Jumat, 21 Maret 2014

Download Ebook OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL, Version 1.2 (3rd Edition), by Mason Woo Jackie Neider

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OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL, Version 1.2 (3rd Edition), by Mason Woo Jackie Neider

OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL, Version 1.2 (3rd Edition), by Mason Woo Jackie Neider


OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL, Version 1.2 (3rd Edition), by Mason Woo Jackie Neider


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Amazon.com Review

The OpenGL Programming Guide, now in its third edition, is the definitive volume for programmers using this evolving graphics interface standard. Written by members of the OpenGL Architecture Review Board, this book offers understandable tutorials and lessons on getting up to speed and getting the most out of the latest version of OpenGL, version 1.2. The guide uses code examples in C and is targeted at programmers who have experience in coding yet are new to coding for OpenGL applications. The opening chapters go into descriptive detail of how OpenGL, the software interface for hardware 3-D chipsets, works and what you can expect from it, which turns out to be much more than you might have thought. Color plates are used, for example, to show how OpenGL handles such effects as motion blur and depth-of-field blur, in addition to shadows and texture mapping. This is not a beginner's guide to programming computer graphics. Some previous knowledge of both programming in general and computer graphics in particular is required. For example, code snippets are used to describe how to implement these effects, but because OpenGL is platform-independent, some code examples may need to be modified when used with your specific compiler. Filled with the expertise of those who standardized OpenGL, there is no better reference volume for learning and understanding this system. The examples cited are clear, commented, and explained. The only drawback to the book is that it lacks a companion CD-ROM--all examples must be either typed in or downloaded from an Internet FTP site. (The URL is listed in the preface.) --Mike Caputo

