Monday, April 26, 2010

Computer Vision: Detection, Recognition and Reconstruction

Computer Vision: Detection, Recognition and Reconstruction (2010)

Computer Vision: Detection, Recognition and Reconstruction
by Roberto Cipolla, Sebastiano Battiato, Giovanni Maria Farinella
Publisher: Springer 2010 | 362 Pages | English | ISBN: 3642128475 | PDF | 12 MB

Computer vision is the science and technology of making machines that see. It is concerned with the theory, design and implementation of algorithms that can automatically process visual data to recognize objects, track and recover their shape and spatial layout. The International Computer Vision Summer School - ICVSS was established in 2007 to provide both an objective and clear overview and an in-depth analysis of the state-of-the-art research in Computer Vision. The courses are delivered by world renowned experts in the field, from both academia and industry, and cover both theoretical and practical aspects of real Computer Vision problems. The school is organized every year by University of Cambridge (Computer Vision and Robotics Group) and University of Catania (Image Processing Lab). Different topics are covered each year. A summary of the past Computer Vision Summer Schools can be found at: http://www.dmi.unict.it/icvss This edited volume contains a selection of articles covering some of the talks and tutorials held during the first two editions of the school on topics such as Recognition, Registration and Reconstruction. The chapters provide an in-depth overview of these challenging areas with key references to the existing literature.

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Top Secret Recipes: Creating Kitchen Clones of America's Favorite Brand-Name Foods

Top Secret Recipes: Creating Kitchen Clones of America's Favorite Brand-Name Foods

Top Secret Recipes: Creating Kitchen Clones of America's Favorite Brand-Name Foods
Publisher: Plume | 1993 | English | ISBN: 0452269954| PDF | 75 Pages | 19.8 MB

Todd Wilbur has baked, boiled, digested, fried, and tested--all in the name of duplicating some of America's favorite convenience foods. He now shares 41 of these naughty but nice gastronomical delights in Top Secret Recipes. If you've ever craved a McDonald's Big Mac at 3:00 A.M. on a Sunday morning, then Wilbur has just the recipe for satisfying your junk-food desires. Even better, no cordon-bleu expertise is needed for this particular clone--just simple frying and chopping skills! Simplicity is the key to all of Wilbur's replicated recipes--all are composed of rudimentary ingredients available at any store, needing only minimal preparation. These recipes are fun and fast--two dozen Snickers Bars in less than 10 minutes (plus cooling time), a delicious Orange Julius in less than 60 seconds (that's considerably quicker than waiting in line for the real thing)! These culinary creations are organized in alphabetical order by manufacturer or restaurant, and illustrated with simple pencil drawings. Top Secret Recipes is a chatty and informative guide to recreating the burgers, candy bars, and cookies of your strip-mall dreams. --Naomi Gesinger

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http://hotfile.com/dl/39838309/2ec396e/Top_Secret_Recipes.rar.html

Monday, April 12, 2010

Agile Software Development: Best Practices for Large Software Development Projects

Thomas Stober, Uwe Hansmann, "Agile Software Development: Best Practices for Large Software Development Projects"

Thomas Stober, Uwe Hansmann, "Agile Software Development: Best Practices for Large Software Development Projects"
Springer | 2009 | ISBN: 3540708308 | 179 pages | PDF | 6.41 MB

Software Development is moving towards a more agile and more flexible approach. It turns out that the traditional "waterfall" model is not supportive in an environment where technical, financial and strategic constraints are changing almost every day. But what is agility? What are today’s major approaches? And especially: What is the impact of agile development principles on the development teams, on project management and on software architects? How can large enterprises become more agile and improve their business processes, which have been existing since many, many years? What are the limitations of Agility? And what is the right balance between reliable structures and flexibility? This book will give answers to these questions. A strong emphasis will be on real life project examples, which describe how development teams have moved from a waterfall model towards an Agile Software Development approach.

Summary: Life is what happens when you are busy with making plans
Rating: 5

A great book, which makes one thing clear: complex software projects cannot be described and managed by THE perfect plan. The authors encourage to adopt agility and give useful guidelines/best practices how to be prepared for the unexpected.

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C++ Programming for the Absolute Beginner, Second Edition

C++ Programming for the Absolute Beginner, Second Edition

C++ Programming for the Absolute Beginner, Second Edition
Course Technology PTR | ISBN: 1598638750, 1598639412 | edition 2009 | PDF | 376 pages | 6.48 MB

The video game industry is unique in that it regularly incorporates every major discipline of computer science. From 3D graphics and artificial intelligence to operating system theory and database design, if you are designing a commercial video game, you will eventually run into problems from each of these fields. Some of these fields mean working with specialized languages, but ultimately the two languages that are as common to the game industry as crunch time, caffeinated beverages, and pizza are C and C++. Despite a few commercial games written in Java (which is very similar to C++), almost every game that you play is written in either C or C++. It doesn’t matter whether the game runs on a PC, a game console, or even an arcade machine, chances are that C or C++ routines are at its heart. Even in cases when performance dictates that a routine needs to be written in assembly language to squeeze out more speed, it is common practice to first write the routine in C or C++.

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