Author: Fore June
Publisher: Createspace Independent Publishing Platform
ISBN: 9781456570873
Category : Digital video
Languages : en
Pages : 0
Book Description
Not long after the birth of the Web, multimedia has become an inseparable part of it. As the growth of the Web accelerates, the demand of multimedia applications and the knowledge of this field explodes. Data compression is the soul of the engine that drives the rapid development of these applications. Audio and image data can be effectively transmitted across the Web or saved in a digital storage medium (DSM) only after they have been compressed. The success of the java-based Android mobile OS has revived people's interest in java. This book presents to you the art of compressing digital video using the java programming language. you the art of compressing digital video using the java programming language. It covers traditional video compression topics including information fundamentals, RGB-YCbCr conversion, integer arithmetic, DCT, IDCT, quantization, run-level encoding, reorder, Huffman encoding, motion estimation and motion compensation. It also discusses the usage of graphics techniques to compress videos.
An Introduction to Digital Video Data Compression in Java
Author: Fore June
Publisher: Createspace Independent Publishing Platform
ISBN: 9781456570873
Category : Digital video
Languages : en
Pages : 0
Book Description
Not long after the birth of the Web, multimedia has become an inseparable part of it. As the growth of the Web accelerates, the demand of multimedia applications and the knowledge of this field explodes. Data compression is the soul of the engine that drives the rapid development of these applications. Audio and image data can be effectively transmitted across the Web or saved in a digital storage medium (DSM) only after they have been compressed. The success of the java-based Android mobile OS has revived people's interest in java. This book presents to you the art of compressing digital video using the java programming language. you the art of compressing digital video using the java programming language. It covers traditional video compression topics including information fundamentals, RGB-YCbCr conversion, integer arithmetic, DCT, IDCT, quantization, run-level encoding, reorder, Huffman encoding, motion estimation and motion compensation. It also discusses the usage of graphics techniques to compress videos.
Publisher: Createspace Independent Publishing Platform
ISBN: 9781456570873
Category : Digital video
Languages : en
Pages : 0
Book Description
Not long after the birth of the Web, multimedia has become an inseparable part of it. As the growth of the Web accelerates, the demand of multimedia applications and the knowledge of this field explodes. Data compression is the soul of the engine that drives the rapid development of these applications. Audio and image data can be effectively transmitted across the Web or saved in a digital storage medium (DSM) only after they have been compressed. The success of the java-based Android mobile OS has revived people's interest in java. This book presents to you the art of compressing digital video using the java programming language. you the art of compressing digital video using the java programming language. It covers traditional video compression topics including information fundamentals, RGB-YCbCr conversion, integer arithmetic, DCT, IDCT, quantization, run-level encoding, reorder, Huffman encoding, motion estimation and motion compensation. It also discusses the usage of graphics techniques to compress videos.
An Introduction to Digital Media
Author: Tony Feldman
Publisher: Routledge
ISBN: 1134734964
Category : Social Science
Languages : en
Pages : 196
Book Description
In this clear and highly accessible book, Tony Feldman provides an account of the evolution and application of digital media. Clarifying its underlying technologies, he identifies its immense commercial and human potential. Using as a starting point a simplification which considers new media in two distinct sectors; packaged 'off-line' media such as CD-ROMs; and the world of transmitted media which includes digital broadcasting and interactive online services, Feldman provides a comprehensive overview of the digital media landscape. Focusing on multimedia and the entertainment media he describes and analyses the spectacular rise of CD-based information and the equally revolutionary development of the Internet and online services. Set within a commercial context, readers can identify the potential to generate revenue and profit from the new media. An Introduction to Digital Media concludes with a strategic assessment of the implications of going digital for individuals, companies and corporations.
