Showing posts with label E-books. Show all posts

Grit July - August 2012


Grit July - August 2012

Grit July - August 2012
English | PDF | 100 pages | 37.8 MB


Grit Magazine has celebrated rural American lifestyles since 1882. Each bimonthly issue combines practical articles, product reviews, do-it-yourself building plans, beautiful photos, reader advice, humor and a healthy dose of fresh attitude to offer a complete guide to life beyond the city limits.

-

Handyman - July 2012 HQ PDF


Handyman - July 2012 (HQ PDF)

Handyman - July 2012
English | HQ PDF | 116 Pages | 106.44 Mb

Every issue of Handyman is packed full of step-by-step projects that turn the ordinary into extraordinary. Handyman gives you great tips on how to improve both your outdoor and indoor area, it informs you about trends and projects that will beautify your home,save you money and at the same time give your home that unique feel of being your home.

== > Purchase premium accounts in order to support me
and enjoy unlimited downloads with resuming support
 < ==

OSX and iOS Books Collection


OSX and iOS Books Collection

OSX and iOS Books Collection
PDF, EPUB | English | 1GB

My collection of iOS / OS X programming books.


List:

Blocks Programming Topics - Apple (2011)
Cocoa Application Tutorial - Apple (2009)
Cocoa Fundamentals - Apple (2010)
Objective-C - Apple (2010)
OpenGL Programming Guide for Mac OS X - Apple (2011)
Quartz 2D Programming Guide - Apple (2009)
Advanced Mac OS X Programming - Dalrymple - Big Nerd Ranch (2011)
20 Recipes for Programming PhoneGap - Jamie Munro
20 Recipes for Programming PhoneGap - Jamie Munro
20 Recipes for Programming PhoneGap - Jamie Munro
Advanced Mac OS X Programming - Dalrymple - Big Nerd Ranch (2011)
AppleScript Language Guide
Apress - Pro Core Data for iOS
Beginning iPad Development for iPhone Developers
Beginning iPhone Development
Beginning iPhone Games Development - Apress (2010)
Beginning Mac Programming - Pragmatic (2010)
Building iPhone Apps with HTML, CSS, and javascript_ Making App Store Apps Without Objective-C or Cocoa
Cocoa and Objective C Up and Running - OReilly (2010)
Cocoa Design Patterns.pdf
Cocoa Dev Central Learn Objective-C
Cocoa Developer Reference - Wentk - Wiley (2010)
Cocoa Programming a Quick Start Guide for Developers - Pragmatic (2010)
Cocoa Programming Developer's Handbook - Addison-Wesley (2010)
Cocoa Programming for Mac OS X 4e - Hillegass, Preble - Nerd Ranch (2012) Shitty version
Cocoa Recipes for Mac OS X - Peachpit (2010) 
Cocoa with Love_ Drawing gloss gradients in CoreGraphics
Cocoa.Programming.for.Mac.OS.X
Concurrent Programming in Mac OS X and iOS with Grand Central Dispatch - Nahavandipoor - O'Reilly (2011)
Core Animation for Mac OS X and the iPhone
Core Data
DTrace Dynamic Tracing In Oracle Solaris, Mac OS X & FreeBSD
Game.and.Graphics.Programming.for. iOS.and.Android.with.OpenGL.ES.2.0
Hacking and Securing iOS Applications - Jonathan Zdziarski
Hacking and Securing iOS Applications - Jonathan Zdziarski
Hacking and Securing iOS Applications - Jonathan Zdziarski
Hacking.and.Securing.iOS.Applications
How To Create a Simple Magazine App with Core Text _ Ray Wenderlich
iOS 4 Programming Cookbook
