Showing 441 - 460 results of 460 for search '((rain OR (((btrain OR again) OR (bpain OR bpain)) OR (((strain OR ((btbtgain OR btbtgain) OR btspain)) OR ((((btbtgain OR btbtgain) OR btspain) OR (((btstrain OR btstbrain) OR btstttrain) OR (((btbttrain OR btbttpain) OR ((btbttgain OR btbtgain) OR btbtgain)) OR ((btbttgain OR btbtgain) OR btbtgain)))) OR (btbmain OR btbmin))) OR bttpain))) OR (tgain OR main)) tax', query time: 0.59s Refine Results
  1. 441
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    Dangerous Guesswork In Economic Policy by Max Steuer. by Steuer, Max

    Published 2024
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  4. 444
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    Artificial Tanning Devices. by Organization, World Health

    Published 2017
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  6. 446
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    Procedural Content Generation for C++ Game Development. by Green, Dale

    Published 2016
    Table of Contents: “…Cover -- Copyright -- Credits -- About the Author -- Acknowledgment -- About the Reviewer -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: An Introduction to Procedural Generation -- Procedural generation versus random generation -- Procedural generation -- Random generation -- Introducing randomness -- Pseudorandom number generation -- Why computers can't generate truly random numbers -- Generating random numbers in C++ -- Generating random numbers within a range -- Seeds -- Defining seeds -- Using seeds -- Generating random seeds during the runtime -- Controlled randomness is the key to generating random numbers -- The use of procedural generation in games -- Saving space -- Map generation -- Texture creation -- Animation -- Sound -- Benefits of procedural generation -- Larger games can be created -- Procedural generation can be used to lower budgets -- An increase in gameplay variety -- An increase in replayability -- The drawbacks of procedural generation -- More taxing on the hardware -- Worlds can feel repetitive -- You sacrifice quality control -- You may generate an unplayable world -- It is hard to script set game events -- A brief history of rogue-like games -- How we'll implement procedural generation -- Populating environments -- Creating unique game objects -- Creating unique art -- Audio manipulation -- Behavior and mechanics -- Dungeon generation -- Component-based design -- The complete game -- Exercises -- Summary -- Chapter 2: Project Setup and Breakdown -- Choosing an IDE -- Microsoft Visual Studio -- Code::Blocks -- Other IDEs -- Build systems -- Breaking down the game template -- Download templates -- The class diagram -- The object hierarchy -- Level data -- Collision -- Input -- Simple and Fast Multimedia Library (SFML) -- Defining SFML -- Why we'll be using SFML -- Learning SFML -- Alternatives.…”
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  8. 448

    Challenges of the Modern Economy Digital Technologies, Problems, and Focus Areas of the Sustainable Development of Country and Regions / edited by Yakhya G. Buchaev, Arsen S. Abdul...

    Published 2023
    Table of Contents: “…Import Substitution: the Main Directions of Import Substitution, the Pros and Cons of the Implemented State Program, Some Success Stories of Import Substitution and its Prospects -- 16. …”
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  9. 449
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    Procedural Content Generation for C++ Game Development. by Green, Dale

    Published 2016
    Table of Contents: “…Cover -- Copyright -- Credits -- About the Author -- Acknowledgment -- About the Reviewer -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: An Introduction to Procedural Generation -- Procedural generation versus random generation -- Procedural generation -- Random generation -- Introducing randomness -- Pseudorandom number generation -- Why computers can't generate truly random numbers -- Generating random numbers in C++ -- Generating random numbers within a range -- Seeds -- Defining seeds -- Using seeds -- Generating random seeds during the runtime -- Controlled randomness is the key to generating random numbers -- The use of procedural generation in games -- Saving space -- Map generation -- Texture creation -- Animation -- Sound -- Benefits of procedural generation -- Larger games can be created -- Procedural generation can be used to lower budgets -- An increase in gameplay variety -- An increase in replayability -- The drawbacks of procedural generation -- More taxing on the hardware -- Worlds can feel repetitive -- You sacrifice quality control -- You may generate an unplayable world -- It is hard to script set game events -- A brief history of rogue-like games -- How we'll implement procedural generation -- Populating environments -- Creating unique game objects -- Creating unique art -- Audio manipulation -- Behavior and mechanics -- Dungeon generation -- Component-based design -- The complete game -- Exercises -- Summary -- Chapter 2: Project Setup and Breakdown -- Choosing an IDE -- Microsoft Visual Studio -- Code::Blocks -- Other IDEs -- Build systems -- Breaking down the game template -- Download templates -- The class diagram -- The object hierarchy -- Level data -- Collision -- Input -- Simple and Fast Multimedia Library (SFML) -- Defining SFML -- Why we'll be using SFML -- Learning SFML -- Alternatives.…”
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  11. 451
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    Managing water for all : an OECD perspective on pricing and financing.

    Published 2013
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  13. 453

    Magento 2 Beginners Guide. by Guarino, Gabriel

    Published 2017
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  14. 454

    Magento 2 Beginners Guide. by Guarino, Gabriel

    Published 2017
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  15. 455

    ICTE 2015 : proceedings of the Fifth International Conference on Transportation Engineering : September 26-27, 2015, Dalian, China / Qiyuan Peng, Kelvin C.P. Wang, Xiaobo Liu and B...

    Published 2015
    Table of Contents: “…Fault Diagnosis of the Rectifying Circuit of Electric Locomotives -- Safety Evaluation of a Bridge-Tunnel Connecting Section of Mountainous Highways Based on Drivers' Heart Rate -- Sensor Fault-Tolerant Control of Electric Power Steering for Electric Vehicles -- Reliability Evaluation of a Freeway Guidance System -- Press-Assembly Depth Analysis of the Sealed Cowling for Freight Car Bearings -- Effect of Lubricating Material on the Slewing Performance of a Sliding Slewing Bearing -- Reliability Prediction Method of an EMU Bogie -- Safety Limit Study of the Gravity Center Height for a Loaded Wagon under Cross-Wind -- Elastic-Plastic Analysis on the Contact of Wagon Wheels and Heavy Haul Frogs -- Monitoring and Simulation Analysis of Composite Foundations on Bearing Characteristics for a High-Speed Railway -- Widening Methods of Existing Cast-in-Situ Continuous Curved Beams -- A Decision-Making Sequencing Model of a Mixed-Model Assembly Line Considering the Leveling of Material and Assembly Switch Cost -- Nonparametric Approach to Analyze the Effects of Heterogeneity on Travel Duration -- Simulation and Analysis of the Crowd Evacuation in Subway Station -- Analysis on Cluster Dispatching Resources in a Marshalling Yard -- Analysis of the Main Influence Factors of the Capacity Coordination Problem between Freight Stations and Marshalling Yards under the "Real-Freight System" -- Optimizing System Design for Departure Time Domains of Passenger Trains.…”
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  16. 456

    Tight oil reservoirs : characterization, modeling, and field development / Hadi Belhaj. by Belhaj, Hadi

    Published 2023
    Table of Contents: “…Revenue estimation -- 8.2.4. Taxes and royalties.…”
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  17. 457

    Civil engineering All-in-One PE exam guide breadth and depth / Indranil Goswami. by Goswami, Indranil

    Published 2015
    Table of Contents: “…Engineering economics -- Types of cash flow -- The year-end accounting convention -- Nonannual compounding -- Engineering economics factors -- Present worth -- Principal in a sinking fund -- Nonannual compounding -- Capitalized cost -- Equivalent uniform annual cost -- Depreciation -- Tax issues -- Bonds -- Break-even analysis -- Benefit-cost analysis -- 502. …”
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