Computer Programming

Google

General

Programming
APIs and Operating Environments
Extensible Languages
Graphics and Multimedia
Languages and Tools
Software Design
Web Programming

Languages

ADA
ASP
Assembler
Basic
C#
C and C++
CGI
COBOL
Delphi
Eiffel
Forth
Fortran
HTML
Java
Javascript
LISP
Logo
Modula 2
Pascal
Perl
PHP
PL/I
Postscript
Prolog
Python
QBasic
REXX
Smalltalk
Visual Basic
XML

Databases

Access
Clipper
DBase
Filemaker
IBM DB2
Informix
Ingres
JDeveloper
MySQL
Oracle
Paradox
Powerbuilder
SQL

Software

Database
Development Utilities
Graphics
Linux
Programming
Programming Languages
Training & Tutorials
Web Development

HobbyDo


Search Now:

GRAPHICS AND MULTIMEDIA BOOKS

Posted in Graphics and Multimedia (Thursday, August 28, 2008)

Written by Alexandre Hardy and Willi-Hans Steeb. By World Scientific Publishing Company. The regular list price is $65.00. Sells new for $41.76. There are some available for $58.23.
Read more...

Purchase Information
No comments about Mathematical Tools In Computer Graphics With C# Implementations.



Posted in Graphics and Multimedia (Thursday, August 28, 2008)

Written by Judy and Ross B. Young. By Sleeping Bear Press. The regular list price is $17.95. Sells new for $9.95. There are some available for $2.75.
Read more...

Purchase Information
5 comments about S Is For Show Me: A Missouri Alphabet Edition 1. (Discover America State By State. Alphabet Series).
  1. S is for Show Me fulfills a need of which librarians have been aware a long time. Finally here is a book that provides a great amount of information about the state of Missouri in an easy-to-read format all ages can enjoy. The magnificent illustrations develop great interest in the excellent poetry and interesting research material. Adults as well as children will gain much knowlege of Missouri from this informative and enlightening book. I cannot praise S is for Show Me too highly!


  2. This book is GREAT! As a school teacher, I'm delighted to have this book in my classroom. As a parent, I'm delighted to have it at home. It's an alphabet book, a poetry book, a textbook, and an art book all in one! Though I have lived in Missouri all my life, I sure learned some new things by reading S is for Show Me. I learned about the Kimmswick Bone Beds where mastodons used to live. I learned that nearly all corncob pipes in the world are made in Washington, MO! I learned about caves, springs, animals, ice cream cones, the Pony Express, the Civil War and so much more. This book should be read over and over because there is so much information that it just can't be absorbed in the initial reading. The illustrations are beautiful. Many of the paintings contain hidden details that my kids love to search for. The poems are fun to read aloud to young children and give them just enough information to spark their curiosity. But each page also has a sidebar of text that provides more in-depth information for older children and adults. S is for Show Me crosses all age barriers. I highly recommend this book to young and old alike, to anyone who is interested in the great state of Missouri!


  3. What a wonderful idea for a series of books. This is one of 50 alphabet books; there is one for every state. This one is packed with beautiful illustrations which contain hidden symbols, poetry, and tons of "unique to Missouri" facts. Don't just buy this one....collect them all. They are sure to be a valuable resource for teachers and parents alike. Despite it's ABC format, it is intended for all age groups.


  4. This book is not only entertaining and educational for kids, but for adults, too! The artwork is lovely to the eye and I'm looking forward to getting more of these books.


  5. This book is simply well done. I must say though, it is a bit misleading as it is not a simple ABC book even though it is set up in that particular format. It is so very, very much more. The author and illistrator have given us a wonderful oversite of a wonderful state, starting with prehistory and working forward to the present. The emphasis is on the outdoors of course, as Missouri, if nothing else, is an outdoor kind of place. The cities too have been well covered though, so there is something for everyone here. This book contains some pretty sophisticated information so, for the younger child, it might be a good idea to use this as a "read-a-long" book. The art work is great and quite detailed and fits the text perfectly. I have to admit, even though I am a native of this state, have lived here many years, I too, learned quite a few facts that I was unaware of. For an informative, well designed and fun to read book, I do recommend this one highly.


Read more...


Posted in Graphics and Multimedia (Thursday, August 28, 2008)

Written by Bruce F. Torrence and Eve A. Torrence. By Cambridge University Press. Sells new for $50.00.
Read more...

Purchase Information
No comments about The Student's Introduction to MATHEMATICA ®.



