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Contents Game Development and Design ..........................3 Game Programming ..............................................5 Algorithms and Computation ................................6 Page 16

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Computational Biology ..........................................9 Computer Graphics..............................................11 Discrete Systems and Cryptography....................16 Machine Learning and Pattern Recognition ........18

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Software Engineering and Development ............19 Internet and Web-Based Computing ..................21

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Game Development and Design


Unreal Game Development Ashish Amresh and Alex Okita Using Unreal Engine 3, the authors of this classroom-tested textbook teach aspiring game makers the fundamentals of designing a computer game. The only prerequisite is a basic working knowledge of computers and a desire to build an original game. To get the most out of the material, the authors recommend that students work through the book together as a team and with time limits, mimicking the key elements of realworld commercial game development. The book mirrors the curriculum used at CampGame, a six week summer program organized for high school students at New York University and Arizona State University that has been running successfully for over five years. Students enter with no prior knowledge of game making; through the course of six intensive weeks, they finish as teams of budding game developers who have already completed fully functional games with their own designs, code, and art.

Features • Teaches the fundamentals of designing a computer game • Requires only a basic understanding of computers • Presents significant aspects of real-world gaming development • Shows students how to create designs, code, and graphics

Contents GAME PHYSICS 101 Mathematical Background Understanding Game Physics Artifacts Collision Detection Broad Phase and Constraint Optimization for PlayStation®3 SAT in Narrow Phase and Contact-Manifold Generation Smooth Mesh Contacts with GJK PARTICLES Optimized SPH Parallelizing Particle-Based Simulation on Multiple Processors CONSTRAINT SOLVING Ropes as Constraints Quaternion-Based Constraints SOFT BODY Soft Bodies Using Finite Elements Particle-Based Simulation Using Verlet Integration Keep Yer Shirt On Stable Real-Time Cloth Modeling Real Fabrics Performance Order of Cloth Update Stages SKINNING Layered Skin Simulation Layered Deformation Architecture Smooth Skinning Anatomical Collisions Relaxation Jiggle Dynamic Secondary Skin Deformations The Interaction Model Neighborhood Interaction Volumetric Effects For more complete contents, visit

Catalog no. K00716, January 2011, 500 pp. Soft Cover, ISBN: 978-1-56881-459-9, $59.00

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Game Development and Design

Level Design Concept, Theory, & Practice Rudolf Kremers “This is not just another book that deals with the discipline of level design. … This book covers relevant concepts and theories behind designing levels. Instruction in building levels is replaced by fascinating examinations behind the reasons why.” —A. Chen, CHOICE, June 2010

“A book on level design comprehensive and relevant enough that I can recommend it to professional colleagues and students alike. … Kremers leaves no stone unturned, touching upon the relationship between level design and the game’s lighting, audio, story, artificial intelligence, mechanics, puzzles … It’s a truly grand task to take in the domain of ‘level design’ and try to wrap it up into a book of manageable length. Kremers has succeeded in doing so, unafraid to mix in the relevant considerations of game design, art, and psychology where applicable.” —Chris DeLeon, February 2010

Not tied to any particular technology or genre, this book is the first to use a conceptual and theoretical foundation to build a set of practical tools and techniques for level design. It covers many concepts universal to level design, including interactivity, world building, immersion, sensory perception, and pace. The author shows how to apply these concepts in practical ways using many examples from real games.

Contents Introduction to Level Design Game Design vs. Level Design Teaching Mechanisms Level Design Goals and Hierarchies Level Design Structure and Methodology Single-Player vs. Multiplayer Considerations Toward a Shared Grammer for Level Emotional Feedback Systems Reward Systems Immersion Negative Emotions Game Environments Visual Experiences Audio Design Game Stories Story and Narrative Designing Gameplay World Building Puzzles Artificial Intelligence Challenge Final Thoughts Considering the Future For more complete contents, visit

Catalog no. K00653, 2010, 408 pp., Soft Cover ISBN: 978-1-56881-338-7, $59.00


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Game Programming

Game Engine Architecture Jason Gregory “This course resource provides an excellent, comprehensive look at every major system and issue related to modern game development … a musthave textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game ‘modders,’ and game developers.” —A. Chen, CHOICE, January 2010

“Jason Gregory draws upon his many years of experience and expertise to create a complete and comprehensive textbook on the theory and practice of game engine software development. Informed and informative, replete with examples for every aspect of the game development process, and fully accessible to aspiring game engine developers … an invaluable, thoroughly user-friendly, and highly recommended core addition to personal, professional, and academic computer science reference and resource collections in general, as well as gaming engine design instructional reading lists in particular.” —The Midwest Book Review, September 2009

“… the book contains a huge amount of data on specifics to consider when developing a game engine.” —, November 2009

Read more reviews at CRC Press Online A finalist for the Game Developer’s 2009 Front Line Award, this book covers both the theory and practice of game engine software development. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog.

Catalog no. K00410, 2009, 864 pp. ISBN: 978-1-56881-413-1, $65.00

Contents FOUNDATIONS Introduction Tools of the Trade Fundamentals of Software Engineering for Games 3D Math for Games LOW-LEVEL ENGINE SYSTEMS Engine Support Systems Resources and the File System The Game Loop and Real-Time Simulation Human Interface Devices (HID) Tools for Debugging and Development GRAPHICS AND MOTION The Rendering Engine Animation Systems Types of Character Animation Skeletons Poses Clips Skinning and Matrix Palette Generation Animation Blending Post-Processing Compression Techniques Animation System Architecture The Animation Pipeline Action State Machines Animation Controllers Collision and Rigid Body Dynamics GAMEPLAY Introduction to Gameplay Systems Runtime Gameplay Foundation Systems Components of the Gameplay Foundation System Runtime Object Model Architectures World Chunk Data Formats Loading and Streaming Game Worlds Object References and World Queries Updating Game Objects in Real Time Events and Message-Passing Scripting High-Level Game Flow CONCLUSION You Mean There’s More? For more complete contents, visit

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Algorithms and Computation


Explorations in Computing An Introduction to Computer Science John S. Conery University of Oregon, Eugene, USA

Based on the author’s introductory course at the University of Oregon, this text focuses on the fundamental idea of computation and offers insight into how computation is used to solve a variety of interesting and important real-world problems. Through a series of interactive projects in each chapter, students can experiment with one or more algorithms that illustrate the main topic. Taking an active learning approach, the text encourages students to explore computing ideas by running programs and testing them on different inputs. After working through the in-depth examples in this textbook, students will gain a better overall understanding of what computer science is about and how computer scientists think about problems.

