter 1: One-on-One Time with AutoCAD. Chapter 2: Drawing on and in AutoCAD. Chapter 3: Navigating the AutoCAD Interface. Chapter 4: All about Files. Chapter 5: Basic Tools. Chapter 6: Setting Up Drawings. Chapter 7: 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. Chapter 4: Scaling Mt. Annotation. 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: Rendering: Lights, Camera, AutoCAD! Book VI: Advanced Drafting. Chapter 1: Playing with Blocks. Chapter 2: Dynamic Blocks. Chapter 3: External References. Chapter 4: Organizing Your Drawings. 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. Chapter 5: Recording Your Actions. Bonus Chapters. Bonus Chapter 1: Working with Surfaces. Bonus Chapter 2: The AutoCAD Programming Interfaces. Bonus Chapter 3: Using Custom Programs. Bonus Chapter 4: Introducing AutoLISP. Bonus Chapter 5: Visual Basic for AutoCAD. Bonus Chapter 6: AutoCAD Utilities. Bonus Chapter 7: Creating Custom Linetypes, Shapes, and Hatch Patterns. Index.
£25.59
John Wiley & Sons Inc Crystal Reports 2008 For Dummies
Book SynopsisA report is only useful if those who receive it understand what it means. Knowing how to use Crystal Reports gives you the edge in producing reports from your database that really are crystal clear. Crystal Reports 2008 For Dummies is a quick and easy guide to get you going with the latest version of this bestselling report-writing software.Table of ContentsIntroduction 1 About This Book 1 Conventions Used in This Book 1 What You’re Not to Read 2 Foolish Assumptions 2 How This Book Is Organized 3 Part I: Reporting Basics 3 Part II: Moving Up to Professional-Quality Reports 3 Part III: Advanced Report Types and Features 3 Part IV: Crystal Reports in the Enterprise 3 Part V: Publishing Your Reports 4 Part VI: The Part of Tens 4 Icons Used in This Book 4 Where to Go from Here 5 Part I: Reporting Basics 7 Chapter 1: Transforming Raw Data into Meaningful Information 9 Major Features of Crystal Reports 2008 9 Formatting a report 10 Generating barcodes 11 Enhancing a report with formulas and custom functions 11 Getting visual with charts and maps 11 Xcelsius integration 12 Adobe Flash integration 12 Displaying a report 12 Distributing a report 12 Supplying Crystal Reports with data 13 The Lone Edition of Crystal Reports 2008 13 Viewing a Report 13 Reading a printed report 13 Viewing a report with Crystal Reports 14 Viewing a report on a LAN or on the Web 16 Chapter 2: Create a Simple Report Right Now! 17 First Things First: Finding the Sample Database 18 Starting Crystal Reports 2008 18 Creating a Report with the Blank Report Option 20 Allocating more space to the layout 24 Introducing your report 25 Choosing the fields that appear in your report 27 Improving the readability of page headers 29 Previewing the report 30 Page footers carry useful information 32 Wrapping things up with a report footer 34 Recording helpful information about your report 34 Printing a Report 36 Where to Go from Here 36 Chapter 3: Report Design Guidelines 37 Defining an Effective Report Design 37 Defining Your Audience 37 Defining the Report’s Purpose 38 Choosing Content for Your Report 39 Choosing the Report Appearance 39 Making a good first impression 40 Deciding how best to present the information 40 Choosing graphic elements for your report 41 Style communicates meaning, too 41 Making sure your report conveys your message 42 Chapter 4: Starting Your Report 43 Using the Report Creation Wizard 43 Creating a report with the Standard Report Creation Wizard 44 Using other report-creation wizards 49 Starting with a Blank Report 49 Connecting Your Report to Its Data Source 50 Accessing database files directly 51 Connecting to ODBC data sources 51 Retrieving data with SQL 52 Reporting on data in OLE DB data sources 53 Which interface should you use? 53 Part II: Moving Up to Professional-Quality Reports 55 Chapter 5: Pulling Specific Data from a Database 57 Get Data Quickly with Select Expert 57 Using Formulas to Retrieve Data 64 Using Parameter Fields to Retrieve Data at Runtime 66 Step 1: Creating a report that shows everything 67 Step 2: Giving the user the power to decide what to show 70 Speed retrievals with indexes 72 Changing parameter values to change the report 72 Troubleshooting Tips When Retrieving Data 73 Chapter 6: Sorting, Grouping, and Totaling Report Data 75 Sorting Report Data 75 Sorting based on multiple fields 77 Sorting and performance 81 Adding Sort Controls to a Report 82 Grouping Related Items 85 Calculating Percentages 89 Drilling Down for Detail 90 Keeping Track of Things with Running Totals 94 Troubleshooting Sorting, Grouping, and Totaling Problems 97 Sorting problems and how to solve them 98 Unusual grouping options 98 Getting the right totals 99 Chapter 7: Mastering Report Sections 101 Changing the Size of a Section 101 Formatting with the Section Formatting Menu 103 Using Section Expert for Easy Section Formatting 104 Common tab, Section Expert 105 Paging tab, Section Expert 106 Color tab, Section Expert 107 Placing Groups Where You Want Them 110 Starting each group at the top of its own page 110 Printing totals at the bottom of a page 112 Restarting page numbering at the beginning of each group 113 Hiding Details with Summary and Drill-Down Reports 113 Generating Barcodes 114 Creating Mailing Labels 117 Saving Money on Postage with a ZIP Sort 120 Chapter 8: Enhancing Your Report’s Appearance 123 Absolute Formatting 124 Setting the fonts and their formatting for emphasis 124 Adding graphical elements for emphasis 128 Conditional Formatting Using the Format Editor 130 Creating Emphasis with Highlighting Expert 132 Adding Pictures to Your Report 134 Aligning Preprinted Forms 136 Adding Text from a File 136 Formatting Options 137 Special Fields Contain Report Metadata 139 Raising a Red Flag with Report Alerts 139 Using Report Templates to Save Time and Effort 142 Applying a template to a report 143 Applying a template to an existing report 143 Applying a template to a report you’re creating 145 Part III: Advanced Report Types and Features 147 Chapter 9: Displaying Your Top Ten (Or Top N) with Group Sort 149 Sorting Groups Based on Performance 149 Starting a Top N Report 150 Displaying a group total 154 Hiding the details 155 Removing page breaks 157 Going with the Percentages 160 What if you want the top 17 instead of the top 5? 