Rabu, 04 Juli 2012

Wow! eBook: Exploring Everyday Things with R and Ruby - 5 new eBooks


Wow! eBook: Exploring Everyday Things with R and Ruby - 5 new eBooks

Link to Wow! eBook - Blog

Exploring Everyday Things with R and Ruby

Posted: 04 Jul 2012 08:49 AM PDT

Exploring Everyday Things with R and Ruby

Book Description

If you're curious about how things work, this fun and intriguing guide will help you find real answers to everyday problems. By using fundamental math and doing simple with the and languages, you'll learn model a problem and work toward a .

All you need is a basic understanding of . After a quick introduction to and , you'll explore a wide range of questions by learning assemble, process, simulate, and analyze the available data. You'll learn to see everyday things in a different perspective through simple programs and common sense logic. Once you finish this book, you can begin your own journey of exploration and discovery.

Here are some of the questions you'll explore:

  • Determine how many restroom stalls can accommodate an office with 70 employees
  • Mine your to understand your particular emailing habits
  • Use simple and recording devices to calculate your heart rate
  • Create an artificial society—and analyze its behavioral patterns to learn how specific factors affect our real society

Table of Contents
Chapter 1. The Hat and the Whip
Chapter 2. Into the Matrix
Chapter 3. Offices and Restrooms
Chapter 4. How to Be an Armchair Economist
Chapter 5. Discover Yourself Through
Chapter 6. In a Heartbeat
Chapter 7. Schooling Fish and Flocking Birds
Chapter 8. Money, Sex, and Evolution

Book Details

  • Paperback: 250 pages
  • Publisher: O’Reilly (June 2012)
  • Language: English
  • ISBN-10: 1449315151
  • ISBN-13: 978-1449315153
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Programming Computer Vision with Python

Posted: 04 Jul 2012 08:43 AM PDT

Programming Computer Vision with Python

Book Description

If you want a basic understanding of 's underlying theory and algorithms, this hands-on introduction is the ideal place to start. You'll learn techniques for object recognition, reconstruction, stereo imaging, augmented reality, and other applications as you follow clear examples written in .

with explains computer vision in broad terms that won't bog you down in theory. You get complete code samples with explanations on reproduce and build upon each example, along with exercises to help you apply what you've learned. This book is ideal for students, researchers, and enthusiasts with basic and standard mathematical skills.

  • Learn techniques used in robot navigation, medical image , and other computer vision applications
  • Work with image mappings and transforms, such as texture warping and panorama creation
  • Compute reconstructions from several images of the same scene
  • Organize images based on similarity or content, using clustering methods
  • Build efficient image retrieval techniques to search for images based on visual content
  • Use algorithms to classify image content and recognize objects
  • Access the popular library through a Python interface

Table of Contents
Chapter 1. Basic Image Handling and Processing
Chapter 2. Local Image Descriptors
Chapter 3. Image to Image Mappings
Chapter 4. Camera Models and Augmented Reality
Chapter 5. Multiple View Geometry
Chapter 6. Clustering Images
Chapter 7. Searching Images
Chapter 8. Classifying Image Content
Chapter 9. Image Segmentation
Chapter 10.

Appendix A. Installing Packages
Appendix B. Image Datasets
Appendix . Image Credits
Appendix D. References
Appendix E. About the Author

Book Details

  • Paperback: 272 pages
  • Publisher: O’Reilly (June 2012)
  • Language: English
  • ISBN-10: 1449316549
  • ISBN-13: 978-1449316549
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Getting Started with D3

Posted: 04 Jul 2012 08:38 AM PDT

Getting Started with D3

Book Description

Learn create beautiful, interactive, -based data visualizations with the D3 library. This hands-on book shows you use a combination of and to build everything from simple bar charts to complex infographics. You'll learn use basic D3 tools by building visualizations based on real data from the New York Metropolitan Transit Authority.

Using historical tables, geographical information, and other data, you'll graph bus breakdowns and accidents and the percentage of subway trains running on time, among other examples. By the end of the book, you'll be prepared to build your own -based data visualizations with D3.

  • Join a dataset with elements of a webpage, and modify the elements based on the data
  • Map data values onto pixels and colors with D3's scale objects
  • Apply axis and line generators to simplify aspects of building visualizations
  • Create a simple that allows users to investigate and compare data
  • Use D3 transitions in your to animate important aspects of the data
  • Get an introduction to D3 layout tools for building more sophisticated visualizations

If you can code and manipulate data, and know work with JavaScript and , this book is for you.

Table of Contents
Chapter 1. Introduction
Chapter 2. The Enter Selection
Chapter 3. Scales, Axes, and Lines
Chapter 4. Interaction and Transitions
Chapter 5. Layout
Chapter 6. Conclusion

Book Details

  • Paperback: 68 pages
  • Publisher: O’Reilly (June 2012)
  • Language: English
  • ISBN-10: 1449328792
  • ISBN-13: 978-1449328795
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Java In A Nutshell, 5th Edition

Posted: 04 Jul 2012 08:33 AM PDT

Java In A Nutshell, 5th Edition

Book Description

With more than 700,000 copies sold to date, in a from O’Reilly is clearly the favorite resource amongst the legion of developers and programmers using technology. And now, with the release of the 5.0 version of , O’Reilly has given the book that defined the “in a ” category another impressive tune-up.