Features • Uses hands-on projects to teach computer science concepts and applications • Covers ideas important to encoding data • Explores how to use random numbers in a variety of algorithms, from games to scientific applications • Discusses key concepts in natural language processing, including syntax and semantics • Requires no prior experience with programming • Includes a set of exercises at the end of each chapter, with selected solutions in an appendix • Provides a lab manual for Ruby and RubyLabs and links to the latest versions of the software on the book’s website

Catalog no. K10640, January 2011, 390 pp. ISBN: 978-1-4398-1262-4, $79.95


Contents Introduction The Ruby Workbench The Sieve of Eratosthenes An algorithm for finding prime numbers A Journey of a Thousand Miles Iteration as a strategy for solving computational problems Searching and Sorting The Linear Search Algorithm The Insertion Sort Algorithm Scalability Divide and Conquer A new strategy: breaking large problems into smaller subproblems When Words Collide Organizing data for more efficient problem solving Bit by Bit Binary codes and algorithms for text compression and error correction The War of the Words An introduction to computer architecture and assembly language programming Now for Something Completely Different An algorithm for generating random numbers Pseudorandom Numbers Numbers on Demand Games with Random Numbers Random Shuffles Tests of Randomness Ask Dr. Ruby A program that understands English (or does it?) Sentence Patterns Building Responses from Parts of Sentences Substitutions An Algorithm for Having a Conversation Writing Scripts for ELIZA ELIZA and the Turing Test The Music of the Spheres Computer simulation and the N-body problem The Traveling Salesman A genetic algorithm for a computationally demanding problem For more complete contents, visit

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Algorithms and Computation New!

Methods in Algorithmic Analysis

Introduction to the Simulation of Dynamics Using Simulink®

Vladimir A. Dobrushkin

Michael A. Gray

Brown University, Providence, Rhode Island, USA

“… helpful to any mathematics student who wishes to acquire a background in classical probability and analysis … This is a remarkably beautiful book that would be a pleasure for a student to read, or for a teacher to make into a year’s course.” —Harvey Cohn, Computing Reviews, May 2010

Accompanied by more than 1,000 examples and exercises, this comprehensive, classroom-tested text presents numerous theories, techniques, and methods used for analyzing algorithms. It includes basic material on combinatorics and probability that can be used for students with weak backgrounds. It presents information on asymptotics not usually found in similar books, including Rice’s method, the Euler and Boole summation formulas, and recurrences. The author also offers tutorials throughout the text on topics as diverse as continued fractions, functions of a complex variable, numerical calculations, and Stieltjes integration. An appendix contains a comprehensive collection of useful formulas.

Contents Combinatorics. Probability. More about Probability. Recurrences or Difference Equations. Introduction to Generating Functions. Enumeration with Generating Functions. Further Enumeration Methods. Combinatorics of Strings. Introduction to Asymptotics. Asymptotics and Generating Functions. Review of Analytic Techniques. Appendices. Bibliography. Answers/Hints to Selected Problems. Index. Catalog no. C6829, 2010, 824 pp. ISBN: 978-1-4200-6829-0, $89.95

American University, Washington, D.C., USA

This text shows students how to use the powerful tool of Simulink® to investigate and form intuitions about the behavior of dynamical systems. Requiring no prior programming experience, it clearly explains how to transition from physical models described by mathematical equations directly to executable Simulink simulations. Step by step, the author presents the basics of building a simulation in Simulink. He also offers overviews of some advanced topics, including the simulation of chaotic dynamics and PDEs.

Features • Presents an easy, step-by-step introduction to simulating dynamics • Uses the student version of Simulink® for constructing simulations • Requires no general-purpose programming skills • Includes a wide range of examples and exercises from the areas of physics, biology, economics, mathematics, and engineering • Provides PowerPoint slides and solutions to exercises on the author’s website

Contents The Basics of Simulation in Simulink. Simulation of First-Order Difference Equation Models. Simulation of First-Order Differential Equation Models. Fixed-Step Solvers and Numerical Integration Methods. Simulation of First-Order Equation Systems. Simulation of Second-Order Equation Models: Nonperiodic Dynamics. Simulation of Second-Order Equation Models: Periodic Dynamics. Higher-Order Models and Variable-Step Solvers. Advanced Topics: Transforming ODEs, Simulation of Chaotic Dynamics, and Simulation of PDEs. Appendices. Index. Catalog no. K11000, January 2011, 332 pp. ISBN: 978-1-4398-1897-8, $89.95

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Algorithms and Computation Introduction to Concurrency in Programming Languages Matthew J. Sottile University of Oregon, Eugene, USA

Timothy G. Mattson Intel Corporation, Dupont, Washington, USA

Craig E Rasmussen Los Alamos National Laboratory, New Mexico, USA

“… if you are just jumping into the world of concurrent programming, or taking a more theoretical look at the approaches we’ve all been taking for granted for the past 20 years in an attempt to make things better, then this book is a great start. …” —, October 2010

“… a nice survey of the current state of the art of parallel algorithm design and implementation in this well-written 300-page textbook, suitable for undergraduate computer science students … this concise yet thorough book provides an outstanding introduction to the important field of concurrent programming and the techniques currently employed to design parallel algorithms. …” —Fernando Berzal, Computing Reviews, May 2010

This book provides students with a solid understanding of many important concepts in concurrent/parallel computing and parallel languages. Along with exercises and case studies, it contains quick reference guides to OpenMP, Erlang, and Cilk. Lecture notes, source code examples, and links to language compilers are accessible on the book’s website.


