Author:
Publisher:
ISBN:
Category : Power resources
Languages : en
Pages : 544
Book Description
Energy Research Abstracts
Nuclear Science Abstracts
Author:
Publisher:
ISBN:
Category : Nuclear energy
Languages : en
Pages : 1174
Book Description
Publisher:
ISBN:
Category : Nuclear energy
Languages : en
Pages : 1174
Book Description
Nuclear Science Abstracts
Author:
Publisher:
ISBN:
Category : Nuclear energy
Languages : en
Pages : 1096
Book Description
Publisher:
ISBN:
Category : Nuclear energy
Languages : en
Pages : 1096
Book Description
ERDA Energy Research Abstracts
Author:
Publisher:
ISBN:
Category : Power resources
Languages : en
Pages : 1048
Book Description
Publisher:
ISBN:
Category : Power resources
Languages : en
Pages : 1048
Book Description
Scientific and Technical Aerospace Reports
Author:
Publisher:
ISBN:
Category : Aeronautics
Languages : en
Pages : 1460
Book Description
Lists citations with abstracts for aerospace related reports obtained from world wide sources and announces documents that have recently been entered into the NASA Scientific and Technical Information Database.
Publisher:
ISBN:
Category : Aeronautics
Languages : en
Pages : 1460
Book Description
Lists citations with abstracts for aerospace related reports obtained from world wide sources and announces documents that have recently been entered into the NASA Scientific and Technical Information Database.
Metal Sprays and Spray Deposition
Author: Hani Henein
Publisher: Springer
ISBN: 3319526898
Category : Technology & Engineering
Languages : en
Pages : 569
Book Description
This book describes and illustrates metal spray and spray deposition from the process engineering, metallurgical, and application viewpoints. The authors include step-by-step fundamental information for the metal spray process and detail current engineering developments and applications. They offer industry insight on non-equilibrium solidification processes for yielding stable metal structures and properties.
Publisher: Springer
ISBN: 3319526898
Category : Technology & Engineering
Languages : en
Pages : 569
Book Description
This book describes and illustrates metal spray and spray deposition from the process engineering, metallurgical, and application viewpoints. The authors include step-by-step fundamental information for the metal spray process and detail current engineering developments and applications. They offer industry insight on non-equilibrium solidification processes for yielding stable metal structures and properties.
The Many Worlds of Hugh Everett III
Author: Peter Byrne
Publisher: Oxford University Press
ISBN: 0199552274
Category : Biography & Autobiography
Languages : en
Pages : 451
Book Description
This book tells the story of Hugh Everett III (1930-1982) who invented a theory of multiple universes that has had a profound impact on physics and philosophy. Everett strove to bring a "rational" order to the interlacing worlds of nuclear war and physics, even as his personal world disintegrated because of his indulgent lifestyle. Using Everett's unpublished papers and dozens of interviews, the book paints a detailed portrait of a man who influenced foundational thinking in quantum mechanics by inventing a way of viewing the universe from inside (known as the universal wave function). In addition to his famous interpretation of quantum mechanics, Everett wrote one of the classic papers in game theory; invented computer algorithms that revolutionized military operations research; and did pioneering work in artificial intelligence. As a Cold Warrior, he designed systems that modelled human behaviour along rational lines, and yet he was largely oblivious to the emotional damage his irrational behaviour inflicted upon his family, lovers and business partners. But he left behind, in the papers on which this book is based, a fascinating record of his life, including correspondence with the leading scientific minds of the day, that illuminates the often bitter struggle over the interpretation of the mystery of measurement at the heart of quantum mechanics.
Publisher: Oxford University Press
ISBN: 0199552274
Category : Biography & Autobiography
Languages : en
Pages : 451
Book Description
This book tells the story of Hugh Everett III (1930-1982) who invented a theory of multiple universes that has had a profound impact on physics and philosophy. Everett strove to bring a "rational" order to the interlacing worlds of nuclear war and physics, even as his personal world disintegrated because of his indulgent lifestyle. Using Everett's unpublished papers and dozens of interviews, the book paints a detailed portrait of a man who influenced foundational thinking in quantum mechanics by inventing a way of viewing the universe from inside (known as the universal wave function). In addition to his famous interpretation of quantum mechanics, Everett wrote one of the classic papers in game theory; invented computer algorithms that revolutionized military operations research; and did pioneering work in artificial intelligence. As a Cold Warrior, he designed systems that modelled human behaviour along rational lines, and yet he was largely oblivious to the emotional damage his irrational behaviour inflicted upon his family, lovers and business partners. But he left behind, in the papers on which this book is based, a fascinating record of his life, including correspondence with the leading scientific minds of the day, that illuminates the often bitter struggle over the interpretation of the mystery of measurement at the heart of quantum mechanics.
