Computer Science
A Level Computing
This new edition of the best-selling computing textbook, previously published by Letts Educational, has been revised and updated to meet the demands of the new modular Computing specifications as offered by the various examining boards from September 2000. It is divided into units which correspond to the modules of the Advanced Subsidiary and Advanced Level Computing offered by the AQA examining board and will be ideal for these courses. Centres using other 'A' Level Computing specifications will find that this comprehensive text covers almost all of the required topics in an accessible and 'student-friendly' way. Additional resources for teachers and students are available from the publisher's website (http://www.payne-gallway.co.uk)
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ADTS, Data Structures, and Problem Solving with C++
Reflecting the newest trends in computer science, new and revised material throughout the Second Edition of this book places increased emphasis on abstract data types (ADTs) and object-oriented design. This book continues to offer a thorough, well-organized, and up-to-date presentation of essential principles and practices in data structures using C++. Topics include C++'s I/O and string classes, pointers and dynamic allocation, lists, array-based and linked-list implementations of stacks, queues, searching, inheritance and more. For computer professionals in companies that have computing departments or those who want advanced training in C++.
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Behavior-Driven Development with Cucumber: Better Collaboration for Better Software
Master BDD to deliver higher-value software more quickly
To develop high-value products quickly, software development teams need better ways to collaborate. Agile methods like Scrum and Kanban are helpful, but they're not enough. Teams need better ways to work inside each sprint or work item. Behavior-driven development (BDD) adds just enough structure for product experts, testers, and developers to collaborate more effectively.
Drawing on extensive experience helping teams adopt BDD, Richard Lawrence and Paul Rayner show how to explore changes in system behavior with examples through conversations, how to capture your examples in expressive language, and how to flow the results into effective automated testing with Cucumber. Where most BDD resources focus on test automation, this guide goes deep into how BDD changes team collaboration and what that collaboration looks like day to day. Concrete examples and practical advice will prepare you to succeed with BDD, whatever your context or role.
- Learn how to collaborate better by using concrete examples of system behavior
- Identify your project's meaningful increment of value so you're always working on something important
- Begin experimenting with BDD slowly and at low risk
- Move smoothly from informal examples to automated tests in Cucumber
- Use BDD to deliver more frequently with greater visibility
- Make Cucumber scenarios more expressive to ensure you're building the right thing
- Grow a Cucumber suite that acts as high-value living documentation
- Sustainably work with complex scenario data
- Get beyond the "mini-waterfalls" that often arise on Scrum teams
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Computer Graphics with OpenGL
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Computer Organization and Architecture 8ed.
Four-time winner of the best Computer Science and Engineering textbook of the year award from the Textbook and Academic Authors Association, Computer Organization and Architecture: Designing for Performance provides a thorough discussion of the fundamentals of computer organization and architecture, covering not just processor design, but memory, I/O, and parallel systems. Coverage is supported by a wealth of concrete examples emphasizing modern RISC, CISC, and superscalar systems. Undergraduates and professionals in computer science, computer engineering, and electrical engineering courses will learn the fundamentals of processor and computer design from this award-winning text.
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Cross-Platform GUI Programming with wxWidgets
This book is the best way for beginning developers to learn wxWidgets programming in C++. It is a must-have for programmers thinking of using wxWidgets and those already using it. – Mitch Kapor, founder of Lotus Software and the Open Source Applications Foundation
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Build advanced cross-platform applications that support native look-and-feel on Windows, Linux, Unix, Mac OS X, and even Pocket PC
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Master wxWidgets from start to finish–even if you've never built GUI applications before
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Leverage advanced wxWidgets capabilities: networking, multithreading, streaming, and more
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CD-ROM: library of development tools, source code, and sample applications
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Foreword by Mitch Kapor, founder, Lotus Development and Open Source Application Foundation
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Data Structures and Other Object Using C++
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Digital Communications
- The clear, easy-to-understand introduction to digital communications
- Completely updated coverage of today's most critical technologies
- Step-by-step implementation coverage
- Trellis-coded modulation, fading channels, Reed-Solomon codes, encryption, and more
- Exclusive coverage of maximizing performance with advanced "turbo codes"
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Distributed Systems: Principles & Paradigms
Virtually every computing system today is part of a distributed system. Programmers, developers, and engineers need to understand the underlying principles and paradigms as well as the real-world application of those principles. Now, internationally renowned expert Andrew S. Tanenbaum – with colleague Martin van Steen – presents a complete introduction that identifies the seven key principles of distributed systems, with extensive examples of each. Adds a completely new chapter on architecture to address the principle of organizing distributed systems. Provides extensive new material on peer-to-peer systems, grid computing and Web services, virtualization, and application-level multicasting. Updates material on clock synchronization, data-centric consistency, object-based distributed systems, and file systems and Web systems coordination. For all developers, software engineers, and architects who need an in-depth understanding of distributed systems.
