Showing posts with label ebook kindle amazon. Show all posts
Showing posts with label ebook kindle amazon. Show all posts

[eBooks] MATLAB for Beginners: A Gentle Approach

[eBooks] MATLAB for Beginners: A Gentle Approach

This book is written for people who wish to learn MATLAB for the first time. The book is really designed for beginners and students. In addition, the book is suitable for students and researchers in various disciplines ranging from engineers and scientists to biologists and environmental scientists. One of the objectives of writing this book is to introduce MATLAB and its powerful and simple computational abilities to students in high schools. The material presented is very easy and simple to understand - written in a gentle manner. The topics covered in the book include arithmetic operations, variables, mathematical functions, complex numbers, vectors, matrices, programming, graphs, solving equations, and an introduction to calculus. In addition, the MATLAB Symbolic Math Toolbox is emphasized in this book. There are also over 230 exercises at the ends of chapters for students to practice. Detailed solutions to all the exercises are provided in the second half of the book.


[eBooks] Logo Programming

[eBooks] Logo Programming

This is book is about “Learning 21st Century Skills through Computer Programming”

This book (Part 1 & 2) is for you if you want your child to:
•Practice his creativity and innovation
•Develop interest in mathematics and science
•Build analytical and problem-solving skills
•Nurture a lasting friendship with the computer

In this book, learning programming isn't the ultimate objective; the goal is to apply principles of math and logic, to learn critical thinking, and to unleash individual creativity. The focus is on fun, exploration, and challenging work.

*** Programming as a medium for learning ***:
Programming means tapping into the computer's immense power by talking with it directly. Through programming, children use the computer's terrific power to draw graphics, design animation, solve mathematical or word puzzles, and even build robots.

It is essential to use programming environments like Logo or Scratch that have been specially designed with "learning" in mind. These environments are simple and entertaining, and yet very powerful.

*** How children learn in Logo ***:
Children, who get access to toys that are capable of going beyond their basic “toy” purpose and becoming models for further thinking, are seen to develop better insights into Physics and Math.

The Logo environment is one such powerful and irresistible toy!

The Turtle in Logo is an object that children can easily relate to and utilize (through commands like forward, back, right, and left) to build all sorts of intellectual models. Programming involves manipulating the Turtle.

*** Impressions about writing programs in Logo ***:
•Logo commands are simple and provide immediate response. This makes it easy to increase the pace of communication.

•The Logo environment is clearly exciting and entertaining for children.

•The child becomes an active learner. The computer becomes his source of power. When the child is commanding the Turtle to do this and that, he is in charge of his own learning.

•The Turtle provides access to basic geometry concepts.

•The power of computing creates possibilities: With the knowledge of sequence (step by step), iteration, and creating new words, children take steps in increasing their power. Randomness and recursion create further interesting possibilities.

•Tackling complexity by taking mind-size bites: Children create complex drawings by breaking it down into smaller problems.

•Learning with a sense of purpose: Through the manipulation of the Turtle, geometry suddenly becomes more sensible. Children sense that lines and angles are the basic building blocks of a lot of geometry out there.

•In programming, there is no absolute “right” or “wrong”: it involves incrementally improving a solution through debugging. This positive approach is much more conducive to building confidence.

•Thinking about thinking: To write a program, the child first reflects on his own thinking, and then asks the computer to do it. This knowledge of how our mind works, and the continued habit of analyzing one’s thinking can become great intellectual tools for future problem modeling and solving.

•The “computational” way of thinking becomes an additional tool in the children’s tool chest. It’s a magical discovery that there can be different “styles of problem-solving”.

*** Concluding Remarks ***:

Learning to program the computer is an important step, and it must happen naturally, like learning Spanish by living in Spain. Logo is a language that children love to use, and is easy to learn and powerful.

Logo includes and can be used to create a learning environment – by providing a set of pre-programmed objects, which encompass deep ideas of math and science.

Children pick up concepts of Math or other “difficult” subjects through their exploration on computers. Teachers become facilitators in the learning process – by helping children “debug” their thinking.


