SQL in a Nutshell
Author: Kevin E Klin
SQL (Structured Query Language) is a standardized query language for requesting information from a database. Historically, SQL has been the choice for database management systems running on minicomputers and mainframes. Increasingly, however, SQL is being adapted to PC database systems because it supports distributed databasesdatabases that are spread out over several computer systems, so that several users on a local-area network can access the same database simultaneously. Although there are different dialects of SQL, it is the closest thing to a standard query language that currently exists.
SQL in a Nutshell is a practical and useful command reference to the latest release of the Structured Query Language (SQL99), helping readers learn how their favorite database product supports any standard SQL command. This book presents each of the SQL commands and describes its use in both commercial (Microsoft SQL Server 2000 and Oracle 8i) and open source (MySQL, PostgreSQL 7.0) implementations. Each command reference includes the command syntax (by vendor, if the syntax differs across implementations), a description, and informative examples that illustrate important concepts and uses.
SQL in a Nutshell is more than a convenient reference guide for experienced SQL programmers, analysts, and database administrators. It's also a great learning resource for novice and auxiliary SQL users such as system administrators, users of packaged client/server products, and consultants who need to be familiar with the various SQL dialects across many platforms.
About the Authors:
Kevin Kline serves as the lead information architect for shared information services at Deloitte & Touche LLP. When he's not pulling out his hair over work issues, he likes to spend time with his wife and kids, garden, restore his '66 Chevy truck, and play classical guitar. After finishing SQL in a Nutshell, Kevin doesn't want to look at a computer outside of work hours for months! Kevin is the author of Transact-SQL Programming for O'Reilly & Associates. He is also the co-author of Professional SQL Server 6.5 Admin (WROX Press) and author of Oracle CDE: Reference and User's Guide (Butterworth-Heinemann).
Other than being Kevin's brother, Daniel Kline is an assistant professor of English at the University of Alaska, Anchorage, where he specializes in medieval literature, literary and cultural theory, and computer assisted pedagogy. Dan's technical specialty is in HTML and web applications for higher education.
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Cinema 4D 10 Workshop
Author: Arndt von Koenigsmarck
Model, animate and render with a practical command of all the essential functions and tools in CINEMA 4D 10. Detailed tutorials, suitable for novices and experienced users alike, demonstrate how to navigate the redesigned UI and orient you to the workflow. Next, the author guides you through the creation of a more complex project in which you model, create, apply textures, light, and render a final showcase image of a sports car. Finally, you will model, texture and prepare a comic character for animation using the new powerslider, timeline and the revised MOCCA module.
Build on your command of the essentials with an introduction to the new layer system as well as these advanced skills:
* Light, texture, and shade with CINEMA's material system, BodyPaint 3D, and the integrated shaders
* Build complex mechanical and organic models using NURBS and polygon tools
* Compose 3D content into photos
* Render with advanced techniques such as Multi Pass rendering, HDRI lighting and radiosity
* Simplify animation setups using XPresso constrains
* Work with specialized tools such as HAIR, Clothilde or SKY for special effects
The companion CD includes all of the required tutorial media, a bonus chapter on character modeling, Macintosh and PC demo versions of CINEMA 4D 10, and a limited edition of the PhotoMatch plug-in that permits you to easily insert 3D objects into photos.
* Covers all of the features of version 10 release including BODYPAINT 3D and the MOCCA module
* Tutorial-based approach demonstrates the workflow processes for modelling, texturing and animation
* Advanced features including HyperNURBS modelling, XPresso programming andthe Advanced Renderer.
