Developing Graphics Frameworks with Java and OpenGL shows you how to create software for rendering complete three-dimensional (3D) scenes. The book explains the foundational theoretical concepts as well as the practical programming techniques that will enable you to create your own animated and interactive computer-generated worlds. You will learn how to combine the power of OpenGL, the most widely adopted cross-platform application programming interface (API) for graphics processing unit (GPU) programming, with the accessibility and versatility of the Java programming language. Topics in this book include generating geometric shapes, transforming objects with matrices, applying image-based textures to surfaces, and lighting a scene. Advanced sections explain how to implement procedurally generated textures, postprocessing effects, and shadow mapping. In addition to the sophisticated graphics framework discussed throughout the book, you will gain a foundational knowledge that will allow you to adapt and extend that framework, leading to even more spectacular graphical results. Author bios Lee Stemkoski is a professor of mathematics and computer science. He earned his Ph.D. in mathematics from Dartmouth College in 2006 and has been teaching at the college level since. His specialties are computer graphics, video game development, and virtual and augmented reality programming. James Cona is an up-and-coming software engineer who studied computer science at Adelphi University. Some of his specific interests include music, video game programming, 3D graphics, artificial intelligence, and clear and efficient software development in general.
The Woodwinds: Perform, Understand, Teach provides comprehensive coverage about the woodwind family of musical instruments for prospective instrumental music teachers. What sets this book apart is its focus on how to teach the instruments. Preparing students in the how of teaching is the ultimate goal of the woodwind class and the ultimate goal of this book, which organizes information by its use in teaching beginning instrumentalists. In developing performance and understanding, pre-service teachers are positioned to learn to teach through performance—contrasted with an "old-school" belief that one must first spend much time tediously trying to understand how things work before playing the instruments. The book is organized in three parts: Preliminaries, Teaching the Instruments, and Foundations. Chapters in Teaching the Instruments are organized by instrument (flute, clarinet, saxophone, oboe, bassoon) and, within each instrument, according to how an effective teacher might organize experiences for novice learners. Basic embouchure and air stream are covered first, followed by instrument assembly, then hands and holding. Embouchure coverage returns in greater depth, then articulation, and finally "the mechanism," which includes sections on the instruments of the family, transposition, range, special fingerings, tuning and intonation, and reeds. In Foundations, topics are situated in big picture contexts, calling attention to the broad applicability of information across instruments.
Continuation of stories of Jimmy, growing up in Northern Idaho and Western Canada. Book 3 of the series "A Time Before Facebook", first in the series and "Ghosts and Skeletons", the second book in the series. Come join the adventure.
This seminal text, now in its thirteenth edition, provides a comprehensive and accessible overview of the operations underlying video production. It provides thorough coverage of the theory and techniques readers need to know, balancing complexity with practical how-to information about detailed subjects in a concise, conversational style. The book has been updated to incorporate recent changes in the video production pipeline–emphasizing digital video, non-linear video production, streaming platforms, mobile production, and do-it-yourself video–while maintaining the foundational, nuanced, teamwork-based approach that has made the book popular. Chapters include key takeaways, review questions, on-set exercises, and QR codes, and a comprehensive glossary defines all the key production terms discussed. An accompanying eResource includes downloadable versions of the forms and paperwork used in the book, in addition to links to further online resources.
The key to a professional-quality business plan. This best-selling book has been updated to include crucial information on diagnosing and measuring customer satisfaction. How to Write a Business Plan, Fourth Edition not only puts all the facts and planning formats you need right at your fingertips, but also gives you the latest thinking on effective business planning. It shows you how to organize and implement the planning process from beginning to end and translate your plan into action You will learn how to: Evaluate your company's capabilities, strengths, and weaknesses Pinpoint the cruci.
Technic Today, Part Three is a companion book designed to reinforce the technical aspect of the basic method Band Today, Part Three, of the Contemporary Band Course. The natural progression of the materials makes Technic Today an ideal supplement to any advanced-intermediate band method.
