Sufficient scientific evidence has emerged for the science-minded people to accept that our universe was created and is run without God. And that life was created and has evolved without external power. The concept of God was mans creation, and in the dark ages, before science, it was inevitable that man should create God. But those who accept, in the face of the scientific discoveries, that God does not have to exist to explain the existence of universe or life on Earth, are now faced with an important question: Is there a God that plays a role in the personal life of every individual? If we delete God from all other explanations, is it rational to still believe in an entity that micromanages the lives of all individuals on the Earth? Is it possible to visualize how the world and our lives could go on without somebody up there who listens to our prayers, intervenes in our lives, and rewards or punishes our deeds? The World without God is a thought-provoking treatise, which describes this universe, and the human life, without depending on concepts like the existence of God, the divine mission, destiny, divine justice, soul with existence independent of the body, and life after death.
The Practical Guide to Building Reliable Networked Multiplayer Games Networked multiplayer games are a multibillion dollar business: some games now attract tens of millions of players. In this practical, code-rich guide, Joshua Glazer and Sanjay Madhav guide you through every aspect of engineering them. Drawing on their immense experience as both game developers and instructors, the authors lead you through building a robust multiplayer architecture, and creating every engine-level system. You’ll learn through in-depth working code examples for two complete games: an action game and a real time strategy (RTS) game. First, Madhav and Glazer review the essentials of networking and network programming from the standpoint of game developers. Next, they walk through managing game data transmission, updating game objects across the network, and organizing the devices that join your game. You’ll learn how to ensure reliable performance despite the Internet’s inherent inconsistencies, and how to design game code for maximum security and scalability. The authors conclude by addressing two increasingly crucial issues: incorporating gamer services and hosting your games in the cloud. This guide’s content has been extensively tested through the authors’ multiplayer game programming courses at USC. It is equally valuable both to students and to working game programmers moving into networked games. Coverage includes How games have evolved to meet the challenges of networked environments Using Internet communication protocols and standards in game development Working with Berkeley Socket, the most widely used networking construct in multiplayer gaming Formatting game data for efficient Internet transmission Synchronizing states so all players share the same world Organizing networking topologies for large-scale games Overcoming latency and jitter problems that cause delays or lost data Scaling games without compromising performance Combating security vulnerabilities and software cheats Leveraging the networking functionality of the popular Unreal 4 and Unity game engines Integrating gamer services such as matchmaking, achievements, and leaderboards Running game servers in the cloud About the Website C++ source code for all examples is available at github.com/MultiplayerBook. Instructors will also find a full set of PowerPoint slides and a sample syllabus.
A masterful study. . . . It does for ecological history what the writings of Marx and Engels did for the study of class relations and social production."—Michael Adas, Rutgers University
NOTE: Before purchasing, check with your instructor to ensure you select the correct ISBN. Several versions of MyLab(tm) & Mastering(tm) products exist for each title, and registrations are not transferable. To register for and use MyLab & Mastering products, you may also need a Course ID, which your instructor will provide. Used books, rentals, and purchases made outside of Pearson If purchasing or renting from companies other than Pearson, the access codes for MyLab & Mastering products may not be included, may be incorrect, or may be previously redeemed. Check with the seller before completing your purchase. For undergraduate and MBA Cost or Management Accounting courses. This package includes MyLab Accounting. The text that defined the cost accounting market Horngren's Cost Accounting defines the cost accounting market and continues to innovate today by consistently integrating the most current practice and theory into the text. This acclaimed, market-leading text emphasizes the basic theme of "different costs for different purposes," and reaches beyond cost accounting procedures to consider concepts, analyses, and management. The 16th Edition incorporates the latest research and most up-to-date thinking into all relevant chapters, so that readers are prepared for the rewards and challenges they will face in the professional cost accounting world of today and tomorrow. Personalize learning with MyLab Accounting MyLab Accounting is an online homework, tutorial, and assessment program designed to work with this text to engage students and improve results. Within its structured environment, students practice what they learn, test their understanding, and pursue a personalized study plan that helps them better absorb course material and understand difficult concepts. 0134642449 / 9780134642444 Cost Accounting Plus MyLab Accounting with Pearson eText -- Access Card Package, 16/e Package consists of: 0134475585 / 9780134475585 Cost Accounting 0134476387 / 9780134476384 MyLab Accounting with Pearson eText -- Access Card -- for Cost Accounting
Program 3D Games in C++: The #1 Language at Top Game Studios Worldwide C++ remains the key language at many leading game development studios. Since it’s used throughout their enormous code bases, studios use it to maintain and improve their games, and look for it constantly when hiring new developers. Game Programming in C++ is a practical, hands-on approach to programming 3D video games in C++. Modeled on Sanjay Madhav’s game programming courses at USC, it’s fun, easy, practical, hands-on, and complete. Step by step, you’ll learn to use C++ in all facets of real-world game programming, including 2D and 3D graphics, physics, AI, audio, user interfaces, and much more. You’ll hone real-world skills through practical exercises, and deepen your expertise through start-to-finish projects that grow in complexity as you build your skills. Throughout, Madhav pays special attention to demystifying the math that all professional game developers need to know. Set up your C++ development tools quickly, and get started Implement basic 2D graphics, game updates, vectors, and game physics Build more intelligent games with widely used AI algorithms Implement 3D graphics with OpenGL, shaders, matrices, and transformations Integrate and mix audio, including 3D positional audio Detect collisions of objects in a 3D environment Efficiently respond to player input Build user interfaces, including Head-Up Displays (HUDs) Improve graphics quality with anisotropic filtering and deferred shading Load and save levels and binary game data Whether you’re a working developer or a student with prior knowledge of C++ and data structures, Game Programming in C++ will prepare you to solve real problems with C++ in roles throughout the game development lifecycle. You’ll master the language that top studios are hiring for—and that’s a proven route to success.
