- fxphd: NUK202 – Intermediate Nuke
- TCP/IP Tutorial and Technical Overview, 8th Edition
- The ABCs of TCP/IP
- Oracle Web Applications: PL/SQL Developer’s Intro: Developer’s Introduction
- Architecting Web Services
- Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization
- Networking Personal Computers with TCP/IP: Building TCP/IP Networks
- Game Programming Golden Rules (Game Development Series)
- CBT EC-Council Certified Ethical Hacker V6 Training DVD4
- Building Your Intranet with Windows NT(r) 4.0
Posted: 29 Jun 2009 04:56 PM PDT
Deveraux is our lead Nuke professor at fxphd. He has been using Nuke since 2000, working as a compositor at Digital Domain on Hollywood blockbusters such as How the Grinch Stole Christmas, I, Robot, and Star Trek: Nemesis. Using a variety of compositing packages, his freelance work has taken him to ILM (Transformers), Hydraulx (Rise of the Silver Surfer), and others.
Class 2: Project Class 1 – 2D Photoshop in a 3D Nuke world. Using a massive layered Photoshop still we will build and animate a stylized forest to wow friends and influence recruiters.
Class 3: Gizmos for the geeks in all of us. The “macro” system in Nuke is called gizmos. We will create a “smart” gizmo utilizing expressions and user controls and learn how to add that gizmo to our nuke menus for others to access.
Class 4: Pimp my Nuke. Pimp my Nuke. Building on last week’s course, we will further customize nuke by adding and setting default working resolutions on launch, setting up shot specific working directories and other tasks that nuke can automate.
Class 5: Project Class 2 – Set Building and Camera Projections. Some live action, some CG, some set geometry, some keying. All part of the fun in our second project based class of the term.
Class 6: Part 2 of a 2 part production class that covers keying, 3D Projections, color correction, cameras and much more.
Class 7: Another 2 part production class. Part 1 of 2 covers keying, 3D Cards, stabilizing and turning a still frame into multi-dimensional image using the 3D system.
Class 8: Part 2 of 2 covers advanced keying, setting looks and overall comp production tips as we finish our night balcony scene.
Class 9: Project Class 4 – Multi, Multi-Pass Compositing – Part 1 of 2 . A completely CG shot with many layers to comp and refine. Focusing on Multi-pass compositing, layer ordering and organizing your 3D assets.
Class 10: Part 2: A completely CG shot with many layers to comp and refine. More in-depth multi-pass compositing and making the best of your elements.
Posted: 29 Jun 2009 01:43 PM PDT
From the Back Cover
* The comprehensive, authoritative introduction to the protocols that drive the Internet
TCP/IP Tutorial and Technical Overview is an exceptionally complete, easy-to-understand, and up-to-date guide to the protocols that drive the Internet. Ideal for beginners—and for networking professionals who want to deepen their understanding—this book covers the entire TCP/IP suite, including emerging protocols that address the Internet’s key challenges.
The authors—an expert team of IBM TCP/IP instructors and consultants—begin by introducing TCP/IP’s fundamental goals, roles, components, and underlying concepts. They survey today’s core TCP/IP application protocols, from DNS to HTTP, SMTP to RTP, as well as protocols designed for advanced wireless and multimedia applications.
The book includes detailed coverage of the latest trends in networking and infrastructure, including Quality of Service, MPLS, security, IP mobility, IP telephony, and IPv6. The authors also introduce leading tools for maximizing availability and scalability in IBM and Cisco environments, including IBM Sysplex Distributor, Cisco MultiNode Load Balancing, and OS/390 DNS/WLM.
Prentice Hall PTR has selected this IBM Redbook for its worldwide publishing program. IBM Redbooks are produced by the International Technical Support Organization where experts from around the world work together to build effective technical information based on their practical work experience.
For more information: ibm.com/redbooks
Posted: 29 Jun 2009 01:41 PM PDT
Posted: 29 Jun 2009 01:05 PM PDT
The real meat of the book begins with two chapters that cover building Web applications in WebDB and Oracle’s Application Server. The rest of the book goes into plenty of detail and provides lots of code on how to use Oracle’s PL/SQL programming language to generate HTML and XML. When you’ve worked your way through this, you should be ready to start working with Oracle 8i and the Web–and you should be ready to begin linking Oracle databases to the Internet. Code samples and plenty of tips make this an excellent developer’s reference. –Simon Bisson, Amazon.co.uk
Posted: 29 Jun 2009 01:03 PM PDT
“In his chapter on web-services models…since the issues raised here are fundamental for designing robust services.” Martin Heller, BYTE.com — BYTE.com
Architecting Web Services is targeted toward developers and technical architects who have heard about, and even started to work with, Web services. The book starts with a background on the evolution of Web services and their significance to future collaborative efforts via the Internet. It then reveals the architecture for Web services and the various relationships that can be established through their consumption.
Following a short technical primer on XML and related technologies, the Web services model is outlined to illustrate the decisions that have to be made in the areas of presentation, interface, and security before the design is even started. Topics ranging from content to state management to system infrastructures are discussed to help you understand the options and the pitfalls when developing robust Web services.
The life cycle of implementing Web services from start to finish is illustrated, taking existing processes and exposing their functionality through Web services. Examples extend both Java and COM objects as Web services before exposing an entire hotel reservation system through a Web services workflow. These exercises are followed by three application scenarios that consume these Web services, again with both Java and Visual Basic/ASP examples. Discussions cover the design, implementation, and testing of each solution to ensure a successful result.
Finally, the book takes a look ahead at the future of Web services by examining both the current strategies of the primary vendors and the standards initiatives that are presently under way. A companion website provides all the source code, and hosts the Web services and sample applications introduced in the book.
