The last couple of years have seen big changes in server-side web programming. Now it's the client's turn; Dojo is the toolkit to make it happen and Mastering Dojo shows you how. Dojo is a set of client-side JavaScript tools that help you build better web applications. Dojo blurs the line between local, native applications and browser based applications; the browser becomes the user interface platform. "Modern" browsers provide an incomplete, inconvenient, and incompatible programming environment, but Dojo eliminates these problems. While there are many JavaScript libraries available, most focus on just one thing (for example, effects libraries, perceived JavaScript omissions, or HTML widgets). Dojo addresses all of these functional areas-and many others-extensively. In Mastering Dojo, you'll get the whole story, from basic usage to advanced idioms. Mastering Dojo starts out with a fast moving tutorial that will give you techniques that you can start using right awa
The art of visual communication is the arrangement of design elements in a way that is balanced, visually appealing and most importantly, effectively delivers its intended message to the target audience. This full-color tutorial serves as an introduction to understanding this art of visual communication and the creative process of design. The author presents the basic elements of design - line, shape, color, typography " placing these into a visual structure that always keeps in mind the audiences visual perception.
Sophie's cat, Tom has surprised them all by producing four kittens. There are more animals to come in the year that Sophie hits six, finds a new farming ally, and makes a triumphant entrance into the sporting arena. This is a charming story about Sophie and her life on the farm, read by Bernard Cribbins. The Sophie stories, written by Dick King-Smith, are a perennial classic loved by generations of children for over twenty years. Centred on the adventures of a confident, animal-loving little girl, they are perfect for any child who loves to play and explore the world around them. Brief Description: Sophie's cat, Tom has surprised them all by producing four kittens. There are more animals to come in the year that Sophie hits six, finds a new farming ally, and makes a triumphant entrance into the sporting arena. This is a story about Sophie and her life on the farm. It is useful for children who love to play and explore the world around them.
ITIL concentrates on describing IT Service Management Processes, Functions and the Roles to perform those tasks but does not describe how to build a Department to run and manage those processes, leaving the question "How can I structure my organization to most effectively support ITIL Service Management?" This book plugs the gap by explaining in a structured and logical manner how to build an ITIL based Service Management Department that will both support and supplement those processes.The publication uses terminology consistent with the ITIL Service Management Practices and the ITIL glossary, acronymns and definitions. It embraces and encompasses both ITIL Version 2 and ITIL Version 3 CONTENTS: 1,A Classic departmental structure 2,Overview of a step-by-step approach 3,Step 1 - Preparing the basics 4,Step 2 - Defining departmental parameters 5,Step 3 - Identifying primary ITIL fundamental Tasks 6,Step 4 - Identifying non-ITIL Fundamental Tasks 7,Step 5 - Rationalizing
As technology expands and evolves, one-dimensional, graphical user interface (GUI) design becomes increasingly limiting and simplistic. Designers must meet the challenge of developing new and creative interfaces that adapt to meet human needs and technological trends. HCI Beyond the GUI provides designers with this know how by exploring new ways to reach users that involve all of the human senses. Dr. Kortum gathers contributions from leading human factors designers to present a single reference for professionals, researchers, and students. CONTENTS: 1. Introduction to the Human Factors of Nontraditional Interfaces Philip Kortum 2. Haptic Interfaces Marcia K. O'Malley, Abhishek Gupta 3. Gesture Interfaces Michael Nielsen, Thomas B. Moeslund, Moritz Storring, and Erik Granum 4. Locomotion Interfaces Mary C. Whitton, Sharif Razzaque 5. Auditory Interfaces S. Camille Peres, Virginia Best, Derek Brock, Christopher Frauenberger, Thomas Hermann, John G. Neuhoff, Louise Valgerur Nickerson, Barbara Shinn-C
How soon can you learn Adobe Flex 3? With this book's unique hands-on approach, you will be able to tinker with examples right away, and create your own Rich Internet Applications with Flex within the first few chapters. As you progress, you learn how to build a layout, add interactivity, work with data, and deploy your applications to either the Web or the desktop. Learning Flex 3 offers step-by-step instructions that are clear and concise, along with tips and tricks that author Alaric Cole has gathered after years of using Flex and teaching it to fellow developers at Yahoo! You'll understand how Flex works, how to use the MXML markup language and work with ActionScript, how to deploy RIAs to the desktop using Adobe AIR, and much more. Whether you're a beginner, or an experienced web developer coming to Flex from another platform, Learning Flex 3 is the ideal way to learn how to: Set up your environment with FlexBuilder and Eclipse Create a new Flex project Use
* Maps detailed with the locations of all gold and collectibles! * Complete walkthroughs for each mission, including alternate strategies. * Battlefield-tested combat tactics. Our guide shows the best ways to use demolition to your tactical advantage. * Deadly weapons information for all kits. Know which armament is the right tool for the job! * Offensive and defensive multiplayer strategies to help you get the edge in online play. Interior CONTENTS: WELCOME TO B-COMPANY BASIC TRAINING INFANTRY THE MOTOR POOL WELCOME TO BAD COMPANY ACTA NON VERBA CROSSING OVER PAR FOR THE COURSE AIR FORCE ONE CRASH AND GRAB GHOST TOWN MULTIPLAYER XBOX 360 ACHIEVEMENTS
This publication ideal for people who would like to quickly gain an understanding of how the software operates up to an intermediate level. It covers Primavera Versions from 3.5 onwards and it explains some of the differences from SureTrak, P3 and Microsoft Project to assist people converting form other products. The book is designed to teach planners and schedulers in any industry how to setup and use the software in a project environment. It explains in plain English and in a logical sequence, the steps required to create and maintain an unresourced and resourced schedule. It tackles some of the more complex aspects of the software that the user manual does not address. It highlights the sources of information and the methods that should be employed to produce a realistic and useful project schedule. The book provides advice on how on how the many software options may be applied to projects environments and it aims to teach readers how to plan and control projects created within the software package
A user guide and training manual written for Project Management Professionals who wish to learn how to plan and control projects in an established Primavera Enterprise environment with or without Resources and Roles Project. The book is aimed at: * Project management companies who wish to run their own software training courses or provide their employees with an alternative text to the vendor supplied user manual. This book may be customized to meet your requirements, please contact the author for details. * Training organizations requiring a training manual to run their own training courses. * People who wish learn the software but are unable to attend a training course but find the software reference manual hard going. This book is an update of the authors Primavera Version 5.0 book and contains more chapters including Global Change, Custom Data Fields and Leveling. It has been written using the Construction and Engineering version but may be used by any industry and covers Version