This book will guide you through the basic game development process, covering game development topics including graphics, sound, artificial intelligence, animation, game engines, Web-based games, etc. Real games will be created, and significant parts of a game engine will be built and made available for download. The companion DVD will contain example code, games, and color figures. Processing is a free, graphics-oriented language that provides the basic functionality needed for building games and runs on all major platforms. Moreover, it allows games to be built for desktop computers, HTML 5, and Android. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at info@merclearning.com. Features: Teaches basic game development including graphics, sound, artificial intelligence, animation, game engines, Web-based games, and more Create a small collection of complete computer games developed throughout the book Uses Processing, a free, downloadable platform with a frame by frame display scheme that is perfect for computer games
The Unity Engine Tutorial for Any Game Creator ¿ Unity is now the world’s #1 game engine, thanks to its affordability, continuous improvements, and amazing global community. With Unity, you can design, code, and author your game once, and then deploy it to multiple platforms, reaching huge audiences and earning maximum returns. Learning 2D Game Development with Unity® will help you master Unity and build powerful skills for success in today’s game industry. It also includes a bonus rundown of the new GUI tools introduced in Unity’s version 4.6 beta. ¿ With this indispensable guide, you’ll gain a solid, practical understanding of the Unity engine as you build a complete, 2D platform-style game, hands-on. The step-by-step project will get you started fast, whether you’re moving to Unity from other engines or are new to game development. ¿ This tutorial covers the entire development process, from initial concept, plans, and designs to the final steps of building and deploying your game. It illuminates Unity’s newly integrated 2D toolset, covering sprites, 2D physics, game scripts, audio, and animations. Throughout, it focuses on the simplest and lowest-cost approaches to game development, relying on free software and assets. Everything you’ll need is provided. ¿ Register your book at informit.com/title/9780321957726 to access assets, code listings, and video tutorials on the companion website. ¿ Learn How To Set up your Unity development environment and navigate its tools Create and import assets and packages you can add to your game Set up game sprites and create atlas sheets using the new Unity 2D tools Animate sprites using keyframes, animation controllers, and scripting Build a 2D game world from beginning to end Establish player control Construct movements that “feel right” Set up player physics and colliders Create and apply classic gameplay systems Implement hazards and tune difficulty Apply audio and particle effects to the game Create intuitive game menus and interface elements Debug code and provide smooth error handling Organize game resources and optimize game performance Publish your game to the web for others to see and play ¿
Certified Information Systems Auditor (CISA) is a certification issued by ISACA to people in charge of ensuring that an organization's IT and business systems are monitored, managed and protected; the certification is presented after completion of a comprehensive testing and application process. The CISA certification is a globally recognized standard for appraising an IT auditor's knowledge, expertise and skill in assessing vulnerabilities and instituting IT controls in an enterprise environment. It is designed for IT auditors, audit managers, consultants and security professionals. Preparing for the Certified Information Systems Auditor exam to become an CISA Certified by ISACA? Here we’ve brought 900+ Exam Questions for you so that you can prepare well for this CISA exam Unlike other online simulation practice tests, you get a Paperback version that is easy to read & remember these questions. You can simply rely on these questions for successfully certifying this exam.
This book introduces experimental design and data analysis / interpretation as well as field monitoring skills for both plants and animals. Clearly structured throughout and written in a student-friendly manner, the main emphasis of the book concentrates on the techniques required to design a field based ecological survey and shows how to execute an appropriate sampling regime. The book evaluates appropriate methods, including the problems associated with various techniques and their inherent flaws (e.g. low sample sizes, large amount of field or laboratory work, high cost etc). This provides a resource base outlining details from the planning stage, into the field, guiding through sampling and finally through organism identification in the laboratory and computer based data analysis and interpretation. The text is divided into six distinct chapters. The first chapter covers planning, including health and safety together with information on a variety of statistical techniques for examining and analysing data. Following a chapter dealing with site characterisation and general aspects of species identification, subsequent chapters describe the techniques used to survey and census particular groups of organisms. The final chapter covers interpreting and presenting data and writing up the research. The emphasis here is on appropriate wording of interpretation and structure and content of the report.