Posted in Graphics and Multimedia (Thursday, August 28, 2008)

Written by Shalini Govil-Pai. By Springer. The regular list price is $89.95. Sells new for $14.99. There are some available for $26.44.
Read more...

Purchase Information
1 comments about Principles of Computer Graphics: Theory and Practice Using OpenGL and Maya®.
  1. The book has ambitious remit. It combines in one cover what is often covered two separate types of books. One type devoted to the mathematics and optics of graphics. The other devoted to teaching the use of a particular graphics language. The former can have the drawback that a student finds it difficult or laborious to implement the equations. The latter's drawback is that often it assumes you already know all the ideas of graphics.

    Luckily, the book has made a natural choice of using OpenGL and Maya. OpenGL is the de facto preferred language in the industry. One that is owned by no company. Unlike Java or C# in other contexts, for example. To a lesser extent than OpenGL, Maya is also in very heavy usage.

    So you can easily try out various graphics algorithms in OpenGL. Without having to write a graphics framework from scratch. And of course the expertise you gain in those languages helps your marketability.


Read more...


Posted in Graphics and Multimedia (Thursday, August 28, 2008)

By Wordware Publishing, Inc.. The regular list price is $44.95. Sells new for $19.92. There are some available for $7.43.
Read more...

Purchase Information
4 comments about ShaderX2: Introductions and Tutorials with DirectX 9.0.
  1. This is probably the best book for writing Shaders in DirectX 9.0. It starts off with the basic concepts of the language and builds up slowly to very advanced concepts. I highly recommend this book for anyone who wants some learn and practice some serious Shader programming.
    A note for newbies though. This is a book for advanced readers. People who already have a decent knowledge of DirectX 9.0. This book WILL NOT teach you the basics of DirectX 9.0. It is meant for Shader programming and it does that with great elegance. However, if you are looking for a beginner level book then look for some other book about general DX programming.


  2. If you know nothing about the High-Level Shader Language (HLSL), then the information you need is in this book. Unfortunately, it's not a particularly well-written book. It's not horrible either, but it could have used better organization and clearer writing. For example, the "Introduction to the DirectX HLSL" chapter never gives an overall picture of how vertex and pixel shaders interact, and how data flows between them and the hardware. The author jumps right into to discussing shader syntax. Then, when he's barely explained enough to see what's going on, he jumps into a section on optimization, then a section on compatibility details between various shader levels, then he abruptly starts talking about code sequences that generate "_bx2" modifiers, without any set-up or real explanation of why. I realize that each chapter is written by a different person, but all of this random gear-shifting is in the same chapter.

    As in any book with many contributors, the quality varies. The chapter on shadow volumes is detailed and useful. But overall I wish there had been emphasis on clear and succinct presentation, and not just what seems to be a stream-of-consciousness approach to covering a huge amount of information.



  3. So let's focus on the good.

    First, it gives a fair intro to HLSL and shader assembly language. That seems hard to come by. Microsoft's documentation, in web-entangled form, is hardly a tutorial. Vendor documentation mostly points to MS standards, but those are hard for us mere peons to acquire in any intelligible form. This isn't a langauge ref book, but will do until I see a real one.

    Second, it gives a good bunch of tips'n'tricks, with lots of listings for illumination models, shadows, and fog. The careful reader will look into the references, the places where new knowledge makes its debut, and will be stronger for it. There's also a chapter that devotes itself to v1 vs. v2. vs v3 compatibility and more. Compatibility is the pits - if you've never dealt with it, your career is probably happy and probably very young.

    I was looking for something a little different, though. I just wanted the HLSL and assembly references, with versions, with complete syntax and semantics. This gives enough info for me to guess my way through a lot of it, but really does leave me guessing. For example, p.47 talks about the "_bx2" modifier. It shows three different ways to coax the compiler into emitting that suffix. After about ten minutes of looking at source and asm code, I finally figured out what _bx2 meant - something the authors neglected to tell me.

    Shader programming is still a [forgive the phrase] dark art. This book offers a few chants and incantations, but does not make it a science. Still, it's the most coherent reference I've seen, and I'm sticking with it.



  4. ShaderX2 is broken in to two volumes, with this volume intended as an introduction to shader related topics to prepare the reader for the other volume, or for other shader books. It fills that role fairly well, though it does have a few shortcomings that keep it from being a great book.

    The book starts off with an extensive, well-written introduction to HLSL that most beginners to the language will find quite helpful. This is followed by a handy introduction to Shader Model 3.0, which explains the changes that have been made since 2.0, and the practical applications of these changes and additions.

