Japanese from Zero 1

Japanese from Zero  1
Author : George Trombley
Publisher : Yesjapan Corporation
Total Pages : 338
Release : 2006-05-01
ISBN 10 : 0976998122
ISBN 13 : 9780976998129
Language : EN, FR, DE, ES & NL

Japanese from Zero 1 Book Description:

"The Japanese language uses a set of symbols called 'hiragana' (to spell Japanese words), 'katakana' (to spell foreign words), and 'kanji' (to represent entire words or names). Over the course of BOOK 1, we will teach you groups of hiragana piece-by-piece to gradually build up your understanding and familiarity."--Introduction.

Japanese from Zero 4

Japanese from Zero  4
Author : George Trombley
Publisher : Lightning Source Incorporated
Total Pages : 440
Release : 2013-07-24
ISBN 10 : 0989654508
ISBN 13 : 9780989654500
Language : EN, FR, DE, ES & NL

Japanese from Zero 4 Book Description:

Japanese From Zero! is an innovative and integrated approach to learning Japanese that was developed by professional Japanese interpreter George Trombley, Yukari Takenaka and was continuously refined over eight years in the classroom by native Japanese professors. Using up-to-date and easy-to-grasp grammar, Japanese From Zero! is the perfect course for current students of Japanese as well as absolute beginners. In volume four of the Japanese From Zero! series, readers are introduced to advanced grammar concepts, over 750 new words and expressions, and are also progressively taught Kanji words and characters.

Japanese from Zero

Japanese from Zero
Author : George Trombley
Publisher : Yesjapan Corporation
Total Pages : 390
Release : 2006-05
ISBN 10 : 0976998114
ISBN 13 : 9780976998112
Language : EN, FR, DE, ES & NL

Japanese from Zero Book Description:

Japanese From Zero! is an innovative and integrated approach to learning Japanese developed by professional Japanese interpreter George Trombley and co-writer Yukari Takenaka. The lessons and techniques used in this series have been taught successfully for over fifteen years in classrooms throughout the world. Using up-to-date and easy-to-grasp grammar, Japanese From Zero! is the perfect course for current students of Japanese as well as absolute beginners. In Book 2 of the Japanese From Zero! series, readers are taught new grammar concepts, over 800 new words and expressions, and also learn the katakana writing system. Features of Book 2: * Integrated Workbook with Answer Key * Over 800 New Words and Expressions * Learn to Read and Write Katakana * Easy-to-Understand Example Dialogues * Bilingual Glossaries with Kana and Romaji ...and much more!

Japanese From Zero 5

Japanese From Zero  5
Author : George Trombley
Publisher :
Total Pages : 444
Release : 2020-09-08
ISBN 10 : 0989654559
ISBN 13 : 9780989654555
Language : EN, FR, DE, ES & NL

Japanese From Zero 5 Book Description:

Japanese From Zero! is an innovative and integrated approach to learning Japanese that was developed by professional Japanese interpreter George Trombley, Yukari Takenaka and has been refined for over fifteen years in the classroom by native Japanese professors. Using up-to-date and easy-to-grasp grammar, Japanese From Zero! is the perfect course for current students of Japanese as well as absolute beginners. Volume five of the series teaches advanced Japanese grammar concepts, over 110 new grammar and usage, all new verbs explained, and new Kanji words and characters.

A Short History of Transport in Japan from Ancient Times to the Present

A Short History of Transport in Japan from Ancient Times to the Present
Author : John Andrew Black
Publisher : Open Book Publishers
Total Pages : 322
Release : 2022-03-18
ISBN 10 : 9781800643598
ISBN 13 : 1800643594
Language : EN, FR, DE, ES & NL

A Short History of Transport in Japan from Ancient Times to the Present Book Description:

A Short History of Transport in Japan from Ancient Times to the Present is a unique study: the first by a Western scholar to place the long-term development of Japanese infrastructure alongside an analysis of its evolving political economy. Drawing from New Institutional Economics, Black offers a historically informed critique of contemporary planning using the example of Japan’s historical institutions, their particular biases, and the power they have exerted over national and local transport, to identify how reformed institutional arrangements might develop more sustainable and equitable transport services. With chapters addressing each major form of transport, Black examines the predominant role of institutions and individuals – from seventeenth-century shoguns to post-war planners – in transforming Japan’s maritime infrastructure, its roads and waterways, and its adoption of rail and air transport. Using a multidisciplinary, comparative, and chronological approach, the book consults a range of technical, cultural, and political sources to tease out these interactions between society and technology. This spirited new contribution to transport studies will attract readers interested in institutional power, the history of transport, and the development of future infrastructure, as well as those with a general interest in Japan.

