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Writing Excel Macros with VBA, 2nd Edition

by Steven Roman

Newly updated for Excel 2002, Writing Excel Macros with VBA, 2nd Edition provides Excel power-users, as well as programmers who are unfamiliar with the Excel object model, with a solid introduction to writing Visual Basic for Applications (VBA) macros and programs for Excel. In particular, the book focuses on: * The Visual Basic Editor and the Excel VBA programming environment. Excel features a complete, state-of-the-art integrated development environment for writing, running, testing, and debugging VBA macros. The VBA programming language, the same programming language used by the other applications in Microsoft Office XP and 2000, as well as by the retail editions of Visual Basic 6.0. The Excel object model, including new objects and new members of existing objects in Excel 2002. Excel exposes nearly all of its functionality through its object model, which is the means by which Excel can be controlled programmatically using VBA. While the Excel object model, with 192 objects, is the second largest among the Office applications, you need to be familiar with only a handful of objects to write effective macros. Writing Excel Macros focuses on these essential objects, but includes a discussion of many more objects as well. Writing Excel Macros with VBA, 2nd Edition is written in a terse, no-nonsense manner that is characteristic of Steven Roman's straightforward, practical approach. Instead of a slow-paced tutorial with a lot of handholding, Roman offers the essential information about Excel VBA that you must master to write macros effectively. This tutorial is reinforced by interesting and useful examples that solve common problems you're sure to have encountered. Writing Excel Macros with VBA, 2nd Edition is the book you need to delve into the basics of Excel VBA programming, enabling you to increase your power and productivity.

Writing for Animation, Comics, and Games

by Christy Marx

This second edition of Writing for Animation, Comics, and Games expounds on the previous edition with more information on how to construct narratives for these three forms of visual storytelling media. Christy Marx’s book offers an in-depth look into scriptwriting and how to break into each of the featured industries. The text goes into detail on visual storytelling: how to compose exterior storytelling (animation, games) and interior/exterior storytelling (comics and graphic novels); as well as considerations for non-linear videogames. The advice within these pages can be used to build a transmedia career across animation, comics, graphic novels, and videogames. Key Features An insider's perspective on career rules of the road on writing for comics, videogames, and animation Written for beginners and professionals alike A nuts-and-bolts guide to script formats, terminology, networking, and valuable advice on writing for each medium Author Bio Based in Northern California, Christy Marx is an award-winning writer, story editor, TV series developer, game designer, and narrative designer. Her many credits include Babylon 5; Captain Power and Soldiers of the Future; The Twilight Zone; G.I. Joe; Jem and the Holograms; Spider-Man; He-Man; X-Men Evolution; Teenage Mutant Ninja Turtles; Conan the Adventurer; Birds of Prey; Amethyst; The Sisterhood of Steel; Sierra On-Line adventure games; PC, MMO, and console games; Zynga mobile games; and more. For full credits, visit www.christymarx.com.

Writing for Animation, Comics, and Games

by Christy Marx

Writing for Animation, Comics, and Games explains the practical aspects of creating scripts for animation, comics, graphic novels, and computer games. It details how you can create scripts that are in the right industry format, and follow the expected rules for you to put your best foot forward to help you break-in to the trade. This book explains approaches to writing for exterior storytelling (animation, games); interior/exterior storytelling (comics and graphic novels), as well as considerations for non-linear computer games in the shortest, pithiest, and most economical way. The author offers insider's advice on how you can present work as professional, how to meet deadlines, how visual writing differs from prose, and the art of collaboration.

Writing for Computer Science

by Justin Zobel

All researchers need to write or speak about their work, and to have research that is worth presenting. Based on the author's decades of experience as a researcher and advisor, this third edition provides detailed guidance on writing and presentations and a comprehensive introduction to research methods, the how-to of being a successful scientist. Topics include: · Development of ideas into research questions; · How to find, read, evaluate and referee other research; · Design and evaluation of experiments and appropriate use of statistics; · Ethics, the principles of science and examples of science gone wrong. Much of the book is a step-by-step guide to effective communication, with advice on: · Writing style and editing; · Figures, graphs and tables; · Mathematics and algorithms; · Literature reviews and referees' reports; · Structuring of arguments and results into papers and theses; · Writing of other professional documents; · Presentation of talks and posters. Written in an accessible style and including handy checklists and exercises, Writing for Computer Science is not only an introduction to the doing and describing of research, but is a valuable reference for working scientists in the computing and mathematical sciences.

