Sunday, December 6, 2009

Sound Synthesis and Sampling or Software Release Methodology

Sound Synthesis and Sampling

Author: Martin Russ

Sound Synthesis and Sampling' provides a comprehensive introduction to the underlying principles and practical techniques applied to both commercial and research sound synthesizers. This new edition has been updated throughout to reflect current needs and practices- revised and placed in a modern context, providing a guide to the theory of sound and sampling in the context of software and hardware that enables sound making. For the revised edition emphasis is on expanding explanations of software and computers, new sections include techniques for making sound physically, sections within analog and digital electronics. Martin Russ is well known and the book praised for its highly readable and non-mathematical approach making the subject accessible to readers starting out on computer music courses or those working in a studio.

* Explains the theory of sound and sampling to allow readers to really understand the different types of synthesis and sound making
* Covers all the latest technology and techniques in music production and sound design enabling the reader to get to grips with the current shape of computer technology and music composition
* Includes glossary and jargon buster for quick reference and grasp of vocabulary



Table of Contents:
Background1
1Background3
Techniques69
2Analogue synthesis71
3Hybrid synthesis155
4Sampling197
5Digital synthesis223
Applications285
6Using synthesis287
7Controllers330
8Performance355
Analysis391
9The future of synthesis393

New interesting book: Process Redesign or Six Sigma For Dummies

Software Release Methodology

Author: Michael E Bays

Improve software quality, lower costs, and get to market faster!

Don't risk your software product's success through haphazard integration and release management! Software Release Methodology shows you "best practices" for every stage of a successful product release: source code control, product build, testing and defect tracking, code integration, software change management, and release engineering. No matter how large (or small) your project or software development organization, you'll find carefully designed, practical solutions that enhance quality, reduce costs, and get you to market faster. Coverage includes:

  • Why product builds are so difficult, and how to solve the problem.
  • Simple defect tracking techniques that make sure problems actually get fixed.
  • Managing releases on hard media, soft media, and "net" media.
  • Preventing problems on media masters.
  • Release numbering and naming: setting customer expectations and avoiding confusion.
  • Change control for managing your software development process from start to finish.
  • Organizational solutions that work in establishing release management and services.

Bays presents expert techniques that have never been published before-and shows how to design a coherent integration and release process that's dramatically more effective than what you're doing now. If you're responsible for a successful software release, Software Methodology may be the most important book you'll buy this year.

Booknews

Bays (release engineering manager for a Silicon Valley software company) provides an introduction to the field of software release methodology. Key elements addressed include source code control, software product build activities, product defect tracking, a central and distributed discussion on source code management and integration endeavors, product change control, and, finally, release engineering. Annotation c. Book News, Inc., Portland, OR (booknews.com)



Saturday, December 5, 2009

Debugging Windows Programs or Universal Meta Data Models

Debugging Windows Programs: Strategies, Tools, and Techniques for Visual C++ Programmers

Author: Everett N McKay

For professional software developers, debugging is a way of life. This book is the definitive guide to Windows debugging, providing developers with the strategies and techniques they need to fulfill one of their most important responsibilities efficiently and effectively.

Debugging Windows Programs shows readers how to prevent bugs by taking full advantage of the Visual C++ development tools and writing code in a way that makes certain types of bugs impossible. They also will learn how to reveal bugs with debugging statements that force bugs to expose themselves when the program is executed, and how to make the most of debugging tools and features available in Windows, Visual C++, MFC, and ATL. The authors provide specific solutions to the most common debugging problems, including memory corruption, resource leaks, stack problems, release build problems, finding crash locations, and multithreading problems.

These essential topics are covered:

  • The debugging process
  • Writing C++ code for debugging
  • Strategically using assertions, trace statements, and exceptions
  • Windows postmortem debugging using Dr. Watson and MAP files
  • Using the Visual C++ debugger
  • Debugging memory
  • Debugging multithreaded programs
  • Debugging COM

Each chapter provides developers with exactly what they need to master the subject and improve development productivity and software quality.

