Book Description
Elayn Martin-Gay's success as a developmental math author starts with a strong focus on mastering the basics through well-written explanations, innovative pedagogy and a meaningful, integrated program of learning resources. The revisions to this edition provide new pedagogy and resources to build reader confidence and help readers develop basic skills and understand concepts. Features incorporation of AMATYC and NCTM standards-reflected in an increased emphasis on visualization graphing, and data analysis. In addition, Martin-Gay's 4-step problem solving process-Understand, Translate, Solve and Interpret-is integrated throughout. Also includes new features such as Study Skills Reminders, "Integrated Reviews", and "Concept Checks." For those in need of a graphing utility resource in intermediate algebra, and for readers who need to prepare for advanced algebra or finite math.
Customer Reviews:
Intermediate Algebra Book.......2007-02-17
I was very impressed with how fast the book arrived. It also arrived in great condition. I would definately consider doing business with this vendor again.
Book needs more explanations and less fluff.......2005-06-04
Book needs more explanations on problems and less "Study habit reminders" and other fluffy stuff that I just skip over. What student has time to read the "extra optional stuff"?
In my humble opinion, this book doesn't explain problems well.
It doesn't explain WHY. It assumes you know WHY problems are solved in certain ways.
For example, on page 110, she throws a property at you:
"If A is a positive number, then | X |
< a is equivalent to -a
< X
< a."
It would really help me understand this property if I knew WHY| X |
< a is equivalent to -a
< X
< a.
The answer book should explain more also - especially for problems that are different from the examples.
I do like the idea of concept checks though.
Sometimes complex.......2003-09-29
This book covers many problems but lacks descriptive solutions. I could not get a good concept of how to solve the problems because most of the solutions were broken into several sections. This book does give some of the answers but again it does lack descriptive solutions.
I can't wait to get this book!.......2003-09-17
In my pre-algebra I and II classes, we used Martin-Gay's books. They were wonderful! They're easy to understand and follow with plenty of exercises. I was looking forward to using her books for Intermediate Algebra. I was extremely disappointed to find that the college switched to a different book...one that isn't helpful at all. I'm planning on using Martin-Gay's book along side our college textbook we now have. Hopefully, the lightbulb will be going on much quicker!
Very Complete.......2003-03-07
This book won't let you get stuck, it explains all concepts clearly. It offers a good beginning algebra review, and gives you a thorough dose of the tougher stuff.
Average customer rating:
- For the serious precalculus student
- Came in a good condition and very timely shipping
- Best math textbook I ever used!
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Precalculus Enhanced With Graphing Utilities (3rd Edition)
Michael Sullivan
Manufacturer: Prentice Hall
ProductGroup: Book
Binding: Hardcover
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ASIN: 0130659150 |
Book Description
The Sullivan Enhanced with Graphing Utilities series fully integrates the graphing calculator. These widely adopted books are known for their precise careful presentation of mathematics. This precision permeates the book and is particularly evident in the examples, pedagogy and exercises. This book includes coverage a wide range of topics including functions and their graphs, polynomial and rational functions, exponential and logarithmic functions, trigonometric functions and their applications, analytic geometry, systems of equations and inequalities, probability, and an introduction to calculus. For anyone who needs to brush up on everyday or business-related mathematics.
Customer Reviews:
For the serious precalculus student.......2007-06-02
I teach high school math and reviewed many textbooks before I chose this title. The examples are diverse and the problem sets complete. Students will appreciate the excellent review at the end of each chapter. Completing this book will leave one in good stead to take calculus and linear algebra.
Came in a good condition and very timely shipping.......2005-09-26
Came in a good condition and very timely shipping
Best math textbook I ever used!.......2001-05-19
After going back into this book more and more I can only revise my opinion upward. Sullivan covers almost every topic before calculus and does it in a very straightforward manner. The text has rigor proving many important statements but this is never used in sacrifice of understanding. The student solution manual is also great and highly recomended. A great text and reference book.
Customer Reviews:
Couldn't have asked for it any better!.......2005-09-20
When I got my book I was shocked. I expected the book was going to be ragged but I couldn't even tell it was used! I thought it was new! I am definitely ordering my books from ya'll for now on!!!
