Showing posts with label E-Books. Show all posts
Showing posts with label E-Books. Show all posts

Saturday, November 21, 2009

Have Fun With Google

U probably use Google everyday, but do you know... the Google Snake Game? Googledromes? Memecodes? Googlesport? The Google Calculator? Googlepark and Google Weddings? Google hacking, fighting and rhyming? In this book, you’ll find Google-related games, cartoons, oddities, tips, stories and everything else that’s fun. Reading it, you won’t be the same searcher as before!

Download [ 7.7 MB ]

Globalization and National Security

Globalization and National Security top scholars of international relations assess the consequences of globalization for national security? The volume identifies three distinct "processes" of globalization - the intensification of economic exchange, the flow of information, and marketization (the expansion of the set of social relations governed by market forces) & explores how they can affect the capacity and power of states as well as conflict within and among them.
Most importantly, the essays deal with how state-less actors, such as terrorists, utilize the benefits of globalization changes the nature of the security game. Failure to account for the influence of globalization will make it increasingly difficult to understand changes in the balance of power, prospects for war, and strategic choices embraced by states.


Download [ 7 MB ]

Wednesday, September 9, 2009

Scientific American - September 2009

Scientific American | PDF | English

Download [ 21 MB ]

PC Magazine - September 2009

English | 73 pages | PDF

Download [ 12.8 MB ]

Thursday, August 27, 2009

Mac World - August 2009

PDF = 101 pages

Download [ 30 MB ]

Linux Journal

PDF = 88 pages

Download [ 6.11 MB ]

How to Do Everything Adobe Photoshop CS4

Maximize the power of the industry-standard tool for graphics professionals

With this full-color guide, you will discover how to bring your creative concepts to completion using the latest version of the number-one graphic design software. You will learn how to use brushes, shapes, and special effects; master layers and filters; color-correct images; manage workflow; and much more.

Written by an Adobe Certified Expert and Adobe Certified Instructor, this hands-on tutorial features real-world examples that reveal how cutting-edge design techniques are created. The book also introduces the Extended version for 3D and video users.

Download [ 9.7 MB ]

Wednesday, August 5, 2009

How to Do Everything Adobe Photoshop CS4

Maximize the power of the industry-standard tool for graphics professionals

With this full-color guide, you will discover how to bring your creative concepts to completion using the latest version of the number-one graphic design software. You will learn how to use brushes, shapes, and special effects; master layers and filters; color-correct images; manage workflow; and much more.

Written by an Adobe Certified Expert and Adobe Certified Instructor, this hands-on tutorial features real-world examples that reveal how cutting-edge design techniques are created. The book also introduces the Extended version for 3D and video users.

Download [ 9.7 MB ]

Saturday, July 4, 2009

Let us C by Yashavant Kanetkar













ISBN: 1934015253,
Author: Yashavant Kanetkar,
Publisher: Infinity Science Press,
Pages: 600, Publication
Date: 2008-03-28

Let Us C 8/E (with CD-ROM) (Computer Science)(Engineering) (Computer Science) ebook for free download.

Considered to be one of the best-selling programming books ever written, the eighth edition has now been edited, revised, and updated. A CD-ROM with demos, code, compiler, executables, and MATLAB examples has been added to the book. Simplicity and an easy narration style are the hallmarks of the book, which have made its previous seven editions immensely successful. Today s C programmer (still the language of choice in science, engineering, game programming and for handheld devices) has to master the complexities of the language and contend with its usage in environments like Windows, Linux, and for the Internet. This book covers these three aspects of C programming and doesn t assume any programming background. It begins with the basics and steadily builds the pace, so the reader finds it easy to handle more complicated topics later. This popular author has crafted hundreds of excellent programming examples and exercises for every aspect of C programming. ++++Features +Self-study format provides hundreds of step by step examples and exercises + Assumes no programming knowledge; starts with the basics and progresses to more difficult topics +Includes a CD-ROM with demos, code, compiler, executables, and MATLAB examples +Covers the latest programming techniques for Windows, Linux, and the Internet ++++++Selected Topics Traditional C programming; Pointers; Complete Build Process; Low-level File I/O; Structures, Unions, Bit-fields; Bitwise Operators. C Under Linux; Signals and Signal Handling; Blocking of Signals; Event Driven programming; Process; PIDs; Zombies; GNOME programming Using GTK Library. C Under Windows. Windows programming Model; Windows Messaging Architecture; Mouse programming; GDI. Internet programming. CP/ IP model; Windsock Library; Building Time Clients; Whois and HTTP Clients; Sending & Receiving emails