161 A Choice of Group Sorts 164 Troubleshooting Group Sort Problems 165 Chapter 10: Adding Formulas to Reports 167 Formula Overview and Syntax 167 Lessening the Workload with Functions 168 Creating a Custom Function in Formula Workshop 169 Formula Editor 173 Formula Expert 175 SQL Expression Editor 177 Selection formulas 177 Formatting formulas 181 Changing and Deleting Formulas 182 Data Types 182 Simple data types 182 Range data types 184 Array data types 184 Variables in Formulas 185 Declaring a variable 185 Assigning a value to a variable 186 Control Structures 186 If-Then-Else 186 Select Case 187 For loop 187 While Do loop 188 Do While loop 189 Chapter 11: Creating Reports within a Report 191 Combining Unrelated Reports 191 Underlay formatting for side-by-side location of subreport 195 Drilling down in a subreport 196 Linking a Subreport to a Primary Report 197 On-Demand Subreports Boost Efficiency 203 Passing Data between Reports 204 Troubleshooting Subreport Problems 205 Chapter 12: Combining Report Elements with OLE 207 Overview of OLE 207 Static OLE Objects 208 Inserting a static OLE object into a report 208 Making a static OLE object editable 210 Embedded OLE Objects 212 Embedding an OLE object into a report 212 Linked OLE Objects 214 Embedding or Linking an Object Taken from a File 217 Integrating Shockwave Flash Objects into Your Reports 217 Chapter 13: Creating and Updating OLAP Reports 219 What’s OLAP, and Why Might You Need It? 219 Who uses OLAP? 220 Creating multidimensional views 220 Connecting to an OLAP data source 221 OLAP Reporting with Crystal Reports 221 Operating on OLAP grid objects 222 Creating a three-dimensional report 222 Updating an OLAP Report 232 Formatting Data in an OLAP Report 233 Changing a dimension’s background color 234 Creating an alias for a dimension 235 Formatting grid lines 236 Labeling dimensions 237 Changing Data Appearance in an OLAP Report 238 Showing and hiding dimensions 239 Adding totals to an OLAP grid 240 Pivoting an OLAP grid 240 Reordering fields 241 Sorting data 242 Filtering data 243 Making calculations 243 Chapter 14: Using Cross-Tab Reports to Mine Your Data 245 Creating a Cross-Tab Object to Summarize All Report Data 245 Summarizing the Contents of a Group with a Cross-Tab 249 Making Calculations within a Cross-Tab Row or Column 255 Enhancing the Appearance and Readability of a Cross-Tab Object 256 Changing the width and height of cross-tab cells 256 Formatting entire rows and columns 257 Formatting individual fields 257 Suppressing selected cross-tab data 258 Printing cross-tabs that span multiple pages 258 Chapter 15: Enhancing Reports with Charts 259 Using Chart Expert 259 Type tab 260 Data tab 260 Axes tab 261 Options tab 262 Color Highlight tab 263 Text tab 263 Creating a Chart 263 Drilling down from a chart 266 Changing a chart 267 Choosing the Best Chart Type for Your Data 267 Side-by-side bar chart 267 Percent bar chart 268 Line chart 268 Area chart 269 Pie chart 270 Doughnut chart 270 3-D riser chart 271 3-D surface chart 272 XY scatter chart 272 Radar chart 273 Bubble chart 273 Stock chart 274 Numeric axis chart 275 Gauge chart 276 Gantt chart 276 Funnel chart 277 Histogram 278 Different Chart Layouts for Different Data Types 278 Seeing How Chart Placement Affects the Data It Represents 280 Troubleshooting Chart Problems 281 Selecting data to make a chart readable and meaningful 281 The placement of chart elements matters 282 Chapter 16: Adding Geographic Detail with Maps 283 Choosing the Right Crystal Reports Map 283 Map layouts 284 Map types 284 Map placement 286 Creating a Map Step by Step 286 Creating an advanced layout map 286 Creating a Group layout map 288 Creating a Cross-Tab layout map 289 Creating an OLAP layout map 290 Including maps in subreports 291 Changing maps 291 Troubleshooting Map Problems 291 Chapter 17: Interactivity Features 293 Crystal Xcelsius Overview 293 Adding Xcelsius Capability to a Report 294 Creating an SWF file with Crystal Xcelsius 295 Embedding your Crystal Xcelsius model in a Crystal report 298 Enhancing a Report with the Tasteful Use of Flash 300 Viewing Flash visualizations 300 Dynamic interaction with a report using a Parameter panel 300 Part IV: Crystal Reports in the Enterprise 303 Chapter 18: Crystal Reports Server 305 Connecting to Data Sources 306 Connecting directly or indirectly 306 Using Business Views to simplify connectivity 306 Formatting Reports with Crystal Reports Developer 307 Providing Platform Services 307 Publishing and distributing reports 307 Providing security 308 Managing the system 308 Useful Management Tools 309 Application Services 309 Web Services 309 Viewing and Interacting with Reports 310 Chapter 19: BusinessObjects