Gives access to an interactive, multimedia version of New perspectives on computer concepts with engaging videos, tutorials, and computer scored activities.
Go beyond computing basics with the award-winning NEW PERSPECTIVES ON COMPUTER CONCEPTS. Designed to get you up-to-speed on essential computer literacy skills, this market leading text goes deeper, providing technical and practical information relevant to everyday life. NEW PERSPECTIVES ON COMPUTER CONCEPTS 2014 incorporates significant technology trends that affect computing and everyday life; such as concerns for data security, personal privacy, online safety, controversy over digital rights management, interest in open source software and portable applications, and more. In addition, coverage of Microsoft Windows 8 and Office 2013 will introduce you to the exciting new features of Microsoft's next generation of software.
Go beyond computing basics with the award-winning NEW PERSPECTIVES ON COMPUTER CONCEPTS. Designed to get you up-to-speed on essential computer literacy skills, this market leading text goes deeper, providing technical and practical information relevant to everyday life. NEW PERSPECTIVES ON COMPUTER CONCEPTS 2014 incorporates significant technology trends that affect computing and everyday life; such as concerns for data security, personal privacy, online safety, controversy over digital rights management, interest in open source software and portable applications, and more. In addition, coverage of Microsoft Windows 8 and Office 2013 will introduce you to the exciting new features of Microsoft's next generation of software. Important Notice: Media content referenced within the product description or the product text may not be available in the ebook version.
Technology impacts every aspect of life and choices are endless. As a college student, you need to know how to evaluate devices, choose apps, maintain a compelling online reputation, and lock down digital security. NEW PERSPECTIVES ON COMPUTER CONCEPTS 2018, INTRODUCTORY goes beyond the intuitive "how-to" of apps and social media to delve into the broad concepts that are guiding current technologies such as self-driving cars, virtual reality, file sharing torrents, encrypted communications, photo forensics, and the Internet of Things. Numerous illustrations and interactive features in this complete book make mastering technical topics a breeze with a learning path that is structured with you, today's busy student, in mind. This edition offers an insightful overview of what every college student should know about using technology to complete your education, launch a successful career, and engage in issues that shape today's world.
The classic guide to how computers work, updated with new chapters and interactive graphics "For me, Code was a revelation. It was the first book about programming that spoke to me. It started with a story, and it built up, layer by layer, analogy by analogy, until I understood not just the Code, but the System. Code is a book that is as much about Systems Thinking and abstractions as it is about code and programming. Code teaches us how many unseen layers there are between the computer systems that we as users look at every day and the magical silicon rocks that we infused with lightning and taught to think." - Scott Hanselman, Partner Program Director, Microsoft, and host of Hanselminutes Computers are everywhere, most obviously in our laptops and smartphones, but also our cars, televisions, microwave ovens, alarm clocks, robot vacuum cleaners, and other smart appliances. Have you ever wondered what goes on inside these devices to make our lives easier but occasionally more infuriating? For more than 20 years, readers have delighted in Charles Petzold's illuminating story of the secret inner life of computers, and now he has revised it for this new age of computing. Cleverly illustrated and easy to understand, this is the book that cracks the mystery. You'll discover what flashlights, black cats, seesaws, and the ride of Paul Revere can teach you about computing, and how human ingenuity and our compulsion to communicate have shaped every electronic device we use. This new expanded edition explores more deeply the bit-by-bit and gate-by-gate construction of the heart of every smart device, the central processing unit that combines the simplest of basic operations to perform the most complex of feats. Petzold's companion website, CodeHiddenLanguage.com, uses animated graphics of key circuits in the book to make computers even easier to comprehend. In addition to substantially revised and updated content, new chapters include: Chapter 18: Let's Build a Clock! Chapter 21: The Arithmetic Logic Unit Chapter 22: Registers and Busses Chapter 23: CPU Control Signals Chapter 24: Jumps, Loops, and Calls Chapter 28: The World Brain From the simple ticking of clocks to the worldwide hum of the internet, Code reveals the essence of the digital revolution.