Book Description
Welcome to the sixth volume of the Game Programming Gems series. With team sizes constantly expanding, developers are finding themselves pushed to become increasingly specialized. This makes it important to have cutting-edge, ready-to-use material in your specialization, as well as resources that you can call upon if you need to work outside your area of expertise. Volume 6 has been explicitly designed with your current challenges in mind. With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. All of these capabilities require robust teams and longer schedules, so to help ensure that your games are still delivered on time and on budget, you'll find 50 all new articles written by experts in game technology from many different backgrounds and over twenty countries. This volume also includes a brand new section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. So, whether you're a new game programmer starting out on this exciting path, a grizzled, industry veteran, or a most welcome visitor, we hope that you will find inspiration, insight, and at least one or two true gems to use in your world!
Customer Reviews:
watch this trend.......2007-04-16
One interesting feature of this book on game programming is how graphics does NOT dominate the discussion. Most books on the subject are chock-a-block with every graphics tip you could imagine. But Dickheiser does not write for the novice. He has gathered a set of papers (chapters) that try to delineate the research boundary. It is a measure of the rising maturity of the field, and the complexity of many games, that graphics is relatively deprecated.
Though I hasten to add that there are still the pretty colour plates of renderings, and several chapters on these methods.
Why is the book symptomatic of the changing trends? In part because graphical methods are starting to saturate. The techniques are now good enough for near-photorealistic impressions. If you look carefully at the non-graphics chapters, you see that they tackle non-trivial problems arising from evermore intricate games. One instance is the use of AI-style decision making methods for how a game proceeds. When well coded, it can give behaviour of characters that is more intelligent, hence yielding a more interesting game. Another chapter looks at the learning process in AI, where a player might change strategies. Here, the research use of Support Vector Machines is suggested as apropos for commercial game development.
Professionally, you should pay attention to the book for the trend it exemplifies. You probably got into game programming because you were attracted by the graphics. But as graphics methods peak, the value added aspect of games is starting to shift towards the story line and how elaborate is the game logic.
Good bag of tricks for advanced game programmers.......2006-04-05
This is the latest volume in the game programming gems series that is now six years old. This book, like the others in the series, is a collection of articles written by industry experts for the advanced game programmer. Because it covers so much ground with little or no background information, I doubt that one reader will be able to appreciate the whole book. The book comes with a CD that has source code for all of the articles, which is very helpful.
I'm a multimedia programmer rather than a game programmer, and I found quite a few nuggets in this edition. Among them was the article on using OpenCV, which is the open source computer vision library, and also the article on CPPUnit, which can be used for unit testing of any type of software, not just games. The section on math and physics was the least helpful. It either set the bar too low with easy articles like "How to do floating point faster than hardware", or set the bar too high with difficult terse articles such as "Real-Time Particle-Based Fluid Simulation". However, if you are into game physics, this section might be something you really enjoy. In the AI section, it seemed like I had seen most of the material before. The last article though was really unique - "Constructing a Goal-Oriented Robot for UnrealTournament Using Fuzzy Sensors, Finite-state Behaviors and Behavior Networks". This is an outstanding article for those interested in robots in games. The whole section on scripting was worthwhile. I especially enjoyed the Script language survey at the front of the section, since this is a moving target with many languages to choose from. The graphics section is quite advanced, and unless "Realtime Rendering" seems like light bedtime reading to you, most of the articles will probably not make much sense. My favorite section of the book was the one on audio for two reasons. First, most game programming books ignor this subject entirely. Second, it is hard to find readable books or articles on the subject with the effects presented in plain language as this section did in all five articles. I notice that Amazon does not show the table of contents, so I do that here:
SECTION 1 GENERAL PROGRAMMING
Introduction 1.1 Game Object Component System 1.2 Closest- String Matching Algorithm 1.3 Implementing Lock-Free Algorithms 1.4 Computer Vision in Games using the OpenCV library 1.5 Using CPPUnit to implement unit testing 1.6 Visualizing Performance Data 1.7 Faster Loading with Access-Based File Reordering 1.8 Stay in the Game: Asset Hotloading for Fast Iteration 1.9 Geographic Grid Registration of Game Objects 1.10 Real-Time Continuous Profiling 1.11 Fingerprinting Prerelease Builds to Deter and Detect Piracy 1.12 The Dynamic Actor Layer
SECTION 2 MATHEMATICS AND PHYSICS
Introduction 2.1 Efficient Sequence Indexing 2.2 How to do floating point faster than hardware. 2.3 Solving linear systems by using the cross product 2.4 Real-Time Particle-Based Fluid Simulation 2.5 Exact Buoyancy for Polyhedra
SECTION 3 ARTIFICIAL INTELLIGENCE
Introduction 3.1 Designing a Multi-layer Pluggable AI Engine Framework 3.2 Smart Scene Load Management using Fuzzy Logic 3.3 Achieving coordination with autonomous NPC's 3.4 Using a Quantified Judgment Model for Engagement Analysis 3.5 Short-term memory using support vector machine (SVM) 3.6 Applying Model-Based Decision-Making Methods to Games 3.7 Constructing a Goal-Oriented Robot for UnrealTournament Using Fuzzy Sensors, Finite-state Behaviors and Behavior Networks
SECTION 4 SCRIPTING SYSTEMS
Introduction 4.1 A Script language survey 4.2 Managing High-Level Scripts Execution within 4.3 Automatic Function Binding for Game Scripting and Networking 4.4 Programming advanced control mechanisms with Lua coroutines 4.5 Binding C/C++ objects to Lua
SECTION 5 GRAPHICS
Introduction 5.1 Automatic Realistic Idle Motion Synthesis for Interactive Characters" 5.2 GPU Terrain Rendering 5.3 Rendering Road Signs Sharply 5.4 Interactive Fluid Dynamics and Rendering on the GPU 5.5 Spatial Partitioning using an Adaptive Binary Tree 5.6 Enhanced Object Culling with (Almost) Oriented Bounding Boxes 5.7 Fast per-pixel lighted scenes with a high number of lights 5.8 Efficient Sky Rendering Techniques 5.9 High Dynamic Range Rendering using OpenGL Frame Buffer Objects 5.10 Skin Splitting for Optimal Skin Rendering
SECTION 6 AUDIO
Introduction 6.1 Real- Time Sound Generation From Deformable Meshes 6.2 Volume Control Through Chained Busses 6.3 Faking Real-time DSP Effects 6.4 A lightweight oscillator for ambient sound generation 6.5 Cheap Doppler effect
SECTION 7 NETWORKING AND MULTIPLAYER
Introduction 7.1 Complex High-Level Systems 7.2 Reliable Peer-to-Peer Gaming Connection Penetrating Firewall and NAT 7.3 Massively Multiplayer Online Prototype (MMOP): Utilizing Second Life for Game Concept Prototyping 7.4 Dynamically Adaptive Streaming of 3D Data for Animated Characters 7.5 Generating globally unique identifiers for game objects About the CD-ROM
Index
Programming Tips from the Pros.......2006-04-04
Intended for the intermediate to advanced game programmer, this is a book that will literally have something for everyone. It contains fifty-two 'gems' that is, articles on how to some particular aspect of game programming. Sophisticated game programming is probably the most complex programming there is. And this book goes into some pretty sophisticated programming details.
For instance:
1.2 Using Multicore Processors - New software that facilitates programming to make the most effective use of dual/triple core CPUs.
2.5 - Exact Buoyancy for Polyhedra - Your game character has built a raft. How does it look like it's floating realistically?
5.9 - Practical Sky Rendering - The sky is so simple, unless, of course you want it to look real. ==There is no question that the main driving force for faster computers is to make for more realistic gaming. And the faster computers allow more sophisticated programming to be done to make the grass wave realistically.
This is probably not a book you're going to sit down and read from cover to cover. You'll probably scan through and read the ones that are applicable to just what you need to do next. But then in a couple of weeks, in a couple of months....
Book Description
Intended for a 2-semester sequence of
Introductory and
Intermediate Algebra where students get a solid foundation in algebra with early and frequent exposure to functions and an empasis on modeling with full integration of the graphing calculator. The goal is to prepare them for success in College Algebra or their next math course.
Book Description
The Sullivan Enhanced with Graphing Utilities series fully integrates the graphing calculator. These widely adopted books are known for their precise careful presentation of mathematics. This precision permeates the book and is particularly evident in the examples, pedagogy and exercises. This book includes coverage of trigonometric functions and their applications, analytic trigonometry, polar coordinates and vectors, and exponential and logarithmic functions. For anyone who needs to brush up on everyday or business-related mathematics.