A practical discussion of strategies for preaching from the major types of biblical literature. The chapters are organized in three main divisions: introductory, expository and suggestive preaching units.
Technic Today, Part Two is a companion book designed to reinforce the technical aspect of the basic method Band Today, Part Two, of the Contemporary Band Course. The natural progression of the materials makes Technic Today an ideal supplement to any intermediate band method.
This is a detailed survey, replete with photographs and diagrams, of the field artillery used by both sides in the Civil War. In paperback for the first time, the book provides technical descriptions of the artillery (bore, weight, range, etc.), ordnance purchases, and inspection reports. Appendixes provide information on surviving artillery pieces and their current locations in museums and national parks.
Scientific Study from the year 2016 in the subject Biology - Micro- and Molecular Biology, grade: 1.5, Mar Augusthinose College, language: English, abstract: Citrus, one of the major genes of Rutaceae family and most economically important fruit tree and widely cultivated throughout the country. The Citrus have high nutritional value and medicinal value. The three varieties obtained from various districts in Kerala were used in this study. The phylogenetics is the study of the evolutionary relationships among different species which have common ancestor. These relationships are shown in the form of phylogenetic trees composed of branches which indicate the descendents and nodes which represent the most recent common ancestors. In order to assess the phylogenetic relationships among the 6 samples belongs to the 3 Citrus species (Citrus aurantifolia, Citrus maxima, Citrus limon) a chloroplast gene rbcL and matK was successfully amplified and sequenced. For this study DNA was extracted by using CTAB method. This extracted DNA was analysed by spectrophotometry method for checking purity of DNA.The samples were gel electrophoresed by 1% agarose gel electrophoresis at 80 volts. After electrophoresis the gel is examined in gel documentation system. The DNA band was observed under UV light looking florescent Orangish red colour. The extracted DNA was amplified by PCR method and PCR sample was applied for electrophoresis for checking DNA bands. PCR sample were purified sent for sequencing. Sequences obtained were subjected to editing and alignment using ClustalW programme of Bio Edit and phylogenetic analysis was performed using MEGA software. High similarity observed between selected verities. The locally collected gene sequence-based phylogeny presented here provides support for the early studies of speciation within the Rutaceae. An understanding of the main phylogenetic relationships between Citrus species will help to fine-tune the taxonomy of Rutaceae.
This book will guide you through the basic game development process using Python, covering game topics including graphics, sound, artificial intelligence, animation, game engines, etc. Real games are created as you work through the text and significant parts of a game engine are built and made available for download. New chapters on card games and a side-scroller. The companion files contain all of the resources described in the book, e.g., example code, game assets, video/sound editing software, and color figures. Instructor resources are available for use as a textbook. FEATURES: Teaches basic game development concepts using Python including graphics, sound, artificial intelligence, animation, game engines, collision detection, Web-based games, and more Includes code samples using Pygame Features new chapters on card games (Ch.11) and building a side-scrolling game (Ch.12) Includes a companion disc with example code, games assets, and color figures The companion files and instructor resources are available online by emailing the publisher with proof of purchase at info@merclearning.com.
