The Regiment was the first unit involved in the establishment of the Australian Task Force at Nui Dat and the last to leave when the Task Force was finally disbanded. The versatility of the Armoured Personnel Carrier allowed the Regiment to function in dual operational roles: firstly as cavalry, and secondly as armoured transport support. In this way the unit became known as the workhorse of the Australian Task Force, with its daily routine constantly changing and virtually impossible to pin down. The unit's small size, yet extremely dangerous capabilities in action are reflected in the regimental emblem-a scorpion.
The Regiment participated in many of the major battles of the Vietnam campaign, including Long Tan in 1966, and often played a key role in the outcomes. However, until now its unique achievements have all too often been lost within the larger accounts of the various infantry divisions to which the Regiment was attached. For the first time, this account documents the role of the 3rd Cavalry Regiment-one of the most decorated Australian units that served in South Vietnam-and the lives of the men who served within it.
JavaFX is a scripting language which provides built-in properties for manipulating objects within a 2D coordinate system. A competing technology to Microsoft's Silverlight, JavaFX provides the tools to fill and pen stroke colors, and create special effects, shapes and lines. It also manipulates images and play videos and sound and defines animations that affect objects over time. This complete introduction for any level doesn't bury you with details. It starts quickly with an introduction to the power of JavaFX key features--scene node graphs, nodes as components, the coordinate system, layout options, colors and gradients, custom classes with inheritance, animation, binding, and event handlers. It then shows step-by-step how these features could be used in a real JavaFX application and will help an application look professionally designed. Commissioned by JavaFX product team and reviewed by renowned Java author, Brian Goetz, this guide is intended as the first and most accessible book for people new to JavaFX.
The Andersons are working directly with the JavaFX team at Sun for a complete and authoritative guide Gets you started on building rich Web apps quickly without having to sort through unnecessary details or search the Web for answers Focuses on most useful features and shows how to build apps that tap the full potential of JavaFX
With zembly you can create mashups and web applications drawing on content from virtually any web site, API call, or data stream. What’s more, zembly makes it as easy to deploy and scale next-generation web applications as it is to build them. Suddenly, the web itself becomes programmable: the browser becomes your development environment, and you can leverage building blocks created by thousands of developers, worldwide.
With extensive contributions from zembly’s creators, Assemble the Social Web with zembly is the first and only official guide to zembly. This book brings together all the knowledge and code you’ll need to build applications for today’s leading Web 2.0 platforms: Facebook, Flickr, Google Maps, iPhone, and more.
The authors begin with a high-level tour of zembly that clearly explains its goals, capabilities, core concepts, and long-term direction. You’ll quickly walk through constructing your first zembly application; then, learn step-by-step how to use zembly with each of today’s most powerful and popular social web platforms.
Understanding the new paradigm of social programming Building Flickr widgets to generate and display web-based slide shows Creating widgets that draw upon Zillow’s enormous real estate database Developing mashups that incorporate maps and geographical data from Google Maps Integrating with Facebook: from the absolute basics through advanced techniques utilizing the Facebook Data Store Model Using Dapper Dapps to create feeds that can capture content from virtually any web site Using zembly to simplify and accelerate iPhone web app development Whether you’re a long-time web professional or a casual developer with a specialized problem to solve, zembly is the tool you’ve been waiting for. One book brings together everything you need to make the most of it: Assemble the Social Web with zembly .
This book is for the Christian person who truly wants to grow in grace; if you want more out of the grace message than just a spiritual pain killer to be taken as needed, Grace for Grown Ups is a spiritual roadmap that will lead you to that end. Truly a masterpiece.
Darin Hufford (best selling author of The Misunderstood God)
After an introductory chapter, the book is divided into three sections. The first one discusses the underlying ideas and principles, including user-generated content, the architecture of participation, data on an epic scale, harnessing the power of the crowd, openness and the network effect and Web topology. The second section chronologically covers the main types of Web 2.0 services—blogs, wikis, social networks, media sharing sites, social bookmarking and microblogging. Each chapter in this section looks at how the service is used, how it was developed and the technology involved, important research themes and findings from the literature. The final section presents the technologies and standards that underpin the operation of Web 2.0 and goes beyond this to explore such topics as the Semantic Web, cloud computing and Web Science.
Suitable for nonexperts, students and computer scientists, this book provides an accessible and engaging explanation of Web 2.0 and its wider context yet is still grounded in the rigour of computer science. It takes readers through all aspects of Web 2.0, from the development of technologies to current services.
The book places particular emphasis on bone cell activities and the regulation of plasma calcium, phosphate homeostasis, and whole body nutrition. It reviews the nutritional requirements for calcium and vitamin D for the prevention of osteoporosis. It covers vitamin D, calcium and phosphate absorption; calcium sensing receptors; the role of parathyroid hormone; physiological actions of calcitonin; and the diagnosis and significance of osteoporosis. Reviewing the physiological significance of advances in the molecular biology of metabolic bone disease, this book provides a valuable reference for researchers as well as practicing clinicians.
Reforming Law and Economy for a Sustainable Earth aims to help resolve these problems in two ways. Since addressing GEC will require global coordination, the book first clarifies the conditions necessary to achieve this effectively. Paul Anderson explores these conditions with the aid of a sustained analysis of key concepts in influential disciplines, particularly in social and political theory and law, relating to the transition to a sustainable economy. Second, Anderson tackles the problem of how to arrest GEC by incisively evaluating two leading theoretical positions in terms of their capacity to support the conditions required for effective global coordination.
From this basis, the book offers an extensive critique of the idea that global environmental problems can be solved within the framework of global capitalism. It also critically reviews and advances the proposition that global sustainability can be achieved only by changing the capitalist form of organizing the economy.
Enriched by a genuinely interdisciplinary approach, the originality of Reforming Law and Economy for a Sustainable Earth lies in the manner it combines a rigorous analysis of the requirements for global sustainability with decisive conclusions as to what are, and what are not, viable means of fulfilling those requirements. The book advances research on sustainability within key disciplines, among them political theory, law and social science, by offering a timely and insightful statement about the global environmental predicament in the 21st century.
This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration.
This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.