Writing for Games: Theory and Practice

by Hannah Nicklin

Focussing on the independent videogames sector, this book provides readers with a vocabulary to articulate and build their games writing practice; whether studying games or coming to games from another storytelling discipline. Writing for Games offers resources for communication, collaboration, reflection, and advocacy, inviting the reader to situate their practice in a centuries-long heritage of storytelling, as well as considering the material affordances of videogames, and the practical realities of working in game development processes. Structured into three parts, Theory considers the craft of both games and writing from a theoretical perspective, covering vocabulary for both game and story practices. Case Studies uses three case studies to explore the theory explored in Part 1. The Practical Workbook offers a series of provocations, tools and exercises that give the reader the means to refine and develop their writing, not just for now, but as a part of a life-long practice. Writing for Games: Theory and Practice is an approachable and entry-level text for anyone interested in the craft of writing for videogames. Hannah Nicklin is an award-winning narrative and game designer, writer, and academic who has been practising for nearly 15 years. She works hard to create playful experiences that see people and make people feel seen, and also argues for making games a more radical space through mentoring, advocacy, and redefining process. Trained as a playwright, Nicklin moved into interactive practices early on in her career and is now the CEO and studio lead at Danish indie studio Die Gute Fabrik, which most recently launched Mutazione in 2019.

Writing For The Mass Media (Ninth Edition)

by James G. Stovall

A clear and effective introduction to media writing Writing for the Mass Media offers clear writing, simple organization, abundant exercises, and precise examples that give students information about media writing and opportunities to develop their skills as professional writers. With a focus on a converged style of media writing, and converting that style into real work, this ninth edition maintains its classic and effective text/workbook format while staying ahead of the curve and preparing students for their future careers. MyCommunicationLab is an integral part of the Stovall program. MediaShare allows students to post speeches and share them with classmates and instructors. Interactive videos provide students with the opportunity to watch and evaluate sample speeches. Online self-assessments and pre- and post-tests help students assess their comfort level with public speaking and their knowledge of the material.

Writing for Multimedia and the Web: A Practical Guide to Content Development for Interactive Media

by Timothy Garrand

Learning how to write for just one type of interactive media, such as web sites or games, is not enough! To be truly successful as an interactive writer or designer, you need to understand how to create content for all types of new media.Writing for Multimedia and the Web is the most comprehensive guide available for interactive writing. It covers web sites, computer games, e-learning courses, training programs, immersive exhibits, and much more. Earlier editions have garnered rave reviews as a writing handbook for multimedia and web professionals, as well as a classroom text for interactive writing and design.New Sections and Completely Updated Chapters:*Writing a corporate web site: T. Rowe Price*Creating blogs and podcasts*Web writing tips from usability experts*Optimizing text for web search engines*Defining the user with use cases and user scenarios*Dealing with web editors*Software for organizing and writing interactive media content*Script formats for all types of multimedia and web projects*Writing careers

Writing for Video Game Genres: From FPS to RPG

by Wendy Despain

This book, written and edited by members of the International Game Developers Association (IGDA) Game Writing Special Interest Group, follows the acclaimed Professional Techniques for Video Game Writing to deliver practical advice from seasoned veterans on the special challenges of writing for first-person shooter games (FPS), role-playing games (R

Writing Futures: Collaborative, Algorithmic, Autonomous (Studies in Computational Intelligence #969)

by Ann Hill Duin Isabel Pedersen

This book is useful to understand and write alongside non-human agents, examine the impact of algorithms and AI on writing, and accommodate relationships with autonomous agents. This ground-breaking future-driven framework prepares scholars and practitioners to investigate and plan for the social, digital literacy, and civic implications arising from emerging technologies. This book prepares researchers, students, practitioners, and citizens to work with AI writers, virtual humans, and social robots. This book explores prompts to envision how fields and professions will change. The book’s unique integration with Fabric of Digital Life, a database and structured content repository for conducting social and cultural analysis of emerging technologies, provides concrete examples throughout. Readers gain imperative direction for collaborative, algorithmic, and autonomous writing futures.