Learn how common medical conditions can affect the course of the dental treatment a patient receives. This updated, concise reference provides the information you need to provide appropriate dental care to any patient, regardless of existing medical conditions. Featuring vivid illustrations and well-organized tables in each chapter, this text gives you the in-depth details and the overall summaries you need to get to the root of your patients’ needs. Organization of medical conditions provides a brief overview of the basic disease process, epidemiology, pathophysiology, signs and symptoms, laboratory findings, and currently accepted medical therapy of each disorder. This is followed by a detailed explanation and recommendations for specific dental management. Coverage of dosages, side effects, and drug interactions with medications used in dentistry, including those used during pregnancy. Chapters focusing on major health problems in the US and other nations include, ischemic hearth disease, smoking and tobacco use cessation, sleep-related breathing disorders, sexually transmitted diseases, diabetes mellitus, and psychiatric disorders. Dental management summary table summarizes important factors for consideration in the dental management of medically compromised patients. Appendix on the therapeutic management of common oral lesions provides a quick reference to the causative factors, clinical description, currently accepted therapeutic management, and patient education regarding common oral conditions. Appendix on alternative and complementary drugs looks at herbal remedies, specifically efficacy, adverse effects/reactions, medical problems, drug interactions, and dental implications. NEW! Chapter on drug and alcohol abuse discusses the effects of marijuana, cocaine, amphetamines/methamphetamine, and alcohol, along with considerations for both medical and dental management. NEW! 2009 AAOS statement on Antibiotic Prophylaxis for Bacteremia in Patients with Joint Replacements provides recommendations to supplement practitioners in their clinical judgment regarding antibiotic prophylaxis for patients with a joint prosthesis.
ISACA’s Certified in Risk and Information Systems Control™ certification is an enterprise risk management qualification, favored by professionals looking to build upon their existing knowledge and experience of IT/Business risk, identification, and implementation of information system controls. The certification requires pre-requisite skills such as the ability to manage the ongoing challenges of enterprise risk and to design risk-based information system controls. Preparing for the Certified in Risk and Information Systems Control exam to become a CRISC Certified from ISACA? Here we’ve brought 300+ Exam Questions for you so that you can prepare well for this CRISC exam. Unlike other online simulation practice tests, you get an eBook version that is easy to read & remember these questions. You can simply rely on these questions for successfully certifying this exam.
The bestselling military thrillers, now in a special omnibus edition Paul Richter: listed as working with the Foreign Operations Executive. Special forces and pilot experience. Trouble? Guaranteed. From supersonic chases above the Russian tundra to terrorists in Dubai and covert battles in North Korea, these are the most explosive thrillers you’ll ever read. This omnibus edition contains all six thrilling books in the series, perfect for fans of Robert Ludlum, Frederick Forsyth and Brad Thor.
Ever wanted to create your own game? With Microsoft's Kodu, you can do just that -- and, as you do, you'll learn and practice powerful creativity, problem-solving, and storytelling skills, too! Designed for kids, Kodu is a simple new visual programming language is perfect for any non-programmer -- of any age. Now, Kodu for Kids will teach you everything you need to know to create games with Kodu that will run on your Xbox 360 or Windows PC. Working directly with Microsoft Studio's Kodu Game Lab, James Kelly walks you through every step of building a game, including: Learning to use Kodu's visual coding tools Creating and manipulating characters Building and customizing game worlds Adding weapons, objects, and other enhancements And much more The book concludes with a start-to-finish case study, walking you through creating a complete quest-style game. Kodu for Kids is written to be easy and friendly enough for 8-12-year-olds -- so it's simple enough for anyone who's ever wondered how games work, how they're put together, and how programming works!
The 3-D Band Book is a three-dimensional approach to rehearsal preparation. This complete tune up/warm up program will reduce rehearsal stress and permit greater accomplishment with less effort. The overall preparedness that this book provides will make every rehearsal a more rewarding and enjoyable experience. The book is divided into three parts: tune up/warm up, key preparation, and rhythm preparation. In addition, there are three pages of harmony and ear training which will provide the basic knowledge necessary for relating to the exercises and chorales found in the book.
James Monaco discusses the elements necessary to understand how a film conveys its meaning, and, more importantly, how the audience can best discern all that a film is attempting to communicate.