Comprehensive, current, and practical, Debugging Windows Programs helps developers understand the debugging process and make the most of the Visual C++ debugging tools.


020170238XB04062001

Booknews

Shows how to prevent bugs by taking advantage of the Visual C++ development tools and writing code in a way that makes certain types of bugs impossible. The authors recommend the use of debugging statements that force bugs to expose themselves when the program is executed, and provide specific solutions to the most common debugging problems, including memory corruption, resource leaks, stack problems, release build problems, and finding crash locations. Annotation c. Book News, Inc., Portland, OR (booknews.com)



Table of Contents:
(Each Chapter concludes with "Recommended Reading")
Answers to Frequently Asked Questions.
Preface.
Introduction.

I. DEBUGGING STRATEGIES.
1. The Debugging Process.
The Five (Wrong) Stages of Debugging.
The Five Stages of Debugging.
Determining That a Bug Exists.
Gathering Bug Information.
Analyzing the Bug Information.
Removing the Bug.
Verifying the Change.
Debug Smarter, Not Harder.
2. Writing C++ Code for Debugging.
Design.
C++ Programming Style.
The C++ Language.
The Visual C++ Compiler.
3. Using Assertions.
The Limitations of Assertions.
Types of Assertions.
More MFC Assertion Macros.
Custom Assertions.
Portable Assertions.
Assertion Strategy.
Invariants.
Assertion Patterns.
Document Your Assertions.
Implementing AssertValid.
Defensive Programming.
Error Handling.
Miscellaneous Tips.
4. Using Trace Statements.
Types of Trace Statements.
Custom Trace Statements.
Trace Statement Strategies.
Miscellaneous Tips.
5. Using Exceptions and Return Values.
Incorrect Error Handling Results in Bugs.
The Need for a Strategy.
Using Exceptions.
Using Return Values.
Exceptions and Bugs.
C++ Exceptions versus Windows Structured Exception Handling.
Translating Structured Exceptions to C++ Exceptions.
Exception Performance.
Exception Strategy.
Defensive Programming with Exceptions.
DebuggingExceptions.
Miscellaneous Tips.

II. DEBUGGING TOOLS.
6. Debugging with Windows.
Postmortem Debugging.
Windows API Error Codes.
Windows Exception Basics.
Portable Executable Basics.
Rebasing DLLs.
Assembly Language Basics.
Debugging with MAP Files.
Debugging with PDB Files.
Debugging Using a Windows 98 Crash Dialog Box.
Debugging Using Dr. Watson.
Miscellaneous Tips.
7. Debugging with the Visual C++ Debugger.
Compiler and Linker Options.
Debug versus Release Builds.
Debugging Release Builds.
The Test Build.
Debugging Symbols.
The Debug Windows.
Watch Expressions.
Datatip Expressions.
Registers and Pseudo-registers.
Watch Window Formatting Symbols.
Using Autoexp.dat.
Debugging with Breakpoints.
Just-in-time Debugging.
Remote Debugging.
Debugging with Edit and Continue.

III. DEBUGGING TECHNIQUES.
8. Basic Debugging Techniques.
General Debugging Techniques.
Visual C++ Debugger Techniques.
Windows Debugging Techniques.
MFC Debugging Techniques.
9. Debugging Memory.
Why Memory Leaks Aren't Acceptable.
Types of Memory Debugging.
Using the Debug Heap.
How the Debug Heap Works.
Reading Windows Memory Addresses.
Debugging Memory Corruption.
Debugging Memory Leaks.
Debugging Windows Resource Leaks.
Debugging Windows Thread Stacks.
Miscellaneous Tips.
10. Debugging Multithreaded Programs.
What Is Multithreading?
Issues in Multithreaded Programs.
Writing Thread-safe Code.
Thread Creation and Termination.
Understanding the Debugger.
Debugging Techniques.
11. COM Debugging.
Chapter Basics.
Defensive COM Programming Practices.
Debugging Base COM DLLs.
Debugging Base COM EXEs.
Debugging Configured Components.
Debugging Base COM DLLs That Are Called From ASPs.
12. Desperate Measures.
Checking the Easy Stuff.
Using Your Head.
Rechecking Your Assumptions.
Checking the Obvious.
Checking the Code.
Checking the System.
Double-Checking the Documentation.
Using Other People.
Using Newsgroups.
Stop Living Dangerously.
Bibliography.
Index. 020170238XT04062001