Writing Game Center Apps in iOS: Bringing Your Players Into the Game

by Vandad Nahavandipoor

Now that Apple has introduced the GameKit framework to its iOS SDK, you can integrate Game Center features directly into your iPhone and iPad apps. This concise cookbook shows you how it's done, with 18 targeted recipes for adding leaderboards, user authentication, achievements, multiplayer games, and many other features. How do you display players' scores and achievements? How do you create Game Center accounts and add friends? Each recipe in this book includes a simple code solution you can put to work immediately, along with a detailed discussion that offers insight into why and how the recipe works. Recipes include techniques to: Set up Game Center for an iOS App Use block objects and Grand Central Dispatch to write Game Center apps Authenticate a local player in Game Center Use iTunes Connect to create leaderboards and achievements Retrieve leaderboard and achievement information programmatically Handle players' state changes in multiplayer games

Writing GNU Emacs Extensions

by Bob Glickstein

<p>This book introduces Emacs Lisp and tells you how to make the editor do whatever you want, whether it's altering the way text scrolls or inventing a whole new "major mode." Topics progress from simple to complex, from lists, symbols, and keyboard commands to syntax tables, macro templates, and error recovery.</p>

Writing Great Specifications: Using Specification by Example and Gherkin

by Kamil Nicieja

SummaryWriting Great Specifications is an example-rich tutorial that teaches you how to write good Gherkin specification documents that take advantage of the benefits of specification by example. Foreword written by Gojko Adzic.Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications.About the TechnologyThe clearest way to communicate a software specification is to provide examples of how it should work. Turning these story-based descriptions into a well-organized dev plan is another matter. Gherkin is a human-friendly, jargon-free language for documenting a suite of examples as an executable specification. It fosters efficient collaboration between business and dev teams, and it's an excellent foundation for the specification by example (SBE) process.About the BookWriting Great Specifications teaches you how to capture executable software designs in Gherkin following the SBE method. Written for both developers and non-technical team members, this practical book starts with collecting individual feature stories and organizing them into a full, testable spec. You'll learn to choose the best scenarios, write them in a way that anyone can understand, and ensure they can be easily updated by anyone.management. What's InsideReading and writing GherkinDesigning story-based test casesTeam CollaborationManaging a suite of Gherkin documentsAbout the ReaderPrimarily written for developers and architects, this book is accessible to any member of a software design team.About the AuthorKamil Nicieja is a seasoned engineer, architect, and project manager with deep expertise in Gherkin and SBE.Table of contentsIntroduction to specification by example and Gherkin PART 1 - WRITING EXECUTABLE SPECIFICATIONS WITH EXAMPLESThe specification layer and the automation layer Mastering the Given-When-Then template The basics of scenario outlines Choosing examples for scenario outlines The life cycle of executable specifications Living documentation PART 2 - MANAGING SPECIFICATION SUITES Organizing scenarios into a specification suite Refactoring features into abilities and business needs Building a domain-driven specification suite Managing large projects with bounded contexts

Writing In-House Medical Device Software in Compliance with EU, UK, and US Regulations

by Philip S. Cosgriff Matthew J. Memmott

This book is a comprehensive guide to producing medical software for routine clinical use. It is a practical guidebook for medical professionals developing software to ensure compliance with medical device regulations for software products intended to be sold commercially, shared with healthcare colleagues in other hospitals, or simply used in-house.It compares requirements and latest regulations in different global territories, including the most recent EU regulations as well as UK and US regulations.This book is a valuable resource for practising clinical scientists producing medical software in-house, in addition to other medical staff writing small apps for clinical use, clinical scientist trainees, and software engineers considering a move into healthcare. The academic level is post-graduate, as readers will require a basic knowledge of software engineering principles and practice.Key Features: Up to date with the latest regulations in the UK, the EU, and the US Useful for those producing medical software for routine clinical use Contains best practice