Korean from Zero

Korean from Zero
Author : George Trombley
Publisher : From Zero!
Total Pages : 360
Release : 2014-05-01
ISBN 10 : 0989654524
ISBN 13 : 9780989654524
Language : EN, FR, DE, ES & NL

Korean from Zero Book Description:

Korean From Zero! is a fun, innovative, and integrated approach to learning Korean created by professional interpreter George Trombley, Korean linguist Reed Bullen, Professor Myunghee Ham, and Sunhee Bong. Using up-to-date and easy-to-grasp grammar, Korean From Zero! is the perfect course for current students of Korean as well as absolute beginners. Features of the book: * Integrated Workbook with Answer Key * MP3 Audio * Online Support * Over 600 New Words and Expressions * Learn to Read and Write Hangul * Extensive Grammar * 90 Adjectives and Verbs Detailed * Bilingual Glossaries with Hangul and English ...and much more!

From Zero To Hero NET PROGRAMMING FOR STUDENTS

From Zero To Hero   NET PROGRAMMING FOR STUDENTS
Author : Vivian Siahaan
Publisher : BALIGE PUBLISHING
Total Pages : 1089
Release : 2020-12-09
ISBN 10 :
ISBN 13 :
Language : EN, FR, DE, ES & NL

From Zero To Hero NET PROGRAMMING FOR STUDENTS Book Description:

Book 1: VISUAL BASIC .NET FOR STUDENTS: A Project-Based Approach to Develop Desktop Applications In chapter one, you will get to know the properties and events of each control in a Windows Visual Basic application. You need to learn and know in order to be more familiar when applying them to some desktop applications in this book. In Tutorial 1.1, you will build a dual-mode stopwatch. The stopwatch can be started and stopped whenever desired. Two time traces: the running time when the stopwatch is active (running time) and the total time since the first stopwatch was activated. Two label controls are used to display the time (two more labels to display title information). Two button controls are used to start/stop and reset the application, one more button to exit the application. The timer control is used to periodically (every second) update the displayed time. In Tutorial 1.2, you will build a project so that children can practice basic skills in addition, subtraction, multiplication, and division operations. This Math Game project can be used to choose the types of questions and what factor you want to use. This project has three timing options. In Tutorial 1.3, you will build Bank Code game. The storage box is locked and can only be opened if you enter the correct digit combination. Combinations can be 2 to 4 non-repetitive digits (range of digits from 1 to 9). After a guess is given, you will be notified of how many digits are right and how many digits are in the right position. Based on this information, you will give another guess. You continue to guess until you get the right combination or until you stop the game. In Tutorial 1.4, you will build Horse Racing game. This is a simple game. Up to 10 horses will race to the finish line. You guessed two horses that you thought could win the race. By clicking on the Start button, the race will start. All horses will race speed to get to the finish line. In chapter two, you will learn the basic concepts of classes and objects. Next, it will demonstrate how to define class and type of enumeration, which shows how both are used in the application. In Tutorial 2.1, you will create a two-level application that uses a form to pass input user to the People class. The form class is the level of representation and the People class is the middle level. You will add controls to the form so people can enter ID, last name, and their height. When the user clicks the Save button, the code will assign input values ​​to the People class properties. Finally, you will display the People object on a label. Figure below shows the form after the user clicks the Save button. In Tutorial 2.2, you will add a parameterized constructor to the People class. The application will ask the user to enter values, which will then be passed to the People constructor. Then, the application will display the values ​​stored on the People object. In Tutorial 2.3, you will create an application that utilizes enumeration type. The user will choose one type of account that is listed in a ListBox control and what he chooses is then displayed in a Label control. In Tutorial 2.4, you will create a simple Bank application. This application has one class, BankAcc, and a startup form. In Tutorial 2.5, you will improve the simple Bank application, by implementing the following two properties in the BankAcc class: TotalDeposit- Total money saved in current account; TotalWithdraw- Total funds that have been withdrawn from current account. In Tutorial 2.6, you will create an application to calculate the time needed for a particular aircraft to reach takeoff speed. You will also calculate how long the runway will be required. For each type of aircraft, you are given (1) the name of the aircraft, (2) the required take-off speed (feet/sec), and (3) how fast the plane accelerates (feet/sec2). In Tutorial 2.7, you will provide a number of programming training for those who want to improve their programming skills. Your task here is to write an object-oriented application so that training manager can display and edit the training services offered. There are several training categories: (1) Application Development, (2) Database, (3) Networking, and (4) System Administration. The training itself consists of: (1) title, (2) training days, (3) category, and (4) cost. Create a class named Training that contains this information, along with its properties and a ToString() method. In chapter three, several tutorials will be presented to build more complex projects. You will build them gradually and step by step. In Tutorial 3.1, you will build Catching Ball game. The bird flew and dropped ball from the sky. User is challenged to position man under the fallen ball to catch it. In Tutorial 3.2, you will build Smart Tic Tac Toe game. The aim of this game is to win the game on a 3 x 3 grid with the victory of three identical symbols (X or O) on horizontal, diagonal, or vertical lines. The players will play alternately. In this game given two game options: player 1 against player 2 or human player against computer. A smart but simple strategy will be developed for computer logic to be a formidable opponent for human. In Tutorial 3.3, you will build a Matching Images game. Ten pairs of images hidden on the game board. The object of the game is to find image pairs. In Two Players mode, players will get turns in turn. In One Player mode, there are two options to choose from: Playing Alone or Against Computer. When Play Alone option is selected, the player will play alone without an opponent. If Against Computer option is selected, then the level of computer intelligence is given with several levels according to the level of difficulty of the game. In Tutorial 3.4, you will build Throwing Fire program. This program can be played by two human players or human player versus computer. In chapter four, tutorials will be presented to build two advanced projects. You will build them gradually and step by step. In Tutorial 4.1, you will build Roasted Duck Delivery simulation. In this simulation, a number of decisions are needed. The basic idea is to read the order by incoming telephone and tell the delivery scooter to go to the location of the order. You also need to make sure that you always provide a roasted duck ready to be transported by the delivery scooter. The delivery area is a 20 by 20 square grid. The more roasted duck is sold, the more profit it gets. In Tutorial 4.2, you will build a Drone Simulation. In this simulation, you control both vertical and horizontal thrusters to maneuver the ride to the landing pad. You will adjust the landing speed so that it is slow enough so that no accident occurs. Book 1: VISUAL C#.NET FOR STUDENTS: A Project-Based Approach to Develop Desktop Applications In chapter one, you will learn to know the properties and events of each control in a Windows Visual C# applications. You need to learn and know in order to be more familiar when applying them to some desktop applications in this book. In chapter two, you will build Throwing Fire program. This program can be played by two human players or human player versus computer. You will use 12 labels, a large control panel, and three control buttons on the form. In the control panel, a smaller panel with two group box controls and a button control are placed. In the first group box, you will use 2 radio buttons; in the second box group, place 4 radio buttons. Next, two timer controls are added to the project. All label controls are used for titles and provide scoring and game information. The large panel (Panel1) is the playing field. Three button controls are used to start / stop a program, set options, and exit the program. One timer control is used to control game animation and another is used to represent the computer's decision process. The second control panel (Panel2) is used to select game options. One group box contains radio buttons which are used to select number of players. A group box contains radio buttons to select the level of difficulty of the game, when playing against a computer. A small button is used to close the options panel. The default properties are set for one-player games with the easiest game difficulty. In chapter three, you will build Roasted Duck Delivery simulation. In this simulation, a number of decisions are needed. The basic idea is to read the order by incoming telephone and tell the delivery scooter to go to the location of the order. You also need to make sure that you always provide a roasted duck ready to