Enterprise Repository 311 Adding Folders to Your Repository 312 Storing Your Valuables in BusinessObjects Enterprise Repository 312 Adding text and bitmapped objects to the Repository 313 Adding custom functions to the Repository 313 Adding SQL commands to the Repository 314 Using Repository Objects in a Report 314 Adding text objects and images 314 Adding custom functions 315 Adding SQL commands 315 Modifying a Repository Object 315 Deciding Whether to Update Reports Automatically 317 Deleting Objects from the Repository 318 Chapter 20: Navigating with Report Parts 319 Understanding Report Parts Navigation 319 Using Report Parts to Navigate a Report 320 Using the Report Parts Drill-down method 321 Using the Another Report Object method 325 Part V: Publishing Your Reports 327 Chapter 21: Sending Your Reports Out into the World 329 Printing Your Report 329 Faxing a Report 330 Exporting a Report 331 Export format types 331 Export destinations 334 Troubleshooting Output Problems 342 Chapter 22: Displaying Reports Online 343 Exporting to a Static HTML Page 344 Adding a Hyperlink to a Report 346 Distributing Reports via crystalreports.com 349 Integrating with salesforce.com 350 Publishing to crystalreports.com with Crystal Reports Desktop Publisher 351 Interactive Report Viewing with Crystal Reports Viewer 354 Opening a report in Crystal Reports Viewer 355 Navigating a report 355 Printing a report 359 E-mailing reports to your friends and co-workers 360 Sharing reports in a variety of formats 360 Searching a haystack for that elusive needle 361 Accessing reports on crystalreports.com 361 Chapter 23: SQL Expression Fields 363 Creating an SQL Statement 363 Modifying an SQL Statement 366 Part VI: The Part of Tens 369 Chapter 24: Ten Things to Do Before You Create a Report 371 Chapter 25: Ten Ways to Give Your Reports More Pizzazz 375 Index 379
£16.99
John Wiley & Sons Inc Knowledge Discovery with Support Vector Machines
Book SynopsisSupport Vector Machines (SVM technology) is one of the most user-friendly learning technologies available. Knowledge Discovery with Support Vector Machines provides an accessible introduction to model building and knowledge discovery with one of the preeminent algorithms.Table of ContentsPreface. PART I. 1 What is Knowledge Discovery? 1.1 Machine Learning. 1.2 The Structure of the Universe X. 1.3 Inductive Learning. 1.4 Model Representations. Exercises. Bibliographic Notes. 2 Knowledge Discovery Environments. 2.1 Computational Aspects of Knowledge Discovery. 2.1.1 Data Access. 2.1.2 Visualization. 2.1.3 Data Manipulation. 2.1.4 Model Building and Evaluation. 2.1.5 Model Deployment. 2.2 Other Toolsets. Exercises. Bibliographic Notes. 3 Describing Data Mathematically. 3.1 From Data Sets to Vector Spaces. 3.1.1 Vectors. 3.1.2 Vector Spaces. 3.2 The Dot Product as a Similarity Score. 3.3 Lines, Planes, and Hyperplanes. Exercises. Bibliographic Notes. 4 Linear Decision Surfaces and Functions. 4.1 From Data Sets to Decision Functions. 4.1.1 Linear Decision Surfaces through the Origin. 4.1.2 Decision Surfaces with an Offset Term. 4.2 A Simple Learning Algorithm. 4.3 Discussion. Exercises. Bibliographic Notes. 5 Perceptron Learning. 5.1 Perceptron Architecture and Training. 5.2 Duality. 5.3 Discussion. Exercises. Bibliographic Notes. 6 Maximum Margin Classifiers. 6.1 Optimization Problems. 6.2 Maximum Margins. 6.3 Optimizing the Margin. 6.4 Quadratic Programming. 6.5 Discussion. Exercises. Bibliographic Notes. PART II. 7 Support Vector Machines. 7.1 The Lagrangian Dual. 7.2 Dual MaximumMargin Optimization. 7.2.1 The Dual Decision Function. 7.3 Linear Support Vector Machines. 7.4 Non-Linear Support Vector Machines. 7.4.1 The Kernel Trick. 7.4.2 Feature Search. 7.4.3 A Closer Look at Kernels. 7.5 Soft-Margin Classifiers. 7.5.1 The Dual Setting for Soft-Margin Classifiers. 7.6 Tool Support. 7.6.1 WEKA. 7.6.2 R. 7.7 Discussion. Exercises. Bibliographic Notes. 8 Implementation. 8.1 Gradient Ascent. 8.1.1 The Kernel-Adatron Algorithm. 8.2 Quadratic Programming. 8.2.1 Chunking. 8.3 Sequential Minimal Optimization. 8.4 Discussion. Exercises. Bibliographic Notes. 9 Evaluating What has been Learned. 9.1 Performance Metrics. 9.1.1 The Confusion Matrix. 9.2 Model Evaluation. 9.2.1 The Hold-Out Method. 9.2.2 The Leave-One-Out Method. 9.2.3 N-Fold Cross-Validation. 9.3 Error Confidence Intervals. 9.3.1 Model Comparisons. 9.4 Model Evaluation in Practice. 9.4.1 WEKA. 9.4.2 R. Exercises. Bibliographic Notes. 10 Elements of Statistical Learning Theory. 10.1 The VC-Dimension and Model Complexity. 10.2 A Theoretical Setting for Machine Learning. 10.3 Empirical Risk Minimization. 10.4 VC-Confidence. 10.5 Structural Risk Minimization. 10.6 Discussion. Exercises. Bibliographic Notes. PART III. 11 Multi-Class Classification. 11.1 One-versus-the-Rest Classification. 11.2 Pairwise Classification. 11.3 Discussion. Exercises. Bibliographic Notes. 12 Regression with Support Vector Machines. 12.1 Regression as Machine Learning. 12.2 Simple and Multiple Linear Regression. 12.3 Regression with Maximum Margin Machines. 12.4 Regression with Support Vector Machines. 12.5 Model Evaluation. 12.6 Tool Support. 12.6.1 WEKA. 12.6.2 R. Exercises. Bibliographic Notes. 13 Novelty Detection. 13.1 Maximum Margin Machines. 13.2 The Dual Setting. 13.3 Novelty Detection in R. Exercises. Bibliographic Notes. Appendix A: Notation. Appendix B: A Tutorial Introduction to R. B.1 Programming Constructs. B.2 Data Constructs. B.3 Basic Data Analysis. Bibliographic Notes. References. Index.
