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Math Fin Law 9

Mathematical Financial Laws Public Listed Firm Rule

Mathematical Finance belong to the Finance Engineering but employing more mathematics, following the Financial Laws of Pacioli's IFRS (International Finance Reporting Standards) and GAAP (Generally Accepted Accounting Principles).It is totally is different and very contrast (opposite) to the commonly known Financial Mathematics which are branches of Mathematic (mostly Investment Algebra), enriching the Investment from outside, such as TVM (Time Value of Money) and BEP (Break Even Point), etc., which never touching Core Finance and nor Accounting Rules important to Firm's Health!Firm's health is very important, when properly controlled it could prevent bankruptcy and avoid innocent people from being poor. It is the greatest problem in economy, much greater than any cases ever solved by Economic Nobel Laureates, so far.The nicest thing about it, is that only requires simple Junior Highschool Algebra. We just need to be consistent with its less number treatment of constellations. Its saddest part is that many professors and doctors are no longer able to understand Junior Highschool Algebra, and hiding in Accounting jargons. Please go back to its Introduction for glossary, at anywhere inside the book, so then we can still understand what are those mean with simple Algebraic Rule there. We try to avoid some sentences multiplied, added, eliminated divided, rooted or powered by another sentences, that make many traditional finance book successful (delivering few simple things, seen as difficult and scary), but less useful and seldom be accurate.

Please go back to its Introduction for glossary, at anywhere inside the book, so then we can still understand what are those mean with simple Algebraic Rule there.

Discovering Computers ©2016

The popular DISCOVERING COMPUTERS is now revised, based on customer feedback, to reflect the evolving needs of today's Introductory Technology students. This exciting new edition maintains proven hallmarks that ensure students know what they need to be successful digital citizens in college and beyond. This edition offers the latest coverage of today's digital world with an emphasis on enterprise computing, ethics, Internet search skills, mobile computing, various operating systems, browsers and security. Critical thinking and problem-solving exercises throughout the text reinforce key skills, while end-of-chapter activities provide hands-on practice. DISCOVERING COMPUTERS provides the content your students need, presented in a way that ensures their success. Important Notice: Media content referenced within the product description or the product text may not be available in the ebook version.

Android Game Development: From Shaders to Skeletal Animation.

This book is intended for programmers or anyone interested in learning how to develop video games on the Android platform. This book covers Android game development on 3 Chapters. Chapter 1: Computer Graphics Basics. This chapter gives an introduction to computer graphics, you will learn how computers represent 2D and 3D graphics through arrays of numbers that describe each attribute of a graphical object, like positions, normals, textures, etc. You will also learn the theory and math behind visual projections, movement and physics using vectors. Chapter 2: Graphics with OpenGL ES 2.0. This chapter will show you how to render graphics on the screen using the OpenGL ES 2.0 API, you will learn how to create programs called Shaders that will be executed by the GPU of the target device, using the programmable pipeline we will implement 2D and 3D examples showing how to simulate physics, 2D animation, cameras, different types of light, multi touch input and how to navigate through your graphical world. Chapter 3: 3D Modeling and Animation. This chapter will show you how to create 3D models with the help of 3D modeling software, from creating and sculpting basic structures, painting and mapping textures, to creating animations based on skeletons, also you will learn how to export your models and animations to external files, how to import them to your Android application and how to construct an skeletal animation system on the GPU through shaders. Finally we have Appendix A, B and C. A contains more useful information for loading models, using different shaders and we explore using C/C++ through the NDK, B contains the reference of the android classes we will be using, and C contains information on how to program for old devices that do not support OpenGL ES 2.0, when you finish reading the book you will know a lot of how video games are created and you will be ready to create any game as easy or complex as you want, but remember the most important thing of any game is not how complex it is, people will love your game for how fun it is.

... https://developer.qualcomm.com/mobile-development/mobile-technologies/
gaming-graphics-optimization-adreno/tools-and-resources They offer different
tools for graphics development, some solutions integrate with visual studio and C
++, ...