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Товары
Popular Jewelry of the '60, '70s, & '80s 2-nd edition Автор Roseann Ettinger инфо 3777n.

Costume jewelry is increasingly sought-out and appreciated by a growing number of collectors Pieces made by important designers from the sixties, seventies and eighties are the most highly prized, with todaащщаъy's teenagers wearing vintage Hippie and Mod jewelry and prices are escalating Over 600 color photographs and 60 advertising pieces are presented to display the variety in these popular adornments Fashion and political trends are explained to show that they were reflбйбичected in the jewelry designs Value ranges are included Издание на английском языке 2-nd edition Автор Roseann Ettinger.




 
Practical Programming in Tcl and Tk Издательство: Prentice Hall Ptr, 2003 г Мягкая обложка, 960 стр ISBN 0130385603 Язык: Английский инфо 3781n.

Despite its frequently obtuse syntax, Tcl/Tk enjoys a large and enthusiastic following It's king of the world when it comes to building graphical user interfaces (GUIs) for C programs (particularly those runnащщаэing in X Windows environments), which is what the language originally was invented to do Tcl/Tk (which is pronounced "tickle tee-kay," and which stands for "Tool Control Language/Toolkit" despite the abbreviation's unusual capitalization) is expandбйбиюing its scope to encompass fields as diverse as voice scripting and molecular visualization The latest edition of Practical Programming in Tcl and Tk, the fourth, offers an encyclopedic guide to Tcl/Tk that not only helps programmers solve problems, but enables them to conceive new applications for the language The new edition of "Practical Programming in Tcl" and Tk covers Tcl 84, particularly its versatile new Virtual File System (VFS) capabilities that allow you to incбрпфьlude FTP sites and other remote directories in ordinary File Save and File Open interfaces Further new coverage goes to Starkits, with which you can bundle Tcl/Tk programs for deployment, and some new Tk elements Otherwise, the book is generally revised and improved with additional examples (the sample code has always been one of this book's main attractions) and intelligently laid-out keyword tables It has a great lay-flat binding, too 4-th edition Авторы Brent B Welch Джеффри Хоббс Jeffrey Hobbs Брент Б Уэлш Brent Welch.




 
Advanced Graphics Programming Using OpenGL, First Edition (The Morgan Kaufmann Series in Computer Graphics) 2005 г 672 стр ISBN 1558606599 инфо 3784n.

Book DescriptionToday truly useful and interactive graphics are available on affordable computers While hardware progress has been impressive, widespread gains in software expertise has come more slowly Infoащщбжrmation about advanced techniquesbeyond thoselearned in introductory computer graphics textsis not as easy to come by as inexpensive hardware This book brings the graphics programmer beyond the basics and introduces them to advanced knowledge that is hard to obtain oбйбйбutside of an intensive CG work environment The book is about graphics techniquesthose that dont require esoteric hardware or custom graphics librariesthat are written in a comprehensible style and do useful things It covers graphics that are not covered well in your old graphics textbook But it also goes further, teaching you how to apply those techniques in real world applications, filling real world needs ·Emphasizes the algorithmic side of computer graphics, with a practical aбрпхеpplication focus, and provides usable techniques for real world problems ·Serves as an introduction to the techniques that are hard to obtain outside of an intensive computer graphics work environment ·Sophisticated and novel programming techniques are implemented in C using the OpenGL library, including: coverage of color and lighting; texture mapping; blending and compositing; antialiasing; image processing; special effects; natural phenomena; artistic and non-photorealistic techniques, and many others ·Code fragments are used in the book, and full blown example programs for virtually every algorithm are available at wwwmkpcom/opengl.




 
Game Development Essentials: An Introduction 2004 г ISBN 1401862713 инфо 3786n.

Game Development Essentials: An Introduction, 2nd Edition offers a thorough and insightful introduction to the game development industry, with industry updates that will keep readers current and well-prepared ащщбтfor a career in the field The book begins wit a highly informative chapter on the evolution of game development, providing a historical context for later chapters, and moves on to examine content creation and the concepts behind the development of story, character, enбйбйеvironment, level design, user inerface, and sound With the same engaging writing style and examples that made the first edition so popular, this new edition features expanded coverage of today's hottest topics - such as next-generation platforms (Xbox 360, PS3, and Wii), level design, nterface design, project management, serious games, game accessibility, and online social networks New game-related technology, development techniques, and the latest research in the field make this anбрпхж invaluable resource for anyone entering the exciting competitive, ever-changing world of game development 2 edition Автор Jeannie Novak.




 
Graphics Programming with GDI+ & DirectX Авторы Алексей Поляков Виталий Брусенцев инфо 3788n.

Providing a look ahead at some of the most promising innovations in graphics technologies, this guide covers the GDI+ graphical library, the NET Framework platform, C#, and the DirectX library Theoretical asащщбчpects of graphics, algorithms for solving common problems, and examples of their practical implementation are covered The support of popular graphic file formats, such as BMP, GIF, TIFF, JPEG, EXI, PNG, ICO, WMF, and EMF, as well as bitmap redrawing with the applicatiбйбйрon of the external alpha channel are discussed Resizing, stretching, distorting, and rotating bitmaps are addressed in detail, as is gradient filling and support for transparency Авторы Алексей Поляков Виталий Брусенцев.




 
Testing Computer Software Издательство: John Wiley and Sons, Ltd, 1999 г Мягкая обложка, 496 стр ISBN 0-471-35846-0 Язык: Английский инфо 3778n.