Physics Briefs
Author:
Publisher:
ISBN:
Category : Physics
Languages : en
Pages : 866
Book Description
Publisher:
ISBN:
Category : Physics
Languages : en
Pages : 866
Book Description
Plasma Engineering
Author: Michael Keidar
Publisher: Academic Press
ISBN: 0123859786
Category : Technology & Engineering
Languages : en
Pages : 442
Book Description
Plasma Engineering is the first textbook that addresses plasma engineering in the aerospace, nanotechnology, and bioengineering fields from a unified standpoint. It covers the fundamentals of plasma physics at a level suitable for an upper level undergraduate or graduate student, and applies the unique properties of plasmas (ionized gases) to improve processes and performance over a wide variety of areas such as materials processing, spacecraft propulsion, and nanofabrication. The book starts by reviewing plasma particle collisions, waves, and instabilities, and proceeds to diagnostic tools, such as planar, spherical, and emissive probes, and the electrostatic analyzer, interferometric technique, and plasma spectroscopy. The physics of different types of electrical discharges are considered, including the classical Townsend mechanism of gas electrical breakdown and the Paschen law. Basic approaches and theoretical methodologies for plasma modeling are described, based on the fluid description of plasma solving numerically magnetohydrodynamic (MHD) equations and the kinetic model particle techniques that take into account kinetic interactions among particles and electromagnetic fields. Readers are then introduced to the widest variety of applications in any text on the market, including space propulsion applications and application of low-temperature plasmas in nanoscience and nanotechnology. The latest original results on cold atmospheric plasma (CAP) applications in medicine are presented. The book includes a large number of worked examples, end of chapter exercises, and historical perspectives. There is also an accompanying plasma simulation software covering the Particle in Cell (PIC) approach, available at http://www.particleincell.com/blog/2011/particle-in-cell-example/. This book is appropriate for grad level courses in Plasma Engineering/Plasma Physics in departments of Aerospace Engineering, Electrical Engineering, and Physics. It will also be useful as an introduction to plasma engineering and its applications for early career researchers and practicing engineers. - The first textbook that addresses plasma engineering in the aerospace, nanotechnology, and bioengineering fields from a unified standpoint - Includes a large number of worked examples, end of chapter exercises, and historical perspectives - Accompanying plasma simulation software covering the Particle in Cell (PIC) approach, available at http://www.particleincell.com/blog/2011/particle-in-cell-example/
Publisher: Academic Press
ISBN: 0123859786
Category : Technology & Engineering
Languages : en
Pages : 442
Book Description
Plasma Engineering is the first textbook that addresses plasma engineering in the aerospace, nanotechnology, and bioengineering fields from a unified standpoint. It covers the fundamentals of plasma physics at a level suitable for an upper level undergraduate or graduate student, and applies the unique properties of plasmas (ionized gases) to improve processes and performance over a wide variety of areas such as materials processing, spacecraft propulsion, and nanofabrication. The book starts by reviewing plasma particle collisions, waves, and instabilities, and proceeds to diagnostic tools, such as planar, spherical, and emissive probes, and the electrostatic analyzer, interferometric technique, and plasma spectroscopy. The physics of different types of electrical discharges are considered, including the classical Townsend mechanism of gas electrical breakdown and the Paschen law. Basic approaches and theoretical methodologies for plasma modeling are described, based on the fluid description of plasma solving numerically magnetohydrodynamic (MHD) equations and the kinetic model particle techniques that take into account kinetic interactions among particles and electromagnetic fields. Readers are then introduced to the widest variety of applications in any text on the market, including space propulsion applications and application of low-temperature plasmas in nanoscience and nanotechnology. The latest original results on cold atmospheric plasma (CAP) applications in medicine are presented. The book includes a large number of worked examples, end of chapter exercises, and historical perspectives. There is also an accompanying plasma simulation software covering the Particle in Cell (PIC) approach, available at http://www.particleincell.com/blog/2011/particle-in-cell-example/. This book is appropriate for grad level courses in Plasma Engineering/Plasma Physics in departments of Aerospace Engineering, Electrical Engineering, and Physics. It will also be useful as an introduction to plasma engineering and its applications for early career researchers and practicing engineers. - The first textbook that addresses plasma engineering in the aerospace, nanotechnology, and bioengineering fields from a unified standpoint - Includes a large number of worked examples, end of chapter exercises, and historical perspectives - Accompanying plasma simulation software covering the Particle in Cell (PIC) approach, available at http://www.particleincell.com/blog/2011/particle-in-cell-example/
Unity 2017 Game Optimization
Author: Chris Dickinson
Publisher: Packt Publishing Ltd
ISBN: 1788472977
Category : Computers
Languages : en
Pages : 367
Book Description