iOS 5 Core Frameworks- Develop and Design- Working with graphics, location, iCloud, and more
iOS _ iPad Development
iOS _ iPhone App-Driven Approach
iOS Forensic Analysis
iPadHIG
iPhone Advanced Projects
iPhone for Programmers An App-Driven Approach
iPhone for Programmers
iPhone Open Application Development (Mar 2008)
iPhone Programming - Conway, Hillegass - Big Nerd (2010)
iPhone User Interface Design Projects
Learn C on the Mac - Apress (2009)
Learn Cocoa on the Mac - Apress (2010)
Learn Objective-C on the Mac
Learning Cocos2D
Learning Objective-C 2.0 - Addison-Wesly (2011)
Mac Hackers Handbook
Mac OS X Advanced Development Techniques (2003)
Mac OS X Internals. A Systems Approach (2006)
Mac Programming for Absolute Beginners - Apress - (2011)
Manning Publications - iOS 4 in Action
Mastering Xcode 4 Develop and Design - Nozzi - Peachpit (2012)
Microsoft Word - MarkFM_i-v
Objective C Dummies
Objective-C - Cocoa - OS X
Objective-C Developer Reference - Wiley (2011)
Objective-C for Absolute Beginners - Apress - (2010)
Objective-C Fundamentals - Fairbairn, Fahrenkrug, Ruffenach - Manning (2011)
Objective-C Phrasebook - Addley-Weston (2011)
Objective-C Phrasebook - Addley-Weston (2011)
Objective-C Programming - Hillegass - Big Nerd (2011) Full Contents
Objective-C Programming - Hillegass - Big Nerd (2011)
Objective-C Programming - Hillegass - Big Nerd (2011)
Objective-C Visual QuickStart Guide - Holzner - Peachpit (2010)
Objective-C_for_Absolute_Beginners
Oreilly.Developing.Enterprise.iOS.Applications.Dec.2011
PhoneGapRecipes
Pragmatic.Textmate.Power.Editing.for.the.Mac.Feb.2007
Pro iOS 5 Augmented Reality
Pro iOS 5 Augmented Reality
Pro Objective-C Design Patterns for iOS - Apress (2010)
Pro Objective-C Design Patterns for iOS
Pro_iOS_5_Augmented_RealityB
Professional iPhone® and iPad™ Database Application Programming
Programming In Objective C 2.0
Programming in Objective-C 3e - Kochan - Addison-Wesly (2011)
Programming in Objective-C 3e - Kochan - Addison-Wesly (2011)
Programming iOS 5 - Matt Neuburg
Programming iOS 5 - Matt Neuburg
Programming iOS 5 - Matt Neuburg
Programming iOS 5 - Matt Neuburg
Programming Mac OS X - A Guide for Unix Developers (2003)
Quartz 2D Graphics for Mac OS X Developers (2006)
Quartz 2D
SCS3_2011_Bachmann_iOS_Reverse_Engineering
TextMate. Power Editing for the Mac (2007)
The iOS 5 Developer's Cookbook_ Adding Reflections _ The iOS 5 Developer's Cookbook_ Adding Reflections _ InformIT
The iOS 5 Developer's Cookbook_ Combining Emitter Layers with User Touches _ The iOS 5 Developer's Cookbook_ Combining Emitter Layers with User Touches _ InformIT
The iPhone Developer's Cookbook
The.iOS.5.Developers.Cookbook.3rd.Edition
Wrox.Professional.iPhone.and.iPad.Database.Application.Programming
Xcode 4 Developer Reference - Wentk - Wiley (2011)

== > Purchase premium accounts in order to support me
and enjoy unlimited downloads with resuming support
 < ==

Quinoa Cuisine: 150 Creative Recipes


Quinoa Cuisine: 150 Creative Recipes for Super Nutritious, Amazingly Delicious Dishes

Quinoa Cuisine: 150 Creative Recipes for Super Nutritious, Amazingly Delicious Dishes By Jessica Harlan, Kelley Sparwasser
Ulysses Press | 2012 | 176 Pages | ISBN: 1612430201 | PDF | 2 MB

