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Tuesday, June 30, 2009

TCP/IP Tutorial and Technical Overview, 8th Edition

Product Description
Comprehensive, authoritative introduction to the protocols that drive the Internet. Covers internetworking, routing, transport protocols, multicast, and more. Includes detailed coverage of the latest trends in networking and infrastructure. Softcover.

From the Back Cover

* The comprehensive, authoritative introduction to the protocols that drive the Internet
* Covers internetworking, routing, transport protocols, multicast, and much more
* Includes detailed coverage of application protocols—DNS, TELNET, FTP, HTTP, SMTP, RTP/RTCP, SNMP, and WAP
* Presents techniques for maximizing security, availability, and scalability
* Extensive new coverage includes QoS, MPLS, IP telephony, and WAP
* An in-depth introduction to the entire TCP/IP suite—including the latest protocols and concepts
* Systematic coverage of internetworking, routing, transport, multicast, and application protocols
* New and updated coverage of QoS, MPLS, IP telephony, security, WAP, and more

TCP/IP Tutorial and Technical Overview is an exceptionally complete, easy-to-understand, and up-to-date guide to the protocols that drive the Internet. Ideal for beginners—and for networking professionals who want to deepen their understanding—this book covers the entire TCP/IP suite, including emerging protocols that address the Internet’s key challenges.

The authors—an expert team of IBM TCP/IP instructors and consultants—begin by introducing TCP/IP’s fundamental goals, roles, components, and underlying concepts. They survey today’s core TCP/IP application protocols, from DNS to HTTP, SMTP to RTP, as well as protocols designed for advanced wireless and multimedia applications.

The book includes detailed coverage of the latest trends in networking and infrastructure, including Quality of Service, MPLS, security, IP mobility, IP telephony, and IPv6. The authors also introduce leading tools for maximizing availability and scalability in IBM and Cisco environments, including IBM Sysplex Distributor, Cisco MultiNode Load Balancing, and OS/390 DNS/WLM.
INTERNATIONAL TECHNICAL SUPPORT ORGANIZATIONSharing Technical Expertise From Around the World

Prentice Hall PTR has selected this IBM Redbook for its worldwide publishing program. IBM Redbooks are produced by the International Technical Support Organization where experts from around the world work together to build effective technical information based on their practical work experience.

For more information: ibm.com/redbooks

Download:

http://rapidshare.com/files/250082552/314926___tcp_ip_8th.rar

fxphd: NUK202 – Intermediate Nuke


Our new intermediate Nuke course picks up where the 100 level offering left off. Using Nuke version 5, professor Sean Deveraux will work through concepts in the app as well as lead several project-based classes. The 3D compositing environment of Nuke is one of its strengths, so several classes will dive fully into this feature with practical, real-world examples. Deveraux will also be covering the nuts and bolts of setting up Nuke for automation as well as taking a first look at Gizmos, Nuke’s “macro” functionality. The focus is on the type of work that any compositor might run into while working at a facility.

Deveraux is our lead Nuke professor at fxphd. He has been using Nuke since 2000, working as a compositor at Digital Domain on Hollywood blockbusters such as How the Grinch Stole Christmas, I, Robot, and Star Trek: Nemesis. Using a variety of compositing packages, his freelance work has taken him to ILM (Transformers), Hydraulx (Rise of the Silver Surfer), and others.

Class 1: Warping Minds and Pixels. One of the key tools to any compositor’s toolbox is image warping. This week we’ll cover shape based warps with corner pin, the grid and spline warper and image driven warps using the iDistort node.

Class 2: Project Class 1 – 2D Photoshop in a 3D Nuke world. Using a massive layered Photoshop still we will build and animate a stylized forest to wow friends and influence recruiters.

Class 3: Gizmos for the geeks in all of us. The “macro” system in Nuke is called gizmos. We will create a “smart” gizmo utilizing expressions and user controls and learn how to add that gizmo to our nuke menus for others to access.

Class 4: Pimp my Nuke. Pimp my Nuke. Building on last week’s course, we will further customize nuke by adding and setting default working resolutions on launch, setting up shot specific working directories and other tasks that nuke can automate.

Class 5: Project Class 2 – Set Building and Camera Projections. Some live action, some CG, some set geometry, some keying. All part of the fun in our second project based class of the term.

Class 6: Part 2 of a 2 part production class that covers keying, 3D Projections, color correction, cameras and much more.

Class 7: Another 2 part production class. Part 1 of 2 covers keying, 3D Cards, stabilizing and turning a still frame into multi-dimensional image using the 3D system.