£105.26
John Wiley & Sons Inc Microsoft Office 2008 for Mac Bible
Book SynopsisOffers readers instructions on using the Microsoft Office suite: Word, Excel, PowerPoint, and Entourage. This title also reviews creating, editing, formatting, and sharing digital documents with Word; gathering and analyzing information with Excel; creating dynamic presentations with PowerPoint; and using the e-mail and calendar of Entourage.Table of ContentsAbout the Authors. Preface. Acknowledgments. Part I: Getting to Know Office 2008. Chapter 1: Introducing the New Office. Chapter 2: Installing Office 2008. Chapter 3: Office 2008 Program Basics. Chapter 4: Finding Help with Office 2008. Part II: Working with Word. Chapter 5: Word Basics. Chapter 6: Building Word Documents. Chapter 7: Formatting Word Text. Chapter 8: Adding Tables. Chapter 9: Editing Lengthy Documents. Chapter 10: Collaborating on Documents. Chapter 11: Proofing and Printing Documents. Part III: Using Excel. Chapter 12: Excel Basics. Chapter 13: Entering and Editing Data. Chapter 14: Formatting Data and Worksheets. Chapter 15: Using Formulas and Functions. Chapter 16: Creating Charts. Chapter 17: Using the Excel Database Tools. Chapter 18: Proofing, Printing, and Collaborating in Excel. Part IV: Presenting with PowerPoint. Chapter 19: PowerPoint Basics. Chapter 20: Building Presentations. Chapter 21: Formatting Slides. Chapter 22: Fine-tuning a Presentation. Chapter 23: Preparing and Presenting a Slide Show. Part V: Working with Entourage. Chapter 24: Entourage Basics. Chapter 25: E-mailing with Entourage. Chapter 26: Organizing Your Calendar. Chapter 27: Tracking Tasks, Notes, and Projects. Part VI: Organizing Digital Media with Expression Media. Chapter 28: Introducing Expression Media. Chapter 29: Working with Catalogs. Part VII: Working with Office Graphics and Web Features. Chapter 30: Adding Graphics. Chapter 31: Creating Web Content. Chapter 32: Using Microsoft Messenger. Part VIII: Coordinating and Customizing Your Office. Chapter 33: Coordinating Projects. Chapter 34: Customizing Office. Chapter 35: Working with AppleScript. Index.
£34.00
John Wiley & Sons Inc SugarCRM For Dummies
Book SynopsisSugarCRM is an innovative customer relationship management software solution that enhances your company's marketing effectiveness, drives sales performance, improves customer satisfaction, and provides executive insight into business performance.Table of ContentsIntroduction. Part I: Adding Sugar to Your Life. Chapter 1: Adding Sugar to Your Life. Chapter 2: Acquiring a Sweet Tooth. Chapter 3: Finding Your Way Around Sugar. Chapter 4: Working with Accounts, Contacts, and Leads. Part II: Cooking with Sugar. Chapter 5: Keeping Track of the Sweet Things in Life. Chapter 6: Creating a Project Isn’t a Major Project. Chapter 7: Working with Opportunities. Chapter 8: Working with Documents. Chapter 9: Watching Your Sugar Content. Part III: A Spoonful of Sugar Keeps Your Customers Happy. Chapter 10: Adding a Bit of Case Management. Chapter 11: Keeping Bugs Out of the Sugar Bowl. Part IV: Sharing the Sugar Bowl. Chapter 12: Adding Sugar to Your E-mail. Chapter 13: Campaigning Doesn’t Just Occur in an Election Year. Part V: Working with Extra-Strength Sugar. Chapter 14: Sweetening the Deal. Chapter 15: Adding an Extra Lump of Sugar. Chapter 16: The Administrator’s Recipe Book. Part VI: The Part of Tens. Chapter 17: Ten Reasons to Upgrade to the Professional or Enterprise Version. Chapter 18: Ten Ways to Make Your Life Even Sweeter. Chapter 19: Ten Ways to Become a Master Sugar Chef. Index.