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Sams Teach Yourself Visual C# 2008 in 24 Hours: Complete Starter Kit












Author(s): Lyn Robinson
Publisher: Sams
Date : 1998
Pages : 600
Format : PDF
OCR : Y
Language : English

In only 21 days, you'll have all the skills you need to get up and running efficiently. With this complete tutorial, you'll master the basics of database programming and then move on to the more advanced features and concepts. Understand the fundamentals of database programming in Visual C++. Master all the new and advanced database features that Visual C++6 offers. Learn how to effectively use the latest tools and features of Visual C++ for database programming by following practical, real-world examples. Get expert tips from a leading authority for programming your databases with Visual C++ 6 in the corporate environment.


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Sams Teach Yourself Visual C# 2008 in 24 Hours: Complete Starter Kit













Book Description

* Author: James Foxall
* Paperback: 528 pages
* Publisher: Sams; 1 edition (June 28, 2008)
* Language: English
* ISBN-10: 0672329905
* ISBN-13: 978-0672329906

Starter Kit

DVD includes Visual C#® 2008 Express Edition


In just 24 sessions of one hour or less, you will be up and running with Visual C# 2008. Using a straightforward, step-by-step approach, each lesson builds upon the previous one, allowing you to learn the essentials of Visual C# from the ground up.



By the Way notes present interesting pieces of information.

Did You Know? tips offer advice or teach an easier way to do something.

Watch Out! cautions advise you about potential problems and help you steer clear of disaster.


Learn how to...

* Use the powerful design environment of Visual Studio 2008
* Design a feature-rich interface using components such as tree views and tabs
* Create robust applications using modern error handling
* Draw fast graphics using GDI+
* Build a database application using ADO.NET
* Distribute a Visual C# 2008 application

James Foxall is vice president of Tigerpaw Software, Inc. (www.tigerpawsoftware.com), a Bellevue, Nebraska, Microsoft Certified Partner specializing in commercial database applications. He manages the development, support, training, and education of Tigerpaw CRM+, an award-winning application that automates contact management, marketing, service and repair, proposal generation, inventory control, and purchasing. Tigerpaw has more than 20,000 licensed users in 27 countries. Foxall’s experience in creating certified Office-compatible software has made him an authority on application interface and behavior standards. In addition to being a well-known author, James is an international speaker on Microsoft technologies, has taught at the college level, and contributes to several journals.

DVD Includes:

* Microsoft® Visual C#® 2008 Express Edition


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C++ for Dummies ~ Plus CD













#Author(s): Stephen Randy Davis
# 432 pages
# Publisher: For Dummies; 5 edition (May 7, 2004)
# Language: English
# ISBN-10: 0764568523
# ISBN-13: 978-0764568527
Review
"...remains a strong contender among object-oriented programming languages". (Library Journal, October 1, 2004)

Book Description
If you’ve thought of programmers as elite intelligentsia who possess expertise (and perhaps genes) the rest of us will never have, think again. C++ For Dummies, 5th Edition, debunks the myths, blasts the barriers, shares the secrets, and gets you started. In fact, by the end of Chapter 1, you’ll be able to create a C++ program. OK, it won’t be newest, flashiest video game, but it might be a practical, customized inventory control or record-keeping program.