Grid Computing Techniques and Applications Barry Wilkinson University of North Carolina, Charlotte, USA

“… the most outstanding aspect of this book is its excellent structure: it is as though we have been given a map to help us move around this technology from the base to the summit … I highly recommend this book …” —Jose Lloret, Computing Reviews, March 2010

Designed for senior undergraduate and first-year graduate students, this classroom-tested book shows professors how to teach this subject in a practical way. It covers job submission and scheduling, Grid security, Grid computing services and software tools, GUIs, workflow editors, and Gridenabling applications. The text also contains programming assignments and multiple-choice questions and answers. The author’s website provides various instructional resources, including slides and links to software for the programming assignments. The Grid computing platform offers much more than simply running an application at a remote site. It also enables multiple, geographically distributed computers to collectively obtain increased speed and fault tolerance. Illustrating this kind of resource discovery, this practical text encompasses the varied and interconnected aspects of Grid computing, including how to design a system infrastructure and Grid portal.


Concepts in Concurrency. Concurrency Control. The State of the Art. High-Level Language Constructs. Historical Context and Evolution of Languages. Modern Languages and Concurrency Constructs. Performance Considerations and Modern Systems. Introduction to Parallel Algorithms. Pattern: Task Parallelism. Pattern: Data Parallelism. Pattern: Recursive Algorithms. Pattern: Pipelined Algorithms. Appendices. References.

Job Submission. Schedulers. Security Concepts. Grid Security. System Infrastructure I: Web Services. System Infrastructure II: Grid Computing Services. User-Friendly Interfaces. Grid-Enabling Applications. Appendices. Glossary. Answers to Self-Assessment Questions. Index. Catalog no. C6953, 2010, 387 pp. ISBN: 978-1-4200-6953-2, $79.95

Catalog no. C7213, 2010, 344 pp. ISBN: 978-1-4200-7213-6, $79.95


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Computational Biology


Biological Computation Ehud Lamm Tel-Aviv University, Israel

Ron Unger Bar-Ilan University, Ramat-Gan, Israel

“I read this book in one breath—it opens vistas on how the fields of computation and biology can inspire each other. I particularly enjoyed the analogies between immune systems and software that fights computer viruses.” —Uri Alon, Weizmann Institute of Science, Rehovot, Israel, and author of An Introduction to Systems Biology: Design Principles of Biological Circuits

“The book by Lamm and Unger methodically covers exciting developments in biological computation, offering for the first time a broad perspective of this important cutting-edge field of research.” —Ehud Shapiro, Weizmann Institute of Science, Rehovot, Israel

“This is a wonderful treatise on bio-inspired computation, written from a computer science perspective. The authors are extremely knowledgeable about their subject, and the material they cover is both broad and deep. …” —David Harel, Weizmann Institute of Science, Rehovot, Israel

Biological Computation presents the most fundamental and significant concepts in this area. In the book, students discover profound ideas about computer science through biological examples, such as the use of DNA for performing computations and how evolution solves optimization problems. Each chapter explores the biological background, describes the computational techniques, gives examples of applications, discusses possible variants of the techniques, and includes exercises and solutions.

Catalog no. C7959, January 2011, 352 pp. ISBN: 978-1-4200-8795-6, $79.95

Contents Introduction and Biological Background Cellular Automata Biological Background The Game of Life General Definition of Cellular Automata One-Dimensional Automata Examples of Cellular Automata Comparison with a Continuous Mathematical Model Computational Universality Self-Replication Pseudo Code Evolutionary Computation Evolutionary Biology and Evolutionary Computation Genetic Algorithms Example Applications Analysis of the Behavior of Genetic Algorithms Lamarckian Evolution Genetic Programming A Second Look at the Evolutionary Process Pseudo Code Artificial Neural Networks Biological Background Learning Artificial Neural Networks The Perceptron Learning in a Multilayered Network Associative Memory Unsupervised Learning Molecular Computation Biological Background Computation Using DNA Enzymatic Computation The Never-Ending Story: Additional Topics at the Interface between Biology and Computation Swarm Intelligence Artificial Immune Systems Artificial Life Systems Biology For more complete contents, visit

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Computational Biology

Algorithms in Bioinformatics A Practical Introduction Wing-Kin Sung National University of Singapore

“This aptly titled book is a timely publication that details several algorithms widely used in bioinformatics. … This work can serve as a reference guide for students and researchers attempting to implement or learn algorithms relevant to bioinformatics. … Summing Up: Recommended.” —CHOICE, June 2010

“… an excellent guide. The book is appropriate for advanced undergraduates and graduates in mathematics or CS. … The 27-page introduction is the most efficient concept-building summary and explication of molecular biology that I have encountered. … This self-contained, welldesigned, and well-written book, with its many good exercises, bibliographic references, and photo-quality figures, is an ideal introduction to bioinformatics.” —George Hacken, Computing Reviews, March 2010

Assuming no prior knowledge of molecular biology, this classroom-tested text provides an in-depth introduction to the algorithmic techniques applied in bioinformatics. For each topic, the author clearly details the biological motivation, precisely defines the corresponding computational problems, and includes detailed examples to illustrate each algorithm. In addition, end-of-chapter exercises familiarize students with the topics. PowerPoint slides and other supplementary material can be found on the author’s website. A solutions manual is available for qualifying instructors.