£21.59
John Wiley & Sons Inc The IT Value Network
Book SynopsisLearn to measure and manage the real value of IT investment and spending IT investments are becoming more than just business enablers or assets on the books; they provide capability that can drive the business. Thought leadership should migrate towards information investment, getting a bigger bang for the buck from the ''I'' in IT and from the ''I'' in CIO. The IT Value Network: From IT Investment to Stakeholder Economic Value incorporates new emerging decision support methods, such as real options, which are considered to complement traditional financial measures. Organizational and informational economic based techniques are also incorporated to manage and assess IT investments, including the balanced scorecard (BSC), and investment and portfolio management; in addition to coverage of IT key performance indicators and competitive benchmarking. Selected as a top 10 best IT-Business book for 2009 by CIO Insight - Praises for The IT Value Network: From IT InvTable of ContentsForeword. Preface. Acknowledgments. PART I STATUS QUO—WHERE’S THE VALUE? CHAPTER 1 IT Investment. Sticker Shock. Six Decades of IT Investment. IT Investment Trends. IT Investment Classification: The Four "S" Category Model. Future IT Investment. CHAPTER 2 Conventional IT Valuation. Bottom Line. Maximizing Shareholder Value. Conventional Asset Valuation. Challenging Conventional Norms. Lost Value. CHAPTER 3 Banking Value. Financial Services Industry Global IT Investment. North American Banking Industry. North American Banking Market Challenges. Banking Industry IT Value Observations. NA Bank Case: IT Investment Observations. PART II TRIANGULATING THE VALUE—SOMEWHERE HERE. CHAPTER 4 IT Value Network Measurement. Identifying Investment. Justifying Investment. Prioritizing Investment. Selecting Investment. Performance of Investment. Realizing Value from Investment. CHAPTER 5 IT Value Network Measures: Financial-Based Methods. Traditional Financial and Accounting Techniques. Emerging Financial Techniques. Emerging Decision-Support Techniques. Value-Creation Business Case. CHAPTER 6 IT Value Network Measures: Organization-Based Methods. Conventional Planning Techniques. Emerging Organizational Management Techniques. Emerging Information Economics Techniques. CHAPTER 7 Triangulating IT Investment Value. Value Index and Value Lenses. IT Value Portfolio. PART III SIX DEGREES OF IT VALUE—THERE IT IS. CHAPTER 8 IT Value Network Management. Value Capture. Value Enabling. Value Optimization. Value Realization. CHAPTER 9 First Degree of IT Value. Value System. Process and System Improvement. CHAPTER 10 Second Degree of IT Value. Strategic Planning. Portfolio Governance. CHAPTER 11 Third Degree of IT Value. IT Systems and Infrastructure Capability and Capacity. Organization and People Capability and Capacity. CHAPTER 12 Fourth Degree of IT Value. Program and Project Management. System Management. CHAPTER 13 Fifth Degree of IT Value. Service Management. Information Management. CHAPTER 14 Sixth Degree of IT Value. Networked Value Management. PART IV IT VALUE NETWORK CLIENTS—DID IT, GOT IT. CHAPTER 15 NA Bank. Challenge: Strategic IT Investment Alignment. Solution: The IT Value Network. Impact: IT Investment Redirection for Higher Value Capture. CHAPTER 16 Nortel Networks. Challenge: Speed of Market Change. Solution: The IT Value Network. Impact: IT Reorganization and Improved Capability for Value Enabling. CHAPTER 17 Indigo Books & Music. Challenge: Project Management. Solution: The IT Value Network. Impact: Project Management Office for Value Optimization. CHAPTER 18 NA Credit Union. Challenge: Credit Union Merger. Solution: The IT Value Network. Impact: Successful Bank Integration for Value Realization. PART V EMERGING REALITY—DO IT, VALUE IT. CHAPTER 19 Forward Thinking. Value Networks. Value Systems. Value Options. Maximizing Stakeholder Economic Value. CHAPTER 20 Connecting the Dots. IT Value Network Maturity Model. IT Value Network Checklist. Collaboration for Network Advantage. Value IT. Glossary. Notes. About the Author. Index.
£26.24
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 Introducing Maya 2011
Book SynopsisA practical, step-by-step guide to Maya 2011 Four previous editions can't be wrong: this book is the perfect introduction to 3D and Maya. Learn to build and animate your own digital models and scenes with step-by-step instruction and fun and practical examples, while you draw inspiration from the striking examples included from talented Maya users. You'll create a simple animation of the planets in the solar system, learn to model a human hand and a decorative boxamong other projectsand master all essential tools. Provides a thorough, step-by-step introduction to Maya 2011 Explains the core concepts of CG and working in 3D Covers modeling, rigging, HDRI lighting, mental ray rendering, and more Provides project files on CD and walks you through the creation of several projects; the CD also includes images, movies, and scene files Includes a color insert with pages of striking examples from talented Maya beginners Table of ContentsIntroduction xv Chapter 1 Introduction to Computer Graphics and 3D 1 Art? 2 Computer Graphics 2 The Stages of Production 4 The CG Production Workflow 8 Core Concepts 12 Basic Film Concepts 24 Summary 30 Chapter 2 Jumping in Headfirst, with Both Feet 31 You Put the U in UI 32 Project Overview: The Solar System 37 The Preproduction Process: Planning 37 Creating a Project 38 The Production Process: Creating and Animating the Objects 40 Hierarchy and Maya Object Structure 54 The Solar System Resumed 57 Outputting Your Work: Playblasting 65 Summary 67 Chapter 3 The Maya 2011 Interface 69 Navigating in Maya 70 Maya’s Layout 70 Panels and Frequently Used Windows 82 Customizing Maya 99 Summary 103 Chapter 4 Beginning Polygonal Modeling 105 Planning Your Model 106 Polygon Basics 112 Poly Editing Tools 115 Putting the Tools to Use: Making a Simple Hand 119 Creating Areas of Detail on a Poly Mesh 125 Modeling Complex Objects: The Classic Steam Locomotive 134 Suggestions for Modeling Polygons 157 Summary 157 Chapter 5 Modeling with NURBS, Subdivisions, and Deformers 159 NURBS! 