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Human-Computer Interaction 3ed.
The second edition of Human-Computer Interaction established itself as one of the classic textbooks in the area, with its broad coverage and rigorous approach, this new edition builds on the existing strengths of the book, but giving the text a more student-friendly slant and improving the coverage in certain areas. The revised structure, separating out the introductory and more advanced material will make it easier to use the book on a variety of courses. This new edition now includes chapters on Interaction Design, Universal Access and Rich Interaction, as well as covering the latest developments in ubiquitous computing and Web technologies, making it the ideal text to provide a grounding in HCI theory and practice.
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I-Net + Certification
The i-Net+ certification measures an IT professional's Internet knowledge. This study guide covers all the candidate needs to know to take and pass the exam. The text is organised by exam topic, exam watch elements, quick drill and chapter summary.
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Information Systems
Written from the manager's perspective, this new Third Edition prepares readers to improve the management of information using the latest information systems and technologies. The book shows how to analyze a situation, evaluate existing systems for managing information, design the features of new systems, and consider the issues associated with implementing them.
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Interaction Design: Beyond Human Computer Interaction 2ed.
The classic text, Interaction Design by Sharp, Preece and Rogers is back in a fantastic new 2nd Edition!
New to this edition:
- Completely updated to include new chapters on Interfaces, Data Gathering and Data Analysis and Interpretation, the latest information from recent research findings and new examples
- Now in full colour
- A lively and highly interactive Web site that will enable students to collaborate on experiments, compete in design competitions, collaborate on designs, find resources and communicate with others
- A new practical and process-oriented approach showing not just what principals ought to apply, but crucially how they can be applied
"The best basis around for user-centered interaction design, both as a primer for students as an introduction to the field, and as a resource for research practitioners to fall back on. It should be labelled 'start here'."
—Pieter Jan Stappers, ID-StudioLab, Delft University of Technology
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Java Software Solutions: Foundations of Program Design
Embracing in full the new features of the Java 2 platform as they apply to CS1 topics, this leading textbook continues to teach beginning programmers how to design and implement high-quality object-oriented software. New to the second edition is a chapter entitled "Input and Output" (Ch. 7), which explains the class library used earlier in the text and explores other I/O issues such as streams, file I/O, and network-based I/O. Applets and applications are intertwined throughout the book to demonstrate computing concepts-applets, introduced in Ch. 2, build on the excitement of the web, while applications allow students to gain a clear understanding of programming concepts. Lewis and Loftus have expanded their coverage of classes and objects with this edition (introduced in Ch. 4) to provide more in-depth discussion of methods and parameter passing, method and static variables, and method overloading. Discussion of Swing architecture and components is also new to this edition, as well as the inclusion of new Collection classes. The Update to the second edition has been published to provide readers with additional resources to enhance their learning.It includes a CD-ROM with various development environments, the textbook example code, and the presentation slides from the book. The typeface for of some of the code has been redesigned to make it more legible. Lastly, the update includes all corrections that have been discovered since the second edition's publication. The main content and flow of the update will remain as it is.
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JAVA: How to Program 7ed.
For introductory courses in Java Programming/CS 1 and for Intermediate/Advanced Java Programming courses. The Deitels' groundbreaking How to Program series offers unparalleled breadth and depth of object-oriented programming concepts and intermediate-level topics for further study. This survey of Java programming contains an extensive OOD/UML 2 case study on developing an automated teller machine. The Seventh Edition has been extensively fine-tuned and is completely up-to-date with Sun Microsystems, Inc.'s latest Java release-Java Standard Edition (Java SE) 6.
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JavaScript: The Definitive Guide 5ed.
This Fifth Edition is completely revised and expanded to cover JavaScript as it is used in today's Web 2.0 applications. This book is both an example-driven programmer's guide and a keep-on-your-desk reference, with new chapters that explain everything you need to know to get the most out of JavaScript, including:
Scripted HTTP and AjaxXML processingClient-side graphics using the canvas tagNamespaces in JavaScript--essential when writing complex programsClasses, closures, persistence, Flash, and JavaScript embedded in Java applications
Part I explains the core JavaScript language in detail. If you are new to JavaScript, it will teach you the language. If you are already a JavaScript programmer, Part I will sharpen your skills and deepen your understanding of the language.