Publisher: Routledge
ISBN: 1134734964
Category : Social Science
Languages : en
Pages : 196
Book Description
In this clear and highly accessible book, Tony Feldman provides an account of the evolution and application of digital media. Clarifying its underlying technologies, he identifies its immense commercial and human potential. Using as a starting point a simplification which considers new media in two distinct sectors; packaged 'off-line' media such as CD-ROMs; and the world of transmitted media which includes digital broadcasting and interactive online services, Feldman provides a comprehensive overview of the digital media landscape. Focusing on multimedia and the entertainment media he describes and analyses the spectacular rise of CD-based information and the equally revolutionary development of the Internet and online services. Set within a commercial context, readers can identify the potential to generate revenue and profit from the new media. An Introduction to Digital Media concludes with a strategic assessment of the implications of going digital for individuals, companies and corporations.
Beginning Java 8 Games Development
Author: Wallace Jackson
Publisher: Apress
ISBN: 1484204158
Category : Computers
Languages : en
Pages : 475
Book Description
Beginning Java 8 Games Development, written by Java expert and author Wallace Jackson, teaches you the fundamentals of building a highly illustrative game using the Java 8 programming language. In this book, you'll employ open source software as tools to help you quickly and efficiently build your Java game applications. You'll learn how to utilize vector and bit-wise graphics; create sprites and sprite animations; handle events; process inputs; create and insert multimedia and audio files; and more. Furthermore, you'll learn about JavaFX 8, now integrated into Java 8 and which gives you additional APIs that will make your game application more fun and dynamic as well as give it a smaller foot-print; so, your game application can run on your PC, mobile and embedded devices. After reading and using this tutorial, you'll come away with a cool Java-based 2D game application template that you can re-use and apply to your own game making ambitions or for fun.
Publisher: Apress
ISBN: 1484204158
Category : Computers
Languages : en
Pages : 475
Book Description
Beginning Java 8 Games Development, written by Java expert and author Wallace Jackson, teaches you the fundamentals of building a highly illustrative game using the Java 8 programming language. In this book, you'll employ open source software as tools to help you quickly and efficiently build your Java game applications. You'll learn how to utilize vector and bit-wise graphics; create sprites and sprite animations; handle events; process inputs; create and insert multimedia and audio files; and more. Furthermore, you'll learn about JavaFX 8, now integrated into Java 8 and which gives you additional APIs that will make your game application more fun and dynamic as well as give it a smaller foot-print; so, your game application can run on your PC, mobile and embedded devices. After reading and using this tutorial, you'll come away with a cool Java-based 2D game application template that you can re-use and apply to your own game making ambitions or for fun.
Digital Image Processing
Author: Nick Efford
Publisher: Addison Wesley Publishing Company
ISBN:
Category : Computers
Languages : en
Pages : 386
Book Description
CD-ROM contains Java classes for use in developing image processing software as well as completed image processing software.
Publisher: Addison Wesley Publishing Company
ISBN:
Category : Computers
Languages : en
Pages : 386
Book Description
CD-ROM contains Java classes for use in developing image processing software as well as completed image processing software.
Pro Java 9 Games Development
Author: Wallace Jackson
Publisher: Apress
ISBN: 1484209737
Category : Computers
Languages : en
Pages : 649
Book Description
Use Java 9 and JavaFX 9 to write 3D games for the latest consumer electronics devices. Written by open source gaming expert Wallace Jackson, this book uses Java 9 and NetBeans 9 to add leading-edge features, such as 3D, textures, animation, digital audio, and digital image compositing to your games. Along the way you’ll learn about game design, including game design concepts, genres, engines, and UI design techniques. To completely master Java 3D game creation, you will combine this knowledge with a number of JavaFX 9 topics, such as scene graph hierarchy; 3D scene configuration; 3D model design and primitives; model shader creation; and 3D game animation creation. With these skills you will be able to take your 3D Java games to the next level. The final section of Pro Java 9 Games Development puts the final polish on your abilities. You’ll see how to add AI logic for random content selection methods; harness a professional scoring engine; and player-proof your event handling. After reading Pro Java 9 Games Development, you will come away with enough 3D expertise to design, develop, and build your own professional Java 9 games, using JavaFX 9 and the latest new media assets. What You’ll Learn Design and build professional 3D Java 9 games, using NetBeans 9, Java 9, and JavaFX 9 Integrate new media assets, such as digital imagery and digital audio Integrate the new JavaFX 9 multimedia engine API Create an interactive 3D board game, modeled, textured, and animated using JavaFX Optimize game assets for distribution, and learn how to use the Java 9 module system Who This Book Is For Experienced Java developers who may have some prior game development experience. This book can be for experienced game developers new to Java programming.
