02278nam 2200553 a 450 991046319250332120200520144314.01-118-70831-81-118-70832-6(CKB)2670000000370149(EBL)1187860(SSID)ssj0000885756(PQKBManifestationID)12419472(PQKBTitleCode)TC0000885756(PQKBWorkID)10816255(PQKB)10987418(MiAaPQ)EBC1187860(Au-PeEL)EBL1187860(CaPaEBR)ebr10704046(OCoLC)852756481(EXLCZ)99267000000037014920090908d2010 uy 0engur|n|---|||||txtccrBasic guide to dental materials[electronic resource] /Carmen Scheller-SheridanChichester, West Sussex ;Ames, Iowa Blackwell Pub.20101 online resource (290 p.)Basic Guide Dentistry SeriesDescription based upon print version of record.1-4051-6746-7 Includes bibliographical references and index.Dental materials-properties -- Temporary restorative materials -- Non-aesthetic restorative materials -- Aesthetic restorative materials -- Acid etchant, bonding agents, and fissure sealants -- Liner and bases -- Dental cements -- Endodontic materials -- Periodontal dressings -- Dental impression materials -- Gypsum materials -- Dental waxes -- Material safety data sheets -- Introduction to four handed dentistry.The 'Basic Guide to Dental Materials' is the essential guide to dental materials for all members of the dental team. Information is provided in a clear and concise manner, breaking the topic of dental materials down to the core basics.Basic Guide Dentistry SeriesDental materialsElectronic books.Dental materials.617.6/95Scheller-Sheridan Carmen884203MiAaPQMiAaPQMiAaPQBOOK9910463192503321Basic guide to dental materials2285953UNINA03797nam 22005775 450 991067826310332120230823192142.09783031158230(electronic bk.)978303115822310.1007/978-3-031-15823-0(MiAaPQ)EBC7207347(Au-PeEL)EBL7207347(CKB)26186118100041(DE-He213)978-3-031-15823-0(PPN)268208999(EXLCZ)992618611810004120230228d2023 u| 0engurcnu||||||||txtrdacontentcrdamediacrrdacarrierSystems, Functions and Safety A Flipped Approach to Design for Safety /by Milan Z. Bjelica1st ed. 2023.Cham :Springer International Publishing :Imprint: Springer,2023.1 online resource (196 pages)Print version: Bjelica, Milan Z. Systems, Functions and Safety Cham : Springer International Publishing AG,c2023 9783031158223 Includes bibliographical references and index.Introduction -- Critical systems -- System requirements and functions -- System safety -- System safety process -- Functional safety -- Defining safety functions -- Safety integrity and random failures -- Safety integrity of composite systems -- Safety integrity improvement methods -- Proving the safety integrity -- Practical SIL calculation -- System safety checklist.This textbook provides up-to-date content in the fields of system engineering, system safety and functional safety, with up-to-date examples from the automotive, industrial and aerospace domains, with respect to the growing complexity of the field and the increased utilization of complex hardware and software in vehicle designs. The book covers practical functional safety insights concerning the required standards (e.g. IEC 61508, IEC 62061, ISO 13849, ISO 26262), but also inherent system safety process as a key factor towards the mitigation of systematic faults. Readers will be equipped with a broad understanding of safety and functional safety, with balanced theoretical and practical views in this area. The book covers the specific topics of introduction to system engineering, overall system safety and its relation to functional safety. Functional safety is introduced in all the required concepts, terminology and safety analysis methods. Basic fault-tolerance concepts are covered, including the design considerations to achieve functional safety. The book also gives an introduction to the required system safety processes and the applications of relevant functional safety standards. Provides students with essentials of safety for technical systems, the most common pitfalls, concepts and techniques; Covers concepts from system and requirements engineering and their connection to safety precursors and prescriptions; Focuses on functional safety as the most common prescription in today's systems, using industry-relevant examples. .Electronic circuit designAutomotive engineeringVehiclesElectronics Design and VerificationAutomotive EngineeringVehicle EngineeringElectronic circuit design.Automotive engineering.Vehicles.Electronics Design and Verification.Automotive Engineering.Vehicle Engineering.658.382620.86Bjelica