Catalog no. C7033, 2010, 407 pp. ISBN: 978-1-4200-7033-0, $82.95


Contents Introduction to Molecular Biology Sequence Similarity Suffix Tree Database Search Smith–Waterman Algorithm FastA BLAST Variations of the BLAST Algorithm Q-Gram Alignment Based on Suffix ARrays (QUASAR) Locality-Sensitive Hashing BWT-SW Are Existing Database Searching Methods Sensitive Enough? Multiple Sequence Alignment Genome Alignment Maximum Unique Match (MUM) Mutation Sensitive Alignment Dot Plot for Visualizing the Alignment Phylogeny Reconstruction Character-Based Phylogeny Reconstruction Algorithm Distance-Based Phylogeny Reconstruction Algorithm Bootstrapping Can Tree Reconstruction Methods Infer the Correct Tree? Phylogeny Comparison Genome Rearrangement Types of Genome Rearrangements Computational Problems Sorting Unsigned Permutation by Reversals Sorting Signed Permutation by Reversals Motif Finding RNA Secondary Structure Prediction Peptide Sequencing Population Genetics Hardy–Weinberg Equilibrium Linkage Disequilibrium Genotype Phasing Tag SNP Selection Association Study For more complete contents, visit

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Computer Graphics


Computer Graphics Through OpenGL From Theory to Experiments Sumanta Guha Asian Institute of Technology, Thailand

This comprehensive introduction to computer graphics uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an understanding not only of the principles of 3D computer graphics, but also the use of the OpenGL API to program 3D applications. It covers the concepts fundamental to 3D computer graphics, illustrates how to code fairly sophisticated 3D scenes and animation, and explores more advanced topics. Designed to be followed with a computer handy, the text makes the theory accessible by having students run clarifying code. Many ancillary resources are available on the author’s website.

Features • Covers the foundations of 3D computer graphics, including animation, visual techniques, and 3D modeling • Introduces classical and programmable pipelines in OpenGL • Integrates code with the theory to give students a hands-on appreciation of the subject • Includes 140 programs with 200 experiments based on them • Contains 600 exercises, 100 worked examples, and nearly 600 color illustrations • Requires no previous knowledge of computer graphics • Offers downloadable multiplatform programs in C++ and OpenGL, installation guides, and an interactive discussion forum on the author’s website

Contents Hello World An Invitation to Computer Graphics On to OpenGL and 3D Computer Graphics Tricks of the Trade An OpenGL Toolbox Movers and Shapers Transformation, Animation and Viewing Inside Animation: The Theory of Transformations Advanced Animation Techniques Geometry for the Home Office Convexity and Interpolation Triangulation Orientation Making Things Up Modeling in 3D Space Lights, Camera, Equation Color and Light Texture Special Visual Techniques Pixels, Pixels, Everywhere Raster Algorithms Anatomy of Curves and Surfaces Bézier B-Spline Hermite The Projective Advantage Applications of Projective Spaces The Time Is Pipe Fixed-Functionality Pipelines Programmable Pipelines Appendices For more complete contents, visit

Solutions manual and test bank available for qualifying instructors

Catalog no. K12068, January 2011, 888 pp. ISBN: 978-1-4398-4620-9, $99.95

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Computer Graphics


3D Graphics for Game Programming JungHyun Han Korea University, Seoul

“JungHyun Han is a masterful teacher, and nowhere do his teachings come through more clearly than in 3D Graphics for Game Programming. Han presents the essential foundations of graphics programming that every serious game programmer needs in a straightforward no-nonsense style that gets right to the point. I highly recommend this book for anyone who wants to program 3D games.” —Jesse Schell, CEO of Schell Games and professor of entertainment technology at Carnegie Mellon University

“… broad coverage of the most important topics to graphics programmers. I would expect that anyone who has digested this material would be immediately effective as a member of a game development team.” —Michael Guerrero, Senior Engine Programmer, Delta3D

Balancing theory and application, this full-color text explores real-time graphics in video game development. The presentation of topics enables students to quickly understand the key aspects of real-time graphics. Copiously illustrated with more than 300 figures, the text covers such concepts as rendering, texturing, post-processing, and animation. With an emphasis on practicality, each chapter includes boxed Math Notes that allow students to access mathematical or theoretical content without interrupting the flow of the main text.

Features • Presents the theory and mathematics of real-time graphics and its applications to game design • Provides boxed Math Notes that can be accessed as required without interrupting the flow of the text • Includes homework problems and more than 300 detailed figures

Contents Modeling and Representation Polygonal models Curves and surfaces 3D object modeling using 3ds Max Rendering Pipeline Overview Vertex transform Rasterization Pixel processing Direct3D Programmable Pipeline GPU architectures High-level shading language Shaders Illumination Local illumination Global illumination Texturing Texture coordinates Texture addressing mode Texture filtering Multi-texturing and texture blending Advanced topics Post Processing Render target HDR and tone mapping Film-style post processing Animation Key-frame animation Hierarchical modeling Forward kinematics Inverse kinematics Skinning Data-driven techniques Physics-based animation For more complete contents, visit

Solutions manual available for qualifying instructors

Catalog no. K11350, February 2011, 368 pp. ISBN: 978-1-4398-2737-6, $79.95


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Computer Graphics


The Art of Image Processing with Java Kenny A. Hunt University of Wisconsin, La Crosse, USA

While most other image processing texts approach this subject from an engineering perspective, The Art of Image Processing with Java places image processing within the realm of both engineering and computer science students by emphasizing software design. Ideal for students studying computer science or software engineering, it clearly teaches them the fundamentals of image processing. Accompanied by rich illustrations that demonstrate the results of performing processing on well-known art pieces, the text builds an accessible mathematical foundation and includes extensive sample Java code. Each chapter provides exercises to help students master the material.