Average customer rating:
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Bezier and B-Spline Techniques
Hartmut Prautzsch ,
Wolfgang Boehm , and
Marco Paluszny
Manufacturer: Springer
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A Practical Guide to Splines
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ASIN: 3540437614 |
Book Description
This book provides a solid and uniform derivation of the various properties Bézier and B-spline representations have, and shows the beauty of the underlying rich mathematical structure. The book focuses on the core concepts of Computer Aided Geometric Design with the intension to give a clear and illustrative presentation of the basic principles, as well as a treatment of advanced material including multivariate splines, some subdivision techniques and constructions of free form surfaces with arbitrary smoothness.
The text is beautifully illustrated with many excellent figures to emphasize the geometric constructive approach of this book.
Customer Reviews:
Good reference maybe.......2006-08-09
I'm not sure what sort of person would find this book useful. If you want to LEARN about Bezier or B-Spline curves, then I don't think this book is for you. The authors' stated goal was to "provide a solid and uniform derivation" of Bezier and B-Spline properties. I believe that they have succeeded, almost every factoid I've seen in other books is included and proved rigorously. What is NOT included is any sort of meaningful explanation of the concepts. The material is presented at a breakneck pace, with everything presented exactly once, and most often in mathematical notation rather than in English. This is a good way to pack a lot of material into a few pages, but it makes for pretty difficult reading. I really don't see how a person could possibly follow the exposition in this book unless they basically already knew the material.
If you already are familiar with Bezier and B-Spline techniques, or perhaps you are an expert in a related field like approximation theory, then you might find this useful.
So if the Authors acheived their stated goal, then why only the 3-star rating? I've recently bought quite a few of these books on splines, in preperation to write a chapter in my own (introductory) 3d math book. Most of the material in this book can be found in other books. Of course, all of the books have significant overlap, since they are covering the same subject. But if you could have a book that covers most of the same material AND also has more exposition, I'd go for the one with the more exposition. I don't think there's enough unique material in this book to trade off the loss of the much more graceful exposition in the other books.
In particular, if you're interested in *learning* about Bezier curves or B-Splines, I found these two books much more accessible:
An Introduction to Splines for use Computer Graphics and Geometric Modeling by Bartels et al. has a much slower pace - paradoxially this means that if you're learning the material, you will be able to read it FASTER since you can maintain a constant pace. It focuses on B-Splines and only stops breifly to mention Bezier curves as a general case.
The other book is Curves and Surfaces for COmputer Aided Geometric Design by Farin. He introduces Bezier curves and fully develops them, at a reasonable pace, before discussing B-splines. I personally found this approach to be better from a teaching perspective, since B-Splines are more abstract and Bezier curves are easier to understand. (Be warned that I have a rather old editition, the 2nd, I believe he's on the 5th now. I don't know what all has changed since then.)
Customer Reviews:
Excelloent Condition.......2007-10-10
This book was in perfect condition and actually better than described. Great service, no worries at all. Thanks very much!
chapter1: answer.......1999-09-01
i need to help this chapter 1 so i not understand this book but i need you explain me this clear this chapter 1 about f(x)numbers. Please answer me to explain me this chapter 1 from algebraic, graphical, and trigonometric problem solving on mathematics in action. i need easily answer and explain this chapter 1 as for example. Thankss Christy Gasch
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|
Beginning and Intermediate Algebra with Graphing Calculators: An Integrated Approach (with CD-ROM, BCA/iLrn Tutorial, and InfoTrac®)
Deborah Jolly Cochener ,
Bonnie MacLean Hodge , and
R. David Gustafson
Manufacturer: Brooks Cole
ProductGroup: Book
Binding: Hardcover
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ASIN: 0534390714 |
Book Description
By integrating technology with mathematics, BEGINNING AND INTERMEDIATE ALGEBRA WITH GRAPHING CALCULATORS makes it easy to succeed in this course! Numerical, graphical, symbolic, and verbal examples and exercises clarify algebraic concepts. Take advantage of the numerous resources that will help you prepare for exams such as online tutoring, chapter summaries, and technology sections and tips. Learn how to use the TI-83+ or TI-86 graphing calculators to confirm arithmetic/algebraic results, to observe patterns, to interpret tables and graphic displays, and to construct and test algebraic models of data.
Customer Reviews:
Where's the Errata.......2003-06-08
The content of the book is ok. But if you are unfamiliar with the subject and need the answers in the back of the book to check your work, you will just end up frustrated and confused. So far I estimate 30% of the answers in the back of the book are wrong and there is no errata listed for the book from the publisher.
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