You know quinoa is easy to make and good for you. Now with this book, you will discover how to make palate-pleasing quinoa creations. From imaginative salads and tasty soups to flavorful entrees and decadent desserts, Quinoa Cuisine guides you step-by-step to make recipes like:

Pumpkin Waffles
Quinoa Waldorf Salad
Thai Summer Rolls
Lentil-Quinoa Cheeseburgers
Stuffed Squash Blossoms
Two-Bean Quinoa Chili
Chile Rellenos
Quinoa Polenta
Stuffed Artichokes with Garlic-Lemon Aioli
Grilled Quinoa Pizza
Quinoa Pie Crust
Triple-Chocolate Bundt Cake

Quinoa Cuisine includes helpful icons identifying vegetarian, gluten-free and kid-friendly options. It also gives easy ways to incorporate fresh seasonal ingredients into the dishes. Using white, red and black quinoa, as well as quinoa flour and flakes, this book is the ultimate guide to enjoying tasty dishes packed with more protein, amino acids and nutrients.

== > Purchase premium accounts in order to support me
and enjoy unlimited downloads with resuming support
 < ==

3D Graphics for Game Programming


3D Graphics for Game Programming

"3D Graphics for Game Programming" By JungHyun Han, Jubok Kim
?h??m?n & ??ll/?R?, ??yl?r and Fr?n?is | 2011 | ISBN: 1439827370 9781439827376 9781439827383 | 326 pages | PDF | 30 MB

Designed for advanced undergraduate and beginning graduate courses, this book presents must-know information for success in interactive graphics. Assuming a minimal prerequisite understanding of vectors and matrices, it also provides sufficient mathematical background for game developers to combine their previous experience in graphics API and shader programming with the background theory of computer graphics.

Well organized and logically presented, this book takes its organizational format from GPU programming and presents a variety of algorithms for programmable stages along with the knowledge required to configure hard-wired stages. 
Easily accessible, it offers a wealth of elaborate 3D visual presentations and includes additional theoretical and technical details in separate shaded boxes and optional sections. 
Maintaining API neutrality throughout to maximize applicability, the book gives sample programs to assist in understanding. 