IDEO founder and Stanford d.school creator David Kelley and his brother Tom Kelley, IDEO partner and the author of the bestselling The Art of Innovation, have written a powerful and compelling book on unleashing the creativity that lies within each and every one of us. Too often, companies and individuals assume that creativity and innovation are the domain of the "creative types." But two of the leading experts in innovation, design, and creativity on the planet show us that each and every one of us is creative. In an incredibly entertaining and inspiring narrative that draws on countless stories from their work at IDEO, the Stanford d.school, and with many of the world's top companies, David and Tom Kelley identify the principles and strategies that will allow us to tap into our creative potential in our work lives, and in our personal lives, and allow us to innovate in terms of how we approach and solve problems. It is a book that will help each of us be more productive and successful in our lives and in our careers.
Principles and Practices: An Integrated Approach to Engineering Graphics and AutoCAD 2014 combines an introduction to AutoCAD 2014 with a comprehensive coverage of engineering graphics principles. By adopting this textbook, you will no longer need to adopt separate CAD and engineering graphics books for your course. Not only will this unified approach give your course a smoother flow, your students will also save money on their textbooks. What's more, the tutorial exercises in this text have been expanded to cover the performance tasks found on the AutoCAD 2014 Certified User Examination. The primary goal of Principles and Practices: An Integrated Approach to Engineering Graphics and AutoCAD 2014 is to introduce the aspects of engineering graphics with the use of modern Computer Aided Design/Drafting software - AutoCAD 2014. This text is intended to be used as a training guide for students and professionals. The chapters in the text proceed in a pedagogical fashion to guide you from constructing basic shapes to making complete sets of engineering drawings. This text takes a hands-on, exercise-intensive approach to all the important concepts of Engineering Graphics, as well as in depth discussions of CAD techniques. This textbook contains a series of twelve chapters, with detailed step-by-step tutorial-style lessons designed to introduce beginning CAD users to the graphic language used in all branches of technical industry. The CAD techniques and concepts discussed in the text are also designed to serve as the foundation to the more advanced parametric feature-based CAD packages, such as Autodesk Inventor.
C++11 has arrived: thoroughly master it, with the definitive new guide from C++ creator Bjarne Stroustrup, C++ Programming Language, Fourth Edition! The brand-new edition of the world's most trusted and widely read guide to C++, it has been comprehensively updated for the long-awaited C++11 standard. Extensively rewritten to present the C++11 language, standard library, and key design techniques as an integrated whole, Stroustrup thoroughly addresses changes that make C++11 feel like a whole new language, offering definitive guidance for leveraging its improvements in performance, reliability, and clarity. C++ programmers around the world recognize Bjarne Stoustrup as the go-to expert for the absolutely authoritative and exceptionally useful information they need to write outstanding C++ programs. Now, as C++11 compilers arrive and development organizations migrate to the new standard, they know exactly where to turn once more: Stoustrup's C++ Programming Language, Fourth Edition. Inside Content: 1 Revision of Functions in C. 2 Revision of Functions in C. 3 Revision of Pointers in C. 4 Revision of Pointers in C. 5 Revision of Structure, Union, Enum in C. 6 C++ Introduction & Difference between C & C++. 7 Difference between C & C++ (continued). First C++ Program (Average of 2 numbers), Scope Resolution Operator. 8 Difference between Pointers & Reference. Program to Swap two numbers using Call by Value, by Address & by Reference. 9 Generic Pointers, Rules of Reference, Constant (Value, Variable, Pointer, Reference), Constant Argument, Returning Constant Values, Return by Reference. 10 Dynamic Memory Allocation (One, Multi Dimensional Array) using New & Delete Operators. 11 Function Overloading, Function Calling Steps, Default Arguments. 12 Inline Functions 13 Operator Overloading, Program to Add & Multiply Two Complex Numbers. 14 Program to Add & Multiply Two Matrices. 