Publisher: Apress
ISBN: 1484209737
Category : Computers
Languages : en
Pages : 649
Book Description
Use Java 9 and JavaFX 9 to write 3D games for the latest consumer electronics devices. Written by open source gaming expert Wallace Jackson, this book uses Java 9 and NetBeans 9 to add leading-edge features, such as 3D, textures, animation, digital audio, and digital image compositing to your games. Along the way you’ll learn about game design, including game design concepts, genres, engines, and UI design techniques. To completely master Java 3D game creation, you will combine this knowledge with a number of JavaFX 9 topics, such as scene graph hierarchy; 3D scene configuration; 3D model design and primitives; model shader creation; and 3D game animation creation. With these skills you will be able to take your 3D Java games to the next level. The final section of Pro Java 9 Games Development puts the final polish on your abilities. You’ll see how to add AI logic for random content selection methods; harness a professional scoring engine; and player-proof your event handling. After reading Pro Java 9 Games Development, you will come away with enough 3D expertise to design, develop, and build your own professional Java 9 games, using JavaFX 9 and the latest new media assets. What You’ll Learn Design and build professional 3D Java 9 games, using NetBeans 9, Java 9, and JavaFX 9 Integrate new media assets, such as digital imagery and digital audio Integrate the new JavaFX 9 multimedia engine API Create an interactive 3D board game, modeled, textured, and animated using JavaFX Optimize game assets for distribution, and learn how to use the Java 9 module system Who This Book Is For Experienced Java developers who may have some prior game development experience. This book can be for experienced game developers new to Java programming.
Java In Practice: JDBC And Database Applications
Author: Vivian Siahaan
Publisher: SPARTA PUBLISHING
ISBN:
Category : Computers
Languages : en
Pages : 539
Book Description
This hands-on introduction to database programming using Java is ideal for people with little or no programming experience. The goal of this concise book is not just to teach you Java, but to help you think like a programmer. Each brief chapter covers the material for one week of a college course to help you practice what you've learned. As you would expect, this book shows how to build from scratch two different databases: MySQL and SQLite using Java. In designing a GUI and as an IDE, you will make use of the NetBeans tool. In the first chapter, you will learn: How to install NetBeans, JDK 11, and MySQL Connector/J; How to integrate external libraries into projects; How the basic MySQL commands are used; How to query statements to create databases, create tables, fill tables, and manipulate table contents is done. In the second chapter, you will study: Creating the initial three table projects in the school database: Teacher table, TClass table, and Subject table; Creating database configuration files; Creating a Java GUI for viewing and navigating the contents of each table; Creating a Java GUI for inserting and editing tables; and Creating a Java GUI to join and query the three tables. In the third chapter, you will learn: Creating the main form to connect all forms; Creating a project will add three more tables to the school database: the Student table, the Parent table, and Tuition table; Creating a Java GUI to view and navigate the contents of each table; Creating a Java GUI for editing, inserting, and deleting records in each table; Creating a Java GUI to join and query the three tables and all six. In chapter four, you will study how to query the six tables. In chapter five, you will be shown how to create SQLite database and tables with Java. In chapter six, you will be taught how to extract image features, utilizing BufferedImage class, in Java GUI. Digital image techniques to extract image features used in this chapted are grascaling, sharpening, invertering, blurring, dilation, erosion, closing, opening, vertical prewitt, horizontal prewitt, Laplacian, horizontal sobel, and vertical sobel. For readers, you can develop it to store other advanced image features based on descriptors such as SIFT and others for developing descriptor based matching. In chapter seven, you will be taught to create Java GUI to view, edit, insert, and delete Suspect table data. This table has eleven columns: suspect_id (primary key), suspect_name, birth_date, case_date, report_date, suspect_ status, arrest_date, mother_name, address, telephone, and photo. In chapter eight, you will be taught to create Java GUI to view, edit, insert, and delete Feature_Extraction table data. This table has eight columns: feature_id (primary key), suspect_id (foreign key), feature1, feature2, feature3, feature4, feature5, and feature6. All six fields (except keys) will have a BLOB data type, so that the image of the feature will be directly saved into this table. In chapter nine, you will add two tables: Police_Station and Investigator. These two tables will later be joined to Suspect table through another table, File_Case, which will be built in the seventh chapter. The Police_Station has six columns: police_station_id (primary key), location, city, province, telephone, and