Most people catch on faster when they actually DO something, so C++ For Dummies includes a CD-ROM that gives you all you need to start programming (except the guidance in the book, of course), including:

* Dev-C, a full-featured, integrated C++ compiler and editor you install to get down to business
* The source code for the programs in the book, including code for BUDGET, programs that demonstrate principles in the book
* Documentation for the Standard Template Library
* Online C++ help files

Written by Stephen Randy Davis, author of C++ Weekend Crash Course, C++ for Dummies, takes you through the programming process step-by-step. You’ll discover how to:

* Generate an executable
* Create source code, commenting it as you go and using consistent code indentation and naming conventions
* Write declarations and name variables, and calculate expressions
* Write and use a function, store sequences in arrays, and declare and use pointer variables
* Understand classes and object-oriented programming
* Work with constructors and destructors
* Use inheritance to extend classes
* Use stream I/O
* Comment your code as you go, and use consistent code indentation and naming conventions
* Automate programming with the Standard Template Library (STL)


Link for Book
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Creating Games in C++: A Step-by-Step Guide

# Paperback: 464 pages
# Publisher: New Riders Games; Pap/Cdr edition (February 1, 2007)
# Language: English
# ISBN-10: 0735714347
# ISBN-13: 978-0735714342


Book Description

Do you love video games? Ever wondered if you could create one of your own, with all the bells and whistles? It’s not as complicated as you’d think, and you don’t need to be a math whiz or a programming genius to do it. In fact, everything you need to create your first game, “Invasion of the Slugwroths,” is included in this book and CD-ROM.

Author David Conger starts at square one, introducing the tools of the trade and all the basic concepts for getting started programming with C++, the language that powers most current commercial games. Plus, he’s put a wealth of top-notch (and free) tools on the CD-ROM, including the Dev-C++ compiler, linker, and debugger--and his own LlamaWorks2D game engine. Step-by-step instructions and ample illustrations take you through game program structure, integrating sound and music into games, floating-point math, C++ arrays, and much more. Using the sample programs and the source code to run them, you can follow along as you learn.

Bio: David Conger has been programming professionally for over 23 years. Along with countless custom business applications, he has written several PC and online games. Conger also worked on graphics firmware for military aircraft, and taught computer science at the university level for four years. Conger has written numerous books on C, C++, and other computer-related topics. He lives in western Washington State and has also published a collection of Indian folk tales.

About the Author

David Conger has extensive experience in software and game development for clients such as American Laser Games and Microsoft. He has written numerous computer books (including The Complete Idiot's Guide to C# Programming) and extensive software documentation.


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Introduction to C++ Programming and Graphics










Pozrikidis, C.
2007, XII, 372 p., Hardcover
ISBN: 978-0-387-68992-0


Book Description:

* A basic, concise introduction to C++ programming for everyone from students to scientists and engineers seeking a quick grasp of key topics
* Provides a comparative analysis and discussion of C++ in relation to other programming languages such as C, Fortran, and Matlab®
* Graphics chapters allow the reader to apply what is taught in the beginning chapters
* Contains a tutorial on the usage of Matlab® functions in C++ code

C++ has grown rapidly in response to the practical need for a programming language that is able to efficiently handle composite and diverse data types. Today, C++ dominates the commercial market and is favored among application developers.

Introduction to C++ Programming and Graphics offers a venue for rapidly learning the language by concisely revealing its grammar, syntax and main features, and by explaining the key ideas behind object oriented programming (OOP), with emphasis on scientific computing.

The book reviews elemental concepts of computers and computing, describes the primary features of C++, illustrates the use of pointers and user-defined functions, and analyzes the construction of classes. Distinctive features include:

* An effective selection and presentation of topics and supporting examples

* A tutorial on the usage of MATLAB® functions in C++ code

* Tables for translating MATLAB® and Fortran 77 into C++ code, illustrating syntactic differences between these languages

* Chapters on graphics and GUI programming based on the VOGLE library and the GLUT, GLUI and GTK+ utility toolboxes

This invaluable resource provides a basic, concise introduction to C++ for the novice, allowing the reader to easily grasp the necessary concepts, rather than trying to absorb an extensive reference book. Scientists, engineers, professionals and students familiar with the general principles of computer programming and proficient in an easy programming language will find this volume an ideal entry point into C++.