시리즈는 총 40권으로 6단계로 이루어져 있습니다. 의사표현이 가능한 4세부터 아이의 어휘 수준에 맞춰 순서대로 읽히는 것이 좋습니다. 세계의 아이들은 어떻게 영어공부 할까? 전 세계의 어린이들이 보는 글로벌 그림책 프라담 북스 시리즈! 프라담 북스 시리즈 아직 영어를 스스로 읽지는 못하는 아이부터 영어를 스스로 읽을 수 있는 나이까지 유아에서 초등 전연령층에서 재미있게 볼 수 있는 영어동화 시리즈 입니다. 단어 학습에서부터 문화 학습 그리고 어린이들이 접할 수 있는 다양한 에피소드 등 아이들이 흥미를 느낄만한 주제들로 구성되어 있습니다. LEVEL 1,2의 경우 부모님이 큰소리로 읽어주고 상황을 설명해주는 활동을 아이들과 수십번 반복적으로 지속하세요. LEVEL 3,4,5의 경우 아이들이 직접 스스로 소리내어 읽는 연습을 반복하다 보면 발음이나 영어문장에 대한 자연스러운 학습이 이루어 집니다. 많은 텍스트를 제공해주는 것보다 한권의 도서를 반복 리딩 하는 것이 더 중요한 학습 방법 입니다. * 엄마와 함께 읽는 영어동화 - 프라담북스 구성 - LEVEL 1 : 입문편 : 영어를 전혀 읽지 못하는 아이들 대상, 유아 대상 - LEVEL 2 : 입문편 : 영어를 전혀 읽지 못하는 아이들 대상, 유아 대상 - LEVEL 3 : 기초편 : 영어 학습 경험이 조금 있는 아이들 대상, 초등 저학년 대상 - LEVEL 4 : 기본편 : 영어 학습 경험이 많은 아이들 대상, 초등 고학년 대상 - LEVEL 5 : 기본편 : 영어 학습 경험이 많은 아이들 대상, 초등 고학년 대상 - LEVEL 6 : 고급편 : 영어에 익숙한 아이들 대상, 초등 고학년 대상 THE MOON AND THE CAP Angie & Upesh : Author&Illustrator Do you like to wear a cap on a sunny day? Find out who else likes to wear a cap.
This book, by Abdessatar Ouanes and Subhash Thakur presents the principal elements of macroeconomic accounting and analysis for the real, fiscal, monetary, and external sectors of a transition economy, using Poland as a case study. Background information, exercises, and issues for discussion are also provided.
Emphasizing the 'different costs for different purposes', this text focuses on strategy and the decision making process. It is aimed at undergraduate and MBA students taking a cost or management accounting course.
The Essays In This Book Deal With Many Facets Of The Natural World And The World Of Humans, And How The Two Impinge On Each Other. The Author`S Detailed Studies Of Hunting And Gathering Communities Led Him To Controversially Champion Traditional Methods Of Conserving Nature. The Merits Of State-Sponsored Conservation Initiatives Are Weighed Up In His Work, As Is Planned `Development`. He Argues Passionately Against Directing Energy, Water And Raw Materials Towards Intensive Agriculture And Urban Development At At The Cost Of The Rural Poor. He Calls For Radical Changes In The Indian Polity So That People Are Not Denied Basic Information And Therefore Prevented From Participating In Development Issues. These Essays Stimulate And Provoke Us To Think For Ourselves About The Natural World And Our Relationship With It, Urging Us To Take A Hand In Shaping It.
Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in the game industry. Sanjay Madhav takes a unique platform- and framework-agnostic approach that will help develop virtually any game, in any genre, with any language or framework. He presents the fundamental techniques for working with 2D and 3D graphics, physics, artificial intelligence, cameras, and much more. Each concept is illuminated with pseudocode that will be intuitive to any C#, Java, or C++ programmer, and has been refined and proven in Madhav's game programming courses at the University of Southern California. Review questions after each chapter help solidify the most important concepts before moving on. Madhav concludes with a detailed analysis of two complete games: a 2D iOS side-scroller (written in Objective-Cusing cocos2d) and a 3D PC/Mac/Linux tower defense game (written in C# using XNA/ MonoGame). These games illustrate many of the algorithms and techniques covered in the earlier chapters, and the full source code is available at gamealgorithms.net. Coverage includes Game time management, speed control, and ensuring consistency on diverse hardware Essential 2D graphics techniques for modern mobile gaming Vectors, matrices, and linear algebra for 3D games 3D graphics including coordinate spaces, lighting and shading, z-buffering, and quaternions Handling today's wide array of digital and analog inputs Sound systems including sound events, 3D audio, and digital signal processing Fundamentals of game physics, including collision detection and numeric integration Cameras: first-person, follow, spline, and more Artificial intelligence: pathfinding, state-based behaviors, and strategy/planning User interfaces including menu systems and heads-up displays Scripting and text-based data files: when, how, and where to use them Basics of networked games including protocols and network topology
시리즈는 총 40권으로 6단계로 이루어져 있습니다. 의사표현이 가능한 4세부터 아이의 어휘 수준에 맞춰 순서대로 읽히는 것이 좋습니다. 세계의 아이들은 어떻게 영어공부 할까? 전 세계의 어린이들이 보는 글로벌 그림책 프라담 북스 시리즈! 프라담 북스 시리즈 아직 영어를 스스로 읽지는 못하는 아이부터 영어를 스스로 읽을 수 있는 나이까지 유아에서 초등 전연령층에서 재미있게 볼 수 있는 영어동화 시리즈 입니다. 단어 학습에서부터 문화 학습 그리고 어린이들이 접할 수 있는 다양한 에피소드 등 아이들이 흥미를 느낄만한 주제들로 구성되어 있습니다. LEVEL 1,2의 경우 부모님이 큰소리로 읽어주고 상황을 설명해주는 활동을 아이들과 수십번 반복적으로 지속하세요. LEVEL 3,4,5의 경우 아이들이 직접 스스로 소리내어 읽는 연습을 반복하다 보면 발음이나 영어문장에 대한 자연스러운 학습이 이루어 집니다. 많은 텍스트를 제공해주는 것보다 한권의 도서를 반복 리딩 하는 것이 더 중요한 학습 방법 입니다. * 엄마와 함께 읽는 영어동화 - 프라담북스 구성 - LEVEL 1 : 입문편 : 영어를 전혀 읽지 못하는 아이들 대상, 유아 대상 - LEVEL 2 : 입문편 : 영어를 전혀 읽지 못하는 아이들 대상, 유아 대상 - LEVEL 3 : 기초편 : 영어 학습 경험이 조금 있는 아이들 대상, 초등 저학년 대상 - LEVEL 4 : 기본편 : 영어 학습 경험이 많은 아이들 대상, 초등 고학년 대상 - LEVEL 5 : 기본편 : 영어 학습 경험이 많은 아이들 대상, 초등 고학년 대상 - LEVEL 6 : 고급편 : 영어에 익숙한 아이들 대상, 초등 고학년 대상 The Jungle School The animals in the jungle rush to the new school with great enthusiasm. What do you think happened after that?
Religion does not breed terrorism, hatred does. From Madhav Thapar the author of the much loved A Friend Like Karna comes his second novel The Times We Live In. This is a world of terror and treachery, but also patriotism and hope. Spanning the seven decades and more since India and Pakistan gained Independence; it cleverly juxtaposes references to true events with a tale of different generations of two families separated by the bloodiest partition ever. At the centre of the narrative is the hunt for the dreaded terrorist, code named Cobra. As the faceless enemy spreads his tentacles of terror, the Indian RAW is in relentless pursuit, and the body count rises. The action shifts rapidly from scene to scene across three continents and multiple timelines. Yet, this is not a thriller alone. In his trademark style, the author brings forward various aspects of human drama: love, sacrifice and family values, even as he unravels the motivation and machinations of a criminal mind. Suspense till the very end, and twists and turns throughout.