photo. The Investigator has eight columns: investigator_id (primary key), investigator_name, rank, birth_date, gender, address, telephone, and photo. Here, you will design a Java GUI to display, edit, fill, and delete data in both tables. In chapter ten, you will add two tables: Victim and Case_File. The File_Case table will connect four other tables: Suspect, Police_Station, Investigator and Victim. The Victim table has nine columns: victim_id (primary key), victim_name, crime_type, birth_date, crime_date, gender, address, telephone, and photo. The Case_File has seven columns: case_file_id (primary key), suspect_id (foreign key), police_station_id (foreign key), investigator_id (foreign key), victim_id (foreign key), status, and description. Here, you will also design a Java GUI to display, edit, fill, and delete data in both tables. Finally, this book is hopefully useful and can improve database programming skills for every Java/MySQL/SQLite pogrammer.
Publisher: SPARTA PUBLISHING
ISBN:
Category : Computers
Languages : en
Pages : 539
Book Description
This hands-on introduction to database programming using Java is ideal for people with little or no programming experience. The goal of this concise book is not just to teach you Java, but to help you think like a programmer. Each brief chapter covers the material for one week of a college course to help you practice what you've learned. As you would expect, this book shows how to build from scratch two different databases: MySQL and SQLite using Java. In designing a GUI and as an IDE, you will make use of the NetBeans tool. In the first chapter, you will learn: How to install NetBeans, JDK 11, and MySQL Connector/J; How to integrate external libraries into projects; How the basic MySQL commands are used; How to query statements to create databases, create tables, fill tables, and manipulate table contents is done. In the second chapter, you will study: Creating the initial three table projects in the school database: Teacher table, TClass table, and Subject table; Creating database configuration files; Creating a Java GUI for viewing and navigating the contents of each table; Creating a Java GUI for inserting and editing tables; and Creating a Java GUI to join and query the three tables. In the third chapter, you will learn: Creating the main form to connect all forms; Creating a project will add three more tables to the school database: the Student table, the Parent table, and Tuition table; Creating a Java GUI to view and navigate the contents of each table; Creating a Java GUI for editing, inserting, and deleting records in each table; Creating a Java GUI to join and query the three tables and all six. In chapter four, you will study how to query the six tables. In chapter five, you will be shown how to create SQLite database and tables with Java. In chapter six, you will be taught how to extract image features, utilizing BufferedImage class, in Java GUI. Digital image techniques to extract image features used in this chapted are grascaling, sharpening, invertering, blurring, dilation, erosion, closing, opening, vertical prewitt, horizontal prewitt, Laplacian, horizontal sobel, and vertical sobel. For readers, you can develop it to store other advanced image features based on descriptors such as SIFT and others for developing descriptor based matching. In chapter seven, you will be taught to create Java GUI to view, edit, insert, and delete Suspect table data. This table has eleven columns: suspect_id (primary key), suspect_name, birth_date, case_date, report_date, suspect_ status, arrest_date, mother_name, address, telephone, and photo. In chapter eight, you will be taught to create Java GUI to view, edit, insert, and delete Feature_Extraction table data. This table has eight columns: feature_id (primary key), suspect_id (foreign key), feature1, feature2, feature3, feature4, feature5, and feature6. All six fields (except keys) will have a BLOB data type, so that the image of the feature will be directly saved into this table. In chapter nine, you will add two tables: Police_Station and Investigator. These two tables will later be joined to Suspect table through another table, File_Case, which will be built in the seventh chapter. The Police_Station has six columns: police_station_id (primary key), location, city, province, telephone, and photo. The Investigator has eight columns: investigator_id (primary key), investigator_name, rank, birth_date, gender, address, telephone, and photo. Here, you will design a Java GUI to display, edit, fill, and delete data in both tables. In chapter ten, you will add two tables: Victim and Case_File. The File_Case table will connect four other tables: Suspect, Police_Station, Investigator and Victim. The Victim table has nine columns: victim_id (primary key), victim_name, crime_type, birth_date, crime_date, gender, address, telephone, and photo. The Case_File has seven columns: case_file_id (primary key), suspect_id (foreign key), police_station_id (foreign key), investigator_id (foreign key), victim_id (foreign key), status, and description. Here, you will also design a Java GUI to display, edit, fill, and delete data in both tables. Finally, this book is hopefully useful and can improve database programming skills for every Java/MySQL/SQLite pogrammer.