Writing Secure Code

by Michael Howard David Leblanc

Keep black-hat hackers at bay with the tips and techniques in this entertaining, eye-opening book! Developers will learn how to padlock their applications throughout the entire development process--from designing secure applications to writing robust code that can withstand repeated attacks to testing applications for security flaws. Easily digested chapters reveal proven principles, strategies, and coding techniques. The authors--two battle-scarred veterans who have solved some of the industry's toughest security problems--provide sample code in several languages. This edition includes updated information about threat modeling, designing a security process, international issues, file-system issues, adding privacy to applications, and performing security code reviews. It also includes enhanced coverage of buffer overruns, Microsoft® .NET security, and Microsoft ActiveX® development, plus practical checklists for developers, testers, and program managers.

Writing Secure Code for Windows Vista®

by Michael Howard David Leblanc

Get the definitive guide to writing more-secure code for Windows Vista--from the authors of the award-winning Writing Secure Code, Michael Howard and David LeBlanc. This reference is ideal for developers who understand the fundamentals of Windows programming and APIs. It complements Writing Secure Code, examining the delta between Windows XP and Windows Vista security. You get first-hand insights into design decisions, lessons learned from Windows Vista development, and practical advice for solving real-world security issues. Discover how to: Develop applications to run without administrator privileges Apply best practices for using integrity controls Help protect your applications with ASLR, NX, and SafeSEH Evaluate authentication, authorization, and cryptography enhancements in Windows Vista Write services that restrict privileges and tokens--and sidestep common problems Learn how Windows Internet Explorer 7 defenses and new security features affect your development efforts PLUS--Get Microsoft Visual C#, Visual C++, and C code samples on the Web

Writing Space: Computers, Hypertext and the Remediation of Print (2nd edition)

by Jay David Bolter

When Bolter (Georgia Institute of Technology) finished the first edition in the early 1990s, the World Wide Web was only a couple years old and was still used primarily by research centers and universities. Changes in the technology, the use of it, and the perception of it has convinced him to shift the focus of the second edition to show how hypertext and other forms of electronic writing refashion the forms and genres of print.

Writing the Revolution: Wikipedia and the Survival of Facts in the Digital Age

by Heather Ford

A close reading of Wikipedia&’s article on the Egyptian Revolution reveals the complexity inherent in establishing the facts of events as they occur and are relayed to audiences near and far.Wikipedia bills itself as an encyclopedia built on neutrality, authority, and crowd-sourced consensus. Platforms like Google and digital assistants like Siri distribute Wikipedia&’s facts widely, further burnishing its veneer of impartiality. But as Heather Ford demonstrates in Writing the Revolution, the facts that appear on Wikipedia are often the result of protracted power struggles over how data are created and used, how history is written and by whom, and the very definition of facts in a digital age. In Writing the Revolution, Ford looks critically at how the Wikipedia article about the 2011 Egyptian Revolution evolved over the course of a decade, both shaping and being shaped by the Revolution as it happened. When data are published in real time, they are subject to an intense battle over their meaning across multiple fronts. Ford answers key questions about how Wikipedia&’s so-called consensus is arrived at; who has the power to write dominant histories and which knowledges are actively rejected; how these battles play out across the chains of circulation in which data travel; and whether history is now written by algorithms.

Writing Virtual Environments for Software Visualization

by Clinton Jeffery Jafar Al-Gharaibeh

Writing Virtual Environments for Software Visualization book describes the software for a networked, 3D multi-user virtual environment that allows users to create and share remotely visualizations of program behavior. Collaborative virtual environments such as World of Warcraft or Second Life are a popular way to share interactive internet experiences, but they are complex and difficult to create Software visualization is an area that may enable important advances in our ability to understand and reduce the costs of maintaining software. Applying the former technology to this problem area will be valuable to distributed and multi-institutional software development and educational users. The author covers the major features of collaborative virtual environments and how to program them in a very high level language. The book also examines the application of popular game-like software technologies.