Contents
Preface
1 Modeling in Game Production
1.1 Game Production Pipeline 
1.2 Polygon Mesh 
1.2.1 Polygon Mesh Creation
1.2.2 Polygon Mesh Representation 
1.2.3 Surface Normal 
1.3 Model Export and Import 
1.4 Coordinate Systems 
2 Vertex Processing
2.1 World Transform 
2.1.1 Affine Transforms and Homogeneous Coordinates 
2.1.2 World Matrix 
2.1.3 Euler Transform 
2.1.4 Transform of Surface Normals 
2.2 View Transform 
2.2.1 Camera Space 
2.2.2 Space Change and View Matrix 
2.3 Per-vertex Lighting 
2.4 Projection Transform 
2.4.1 View Frustum 
2.4.2 Projection Matrix 
2.4.3 Derivation of Projection Matrix
3 Rasterization
3.1 Clipping 
3.2 Perspective Division 
3.3 Back-face Culling 
3.4 Coordinate Systems - Revisited
3.4.1 3ds Max to OpenGL - Axis Flipping 
3.4.2 OpenGL to Direct3D - Reflection 
3.4.3 OpenGL to Direct3D - Vertex Reordering 
3.5 Viewport Transform 
3.6 Scan Conversion 
3.7 Application: Object Picking
3.7.1 Computing World-space Ray 
3.7.2 Ray-object Intersection Test 
4 Fragment Processing and Output Merging
4.1 Texturing 
4.1.1 Texture Coordinates 
4.1.2 Surface Parameterization 
4.1.3 Texture Coordinates to Texel Address 
4.2 Output Merging 
4.2.1 Z-buffering 
4.2.2 Alpha Blending 
4.3 Z-culling 
4.3.1 Tile-based Culling 
4.3.2 Application: Pre-Z Pass 
5 Illumination and Shaders
5.1 Phong Lighting Model 
5.1.1 Diffuse Reflection 
5.1.2 Specular Reflection 
5.1.3 Ambient Reflection 
5.1.4 Emissive Light 
5.2 Shaders and Shading Languages 
5.2.1 Vertex and Fragment Shaders 
5.2.2 High-Level Shading Language 
5.3 Lighting in the Pipeline 
5.3.1 Per-vertex Lighting in HLSL
5.3.2 Per-vertex Lighting vs. Per-fragment Lighting 
5.3.3 Per-fragment Lighting in HLSL 
5.4 Global Illumination 
5.4.1 Ray TVacing 
5.4.2 Radiosity 
6 Parametric Curves and Surfaces
6.1 Parametric Curves 
6.1.1 Bezier Curves 
6.1.2 Hermite Curve and Catmull-Rom Spline 
6.2 Application: Camera Path 
6.3 Bezier Surfaces 
6.3.1 Bilinear Patch 
6.3.2 Biquadratic Bezier Patch 
6.3.3 Bicubic Bezier Patch 
6.3.4 Bezier Triangle 
7 Shader Models
7.1 Shader Model 4 and Geometry Shader 
7.2 Application: Dynamic Particle System 
7.2.1 Physics-based Simulation of Particles 
7.2.2 Fireworks Simulation 
7.2.3 Fireworks Rendering 
7.3 Shader Model 5 and Tessellation 
7.4 Application: PN-triangles 
7.4.1 Computing Control Points 
7.4.2 Computing Control Normals 
7.4.3 PN-triangle Tessellation 
8 Image Texturing
8.1 Texture Addressing Mode 
8.2 Texture Filtering 
8.2.1 Magnification 
8.2.2 Minification 
8.3 Mipmapping 
8.3.1 Mipmap Construction 
8.3.2 Mipmap Filtering 
8.3.3 Options for Mipmap Filtering 
8.4 Anisotropic Filtering 
9 Bump Mapping
9.1 Height Field 
9.2 Normal Mapping 
9.2.1 Normal Map 
9.2.2 Algorithm for Normal Mapping 
9.3 Tangent-space Normal Mapping 
9.3.1 Algorithm for Tangent-space Normal Mapping 
9.3.2 Tangent Space Computation
9.4 Authoring of Normal Map 
9.5 Parallax Mapping 
9.6 Displacement Mapping 
10 Advanced Texturing
10.1 Environment Mapping 
10.1.1 Cube Mapping 
10.1.2 Cube Map Access
10.1.3 Dynamic Cube Mapping 
10.2 Light Mapping 
10.2.1 Diffuse Light Mapping 
10.2.2 Radiosity Normal Mapping
10.3 Shadow Mapping 
10.3.1 Algorithm for Shadow Mapping 
10.3.2 Shader Codes for Shadow Mapping
10.3.3 Shadow Map Filtering 
10.4 Ambient Occlusion 
10.5 Deferred Shading 
11 Character Animation
11.1 Keyframe Animation 
11.2 Rotation 
11.2.1 Interpolation of Euler Angles 
11.2.2 Quaternion Representation 
11.2.3 Rotation Using Quaternion 
11.2.4 Interpolation of Quaternions 
11.3 Hierarchical Modeling and Space Change 
11.3.1 Hierarchical Model 
11.3.2 Space Change between Bones 
11.3.3 World Space to Bone Space 
11.4 Forward Kinematics 
11.5 Skinning and Keyframe Animation 
11.5.1 Skinning 
11.5.2 Skinning in Keyframe Animation 
11.6 Inverse Kinematics 
11.6.1 Analytic Solution 
11.6.2 Cyclic Coordinate Descent 
12 Physics-based Simulation
12.1 Penalty Method 
12.2 Impulse Method 
12.2.1 Impulse 
12.2.2 Impulse-based Collision Resolution 
12.3 Collision Detection 
12.3.1 Bounding Volumes and Their Hierarchy
12.3.2 TViangle-triangle Intersection 
References
Errata