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| | Non-Equilibrium Dynamics of Semiconductors and NanostructuresThis book consists of recent new developments in the field of ultrafast dynamics in semiconductors and nanostructures. It consists of eight chapters. Chapter 1 reviews spin dynamics in a high-mobility, two-dimensional electron gas. Chapter 2 deals with generation, propagation, and nonlinear properties of high-amplitude, ultrashort strain solitons... | | Fiber Optic Cabling, Second EditionEssential reading for anyone involved in fiber optic cable applications, from installation engineers to IT professionals.
Fiber Optic Cabling is a practical guide to all aspects of designing, specifying and installing systems for LANs and other data communications applications. The second edition has been completely revised and updated... |
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| | Building a VoIP Network with Nortel's Multimedia Communication Server 5100This is the only book you need if you are tasked with designing, installing, configuring, and troubleshooting a converged network built with Nortel's Multimedia Concentration Server 5100, and Multimedia Communications Portfolio (MCP) products. With this book, you'll be able to design, build, secure, and maintaining a cutting-edge converged network... | | GNU Emacs Pocket ReferenceGNU Emacs is the most popular and widespread of the Emacs family of editors. It is also the most powerful and flexible. Unlike all other text editors, GNU Emacs is a complete working environment -- you can stay within Emacs all day without leaving. The GNU Emacs Pocket Reference is a companion volume to O'Reilly's Learning GNU... |
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Fiber Based Dispersion Compensation (Optical and Fiber Communications Reports)A pulse of light spreads in time as it propagates in a fiber due to the physical phenomenon called dispersion. While dispersion can be deleterious in optical communications systems, it can also be exploited to manage the temporal and spectral shapes of pulses and their interactions with other pulses. Much of dispersion control is realized in... | | Physics for Game Developers: Science, math, and code for realistic effects
If you want to enrich your game’s experience with physics-based realism, the expanded edition of this classic book details physics principles applicable to game development. You’ll learn about collisions, explosions, sound, projectiles, and other effects used in games on Wii, PlayStation, Xbox, smartphones, and tablets.... | | |
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