WS-BPEL 2.0 Beginner's Guide

by Matjaz B. Juric Denis Weerasiri

If you are a software architect, a designer, a software developer, an SOA and BPM architect, a project manager, or a business process analyst who is responsible for the design and development of business processes, composite applications, and BPM/SOA solutions, then this book is for you. You should have a clear grasp of general SOA concepts including business processes and web services, but no prior knowledge of the BPEL language is required.

WS-BPEL 2.0 for SOA Composite Applications with IBM WebSphere 7

by Swami Chandrasekaran Matjaz B. Juric

This book is a comprehensive guide that shows developers how to design and develop business processes in BPEL efficiently. Throughout the book the authors discuss important concepts and offer real-world examples covering the IBM WebSphere SOA platform.This book is aimed at SOA architects and developers involved in the design, implementation, and integration of composite applications and end-to-end business processes. It provides comprehensive coverage of WS-BPEL 2.0 for implementing business processes and developing SCA composite applications, dealing with the issues of composition, orchestration, transactions, coordination, and security. It uses IBM WebSphere SOA platform version 7.0. To follow this book you need to have basic knowledge of XML, web services, and Java EE. You should also be familiar with basic concepts of Business Process Management (BPM).

WS-BPEL 2.0 for SOA Composite Applications with Oracle SOA Suite 11g

by Matjaz B. Juric

This book is a comprehensive guide that shows developers how to design and develop business processes in BPEL efficiently. Throughout the book, the authors discuss important concepts and show real-world examples covering Oracle SOA Suite 11g and related products. This book is aimed at SOA architects and developers involved in the design, implementation, and integration of composite applications and end-to-end business processes. The book provides comprehensive coverage of WS-BPEL 2.0 for implementing business processes and developing SCA composite application, dealing with the issues of composition, orchestration, transactions, coordination, and security. This book uses Oracle SOA Suite 11g and related Oracle products. To follow this book you need to have basic knowledge of XML, web services, and Java EE.

Wska?niki w j?zyku C. Przewodnik

by Richard M. Reese

Je?li chcesz b?yskawicznie opanowa? programowanie w j?zyku C, si?gnij po t? ksi??k?! Gdy ju? poznasz podstawy, nauczysz si? tak?e korzysta? ze wska?ników. To prawdziwa zmora wszystkich programistów, bowiem b??dne wykorzystanie wska?nika mo?e w okamgnieniu zrujnowa? Twój program. Zobacz, jak tego unikn?? i zaprzyja?ni? si? ze wska?nikami.Inne ksi??ki opisuj? wska?niki w jednym lub dwu rozdzia?ach, natomiast my po?wi?cili?my im ca?? ksi??k?. Dzi?ki temu dog??bnie poznasz ten mechanizm, zrozumiesz go i przekonasz si?, ?e przy odrobinie uwagi nie jest on wcale taki straszny! W trakcie lektury wykorzystasz wska?niki na funkcj?, przygotujesz tablic? wska?ników oraz zobaczysz, jak wspó?dzia?aj? one z ?a?cuchami znaków. Twoj? uwag? z pewno?ci? zwróc? fragmenty omawiaj?ce zabezpieczenia oraz niew?a?ciwe wykorzystanie wska?ników. Ksi??ka ta jest jedyn? pozycj? na rynku w ca?o?ci po?wi?con? wska?nikom w j?zyku C. To lektura obowi?zkowa ka?dego programisty!Poznaj:koncepcj? wska?nikówzastosowanie tablic wska?nikówfunkcje dynamicznego alokowania pami?cizagro?enia wynikaj?ce ze stosowania wska?nikówOdkryj tajniki wska?ników w j?zyku C i wykorzystaj ich potencja?!