Features • Illustrates how to acquire, archive, and display digital images for specific purposes or applications, including medicine, biology, environmental science, robotics, astronomy, and more • Emphasizes software design • Presents an accessible mathematical foundation • Includes numerous illustrations, sample Java code, and homework problems

Catalog no. K00509, January 2011, 300 pp. ISBN: 978-1-56881-717-0, $69.00

Contents Introduction Optics and Human Vision Digital Images Digital Images in Java Point Processing Techniques Rescaling (Contrast and Brightness) Lookup Tables Gamma Correction Pseudo Coloring Histogram Equalization Arithmetic Image Operations Logical Image Operations Alpha Blending Other Blending Modes Regional Processing Techniques Convolution Smoothing Edges Edge Enhancement Rank Filters Template Matching and Correlation Geometric Operations Image Printing and Display Halftoning Thresholding Patterning Random Dithering Dithering Matrices Error Diffusion Dithering Color Dithering Frequency Domain Image Compression Morphological Image Processing Advanced Programming Concurrency JAI For more complete contents, visit

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Computer Graphics

Interactive Data Visualization Foundations, Techniques, and Applications Matthew O. Ward, Georges Grinstein, and Daniel Keim “With chapters on the importance of visualization, understanding the data without it, the relation to the human eyes and mind, what technology has brought in the avenues of displaying and interacting data, no concept is really left untouched. Enhanced with example data, samples, a history of computer graphics, and more, Interactive Data Visualization is a solid text to have on hand for any community or college library collection.” —James A. Cox, The Midwest Book Review, August 2010

This book covers the full spectrum of the field, from mathematical and analytical aspects to several existing visualization systems. Numerous data sets highlight different application areas and allow students to evaluate the strengths and weaknesses of various visualization methods. Exercises, programming projects, and related readings are included in each chapter. Sample programs, the data sets, videos, and many more teaching resources are available on the book’s website.

Contents Data Foundations. Human Perception and Information Processing. Visualization Foundations. Visualization Techniques for Spatial Data. Visualization Techniques for Geospatial Data. Visualization Techniques for Multivariate Data. Visualization Techniques for Trees, Graphs, and Networks. Text and Document Visualization. Interaction Concepts. Interaction Techniques. Designing Effective Visualizations. Comparing and Evaluating Visualization Techniques. Visualization Systems. Research Directions in Visualization. Catalog no. K00427, 2010, 513 pp. ISBN: 978-1-56881-473-5, $89.00

Fundamentals of Computer Graphics Third Edition Peter Shirley University of Utah, Salt Lake City, USA

Steve Marschner Cornell University, Ithaca, New York, USA

“Fundamentals of Computer Graphics appears in its third updated edition to pack in discussions of the basics of computer graphics for collegelevel students and programmers. … a ‘must’ for any college-level computer graphics library.” —The Midwest Book Review, December 2009

New to the Third Edition • Four new chapters written by experts in their fields: Implicit Modeling, Computer Graphics in Games, Color, and Visualization • Revised and updated material on the graphics pipeline, reflecting a modern viewpoint organized around programmable shading. • Expanded treatment of viewing that improves clarity and consistency while unifying viewing in ray tracing and rasterization • Improved and expanded coverage of triangle meshes and mesh data structures • A new organization in the early chapters, concentrating on foundational material at the beginning to improve flexibility in teaching

Contents Miscellaneous Math. Raster Images. Ray Tracing. Linear Algebra. Transformation Matrices. Viewing. The Graphics Pipeline. Signal Processing. Surface Shading. Texture Mapping. Data Structures for Graphics. More Ray Tracing Sampling. Curves. Implicit Modeling. Computer Animation. Using Graphics Hardware. Building Interactive Graphics Applications. Light. Color. Visual Perception. Tone Reproduction. Global Illumination. Reflection Models. Computer Graphics in Games. Visualization. Spatial-Field Visualization. Catalog no. K00408, 2010, 804 pp. ISBN: 978-1-56881-469-8, $99.00


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Computer Graphics

Graphics Shaders Theory and Practice

An Integrated Introduction to Computer Graphics and Geometric Modeling

Mike Bailey and Steve Cunningham

Ronald Goldman

This book opens computer graphics shader programming to students, whether in a traditional class or on their own. It is intended to complement texts based on fixed-function graphics APIs, specifically OpenGL. The text introduces shader programming and the GLSL shader language. It also presents a flexible, easy-to-use tool (glman) that helps students develop, test, and tune shaders outside an application that would use them.

“… the book is well suited for an undergraduate course. … The entire book is very well presented and obviously written by a distinguished and creative researcher and educator. It certainly is a textbook I would recommend. …”

Catalog no. K00420, 2009, 420 pp. ISBN: 978-1-56881-334-9, $79.00

Rice University, Houston, Texas, USA

—Computer-Aided Design, 42, 2010

“… Each chapter has a number of exercises for further study and many chapters have programming projects … .” —International Statistical Review, 2010 Read more reviews at CRC Press Online

Catalog no. K10188, 2010, 574 pp. ISBN: 978-1-4398-0334-9, $89.95

Digital Image Processing Realistic Image Synthesis Using Photon Mapping

An Algorithmic Approach with MATLAB®

Henrik Wann Jensen

C.H. Chen

University of California–San Diego, La Jolla, USA

An extension of ray tracing, photon mapping makes it possible to efficiently simulate global illumination in complex scenes. Photon mapping can simulate caustics, diffuse inter-reflections, and participating media. This book is a practical guide to photon mapping. It provides the theory and practical insight necessary to implement photon mapping and simulate all types of direct and indirect illumination efficiently. Catalog no. K00689, 2009, 193 pp., Soft Cover ISBN: 978-1-56881-462-9, $43.00

Uvais Qidwai Qatar University, Doha University of Massachusetts, North Dartmouth, USA

Avoiding heavy mathematics wherever possible, this text equips students with an essential understanding of digital image processing. The authors provide MATLAB® codes that allow students to generate the same images found in the book, describe practical examples and potential applications, and cover both standard and advanced topics, such as face recognition and soft computing. Lecture slides, MATLAB codes, and other resources are available on the book’s website. Catalog no. C7950, 2010, 314 pp. ISBN: 978-1-4200-7950-0, $92.95

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Discrete Systems and Cryptography


Access Control, Security, and Trust A Logical Approach Shiu-Kai Chin and Susan Beth Older Syracuse University, New York, USA

Developed from the authors’ courses at Syracuse University and the U.S. Air Force Research Laboratory, this book equips students with an access control logic they can use to specify and verify their security designs. Throughout the text, the authors use a single access control logic based on a simple propositional modal logic. The first part of the book presents the syntax and semantics of access control logic, basic access control concepts, and an introduction to confidentiality and integrity policies. The second section covers access control in networks, delegation, protocols, and the use of cryptography. In the third section, the authors focus on hardware and virtual machines. The final part discusses confidentiality, integrity, and role-based access control.