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Head First C# (C Sharp)
















* Paperback: 778 pages
* Publisher: O'Reilly Media, Inc. (November 26, 2007)
* Language: English
* ISBN-10: 0596514824
* ISBN-13: 978-0596514822


The type of the release is: eBook
In the PDF format with ISBN: 0596514824 and Pub Date: November 26, 2007
The size of the release is: 28 disks x 5.00mb
And released on: 03/10/2008


Thanks my friend for supply that great book!

Head First C# is a complete learning experience for object-oriented
programming, C#, and the Visual Studio IDE. Built for your brain, this
book covers Visual C# 2008, Visual Studio 2008, and the .NET Framework
3.5, and teaches everything from language fundamentals to advanced
topics including garbage collection, extension methods, and
double-buffered animation. You'll also master C#'s hottest and newest
syntax, LINQ, for querying your data in .NET collections, SQL databases,
and more. By the time you're through, you'll be a proficient Visual C#
designing and coding large-scale applications. Every few
chapters you will come across a lab that lets you apply what you've
learned up to that point. Each lab is designed to simulate a
task, increasing in complexity until-at
last-you build a working Invaders game, complete with shooting ships,
aliens descending while firing, and an animated death sequence for
unlucky starfighters. This remarkably engaging book will have you going
from zero to 60 with Visual C# in no time flat.



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Algorithms, Data Structures, and Problem Solving With C++
















* Hardcover: 820 pages
* Publisher: Addison-Wesley (June 1996)
* Language: English
* ISBN-10: 0805316663
* ISBN-13: 978-0805316667


From the Inside Flap
This book was designed for a second course in computer science, which has typically been known as CS-2 Data Structures. The content of CS-2 has been evolving over some time, but there is general agreement that topics such as structures, pointers, and data structures should be taught, along with an introduction to algorithm analysis and a general scaling up of the complexity of programming projects.

Although the general topics of CS-2 are to some extent uniformly accepted, the language of expression has clearly not been and indeed invokes quite spirited debate among computer science educators. We use C++ in this text. C++ has a host of both benefits and disadvantages but is clearly gaining support as a prefered language in industry and academic circles.

My goal in writing this text is to provide a practical introduction to data structures and algorithms, from the viewpoint of abstract thinking and problem solving, as well as to the use of C++. I try to cover all important details concerning the data structures, the analyses, and their C++ implementations, and have stayed away from data structures that are theoretically interesting but not widely used. I have designed the textbook to allow flexibility in topic coverage for the instructor. It is impossible to cover all the C++ details, all the different data structures, and all the mathematics described in the text in a single course. The instructor will need to decide on an appropriate balance between practice, theory, and level of C++ detail.

Approach The most unique aspect of the text is the clear separation of the interface and implementation. In C++ the class mechanism allows the programmer to write the interface and implementation separately, to place them in separate files and compile separately, and to hide implementation details. In this textbook we take this a step further: The interface and implementation are discussed in separate parts of the book. Parts I, II, and III lay the groundwork, discussing basic concepts and tools and providing some practical examples, but implementation of the basic data structures are not shown until Part IV. This is the first CS-2 textbook to take this approach.

The separation of interface and implementation provides several benefits. Generally, it promotes abstract thinking: Class interfaces are written and used before the implementation is known, and it forces the reader to think about the functionality and potential efficiency of the various data structures. For example, programs that use a hash table are written hundreds of pages before the hash table is implemented. The proposed standard template library (STL) for C++ (which is likely to be mimicked in Ada and other languages) provides classes for stacks, queues, and almost all the fundamental data structures. We believe it will hasten the shift in emphasis of data structures courses from implemention to use.

Prerequisites The prerequisite is a working knowledge of small C or a C-like subset of C++, including basic data types, operators, control structures, functions, and input and output. Appendix A contains a review of this material. Students that have had a first course using C++ should be able to start at Chapter 1. Students that have had a first course using C should scan Appendix A to see the differences between C and C++. Students whose first course was neither C nor C++ will need to read Appendix A carefully. In any event, this textbook is not about C++; it is about data structures and algorithm design, which is the proper focus of a CS-2 course. Readers who are not fluent C++ programmers should have a C++ reference book available; some recommendations are listed in Chapter 1.

