Learning SQL on SQL Server 2005


Publisher: O’Reilly
Author: Richard Earp
ISBN: 0596102151
Release Date: 01 April 2006

eBook Description
Anyone who interacts with today’s modern databases needs to know SQL (Structured Query Language), the standard language for generating, manipulating, and retrieving database information. In recent years, the dramatic rise in the popularity of relational databases and multi-user databases has fueled a healthy demand for application developers and others who can write SQL code efficiently and correctly.

If you’re new to databases, or need a SQL refresher, Learning SQL on SQL Server 2005 is an ideal step-by-step introduction to this database query tool, with everything you need for programming SQL using Microsoft’s SQL Server 2005-one of the most powerful and popular database engines used today. Plenty of books explain database theory. This guide lets you apply the theory as you learn SQL. You don’t need prior database knowledge, or even prior computer knowledge.

Based on a popular university-level course designed by authors Sikha Saha Bagui and Richard Walsh Earp, Learning SQL on SQL Server 2005 starts with very simple SQL concepts, and slowly builds into more complex query development. Every topic, concept, and idea comes with examples of code and output, along with exercises to help you gain proficiency in SQL and SQL Server 2005. With this book, you’ll learn:

  • Beginning SQL commands, such as how and where to type an SQL query, and how to create, populate, alter and delete tables
  • How to customize SQL Server 2005’s settings and about SQL Server 2005’s functions
  • About joins, a common database mechanism for combining tables
  • Query development, the use of views and other derived structures, and simple set operations
  • Subqueries, aggregate functions and correlated subqueries, as well as indexes and constraints that can be added to tables in SQL Server 2005

Whether you’re an undergraduate computer science or MIS student, a self-learner who has access to the new Microsoft database, or work for your company’s IT department, Learning SQL on SQL Server 2005 will get you up to speed on SQL in no time.

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Learning SQL on SQL Server 2005


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Adobe Premiere Pro 2.0 Classroom in a Book (Classroom in a Book)


Publisher: Adobe Press
Author: Adobe Creative Team
ISBN: 0321385519
Release Date: 17 February 2006

eBook Description
Classroom in a Book, the best-selling series of hands-on software training workbooks, helps you learn the features of Adobe software quickly and easily. Classroom in a Book offers what no other book or training program does–an official training series from Adobe Systems Incorporated, developed with the support of Adobe product experts.

Adobe Premiere 2.0 Classroom in a Book contains fourteen lessons and a bonus DVD with lesson files. The book covers the basics of learning Adobe Premiere Pro, and countless tips and techniques to help you become more productive with its new features, including new multicam editing tools, auto-creation of menu-based DVDs from the timeline, and Native HD, SD and HDV support, and more. You’ll learn how to work with audio, create transitions and titles, manipulate subclips and virtual clips, and more. You can follow the book from start to finish or choose only those lessons that interest you.

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Adobe Premiere Pro 2.0 Classroom in a Book (Classroom in a Book)


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C++ Strategies and Tactics (Addison-Wesley Professional Computing Series)


Publisher: Addison-Wesley
Author: Robert B. Murray
ISBN: 0201563827
Release Date: 28 February 1993

eBook Description
In the hands of an expert, C++ helps designers and programmers build systems that are modular, maintainable, and fast. To the novice, however, the size of the language can be intimidating. There are a lot of features in C++ and it takes some experience to learn which ones are appropriate for any situation.

This book is intended to enhance and expedite that learning process. Most successful C++ programmers cannot recite chapter and verse from the language rules; instead, they have acquired a set of idioms and techniques that have worked well for them. Our goal is to help the C++ novice learn those idioms that have been most useful in practice. We also point out some of the most common pitfalls.

We do not try to cover the entire language and we leave the ultra-precise definitions of language semantics to the reference manuals. Instead, we concentrate on helping the reader build programs that can be understood by someone who is not a C++ language lawyer. We not only discuss techniques for making programs elegant and fast; we also show how to make them easier to understand and maintain.

Acknowledgements Almost none of the ideas and programming idioms in this book are my invention. My goal has been to present, in a way that allows novice C++ programmers to learn them quickly, what I consider to be the most important strategies and tactics I have learned from others in the eight years I have been using C++. Some of these lessons were learned by studying actual development projects as they moved from C to C++; others came from discussions with talented individuals.

