Author: United States. War Relocation Authority
Publisher:
ISBN:
Category : Concentration camps
Languages : en
Pages : 246
Book Description
Return to Center
Author: Rocky Snyder
Publisher: Mascot Books
ISBN: 9781643075488
Category :
Languages : en
Pages : 296
Book Description
The traditional approach to strength and conditioning has been all about getting bigger and stronger, but at what cost? Joint pain, tendinitis, bursitis, non-contact sports injuries, and lower back pain are just a few of the potential by-products. In Return to Center, Rocky Snyder takes a refreshing approach to improving human performance without the drawbacks of pain and reduced mobility. This new methodology bases each program on the individual, their posture, and their unique gait pattern. No two people have identical lives, so why should they have identical programs?
Publisher: Mascot Books
ISBN: 9781643075488
Category :
Languages : en
Pages : 296
Book Description
The traditional approach to strength and conditioning has been all about getting bigger and stronger, but at what cost? Joint pain, tendinitis, bursitis, non-contact sports injuries, and lower back pain are just a few of the potential by-products. In Return to Center, Rocky Snyder takes a refreshing approach to improving human performance without the drawbacks of pain and reduced mobility. This new methodology bases each program on the individual, their posture, and their unique gait pattern. No two people have identical lives, so why should they have identical programs?
Community Analysis Report
Author: United States. War Relocation Authority
Publisher:
ISBN:
Category : Concentration camps
Languages : en
Pages : 246
Book Description
Publisher:
ISBN:
Category : Concentration camps
Languages : en
Pages : 246
Book Description
Manual J - Residential Load Calculation
Author: Hank Rutkowski
Publisher: ACCA
ISBN: 1892765357
Category : Technology & Engineering
Languages : en
Pages : 573
Book Description
Manual J 8th Edition is the national ANSI-recognized standard for producing HVAC equipment sizing loads for single-family detached homes, small multi-unit structures, condominiums, town houses, and manufactured homes. This new version incorporates the complete Abridged Edition of Manual J. The manual provides quick supplemental details as well as supporting reference tables and appendices. A proper load calculation, performed in accordance with the Manual J 8th Edition procedure, is required by national building codes and most state and local jurisdictions.
Publisher: ACCA
ISBN: 1892765357
Category : Technology & Engineering
Languages : en
Pages : 573
Book Description
Manual J 8th Edition is the national ANSI-recognized standard for producing HVAC equipment sizing loads for single-family detached homes, small multi-unit structures, condominiums, town houses, and manufactured homes. This new version incorporates the complete Abridged Edition of Manual J. The manual provides quick supplemental details as well as supporting reference tables and appendices. A proper load calculation, performed in accordance with the Manual J 8th Edition procedure, is required by national building codes and most state and local jurisdictions.
Assembly Bill
Author: California. Legislature. Assembly
Publisher:
ISBN:
Category : Bills, Legislative
Languages : en
Pages : 2134
Book Description
Publisher:
ISBN:
Category : Bills, Legislative
Languages : en
Pages : 2134
Book Description
Mind and Body
Author:
Publisher:
ISBN:
Category : Physical education and training
Languages : en
Pages : 594
Book Description
Publisher:
ISBN:
Category : Physical education and training
Languages : en
Pages : 594
Book Description
Heating, Ventilating and Sanitary Plumbing
Author:
Publisher:
ISBN:
Category : Heating
Languages : en
Pages : 248
Book Description
Publisher:
ISBN:
Category : Heating
Languages : en
Pages : 248
Book Description
Catalogue ...
Author: Crane Company (Chicago, Ill.)
Publisher:
ISBN:
Category : Pipe fittings
Languages : en
Pages : 818
Book Description
Publisher:
ISBN:
Category : Pipe fittings
Languages : en
Pages : 818
Book Description
Electronic Supply Network Coordination in Intelligent and Dynamic Environments: Modeling and Implementation
Author: Mahdavi, Iraj
Publisher: IGI Global
ISBN: 1605668095
Category : Business & Economics
Languages : en
Pages : 434
Book Description
"This book presents cutting-edge knowledge on scientific approaches to the management of supply networks in a highly informed global environment with abundant dynamic and uncertain challenges"--Provided by publisher.
Publisher: IGI Global
ISBN: 1605668095
Category : Business & Economics
Languages : en
Pages : 434
Book Description
"This book presents cutting-edge knowledge on scientific approaches to the management of supply networks in a highly informed global environment with abundant dynamic and uncertain challenges"--Provided by publisher.
Going Circular
Author: Rich Bulger
Publisher: BrownBooks.ORM
ISBN: 161254696X
Category : Business & Economics
Languages : en
Pages : 228
Book Description
The essential business guide for using reverse logistics to drive profits, growth, and sustainability. Long considered a “necessary evil” of doing business, reverse logistics is quickly becoming the key to staying competitive in today’s dynamic marketplace. In Going Circular, RecirQ Global CEO Rich Bulger reveals its potential for boosting revenue, enhancing customer experience, and supporting the circular economy. Urging a strategic shift, Going Circular showcases how integrating reverse logistics in sales, marketing, and customer retention can achieve broader business objectives, including cost reduction and environmental responsibility. It offers practical strategies for minimizing unwanted returns and repurposing products, fostering sustainable business models and market expansion. Comprising seven comprehensive chapters and three “reUse” case studies, this guide redefines reverse logistics as a vital tool for business resilience and success. A must-read for professionals in the field, Going Circular is a call to action for integrating reverse logistics into evolving business strategies, promising a pathway to sustainable transformation and profitability.