Discrete math is not a prerequisite. Mathematical proofs are relatively rare (except towards the end of the text), and when done they are usually preceded by a brief math review. However, establishing some of our claims requires proof; Chapters 7 and 18 through 23 require some degree of mathematical sophistication. The instructor may elect to skip mathematical aspects of the proofs by presenting only the results. All proofs in the text are clearly marked and are separate from the body of the text.

C++ Using C++ presents both advantages and disadvantages. The C++ class allows the separation of interface and implementation, as well as the hiding of internal details of the implementation. It cleanly supports the notion of abstraction. However, other languages support this also, notably Turbo Pascal and Ada. The advantage of C++ is that it is widely used in industry. Students perceive that the material they are learning is practical and will help them find employment, which provides motivation to persevere through the course. The disadvantage of C++ is that it is far from a perfect language pedagogically, especially in a second course, and thus additional care needs to be expended to avoid bad programming practices. A second disadvantage is that C++ is still not a stable language, so the various compilers behave differently.

It might have been preferable to write the book in a language-independent fashion, concentrating only on general principles such as the theory of the data structures and referring to C++ code only in passing, but that is impossible. C++ code is complex, and readers will need to see complete examples to understand some of the finer points. As mentioned earlier, a brief review of the simpler parts of C++ is provided in Appendix A. Part I of the book describes some of C++'s more advanced features relevant to data structures.

Three parts of the language stand out as requiring special pedagogical consideration: templates, inheritance, and exceptions. The approach to this material is as follows:

Templates: Templates are used extensively. Some readers may have reservations with this approach because it complicates the code, but I have included them because they are fundamental concepts in any sophisticated C++ program.

Inheritance: Inheritance is used relatively sparingly because it adds complications, and data structures are not a strong application area for it. The main instance in which it is used is to derive implementations of data structures from abstract specifications.

Exceptions: At the time of this writing, development of exceptions is several years behind that of templates. They are not universally implemented, and the exact semantics have yet to be standardized. Eventually they will be standardized, they will work, and they will be widely used. In recognition of this, my preference would have been to include them, but except for the handling of memory exhaustion, this is not possible right now. Consequently, exceptions are not otherwise used in the code. However, throughout the text we use the function EXCEPTION, described in Appendix D, to signal points at which an exception could be used. Appendix D also describes how to incorporate exceptions into the code should they be available on your compiler.

Text Organization This text introduces C++ and object-oriented programming (particularly abstraction) in Part I. We discuss pointers, arrays, and some other C++ topics and then go on to discuss the syntax and use of classes, templates, and inheritance.

Part II discusses Big-Oh and algorithmic paradigms, including recursion and randomization. Sorting is covered in a full chapter, and basic data structures are described in another chapter. The interfaces and running times of the data structures are presented without giving the implementations. The instructor then may take several approaches to present the remaining material. Two of these are:

Use the corresponding implementations in Part IV as each data structure is described. The instructor can ask students to extend the classes in various ways, as suggested in the exercises.

Show how the interface is used and cover implementation at a later point in the course. The case studies in Part III can be used to support this approach. Since complete implementations will be available on the internet, the instructor can provide a library of classes for use in programming projects. Details on using this approach are given below.

Part V describes advanced data structures such as splay trees, pairing heaps, and the disjoint set data structure that can be covered if time permits.

Chapter-by-Chapter Text Organization Part I consists of four chapters describing some advanced features of C++ that are used throughout the text. Chapter 1 describes pointers, arrays, and structures and also contains a short study that describes how a profiling tool is used to measure the running time of a program. Chapter 2 begins the discussion of object-oriented programming by describing the class mechanism in C++. Chapter 3 continues this discussion by examining templates, and Chapter 4 illustrates the use of inheritance. Several components, including strings and vectors, are written in these chapters.