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From the Inside Flap

The OpenGL graphics system is a software interface to graphics hardware. (The GL stands for Graphics Library.) It allows you to create interactive programs that produce color images of moving three-dimensional objects. With OpenGL, you can control computer-graphics technology to produce realistic pictures or ones that depart from reality in imaginative ways. This guide explains how to program with the OpenGL graphics system to deliver the visual effect you want.What This Guide Contains This guide has 14 chapters. The first five chapters present basic information that you need to understand to be able to draw a properly colored and lit three-dimensional object on the screen. Chapter 1, "Introduction to OpenGL," provides a glimpse into the kinds of things OpenGL can do. It also presents a simple OpenGL program and explains essential programming details you need to know for subsequent chapters. Chapter 2, "State Management and Drawing Geometric Objects," explains how to create a three-dimensional geometric description of an object that is eventually drawn on the screen. Chapter 3, "Viewing," describes how such three-dimensional models are transformed before being drawn on a two-dimensional screen. You can control these transformations to show a particular view of a model. Chapter 4, "Color," describes how to specify the color and shading method used to draw an object. Chapter 5, "Lighting," explains how to control the lighting conditions surrounding an object and how that object responds to light (that is, how it reflects or absorbs light). Lighting is an important topic, since objects usually don't look three-dimensional until they're lit. The remaining chapters explain how to optimize or add sophisticated features to your three-dimensional scene. You might choose not to take advantage of many of these features until you're more comfortable with OpenGL. Particularly advanced topics are noted in the text where they occur. Chapter 6, "Blending, Antialiasing, Fog, and Polygon Offset," describes techniques essential to creating a realistic scene--alpha blending (to create transparent objects), antialiasing (to eliminate jagged edges), atmospheric effects (to simulate fog or smog), and polygon offset (to remove visual artifacts when highlighting the edges of filled polygons). Chapter 7, "Display Lists," discusses how to store a series of OpenGL commands for execution at a later time. You'll want to use this feature to increase the performance of your OpenGL program. Chapter 8, "Drawing Pixels, Bitmaps, Fonts, and Images," discusses how to work with sets of two-dimensional data as bitmaps or images. One typical use for bitmaps is describing characters in fonts. Chapter 9, "Texture Mapping," explains how to map one- and two-dimensional images called textures onto three-dimensional objects. Many marvelous effects can be achieved through texture mapping. Chapter 10, "The Framebuffer," describes all the possible buffers that can exist in an OpenGL implementation and how you can control them. You can use the buffers for such effects as hidden-surface elimination, stenciling, masking, motion blur, and depth-of-field focusing. Chapter 11, "Tessellators and Quadrics," shows how to use the tessellation and quadrics routines in the GLU (OpenGL Utility Library). Chapter 12, "Evaluators and NURBS," gives an introduction to advanced techniques for efficient generation of curves or surfaces. Chapter 13, "Selection and Feedback," explains how you can use OpenGL's selection mechanism to select an object on the screen. Additionally, the chapter also explains the feedback mechanism, which allows you to collect the drawing information OpenGL produces rather than having it be used to draw on the screen. Chapter 14, "Now That You Know," describes how to use OpenGL in several clever and unexpected ways to produce interesting results. These techniques are drawn from years of experience with both OpenGL and the technological precursor to OpenGL, the Silicon Graphics IRIS Graphics Library. In addition, there are several appendices that you will likely find useful. Appendix A, "Order of Operations," gives a technical overview of the operations OpenGL performs, briefly describing them in the order in which they occur as an application executes. Appendix B, "State Variables," lists the state variables that OpenGL maintains and describes how to obtain their values. Appendix C, "OpenGL and Window Systems," briefly describes the routines available in window-system-specific libraries, which are extended to support OpenGL rendering. Window system interfaces to the X Window System, Apple MacIntosh, IBM OS/2, and Microsoft Windows NT and Windows 95 are discussed here. Appendix D, "Basics of GLUT: The OpenGL Utility Toolkit," discusses the library that handles window system operations. GLUT is portable and it makes code examples shorter and more comprehensible. Appendix E, "Calculating Normal Vectors," tells you how to calculate normal vectors for different types of geometric objects. Appendix F, "Homogeneous Coordinates and Transformation Matrices," explains some of the mathematics behind matrix transformations. Appendix G, "Programming Tips," lists some programming tips based on the intentions of the designers of OpenGL that you might find useful. Appendix H, "OpenGL Invariance," describes when and where an OpenGL implementation must generate the exact pixel values described in the OpenGL specification. Finally, an extensive Glossary defines the key terms used in this guide. What's New in This Edition The third edition of the OpenGL Programming Guide includes this new material: Coverage of the following new core capabilities of OpenGL Version 1.2 have been added: -New vertex array functionality -Rescaling vertex normals -New pixel formats (packed pixels and BGRA) -Texturing enhancements, including 3D textures, texture coordinate edge clamping, new level of detail control, and support for specular highlights to be applied after texturing Descriptions of the following new optional capabilities of OpenGL Version 1.2 have been added -The OpenGL imaging subset, which is a set of advanced image processing operations -Multitexturing Documentation of new routines in Version 1.3 of GLU (OpenGL Utility Library) Introduction to additional functionality in Version 1.3 of GLX (OpenGL Extension to the X Window System) Bug fixes for the 2nd edition What You Should Know Before Reading This Guide This guide assumes only that you know how to program in the C language and that you have some background in mathematics (geometry, trigonometry, linear algebra, calculus, and differential geometry). Even if you have little or no experience with computer-graphics technology, you should be able to follow most of the discussions in this book. Of course, computer graphics is a huge subject, so you may want to enrich your learning experience with supplemental reading. Computer Graphics: Principles and Practice by James D. Foley, Andries van Dam, Steven K. Feiner, and John F. Hughes (Reading, MA: Addison-Wesley, 1990)--This book is an encyclopedic treatment of the subject of computer graphics. It includes a wealth of information but is probably best read after you have some experience with the subject. 3D Computer Graphics: A User's Guide for Artists and Designers by Andrew S. Glassner (New York: Design Press, 1989)--This book is a nontechnical, gentle introduction to computer graphics. It focuses on the visual effects that can be achieved rather than on the techniques needed to achieve them. Another great place for all sorts of general information is the Official OpenGL Web Site. This Web site contains software, documentation, FAQs, and news. It is always a good place to start any search for answers to your OpenGL questions: opengl Once you begin programming with OpenGL, you might want to obtain the OpenGL Reference Manual by the OpenGL Architecture Review Board (Reading, MA: Addison-Wesley), which is designed as a companion volume to this guide. The Reference Manual provides a technical view of how OpenGL operates on data that describes a geometric object or an image to produce an image on the screen. It also contains full descriptions of each set of related OpenGL commands--the parameters used by the commands, the default values for those parameters, and what the commands accomplish. Many OpenGL implementations have this same material on-line, in the form of manual pages or other help documents, which are probably more up-to-date. There are also versions on the World Wide Web; consult the previously mentioned Official OpenGL Web Site. OpenGL is really a hardware-independent specification of a programming interface, and you use a particular implementation of it on a particular kind of hardware. This guide explains how to program with any OpenGL implementation. However, since implementations may vary slightly--in performance and in providing additional, optional features, for example--you might want to investigate whether supplementary documentation is available for the particular implementation you're using. In addition, you might have OpenGL-related utilities, toolkits, programming and debugging support, widgets, sample programs, and demos available to you with your system.How to Obtain the Sample Code This guide contains many sample programs to illustrate the use of particular OpenGL programming techniques. These programs make use of Mark Kilgard's OpenGL Utility Toolkit (GLUT). GLUT is documented in OpenGL Programming for the X Window System by Mark Kilgard (Reading, MA: Addison-Wesley Developers Press, 1996). The section "OpenGL-Related Libraries" in Chapter 1 and Appendix D give more information about using GLUT. If you have access to the Internet, you can obtain the source code for both the sample programs and GLUT for free via anonymous ftp (file-transfer protocol). For the source code examples found in this book, grab either of these files (depending on which decompression/extraction tools you have): ftp://sgigate.sgi/pub/opengl/opengl12.tar.Z ftp://sgigate.sgi/pub/opengl/opengl12.zip Use the appropriate tools to uncompress and/or extract the source code from these archive files. Many implementations of OpenGL might also include the code samples as part of the system. This source code is probably the best source for your implementation, because it might have been optimized for your system. Read your machine-specific OpenGL documentation to see where the code samples can be found.Nate Robins' OpenGL Tutors Nate Robins has written a suite of tutorial programs that demonstrate basic OpenGL programming concepts by allowing the user to modify the parameters of a function and interactively see their effects. Topics covered include transformations, lighting, fog, and texturing. These highly recommended tutorials are portable and require the aforementioned GLUT. To get the source code for these tutorials, see this Web site: cs.utah/~narobins/opengl.html.Errata Undoubtedly this book has errors. An error list is maintained at the following Web site: woo/errata.html. If you find any bugs, you can use the pointer at this Web site to report them.Style Conventions These style conventions are used in this guide: Bold--Command and routine names and matrices Italics--Variables, arguments, parameter names, spatial dimensions, matrix components, and first occurrences of key terms Regular--Enumerated types and defined constants Code examples are set off from the text in a monospace font, and command summaries are shaded with gray boxes. In a command summary, braces are used to identify choices among data types. In the following example, glCommand has four possible suffixes: s, i, f, and d, which stand for the data types GLshort, GLint, GLfloat, and GLdouble. In the function prototype for glCommand, TYPE is a wildcard that represents the data type indicated by the suffix: void glCommand{sifd}(TYPE x1, TYPE y1, TYPE x2, TYPE y2);0201604582P04062001