Many of the best ideas on templates and library design, including the ideas behind many of the container classes in this book, came from classes in the USL Standard Components that were originally designed by Martin Carroll, Andrew Koenig, and Jonathan Shopiro. I claim exclusive ownership of any errors in my versions. Andrew Koenig was a valuable resource as the local C++ language lawyer. The participants in the “C++ Strategies and Tactics” seminars I presented at several conferences helped inspire this book and refine its ideas. Other important ideas came from Tom Cargill, John Carolan, Jim Coplien, Mark Linton, Gerald Schwarz, and of course Bjarne Stroustrup, who also invented the C++ programming language that made the book possible in the first place.

Brian Kernighan read several drafts of this book, and his excellent feedback has been a lot of help. I would also like to thank David Annatone, Steve Buroff, Tom Cargill, Bill Hopkins, Cay Horstman, Lorraine Juhl, Peter Juhl, Stan Lippman, Dennis Mancl, Scott Meyers, Barbara Moo, Lorraine Weisbrot Murray, Bjarne Stroustrup, Clovis Tondo, Steve Vinoski, and Christopher Van Wyk for their comments on early drafts of this book. Lorraine Weisbrot Murray also contributed the encouragement, understanding, support, and love that helped make the entire effort feasible.

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C++ Strategies and Tactics (Addison-Wesley Professional Computing Series)


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ADO.NET Programming in Visual Basic .NET, Second Edition


Publisher: Prentice Hall
Author: Robert Howell
ISBN: 0131018817
Release Date: 30 December 2002

eBook Description
Prentice Hall PTR’s new ADO.NET Programming in Visual Basic .NET - The practical guide to database development with VB.NET and ADO.NET Includes detailed coverage of XML-based Web services Data providers, DataGrids, DataSets, data binding, and much more Complete case study application-building a robust ADO.NET data control Build powerful database apps and Web services fast, with VB.NET and ADO.NET! With ADO.NET, you can build database-enabled applications and Web services with more speed, flexibility, and power than ever before. ADO.NET Programming in Visual Basic .NET teaches you all you’ll need to know to make the most of ADO.NET - whether you’re an experienced Visual Basic database programmer or not. The authors’ realistic code examples and practical insights illuminate ADO.NET from its foundations to state-of-the-art data binding and application optimization. Coverage includes - Understanding the ADO.NET class libraries Utilizing Visual Basic.NET’s powerful database programming tools Connecting to databases using ADO.NET’s wide range of data providers Using DataSets to read, store, and process XML data Mastering data binding with Windows Forms and ASP.NET Web Forms Building data-driven XML-based Web Services and Windows thin client applications The book concludes with a complete case study application - constructing a .NET version of the powerful ADO data control that VB 6 programmers loved, but isn’t included in ADO.NET.

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ADO.NET Programming in Visual Basic .NET, Second Edition


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Computer Vision: A Modern Approach


Publisher: Prentice Hall
Author: Jean Ponce
ISBN: 0130851981
Release Date: 14 August 2002