160 Using NURBS Surfacing to Create Polygons 171 Converting a NURBS Model to Polygons 173 Editing NURBS Surfaces 174 Patch Modeling: A Locomotive Detail 177 Using Artisan to Sculpt NURBS 188 Modeling with Simple Deformers 190 The Lattice Deformer 196 Animating through a Lattice 200 Subdivision Surfaces 203 Creating a Starfish 204 Building a Teakettle 209 Summary 217 Chapter 6 Practical Experience 219 Beginning the Wagon Project 220 Using Reference Planes 220 Modeling the Side Panels 227 Modeling the Wagon Body 249 Inserting the Handlebar 254 Modeling the Wheels 258 Modeling the Wood Railings 264 Adding Extra Details 274 Building a Decorative Box 280 Summary 291 Chapter 7 Maya Shading and Texturing 293 Maya Shading 294 Shader Types 294 Shader Attributes 298 Texturing the Axe 302 Textures and Surfaces 310 Texturing the Red Wagon 320 Photoreal Mapping: The Decorative Box 352 For Further Study 371 Summary 371 Chapter 8 Introduction to Animation 373 Keyframe Animation—Bouncing a Ball 374 Throwing an Axe 384 Replacing an Object 400 Animating Flying Text 402 Rigging the Locomotive, Part 1 406 Animating a Catapult 408 Summary 414 Chapter 9 More Animation! 417 Skeletons and Kinematics 418 Skeletons: The Hand 431 Inverse Kinematics 446 Basic Relationships: Constraints 450 Basic Relationships: Set-Driven Keys 454 Application: Rigging the Locomotive 458 Summary 466 Chapter 10 Maya Lighting 467 Basic Lighting Concepts 468 Maya Lights 472 Light Linking 478 Adding Shadows 479 Raytracing Soft Shadows 483 Mental ray Lighting 484 Mental ray Physical Sun and Sky 486 Lighting Effects 491 Lighting the Decorative Box 495 Further Lighting Practice 501 Tips for Using and Animating Lights 502 Summary 504 Chapter 11 Maya Rendering 505 Rendering Setup 506 Previewing Your Render: The Render View Window 515 Reflections and Refractions 517 Using Cameras 519 Motion Blur 525 Batch Rendering 526 Rendering the Wine Bottle 527 Mental ray for Maya 531 Render Layers 537 Final Gather 546 Ambient Occlusion 549 HDRI 557 Rendering the Decorative Box 559 Summary 573 Chapter 12 Maya Dynamics and Effects 575 An Overview of Dynamics and Maya Nucleus 576 Rigid and Soft Dynamic Bodies 576 Animating with Dynamics: The Pool Table 580 nParticle Dynamics 590 Emitting nParticles 590 Animating a Particle Effect: Locomotive Steam 596 Introduction to Paint Effects 605 Toon Shading 608 Summary 612 Where Do You Go from Here? 612 Appendix About the Companion CD 613 Index 617
£30.39
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 Microsoft Office for the Older and Wiser
Book SynopsisAre you new to Microsoft Office software? Looking for instructions that aren''t full of complicated computing terms? Microsoft Office for the Older and Wiser can answer all of your queries with its straightforward advice and easy-to-follow layout on using both Office 2010and Office 2007. Completely jargon-free and aimed at those wishing to extend their computing knowledge, Microsoft Office for the Older and Wiser will have you producing documents in Word, spreadsheets in Excel, slideshows in PowerPoint, and emails in Windows Live Mail in no time. Learn how to: Type and format a letter Create an address book Produce personalised invitations Publish a newsletter Form a basic holiday budget Create a photo slideshow Keep a digital recipe book Share and develop ideas over the Internet U3A is a self-help, learning coTrade Reviewthe text is clear, direct and written in a lively, engaging style The design is also excellent the book is a success . (50Connect.co.uk, October 2010) written in a friendly and readable style this is a well-produced guide that offers a good introduction to day-to-day MSOffice use. (PC Utilities Magazine, Aprli 2011).Table of ContentsIntroduction. What is Microsoft Office? How this book is structured. What you will need. Familiarising yourself with the keyboard and the mouse. Choosing the right application for the job. Part I – Using Microsoft Word. Chapter 1 – Writing a letter with Microsoft Word. Starting Word. Saving your work. Writing your letter. Making changes to what you’ve written. Deleting text. Moving text around. Changing the appearance of your letter. Clearing formatting and undoing mistakes. Adding your address to your letter. Checking your spelling. Printing your letter. Finishing your Word session. What else can you do? Chapter 2 – Creating a poster with Microsoft Word. Starting a new document with a template. Changing the view. Changing the text in your template. Inserting pictures in your poster. Inserting clip art in your poster. Printing your poster. What else can you do? Chapter 3 – Publishing a newsletter with Word. Planning your newsletter. Creating dummy text. Choosing your paper size. Creating a title for your newsletter. Adding your fi rst story. Getting a sense of style. Laying out your text in columns. Arranging your images. Advanced layout options. Adding the rest of your stories. Adding a table of contents. More to explore. Download my example newsletter. What else can you do? Part II – Using Microsoft Excel. Chapter 4 – Managing your address book with Excel. What is a spreadsheet? Navigating the spreadsheet. Saving your spreadsheet. Organising your information into rows and columns. How much information to put into each cell? Putting the headers into your address book. Entering your friends into your address book. Finding