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Product details

Paperback: 784 pages

Publisher: Addison-Wesley Professional; 3rd edition (August 6, 1999)

Language: English

ISBN-10: 0201604582

ISBN-13: 978-0201604580

Product Dimensions:

9.2 x 7.4 x 1.4 inches

Shipping Weight: 2.6 pounds (View shipping rates and policies)

Average Customer Review:

3.9 out of 5 stars

24 customer reviews

Amazon Best Sellers Rank:

#2,395,853 in Books (See Top 100 in Books)

Straight to the facts...This book is good on concepts and theory, a bit shadey in the area of actual code. To expand on that statement, some of the code is indeed buggy. You can work the logic errors easily by evaluating the code. But with that said, don't rely on the code all the time. The book's way of introducing and covering topics of geometry,algebra,trigonomtry, and physics is very comfortable. You will indeed learn the beautiful tricks of smoothing and shading/lighting when rendering your scenes.If you are a beginner developer, know that this book is not intended as a good read at your level.If you don't already know, OpenGL does not have any audio(music,sound,etc) capabilities. OpenGL is a Graphical Software Development Kit.

this is a very good book.it contains a lots of example so that I can try it myself.there are also explanations about the code which helps a lot.

good book

This is a very helpful book for learning OpenGl. However, dont expect it to teach you C++, you had better already know that before you try to learn OpenGL. Good examples and easy to read.

