Saturday, August 28, 2010

Managing Time in Relational Databases: How to Design, Update and Query Temporal Data


Tom Johnston, Randall Weis, "Managing Time in Relational Databases: How to Design, Update and Query Temporal Data" 
MK | 2010 | ISBN: 0123750415 | 512 pages | PDF | 5,4 MB

Managing Time in Relational Databases shows how to make the rich information content of bi-temporal data available to business users, while simplifying the design, maintenance and retrieval of that data. Metadata declarations eliminate the need to directly model temporal data. Temporal data maintenance is isolated in code that can be invoked to update bi-temporal data in any database and from any application program, across the enterprise. Anyone who can write queries against conventional data will be able to write queries against the bi-temporal data structures described in this book.

KEY FEATURES

1. Integrates an enterprise-wide viewpoint with a strong conceptual model of temporal data management allowing for realistic implementation of database application development.

2. Provides a true practical guide to the different possible methods of time-oriented databases with techniques of using existing funtionality to solve real world problems within an enterprise data architecture environment.

3. Written by IT professionals for IT professionals, this book employs a heavily example-driven approach which reinforces learning by showing the results of puting the techniques discussed into practice.


http://depositfiles.com/en/files/qd061lq24

Flash 10 Multiplayer Game Essentials


Flash 10 Multiplayer Game Essentials
Apress | 2010-07-09 | ISBN: 1847196608 | 336 pages | PDF | 3.55 Mb

Create exciting real-time multiplayer games using Flash

* A complete end-to-end guide for creating fully featured multiplayer games
* The author's experience in the gaming industry enables him to share insights on multiplayer game development
* Walk-though several real-time multiplayer game implementations
* Packed with illustrations and code snippets with supporting explanations for ease of understanding

In Detail

Multiplayer web-based games are more popular than any others, and developing your own is an exciting challenge. But developing multiplayer games is a complex task. There are few resources that explain how to build multiplayer games from the ground up.

This comprehensive guide is packed with practical examples and insights into basic and fundamental knowledge for developing real-time multiplayer games in Flash.

This book starts with the essential ingredients to develop Flash games using Flash Builder 4 and AS3, followed by the basic Flash programming that you need to know in order to write any Flash game. You will learn the basic features that a developer must implement for any multiplayer game. The chapters discuss the challenges you will face when developing a multiplayer game. You will learn to leverage the PulseUI framework to quickly develop a multiplayer game along with all the required screen management. The simple, but powerful, Pulse API model required for multiplayer game development is thoroughly explained as well. As you go through these concepts, you will learn to implement them using code examples.

The last section takes you through four multiplayer game implementations of increasing complexity: first a simple turn-based TicTacToe, followed by a multi-player Jigsaw, a card-based racing game, and finally a complex space racing game.

A development guide for all your multiplayer games

What you will learn from this book

* Explore the essential functionalities of a Game Server
* Exchange information between the players using game state actions
* Customize parts of the game screens--login, new game screen, players, friends display, and more
* Prototype your multiplayer games rapidly using PulseUI
* Walk through the code that manages the graphics of a game
* Model complex game environments using XML game schema
* Design the schema needed to implement a game using game states
* Delve into the basics of screen management and the Pulse game state APIs
* Deploy the game design schema required for multiplayer games
*

Approach

The book provides all the essentials needed to implement a fully featured multiplayer game in Flash. It begins by dissecting a basic hello-world example providing its code and an insight into each feature that is required. Following the book is easy because of the excellent illustrations and working code samples. Four complete game implementations with increasing complexity are discussed; each example is presented with detailed design, implementation code, and screenshots.

Who this book is written for

This book discusses essentials for beginner to intermediate Flash Developers who have perhaps created a game or two in Flash and want to take the next step, and create something that can be played by two or more players over the internet. This book will appeal to professional and amateur developers with an inclination to build synchronous multiplayer games with Flash. No prior knowledge of networking or server-side programming is required.


Computer Animation Complete: All-in-One: Learn Motion Capture, Characteristic, Point-Based, and Maya Winning Techniques


Rick Parent, "Computer Animation Complete: All-in-One: Learn Motion Capture, Characteristic, Point-Based, and Maya Winning Techniques" 
MK | 2009 | ISBN: 0123750784 | 591 pages | PDF | 13,8 MB

A compilation of key chapters from the top MK computer animation books available today - in the areas of motion capture, facial features, solid spaces, fluids, gases, biology, point-based graphics, and Maya. The chapters provide CG Animators with an excellent sampling of essential techniques that every 3D artist needs to create stunning and versatile images. Animators will be able to master myriad modeling, rendering, and texturing procedures with advice from MK's best and brightest authors. Learn hundreds of tips, tricks, shortcuts and more - all within the covers of one complete, inspiring reference. Divided into five parts (Introduction to Computer Animation and Technical Background, Motion Capture Techniques, Animating Substances, Alternate Methods, and Animating with MEL for MAYA), each one focusing on specific substances, tools, topics, and languages, this is a MUST-HAVE book for artists interested in proficiency with the top technology available today! Whether you're a programmer developing new animation functionality or an animator trying to get the most out of your current animation software, Computer Animation Complete: will help you work more efficiently and achieve better results. For programmers, this book provides a solid theoretical orientation and extensive practical instruction information you can put to work in any development or customization project. For animators, it provides crystal-clear guidance on determining which of your concepts can be realized using commercially available products, which demand custom programming, and what development strategies are likely to bring you the greatest success.