Part II is about the basic algorithms and building blocks. In Chapter 5 a complete discussion of time complexity and Big-Oh notation is provided. Binary search is discussed and analyzed here. Chapter 6 is a crucial chapter that discusses the interface to the data structures and argues intuitively what the running time of the supported operations should be for each data structure. However, implementation of these data structures is not provided until Part IV. Chapter 7 describes recursion by first introducing the notion of proof by induction. This chapter also discusses divide-and-conquer, dynamic programming, and backtracking. One section describes several recursive numerical algorithms that are used to implement the RSA cryptosystem. Chapter 8 describes, codes, and analyzes several basic sorting algorithms, including the insertion sort, Shellsort, mergesort, and quicksort, as well as indirect sorting. It also proves the classic lower bound for sorting and discusses the related problems of selection. Finally, Chapter 9 is a short chapter that discusses random numbers, including their generation and use in randomized algorithms.

Part III provides several case studies, and each chapter is organized along a general theme. Chapter 10 illustrates several important techniques by examining games. Chapter 11 discusses the use of stacks in computer languages by examining an algorithm to check for balanced symbols and the classic operator precedence parsing algorithm. Complete implementations with code are provided for both algorithms. Chapter 12 discusses the basic utilities of file compression and cross-reference generation, and a complete implementation of the cross-reference generator is provided. Chapter 13 broadly examines simulation by looking at one problem that can be viewed as a simulation and then the more classic event-driven simulation. Finally, Chapter 14 illustrates how data structures are used to implement several shortest path algorithms efficiently for graphs.

The data structure implementations that correspond to the interfaces in Chapter 6 are presented in Part IV. Some mathematics is used in this part, especially in Chapters 18 to 20, and can be skipped at the discretion of the instructor. Chapter 15 provides implementations for both stacks and queues. First these data structures are implemented using a dynamic array; then they are implemented using linked lists. In Chapter 16 general linked lists are described. Extensions such as doubly linked lists, circular linked lists, and cursor implementations are left as exercises. Chapter 17 describes trees and illustrates the basic traversal schemes. Chapter 18 is a detailed chapter that provides several implementations of binary search trees. Initially, the basic binary search tree is shown, and then a binary search tree that supports order statistics is derived. AVL trees are discussed but not implemented; however, the more practical red black trees and AA-trees are implemented. Finally, the B-tree is examined. Chapter 19 discusses hash tables, and the quadratic probing scheme is implementated after examination of a simpler alternative. In Chapter 20 we describe the binary heap and examine heapsort and external sorting.

Part V contains material that is suitable for use in a more advanced course or for general reference. The algorithms are accessible even at the first-year level; however, for completeness we have included sophisticated mathematical analyses that are almost certainly beyond the reach of a first-year student. Chapter 21 describes the splay tree, which is a binary search tree that seems to perform extremely well in practice and is also competitive with the binary heap in some applications that require priority queues. Chapter 22 describes priority queues that support merging operations and provides an implementation of the pairing heap. Finally, Chapter 23 examines the classic disjoint set data structure.

Course Organization Ignoring factors such as the balance between theory and practice, the crucial issue in teaching the course is deciding how the materials in Parts II to IV are to be used. The material in Part I should be covered in depth, and the student should write one or two programs that illustrate the design, implementation, and testing of classes and template classes, and depending on how much C++ is desired to be taught, inheritance. Next, Chapter 5 discusses Big-Oh, and an exercise in which the student writes a short program and compares the running time with an analysis can be given to test comprehension.

In the separation approach, the key concept of Chapter 6 is simply the fact that different data structures support different access schemes with different efficiency. Students can be asked first to write an inefficient data structure. Any case study (except the tic-tac-toe example that uses recursion) can be used to test their programs, and the students can compare their inefficient data structures with an efficient library routine (provided by anonymous ftp, as discussed below). In this scheme all the case studies (except tic-tac-toe) can be examined to see how each of the particular data structures is used. In this way we see the interface for each data structure, and we see how it is used, but we do not see how it is efficiently implemented. This is truly a separation, and viewing things this way will greatly enhance the ability of students to think abstractly. Students can be asked to extend the case study but, once again, do not have to know any of the details of the data structures.