eBook Description
Computer vision as a field is an intellectual frontier. Like any frontier, it is exciting and disorganised; there is often no reliable authority to appeal to many useful ideas have no theoretical grounding, and some theories are useless in practice; developed areas are widely scattered, and often one looks completely inaccessible from the other. Nevertheless, we have attempted in this book to present a fairly orderly picture of the field. We see computer vision or just “vision”; apologies to those who study human or animal vision as an enterprise that uses statistical methods to disentangle data using models constructed with the aid of geometry, physics and learning theory. Thus, in our view, vision relies on a solid understanding of cameras and of the physical process of image formation (part I of this book) to obtain simple inferences from individual pixel values (part II), combine the information available in multiple images into a coherent whole (part III), impose some order on groups of pixels to separate them from each other or infer shape information (part IV), and recognize objects using geometric information (part V) or probabilistic techniques (part VI). Computer vision has a wide variety of applications, old (e.g., mobile robot navigation, industrial inspection, and military intelligence) and new (e.g., human computer interaction, image retrieval in digital libraries, medical image analysis, and the realistic rendering of synthetic scenes in computer graphics). We discuss some of these applications in part VII. WHY STUDY VISION? Computer vision’s great trick is extracting descriptions of the world from pictures or sequences of pictures. This is unequivocally useful. Taking pictures is usually non-destructive and sometimes discreet. It is also easy and (now) cheap. The descriptions that users seek can differ widely between applications. For example, a technique known as structure from motion makes it possible to extract a representation of what is depicted and how the camera moved from a series of pictures. People in the entertainment industry use these techniques to build three-dimensional (3D) computer models of buildings, typically keeping the structure and throwing away the motion. These models are used where real buildings cannot be; they are set fire to, blown up, etc. Good, simple, accurate and convincing models can be built from quite small sets of photographs. People who wish to control mobile robots usually keep the motion and throw away the structure. This is because they generally know something about the area where the robot is working, but don’t usually know the precise robot location in that area. They can determine it from information about how a camera bolted to the robot is moving. There are a number of other, important applications of computer vision. One is in medical imaging: One builds software systems that can enhance imagery, or identify important phenomena or events, or visualize information obtained by imaging. Another is in inspection: One takes pictures of objects to determine whether they are within specification. A third is in interpreting satellite images, both for military purposes a program might be required to determine what militarily interesting phenomena have occurred in a given region recently; or what damage was caused by a bombing and for civilian purposes what will this year’s maize crop be? How much rainforest is left? A fourth is in organizing and structuring collections of pictures. We know how to search and browse text libraries (though this is a subject that still has difficult open questions) but don’t really know what to do with image or video libraries. Computer vision is at an extraordinary point in its development. The subject itself has been around since the 1960s, but it is only recently that it has been possible to build useful computer systems using ideas from computer vision. This flourishing has been driven by several trends: Computers and imaging systems have become very cheap. Not all that long ago, it took tens of thousands of dollars to get good digital color images; now it takes a few hundred, at most. Not all that long ago, a color printer was something one found in few, if any, research labs; now they are in many homes. This means it is easier to do research. It also means that there are many people with problems to which the methods of computer vision apply. For example, people would like to organize their collection of photographs, make 3D models of the world around them, and manage and edit collections of videos. Our understanding of the basic geometry and physics underlying vision and, what is more important, what to do about it, has improved significantly. We are beginning to be able to solve problems that lots of people care about, but none of the hard problems have been solved and there are plenty of easy ones that have not been solved either (to keep one intellectually fit while trying to solve hard problems). It is a great time to be studying this subject. What Is in This Book? This book covers what we feel a computer vision professional ought to know. However, it is addressed to a wider audience. We hope that those engaged in computational geometry, computer graphics, image processing, imaging in general, and robotics will find it an informative reference. We have tried to make the book accessible to senior undergraduates or graduate students with a passing interest in vision. Each chapter covers a different part of the subject, and, as a glance at Table 1 will confirm, chapters are relatively independent. This means that one can dip into the book as well as read it from cover to cover. Generally, we have tried to make chapters run from easy material at the start to more arcane matters at the end. Each chapter has brief notes at the end, containing historical material and assorted opinions. We have tried to produce a book that describes ideas that are useful, or likely to be so in the future. We have put emphasis on understanding the basic geometry and physics of imaging, but have tried to link this with actual applications. In general, the book reflects the enormous recent influence of geometry and various forms of applied statistics on computer vision. A reader who goes from cover to cover will hopefully be well informed, if exhausted; there is too much in this book to cover in a one-semester class. Of course, prospective (or active) computer vision professionals should read every word, do all the exercises, and report any bugs found for the second edition (of which it is probably a good idea to plan buying a copy!). While the study of computer vision does not require deep mathematics, it does require facility with a lot of different mathematical ideas. We have tried to make the book self contained, in the sense that readers with the level of mathematical sophistication of an engineering senior should be comfortable with the material of the book, and should not need to refer to other texts. We have also tried to keep the mathematics to the necessary minimum after all, this book is about computer vision, not applied mathematics and have chosen to insert what mathematics we have kept in the main chapter bodies instead of a separate appendix. Generally, we have tried to reduce the interdependence between chapters, so that readers interested in particular topics can avoid wading through the whole book. It is not possible to make each chapter entirely self contained, and Table 1 indicates the dependencies between chapters. What Is Not in This Book The computer vision literature is vast, and it was not easy to produce a book about computer vision that can be lifted by ordinary mortals. To do so, we had to cut material, ignore topics, and so on. We cut two entire chapters close to the last moment: One is an introduction to probability and inference, the other an account of methods for tracking objects with non-linear dynamics. These chapters appear on the book’s web page [A HREF=”http://www.cs.berkeley.edu/ http://www.cs.berkeley.edu/. We left out some topics because of personal taste, or because we became exhausted and stopped writing about a particular area, or because we learned about them too late to put them in, or because we had to shorten some chapter, or any of hundreds of other reasons. We have tended to omit detailed discussions of material that is mainly of historical interest, and offer instead some historical remarks at the end of each chapter. Neither of us claims to be a fluent intellectual archaeologist, meaning that ideas may have deeper histories than we have indicated. We just didn’t get around to writing up deformable templates and mosaics, two topics of considerable practical importance; we will try to put them into the second edition.