Class 8: Part 2 of 2 covers advanced keying, setting looks and overall comp production tips as we finish our night balcony scene.

Class 9: Project Class 4 – Multi, Multi-Pass Compositing – Part 1 of 2 . A completely CG shot with many layers to comp and refine. Focusing on Multi-pass compositing, layer ordering and organizing your 3D assets.

Class 10: Part 2: A completely CG shot with many layers to comp and refine. More in-depth multi-pass compositing and making the best of your elements.
download links:
http://rapidshare.com/files/250132322/nuk202_netbks.part13.rar
http://rapidshare.com/files/250132308/nuk202_netbks.part04.rar
http://rapidshare.com/files/250132266/nuk202_netbks.part14.rar
http://rapidshare.com/files/250132263/nuk202_netbks.part15.rar
http://rapidshare.com/files/250132241/nuk202_netbks.part06.rar
http://rapidshare.com/files/250132203/nuk202_netbks.part01.rar
http://rapidshare.com/files/250132188/nuk202_netbks.part12.rar
http://rapidshare.com/files/250132184/nuk202_netbks.part16.rar
http://rapidshare.com/files/250132181/nuk202_netbks.part17.rar
http://rapidshare.com/files/250132167/nuk202_netbks.part03.rar
http://rapidshare.com/files/250132141/nuk202_netbks.part09.rar
http://rapidshare.com/files/250132032/nuk202_netbks.part11.rar
http://rapidshare.com/files/250132007/nuk202_netbks.part05.rar
http://rapidshare.com/files/250131942/nuk202_netbks.part08.rar
http://rapidshare.com/files/250131931/nuk202_netbks.part07.rar
http://rapidshare.com/files/250131921/nuk202_netbks.part02.rar
http://rapidshare.com/files/250131904/nuk202_netbks.part10.rar

Sunday, June 21, 2009

Webuser – 18 June 2009

Webuser - 18 June 2009

Webuser - 18 June 2009

Webuser – 18 June 2009
PDF | 76 pages | 29.36 Mb | English

Webuser is a top UK internet magazine featuring news, software and website reviews, funny websites, broadband price guide, technical help and forums.

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Beginning Illustration and Storyboarding for Games

Beginning Illustration and Storyboarding for Games

Beginning Illustration and Storyboarding for Games

Product Description
Creating enticing game art can mean the difference between getting a game published or rejected. Great game art can also be a very rewarding to the game designer! “Beginning Illustration and Storyboarding for Games” focuses on specific issues surrounding developing concept art for games. It emphasizes artistic development using computer drawing and painting programs such as Corel Painter, Corel Draw, and Corel Photo Paint. This book is ideal for beginning art students who wish to learn the fundamental techniques used in creating concept art for game designs. It covers basic game design elements, storyboards, character designs, game world designs, level layouts, and other key visual elements typically used in game designs. As you work your way through the book, you will learn how to create art as well as how the art is used in a game design document.

The only book to specifically address illustration and storyboarding for games.

Full of illustrations and step-by-step projects.

Offers real-world instruction for game concept art development.

Also touches on basic art skill development.

Comes complete with Q&As, extensice end-of-chapter exercises, projects and a CD to reinforce self-practice and learning.

About the Author
Les Pardew is a video game and entertainment industry veteran with 15 years of industry experience. His work in the industry includes more than 100 video game titles. He currently serves as president of Alpine Studios, which he founded with Ross Wolfley in the fall of 2000. He was the founder of Saffire, one of the industry’s preeminent game developers. He built the company from humble beginnings in his basement to a thriving group of over 120 programmers, artists, musicians, and other creative people. In 1995, Saffire was named by Entrepreneur Magazine as one of America’s hottest new companies and in 1999, it was 32nd on the Utah 100 list. Les started his career in video games in 1987 doing animation for Magic Johnson Fast Break Basketball for the Commodore 64. He went on to create art for dozens of major games including Robin Hood Prince of Thieves, Star Wars, Wrestle Mania, NCAA Basketball, Stanley Cup Hockey, Jack Nicholas Golf, and Where in the World/USA is Carman Sandiego to name a few.

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How to Make Software

How to Make Software

How to Make Software

An introduction to software development for programmers, developers, coders, hackers, crackers and Joe Public. Writing software is not as complicated as it seems and many projects fail because of the simplest of causes. You don’t have to be a genius to deliver software on time, nor do you have to be steeped in the folklore of a complicated methodology to join the “elite” of the software development world.

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