How we did it:
For any feedback, any questions, any notes or just for chat - feel free to follow us on social networks
This practical book includes a tutorial of the entire set of Windows and .NET APIs required to write concurrent programs. Because so much of the threading and synchronization features of the platform are Windows-general, the author, Joe Duffy, focuses first on the general behavior and then on the API details of native and managed code. Interspersed among the tutorial are many difficult-to-discover, useful insights, and internal details about how things work.
*Shows how to create realistic action games without assuming college-level Physics (which the majority of gamers won't have); includes necessary physics and mathematics *Ideal for all budding games programmers, with example code in Java, C#, and C *Complements Apress's platform-specific gaming books, like Advanced Java Games Programming and Beginning .NET Games Programming with C#, and the forthcoming Beginning .NET Games Programming in VB.NET *Palmer has strong contacts in the Microsoft Games Division and Electronic Arts, a major gaming producer.
John J. Barton, Lee R. Nackman
Highlights: builds on knowledge of both FORTRAN and C, the languages most familiar to scientists and engineers; systematically treats object-oriented programming, templates, and the C++ type system; relates the C++ programming process to expressing commonality in the design and implementation of programs; describes how to use existing FORTRAN and C subroutine libraries to implement C++ classes; introduces advanced techniques coordinating templates, inheritance, virtual function interfaces, and exceptions in substantive examples; provides examples, including an extensive family of array classes, smart pointers, class wrappers for LAPACK, classes for abstract algebra and dimensional analysis, function objects, exploiting existing C and FORTRAN libraries, automatic differentiation, and data analysis via nonlinear least squares using the singular value decomposition; and references key sources of new programming ideas and C++ programming techniques.
Richard M. Fujimoto
A state-of-the-art guide for the implementation of distributed simulation technology. The rapid expansion of the Internet and commodity parallel computers has made parallel and distributed simulation (PADS) a hot technology indeed. Applications abound not only in the analysis of complex systems such as transportation or the next-generation Internet, but also in computer-generated virtual worlds for military and professional training, interactive computer games, and the entertainment industry. In this book, PADS expert Richard M. Fujimoto provides software developers with cutting-edge techniques for speeding up the execution of simulations across multiple processors and dealing with data distribution over wide area networks ,including the Internet. With an emphasis on parallel and distributed discrete event simulation technologies, Dr. Fujimoto compiles and consolidates research results in the field spanning the last twenty years, discussing the use of parallel and distributed computers in both the modeling and analysis of system behavior and the creation of distributed virtual environments. While other books on PADS concentrate on applications, Parallel and Distributed Simulation Systems clearly shows how to implement the technology. It explains in detail the synchronization algorithms needed to properly realize the simulations, including an in-depth discussion of time warp and advanced optimistic techniques. Finally, the book is richly supplemented with references, tables and illustrations, and examples of contemporary systems such as the Department of Defense's High Level Architecture (HLA), which has become the standard architecture for defense programs in the United States.
Michael Radtke, Christopher Lampton
Includes new infomation on programming with sound, creating realistic scenery, and shading objects, and the accompanying disk contains sample code, utility programs, and a complete flight simulation game. Original. (Advanced).
Averill M. Law
Since the publication of the first edition in 1982, the goal of Simulation Modeling and Analysis has always been to provide a comprehensive, state-of-the-art, and technically correct treatment of all important aspects of a simulation study. The book strives to make this material understandable by the use of intuition and numerous figures, examples, and problems. It is equally well suited for use in university courses, simulation practice, and self study. The book is widely regarded as the "bible" of simulation and now has more than 100,000 copies in print. The book can serve as the primary text for a variety of courses; for example: *A first course in simulation at the junior, senior, or beginning-graduate-student level in engineering, manufacturing, business, or computer science (Chaps. 1 through 4, and parts of Chaps. 5 through 9). At the end of such a course, the students will be prepared to carry out complete and effective simulation studies, and to take advanced simulation courses. *A second course in simulation for graduate students in any of the above disciplines (most of Chaps. 5 through 12). After completing this course, the student should be familiar with the more advanced methodological issues involved in a simulation study, and should be prepared to understand and conduct simulation research. *An introduction to simulation as part of a general course in operations research or management science (part of Chaps. 1, 3, 5, 6, and 9).