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Computer Vision: A Modern Approach


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Running IPv6


Publisher: Apress
Author: Iljitsch van Beijnum
ISBN: 1590595270
Release Date: 11 November 2005

eBook Description
Running IPv6 explains how to install and operate the IPv6 protocol for Windows XP, Mac OS X, FreeBSD, Red Hat Linux, and Cisco routers. The book also covers DNS and BIND, Zebra, Apache 2, and Sendmail. While IPv4 uses 32-bit addresses, IPv6 addresses are 128 bits long, and allow for more unique addresses. While the adoption of IPv6 won’t be immediate, it is necessary.

Running IPv6 compares and contrasts IPv6 to IPv4, and discusses the advantages and disadvantages of each. Because most major software and hardware vendors have (or will) adopt IPv6, the focus of this book is to leverage your existing knowledge of IPv4 and to help you apply that knowledge to the newer protocol.

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Running IPv6


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Physics Modeling for Game Programmers


Publisher: Course Technology
Author: David Conger
ISBN: 1592000932
Release Date: 12 August 2004

eBook Description
Programmers who want to include 3D math and physics in a game have to wade through physics textbooks and dreary tomes on linear algebra and group theory, only to find that the material is too abstract to be used directly in their games. This book gives readers the skills they want and need to incorporate real physics into their games. As they work through the book, they will constantly develop tools, demos, and working games. The highly graphical demos ensure that instead of just reading about how to calculate the trajectory of a projectile, the reader will actually see a canon firing rounds toward the front lines. From the successful Game Development series, this book thoroughly addresses the specific needs of game developers.

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Physics Modeling for Game Programmers


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Developing WMI Solutions: A Guide to Windows Management Instrumentation


Publisher: Academic Press
Author: Gwyn Cole
ISBN: 0201616130
Release Date: 12 November 2002

eBook Description
Windows Management Instrumentation (WMI) is an impressive technology. For the first time the Windows operating system employs a unified technology to represent software and hardware management. The power of WMI in systems management stretches virtually to every piece of software and hardware. So regardless of whether you’re a team leader, software engineer, or system administrator, WMI will probably affect you. Many applications written for Windows currently do not harness the power of a systems management technology such as WMI: This is why we wrote this book. We want developers to realize that making an application manageable is a key benefit, especially to system administrators.

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Developing WMI Solutions: A Guide to Windows Management Instrumentation


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Networks of Innovation : Change and Meaning in the Age of the Internet


Publisher: Oxford University Press
Author: Ilkka Tuomi
ISBN: 019926905X
Release Date: 30 March 2006

eBook Description
Integrating concepts from multiple theoretical disciplines and detailed analyses of the evolution of Internet-related innovations (including computer networking, the World Wide Web and the Linux open source operating system), this book develops foundations for a new theoretical and practical
understanding of innovation. It covers topics ranging from fashion to history of art, and includes the most detailed analysis of the open source development model so far published.

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Networks of Innovation : Change and Meaning in the Age of the Internet


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Flash Application Design Solutions: The Flash Usability Handbook (Solutions)


Publisher: friends of ED
Author: Craig Bryant
ISBN: 1590595947
Release Date: 27 February 2006

eBook Description
The authors first examine the general area of usability design, showing ho it applies to Flash. Then they explore the different elements of a typical flash site: navigation menus, feedback forms, and data storage and display.

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Flash Application Design Solutions: The Flash Usability Handbook (Solutions)


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