Selasa, 28 Februari 2012

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5 new posts

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Discrete Mathematics and Its Applications, 7th Edition

Posted: 28 Feb 2012 10:47 AM PST

Discrete Mathematics and Its Applications, 7th Edition

Book Description

Discrete Mathematics and its Applications, Seventh Edition, is intended for one- or two-term introductory discrete mathematics courses taken by students from a wide variety of majors, including computer science, mathematics, and engineering. This renowned best-selling text, which has been used at over 500 institutions around the world, gives a focused introduction to the primary themes in a discrete mathematics course and demonstrates the relevance and practicality of discrete mathematics to a wide a wide variety of real-world applications…from computer science to data networking, to psychology, to chemistry, to engineering, to linguistics, to , to , and to many other important fields.

Table of Contents
Chapter 1. The Foundations: Logic and Proofs
Chapter 2. Basic Structures: Sets, Functions, Sequences, Sums, and Matrices
Chapter 3. Algorithms
Chapter 4. Number Theory and Cryptography
Chapter 5. Induction and Recursion
Chapter 6. Counting
Chapter 7. Discrete Probability
Chapter 8. Advanced Counting Techniques
Chapter 9. Relations
Chapter 10 Graphs
Chapter 11. Trees
Chapter 12. Boolean Algebra
Chapter 13. Modeling Computation

Book Details

  • Hardcover: 1072 pages
  • Publisher: McGraw-Hill Science/Engineering/Math; 7th Edition (June 2011)
  • Language: English
  • ISBN-10: 0073383090
  • ISBN-13: 978-0073383095
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The Marketing Agency Blueprint

Posted: 28 Feb 2012 10:47 AM PST

The Marketing Agency Blueprint

Book Description

Build a disruptive agency for the modern ageThe services industry is on the cusp of a truly transformational period. The old guard, rooted in tradition and resistant to change, will fall and new leaders will emerge. Hybrid agencies that are more nimble, tech savvy, and collaborative will redefine the industry. Digital services will be engrained into the DNA and blended with traditional methods for integrated campaigns. The depth, versatility, and drive of their talent will be the cornerstones of organizations that pursue a higher purpose. The Agency Blueprint is a practical and candid that presents ten rules for building such a hybrid agency.

The new marketing agency model will create and nurture diverse recurring revenue streams through a mix of services, consulting, training, education, publishing, and software sales. It will use efficiency and productivity, not billable hours, as the essential drivers of profitability. Its value and success will be measured by outcomes, not outputs. Its strength and stability will depend on a willingness to be in a perpetual state of change, and an ability to execute and adapt faster than competitors. The Marketing Agency Blueprint demonstrates how to:

  • Generate more qualified leads, win clients with set pricing and service packages, and secure more long-term retainers
  • Develop highly efficient systems and more effective account teams
  • Deliver greater results and value to clients

This is the future of the marketing services industry. A future defined and led by underdogs and innovators. You have the opportunity to be at the forefront of the transformation.

From the Back Cover
“It’s time for a new type of agency, one built to take advantage of the communications revolution, one that helps companies get in front of buyers when they are ready and eager to engage. In his engaging The Marketing Agency Blueprint, Paul Roetzer shows you how to transform your firm to thrive in the real-time world we live in today.” —David Meerman Scott, bestselling author of The New Rules of Marketing &

“The Marketing Agency Blueprint is a practical, insider’s that should berequired reading for anyone building the next-generation marketing services firm.” —Dharmesh Shah, cofounder and CTO, HubSpot

“The Marketing Agency Blueprint is a must-read for any group or individual providing marketing services to clients.” —Joe Pulizzi, founder, Content Marketing Institute

“Inbound marketing ranks among the most powerful, quiet trends of the last decade. Paul has experienced this change firsthand and writes eloquently and actionably on how marketers and businesses of all stripes can earn amazing returns by investing in the channels of search, , and content.” —Rand Fishkin, CEO, SEOmoz

“If your goal is not just to survive, but to thrive and gain a competitive advantage inthe midst of new media realities, this may just become your new marketing bible.” —Dustin S. Klein, publisher and executive editor, Smart Magazine and Events; coauthor and contributing editor, The Benevolent Dictator

“What Roetzer presents in The Marketing Agency Blueprint is the future of the marketing services industry.” —Kenneth Paine, a 20/20 client, CEO, Industrial Heat Sources and Hy-Tech Products

“Roetzer champions marketing as an evolving discipline where value creation is the basis of success. His book is a seminal view of how marketing services can and will be delivered in the future. It is a must-read for the next generation of marketing professionals—and the customers they serve.”—Gary Christy, a PR 20/20 client, Brand Leader, Westfield Insurance

Book Details

  • Hardcover: 237 pages
  • Publisher: Wiley (December 2011)
  • Language: English
  • ISBN-10: 1118131363
  • ISBN-13: 978-1118131367
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HTML5 Games: Creating Fun with HTML5, CSS3, and WebGL

Posted: 28 Feb 2012 09:34 AM PST

HTML5 Games: Creating Fun with HTML5, CSS3, and WebGL

Book Description

Discover new opportunities for building and games with 5The newest iteration of , 5 can be used with , 3, and to create beautiful, unique, engaging games that can be played on the web or mobile devices like the or Android phones. Gone are the days where games were only possible with plugin technologies such as Flash and this cutting-edge book shows you how to utilize the latest open web technologies to create a game from scratch using , 5 Audio, , and WebSockets. You’ll discover how to build a framework on which you will create your game. Then each successive chapter covers a new aspect of the game, including user input, sound, multiplayer functionality, and graphics, and more.