WSO2 Developer's Guide

by Fidel Prieto Estrada Ramon Garrido Lazaro

WSO2 Made Simple – dive deep into the core concepts of WSO2 to overcome the challenges faced while using the Enterprise Integrator About This Book • Design, create, and publish services in the WSO2 technology • Integrate the WSO2 Enterprise Integrator with other components and servers • Log and test deployed services Who This Book Is For If you are a Java solutions architect or developer and are keen to understand how to build enterprise applications with WSO2, this book is for you. No prior knowledge of WSO2 is expected. What You Will Learn • Configure WSO2 Enterprise Integrator server in a production environment • Create SOAP Proxies and REST APIs • Interact with WSO2 Message Broker • Write services using the new language: Ballerina • Schedule automatic tasks for the services you create • Manage log messages depending on the log level of the system • Integrate with social networks such as Twitter, Facebook, Instagram, and Yammer • Test SOAP Services using the Tryit feature and SoapUI tool • Work with Quality of Services In Detail WSO2 Enterprise Integrator brings together the most powerful servers provided by the WSO2 company for your SOA infrastructure. As an Enterprise Service Bus (ESB), WSO2 Enterprise Integrator provides greater flexibility and agility to meet growing enterprise demands, whereas, as a Data Services Server (DSS), it provides an easy-to-use platform for integrating data stores, creating composite views across different data sources, and hosting data services. Using real-world scenarios, this book helps you build a solid foundation in developing enterprise applications with powerful data integration capabilities using the WSO2 servers. The book gets you started by brushing up your knowledge about SOA architecture and how it can be implemented through WSO2. It will help build your expertise with the core concepts of ESB such as building proxies, sequences, endpoints, and how to work with these in WSO2. Going further, you will also get well-acquainted with DSS data service concepts such as configuring data services, tasks, events, testing, and much more. The book will also cover API management techniques. Along with ESB and DSS, you will also learn about business process servers, the rules server and other components that together provide the control and robustness your enterprise applications will need. With practical use cases, the book covers typical daily scenarios you will come across while using these servers to give you hands-on experience. Style and approach The book is a complete guide and helps you get the right start—from understanding SOA architectures to getting valuable experience with two important integration servers such as ESB and DSS. It will include some real-world practical scenarios to help you master the best practices followed right across the industry and overcome the challenges you're likely to face on a daily basis.

wxPython 2.8 Application Development Cookbook

by Cody Precord

Written in cookbook style, this book offers learning and techniques through recipes. It contains step-by-step instructions for developers who want to build feature-rich desktop applications in wxPython. The book is designed in such a way that you can refer to things chapter by chapter, and read them in no particular order. This book is written for python programmers wanting to develop GUI applications. Basic knowledge of Python is required.

wxPython Application Development Cookbook

by Cody Precord

Over 80 step-by-step recipes to get you up to speed with building your own wxPython applications About This Book * This book empowers you to create rich cross-platform graphical user interfaces using Python * It helps you develop applications that can be deployed on Windows, OSX, and Linux * The recipes in the book involve real-world applications, giving you a first-hand experience of the practical scenarios Who This Book Is For For those who are familiar with programming in Python and want to start building applications with graphical user interfaces, this book will get you up and running quickly. A basic understanding of the Python programming language and object-oriented concepts are all that is needed. What You Will Learn * Create full featured user interfaces * Design and develop custom controls * Deploy and distribute wxPython applications to Windows, Macintosh OS X, Linux, and other UNIX-like environments * Handle and respond to application events * Manage and display data using grids * Interact with web services from your GUI * Use Paint events to draw custom displays * Support the display of user interfaces in multiple languages In Detail wxPython is a GUI toolkit for the Python programming language built on top of the cross-platform wxWidgets GUI libraries. wxPython provides a powerful set of tools that allow you to quickly and efficiently building applications that can run on a variety of different platforms. Since wxWidgets provides a wrapper around each platform's native GUI toolkit, the applications built with wxPython will have a native look and feel wherever they are deployed. This book will provide you with the skills to build highly functional and native looking user interfaces for Python applications on multiple operating system environments. By working through the recipes, you will gain insights into and exposure to creating applications using wxPython. With a wide range of topics covered in the book, there are recipes to get the most basic of beginners started in GUI programming as well as tips to help experienced users get more out of their applications. The recipes will take you from the most basic application constructs all the way through to the deployment of complete applications. Style and approach This book is a collection of step-by-step recipes that introduce the various components and concepts of wxPython in a conversational and easy-to-follow way. Each recipe contains coded examples along with detailed explanations about the key points of each topic. Each topic is designed to introduce and show you how to use a single feature from the wxPython library.

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Showing 55,401 through 55,425 of 55,662 results