Publisher: BrownBooks.ORM
ISBN: 161254696X
Category : Business & Economics
Languages : en
Pages : 228
Book Description
The essential business guide for using reverse logistics to drive profits, growth, and sustainability. Long considered a “necessary evil” of doing business, reverse logistics is quickly becoming the key to staying competitive in today’s dynamic marketplace. In Going Circular, RecirQ Global CEO Rich Bulger reveals its potential for boosting revenue, enhancing customer experience, and supporting the circular economy. Urging a strategic shift, Going Circular showcases how integrating reverse logistics in sales, marketing, and customer retention can achieve broader business objectives, including cost reduction and environmental responsibility. It offers practical strategies for minimizing unwanted returns and repurposing products, fostering sustainable business models and market expansion. Comprising seven comprehensive chapters and three “reUse” case studies, this guide redefines reverse logistics as a vital tool for business resilience and success. A must-read for professionals in the field, Going Circular is a call to action for integrating reverse logistics into evolving business strategies, promising a pathway to sustainable transformation and profitability.
OpenGL Game Development By Example
Author: Robert Madsen
Publisher: Packt Publishing Ltd
ISBN: 1783288205
Category : Computers
Languages : en
Pages : 340
Book Description
Design and code your own 2D and 3D games efficiently using OpenGL and C++ About This Book Create 2D and 3D games completely, through a series of end-to-end game projects Learn to render high performance 2D and 3D graphics using OpenGL Implement a rudimentary game engine using step-by-step code Who This Book Is For If you are a prospective game developer with some experience using C++, then this book is for you. Both prospective and experienced game programmers will find nuggets of wisdom and practical advice as they learn to code two full games using OpenGL, C++, and a host of related tools. What You Will Learn Set up your development environment in Visual Studio using OpenGL Use 2D and 3D coordinate systems Implement an input system to handle the mouse and the keyboard Create a state machine to handle complex changes in the game Load, display, and manipulate both 2D and 3D graphics Implement collision detection and basic physics Discover the key components needed to complete a polished game Handle audio files and implement sound effects and music In Detail OpenGL is one of the most popular rendering SDKs used to develop games. OpenGL has been used to create everything from 3D masterpieces running on desktop computers to 2D puzzles running on mobile devices. You will learn to apply both 2D and 3D technologies to bring your game idea to life. There is a lot more to making a game than just drawing pictures and that is where this book is unique! It provides a complete tutorial on designing and coding games from the setup of the development environment to final credits screen, through the creation of a 2D and 3D game. The book starts off by showing you how to set up a development environment using Visual Studio, and create a code framework for your game. It then walks you through creation of two games–a 2D platform game called Roboracer 2D and a 3D first-person space shooter game–using OpenGL to render both 2D and 3D graphics using a 2D coordinate system. You'll create sprite classes, render sprites and animation, and navigate and control the characters. You will also learn how to implement input, use audio, and code basic collision and physics systems. From setting up the development environment to creating the final credits screen, the book will take you through the complete journey of creating a game engine that you can extend to create your own games. Style and approach An easy-to-follow guide full of code examples to illustrate every concept and help you build a 2D and 3D game from scratch, while learning the key tools that surround a typical OpenGL project.
Publisher: Packt Publishing Ltd
ISBN: 1783288205
Category : Computers
Languages : en
Pages : 340
Book Description
Design and code your own 2D and 3D games efficiently using OpenGL and C++ About This Book Create 2D and 3D games completely, through a series of end-to-end game projects Learn to render high performance 2D and 3D graphics using OpenGL Implement a rudimentary game engine using step-by-step code Who This Book Is For If you are a prospective game developer with some experience using C++, then this book is for you. Both prospective and experienced game programmers will find nuggets of wisdom and practical advice as they learn to code two full games using OpenGL, C++, and a host of related tools. What You Will Learn Set up your development environment in Visual Studio using OpenGL Use 2D and 3D coordinate systems Implement an input system to handle the mouse and the keyboard Create a state machine to handle complex changes in the game Load, display, and manipulate both 2D and 3D graphics Implement collision detection and basic physics Discover the key components needed to complete a polished game Handle audio files and implement sound effects and music In Detail OpenGL is one of the most popular rendering SDKs used to develop games. OpenGL has been used to create everything from 3D masterpieces running on desktop computers to 2D puzzles running on mobile devices. You will learn to apply both 2D and 3D technologies to bring your game idea to life. There is a lot more to making a game than just drawing pictures and that is where this book is unique! It provides a complete tutorial on designing and coding games from the setup of the development environment to final credits screen, through the creation of a 2D and 3D game. The book starts off by showing you how to set up a development environment using Visual Studio, and create a code framework for your game. It then walks you through creation of two games–a 2D platform game called Roboracer 2D and a 3D first-person space shooter game–using OpenGL to render both 2D and 3D graphics using a 2D coordinate system. You'll create sprite classes, render sprites and animation, and navigate and control the characters. You will also learn how to implement input, use audio, and code basic collision and physics systems. From setting up the development environment to creating the final credits screen, the book will take you through the complete journey of creating a game engine that you can extend to create your own games. Style and approach An easy-to-follow guide full of code examples to illustrate every concept and help you build a 2D and 3D game from scratch, while learning the key tools that surround a typical OpenGL project.