Title says everything. This book covers an older version of OpenGL, but is the one I've got.You want to know OpenGL, buy this book (get the one appropriate to your OpenGL version).

The Red Book is the bible for OpenGL programmers. Get the latest edition and you'll have all you need for OpenGL reference.

I'm new to graphics programming. I started out by programming in DirectX, using LaMothe's "Windows Game Programming for Dummies". The book was OK, but due to the extreme confusion of DirectX, I wasn't able to understand past chapter 3.So, if you're confused about DirectX and really need to program in OpenGL, that's the best book to buy. The book takes you step by step from scratch to building up your program. Tons of coding examples are included in the book, and are very well documented. What's good about this book is all the coding examples are based on the C language. So, if you're not a good C++ programmer, or a better C than a C++ programmer, then this is the book to get.One drawback about the book, is it doesn't include a CD. So, you have to write all the code yourself. That gives you a hands-on experience. The book also doesn't include the GLUT library, and most of the examples in the book use it. So you have to download it. ...

This is an excellent book on OpenGL. This may not be for the absolute beginner in computer graphics (it does assume you understand some concepts of computer generated graphics) but for those that understand the fundamentals of graphics, this is a superb book. Commands are organized nicely into numbers of tables for eacy access along with extensive indexes for reference. Not only does it explain the commands that OpenGL uses, it goes into what happens behind the scenes (what OpenGL does "for you") when you invoke a command. This can make determining if an effect is too taxing on your processor to bother with. For someone that knows a little something about computer graphics (you don't really have to know much) and is learning OpenGL, this is an essential piece of equipment.

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OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL, Version 1.2 (3rd Edition), by Mason Woo Jackie Neider PDF

OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL, Version 1.2 (3rd Edition), by Mason Woo Jackie Neider PDF

OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL, Version 1.2 (3rd Edition), by Mason Woo Jackie Neider PDF
OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL, Version 1.2 (3rd Edition), by Mason Woo Jackie Neider PDF
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Sabtu, 15 Maret 2014

Free Ebook , by Fran Manushkin

Free Ebook , by Fran Manushkin

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Product details

File Size: 17120 KB

Print Length: 24 pages

Publisher: Picture Window Books (April 1, 2014)

Publication Date: October 1, 2014

Sold by: Amazon Digital Services LLC

Language: English

ASIN: B00ESEECLC

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Amazon Best Sellers Rank:

#2,771 Paid in Kindle Store (See Top 100 Paid in Kindle Store)

Bringing a new baby into the home is a time of smiles and smells, hugs and kisses. Author Fran Manushkin celebrates this special milestone with a sweet story that shows that there is plenty of love for everyone, big sister and all.This cute little story can help an older sibling understand her role when a new brother or sister arrives home. Narrated by Big Sister in short, straight to the point sentences, she tells us what life is like with her new baby sibling. We learn the baby's needs, Big Sister's responsibilities with the baby, and her parents' role in both of their lives.Big Sister also tells us the differences between herself and the baby. The baby sleeps in a crib, but she sleeps in a regular bed. The baby drinks from a bottle and she gets cupcakes. Big Sister knows there is enough love to go around and she will get her parent's attention. Until it is her turn for that undivided attention, Big Sister shows us what she does to occupy her time.The little narrator is a happy child who clearly understands her role and the baby's needs. If I had this situation in my home, this would be a wonderful book to have. My daughter could learn the dos and don'ts of being the older child. The little narrator explains all of this with joy and big smiles. The illustrations are colorful and have a Charlie Brown feel to them with the large heads and small features.This is a balanced view of the responsibilities and the joys of being a big sister. It also makes a point of telling us the love and attention from the parents has not changed. The only thing that has changed in this big sister's life is her family love, which has increased by one. If you have a little girl about to become a big sister, this is a good book to introduce her to life with baby.Note: received from NetGalley, courtesy of the publisher.Originally reviewed at KidLitReviews.

