Mac OS X Mountain Lion DP4 10.8 (Intel) (x64)


Mac OS X Mountain Lion DP4 10.8 (Intel) (x64)
Mac OS X Mountain Lion DP4 10.8 (Intel) (x64) | 4.32 GB

OS X® Mountain Lion, the ninth major release of the world’s most advanced operating system, which brings popular apps and features from iPad® to the Mac® and accelerates the pace of OS X innovation. Mountain Lion introduces Messages, Notes,Reminders and Game Center to the Mac, as well as Notification Center, Share Sheets, Twitter integration and AirPlay® Mirroring. Mountain Lion is the first OS X release built with iCloud® in mind for easy setup and integration with apps. The developer preview of Mountain Lion also introduces Gatekeeper, a revolutionary security feature that helps keep you safe from malicious software by giving you complete control over what apps are installed on your Mac. The preview release of Mountain Lion isavailable to Mac Developer Program members starting today. Mac users will be able to upgrade to Mountain Lion from the Mac App Store™ in late summer 2012.

Year / Date: 2012
Version: 10.8
Developer: Apple Inc.
Architecture: x64
System requirements:
Intel processor that supports VT-x and SSE3 technology (i3, i5, i7, and others)
VMware Workstation 7.x and above (8.x)
WinRar 4.0 or higher / 7-Zip 7.2 and above
1 GB of RAM (2 GB or more)

Additional Information:
The processor must support hardware virtualization. The BIOS must be enabled virtualization.

Pay attention to the setting of iron virtual machine - expose the parameters according to your hardware
(The actual number of physical cores, etc.).

Changes in version (Changelog):
* 64 bit system. So make sure you comply with the parameters in VMware «Mac OS X 10.7 64-bit" otherwise would not boot.
* Improved performance.
* Improved user interface assembly.
Patched drivers Apple.
* Make sure that VT is enabled in the BIOS.
* Does not support the AMD system.
* Download time approximately 1 minute 15 seconds on average.
* It is recommended to run the latest version of VMware.
* Added a few patches.
* Almost instantaneous response to clicks.

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.

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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

Rockable - Getting to Know SEO


Rockable - Getting to Know SEO

Getting to Know SEO By Andre Kibbe
2012 | 100 Pages | ISBN: n/a | EPUB + PDF | 2 MB + 1 MB

Content analyst and SEO expert Andre Kibbe explains how Search Engine Optimization can drive steady traffic to your site. As you progress through the book, you’ll learn about structuring a website for SEO, the importance of keywords, research and strategy, link building, and understanding backlinks.By the time you reach the final page, you’ll be equipped to use SEO personally and professionally to give your websites an edge against the competition.

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Rockable - Decoding HTML 5


Rockable - Decoding HTML5

Decoding HTML5 By Jeffrey Way
2012 | 343 Pages | ISBN: n/a | EPUB + PDF | 8 MB + 18 MB

Jeffrey Way delivers a simple guide to understanding HTML5 for the every day designer or developer. This book focuses less on the politics of HTML5 (though it does touch on this), and more on the ways to immediately integrate HTML5 – and its friends – into your web projects.

If you’re in need of a book that will get you up and running with many of the new tags, form elements, and javascript APIs as quickly as possible, then this is the book for you.

Jeffrey Way is one of the most popular web development teachers on the net. He is the editor of Nettuts+, author of two top-selling books, and is the Head of Web Development Courses at Tuts+ Premium.

Join Jeffrey as he jumps in and starts Decoding HTML5.

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DOWNLOAD LINKS

http://extabit.com/file/27a411qcui51c
or
http://rapidgator.net/file/20760158/Decoding.HTML5.rar.html