Part II explains the scripting environment provided by web browsers, with a focus on DOM scripting with unobtrusive JavaScript. The broad and deep coverage of client-side JavaScript is illustrated with many sophisticated examples that demonstrate how to: Generate a table of contents for an HTML documentDisplay DHTML animationsAutomate form validationDraw dynamic pie chartsMake HTML elements draggableDefine keyboard shortcuts for web applicationsCreate Ajax-enabled tool tipsUse XPath and XSLT on XML documents loaded with AjaxAnd much more
Part III is a complete reference for core JavaScript. It documents every class, object, constructor, method, function, property, and constant defined by JavaScript 1.5 and ECMAScript Version 3.
Part IV is a reference for client-side JavaScript, covering legacy web browser APIs, the standard Level 2 DOM API, and emerging standards such as the XMLHttpRequest object and the canvas tag.
More than 300,000 JavaScript programmers around the world have madethis their indispensable reference book for building JavaScript applications.
""A must-have reference for expert JavaScript programmers...well-organized and detailed.""-- Brendan Eich, creator of JavaScript
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Linux System Programming
This book is about writing software that makes the most effective use of the system you're running on -- code that interfaces directly with the kernel and core system libraries, including the shell, text editor, compiler, debugger, core utilities, and system daemons. The majority of both Unix and Linux code is still written at the system level, and Linux System Programming focuses on everything above the kernel, where applications such as Apache, bash, cp, vim, Emacs, gcc, gdb, glibc, ls, mv, and X exist
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Novell Certification Handbook
A source of information for network administrators, engineers and instructors who want to obtain Novell certification or, having already acquired it, use it to their best advantage. The book includes a study guide with sample questions that help prepare test takers for the exams.
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Open GL (R) Programming Guide 6ed.
OpenGL® Programming Guide, Sixth Edition
OpenGL is a powerful software interface used to produce high-quality, computergenerated images and interactive applications using 2D and 3D objects, bitmaps, and color images.
The OpenGL® Programming Guide, Sixth Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 2.0. This sixth edition of the best-selling "red book" describes the latest features of OpenGL Version 2.1. You will find clear explanations of OpenGL functionality and many basic computer graphics techniques, such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques.
This sixth edition has been updated to include the newest features of OpenGL Version 2.1, including:
- Using server-side pixel buffer objects for fast pixel rectangle download and retrieval
- Discussion of the sRGB texture format
- Expanded discussion of the OpenGL Shading Language
This edition continues the discussion of the OpenGL Shading Language (GLSL) and explains the mechanics of using this language to create complex graphics effects and boost the computational power of OpenGL.
The OpenGL Technical Library provides tutorial and reference books for OpenGL. The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies.
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OpenGL (R) Super Bible
"OpenGL(r) SuperBible, Fifth Edition " is the definitive programmer s guide, tutorial, and reference for the world s leading 3D API for real-time computer graphics, OpenGL 3.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the API and essential associated programming concepts. Readers will find up-to-date, hands-on guidance on all facets of modern OpenGL development, including transformations, texture mapping, shaders, advanced buffers, geometry management, and much more. Fully revised to reflect ARB s latest official specification (3.3), this edition also contains a new start-to-finish tutorial on OpenGL for the iPhone, iPod touch, and iPad. Coverage includes A practical introduction to the essentials of real-time 3D graphics Core OpenGL 3.3 techniques for rendering, transformations, and texturing Writing your own shaders, with examples to get you started Cross-platform OpenGL: Windows (including Windows 7), Mac OS X, GNU/Linux, UNIX, and embedded systems OpenGL programming for iPhone, iPod touch, and iPad: step-by-step guidance and complete example programs Advanced buffer techniques, including full-definition rendering with floating point buffers and textures Fragment operations: controlling the end of the graphics pipeline Advanced shader usage and geometry management A fully updated API reference, now based on the official ARB (Core) OpenGL 3.3 manual pages New bonus materials and sample code on a companion Web site, www.starstonesoftware.com/OpenGL "" "Part of the OpenGL Technical Library The official knowledge resource for OpenGL developers" The OpenGL Technical Library provides tutorial and reference books for OpenGL. The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies."
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Operating Systems 5ed.
This text covers concepts, structure, and mechanisms of operating systems. Stallings presents the nature and characteristics of modern-day operating systems clearly and completely.
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Resumes in Cyberspace 2ed.
Explains the particulars of creating an electronic resume, discusses scannable and e-mailable resumes, and gives guidelines for using the Internet in job searching.
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