Features • Employs propositional modal logic to explain access control principles • Shows students how to perform derivations and calculations with mathematical precision and accuracy • Focuses on reference monitors in security • Presents numerous examples ranging from the control of physical memory in hardware to multilevel security policies • Includes exercises that deal with application, analysis, synthesis, and evaluation • Offers HOL-4 implementation and slides for each chapter available for download online Solutions manual available for qualifying instructors

Catalog no. C8628, January 2011, 351 pp. ISBN: 978-1-58488-862-8, $89.95


Contents PRELIMINARIES A Language for Access Control Reasoning about Access Control Basic Concepts Security Policies DISTRIBUTED ACCESS CONTROL Digital Authentication Public-Key Cryptography Efficiency Mechanisms Reasoning about Cryptographic Communications Certificates, Certificate Authorities, and Trust Symmetric-Key Cryptography Delegation Networks: Case Studies SSL and TLS: Authentication across the Web Kerberos: Authentication for Distributed Systems Financial Networks ISOLATION AND SHARING A Primer on Computer Hardware Ones and Zeros Synchronous Design Microcode Virtual Machines and Memory Protection A Simple Processor Processors with Memory Segmentation Controlling Access to Memory and Segmentation Registers Design of the Virtual Machine Monitor Access Control Using Descriptors and Capabilities Address Descriptors and Capabilities Tagged Architectures Capability Systems Access Control Using Lists and Rings Generalized Addresses Segment Access Controllers ACL-Based Access Policy for Memory Accesses Ring-Based Access Control ACCESS POLICIES Confidentiality and Integrity Policies Classifications and Categories Bell–La Padula Model, Revisited Confidentiality Levels: Some Practical Considerations Biba’s Strict Integrity, Revisited Lipner’s Integrity Model Role-Based Access Control For more complete contents, visit

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Discrete Systems and Cryptography

New from Alexander Stanoyevitch California State University–Dominguez Hills, Carson, USA

Introduction to Cryptography with Mathematical Foundations and Computer Implementations

Discrete Structures with Contemporary Applications

“… It is apparent that Prof. Stanoyevitch put a lot of pedagogical and intellectual effort into making a textbook — a book aimed at students that makes life easier for the instructor. In addition, the book’s companion site features short MATLAB m-files and applets for quick demos. … a very well done, thoughtful introduction to cryptography.”

Reflecting many of the recent advances and trends in this area, this classroom-tested text covers the core topics in discrete structures as outlined by the ACM and explores an assortment of novel applications. Although the book highly encourages the use of computing platforms, it can be used without computers. A supporting website provides an extensive set of sample programs.

—Daniel Bilar, University of New Orleans, Louisiana, USA

This self-contained introduction delineates cryptographic concepts in chronological order, developing the mathematics as needed. The text includes numerous examples and exercises, along with computer implementation sections that guide students through the process of writing their own programs. Detailed solutions to many of the exercises can be found in the appendices while a solutions manual is available for qualifying instructors. A supporting website provides an extensive set of sample programs as well as downloadable platform-independent applet pages for some core programs and algorithms.

Contents Divisibility and Modular Arithmetic. The Evolution of Codemaking until the Computer Era. Matrices and the Hill Cryptosystem. The Evolution of Codebreaking until the Computer Era. Representation and Arithmetic of Integers in Different Bases. Block Cryptosystems and the Data Encryption Standard. Some Number Theory and Algorithms. Public Key Cryptography. Finite Fields in General and GF(28) in Particular. The Advanced Encryption Standard Protocol. Elliptic Curve Cryptography. Catalog no. K10916, January 2011, 669 pp. ISBN: 978-1-4398-1763-6, $89.95

Features • Introduces several supplementary topics that can form an excellent basis for student projects • Includes a wide variety of examples and exercises, with solutions in the appendices • Incorporates computer exercises that teach students how to write their own programs • Covers many recent applications of discrete mathematics, including simulations, genetic algorithms, and public key cryptography • Presents algorithms in pseudo code • Offers sample programs via the author’s website • Illustrates difficult concepts with over 300 figures Solutions manual available for qualifying instructors

Contents Logic and Sets. Relations and Functions, Boolean Algebra, and Circuit Design. The Integers, Induction, and Recursion. Number Systems. Counting Techniques, Combinatorics, and Generating Functions. Discrete Probability and Simulation. Complexity of Algorithms. Graphs, Trees, and Associated Algorithms. Graph Traversal and Optimization Problems. Randomized Search and Optimization Algorithms. Catalog no. K10918, January 2011, 1002 pp. ISBN: 978-1-4398-1768-1, $99.95

For more information and complete contents, visit


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Machine Learning and Pattern Recognition

Machine Learning An Algorithmic Perspective Stephen Marsland Massey University, Palmerston North, New Zealand

“… liberally illustrated with many programming examples, using Python. It includes a basic primer on Python and has an accompanying website. It has excellent breadth, and is comprehensive in terms of the topics it covers, both in terms of methods and in terms of concepts and theory. … the book provides an accessible introduction to machine learning. It would be excellent as a first exposure to the subject …” —David J. Hand, International Statistical Review (2010), 78

“… it would make a good course text for an introduction and overview of AI.” —I-Programmer, November 2009

Written in an easily accessible style, this book not only demonstrates how to use the algorithms that make up machine learning methods, but also provides the background needed to understand how and why these algorithms work. It covers neural networks, graphical models, reinforcement learning, evolutionary algorithms, dimensionality reduction methods, and the important area of optimization. The author presents adequate academic rigor without overwhelming students with equations and mathematical concepts. He includes examples based on widely available data sets as well as practical and theoretical problems to test understanding and application of the material. Algorithms are also described with code examples. A supporting website provides Python code and data sets.