•Expert instruction from a variety of pace-setting computer graphics researchers.
•Provides in-depth coverage of established and emerging animation algorithms.
•For readers who lack a strong scientific background, introduces the necessary concepts from mathematics, biology, and physics.
•A variety of individual languages and substances are addressed, but addressed separately - enhancing your grasp of the field as a whole while providing you with the ability to identify and implement solutions by category.


http://www.filesonic.com/file/17976193/0123750784Animation.rar

User Experience Re-Mastered: Your Guide to Getting the Right Design


Chauncey Wilson, "User Experience Re-Mastered: Your Guide to Getting the Right Design" 
MK | 2009 | ISBN: 0123751144 | 396 pages | PDF | 10 MB

Good user interface design isn't just about aesthetics or using the latest technology. Designers also need to ensure their product is offering an optimal user experience. This requires user needs analysis, usability testing, persona creation, prototyping, design sketching, and evaluation through-out the design and development process.

User Experience Re-Mastered takes tried and tested material from best-selling books in Morgan Kaufmann's Series in Interactive Technologies and presents it in typical project framework. Chauncey Wilson guides the reader through each chapter, introducing each stage, explaining its context, and emphasizing its significance in the user experience lifecycle. This gives readers practical and easily applicable direction for creating web sites and web applications that ensure the ultimate experience. A must read for students, those new to the field, and anyone designing interfaces for people!

•A guided, hands-on tour through the process of creating the ultimate user experience - from testing, to prototyping, to design, to evaluation

Provides tried and tested material from best sellers in Morgan Kaufmann's Series in Interactive Technologies

Presents material from luminaries field in a straightforward, easy to digest format ideal for students and those new to the field


http://depositfiles.com/en/files/rxb1kmuv5

Successful Software Development


Successful Software Development By Scott E. Donaldson, Stanley G. Siegel
Publisher: Prentice Hall 2009 | 784 Pages | ISBN: 0137007779 | PDF | 11 MB



For courses in Software Engineering and Software Reliability. Successful Software Development takes a systematic approach to consistently successful software development. It proceeds from the fact that there is no one way to develop software systems and introduces a model for a mature software development process that accommodates flexibility, the Systems Engineering Environment (SEE). This model comprises two fundamental, interlocked elements: the policies and procedures that define how software development is performed and the technologies available to get the job done. 

SQL Server MVP Deep Dives


SQL Server MVP Deep Dives By Paul Nielsen, Kalen Delaney, Adam Machanic
Publisher: Manning Publications 2009 | 848 Pages | ISBN: 1935182048 | PDF | 11 MB



This is not an ordinary SQL Server Book. SQL Server MVP Deep Dives brings together the world's most highly-regarded SQL Server experts to create a masterful collection of tips, techniques, and experience-driven best practices for SQL Server development and administration. These SQL Server MVPs-53 in all-each selected a topic of great interest to them, and in this unique book, they share their knowledge and passion with you.
SQL Server MVP Deep Dives is organized into five parts: Design and Architecture, Development, Administration, Performance Tuning and Optimization, and Business Intelligence. Within each part, you'll find a collection of brilliantly concise and focused chapters that take on key topics like mobile data strategies, Dynamic Management Views, or query performance. The range of subjects covered is comprehensive, from database design tips to data profiling strategies for BI.
Additionally, the authors of this book have generously donated 100% of their royalties to support War Child International. War Child International is a network of independent organizations, working across the world to help children affected by war. War Child was founded upon a fundamental goal: to advance the cause of peace through investing hope in the lives of children caught up in the horrors of war. War Child works in many different conflict areas around the world, helping hundreds of thousands of children every year. Visit www.warchild.org for more information.

Realistic Architectural Visualization with 3ds Max and mental ray


Realistic Architectural Visualization with 3ds Max and mental ray By Roger Cusson, Jamie Cardoso
Publisher: Focal Press 2007 | 344 Pages | ISBN: 0240809122 | PDF | 101 MB



Bring new realism to your visualizations with a command of the 3ds Max toolset. Three step-by-step tutorials demonstrate exterior and interior, day and night lighting scenes. You learn the nuts and bolts of importing models from CAD programs, lighting, applying mr shaders and materials, and optimizing your renders. Mental ray is made simple with an accessible description of its tools.

* Color reproductions illustrate a wide array of subtle techniques.
* mental ray is made easy with accesible demonstations.