This book is excellent, perfect for our 22 month old daughter. The book depicts a culturally ambiguous family, and doesn’t specify whether the new baby is a girl or boy, which we really appreciate because it makes it easy to relate to. The family members depicted are brown-ish people with brown hair of varying textures. It highlights big sisterhood in terms of comparison, showing how baby is little and sister is big, babies drink bottles and sisters can eat fun things, etc., and showcases special ways big sisters can help in a safe way, even specifically warning not to pat the baby too hard. Also addresses to play quietly inside or to be noisy outside when the baby is asleep. I also love that it reassures the reader that there are plenty of hugs and kisses to go around, “especially for big sisters.” I wish this was available in a board book option, but overall, five stars! Our daughter loves it and it helps to point out what to expect when a baby joins the family. The narrator, the little girl who is a new big sister, states that it’s “Our baby,” taking ownership of the baby as a new member of the family. This will be my “big sister” gift for all my friends who are expecting!

Got this to surprise Kiddo (age 6) with and she loves it. I wrote a note from Mommy on the inside and pasted a few pics from the first ultrasound. Definitely easy for little ones to read and it made Kiddo really excited to be a big sister! She also took it to the grandparents' houses to read to them as our informal announcement, and everyone loved it :)Kiddo was also gifted with "Hello In There: A Waiting Book for Big Sisters" which is adorable and has areas to open up to "see" the baby waiting to come out to play. She LOVES this book as well and has read it about 15 times since she got it 3 days ago.

I was hesitant on what book to get for my 6 year old stepdaughter. I am having her baby brother and wanted to get a book that she could read to her brother and help her transition from being the only child to being a big sister. A lot of other books had reviews that said the books sort of spoke badly about the baby - how babies are stinky and cry too much and can't have any fun. I didn't want to get anything that left a negative impression on a child regarding her sibling. This book is very positive. No baby bashing here!This book does a lovely job of telling a story from the child's perspective. How the older sister can be helpful and also learn to play on her own and be quiet when baby is sleeping, how to be a good big sister. The only "downside" for me was the talking about Mommy and Daddy and how they took care of the big sister when she was a baby - and this was only a downside for me because I'm a stepmother - there are no pictures of me with my stepdaughter as a baby because I wasn't in their life yet. Not the fault of the book, but worth noting for any step parents who may want to be aware of it before buying it for their children. It will not deter me from giving this book to my stepdaughter, though.Also, my stepdaughter and my son are both mixed babies, so the fact that the children are tan/brown was a nice touch as well!

I bought this book for my 7 year old that was becoming a big sister. He brother gave her a gift basket after he was born and this was one of the items included. It’s short but it’s sweet and gets to the point. It worked out perfect that the illustrations resembled my daughter and son almost perfect! She loves to read it to her brother all the time. Very cute.

I love this book and it seems that my 3 year old, who is about to become a big sister, gets a lot from this book. I appreciate how it celebrates being a big sister and the privileges it comes with. I will buy as a gift for any future big sisters I know out there.

Bought this to help my 3 year old understand the new baby that's coming. It's been a great help! We read it about 10 times within the first 12 hours, till she memorized it. Now she reads it to her toys. I think it's helped her understand that this is a real, human baby and not a baby doll mor than anything we've said to her.

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Senin, 10 Maret 2014

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Vermont Atlas & Gazetteer (Delorme Atlas & Gazetteer)

62 pages of maps detailing the entire State of Verment. 9 City Street Maps are included, as well as guides to canoe trips, campgrounds, parks, horseback riding, wildlife areas, fishing guides, hiking trails, skiing, museums, historic sites, bicycle trips, and covered bridges.