    The next several chapters are devoted to implementing "foundational" techniques using shaders. The first covers several lighting and shading techniques, providing sample shader implementations in HLSL and assembly. Most of the shaders come in multiple versions for the various shader models, which is useful for supporting these techniques on a wide range of platforms, as well as in understanding the capability differences between each model.

    The next chapter covers five different fog effects using HLSL shaders. Then there are two chapters on shadows, one on shadow mapping and the other on shadow volumes. The latter weighs in at over 80 pages, providing in-depth coverage of the theory behind the technique.

    Next up is a tutorial for using the shader development environment RenderMonkey. The usefulness of this chapter is marred by the fact that the current version of RenderMonkey has undergone some interface changes such that the text is now out of synch with the tool, making it a bit more difficult to follow along. Still, if you can work through this, the chapter will help you quickly get up and running with RenderMonkey.

    The last chapter of the book is about creating shader-friendly models. This chapter seems out of place since it's written more for artists than programmers (who are clearly the audience for the rest of the book), and the chapter is too brief and vague to be of much value.

    If you're new to shaders and HLSL, you'll likely find this book useful, though it's a little expensive for a small book (I imagine the color plates contribute to this). If the shadow and fog chapters had been moved to the other ShaderX2 book, and the final chapter had been dropped, I think that they could have reduced the price considerably and made the book more focused, turning it into a great value. As it is, though, it's still a good book that many people will benefit from.


Read more...


Posted in Graphics and Multimedia (Thursday, August 28, 2008)

Written by Mason McCuskey. By Muska & Lipman/Premier-Trade. The regular list price is $59.99. Sells new for $17.00. There are some available for $4.75.
Read more...

Purchase Information
5 comments about Special Effects Game Programming with DirectX w/CD (The Premier Press Game Development Series).
  1. This book is halfway decent. It reminds me a lot of back in the day programming little tricks in dos to make cool effects on the screen. Actually, it reminds me a lot of my high school computer science class when I already knew the language, so the teacher let me sit and make a graphics demo to teach the graphics portion of the class. I made a whole ton of demos of neat little tricks that were simple to do but had a good effect.

    That is what this book is like. You get a few neat tricks, but the problem I have with this is the same as all the others: too much beginner garbage. On top of that, the content does not allow you as much room for expansion beyond what it gives you.

    Bottom line:

    It's a buy next to many of the other books out there. But it's still not near the top dog, Programming Role-Playing games with DIrectX by Jim Adams is the best one.



  2. Every book in the prima tech series, this one included, spends an unnecessary amount of pages on the basics that you learn when you first start programming. I knew all the basics that are talked about for 100s of pages in these prima tech books after reading my very first book on game programming, titled "Windows Game Programming For Dummies" by Andre LaMonthe. Prima Tech has been complained about by a huge percentage of people for not putting enough of what the book title suggests into thier books, while putting way too much about what their book title should imply that the readers already know. Those things include: Win32 API basics (such as making a window, menus, buttons, dialog boxes, and a half a dozen other things), introduction to COM architecture, introduction to DirectDraw, DirectSound, DirectInput, DirectPlay, DirectX Graphics, etc, etc, etc, etc, etc.... When someone like me wants to buy a book that focuses on Special Effects programming, why should I have to expect 500 pages of useless information that I learned 25 books ago, and expect only 300+ pages of actual content. And none, and I do mean NONE, of the prima tech books actual "content" goes beyond the classification of BASICS. Most basics can be figured out by the programmer, advanced topics, yeah the ones programmers actually buy the books for, are almost never covered.

    However, the two best books by far in the Prima Tech series are "Multiplayer Game Programming" by Todd Baren and "Programming Role Playing Games with DirectX" by Jim Adams. If you combine what you learn in those two books, you will have enough knowledge to construct a Direct3D application, like an RPG, that has multiplayer support. Todd Baren's book even covers MMORPGs like EverQuest, Anarchy Online, Ultima Online, & Asheron's Call. MMORPGs are some, if not THE, most popular PC games on the market right now.



  3. But!!!
    alot of mistakes!
    all the code is wrong!
    you need to look at the examples on the cd to be able to run even the first program.
    this is the ONLY disadvatage...
    everything else is GREAT!!!
    you should buy the book if you are intrested in RPG.
    it explain preety good about almost all you need, except meshes...
    but Jim Adams got another new book about meshes and skeletal animation.
    buy both of them :)
    enjoy


  4. This book covers an amazing amount of material with a fun, down-to-earth writing style.

    I mostly referenced this book for specific effects as I needed them, each chapter is kind of like a stand alone tutorial, very easy to follow and actually implement in your own code.