One of the definitive works in game theory, this volume takes an original and expert look at conflict solutions. Drawing on game theory, the calculus of variations, and control theory, the author solves an amazing array of problems relating to military situations, pursuit and evasion tactics, athletic contests, and many more. Clearly detailed examples; numerous calculations. 1965 edition.
Roger R. Bate, Donald D. Mueller, Jerry E. White
Teaching text developed by U.S. Air Force Academy and designed as a first course emphasizes the universal variable formulation. Develops the basic two-body and n-body equations of motion; orbit determination; classical orbital elements, coordinate transformations; differential correction; more. Includes specialized applications to lunar and interplanetary flight, example problems, exercises. 1971 edition.
Averill M. Law, W. David Kelton
This senior/graduate-level text is the classic text in its field and established itself as the authoritative source on the theory & practice of simulation over 15 years ago. It is used in most of the better schools of engineering and in some business programs as well.
Bryan J. Mac Donald
Practical Stress Analysis with Finite Elements is an ideal introductory text for newcomers to finite element analysis who wish to learn how to use FEA. Unlike many other books which claim to be at an introductory level, this book does not weigh the reader down with theory but rather provides the minimum amount of theory needed to understand how to practically perform an analysis using a finite element analysis software package. Newcomers to FEA generally want to learn how to apply FEA to their particular problem and consequently the emphasis of this book is on practical FE procedures. The information in this book is an invaluable guide and reference for both undergraduate and postgraduate engineering students and for practising engineers.
Revision of a classic text by a distinguished author. Emphasis is on problem formulation and derivation of governing equations. New edition features increased emphasis on applications. New chapter covers long-term changes in materials under stress.
Principles of Flight Simulation is a comprehensive guide to flight simulator design, covering the modelling, algorithms and software which underpin flight simulation. The book covers the mathematical modelling and software which underpin flight simulation. The detailed equations of motion used to model aircraft dynamics are developed and then applied to the simulation of flight control systems and navigation systems. Real-time computer graphics algorithms are developed to implement aircraft displays and visual systems, covering OpenGL and OpenSceneGraph. The book also covers techniques used in motion platform development, the design of instructor stations and validation and qualification of simulator systems. An exceptional feature of Principles of Flight Simulation is access to a complete suite of software (www.wiley.com/go/allerton) to enable experienced engineers to develop their own flight simulator – something that should be well within the capability of many university engineering departments and research organisations. Based on C code modules from an actual flight simulator developed by the author, along with lecture material from lecture series given by the author at Cranfield University and the University of Sheffield Brings together mathematical modeling, computer graphics, real-time software, flight control systems, avionics and simulator validation into one of the faster growing application areas in engineering Features full colour plates of images and photographs. Principles of Flight Simulation will appeal to senior and postgraduate students of system dynamics, flight control systems, avionics and computer graphics, as well as engineers in related disciplines covering mechanical, electrical and computer systems engineering needing to develop simulation facilities.
Thomas J. R. Hughes
This text is geared toward assisting engineering and physical science students in cultivating comprehensive skills in linear static and dynamic finite element methodology. Based on courses taught at Stanford University and the California Institute of Technology, it ranges from fundamental concepts to practical computer implementations. Additional sections touch upon the frontiers of research, making the book of potential interest to more experienced analysts and researchers working in the finite element field. In addition to its examination of numerous standard aspects of the finite element method, the volume includes many unique components, including a comprehensive presentation and analysis of algorithms of time-dependent phenomena, plus beam, plate, and shell theories derived directly from three-dimensional elasticity theory. It also contains a systematic treatment of "weak," or variational, formulations for diverse classes of initial/boundary-value problems. Directed toward students without in-depth mathematical training, the text incorporates introductory material on the mathematical theory of finite elements and many important mathematical results, making it an ideal primer for more advanced works on this subject.