Milan Z.1343582MiAaPQMiAaPQMiAaPQ9910678263103321Systems, Functions and Safety3067817UNINA05573nam 2200853Ia 450 991096309840332120200520144314.097866132838879781283283885128328388397818496918571849691851(CKB)2670000000121360(EBL)948553(OCoLC)797917770(SSID)ssj0000648036(PQKBManifestationID)11404363(PQKBTitleCode)TC0000648036(PQKBWorkID)10597602(PQKB)11643551(WaSeSS)Ind00025655(Au-PeEL)EBL948553(CaPaEBR)ebr10504776(CaONFJC)MIL328388(PPN)227990250(OCoLC)773222882(OCoLC)ocn773222882 (FR-PaCSA)88851619(CaSebORM)9781849691840(MiAaPQ)EBC948553(FRCYB88851619)88851619(DE-B1597)722293(DE-B1597)9781849691857(EXLCZ)99267000000012136020111104d2011 uy 0engurunu|||||txtccrUnity 3.x game development by example Beginner's guide ; a seat of your pants manual for building fun, groovy little games quickly with Unity 3.x /Ryan Henson Creighton2nd ed.Birmingham, UK Packt Pub.20111 online resource (408 p.)Learn by doing: less theory, more resultsIncludes index."Learn by doing: less theory, more results".9781849691840 1849691843 Includes bibliographical references and index.Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1:That's One Fancy Hammer!; Introducing Unity 3D; Unity takes over the world; Browser-based 3D? Welcome to the future; Time for action - Install the Unity Web Player; Welcome to Unity 3D!; What can I build with Unity?; FusionFall; Completely hammered; Should we try to build FusionFall?; Another option; Off-Road Velociraptor Safari; I bent my Wooglie; Big Fun Racing; Diceworks; Walk before you can run (or double jump); There's no such thing as ""finished""; Stop! Hammer timeExplore Bootcamp The wonders of technology!; The Scene window; The Game window; The Hierarchy; The Project panel; The Inspector; Heads up?; Layers and layout drop downs; Playback controls; Scene controls; Don't stop there-live a little!; Summary; Big ambition, tiny games; Chapter 2:Let's Start with the Sky; That little light bulb; The siren song of 3D; Features versus content; A game with no features; Mechanic versus skin; Trapped in your own skin; That singular piece of joy; One percent inspiration; Motherload; Heads up!; Artillery Live!; Pong; The mechanic that launched a thousand gamesToy or story Redefining the sky; Summary; Let's begin; Chapter 3:Game 1: Ticker Taker; Kick up a new Unity project; Where did everything go?; 'Tis volley; Keep the dream alive; Slash and burn!; The many faces of keep-up; Creating the ball and the hitter; Time for action - Creating the ball; A ball by any other name; Time for action - Renaming the ball; Origin story; XYZ/RGB; Time for action - Moving the ball Into the ""sky""; Time for action - Shrinking the ball; Time for action - Saving your scene; Time for action - Adding the paddle; What is a mesh?; Poly wanna crack your game performance?Keeping yourself in the dark Time for action - Adding a light; Time for action - Moving and rotating the light; Extra credit; Are you a luminary?; Who turned out the lights?; Darkness reigns; Time for action - Camera mania; Time for action - Test your game; Let's get physical; Time for action - Add physics to your game; Understanding the gravity of the situation; More bounce to the ounce; Time for action - Make the ball bouncy; Summary; Following the script; Chapter 4:Code Comfort; What is code?; Time for action - Writing your first Unity script; A leap of faith; Lick it and stick itDisappear Me! It's all Greek to me; You'll never go hungry again; With great sandwich comes great responsibility; Examining the code; Time for action - Find the Mesh Renderer component; Time for action - Make the ball re-appear; Ding!; Time for action - Journey to the Unity Script Reference; The Renderer class; What's another word for ""huh""?; It's been fun; Time for action - Unstick the script; Gone, but not forgotten; Why code?; Equip your baby bird; Time for action - Creating a new MouseFollow script; A capital idea; Animating with code; Time for action - Animating the paddlePick a word-(almost) any wordA seat-of-your-pants manual for building fun, groovy little games quickly with Unity 3.xVideo gamesProgrammingVideo gamesDesignComputer graphicsThree-dimensional display systemsVideo gamesProgramming.Video gamesDesign.Computer graphics.Three-dimensional display systems.794.816693Creighton Ryan Henson1797098MiAaPQMiAaPQMiAaPQBOOK9910963098403321Unity 3.x game development by example4339182UNINA