Posted: 29 Jun 2009 12:59 PM PDT
That this large, dense book manages to explain how to design and implement a 3D game while neither glossing over too many details nor swamping the reader with trivia is a credit to author André LaMothe. He opens by showing (and explaining) the C++ source code of a simple but full-fledged 3D spaceflight shooter game–a real boost to the reader’s confidence. From there, he explains the complicated geometric concepts and mathematics that underlie realistic games (always with an eye toward software algorithms) and shows how to use the many APIs and libraries (including Microsoft DirectX 9.0) that make the world-builder’s job easier. Make no mistake: Designing and building convincing games with 3D visuals and behaviors that convincingly approximate real-world physics is hard work. In this book, LaMothe helps you get it done and enjoy the process. –David Wall
Topics covered: How to design and build 3D worlds and the goings-on within them. Aside from mathematics and geometry, this book focuses on wireframe models, shading, rendering, and animation. Microsoft DirectX 9.0 gets special attention.
Today is the greatest time in history to be in the game business. We now have the technology to create games that look real! Sony’s Playstation II, XBOX, and Game Cube are cool! But, all this technology isn’t easy or trivial to understand – it takes really hard work and lots of Red Bull. The difficulty level of game programming has definitely been cranked up these days in relation to the skill set needed to make games. Andre LaMothe’s follow-up book to Tricks of the Windows Game Programming Gurus is the one to read for the latest in 3D game programming. When readers are finished with Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization, they will be able to create a full 3D texture-mapped, lit video game for the PC with a software rasterizer they can write themselves. Moreover, they will understand the underlying principles of 3D graphics and be able to better understand and utilize 3D hardware today and in the future.
Posted: 29 Jun 2009 12:56 PM PDT
* DOS, Windows, Windows for Workgroups, Windows NT, Windows 95, and Novell NetWare
Posted: 29 Jun 2009 12:34 PM PDT
Writing computer games is hard. Games today are complex projects that involve large teams of specialized artists and programmers. These teams are perpetually pushing technology beyond its boundaries and stretching their skills to the max. To alleviate these problems, Game Programming Golden Rules presents a series of nine “Golden Rules” that help define a methodology for creating a modern game. Each rule is written as a simple principle and covered from the perspective of how it works in the overall structure of a game project. The rules cover a variety of topics from embracing C++ and scripting, to the resource pipeline, finite state machines, and optimization. The order in which the rules are presented was carefully chosen, so that each rule presents a topic that is then put to use in later rules. Many of the rules involve empowering the designers and artists to put their own content directly into the game, bypassing the need for a programmer's involvement beyond the initial setup. This frees up the programmers' time to concentrate on creating the systems that make the game, rather than focusing on the output of these systems. By the end of the book, you will have deeper confidence and a more profound understanding of the essential techniques of game programming and how the theory of these techniques interlocks. This is an excellent resource for the entire development team.
*Details essential rules that every game programmer should follow for fast and effective game development
ON THE CD:
About the Author
Posted: 29 Jun 2009 12:15 PM PDT
You're up late, banging away at your keyboard. You find the hole you were looking for. Now you just find the right directory, copy a couple files, back right out of the system, and erase your tracks. Within 15 minutes of finding a back door into the network, you've downloaded transaction data for all credit card transactions within the last two years. You'd think credit card processing companies would be more secure than that.
Do things that should get you arrested – but get paid instead. Ethical Hacking is so cool.
"What makes this knowledge so valuable?"
The work you do as an Ethical Hacker can save businesses from massive harm. You get to find and close off vulnerabilities that hackers could otherwise exploit to get inside your network and steal or even destroy data. By getting there first, you prevent leaks of sensitive information – even fraud and identity theft against employees and customers.
Businesses recognize the value of security pros that are able to shut down "back-doors" into their network. Protecting their sensitive data protects their livelihood. Because the work you do as an Ethical Hacker can prevent significant harm to their business, companies will pay you top dollar to do some of the most interesting work in information security.
"What will Ethical Hacker training teach me?"
In this series you'll learn the 5 Steps of a Hack. You'll also learn legal considerations for working as an Ethical Hacker. You'll learn all about passive intelligence gathering, and get suggestions for gathering critical information through social engineering.
Other things covered in the Certified Ethical Hacker Series include TCP exploits, ICMP exploits, and other network reconnaissance techniques; pulling packets out of network communications to sniff passwords, hubs, and switches; SNMP and DNS exploits; password cracking; gaining unauthorized access to a wireless network; erasing your tracks after penetrating a network; web and file exploits too dangerous to name; and much more.
"Does this training cover the Certified Ethical Hacker exam?"
The Certified Ethical Hacker Series covers more than how to exploit your network, and how to use that knowledge to keep others from doing the same thing. It also maps to the exam objectives for CEH certification from EC-Council. It's a comprehensive resource to use for both exam prep and on-the-job reference, so you can add this valuable certification to your resume.
"Isn't this knowledge dangerous?"
From CBT Nuggets CEO Dan Charbonneau:
"I actually had a wave of fear hit me as I was half-way through reviewing this series. 'We can't sell this.' That was my gut reaction. It's too dangerous, it teaches too much, it's too powerful. My second thought was, 'We need to sell this to as many people as possible', thinking it safest if the people being attacked know exactly how to attack, and therefore how to protect."
Having a basic understanding of information security and networking such as what's taught in the Security+ and Network+ series is recommended before viewing this training. More advanced security policy training such as SSCP or CISSP is strongly recommended before using this knowledge on the job.
The Certified Ethical Hacker Series contains:
- Series Intro (free video)
Posted: 29 Jun 2009 12:14 PM PDT
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