[eBooks] Learn JavaFX 8: Building User Experience and Interfaces with Java 8

[eBooks] Learn JavaFX 8: Building User Experience and Interfaces with Java 8

Learn JavaFX 8 shows you how to start developing rich-client desktop applications using your Java skills and provides comprehensive coverage of JavaFX 8's features. Each chapter starts with an introduction to the topic at hand, followed by a step-by-step discussion of the topic with small snippets of code. The book contains numerous figures aiding readers in visualizing the GUI that is built at every step in the discussion.

The book starts with an introduction to JavaFX and its history. It lists the system requirements and the steps to start developing JavaFX applications. It shows you how to create a Hello World application in JavaFX, explaining every line of code in the process. Later in the book, author Kishori Sharan discusses advanced topics such as 2D and 3D graphics, charts, FXML, advanced controls, and printing. Some of the advanced controls such as TableView, TreeTableView and WebView are covered at length in separate chapters.

This book provides complete and comprehensive coverage of JavaFX 8 features; uses an incremental approach to teach JavaFX, assuming no prior GUI knowledge; includes code snippets, complete programs, and pictures; covers MVC patterns using JavaFX; and covers advanced topics such as FXML, effects, transformations, charts, images, canvas, audio and video, DnD, and more. So, after reading and using this book, you'll come away with a comprehensive introduction to the JavaFX APIs as found in the new Java 8 platform.


[eBooks] Process Control Instrumentation Technology

[eBooks] Process Control Instrumentation Technology

This manual is designed to provide users with an understanding and appreciation of some of the theoretical concepts behind control system elements and operations, without the need of advanced math and theory. It also presents some of the practical details of how elements of a control system are designed and operated, such as would be gained from on-the-job experience. This middle ground of knowledge enables users to design the elements of a control system from a practical, working perspective, and comprehend how these elements affect overall system operation and tuning. This edition includes treatment of modern fieldbus approaches to networked and distributed control systems. Generally, this guidebook provides an introduction to process control, and covers analog and digital signal conditioning, thermal, mechanical and optical sensors, final control, discrete-state process control, controller principles, analog controllers, digital control and control loop characteristics. For those working in measurement and instrumentation and with control systems and PLCs.


[eBooks] C++ Primer

[eBooks] C++ Primer

" C++ Primer is well known as one of the best books for learning C++ and is useful for C++ programmers of all skill levels. This Fourth Edition not only keeps this tradition alive, it actually improves on it."
--Steve Vinoski, Chief Engineer, Product Innovation, IONA Technologies

" The Primer really brings this large and complex language down to size."
--Justin Shaw, Senior Member of Technical Staff, Electronic Programs Division, The Aerospace Corporation

"It not only gets novices up and running early, but gets them to do so using good programming practices."
--Nevin ":-)" Liber, Senior Principal Engineer (C++ developer since 1988)

This popular tutorial introduction to standard C++ has been completely updated, reorganized, and rewritten to help programmers learn the language faster and use it in a more modern, effective way.

Just as C++ has evolved since the last edition, so has the authors' approach to teaching it. They now introduce the C++ standard library from the beginning, giving readers the means to write useful programs without first having to master every language detail. Highlighting today's best practices, they show how to write programs that are safe, can be built quickly, and yet offer outstanding performance. Examples that take advantage of the library, and explain the features of C++, also show how to make the best use of the language. As in its previous editions, the book's authoritative discussion of fundamental C++ concepts and techniques makes it a valuable resource even for more experienced programmers.

  • Program Faster and More Effectively with This Rewritten Classic
  • Restructured for quicker learning, using the C++ standard library
  • Updated to teach the most current programming styles and program design techniques
  • Filled with new learning aids that emphasize important points, warn about common pitfalls, suggest good programming practices, and provide general usage tips
  • Complete with exercises that reinforce skills learned
  • Authoritative and comprehensive in its coverage

The source code for the book's extended examples is available on the Web at the address below.