Introduction to Data Compression
Author: Khalid Sayood
Publisher: Elsevier
ISBN: 012620862X
Category : Computers
Languages : en
Pages : 704
Book Description
"Khalid Sayood provides an extensive introduction to the theory underlying today's compression techniques with detailed instruction for their applications using several examples to explain the concepts. Encompassing the entire field of data compression Introduction to Data Compression, includes lossless and lossy compression, Huffman coding, arithmetic coding, dictionary techniques, context based compression, scalar and vector quantization. Khalid Sayood provides a working knowledge of data compression, giving the reader the tools to develop a complete and concise compression package upon completion of his book."--BOOK JACKET.
Publisher: Elsevier
ISBN: 012620862X
Category : Computers
Languages : en
Pages : 704
Book Description
"Khalid Sayood provides an extensive introduction to the theory underlying today's compression techniques with detailed instruction for their applications using several examples to explain the concepts. Encompassing the entire field of data compression Introduction to Data Compression, includes lossless and lossy compression, Huffman coding, arithmetic coding, dictionary techniques, context based compression, scalar and vector quantization. Khalid Sayood provides a working knowledge of data compression, giving the reader the tools to develop a complete and concise compression package upon completion of his book."--BOOK JACKET.
Digital Video: An Introduction to MPEG-2
Author: Barry G. Haskell
Publisher: Springer Science & Business Media
ISBN: 0306469820
Category : Computers
Languages : en
Pages : 451
Book Description
Digital Video offers comprehensive coverage of the MPEG-2 audio/visual digital compression standard. The treatment includes the specifics needed to implement an MPEG-2 Decoder, including the syntax and semantics of the coded bitstreams. Since the MPEG-2 Encoders are not specified by the standard, and are actually closely held secrets of many vendors, the book only outlines the fundamentals of encoder design and algorithm optimization.
Publisher: Springer Science & Business Media
ISBN: 0306469820
Category : Computers
Languages : en
Pages : 451
Book Description
Digital Video offers comprehensive coverage of the MPEG-2 audio/visual digital compression standard. The treatment includes the specifics needed to implement an MPEG-2 Decoder, including the syntax and semantics of the coded bitstreams. Since the MPEG-2 Encoders are not specified by the standard, and are actually closely held secrets of many vendors, the book only outlines the fundamentals of encoder design and algorithm optimization.