This volume brings together eight contributions of Professor Madhav M. Deshpande relating to the historical sociolinguistics of sanskrit and Prakrit languages. The studies brought together here represent his continuing research in this field after his 1979 book: Sociolinguistic Attitudes in India: An Historical Reconstruction. The main thrust of these studies is to show that patterns of language, including grammatical theories are deeply influenced by political, religious, geographical, and other sociohistorical factors. This is true as much of ancient languages as it is for modern languages.
The author s seeking premature retirement eighteen months before the due date in March 1993 as the Union Home Secretary, was widely reported and extensively debated in the media. In his memoirs Mr Godbole narrates the events that prompted his decision to resign from government service. The author interestingly accompanies the reader behind the scenes, to the world of Indian bureaucracy and realpolitik.
Appropriate for a one- or two-term Introductory/Intermediate level course in cost/management accounting. Also suitable for MBA level courses. Text of choice for CGAs and CMAs. Horngren et al., Cost Accounting: A Managerial Emphasis is designed to provide students with the most accessible, engaging and relevant tools and resources to understand Cost Accounting, including how to help managers make better decisions. This 6th edition continues to have unparalleled quality and range of assignment material. Note: MyAccountingLab is not included with the purchase of this product.
Sid, a young computer scientist who is passionate about his profession, yearns to also serve his country. Helped by his professor, Sid accepts a job at the CIA where he can do both. But the forces of avarice and ideology conspire into the design of an industrial sabotage, which thrusts Sid into a desperate adventure he surely didn't sign up for. His first job out of college takes him to India on a seemingly simple CIA assignment. But nothing is what it seems in the world of espionage. The web spread by a ruthless Washington lobbyist engulfs a Silicon Valley executive, an ideologue in the Pentagon, and a military general in the third world. Will Sid and his college sweetheart survive the web they are caught in?
Note: If you are purchasing an electronic version, MyAccountingLab does not come automatically packaged with it. To purchase MyAccountingLab, please visit www.MyAccountingLab.com or you can purchase a package of the physical text and MyAccountingLab by searching for ISBN 10: 0133138445 / ISBN 13: 9780133138443. Horngren: Cost Accounting leads the market because of its strong emphasis on decision making, extensive real-world examples provided in a modular, flexible format and is supported by a large quantity and range of assignment material. This text focuses on how cost accounting helps managers make better decisions by using financial and nonfinancial information better.
Environmental destruction is seen a matter of worldwide concern but as a Third World problem. Ecology and Equity explores the most ecologically complex country in the world. India's peoples range from technocrats to hunter-gathers and its environments from dense forest to wasteland. The bookanalyses the use and abuse of nature on the sub-continent to reveal the interconnections of social and environmental conflict on the global scale. The authors argue that the root of this conflict is competition within different social groups and between different economic interests for natural resources. Radical both in its critique of the causes of crisis in India and in its proposals for ecological reform, Ecology and Equity is essential reading for all concerned for the Third World's in the world.
In the historical study of the Indian grammarian tradition, a line of demarcation can often be drawn between the conformity of a system with the well-known grammar of Pāṇini and the explanatory effectiveness of that system. One element of Pāṇini’s grammar that scholars have sometimes struggled to bring across this line of demarcation is the theory of homogeneity, or sāvarṇya, which concerns the final consonants in Pāṇini’s reference catalog, as well as phonetic similarities between sounds. While modern Sanskrit scholars understand how to interpret and apply Pāṇini’s homogeneity, they still find it necessary to unravel the history of varying interpretations of the theory in subsequent grammars. Madhav Deshpande’s The Theory of Homogeneity provides a thorough account of the historical development of the theory. Proceeding first to study this conception in the Pāṇinian tradition, Deshpande then passes on to other grammatical systems. Deshpande gives attention not only to the definitions of homogeneity in these systems but also the implementation of the theory in those respective systems. Even where definitions are identical, the concept may be applied quite differently, in which cases Deshpande examines by considering the historical relationships among the various systems.
This will help us customize your experience to showcase the most relevant content to your age group
Please select from below
Login
Not registered?
Sign up
Already registered?
Success – Your message will goes here
We'd love to hear from you!
Thank you for visiting our website. Would you like to provide feedback on how we could improve your experience?
This site does not use any third party cookies with one exception — it uses cookies from Google to deliver its services and to analyze traffic.Learn More.