Book review: Information Visualization or Digital Photography 101

Universal Meta Data Models

Author: David Marco



• The heart of the book provides the complete set of models that will support most of an organization's core business functions, including universal meta models for enterprise-wide systems, business meta data and data stewardship, portfolio management, business rules, and XML, messaging, and transactions

• Developers can directly adapt these models to their own businesses, saving countless hours of development time

• Building effective meta data repositories is complicated and time-consuming, and few IT departments have the necessary expertise to do it right-which is why this book is sure to find a ready audience

• Begins with a quick overview of the Meta Data Repository Environment and the business uses of meta data, then goes on to describe the technical architecture followed by the detailed models




Thursday, December 3, 2009

Simulation Modeling and Analysis with Expertfit Software or The Advanced Digital Photographers Workbook

Simulation Modeling and Analysis with Expertfit Software

Author: Averill 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).



Table of Contents:

1 Basic Simulation Modeling

2 Modeling Complex Systems

3 Simulation Software

4 Review of Basic Probability and Statistics

5 Building Valid, Credible, and Appropriately Detailed Simulation Models

6 Selecting Input Probability Distributions

7 Random-Number Generators

8 Generating Random Variates

9 Output Data Analysis for a Single System

10 Comparing Alternative System Configurations

11 Variance-Reduction Techniques

12 Experimental Design, Sensitivity Analysis, and Optimization

13 Simulation of Manufacturing Systems

New interesting textbook: The Lorax or The Mysterious Benedict Society and the Perilous Journey

The Advanced Digital Photographer's Workbook: Professionals Creating and Outputting World-Class Images

Author: Yvonne J Butler

THE ADVANCED DIGITAL PHOTOGRAPHER'S WORKBOOK is packed full of real-world yet incredibly practical and effective solutions to move digital photographers to a new level of performance. Contributors include twelve world-class professional digital photographers who share their tips and tricks. The authors provide details to move you beyond the basics of capture, processing and output to more sophisticated workflow functions and techniques that will help you create world-class images. They cover rigorous yet easy-to-understand approaches to: capture a great image in black-and-white and color, correct color, calibrate and set up systems properly, creatively manipulate and enhance the image, and produce an excellent print or output of the image.

Contributors: Steve Anchell, Stephen Burns, Yvonne Butler, Eric Cheng, Joe Farace, Lou Jones, Rick Sammon, George Schaub, Jeremy Sutton, Tony Sweet, Taz Tally, Eddie Tapp

* "Big name recognition" and collective knowledge of experts in digital photography and imaging.
* Wide breadth of special digital subjects in one text.
* Depth of coverage and practical application of each subject for amateurs to professionals across all areas of photography and graphic arts.



Wednesday, December 2, 2009

Creating Emotion in Games or Microsoft Windows Server 2003 Unleashed R2 Edition

Creating Emotion in Games: The Art and Craft of Emotioneering

Author: David Freeman

David Freeman brings you the inside scoop on how to apply the Emotioneering™ techniques he's so well known for. These powerful techniques create a breadth and depth of emotion in a game, and induce a player to identify with the role he or she is playing. Mr. Freeman's techniques are so highly sought after because they're the key to mass market success in today's competitive game market. The over 300 distinct Emotioneering techniques in this book include (to name but a few): ways to give emotional depth to an NPC (non-player character), even if the NPC has just one line of dialogue; techniques to bond a player to a game's NPCs; and techniques to transform a game into an intense emotional journey. In a warm and crystal-clear style, Mr. Freeman provides examples which demonstrate exactly how to apply the techniques. He also shows how some of these techniques were utilized in, and contributed greatly to the success of such games as "Grand Theft Auto: Vice City"; "Deus Ex"; and "Thief" I & II, among others. The book is packed with striking art by some of today's top concept artists and illustrators, including an eight-page color section and a four-color, fold-out cover. When you've finished this book, you'll be equipped to apply Mr. Freeman's powerful Emotioneering techniques to artfully create emotion in the games you design, build, or produce.