    You can make a 3d game with this, I did.



  5. It's very hard to find accessible books on visual effect algorithms these days. Everyone just expects you to buy the latest software and pull down the appropriate menu and not worry about the math. For those of you who want something between yet another book on basic computer graphics and inaccessible tomes on visual effects that are written by academics for academics, this out of print book fits the bill. The DirectX info is probably largely out of date, but the last half of the book on special effects is done in language-independent way so that it serves as a tutorial on algorithm details regardless of what language you are working on. The book is written so that you can skip to the special effect you are interested in and get a well written and well illustrated short tutorial on most of the basics - lens flare, clouds, fire, water, lighting, etc. Since the book is only sold used, make sure you get a copy with the CD because there is a wealth of material on it including complete code. The book really isn't a standalone anything, but it will make a good complement to the other books on game/special effects programming you have in your library even at its advanced age.


Read more...


Posted in Graphics and Multimedia (Thursday, August 28, 2008)

Written by Ethan Watrall and Norbert Herber. By Sybex. The regular list price is $39.99. Sells new for $1.49. There are some available for $0.99.
Read more...

Purchase Information
3 comments about Flash 8: Savvy.
  1. I've got to confess that I bought the last version of this book (Flash MX 2004 Savvy), and I absolutely loved it. When I heard a version of the book was going to be published for Flash 8, I immediately ordered it. Its a perfect book for people who already have basic Flash skills, and want to get ahead. The ActionScript coverage is particularily good....complex topics covered simply.


  2. I'd never used Flash, but I'm a pretty experienced digital media producer. So, I appreciated this book's mixture of basic and advanced topics in the same chapter (instead of intro topics at the beginning of the book and advanced topics at the end of the book). For example, in the "working with text" chapter, the authors covered basic topics like creating and editing text, and more advanced topics like controlling text with actionscript. I also loved to chapters that covered Flash & audio, since I have no experience with audio whatsoever. Bottom line is that it's a great book and a welcome addition to anyone's computer reference library.


  3. I bought the last edition of this book (Flash MX 2004 Savvy), and I'm happy I bought this version. Its just as good (and is even a good complement to the previous version). The only complaint I have (and why I gave it 4 stars) is that it is shorter than the last version. They dropped the price, which is good, but I would have prefered paying more for a longer book.


Read more...


Posted in Graphics and Multimedia (Thursday, August 28, 2008)

Written by Scott Hansen. By Industrial Press, Inc.. The regular list price is $39.95. Sells new for $39.43. There are some available for $35.98.
Read more...

Purchase Information
1 comments about Learning and Applying SolidWorks 2007-2008.
  1. As a Technology Instructor and a relatively new user, I'm always investigating new text books and support materials which I can use for my students and myself. By far this SolidWorks book is the most basic book that I have encountered and provides the least amount of informative information about the 3D features, control area, featuremanager, commands, toolbars, etc. in SolidWorks.

    The book moves very slowly and does not provide detail information in any form on any subject that would support the 500 pages. The book states that it is a 2007-2008 book, but only supports the 2007 SolidWorks User Interface. The illustrations are large, some a full page. The author states, "Unlike other books of its kind, it begins at a very basic level and ends at a fairly advanced level." I do agree with the very basic level!


Read more...


Posted in Graphics and Multimedia (Thursday, August 28, 2008)

Written by Jacquie Barker. By Apress. The regular list price is $44.99. Sells new for $25.06. There are some available for $1.80.
Read more...

Purchase Information
5 comments about Beginning Java Objects: From Concepts to Code.
  1. I got this book from reading the user recomendations here. I just want to warn people this book is about 900 pages long, and the whole book goes into making just one program (a student registration program for a university). If you have the patience to read a book like this, fine, but for me its a little too drawn out, and nothing I saw thumbing through the chapters jumped out as being interesting or trying to make a point. I have read "Head First Java" and recommend that book for someone who is trying to make sense of OOP.

    Edit: I want to update this review by saying that I was too rash in critisizing this book. This book does do a good job of explaining how to plan and organize object oriented constructs to address real world problems rather than just a nuts and bolts overview of OO syntax that most other Java books give. This book however is not a "how to program in Java" book. You are going to have to move on to other Java books to become proficient in coding.


  2. Regarding Brad's comment, the 'one program' is complex enough to give the reader a lot of practice in understanding the relationships between objects, and that seems to me (an out-of-practice former COBOL programmer) to be the biggest hurdle in understanding object-oriented programming. Barker's book gives more help in this area than the other Java books I've read. I read Eckel's Thinking in Java, and got lost by the middle of the book. Once I've finished Barker, I think I'll get a lot more out of Eckel.


