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Client/Server Survival Guide by Robert Orfali,

Client/Server Survival Guide by Robert Orfali,
The #1 Client/Server book, now completely updated and expanded! "It's savvy, informative, and entertaining as anything you are likely to read on the subject. Client/server isn't one technology but many- remote SQL, TP, message-oriented groupware, distributed objects, and so on. Like the proverbial blind man feeling the elephant, most of us have a hard time seeing the whole picture. The authors succeed brilliantly in mapping the elephant." John Udell, Byte, "Winner, JOLT Product Excellence Award." Software Development "The scope and depth of topics covered in the Guide, with its straightforward and often humorous delivery, make this book required reading for anyone who deals with computers in today's corporate environment." Bob Gallagher, PC Week "Absolutely the finest book on client/server on the market today. It's got great advice, and is well written and fun to read." Richard Finkelstein The critics agree-this is the best source for anyone looking to understand a make informed decisions about client/server technology. In this Third Edition of their award-winning book, authors Orfali, Harkey, and Edwards combine detailed technical explanations with their unique brand of offbeat humor, clever cartoons, controversial soapboxes, and witty quotes to inform, educate, and entertain. This information-packed Survival Guide takes you on a sweeping tour of the world of client/server. From operating systems and communications, to application servers that incorporate database, transaction processing, groupware, and objects, to the Internet and the World Wide Web and their role in the new generation of client/server and object management, this book covers itall. In their other lives: Robert Orfali and Dan Harkey head San Jose State University's Client/Server and Distributed Objects Master's program and lab. Dan also works for IBM as a distributed objects consultant.



The Unauthorized Guide to Pocket PC by Michael Morrison,
The Unauthorized Guide to Pocket PC by Michael Morrison,
The Pocket PC platform represents a new generation of handheld computing devices. It is the first handheld device to make a serious attempt at realizing the future of handheld computing by featuring support for Microsoft Word, Excel, Outlook, Internet Explorer, Reader (for reading e-books), and the capability to play MP3 music, to name a few. The prices range from $300-$500. The first generations of Windows CE-based devices were labeled PC companions because they relied heavily on "host" PCs for applications and data. PocketPC-based devices are powerful computers that have many of the productivity and multimedia capabilities of desktop and notebook PCs. The only real competitor for the Pocket PC platform is the Palm platform, which doesn't come close to this kind of software feature set. Pocket PC seamlessly integrates with Microsoft applications and makes it possible for a single device to serve as a Walkman, GameBoy, PDA, and portable computer all in one. The options for adding capabilities are practically limitless. Pocket PCs support thousands of modems and Ethernet cards, storage cards from 4MB to 320MB, and much more. Also, the hardware for a PPC is significantly more powerful than Palm (from speed of processor to amount of RAM, to detail of the color displays). Since handheld devices represent a new twist on the way in which computers are used, it stands to reason that most users will need a helping hand. That's where The Unauthorized Guide to Pocket PC enters the picture. The Unauthorized Guide to Pocket PC is the best place to start for someone seriously considering the purchase of a Pocket PC, or someone who has just made the purchase and is eager to hit the groundrunning and use it to its full potential. Along with exploring the major software components of the Pocket PC platform, the book also guides the reader through other aspects of using a Pocket PC such as establishing an online connection and taking advantage of wireless communications.



Computer-generated music - Computer-generated music is music composed by, or with the extensive aid of, a computer. Although any music which uses computers in its composition or realisation is computer-generated to some extent, the use of computers is now so widespread (in the editing of pop songs, for instance) that the phrase computer-generated music is generally used to mean a kind of music which could not have been created without the use of computers.

Computer-generated - The term computer-generated most often refers to a sound or visual that has been created in whole or in part with the aid of computer software. It can, but does not customarily, refer to something produced solely by computer hardware, like a noise from a hard disk drive or a printed page from a printer (although the object printed on the paper may be computer-generated, the physical page itself is not).

Computer-generated imagery - Computer-generated imagery (CGI) is the application of the field of computer graphics (or more specifically, 3D computer graphics) to special effects. CGI is used in movies, television programs and commercials, and in printed media.

Computer-generated art - Computer-generated art is art created with a computer. The term is usually applied to



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