Oracle Database 10g: A Beginner's Guide
Author: Ian Abramson
Provides beginning DBAs and developers with a solid foundation in the database administration and programming basics needed to embark on an Oracle career. The focus is on Oracle Database 10g, but you’ll get the fundamentals applicable to all Oracle database releases.
Michael S. Abbey (Ottawa, CN) has been using Oracle for 15 years, has coauthored seven books for Oracle Press, and has given presentations on Oracle throughout North America and Europe. Michael leads the Pythian Group’s dbaSource team in Ottawa, Canada, which provides Internet-based Oracle DBA support. Michael has been a volunteer in Oracle user groups, facilitating delivery of IOUG–A’s IOUG-A Live! from 1997 to 2000. Michael J. Corey (Newton, MA) is currently CTO with OneWarranty.com. Prior to this, he was the CEO of Database Technologies, Inc. which was the first consulting company in the eastern US to specialize in RDBMS’. Michael has been working with Oracle since Version 3 and is an active member of various Oracle user communities. In addition to his membership in the Northeast Oracle Users Group, he is a founding member of the ECO conference and has served as president of the International Oracle Users Group–Americas (IOUG–A).Ian Abramson (Toronto, CN) is CTO of Data Warehousing for Data Visions Incorporated, in Toronto, Canada. Ian has 14 years of experience as an Oracle architect, designer, developer, and DBA; he has focused on data warehousing for the past five. As the director of educational programming for the IOUG–A, he has created top-notch educational programs for the Oracle user community. Ian presents at Oracle conferences worldwide and is a faculty memberof the IOUG–A University Master Class program.
Library Journal
These two guides distill the essential features of the newest version of the complex and weighty Oracle database. For absolute beginners, Beginner's Guide aims in straightforward language to reduce the intimidation factor by covering basic concepts, from architecture to using XML with Oracle databases. Step-by-step projects, chapter mastery checks, and test-yourself progress checks aid in self-study; "Ask the Expert" sidebars and notes add extra information without interrupting the flow. Highly recommended for public libraries. Essentials serves more as a basic reference for existing Oracle users, with chapters organized largely into lengthy definitions and explanations of features. It will also be of use to ambitious beginners and will particularly help upgraders. The authors highlight 10g features that differ from those in the older 8i and 9i versions, while tips, tables, and notes throughout add useful information. An appendix includes a chapter-by-chapter summary of new 10g features, and the title ends with a nice overview of grid computing (the "g" in 10g). For medium and larger libraries. Copyright 2004 Reed Business Information.
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Microsoft XNA Game Studio Creator's Guide
Author: Stephen Cawood
A complete guide to designing full-featured video games with Microsoft's new free development platform for Xbox 360 and Windows
Creating and sharing games is now within everyone's reach! Ideal for anyone who wants to take advantage of all the powerful game-development tools available in Microsoft XNA, this hands-on guide explains the fundamentals of great game design and offers examples that are easy, exciting, and effective.
Written by game design experts, Microsoft XNA Game Studio Express Creator's Guide covers all the features of the XNA game-development platform. You will learn how to create 3-D models and control them with code as well as how to custom-program a game engine, add animations, launch projectiles, and add lighting and special effects. By the end of the book, you will be able to create playable games for Xbox or the PC.
Stephen Cawood is a former program manager at Microsoft Corporation. He has written several gaming titles.
Pat McGee is a faculty member and course developer at the British Columbia Institute of Technology. He is a game programmer.
Table of Contents:
Chapter 1: Set up an XNA Development Environment
Chapter 2: XNA Developer Techniques (adding shaders, debugging, creating a new project)
Chapter 3: Introduction to XNA
Chapter 4: Shaders
Chapter 5: Animation Introduction
Chapter 6: Character Movement
Chapter 7: Timers
Chapter 8: Texturing Your Game World
Chapter 9: Adding Skies and Horizons to your Levels
Chapter 10: Indexed Buffers
Chapter 11: Combining Images for Better Visual Effects
Chapter 12: Score Tracking and Game Stats
Chapter 13: 3D Models
Chapter 14: Vectors
Chapter 15: Matrices
Chapter 16: Building a Graphics Engine
Chapter 17: Collision Detection
Chapter 18: Ballistics
Chapter 19: Particle Effects
Chapter 20: Curves for Better Graphics
Chapter 21: Keyframe Animations
Chapter 22: Lighting your Levels
Chapter 23: Input Devices
Chapter 24: Adding Audio to Your Game
Chapter 25: The Xbox Creators' Club
Chapter 26: Terrain with height detection
Chapter 27: Multi-player gaming
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