Master a series of performance-enhancing coding techniques and methods that help them improve the performance of their Unity3D applications About This Book Discover features and techniques to optimize Unity Engine's CPU cycles, memory usage, and the GPU throughput of any application Explore multiple techniques to solve performance issues with your VR projects Learn the best practices for project organization to save time through an improved workflow Who This Book Is For This book is intended for intermediate and advanced Unity developers who have experience with most of Unity's feature-set, and who want to maximize the performance of their game. Familiarity with the C# language will be needed. What You Will Learn Use the Unity Profiler to find bottlenecks anywhere in your application, and discover how to resolve them Implement best practices for C# scripting to avoid common pitfalls Develop a solid understanding of the rendering pipeline, and maximize its performance by reducing draw calls and avoiding fill rate bottlenecks Enhance shaders in a way that is accessible to most developers, optimizing them through subtle yet effective performance tweaks Keep your scenes as dynamic as possible by making the most of the Physics engine Organize, filter, and compress your art assets to maximize performance while maintaining high quality Discover different kinds of performance problems that are critical for VR projects and how to tackle them Use the Mono Framework and C# to implement low-level enhancements that maximize memory usage and avoid garbage collection Get to know the best practices for project organization to save time through an improved workflow In Detail Unity is an awesome game development engine. Through its massive feature-set and ease-of-use, Unity helps put some of the best processing and rendering technology in the hands of hobbyists and professionals alike. This book shows you how to make your games fly with the recent version of Unity 2017, and demonstrates that high performance does not need to be limited to games with the biggest teams and budgets. Since nothing turns gamers away from a game faster than a poor user-experience, the book starts by explaining how to use the Unity Profiler to detect problems. You will learn how to use stopwatches, timers and logging methods to diagnose the problem. You will then explore techniques to improve performance through better programming practices. Moving on, you will then learn about Unity's built-in batching processes; when they can be used to improve performance, and their limitations. Next, you will import your art assets using minimal space, CPU and memory at runtime, and discover some underused features and approaches for managing asset data. You will also improve graphics, particle system and shader performance with a series of tips and tricks to make the most of GPU parallel processing. You will then delve into the fundamental layers of the Unity3D engine to discuss some issues that may be difficult to understand without a strong knowledge of its inner-workings. The book also introduces you to the critical performance problems for VR projects and how to tackle them. By the end of the book, you will have learned to improve the development workflow by properly organizing assets and ways to instantiate assets as quickly and waste-free as possible via object pooling. Style and approach This practical book will help readers understand the essentials of the Unity3D engine and how to build games while improving the performance of their applications.
Publisher: Packt Publishing Ltd
ISBN: 1788472977
Category : Computers
Languages : en
Pages : 367
Book Description
Master a series of performance-enhancing coding techniques and methods that help them improve the performance of their Unity3D applications About This Book Discover features and techniques to optimize Unity Engine's CPU cycles, memory usage, and the GPU throughput of any application Explore multiple techniques to solve performance issues with your VR projects Learn the best practices for project organization to save time through an improved workflow Who This Book Is For This book is intended for intermediate and advanced Unity developers who have experience with most of Unity's feature-set, and who want to maximize the performance of their game. Familiarity with the C# language will be needed. What You Will Learn Use the Unity Profiler to find bottlenecks anywhere in your application, and discover how to resolve them Implement best practices for C# scripting to avoid common pitfalls Develop a solid understanding of the rendering pipeline, and maximize its performance by reducing draw calls and avoiding fill rate bottlenecks Enhance shaders in a way that is accessible to most developers, optimizing them through subtle yet effective performance tweaks Keep your scenes as dynamic as possible by making the most of the Physics engine Organize, filter, and compress your art assets to maximize performance while maintaining high quality Discover different kinds of performance problems that are critical for VR projects and how to tackle them Use the Mono Framework and C# to implement low-level enhancements that maximize memory usage and avoid garbage collection Get to know the best practices for project organization to save time through an improved workflow In Detail Unity is an awesome game development engine. Through its massive feature-set and ease-of-use, Unity helps put some of the best processing and rendering technology in the hands of hobbyists and professionals alike. This book shows you how to make your games fly with the recent version of Unity 2017, and demonstrates that high performance does not need to be limited to games with the biggest teams and budgets. Since nothing turns gamers away from a game faster than a poor user-experience, the book starts by explaining how to use the Unity Profiler to detect problems. You will learn how to use stopwatches, timers and logging methods to diagnose the problem. You will then explore techniques to improve performance through better programming practices. Moving on, you will then learn about Unity's built-in batching processes; when they can be used to improve performance, and their limitations. Next, you will import your art assets using minimal space, CPU and memory at runtime, and discover some underused features and approaches for managing asset data. You will also improve graphics, particle system and shader performance with a series of tips and tricks to make the most of GPU parallel processing. You will then delve into the fundamental layers of the Unity3D engine to discuss some issues that may be difficult to understand without a strong knowledge of its inner-workings. The book also introduces you to the critical performance problems for VR projects and how to tackle them. By the end of the book, you will have learned to improve the development workflow by properly organizing assets and ways to instantiate assets as quickly and waste-free as possible via object pooling. Style and approach This practical book will help readers understand the essentials of the Unity3D engine and how to build games while improving the performance of their applications.