Table of Contents:
Pt. 1Introduction
Ch. 1.1Communicate ... Explore ... Help ... Words ... Edge ...3
Ch. 1.2An Introduction to Emotioneering7
Ch. 1.3Why Put Emotion into Games?13
Ch. 1.417 Things Screenwriters Don't Know About Games17
Ch. 1.5Why Game Designers Often Find Writing to Be So Challenging31
Ch. 1.6Why "Writing" Is a Bad Word and "Emotioneering" Is a Better One35
Ch. 1.7How to Hopefully Be Unappreciated37
Ch. 1.8Where Screenwriting Leaves Off and Emotioneering Begins39
Pt. IIThe 32 Categories of Emotioneering Techniques
Ch. 2.1NPC Interesting Techniques45
Ch. 2.2NPC Deepening Techniques61
Ch. 2.3Dialogue Interesting Techniques71
Ch. 2.4Dialogue Deepening Techniques79
Ch. 2.5Group Interesting Techniques89
Ch. 2.6Group Deepening Techniques99
Ch. 2.7NPC Toward NPC Chemistry Techniques103
Ch. 2.8NPC Toward NPC Relationship Deepening Techniques113
Ch. 2.9NPC Character Arc Techniques119
Ch. 2.10NPC Rooting Interest Techniques127
Ch. 2.11Player Toward NPC Chemistry Techniques139
Ch. 2.12NPC Toward Player Relationship Deepening Techniques151
Ch. 2.13Player Toward NPC Relationship Deepening Techniques159
Ch. 2.14Group Bonding Techniques165
Ch. 2.15Emotionally Complex Moments and Situations Techniques173
Ch. 2.16Plot Interesting Techniques199
Ch. 2.17Plot Deeping Techniques219
Ch. 2.18World Induction Techniques231
Ch. 2.19Role Induction Techniques243
Ch. 2.20First-Person Character Arc Techniques255
Ch. 2.21First-Person Deepening Techniques269
Ch. 2.22Revealing Complex Characters Through Their Actions295
Ch. 2.23Enhancing Emotional Depth Through Symbols303
Ch. 2.24Self-Created Story Techniques (a.k.a. Agency Techniques)327
Ch. 2.25Motivation Techniques333
Ch. 2.26Cohesiveness Techniques347
Ch. 2.27"True-to-Life" Techniques355
Ch. 2.28Cross-Demographic Techniques359
Ch. 2.29Injecting Emotion into a Game's Story Elements367
Ch. 2.30Tying Story to Gameplay and Mechanics379
Ch. 2.31Writing Powerful Pre-Rendered and In-Game Cinematics389
Ch. 2.32Opening Cinematic Techniques411
Pt. IIIAn Emotioneering Gallery
Ch. 3.1Introduction421
Ch. 3.2Chasm423
Ch. 3.3Styx433
Ch. 3.4Rough Trade439
Pt. IVMagic
Ch. 4Magic449
Pt. VAddenda
Ch. 5.1Introduction461
Ch. 5.2Techniques for Creating Fun465
Ch. 5.3Gatherings475
Art Credits497
Artists' Bios and Contact Information501
Glossary517
Index527

See also: PennyS Christmas Jar Miracle or Complete Fairy Tales and Stories

Microsoft Windows Server 2003 Unleashed R2 Edition

Author: Rand Morimoto

Since the release of Windows Server 2003, Microsoft has made many feature packs available that were not in the initial release, including Group Policy Management Console, Windows Resource Manager, File Replication Services, Terminal Services Feature Pack, Timewarp Client, Windows Sharepoint Services, Automatic Deployment Services, Active Directory in Application mode, Identity and Integration Services, Windows Right Management, Directory Services Mark-up Language, Microsoft Audit Collection Service, Security Configuration Wizard, and File Replication Services Monitor.

