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Manual J 8th Edition is the national ANSI-recognized standard for producing HVAC equipment sizing loads for single-family detached homes, small multi-unit structures, condominiums, town houses, and manufactured homes. This new version incorporates the complete Abridged Edition of Manual J. The manual provides quick supplemental details as well as supporting reference tables and appendices. A proper load calculation, performed in accordance with the Manual J 8th Edition procedure, is required by national building codes and most state and local jurisdictions.
"This book presents cutting-edge knowledge on scientific approaches to the management of supply networks in a highly informed global environment with abundant dynamic and uncertain challenges"--Provided by publisher.
The essential business guide for using reverse logistics to drive profits, growth, and sustainability. Long considered a “necessary evil” of doing business, reverse logistics is quickly becoming the key to staying competitive in today’s dynamic marketplace. In Going Circular, RecirQ Global CEO Rich Bulger reveals its potential for boosting revenue, enhancing customer experience, and supporting the circular economy. Urging a strategic shift, Going Circular showcases how integrating reverse logistics in sales, marketing, and customer retention can achieve broader business objectives, including cost reduction and environmental responsibility. It offers practical strategies for minimizing unwanted returns and repurposing products, fostering sustainable business models and market expansion. Comprising seven comprehensive chapters and three “reUse” case studies, this guide redefines reverse logistics as a vital tool for business resilience and success. A must-read for professionals in the field, Going Circular is a call to action for integrating reverse logistics into evolving business strategies, promising a pathway to sustainable transformation and profitability.
Design and code your own 2D and 3D games efficiently using OpenGL and C++ About This Book Create 2D and 3D games completely, through a series of end-to-end game projects Learn to render high performance 2D and 3D graphics using OpenGL Implement a rudimentary game engine using step-by-step code Who This Book Is For If you are a prospective game developer with some experience using C++, then this book is for you. Both prospective and experienced game programmers will find nuggets of wisdom and practical advice as they learn to code two full games using OpenGL, C++, and a host of related tools. What You Will Learn Set up your development environment in Visual Studio using OpenGL Use 2D and 3D coordinate systems Implement an input system to handle the mouse and the keyboard Create a state machine to handle complex changes in the game Load, display, and manipulate both 2D and 3D graphics Implement collision detection and basic physics Discover the key components needed to complete a polished game Handle audio files and implement sound effects and music In Detail OpenGL is one of the most popular rendering SDKs used to develop games. OpenGL has been used to create everything from 3D masterpieces running on desktop computers to 2D puzzles running on mobile devices. You will learn to apply both 2D and 3D technologies to bring your game idea to life. There is a lot more to making a game than just drawing pictures and that is where this book is unique! It provides a complete tutorial on designing and coding games from the setup of the development environment to final credits screen, through the creation of a 2D and 3D game. The book starts off by showing you how to set up a development environment using Visual Studio, and create a code framework for your game. It then walks you through creation of two games–a 2D platform game called Roboracer 2D and a 3D first-person space shooter game–using OpenGL to render both 2D and 3D graphics using a 2D coordinate system. You'll create sprite classes, render sprites and animation, and navigate and control the characters. You will also learn how to implement input, use audio, and code basic collision and physics systems. From setting up the development environment to creating the final credits screen, the book will take you through the complete journey of creating a game engine that you can extend to create your own games. Style and approach An easy-to-follow guide full of code examples to illustrate every concept and help you build a 2D and 3D game from scratch, while learning the key tools that surround a typical OpenGL project.
The two volume set LNAI 3801 and LNAI 3802 constitute the refereed proceedings of the annual International Conference on Computational Intelligence and Security, CIS 2005, held in Xi'an, China, in December 2005. The 338 revised papers presented - 254 regular and 84 extended papers - were carefully reviewed and selected from over 1800 submissions. The first volume is organized in topical sections on learning and fuzzy systems, evolutionary computation, intelligent agents and systems, intelligent information retrieval, support vector machines, swarm intelligence, data mining, pattern recognition, and applications. The second volume is subdivided in topical sections on cryptography and coding, cryptographic protocols, intrusion detection, security models and architecture, security management, watermarking and information hiding, web and network applications, image and signal processing, and applications.