people in your address book. Printing your address book. What else can you do? Chapter 5 – Creating a basic holiday budget in Excel. Starting your holiday spreadsheet. Calculating the quantities. Calculating the total cost for each item. Converting the currency. Writing your own formulae. Using your spreadsheet to plan your holiday. Adding a holiday countdown. Protecting your privacy with encryption. Copying your budget into your itinerary in Word. What else can you do? Chapter 6 – Creating personalised party invitations using Excel and Word. What is mail merge? Creating the standard invitation. Preparing your invitees list. Selecting recipients in Word. Selecting which rows of your spreadsheet to use. Adding names to your invitation. Previewing your invitations. Adding conditional content. Creating your fi nished invitations. Creating your mailing labels. What else can you do? Part III – Using Offi ce to Organise and Share Your Photos and Ideas. Chapter 7 – Creating a slide show of your holiday photos using PowerPoint. What is PowerPoint? Starting a new PowerPoint document. Previewing or showing your slide show. Familiarising yourself with the PowerPoint interface. Deleting a slide. Adding a new slide. Adding transitions and animations. Creating an instant photo album. Enabling automatic playback of your slide show. What else can you do? Chapter 8 – Keeping a recipe book with OneNote. Understanding the OneNote screen. Creating a new notebook for your recipes. How OneNote saves your work. Creating the tabs for your notebook. Adding your recipes. Capturing recipes from the Internet. Searching your recipes by ingredient. Printing recipes. What else can you do? Chapter 9 – Using email to share your ideas and documents. What is email? Setting up email on your PC. Reading your emails in Windows Live Mail. Replying to emails and sending new emails. Emailing your Microsoft Office files. What else can you do? Part IV – Appendices. Appendix A – Using keyboard shortcuts. Appendix B – Glossary.
£11.69
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 Office 2011 for Mac for Dummies
Book SynopsisGet started with Office 2011 for Mac and discover the creative possibilities The leading suite of productivity software for the Mac, Microsoft Office helps users complete common business tasks, including word processing, e-mail, presentations, financial analysis, and much more.Table of ContentsIntroduction. Part I: Introduction to the Microsoft Office 2011 Suite. Chapter 1: Overview from 10,000 Feet. Chapter 2: A Sweet Suite: Introducing the Office 2011 Applications. Chapter 3: Common Knowledge: Things That Work the Same in All Office Applications. Part II: Mastering Microsoft Word. Chapter 4: Getting to Know Microsoft Word. Chapter 5: Processing Documents with Word. Chapter 6: Refining and Editing Documents with Word. Chapter 7: Going for the Designer Look: Using Templates and Other Design Elements. Chapter 8: This and That: Advanced and Collaboration Features. Part III: Powerful Presentations with Microsoft PowerPoint. Chapter 9: Getting to Know Microsoft PowerPoint. Chapter 10: Creating Slide Shows. Chapter 11: Making Your Slide Shows Sing. Chapter 12: Presentation Mastery. Part IV: Crunching Data with Microsoft's Most Excellent Excel. Chapter 13: Getting to Know Microsoft Excel. Chapter 14: Crunching Numbers (And Data) with Excel. Chapter 15: Enhancing and Printing Your Excel Spreadsheets. Chapter 16: Advanced Spreadsheeting. Part V: Microsoft Outlook: Miraculous Manager of Most Things. Chapter 17: Getting to Know Outlook. Chapter 18: Outlook Online. Chapter 19: Managing Your Affairs with Outlook. Chapter 20: Getting Advanced with Outlook. Part VI: The Part of Tens. Chapter 21: Ten Things in Offi ce 2011 That Didn't Fit Elsewhere. Chapter 22: Ten Timesaving Shortcuts and Tips for Enhanced Productivity. Chapter 23: Ten Ways to Customize Office. Index.
£15.29
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 DataMining the Web
Book SynopsisThis book introduces the reader to methods of data mining on the web, including uncovering patterns in web content (classification, clustering, language processing), structure (graphs, hubs, metrics), and usage (modeling, sequence analysis, performance). .Trade Review"…it has to be noted that this book is an excellent resource for conducting Web mining lectures or single units within Data mining class. The data can be used for small as well as quite comprehensive business intelligence projects. The book's content is easy to access; even students with very basic statistical skills can get the flavor of the intriguing aspects of Web mining." (Journal of Statistical Software, April 2008) "…highlight[s] the exciting research related to data mining the Web…a detailed summary of the current state of the art." (CHOICE, December 2007) "I can say I really enjoyed reading this book…a great educational resource for students and teachers." (Information Retrieval, 2008)Table of ContentsPREFACE. PART I: WEB STRUCTURE MINING. 1 INFORMATION RETRIEVAL AND WEB SEARCH. Web Challenges. Web Search Engines. Topic Directories. Semantic Web. Crawling the Web. Web Basics. Web Crawlers. Indexing and Keyword Search. Document Representation. Implementation Considerations. Relevance Ranking. Advanced Text Search. Using the HTML Structure in Keyword Search. Evaluating Search Quality. Similarity Search. Cosine Similarity. Jaccard Similarity. Document Resemblance. References. Exercises. 2 HYPERLINK-BASED RANKING. Introduction. Social Networks Analysis. PageRank. Authorities and Hubs. Link-Based Similarity Search. Enhanced Techniques for Page Ranking. References. Exercises. PART II: WEB CONTENT MINING. 