* Companion CD includes tutorial files, a demo version of CINEMA 4D and plug-in samples
Table of Contents:
Introduction viiGetting Started 1
What Is "3D"? 1
Light and Shadows 3
Setting up Cinema 4D 4
The Interface Construction Kit 4
Creating and Manipulating Objects 13
Object Display in the Viewports 13
Operating Modes 17
Tools and Functions 17
Handler 19
Object Manager and Attribute Manager 19
Configuration of Editor Viewports 24
Display Options 25
Filter Options 25
Making HUD Elements Visible 25
Additional Viewport Options 27
Polygon Tools: A Work Example 29
Creating the Basic Form 30
HyperNURBS Modeling 78
The HyperNURBS Display in the Editor 79
Using Weighting 80
HyperNURBS Work Examples 83
The Sweep NURBS Object 88
The Lathe NURBS Object 93
The Loft NURBS Object 98
Working with Online Help 101
Continuative Information about the Managers 102
Surfaces, Light, and Rendering 115
Creating Materials 115
Edit Materials 115
The Material Editor 116
Basic Channel Settings 116
The Diffuse Channel 120
The Luminance Channel 121
The Transparency Channel 121
The Reflection Channel 124
The Environment Channel 125
The Fog Channel 125
The Bump Channel 126
The Normal Channel 127
The Alpha Channel 127
The Specular Channel 128
The Specular Color Channel 129
The Glow Channel 130
The Displacement Channel 130
Texture Settings 133
Illumination Settings 136
Applying Materials 137
What Are UV Coordinates? 137
The Quality of Textured Objects in Editor Viewports 138
Overview of Textured Objects 138
Organizing and Editing Textures 139
Painting with BodyPaint 3D 140
The Projection of Materials 147
Editing UV Coordinates 152
Defining Surfaces with Shaders 160
Texturing of a CD 161
Simulate Spectral Refraction and Scattering 171
Rendering and Saving Images 181
Output Settings 184
Save Settings 184
Antialiasing Settings 188
Options Settings 189
Multi-Pass Settings 191
Preparing the Scene 192
Starting the Render Process 192
The Virtual Photo Studio 194
Deformers 194
Using a Camera 196
Working with Area Lights 199
Ambient Occlusion 204
Applying the Material 206
Creating Metallic Shininess 218
Modeling and Texturing a Palm Tree 220
Creating Symmetrical Splines 220
Duplicating along a Spline 222
Finishing the Trunk 224
The Palm Branch 225
Materials of the Palm Tree 229
Working with Image Templates 239
Modeling the Fender 241
The Front of the Fender 245
Headlights and Bumper 250
The Bumper 252
Turn Signal and Fog Light 254
The Grille 255
The Front Trunk Lid 256
A Pillar and Roll Bar 257
The Door 259
Optimizing Edges and Points Manually 260
The Rear Bar 261
The Rear 263
The Rear Side Window 266
Ironing out Irregularities 268
The Tailgate 270
The Tail Cover 274
The Rear Bracket at the Tail 277
The Grid Areas 279
Tail Lights 281
The Gap Size 284
Front Air Vents and the Windshield 285
The Windshield Wiper 292
The Door Handle and Exterior Mirror 296
The Roof and Side Window 298
The Tailgate Hinge 300
Adding Various Small Parts 301
Tires 304
The Rim 307
Materials for the Car 312
Nonreflective Surfaces 313
Using Individually Shaped Faces in Materials 314
Headlights 316
The Lighting of the Car 317
Creating Virtual Surroundings 320
Creating Clouds 322
Baking Textures 324
Lighting with Images 326
Global Illumination 329
The Stochastic Mode 330
The Standard Mode 331
Preparation for Global Illumination Calculation 332
Animation 337
The Basics 337
The Powerslider 337
Manipulating Keyframes 338
Creating New Keyframes 339
The Navigation within an Animation 340
The Keyframe Interpolation 340
Modeling a Soccer Ball 341
Animating the Ball 344
Changing the Timing 346
Animating Parameters 347
The Timeline 349
Optimizing Keyframes and Working with F Curves 350
Rendering and Saving the Animation 352
Motion Blur 352
Connecting Parameters with XPresso 354
XPresso Nodes 356
Character Animation with MOCCA 359
Bones and Joints 360
Creating a Joint Skeleton 360
Assigning Weightings 363
Dynamic Cloth Simulation 365
Inverse Kinematics 369
Morphing 371
Group Target Objects 374
The Skin Deformer 377
Morph Poses with PoseMixer 378
Controlling XPresso Expressions with User Data 378
Index 383
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