  • Aims directly at a new way to develop games for the web through the use of
  • Demonstrates how to make and Android
  • Explains how to capture player input; create 3D graphics; and incorporate textures, lighting, and sound
  • Guides you through the process of creating a game from scratch using , HTML5 Audio, WebGL, and WebSockets

By the end of this invaluable book, you will have created a fully functional game that can be played in any compatible browser or on any mobile device that supports HTML5.

Table of Contents
Chapter 1. Gaming on the Web
Chapter 2. Taking the First Steps
Chapter 3. Going Mobile
Chapter 4. Building the Game
Chapter 5. Delegating Tasks to Web Workers
Chapter 6. Creating Graphics with Canvas
Chapter 7. Creating the Game Display
Chapter 8. Interacting with the Game
Chapter 9. Animating Game Graphics
Chapter 10. Creating Audio for Games
Chapter 11. Creating 3D Graphics with WebGL
Chapter 12. Local Storage and Caching
Chapter 13. Going Online with WebSockets
Chapter 14. Resources

Book Details

  • Paperback: 456 pages
  • Publisher: Wiley (January 2012)
  • Language: English
  • ISBN-10: 1119975085
  • ISBN-13: 978-1119975083
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Starting Out with C++: From Control Structures through Objects, 7th Edition

Posted: 28 Feb 2012 09:34 AM PST

Starting Out with C++: From Control Structures through Objects, 7th Edition

Book Description

In Starting Out with ++: From Control Structures through Objects, Gaddis covers control structures, functions, arrays, and pointers before objects and classes. As with all Gaddis texts, clear and easy-to-read code listings, concise and practical real-world examples, and an abundance of exercises appear in every chapter. This text is intended for either a one-semester accelerated introductory course or a traditional two-semester sequence covering ++ .

Table of Contents
Chapter 1. Introduction to Computers and
Chapter 2. Introduction to C++
Chapter 3. Expressions and Interactivity
Chapter 4. Making Decisions
Chapter 5. Loops and Files
Chapter 6. Functions
Chapter 7. Arrays
Chapter 8. Searching and Sorting Arrays
Chapter 9. Pointers
Chapter 10. Characters, C-Strings, and More About the string Class
Chapter 11. Structured Data
Chapter 12. Advanced File Operations
Chapter 13. Introduction to Classes
Chapter 14. More About Classes
Chapter 15. Inheritance, Polymorphism, and Virtual Functions
Chapter 16. Exceptions, Templates, and the Standard Template Library (STL)
Chapter 17. Linked Lists
Chapter 18. Stacks and Queues
Chapter 19. Recursion
Chapter 20. Binary Trees

Appendix A. Getting Started with Alice
Appendix B. The ASCII Character Set
Appendix C. Operator Precedence and Associativity
Appendix D. Introduction to Flowcharting
Appendix E. Using in Class
Appendix F. Namespaces
Appendix G. Writing Managed C++ Code for the .NET Framework
Appendix H. Passing Command Line Arguments
Appendix I. Header File and Library Function Reference
Appendix J. Binary Numbers and Bitwise Operations
Appendix K. Multi-Source File Programs
Appendix L. Stream Member Functions for Formatting
Appendix M. Introduction to 2010 Express Edition
Appendix N. Answers to Checkpoints
Appendix O. Solutions to Odd-Numbered Review Questions

Book Details

  • Paperback: 1248 pages
  • Publisher: Addison Wesley; 7th Edition (March 2011)
  • Language: English
  • ISBN-10: 0132576252
  • ISBN-13: 978-0132576253
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Starting Out with Java: From Control Structures through Data Structures, 2nd Edition

Posted: 28 Feb 2012 08:09 AM PST

Starting Out with Java: From Control Structures through Data Structures, 2nd Edition

Book Description

Starting Out with : From Control Structures through Data Structures is designed to be used in a 2 or 3 semester/quarter sequence for beginning programmers. Tony Gaddis emphasizes problem-solving and program by teaching the language through a step-by-step detailed presentation. He introduces procedural early and covers control structures and methods before objects. Students are engaged and have plenty of opportunity to practice using concepts through practical tools that include end-of-section and chapter exercises, case studies and projects.

Table of Contents
Chapter 1. Introduction to Computers and Java
Chapter 2. Java Fundamentals
Chapter 3. Decision Structures
Chapter 4. Loops and Files
Chapter 5. Methods
Chapter 6. A First Look at Classes
Chapter 7. A First Look at GUI Applications
Chapter 8. Arrays and the ArrayList Class
Chapter 9. A Second Look at Classes and Objects
Chapter 10. Text Processing and More about Wrapper Classes
Chapter 11. Inheritance
Chapter 12. Exceptions and Advanced File I/O
Chapter 13. Advanced GUI Applications
Chapter 14. Applets and More
Chapter 15. Recursion
Chapter 16. Sorting, Searching, and
Chapter 17. Generics
Chapter 18. Collections
Chapter 19. Array-Based Lists
Chapter 20. Linked Lists
Chapter 21. Stacks and Queues
Chapter 22. Binary Trees, AVL Trees, and Priority Queues

Appendix A. ASCII/Unicode Characters
Appendix B. Operator Precedence and Associativity
Appendix . Java Key Words
Appendix D. Installing the JDK and JDK Documentation
Appendix E. Using the javadoc Utility
Appendix F. More about the math Class
Appendix G. Packages
Appendix H. Working with Records and Random Access Files
Appendix I. More about JOptionPane Dialog Boxes
Appendix J. Answers to Checkpoints
Appendix K. Answers to Odd-Numbered Review Questions

Book Details

  • Paperback: 1392 pages
  • Publisher: Addison Wesley; 2nd Edition (March 2011)
  • Language: English
  • ISBN-10: 0321545869
  • ISBN-13: 978-0321545862
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