Catalog no. C6718, 2009, 406 pp. ISBN: 978-1-4200-6718-7, $69.95


Contents Linear Discriminants The Multi-Layer Perceptron Radial Basis Functions and Splines Support Vector Machines Learning with Trees Decision by Committee: Ensemble Learning Probability and Learning Unsupervised Learning The k-Means Algorithm Vector Quantisation The Self-Organising Feature Map Dimensionality Reduction Linear Discriminant Analysis Principal Components Analysis Factor Analysis Independent Components Analysis Locally Linear Embedding Isomap Optimisation and Search Going Downhill Least-Squares Optimisation Conjugate Gradients Search: Three Basic Approaches Exploitation and Exploration Simulated Annealing Evolutionary Learning The Genetic Algorithm (GA) Generating Offspring: Genetic Operators Using GAs Genetic Programming Combining Sampling with Evolutionary Learning Reinforcement Learning Example: Getting Lost Markov Decision Processes Values Back on Holiday: Using Reinforcement Learning The Difference between Sarsa and Q-Learning Uses of Reinforcement Learning Markov Chain Monte Carlo (MCMC) Methods Graphical Models Bayesian Networks Markov Random Fields Hidden Markov Models Tracking Methods Python For more complete contents, visit

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Software Engineering and Development

Flexible, Reliable Software Using Patterns and Agile Development Henrik B. Christensen University of Aarhus, Denmark

“…This book brings together a careful selection of topics that are relevant, indeed crucial, for developing good quality software with a carefully designed pedagogy that leads the reader through an experience of active learning. … The text discusses not only what the end product should be like, but also how to get there. … I know that this book will be a great help for many of my students on the path from a novice programmer to a mature, professional software developer.” —From the Foreword by Michael Kölling, originator of the BlueJ and Greenfoot environments, co-author of the bestselling Objects First with Java, and author of the bestselling Introduction to Programming with Greenfoot

By describing practical stories, explaining the design and programming process in detail, and using projects as a learning context, the author helps students understand why a given technique is required and why techniques must be combined to overcome the challenges facing software developers. He discusses the benefits and liabilities of each approach, provides a collection of design patterns, and includes projects that represent real-world tasks. The book also contains review questions, exercises, and selected solutions. Source code and other resources are available on the author’s website.

Catalog no. C3622, 2010, 527 pp. ISBN: 978-1-4200-9362-9, $69.95

Contents Basic Terminology The Programming Process Pay Station Case Test-Driven Development Build Management The First Design Pattern Deriving Strategy Pattern Refactoring and Integration Testing Design Patterns—Part I Coupling and Cohesion Variability Management and 3-1-2 Deriving State Pattern Test Stubs Deriving Abstract Factory Pattern Fragility Compositional Design Roles and Responsibilities Compositional Design Principles Multi-Dimensional Variance Design Patterns—Part II A Design Pattern Catalogue Facade Decorator Adapter Builder Command Iterator Proxy Composite Null Object Observer Model-View-Controller Frameworks Introducing MiniDraw Template Method Framework Theory Outlook Configuration Management Systematic Testing Projects The HotGammon Project The HotCiv Project For more complete contents, visit

For more information and complete contents, visit


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Software Engineering and Development New!

Software Development An Open Source Approach Allen Tucker Bowdoin College, Brunswick, Maine, USA

Ralph Morelli Trinity College, Hartford, Connecticut, USA

Chamindra de Silva Sahana Project, Colombo, Sri Lanka

Written by experienced software developers and educators, this text immerses students directly into an agile free and open source software (FOSS) development process. It focuses on the methodologies and goals that drive the development of FOSS, combining principles with realworld skill building, such as debugging, refactoring, and writing. Highlighting the value of collaboration as a fundamental paradigm for software development, the book enables students to gain a rich appreciation of the principles and practice of FOSS development. It also helps them become better writers, programmers, and software community members. A companion website provides a wealth of ancillary resources.

Features • Provides hands-on projects using real open source software • Describes the principles and practice of effective software teams • Presents modern tools for working with code • Covers software architecture and security • Includes end-of-chapter exercises as well as rich case studies in debugging and refactoring • Offers numerous supporting materials on the book’s website, including downloadable FOSS development projects, a discussion forum for instructors and students, and much more Solutions manual available for qualifying instructors via password on website

Catalog no. K10655, January 2011, 398 pp. ISBN: 978-1-4398-1290-7, $79.95


Contents Working with a Project Team Key FOSS Activities Client-Oriented vs. Community-Oriented Projects Working on a Client-Oriented Project Joining a Community-Oriented Project Using Project Tools Collaboration Tools Code Management Tools Run-Time System Constraints Software Architecture Architectural Patterns Layers, Cohesion, and Coupling Security Concurrency, Race Conditions, and Deadlocks Working with Code Bad Smells and Metrics Refactoring Testing Debugging Extending the Software for a New Project Developing the Domain Classes Understanding the Current System Adding New Features Class Design Principles and Practice Managing the Ripple Effect Developing the Database Modules Design Principles and Practice Working with a Database Database Security and Integrity Adding New Software Features: Database Impact Developing the User Interface Design Principles and Practice Working with Code Adding New Features: User Interface Impact User Support Technical Writing Types of User Support Example: RMH Homebase On-Line Help Project Governance Origins and Evolution Evolving into a Democratic Meritocracy Releasing Code New Project Conception Requirements Gathering Initial Design For more complete contents, visit