The implementation of the data structures can be discussed afterward, and recursion can be introduced whenever the instructor feels it is appropriate (but prior to binary search trees). The details of sorting can be discussed at any point after recursion. At this point the course can continue by using the same case studies and experimenting with modifications to the implementations of the data structures. For instance, the student can experiment with various forms of balanced binary search trees.

Instructors opting for a more traditional approach can simply discuss a case study in Part III after discussing a data structure implementation in Part IV. The book chapters are meant to be as independent of each other as possible.

Exercises Exercises come in various flavors. The basic In Short exercise asks a simple question or requires hand-drawn simulations of an algorithm described in the text. The In Theory section asks questions that either require mathematical analysis or perhaps ask for theoretically interesting solutions to problems. The In Practice section contains simple programming questions, including questions about syntax or particularly tricky lines of code. The Programming Projects section contains ideas for extended assignments.

Pedagogical Features The code in the text is fully functional and has been tested on the following compilers: g++ 2.6.2, Sun 3.0.1, and Borland 4.5. The code is available by anonymous ftp, as discussed below. This code will be updated as the language evolves, and a version that uses exceptions is provided. Margin notes are used to highlight important topics. At the end of each chapter, a list of common errors is provided in the Common Errors section. The Objects of the Game section lists important terms along with definitions and page references. References for further reading are provided at the end of most chapters.

Supplements

Code Availability: The exact location of this material may change. The example program code in the book is available via anonymous ftp at ftp.aw.com.

Instructor's Resource Guide: A guide that illustrates several approaches to the material is available to instructors on a disk. These approaches vary from a strong focus on theory to an emphasis on C++, to a more balanced approach. Each approach is outlined with sample test questions, sample assignments, and sample syllabi. Answers to select exercises are also provided. For more information on this disk, please contactyour sales rep.

Acknowledgements

Many, many people have helped me in the preparation of this book. First, I would like to thank all the folks at Addison-Wesley. My editor Carter Shanklin helped me refine my thinking and his assistant Christine Kulke kept everything flowing smoothly. Craig Johnson, Production Technology Supervisor, was especially helpful with my Frame questions. I would especially like to thank the people involved in the production of the text: Barbara Conway did a wonderful job of copyediting the manuscript and suggesting improvements throughout; Teri Holden was a fantastic production editor; Holly McLean-Aldis did a great job proofreading; and Lisa Jahred wrote the templates for the book design.

Some of the material in this text is adapted from my textbook Efficient C Programming: A Practical Approach (Prentice-Hall, 1995) and is used with per-mission of the publisher. I have attempted to place end-of-chapter references where appropriate.

I would like to thank the reviewers, who provided valuable comments, many of which have been incoprorated into the text:

Owen Astrachan Duke University Joe Faletti University of California, San Diego K. M. George Oklahoma State University Jim Heliotis Rochester Institute of Technology Jim Levenick Willamette University George Novacky University of Pittsburgh John Russo Indiana University Laurie White Armstrong State College of Georgia Edward Wright Western Oregon State University Alan Zaring Ohio Weslyan University

As usual, I had help from my friends at FIU. Thanks to Diane Kelly for handling all my other work and leaving me with enough time to work on the text. I would also like to thank Catherine Hernandez, Steve Luis, and Cory Tsang for their help installing Frame and keeping the printers up and running.

Most of all, I thank Becky, whom I love more than she can imagine, for her support during my book writing, especially in the last year.

From the Back Cover
Algorithms, Data Structures, and Problem Solving with C++ is the first CS2 textbook that clearly separates the interface and implementation of data structures. The interface and running time of data structures are presented first, and students have the opportunity to use the data structures in a host of practical examples before being introduced to the implementations. This unique approach enhances the ability of students to think abstractly.

Features

Retains an emphasis on data structures and algorithm design while using C++ as the language of implementation.

Reinforces abstraction by discussing interface and implementations of data structures in different parts of the book.