  3. I had the first edition of Beginning Java Objects From Concepts to Code sitting on my bookshelf for about 4 years. Meanwhile, I've taken several different Java training courses ranging from beginner to advanced level. I've been part of a development team, and although my role has generally been more of a business subject matter expert, I have also gotten my hands dirty and done some large chunks of coding, debugging, and refactoring other people's code.

    So what's my point? Well, although I've gotten by well enough in a pretty intense OO/Java environment, I've always felt like it was exactly that - getting by. I finally took this book off the shelf and worked my way through ALL of it over the last couple of weeks, and it really pulled things together for me in a way that nothing else has done. I've read about half of Eckel's Thinking in Java (a couple of times), and most of Deitel's Java How to Program, among others, and they're really great at what they do, but I wish I had worked through ALL of this book before (or at the same time as) reading those. Even though I already had a good understanding of Java syntax, this book helped me understand more than just the syntax of "System.out.println()".

    I've seen a couple of reviewers comment on Jacquie Barker's friendly tone, and I certainly agree with those reviewers. I felt like she was a trusted colleague helping me along, but not talking down at all.


  4. "Beginning Java Objects" es un excelente libro que muestra las minucias de los objetos, la manera correcta en que deben de implementarse, la importancia de la encapsulaci?n y de los beneficios que nos proporciona la herencia.
    Estupendamente escrito, claridad y sencillez pero sin llegar a banalidades.
    La Programaci?n Orientada a Objetos desde el mejor ?ngulo.


  5. This book has a real emphases on the object oriented aspect of Java. It explains it very well using an example of a student registration system which is built out throughout the book to enlight the things treated in each chapter.


Read more...


Posted in Graphics and Multimedia (Thursday, August 28, 2008)

Written by Rickard Muller. By Course Technology. The regular list price is $90.95. Sells new for $6.90. There are some available for $0.31.
Read more...

Purchase Information
4 comments about Developing Web Sites with Macromedia Flash MX.
  1. WOW, what a myraid of topics, and to meet all levels of skill. Rickard shares a visionary approach to Flash MX, Macromedia's newest version of the state-of-the-art web animation tool.

    i mostly appreciate the examples and resources Rickard provided, and the step-by-step lessons are packed with real-life methods to learn from.



  2. WOW, what a myraid of topics, and to meet all levels of skill. Rickard shares a visionary approach to Flash MX, Macromedia's newest version of the state-of-the-art web animation tool.

    I mostly appreciate the examples and resources Rickard provided, and the step-by-step lessons are packed with real-life methods to learn from.

    In addition, there is a lot of theory to base the content from, thank you.



  3. At firsth, I wasn't too impressed with this book, as I spent the first few chapters looking at Flash-designed websites and modifying pre-made files from the book's website. However, when I began doing the end-of-chapter excercises, I was forced to apply everything I had learned in the respective chapter. This way of teaching made this book a great Flash MX learning tool!


  4. I am having trouble understanding the good reviews. This is a paper mill book that is rushed to press to get it out there before the next version of Flash comes out.

    It starts out slow, too slow, and then accelerates into oblivion, with information that could be useful, however isn't reinforced enough by the exercises or further explannation. If one is to learn independently, there needs to be many more exercises reinforcing less content.

    There is a nice format and THAT has merrit, but due to the numerous errors (mostly omitting instruction steps) I have found this book to be detrimental to learning Flash.

    Who wrote those reviews, anyway?



Read more...


Page 55 of 250
10  20  30  40  45  46  47  48  49  50  51  52  53  54  55  56  57  58  59  60  61  62  63  64  65  70  80  90  100  110  120  130  140  150  160  170  180  190  200  210  220  230  240  250  
Mathematical Tools In Computer Graphics With C# Implementations
S Is For Show Me: A Missouri Alphabet Edition 1. (Discover America State By State. Alphabet Series)
The Student's Introduction to MATHEMATICA ®
Principles of Computer Graphics: Theory and Practice Using OpenGL and Maya®
ShaderX2: Introductions and Tutorials with DirectX 9.0
Special Effects Game Programming with DirectX w/CD (The Premier Press Game Development Series)
Flash 8: Savvy
Learning and Applying SolidWorks 2007-2008
Beginning Java Objects: From Concepts to Code
Developing Web Sites with Macromedia Flash MX

Copyright © 2005
*Amazon.com prices and availability subject to change.
Last updated: Thu Aug 28 16:08:18 EDT 2008