This book will teach you how to test computer software under real-world conditions The authors have all been test managers and software development managers at well-known Silicon Valley software companies Suащщаьccessful consumer software companies have learned how to produce high-quality products under tight time and budget constraints The book explains the testing side of that success Who this book is for: Testers and Test Managers; Project Managers-Understand the timelбйбиьine, depth of investigation, and quality of communication to hold testers accountable for; Programmers-Gain insight into the sources of errors in your code, understand what tests your work will have to pass, and why testers do the things they do; Students-Train for an entry-level position in software development What you will learn: How to find important bugs quickly; How to describe software errors clearly; How to create a testing plan with a minimum of paperwork; How tбрпфыo design and use a bug-tracking system; Where testing fits in the product development process; How to test products that will be translated into other languages; How to test for compatibility with devices, such as printers; What laws apply to software quality Формат: 18,5 см x 23,5 см 2 edition Авторы Сэм Канер Cem Kaner Джек Фолк Jack Falk Енг Нгуен Hung Quoc Nguyen.




ShaderX 4 Advanced Rendering Techniques Издательство: Charles River Media, 2006 г Твердый переплет, 640 стр ISBN 1584504250 инфо 3783n.

The ShaderX series provides a complete toolbox of cutting-edge advanced graphics hardware and software techniques for all levels of graphics programmers, from novices to graphics gurus With the increasing pixащщббel shader power of current graphics cards, techniques that were once done on the CPU or simply avoided due to their expense are now possible, and this latest volume of the ShaderX series is filled with articles that provide methods for performing these techniques The бйбияcollection covers state-of-the-art, shader rendering techniques that will bring your graphics to a new level of realism Throughout the book you'll find a plethora of all new, ready-to-use solutions and tools for the many graphics programming challenges you face everyday These solutions will save valuable programming time, helping to make you more efficient and productive Throughout the collection you?ll find: How to simulate cloth on the GPU; How to use ambient occlusion efficientlбрпхаy in a game environment; Several global illumination approaches suitable for current hardware platforms; How to do real-time caustics on the GPU; Several ways for how to make your shadow penumbra software for shadow volumes and shadow maps; Tips for using the D3DXEffects framework efficiently and how to integrate post processing; Real-time damage system that uses a damage map to store damage data; Snow rendering; Procedural generation of textures; Tricks, tips, and techniques for super shader, a light map precomputation tool that stores radiosity light maps, and a system for debugging and optimizing applications, and much more This is an indispensable series that should be on ever graphics programmer's bookshelf! 1 edition Автор Вольфганг Энджел Wolfgang Engel.




Game Programming Gems 5 Издательство: Charles River Media, 2005 г Твердый переплет, 792 стр ISBN 1584503521 инфо 3785n.

With every new volume, the Game Programming Gems series continues to provide a road map through the vast array of development challenges facing today?s game programmers With the wisdom of many industry expertащщбкs, Gems 5 includes 62 newly unearthed gems that were polished up for your reading pleasure These gems are filled with practical insights and techniques that will solve your current problems and help inspire future games You and your team need to develop for today?s pбйбйвlatforms, while preparing for the new technology looming on the horizon and with the tools provided here, you can! So dig into this new collection and put it to work 1 edition Автор Ким Паллистер Kim Pallister.




Game Programming Gems 6 (Book & CD-ROM) Автор Майк Дикхайсер Mike Dickheiser инфо 3787n.

Welcome to the sixth volume of the Game Programming Gems series With team sizes constantly expanding, developers are finding themselves pushed to become increasingly specialized This makes it important to haащщбхve cutting-edge, ready-to-use material in your specialization, as well as resources that you can call upon if you need to work outside your area of expertise Volume 6 has been explicitly designed with your current challenges in mind With the new generation of machineбйбйнs, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI All of these capabilities require robust teams and longer schedules, so to help ensure that your games are still delivered on time and on budget, you?ll find 50 all new articles written by experts in game technology from many different backgrounds and over twenty countries This volume also includes a brand new section dedicated to Scripting and Data-Driven Systems, брпхзwhich is focused entirely on the growing trend of removing the programmer from the data-tweaking loop So, whether you?re a new game programmer starting out on this exciting path, a grizzled, industry veteran, or a most welcome visitor, we hope that you will find inspiration, insight, and at least one or two true gems to use in your world! 1 edition Автор Майк Дикхайсер Mike Dickheiser.




The Art and Science of Digital Compositing Издательство: Morgan Kaufmann, 1999 г Твердый переплет, 384 стр ISBN 0121339602 инфо 3789n.

Computer-generated visual effects are now used extensively in feature films, commercials, music videos, and multimedia The backbone of this process, the final and most important step, is known as digital comащщбъpositing The Art and Science of DigitalCompositing is a comprehensive reference that provides a complete overview of the technical and the artistic nature of this process This book covers a wide range of topics from basic image creation, representation, and manipulatбйбйсion, to a look at thevisual cues that are necessary to create a believable composite Designed as both an introduction to the field as well as a valuable technical reference, this book should be of interest to both novices and professionals alike Written by a working professional in the visual effects industry, the book provides over 250 different images and illustrations (including a 40-page color insert) as well as a complete glossary of compositing and visual-effects terminologбрпхйy Also included are in-depth case studies from well-known films such as Speed, Independence Day, and Titanic Balances fundamental "hard science" topics with the more qualitative/artistic challenges which face anyone involved in a digital composition project Provides examples and illustrations from motion picture work CD-ROM contains additional composition examples, illustrations, and development software Includes 32 pages of colour 1st edition Автор Рон Брикманн Ron Brinkmann.