3 CLUSTERING. Introduction. Hierarchical Agglomerative Clustering. k-Means Clustering. Probabilty-Based Clustering. Finite Mixture Problem. Classification Problem. Clustering Problem. Collaborative Filtering (Recommender Systems). References. Exercises. 4 EVALUATING CLUSTERING. Approaches to Evaluating Clustering. Similarity-Based Criterion Functions. Probabilistic Criterion Functions. MDL-Based Model and Feature Evaluation. Minimum Description Length Principle. MDL-Based Model Evaluation. Feature Selection. Classes-to-Clusters Evaluation. Precision, Recall, and F-Measure. Entropy. References. Exercises. 5 CLASSIFICATION. General Setting and Evaluation Techniques. Nearest-Neighbor Algorithm. Feature Selection. Naive Bayes Algorithm. Numerical Approaches. Relational Learning. References. Exercises. PART III: WEB USAGE MINING. 6 INTRODUCTION TO WEB USAGE MINING. Definition of Web Usage Mining. Cross-Industry Standard Process for Data Mining. Clickstream Analysis. Web Server Log Files. Remote Host Field. Date/Time Field. HTTP Request Field. Status Code Field. Transfer Volume (Bytes) Field. Common Log Format. Identification Field. Authuser Field. Extended Common Log Format. Referrer Field. User Agent Field. Example of a Web Log Record. Microsoft IIS Log Format. Auxiliary Information. References. Exercises. 7 PREPROCESSING FOR WEB USAGE MINING. Need for Preprocessing the Data. Data Cleaning and Filtering. Page Extension Exploration and Filtering. De-Spidering the Web Log File. User Identification. Session Identification. Path Completion. Directories and the Basket Transformation. Further Data Preprocessing Steps. References. Exercises. 8 EXPLORATORY DATA ANALYSIS FOR WEB USAGE MINING. Introduction. Number of Visit Actions. Session Duration. Relationship between Visit Actions and Session Duration. Average Time per Page. Duration for Individual Pages. References. Exercises. 9 MODELING FOR WEB USAGE MINING: CLUSTERING, ASSOCIATION, AND CLASSIFICATION. Introduction. Modeling Methodology. Definition of Clustering. The BIRCH Clustering Algorithm. Affinity Analysis and the A Priori Algorithm. Discretizing the Numerical Variables: Binning. Applying the A Priori Algorithm to the CCSU Web Log Data. Classification and Regression Trees. The C4.5 Algorithm. References. Exercises. INDEX.
£86.36
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
O'Reilly Media Outlook Pocket Guide
Book SynopsisMicrosoft Outlook in its various guises is the preferred e-mail application for millions of computer users. This compact guide is written for those who know their way around the application but require assistance occasionally for tasks they are unsure about.Table of ContentsIntroduction Conventions Used in This Book Part I: Understanding Outlook The Outlook Interface How Outlook Stores Information Folders and Items Views Forms Shortcut Menus Using Categories Address Books Accounts Profiles Part II: General Tasks Finding Your Stuff Organizing Your Stuff Using the Outlook Bar Configuring Other Options Changing Views Customizing Menus and Toolbars Part III: Mail Tasks Setting Up Email Accounts Creating and Using Messages Viewing Messages Attaching Items to Messages Using Signatures and Stationery Managing Messages Using Rules Taming Junk Email Part IV: Calendar Tasks Creating and Managing Calendar Items Planning Meetings and Using Group Views Changing Calendar Views Part V: Contacts Tasks Creating and Editing Contacts Using Contacts Linking Contacts with Other Items Changing Contact Views Part VI: Task List Tasks Creating and Managing Tasks Delegating Tasks Viewing Tasks Part VII: Notes Tasks Part VIII: Journal Tasks Part IX: Outlook Reference Command Reference Important File Locations Views and Print Styles Internet Headers Startup Switches Keyboard Shortcuts Part X: Outlook Resources Internet Sites Books Outlook Tools Index
£7.59
O'Reilly Media Monad
Book SynopsisBuilt on the .NET Framework, Monad provides a powerful infrastructure for the automation of a range of administrative tasks. This book is a tour of some of the important capabilities that Monad puts into the hands of system administrators and power users.
£20.99
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
Microsoft Press,U.S. Microsoft PowerPoint 2016 Step by Step
Book SynopsisJoan Lambert has worked closely with Microsoft technologies since 1986, and in the training and certification industry since 1997. As President and CEO of Online Training Solutions, Inc. (OTSI), Joan guides the translation of technical information and requirements into useful, relevant, and measurable resources for people who are seeking certification of their computer skills or who simply want to get things done efficiently. Joan is the author or coauthor of more than three dozen books about Windows and Office (for Windows, Mac, and iPad), video-based training courses for SharePoint and OneNote, and three generations of Microsoft Office Specialist certification study guides. Joan is a Microsoft Certified Professional, Microsoft Certified Trainer, Microsoft Office Specialist Master (for all Office versions since Office 2007), Microsoft Certified Technology Specialist (for Windows and Windows Server), Microsoft Certified Technology Associate (for Windows), and MTable of Contents Chapter 1: PowerPoint 2016 basics Chapter 2: Create and manage presentations Chapter 3: Create and manage slides Chapter 4: Enter and edit text on slides Chapter 5: Present text in tables Chapter 6: Insert and manage simple graphics Chapter 7: Create and manage business graphics Chapter 8: Add sound and movement to slides Chapter 9: Review presentations Chapter 10: Prepare and deliver presentations Chapter 11: Work in PowerPoint more efficiently Chapter 12: Create custom presentation elements Chapter 13: Save and share presentations Keyboard shortcuts Glossary About the author
£24.69
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