The Quick Way to Learn Java GUI with MySQL and SQLite
Author: Vivian Siahaan
Publisher: SPARTA PUBLISHING
ISBN:
Category : Computers
Languages : en
Pages : 539
Book Description
This hands-on introduction to database programming using Java is ideal for people with little or no programming experience. The goal of this concise book is not just to teach you Java, but to help you think like a programmer. Each brief chapter covers the material for one week of a college course to help you practice what you've learned. As you would expect, this book shows how to build from scratch two different databases: MySQL and SQLite using Java. In designing a GUI and as an IDE, you will make use of the NetBeans tool. In the first chapter, you will learn: How to install NetBeans, JDK 11, and MySQL Connector/J; How to integrate external libraries into projects; How the basic MySQL commands are used; How to query statements to create databases, create tables, fill tables, and manipulate table contents is done. In the second chapter, you will study: Creating the initial three table projects in the school database: Teacher table, TClass table, and Subject table; Creating database configuration files; Creating a Java GUI for viewing and navigating the contents of each table; Creating a Java GUI for inserting and editing tables; and Creating a Java GUI to join and query the three tables. In the third chapter, you will learn: Creating the main form to connect all forms; Creating a project will add three more tables to the school database: the Student table, the Parent table, and Tuition table; Creating a Java GUI to view and navigate the contents of each table; Creating a Java GUI for editing, inserting, and deleting records in each table; Creating a Java GUI to join and query the three tables and all six. In chapter four, you will study how to query the six tables. In chapter five, you will be shown how to create SQLite database and tables with Java. In chapter six, you will be taught how to extract image features, utilizing BufferedImage class, in Java GUI. Digital image techniques to extract image features used in this chapted are grascaling, sharpening, invertering, blurring, dilation, erosion, closing, opening, vertical prewitt, horizontal prewitt, Laplacian, horizontal sobel, and vertical sobel. For readers, you can develop it to store other advanced image features based on descriptors such as SIFT and others for developing descriptor based matching. In chapter seven, you will be taught to create Java GUI to view, edit, insert, and delete Suspect table data. This table has eleven columns: suspect_id (primary key), suspect_name, birth_date, case_date, report_date, suspect_ status, arrest_date, mother_name, address, telephone, and photo. In chapter eight, you will be taught to create Java GUI to view, edit, insert, and delete Feature_Extraction table data. This table has eight columns: feature_id (primary key), suspect_id (foreign key), feature1, feature2, feature3, feature4, feature5, and feature6. All six fields (except keys) will have a BLOB data type, so that the image of the feature will be directly saved into this table. In chapter nine, you will add two tables: Police_Station and Investigator. These two tables will later be joined to Suspect table through another table, File_Case, which will be built in the seventh chapter. The Police_Station has six columns: police_station_id (primary key), location, city, province, telephone, and photo. The Investigator has eight columns: investigator_id (primary key), investigator_name, rank, birth_date, gender, address, telephone, and photo. Here, you will design a Java GUI to display, edit, fill, and delete data in both tables. In chapter ten, you will add two tables: Victim and Case_File. The File_Case table will connect four other tables: Suspect, Police_Station, Investigator and Victim. The Victim table has nine columns: victim_id (primary key), victim_name, crime_type, birth_date, crime_date, gender, address, telephone, and photo. The Case_File has seven columns: case_file_id (primary key), suspect_id (foreign key), police_station_id (foreign key), investigator_id (foreign key), victim_id (foreign key), status, and description. Here, you will also design a Java GUI to display, edit, fill, and delete data in both tables. Finally, this book is hopefully useful and can improve database programming skills for every Java/MySQL/SQLite pogrammer.
