Microsoft Outlook 2016 Step by Step
The quick way to learn Microsoft Outlook 2016! This is learning made easy. Get more done quickly with Outlook 2016. Jump in wherever you need answers–brisk lessons and colorful screenshots show you exactly what to do, step by step. * Get easy-to-follow guidance from a certified Microsoft Office Specialist Master* Learn and practice new skills while working with sample content, or look up specific procedures* Manage your email more efficiently than ever* Organize your Inbox to stay in control of everything that matters* Schedule appointments, events, and meetings* Organize contact records and link to information from social media sites* Track tasks for yourself and assign tasks to other people* Enhance message content and manage email security
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Using HTML5 APIs and related standards-based technologies, developers can build best-selling games that run smoothly and fast on any modern PC, tablet, or smartphone browser. Core HTML5 Game Programming walks you step-by-step through building an HTML5 arcade-style game entirely from scratch, with no third-party frameworks, showing how to implement each key component of a game from the ground up. Packed with code examples, this full-color tutorial gives you the in-depth understanding you need to design and build any kind of HTML5 game on your own, whether you choose to use a framework or not. Expert author David Geary (author of Core HTML5 Canvas and creator of the popular IBM DevWorks series HTML5 Game Programming) covers all the foundational HTML5 APIs you need to build pro-quality 2D games. Geary illuminates Canvas 2D API, timing controls for script-based animations, audio, CSS3 transitions, media queries, and more. You’ll learn how to: * Set up an efficient HTML5 game development environment * Create smooth, engaging animations * Scroll backgrounds and create parallax effects * Find and use freely available graphics, sound, and music * Implement collision detection, particle systems, and realistic physics * Create realistic jumping, falling, and explosions * Deploy your game to a server and transmit high scores and in-game statistics * Display information on a Heads-Up Display (HUD) * Make your games run on mobile devices * And much more Core HTML5 Game Programming dives more deeply into HTML5 game programming than any other book, filling huge gaps left by competing titles, and giving developers the deep mastery they need to create truly great games.
About the Author
David Geary, a prominent author, speaker, and consultant, is a leading expert on advanced web application development. He’s the author of eight Java books, including the industry’s best-selling guides to Swing and JavaServer Faces, and he co-founded the HTML5 Denver User’s Group. A three-time JavaOne Rock Star, he speaks frequently at conferences. Follow him on Twitter at @davidgeary.
Since the publication of the first edition in 1982, the goal of Simulation Modeling and Analysis has always been to provide a comprehensive, state-of-the-art, and technically correct treatment of all important aspects of a simulation study. The book strives to make this material understandable by the use of intuition and numerous figures, examples, and problems. It is equally well suited for use in university courses, simulation practice, and self study. The book is widely regarded as the “bible” of simulation and now has more than 100,000 copies in print. The book can serve as the primary text for a variety of courses; for example: a first course in simulation at the junior, senior, or beginning-graduate-student level in engineering, manufacturing, business, or computer science (Chaps. 1 through 4, and parts of Chaps. 5 through 9). At the end of such a course, the students will be prepared to carry out complete and effective simulation studies, and to take advanced simulation courses. A second course in simulation for graduate students in any of the above disciplines (most of Chaps. 5 through 12). After completing this course, the student should be familiar with the more advanced methodological issues involved in a simulation study, and should be prepared to understand and conduct simulation research. An introduction to simulation as part of a general course in operations research or management science (part of Chaps. 1, 3, 5, 6, and 9).
About the Author
Averill M. Law is President of Averill M. Law & Associates, Inc. (Tucson, AZ), a company specializing in simulation training, consulting, and software. He was previously Professor of Decision Sciences at the University of Arizona and Associate Professor of Industrial Engineering at the University of Wisconsin-Madison. He has a Ph.D. and an M.S. in industrial engineering and operations research from the University of California at Berkeley, an M.A. in mathematics from California State University-Long Beach, and a B.S. in mathematics from Pennsylvania State University. Dr. Law has been a simulation consultant to organizations such as Accenture, Boeing, Booz Allen & Hamilton, ConocoPhillips, Defense Modeling and Simulation Office, Federal Express, Ford, Hewlett-Packard, Kimberly-Clark, M&M/Mars, Monsanto, Sandia National Labs, Swedish Defense Material Administration, U.S. Marine Corps, and Xerox. He has presented more than 550 simulation and statistics short courses in 20 countries, including onsite seminars for ALCOA, AT&T, Boeing, Caterpillar, Coca-Cola, CSX, GE, GM, IBM, Intel, Lockheed Martin, Los Alamos National Lab, Missile Defense Agency, Motorola, NASA, National Security Agency, Northrop Grumman, 3M, Time Warner, UPS, U.S. Air Force, U.S. Army, U.S. Navy, and Whirlpool. He is the developer of the ExpertFit distribution-fitting software, which automates the selection of simulation input probability distributions. ExpertFit is used by more than 3000 organizations worldwide. He also developed the videotapes “Simulation of Manufacturing Systems” and “How to Conduct a Successful Simulation Study.” Dr. Law is the author (or coauthor) of three books and numerous papers on simulation, operations research, statistics, manufacturing, and communications networks. His article “Statistical Analysis of Simulation Output Data” was the first invited feature paper on simulation to appear in a major research journal. His series of papers on the simulation of manufacturing systems won the 1988 Institute of Industrial Engineers’ best publication award. He was awarded the 2009 INFORMS Simulation Society’s Lifetime Professional Achievement Award for his simulation seminars and book. During his academic career, the Office of Naval Research supported his simulation research for 8 consecutive years. He wrote a regular column on simulation for “Industrial Engineering” during 1990 and 1991.
This book documents all the features of the Android phones, approaching them from the point of view of a smart person who is intimidated by the technology and baffled by the scant documentation and online support. All topics for the Android phone will be covered, from setup and configuration, to use of the phone features: texting, e-mailing, accessing the Internet, maps, navigation, camera and video, synching with a PC, and expanding the phone’s potential with new software. As usual, humor is generously sprinkled throughout the text. The accessible and fun writing style provides relief but never gets in the way of the book’s important content. The reader will end up keeping this book close, referring to it often as they explore the features of their Android phone. It covers all the updates to the OS through the latest version release, Key Lime Pie.
About the Author
Dan Gookin wrote the very first For Dummies book in 1991 and now has more than 11 million copies of books in print. The author of several bestsellers, Gookin enjoys worldwide success with books that have been translated into 32 languages. He is also the author of Android Tablets For Dummies.
This book takes the readers on a journey into the world of mobile game development aimed at beginner Objective-C programmers. The book enables the reader to create a number of projects, which include a matching game, a puzzle game, a coloring book, and a card game. Each of these projects gives the readers a variety of knowledge and skills that they can apply to their own gaming projects. By the end of the book, the reader will have five apps that they’ve developed along with the knowledge of making games for the iOS platform. It builds four game projects including a matching game, a puzzle game, a coloring book, and a card game that will give the reader exposure to making games on the iOS platform. It includes information on iOS 5, iOS 6, and iOS 7- the latest versions for the iPhone and iPad. It utilizes the UIKit that enables readers to apply their knowledge to more areas than just games since many of the topics can be applied to general iOS development. It includes a companion disc with source code, images, and project files.