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Internet and Web-Based Computing

Foundations of Semantic Web Technologies Pascal Hitzler Kno.e.sis Center at Wright State University, Dayton, Ohio, USA

Markus Krotzsch University of Oxford, UK

Sebastian Rudolph University of Karlsruhe, Germany

“… the book has very interesting supporting material and exercises, is oriented to W3C standards, and provides the necessary foundations for the semantic Web. … I recommend this book primarily as a complementary textbook for a graduate or undergraduate course in a computer science or a Web science academic program.” —Computing Reviews, February 2010

“… I am confident this book will be well received and play an important role in training a larger number of students who will seek to become proficient in this growing discipline.” —From the Foreword by Amit Sheth, Wright State University, Dayton, Ohio, USA

Features • Presents the latest developments in Semantic Web standards, covering RDF, RDF Schema, OWL 2, RIF, and SPARQL • Provides a thorough treatment of formal semantics, including proof theory • Explores OWL querying, the relationship between rules and OWL, and ontology engineering and applications • Separates syntax and language from in-depth treatments of the formal foundations • Facilitates self-study with appendices on preliminary background knowledge • Includes many exercises with solutions at the back of the book • Offers updates, errata, slides for teaching, and links to further resources on the book’s website

Catalog no. C9050, 2010, 456 pp. ISBN: 978-1-4200-9050-5, $79.95

Contents RESOURCE DESCRIPTION LANGUAGE (RDF) Simple Ontologies in RDF and RDF Schema Syntax for RDF Advanced Features Simple Ontologies in RDF Schema Encoding of Special Data Structures RDF Formal Semantics Why Semantics? Model-Theoretic Semantics for RDF(S) Syntactic Reasoning with Deduction Rules The Semantic Limits of RDF(S) WEB ONTOLOGY LANGUAGE (OWL) Ontologies in OWL OWL Syntax and Intuitive Semantics OWL Species The Forthcoming OWL 2 Standard OWL Formal Semantics Description Logics Model-Theoretic Semantics of OWL Automated Reasoning with OWL RULES AND QUERIES Ontologies and Rules What Is a Rule? Datalog as a First-Order Rule Language Combining Rules with OWL DL Rule Interchange Format (RIF) Query Languages SPARQL: Query Language for RDF Conjunctive Queries for OWL DL BEYOND FOUNDATIONS Ontology Engineering Requirement Analysis Ontology Creation: Where Is Your Knowledge? Quality Assurance of Ontologies Modular Ontologies: Divide and Conquer Software Tools Applications Web Data Exchange and Syndication Semantic Wikis Semantic Portals Semantic Metadata in Data Formats Semantic Web in Life Sciences Ontologies for Standardizations RIF Applications Toward Future Applications For more complete contents, visit

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Internet and Web-Based Computing


Mastering Linux Paul S. Wang Kent State University, Ohio, USA

Encouraging hands-on learning, Mastering Linux provides a comprehensive, up-to-date guide to Linux concepts, usage, and programming. Through a set of carefully selected topics and practical examples, the book imparts a sound understanding of operating system concepts and shows students how to use Linux effectively. The text enables students to leverage the capabilities and power of the Linux system more effectively. Going beyond this, it can help students write programs at the shell and C levels—encouraging them to build new custom tools for applications and R&D.

Features • Teaches students how to use Linux and write programs with it • Contains a primer to help students get started quickly • Explains both GUI (desktop) and CLI (command line) usage, including the GNOME desktop and Bash shell • Covers commands, filters, pipelines, regular expressions, files, directories, networking protocols, and Internet security aspects • Shows how to web host with Apache, PHP, and MySQL • Offers Linux support for C-level programming • Describes GUI scripting with Ruby/GTK2 • Provides supplementary materials on the book’s website, including appendices and complete example code package for download

Catalog no. K10350, January 2011, 439 pp. Soft Cover, ISBN: 978-1-4398-0686-9, $49.95


Contents A Linux Primer Interactive Use of the Shell Desktops, Windows, and Applications Desktop Overview: GNOME and KDE GNOME Desktop Components Working with the GNOME Desktop Windows Nautilus: The GNOME File Manager Graphical Applications The GNOME Terminal Saving Energy Accessing Help and Documentation Filters and Regular Expressions Writing Shell Scripts The File System Networking, Internet, and the Web Networking Protocols The Internet The Domain Name System Networking in Nautilus Networking Commands SSH with X11 Forwarding Public-Key Cryptography and Digital Signature Secure Email with Mutt and GnuPG Message Digests The Web Handling Different Content Types Putting Information on the Web What Is HTML? Web Hosting Domain Registration The DNS Dynamic Generation of Web Pages HTTP Briefly A Real HTTP Experience Web Hosting: Apache, PHP and MySQL C Programming in Linux I/O and Process Control System Calls Interprocess and Network Communication GUI Programming with Ruby/GTK2 For more complete contents, visit

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Algorithms and Theory of Computation Handbook Second Edition (Two-Volume Set)

“The detailed treatment of algorithmic foundations for various subfields of computer science makes the handbook relevant for a broad community of researchers in computer science, operations research, and optimization …” —Computing Reviews, May 2010 Buy the Set & Save! Catalog no. C8180, 2010, 1938 pp., ISBN: 978-1-58488-818-5, $185.95

Also available as individual volumes

General Concepts and Techniques Catalog no. C8229, 2010, 988 pp., ISBN: 978-1-58488-822-2, $124.95

Special Topics and Techniques Catalog no. C820X, 2010, 950 pp., ISBN: 978-1-58488-820-8, $124.95

For more information about the volumes and set, visit CRC Press Online

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Jan_2011 Computer Science Textbooks  

CRC Press Computer Science Textbooks - January 2011

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