This welcome volume encompasses the entire history of the bassoon, from its origins five centuries ago to its place in twenty-first-century music. James Kopp draws on new archival research and many years' experience playing the instrument to provide an up-to-date and lively portrait of today's bassoon and its intriguing predecessors. He discusses the bassoon's makers, its players, its repertory, its myths, and its audiences, all in unprecedented detail. The bassoon was invented in Italy in response to the need for a bass-register double-reed woodwind suitable for processionals and marching. Composers were quick to exploit its agility and unique timbre. Later, during the reign of Louis XIV, the instrument underwent a major redesign, giving voice to its tenor register. In the early 1800s new scientific precepts propelled a wave of invention and design modifications. In the twentieth century, the multiplicity of competing bassoon designs narrowed to a German (or Heckel) type and a French type, the latter now nearly extinct. The author examines the acoustical consequences of these various redesigns. He also offers new coverage of the bassoon's social history, including its roles in the military and church and its global use during the European Colonial period. Separate historical chapters devoted to contrabassoons and smaller bassoons complete the volume [Publisher description].
This book is a comprehensive guide aiming to demystify the world of transformers -- the architecture that powers Large Language Models (LLMs) like GPT and BERT. From PyTorch basics and mathematical foundations to implementing a Transformer from scratch, you'll gain a deep understanding of the inner workings of these models. That's just the beginning. Get ready to dive into the realm of pre-training your own Transformer from scratch, unlocking the power of transfer learning to fine-tune LLMs for your specific use cases, exploring advanced techniques like PEFT (Prompting for Efficient Fine-Tuning) and LoRA (Low-Rank Adaptation) for fine-tuning, as well as RLHF (Reinforcement Learning with Human Feedback) for detoxifying LLMs to make them aligned with human values and ethical norms. Step into the deployment of LLMs, delivering these state-of-the-art language models into the real-world, whether integrating them into cloud platforms or optimizing them for edge devices, this section ensures you're equipped with the know-how to bring your AI solutions to life. Whether you're a seasoned AI practitioner, a data scientist, or a curious developer eager to advance your knowledge on the powerful LLMs, this book is your ultimate guide to mastering these cutting-edge models. By translating convoluted concepts into understandable explanations and offering a practical hands-on approach, this treasure trove of knowledge is invaluable to both aspiring beginners and seasoned professionals. Table of Contents 1. INTRODUCTION 1.1 What is AI, ML, DL, Generative AI and Large Language Model 1.2 Lifecycle of Large Language Models 1.3 Whom This Book Is For 1.4 How This Book Is Organized 1.5 Source Code and Resources 2. PYTORCH BASICS AND MATH FUNDAMENTALS 2.1 Tensor and Vector 2.2 Tensor and Matrix 2.3 Dot Product 2.4 Softmax 2.5 Cross Entropy 2.6 GPU Support 2.7 Linear Transformation 2.8 Embedding 2.9 Neural Network 2.10 Bigram and N-gram Models 2.11 Greedy, Random Sampling and Beam 2.12 Rank of Matrices 2.13 Singular Value Decomposition (SVD) 2.14 Conclusion 3. TRANSFORMER 3.1 Dataset and Tokenization 3.2 Embedding 3.3 Positional Encoding 3.4 Layer Normalization 3.5 Feed Forward 3.6 Scaled Dot-Product Attention 3.7 Mask 3.8 Multi-Head Attention 3.9 Encoder Layer and Encoder 3.10 Decoder Layer and Decoder 3.11 Transformer 3.12 Training 3.13 Inference 3.14 Conclusion 4. PRE-TRAINING 4.1 Machine Translation 4.2 Dataset and Tokenization 4.3 Load Data in Batch 4.4 Pre-Training nn.Transformer Model 4.5 Inference 4.6 Popular Large Language Models 4.7 Computational Resources 4.8 Prompt Engineering and In-context Learning (ICL) 4.9 Prompt Engineering on FLAN-T5 4.10 Pipelines 4.11 Conclusion 5. FINE-TUNING 5.1 Fine-Tuning 5.2 Parameter Efficient Fine-tuning (PEFT) 5.3 Low-Rank Adaptation (LoRA) 5.4 Adapter 5.5 Prompt Tuning 5.6 Evaluation 5.7 Reinforcement Learning 5.8 Reinforcement Learning Human Feedback (RLHF) 5.9 Implementation of RLHF 5.10 Conclusion 6. DEPLOYMENT OF LLMS 6.1 Challenges and Considerations 6.2 Pre-Deployment Optimization 6.3 Security and Privacy 6.4 Deployment Architectures 6.5 Scalability and Load Balancing 6.6 Compliance and Ethics Review 6.7 Model Versioning and Updates 6.8 LLM-Powered Applications 6.9 Vector Database 6.10 LangChain 6.11 Chatbot, Example of LLM-Powered Application 6.12 WebUI, Example of LLM-Power Application 6.13 Future Trends and Challenges 6.14 Conclusion REFERENCES ABOUT THE AUTHOR