15 Revision of Class 4 to 12. 16 Classes & Objects, Difference between Structure & Class. 17 “this” Pointer, Functions defined outside the Class v/s Inline Function, Structure of C++ Program. 18 Constructors & Destructors 19 Static & Constant members 20 Operator Overloading Unary(++/--), Rules, Operators that cannot be Overloaded. 21 Binary Operator Overloading (Add & Multiply Two Complex Numbers). 22 Binary Operator Overloading (Add & Multiply Two Matrices). 23 Copy Constructor, Equal Operator Overloading 24 Friend Function, <<, >> Operator Overloading 25 Overloaded Type Conversion Operator (Basic to Object & Object to Basic). 26 Overloaded Type Conversion Operator (Object of One Class to Object of another Class). 27 Data Structure through C++ (Stack & Queue) 28 Console Input/ Output Streams. 29 Revision of Class 14 to 26 30 Inheritance 31 Inheritance 32 Virtual Functions (Polymorphism) 33 Templates 34 Exception Handling 35 File Handling 36 File Handling 37 Nested Classes(Kind of Relationship using Inheritance, has a Relationship using Composition & Containership) 38 New Features of ANSI C++(bool, wchar_t, new cast operators, typeid, mutable, explicit, namespace) 39 Revision of Class 28 to 36 40 Design and Development Using C++ (Bonus Chapters)
In a diverse society, the ability to cross communication barriers is critical to the success of any individual personally, professionally, and academically. With the constant acceleration of course programs and technology, educators are continually being challenged to develop and implement creative methods for engaging English-speaking and non-English-speaking learners. Computer-Assisted Language Learning: Concepts, Methodologies, Tools, and Applications is a vital reference source that examines the relationship between language education and technology and the potential for curriculum enhancements through the use of mobile technologies, flipped instruction, and language-learning software. This multi-volume book is geared toward educators, researchers, academics, linguists, and upper-level students seeking relevant research on the improvement of language education through the use of technology.
The co-founder and longtime president of Pixar updates and expands his 2014 New York Times bestseller on creative leadership, reflecting on the management principles that built Pixar’s singularly successful culture, and on all he learned during the past nine years that allowed Pixar to retain its creative culture while continuing to evolve. “Might be the most thoughtful management book ever.”—Fast Company For nearly thirty years, Pixar has dominated the world of animation, producing such beloved films as the Toy Story trilogy, Finding Nemo, The Incredibles, Up, and WALL-E, which have gone on to set box-office records and garner eighteen Academy Awards. The joyous storytelling, the inventive plots, the emotional authenticity: In some ways, Pixar movies are an object lesson in what creativity really is. Here, Catmull reveals the ideals and techniques that have made Pixar so widely admired—and so profitable. As a young man, Ed Catmull had a dream: to make the first computer-animated movie. He nurtured that dream as a Ph.D. student, and then forged a partnership with George Lucas that led, indirectly, to his founding Pixar with Steve Jobs and John Lasseter in 1986. Nine years later, Toy Story was released, changing animation forever. The essential ingredient in that movie’s success—and in the twenty-five movies that followed—was the unique environment that Catmull and his colleagues built at Pixar, based on philosophies that protect the creative process and defy convention, such as: • Give a good idea to a mediocre team and they will screw it up. But give a mediocre idea to a great team and they will either fix it or come up with something better. • It’s not the manager’s job to prevent risks. It’s the manager’s job to make it safe for others to take them. • The cost of preventing errors is often far greater than the cost of fixing them. • A company’s communication structure should not mirror its organizational structure. Everybody should be able to talk to anybody. Creativity, Inc. has been significantly expanded to illuminate the continuing development of the unique culture at Pixar. It features a new introduction, two entirely new chapters, four new chapter postscripts, and changes and updates throughout. Pursuing excellence isn’t a one-off assignment but an ongoing, day-in, day-out, full-time job. And Creativity, Inc. explores how it is done.