Incorporates case studies such as expression evaluation, cross-reference generation, and shortest path calculations.

Provides a complete discussion of time complexity and Big-Oh notation early in the text.

Gives the instructor flexibility in choosing an appropriate balance between practice, theory, and level of C++ detail. Contains optional advanced material in Part V.

Covers classes, templates, and inheritance as fundamental concepts in sophisticated C++ programs.

Contains fully functional code that has been tested on g++2.6.2, Sun 3.0.1, and Borland 4.5 compilers. Code is integrated into the book and also available by ftp.

Includes end-of-chapter glossaries, summaries of common errors, and a variety of exercises.


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Beginning C# Game Programming




















Paperback: 344 pages
Data: October 22, 2004
Format: PDF
Description: Are you ready to try your hand at programming games using C#? "Beginning C# Game Programming" is your ideal introductory guide?designed to jumpstart your experience with C# and DirectX 9. It includes the fundamental topics you?ll need to know and covers additional topics that you?ll find helpful along the way. Begin with a comprehensive look at programming with C#?from the basics of classes to advanced topics such as polymorphism and abstraction. Then it?s on to DirectX 9 as you learn how to create a basic framework and a Direct3D device. You?ll also cover DirectSound and DirectInput. Put your newfound knowledge to the test as you program a complete game!

Download - (2 Mb)

http://free-ebooks-center.blogspot.com/2008/08/beginning-c-g
















Publisher: Course Technology PTR; 1 edition
Language: English
ISBN: 1592002056
Paperback: 352 pages
Data: May 13, 2004
Format: CHM
Description: Interactivity?the unique feature that sets games apart from other forms of entertainment. The power of interactivity lies in the programming that occurs behind the scenes. If you?re ready to jump into the world of programming for games, "Beginning C++Game Programming" will get you started on your journey, providing you with a solid foundation in the game programming language of the professionals. As you cover each programming concept, you?ll create small games that demonstrate your new skills. Wrap things up by combining each major concept to create an ambitious multiple player game. Get ready to master the basics of game programming with C++!

Symbian OS Explained : Effective C++ Programming for Smartphones











Publisher John Wiley and Sons
Author(s) Jo Stichbury
ISBN 0470021306
Release Date 17 December 2004
Page 392

This book explains the key features of Symbian OS and will help you to write effective C++ code. It focuses on aspects of good C++ style that apply particularly to Symbian OS.

21 items are used to target particular aspects of the operating system and provide a simple and straightforward exploration of coding fundamentals. Using example code and descriptions of best practice to deconstruct Symbian OS, the items guide you to what you should and should not do (and why), pointing out commonly-made mistakes along the way.

Technologies covered include:

* client-server architecture
* descriptors and dynamic containers
* active objects, threads and processes
* leaves, cleanup stack and 2-phase construction
* thin templates, good API design, memory optimization, debug and test macros
* the ECOM plug-in framework

Symbian OS Explained can be read cover-to-cover or dipped into as a reference that will improve your code style when programming with Symbian OS.

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Developing Software for Symbian OS : An Introduction to Creating Smartphone Applications in C++











Publisher Wiley
Author(s) William Carnegie
ISBN 0470018453
Release Date 16 December 2005

The overall goal of this book is to provide introductory coverage of Symbian OS and get developers who have little or no knowledge of Symbian OS developing as quickly as possible.

* A clear and concise text on how Symbian OS architecture works and the core programming techniques and concepts needed to be a solid, competent Symbian programmer
* Shows how Symbian OS architecture and programming compares with other mobile operating systems (to help transition and for better understanding)
* Provides multiple examples and extra descriptions for areas most difficult for new programmers who are unfamiliar to the unique OS architecture
* Contains many tips and techniques documented only, up until now, by scattered white papers and newsgroup threads
* Describes many details of inner operations of Symbian OS, focusing specifically on those needed to become a competent programmer

The book will cover development ranging from low-level system programming to end user GUI applications. It also covers the development and packaging tools, as well as providing some detailed reference and examples for key APIs.

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