Publisher: SPARTA PUBLISHING
ISBN:
Category : Computers
Languages : en
Pages : 539
Book Description
This hands-on introduction to database programming using Java is ideal for people with little or no programming experience. The goal of this concise book is not just to teach you Java, but to help you think like a programmer. Each brief chapter covers the material for one week of a college course to help you practice what you've learned. As you would expect, this book shows how to build from scratch two different databases: MySQL and SQLite using Java. In designing a GUI and as an IDE, you will make use of the NetBeans tool. In the first chapter, you will learn: How to install NetBeans, JDK 11, and MySQL Connector/J; How to integrate external libraries into projects; How the basic MySQL commands are used; How to query statements to create databases, create tables, fill tables, and manipulate table contents is done. In the second chapter, you will study: Creating the initial three table projects in the school database: Teacher table, TClass table, and Subject table; Creating database configuration files; Creating a Java GUI for viewing and navigating the contents of each table; Creating a Java GUI for inserting and editing tables; and Creating a Java GUI to join and query the three tables. In the third chapter, you will learn: Creating the main form to connect all forms; Creating a project will add three more tables to the school database: the Student table, the Parent table, and Tuition table; Creating a Java GUI to view and navigate the contents of each table; Creating a Java GUI for editing, inserting, and deleting records in each table; Creating a Java GUI to join and query the three tables and all six. In chapter four, you will study how to query the six tables. In chapter five, you will be shown how to create SQLite database and tables with Java. In chapter six, you will be taught how to extract image features, utilizing BufferedImage class, in Java GUI. Digital image techniques to extract image features used in this chapted are grascaling, sharpening, invertering, blurring, dilation, erosion, closing, opening, vertical prewitt, horizontal prewitt, Laplacian, horizontal sobel, and vertical sobel. For readers, you can develop it to store other advanced image features based on descriptors such as SIFT and others for developing descriptor based matching. In chapter seven, you will be taught to create Java GUI to view, edit, insert, and delete Suspect table data. This table has eleven columns: suspect_id (primary key), suspect_name, birth_date, case_date, report_date, suspect_ status, arrest_date, mother_name, address, telephone, and photo. In chapter eight, you will be taught to create Java GUI to view, edit, insert, and delete Feature_Extraction table data. This table has eight columns: feature_id (primary key), suspect_id (foreign key), feature1, feature2, feature3, feature4, feature5, and feature6. All six fields (except keys) will have a BLOB data type, so that the image of the feature will be directly saved into this table. In chapter nine, you will add two tables: Police_Station and Investigator. These two tables will later be joined to Suspect table through another table, File_Case, which will be built in the seventh chapter. The Police_Station has six columns: police_station_id (primary key), location, city, province, telephone, and photo. The Investigator has eight columns: investigator_id (primary key), investigator_name, rank, birth_date, gender, address, telephone, and photo. Here, you will design a Java GUI to display, edit, fill, and delete data in both tables. In chapter ten, you will add two tables: Victim and Case_File. The File_Case table will connect four other tables: Suspect, Police_Station, Investigator and Victim. The Victim table has nine columns: victim_id (primary key), victim_name, crime_type, birth_date, crime_date, gender, address, telephone, and photo. The Case_File has seven columns: case_file_id (primary key), suspect_id (foreign key), police_station_id (foreign key), investigator_id (foreign key), victim_id (foreign key), status, and description. Here, you will also design a Java GUI to display, edit, fill, and delete data in both tables. Finally, this book is hopefully useful and can improve database programming skills for every Java/MySQL/SQLite pogrammer.
Introduction to Digital Audio Coding and Standards
Author: Marina Bosi
Publisher: Springer Science & Business Media
ISBN: 1461503272
Category : Science
Languages : en
Pages : 443
Book Description
Introduction to Digital Audio Coding and Standards provides a detailed introduction to the methods, implementations, and official standards of state-of-the-art audio coding technology. In the book, the theory and implementation of each of the basic coder building blocks is addressed. The building blocks are then fit together into a full coder and the reader is shown how to judge the performance of such a coder. Finally, the authors discuss the features, choices, and performance of the main state-of-the-art coders defined in the ISO/IEC MPEG and HDTV standards and in commercial use today. The ultimate goal of this book is to present the reader with a solid enough understanding of the major issues in the theory and implementation of perceptual audio coders that they are able to build their own simple audio codec. There is no other source available where a non-professional has access to the true secrets of audio coding.
Publisher: Springer Science & Business Media
ISBN: 1461503272
Category : Science
Languages : en
Pages : 443
Book Description
Introduction to Digital Audio Coding and Standards provides a detailed introduction to the methods, implementations, and official standards of state-of-the-art audio coding technology. In the book, the theory and implementation of each of the basic coder building blocks is addressed. The building blocks are then fit together into a full coder and the reader is shown how to judge the performance of such a coder. Finally, the authors discuss the features, choices, and performance of the main state-of-the-art coders defined in the ISO/IEC MPEG and HDTV standards and in commercial use today. The ultimate goal of this book is to present the reader with a solid enough understanding of the major issues in the theory and implementation of perceptual audio coders that they are able to build their own simple audio codec. There is no other source available where a non-professional has access to the true secrets of audio coding.