This book is the second edition of the best seller Windows Server 2003 Unleashed. With Windows Server 2003 being released in April/2003 and the next release of Windows (codename Longhorn) not due out until 2005 / 2006, this second edition will keep the text viable with new updates to the core Windows 2003 code. There have not been changes to the released version of the server, but Microsoft has released approximately 15 features through the release of feature packs. The second edition covers these feature packs along with incorporating reader feedback to make the book an even stronger resource for the IT professional.

Library Journal

Microsoft's April launch of Windows Server 2003 signaled a newer, modular strategy; the company intends to continue delivering additional components for at least six months postlaunch. This means that libraries, though needing to invest in guides to the new server OS, may need to upgrade more quickly than in the past for coverage of newer components. These four titles will help start the collection. Intended for Windows Server 2000 administrators who need to update their skills, Delta Guide eschews the basics for changes in the new OS, beginning with selecting an edition and moving through interface and policy changes, security enhancements, new command line tools, and more. Online sidebars bring users up to speed in areas where their Win2k knowledge is lacking. Buy in conjunction with more thorough guides that also address the needs of beginning administrators. Beginner's Guide and Teach Yourself target beginning administrators, teaching via step-by-step chapters. In Beginner's, the notes and "Ask the Expert" sidebars add useful info, progress checks mid-chapter help break up lengthy prose, and projects and mastery checks close chapters. Teach ends chapters with a summary and Q&A and includes similar notes and asides, falling somewhat short in explaining what to do when its step-by-step instructions fail. Beginner's, for example, goes by degrees through setting up nonplug and play printers, while Teach merely directs readers to the Add Printer Wizard. Both are good bets for all libraries. Meanwhile, Unleashed is a comprehensive reference for intermediate to advanced administrators. Lists of best practices contain tips to keep servers running smoothly, along with rules and recommendations integrated into each chapter; larger libraries can consider. Copyright 2003 Reed Business Information.



Tuesday, December 1, 2009

Agent Based Models or Way of the Samurai 2

Agent-Based Models (Quantitative Applications in the Social Sciences Series)

Author: Nigel Gilbert

Agent-based modeling (ABM) is a technique increasingly used in a broad range of social sciences. It involves building a computational model consisting of "agents," each of which represents an actor in the social world, and an "environment" in which the agents act. Agents are able to interact with each other and are programmed to be pro-active, autonomous and able to perceive their virtual world. The techniques of ABM are derived from artificial intelligence and computer science, but are now being developed independently in research centers throughout the world.

In Agent-Based Models, Nigel Gilbert reviews a range of examples of agent-based modeling, describes how to design and build your own models, and considers practical issues such as verification, validation, planning a modeling project, and how to structure a scholarly article reporting the results of agent-based modeling. It includes a glossary, an annotated list of resources, advice on which programming environment to use when creating agent-based models, and a worked, step-by-step example of the development of an ABM.

This latest volume in the SAGE Quantitative Applications in the Social Sciences series will have wide appeal in the social sciences, including the disciplines of sociology, economics, social psychology, geography, economic history, science studies, and environmental studies. It is appropriate for graduate students, researchers and academics in these fields, for both those wanting to keep up with new developments in their fields and those who are considering using ABM for their research.

Key Features

  • Aimed at readers who are new to ABM
  • Offers a brief, but thorough, treatment of a cutting-edge technique
  • Offers practical advice about how to design and create ABM
  • Includes carefully chosen examples from different disciplines



New interesting textbook: Billion Dollar Lessons or How to Succeed in the Game of Life

Way of the Samurai 2: Official Strategy Guide

Author: Bart Farkas

BradyGames' Way of the Samurai 2 Official Strategy Guide includes a comprehensive walkthrough for each possible story path in the game. Detailed area maps pinpoint enemy and item locations. Expert fighting techniques. Tips for collecting all swords and items in the game. Game secrets and more revealed!

This product is available for sale worldwide, excluding Japan and Asia.