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Product details

Series: Delorme Atlas & Gazetteer

Paperback: 62 pages

Publisher: Delorme; 8th edition (June 1, 1983)

Language: English

ISBN-10: 0899330053

ISBN-13: 978-0899330051

Product Dimensions:

15.5 x 0.2 x 10.8 inches

Shipping Weight: 1 pounds

Average Customer Review:

1.0 out of 5 stars

2 customer reviews

Amazon Best Sellers Rank:

#2,592,704 in Books (See Top 100 in Books)

Was unaware it was soooo. OLD

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Minggu, 02 Maret 2014

Ebook Free Fundamentals of Predictive Text Mining (Texts in Computer Science)

Ebook Free Fundamentals of Predictive Text Mining (Texts in Computer Science)

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Fundamentals of Predictive Text Mining (Texts in Computer Science)

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Fundamentals of Predictive Text Mining (Texts in Computer Science)

Review

“Fundamentals of predictive text mining is a second edition that is designed as a textbook, with questions and exercises in each chapter. … The book can be used with data mining software for hands-on experience for students. … The book will be very useful for people planning to go into this field or to learn techniques that could be used in a big data environment.” (S. Srinivasan, Computing Reviews, February, 2016)

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From the Back Cover

This successful textbook on predictive text mining offers a unified perspective on a rapidly evolving field, integrating topics spanning the varied disciplines of data science, machine learning, databases, and computational linguistics. Serving also as a practical guide, this unique book provides helpful advice illustrated by examples and case studies.This highly anticipated second edition has been thoroughly revised and expanded with new material on deep learning, graph models, mining social media, and errors and pitfalls in big data evaluation, Twitter sentiment analysis, and dependency parsing discussion. The fully updated content also features in-depth discussions on issues of document classification, information retrieval, clustering and organizing documents, information extraction, web-based data-sourcing, and prediction and evaluation.Topics and features:Presents a comprehensive, practical and easy-to-read introduction to text miningIncludes chapter summaries, useful historical and bibliographic remarks, and classroom-tested exercises for each chapterExplores the application and utility of each method, as well as the optimum techniques for specific scenariosProvides several descriptive case studies that take readers from problem description to systems deployment in the real worldDescribes methods that rely on basic statistical techniques, thus allowing for relevance to all languages (not just English)Contains links to free downloadable industrial-quality text-mining software and other supplementary instruction materialFundamentals of Predictive Text Mining is an essential resource for IT professionals and managers, as well as a key text for advanced undergraduate computer science students and beginning graduate students.

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Product details

Series: Texts in Computer Science

Hardcover: 239 pages

Publisher: Springer; 2nd ed. 2015 edition (October 13, 2015)

Language: English

ISBN-10: 144716749X

ISBN-13: 978-1447167495

Product Dimensions:

6.1 x 0.6 x 9.2 inches

Shipping Weight: 1.6 pounds (View shipping rates and policies)

Average Customer Review:

4.0 out of 5 stars

1 customer review

Amazon Best Sellers Rank:

#1,128,698 in Books (See Top 100 in Books)

Sholom Weiss, Nitkin Indurkhya, and Tong Zhang are well qualified to write about text mining. Their book is "...aimed at IT professionals and managers as well as advanced undergraduate computer science students and beginning graduate students." Readers are given a password to download Data-Miner Pty. Ltd.'s riktext and tmsk programs which can be used to perform many of the analyses described in the book.The book presents the essentials of the statistical approach to modeling with text data. This approach has eclipsed linguistically-oriented natural language processing (NLP) approaches, so the book makes only passing references to them. (See Clark, Fox and Lappin's Handbook of Computational Linguistics and Natural Language Processing for a comprehensive treatment of what was left out.) The book's opening chapters introduce text processing concepts, transforming unstructured text to numerical data, statistical techniques for predictive modeling, and text mining's roots in information retrieval. Core chapters address clustering documents by similarity, finding information in documents, and working with different sources of text data. The closing chapters explore case studies in depth and highlight emerging techniques.This is a readable book with well-written chapter summaries, useful end-of-chapter exercises, and historical notes with references to additional readings. There are detailed explanations of key formulas and algorithms, but the book is structured so these can be skipped by less tech-savvy readers. Apart from an appendix, there is little direct linkage with the suggested software. But this is appropriate when the intent is to support other software alternatives. An online class taught by one of the authors encourages students to use R's tm package if they have R experience. The book supports this option reasonably well.I recommend the book either as a course text or as a self-study aid. It is the current go-to book for learning about text mining. If you work in this field, you should have it, read it, and refer others to it.

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