An alluring exploration of the people and the legendary craftsmanship behind a single Steinway piano Like no other instrument, a grand piano melds engineering feats with the magical sounds of great music: the thunder of a full-throated bass, the bright, delicate trill of the upper treble. Alone among the big piano companies, Steinway still crafts all of its pianos largely by hand, imbuing each one with the promise and burden of its brand. In this captivating narrative, James Barron of The New York Times tells the story of one Steinway piano, from raw lumber to finished instrument. Barron follows that brand-new piano-known by its number, K0862-on its eleven-month journey through the Steinway factory, where time-honored manufacturing methods vie with modern-day industrial efficiency. He looks over the shoulders of men and women-some second- and third-generation employees, some recently arrived immigrants-who transform wood and steel into a concert grand. Together, they carry on the traditions begun more than 150 years ago by the immigrants who founded Steinway & Sons-a family that soared to prominence in the music world and, for a while, in New York City's political and economic life. Barron also explores the art and science of developing a piano's timbre and character before its first performance, when the essential question will be answered: Does K0862 live up to the Steinway legend? From start to finish, Piano will charm and enlighten music lovers.
A unique learning resource to prepare for the PMP® certification exam Without sufficient practice and preparation for taking the Project Management Institute's (PMI's) PMP® certification exam, you won't be able to actually put your skills into practice in the real world! To help you achieve your goal of passing the exam, this two-part prep book covers all elements of the brand-new Project Management Professional exam. A team of experts presents you with a solid overview of the exam as well as hundreds of questions, detailed answers, and explanations. In addition, each question is accompanied by cross-references, providing you with a thorough preparation foundation for taking the PMP® exam. Features hundreds of short questions-and-answers on some of the most key topics that PMPs should be familiar with before taking the exam Includes more than 800 exam-quality questions with detailed answers and explanations, plus more than 200 fill-in-the-blank, true/false, and short answer questions to help you prepare for the exam Serves as an ideal complement to Sybex's PMP®: Project Management Professional Exam Study Guide, 6th Edition PMP® Practice Makes Perfect prepares you for taking the grueling 200-question, four-hour PMP® exam. (PMBOK, PMI, PMP and Project Management Professional are registered marks of the Project Management Institute, Inc.)
Considered a classic by an entire generation of Mac programmers, Dave Mark's Learn C on the Mac has been updated for you to include Mac OS X Mountain Lion and the latest iOS considerations. Learn C on the Mac: For OS X and iOS, Second Edition is perfect for beginners learning to program. It includes contemporary OS X and iOS examples! This book also does the following: • Provides best practices for programming newbies • Presents all the basics with a pragmatic, Mac OS X and iOS -flavored approach • Includes updated source code which is fully compatible with latest Xcode After reading this book, you'll be ready to program and build apps using the C language and Objective-C will become much easier for you to learn when you're ready to pick that up.
This book constitutes the proceedings of the 8th International Conference on Higher Order Logic Theorem Proving and Its Applications, held in Aspen Grove, Utah, USA in September 1995. The 26 papers selected by the program committee for inclusion in this volume document the advances in the field achieved since the predecessor conference. The papers presented fall into three general categories: representation of formalisms in higher order logic; applications of mechanized higher order logic; and enhancements to the HOL and other theorem proving systems.
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