In this latest revision, readers will find Java in a Nutshell, 5th Edition, does more than just cover the extensive changes implicit in 5.0, the newest version of Java. It’s undergone a complete makeover–in scope, size, and type of coverage–in order to more closely meet the needs of the modern Java programmer.

To wit, Java in a Nutshell, 5th Edition now places less emphasis on coming to Java from C and C++, and adds more discussion on tools and frameworks. It also offers new code examples to illustrate the working of APIs, and, of course, extensive coverage of Java 5.0. But faithful readers take comfort: it still hasn’t lost any of its core elements that made it such a classic to begin with.

This handy reference gets right to the heart of the program with an accelerated introduction to the Javaprogramming language and its key APIs–ideal for developers wishing to start writing code right away. And, as was the case in previous editions, Java in a Nutshell, 5th Edition is once again chock-full of poignant tips, techniques, examples, and practical advice. For as longas Java has existed, Java in a Nutshell has helped developers maximize the capabilities of the program’s newest versions. And this latest edition is no different.

Table of Contents
Part I: Introducing Java
Chapter 1. Introduction
Chapter 2. Java Syntax from the Ground Up
Chapter 3. Programming in Java
Chapter 4. Java 5.0 Language Features
Chapter 5. The Java Platform
Chapter 6. Java
Chapter 7. Programming and Documentation Conventions
Chapter 8. Java Tools

Part II: Quick Reference
Chapter 9. java.io
Chapter 10. java.lang and Subpackages
Chapter 11. java.math
Chapter 12. java.net
Chapter 13. java.nio and Subpackages
Chapter 14. java. and Subpackages
Chapter 15. java.text
Chapter 16. java.util and Subpackages
Chapter 17. javax.crypto and Subpackages
Chapter 18. javax.net and javax.net.
Chapter 19. javax.security.auth and Subpackages
Chapter 20. javax. and Subpackages
Chapter 21. org.w3c.
Chapter 22. org..sax and Subpackages
Chapter 23. Class, Method, and Field Index

Book Details

  • Paperback: 1264 pages
  • Publisher: O’Reilly ; 5th Edition (March 2005)
  • Language: English
  • ISBN-10: 0596007736
  • ISBN-13: 978-0596007737
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Flash CS6: The Missing Manual

Posted: 04 Jul 2012 08:27 AM PDT

Flash CS6: The Missing Manual

Book Description

You can build everything from simple animations to full-fledged , iPad, and Android apps with CS6, but learning this complex program can be difficult—unless you have this fully updated, bestselling guide. Learn create gorgeous effects even if you have no programming experience. With Flash CS6: The , you'll move from the basics to power-user tools with ease.

The important stuff you need to know:

  • Learn basics. Turn simple ideas into stunning animations—in the very first chapter.
  • Master Flash's tools. Learn the and effects tools with clear explanations and hands-on examples.
  • Use 3D effects. Rotate objects and make them move in three dimensions.
  • Create lifelike motion. Use the IK Bones tool to simulate realistic body movements and other linked motions.
  • Build apps that work anywhere. Create apps just for or Android devices—or one app that works on mobile devices and desktops.
  • Add . Incorporate your own and files into Flash.
  • Create rich interactive animations. Dive into advanced interactivity with easy-to-learn ActionScript examples.

Table of Contents
Part I: Creating a Flash Animation
Chapter 1. Getting Around Flash
Chapter 2. Creating Simple Drawings
Chapter 3. Animate Your Art

Part II: Advanced Drawing and Animation
Chapter 4. Organizing Frames and Layers
Chapter 5. Advanced Drawing and Coloring
Chapter 6. Choosing and Formatting Text
Chapter 7. Reusable Flash: Symbols and Templates
Chapter 8. Advanced Tweens with the Motion Editor
Chapter 9. Realistic Animation with IK Bones
Chapter 10. Incorporating Non-Flash Media Files
Chapter 11. Incorporating Sound and

Part III: Adding Interactivity
Chapter 12. Introduction to ActionScript 3.0
Chapter 13. Controlling Actions with Events
Chapter 14. Organizing Objects with the Display List
Chapter 15. Controlling the Timeline and Animation
Chapter 16. Components for Interactivity
Chapter 17. Choosing, Using, and Animating Text
Chapter 18. Drawing with ActionScript

Part IV: Debugging and Delivering Your Animation
Chapter 19. Testing and Debugging Your Animation
Chapter 20. Publishing and Exporting
Chapter 21. Introducing AIR
Chapter 22. Making Apps
Chapter 23. Building Android Apps

Part V: Appendixes
Appendix A. Installation and Help
Appendix B. Flash Professional CS6, Menu by Menu

Book Details

  • Paperback: 848 pages
  • Publisher: O’Reilly Media / Pogue Press (June 2012)
  • Language: English
  • ISBN-10: 1449316255
  • ISBN-13: 978-1449316259
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