be transported by the delivery scooter. The delivery area is a 20 by 20 square grid. The more roasted duck is sold, the more profit it gets. The panel control on the left side of the form contains the delivery grid. On the upper right are group boxes with two label controls to display the time or hour and sale results. The computer monitor (in a picture box) displays order and delivery status using a list box and label control. Another group box contains a roasting oven when the roasted ducks are displayed using eight picture box controls. Two button controls on the group box control the operation of the oven. Group boxes under the oven show how many ducks are ready to be delivered and how many are in the delivery scooter (a button control is to load the roasted duck into the scooter). The two button controls beneath are used to start/pause the game and to stop the game or exit the game. In the area under the form there are several timers for controlling a number of aspects in the program. The delivery grid consists of 400 label controls on 20 rows (marked with numbers) and 20 columns (marked with letters). Here, you will learn how to place controls on a form (or panel in this case) using code (when the program runs, not when designing the form). This mechanism can save time designing the form. In chapter four, you will build a Drone Simulation. In this simulation, you control both vertical and horizontal thrusters to maneuver the ride to the landing pad. You will adjust the landing speed so that it is slow enough so that no accident occurs. You build the form in two stages, the first stage creates two option group boxes, and then the second stage uses both those group boxes as landing controls. Two control panels are placed on the left side of the form: one panel for drawing and another panel for the edge. On the right side of the form, place the two group control boxes. In the first group box, five radio buttons and a check box are added. In the second group box, two radio buttons are placed. In the below section of the form, three buttons are added. Finally, one timer control is added. Then in the form, a group box is added overlap panel. Then, 11 label controls are added to the group box. After that, a progress bar is added. Under the bar, two control panels are added, one high panel and one short panel. In the second (short) panel control, two small label controls are added. Underneath, three button controls are placed. Under these three buttons, a label control is added. For each label control, set the AutoSize property to False to be resized and set (temporarily) the BorderStyle property to FixedSingle so that you can see the edges to facilitate the layout process. In this chapter, you will build Jumper game. In this game, you will move the jumper across the busy road, avoid the tiger, and cross the river with the changing current to get to house safely. You will place four label controls on the top part of the form (set the AutoSize property to False so that it can be resized and the BorderStyle property temporarily becomes FixedSingle so you can see the edges). Then, you use five panel controls below the labels. These panels will be a place for image graphics. Each panel has a width of 16 jumpers or 640 pixels, because one jumper will be given a width of 40 pixels. The first panel will be the jumper house, which will be given a height of 80 pixels. The next panel will become a river, with a height of 120 pixels. The next panel will be a place for tiger, 40 pixels high. Under the snake panel, there is a road panel. This panel will contain three boat lanes. Each boat has a height of 40 pixels, but you will give it a height of 140 pixels (not 120 pixels) to make room for lane markers. The fifth panel is the place where the jumper will begin its journey or leap. This panel will be given a height of 40 pixels. Add the last control panel below the form with three button controls. Then, finally, add four timer controls. Adjust the size of the form so that the panel controls can occupy according to the width of the form. BOOK 3: VISUAL C# .NET : A Step By Step, Project-Based Guide to Develop Desktop Applications In chapter one, you will learn to know the properties and events of each control in a Windows Visual C# application. You need to learn and know in order to be more familiar when applying them to some applications in this book. In chapter two, you will build a project so that children can practice basic skills in addition, subtraction, multiplication, and division operations. This Math Game project can be used to choose the types of questions and what factors you want to use. This project has three timing options. Random math problems using values ​​from 0 to 9 will be presented. Timing options are provided to measure accuracy and speed. There are many controls used. Two label controls are used for title information, two for displaying scores. There is a wide label in the middle of the form to display math questions. And, long skinny label is used as separator. Two button controls are used to start and stop question and one button to exit the project. There are three group control boxes. The first group box holds four check box controls that are used to select the type of questions. The second group box holds eleven radio buttons that are used to select values ​​that are used as factors in calculations. The third group box contains three radio button controls for timing options. A scroll bar control rod is used to change the time. In chapter three, you will build Bank Code game. The storage box is locked and can only be opened if you enter the correct digit combination. Combinations can be 2 to 4 non-repetitive digits (range of digits from 1 to 9). After a guess is given, you will be notified of how many digits are right and how many digits are in the right position. Based on this information, you will give another guess. You continue to guess until you get the right combination or until you stop the game. On the left side of the form is a large picture box control. On the right side, two group box controls and two button controls are placed. In the picture box, a control panel is placed. In the panel, there are four label controls (set the AutoSize property to False) and nine button controls. In the first group box control, place three radio buttons. In the second group box control, a text box control is placed. The picture box contains an image of bank and a panel. The label controls in the panel are used to display the combinations entered (the BorderStyle property set to FixedSingle to display the label size). The nine buttons on the panel are used to enter combinations. Radio buttons are used to set options. The buttons (one to start and stop the game and another to exit the project) are used to control game operations. The text box displays the results of the combinations entered. In chapter four, you will build Horse Racing game. This is a simple game. Up to 10 horses will race to the finish line. You guessed two horses that you thought could win the race. By clicking on the Start button, the race will start. All horses will race speed to get to the finish line. Labels are used to display instructions and number of horses in a race. Four button controls are used: two buttons to change number of horses, one button to start the game, and one other button to stop the game. The picture box control is used to load the horse image. A timer control is used to update the horse's movement during the race. In chapter five, you will build Catching Ball game. The bird flew and dropped ball from the sky. Users are challenged to position man under the fallen ball to catch it. Labels are used for instructions and to display game information (remaining time, number of balls captured, and game difficulty level). Two buttons are used to change the game difficulty level, one button to start the game, and another button to stop the game. Picture box controls hold images for man, bird, and ball. In chapter six, you will build Smart Tic Tac Toe game. That said, this is the first game ever programmed on a computer and one that had been programmed by Bill Gates himself when he was a teenager while attending Lakeside School in Seattle. The aim of this game is to win the game on a 3 x 3 grid with the victory of three identical symbols (X or O) on horizontal, diagonal, or vertical lines. The players will play alternately. In this game given two game options: player 1 against player 2 or human player against computer. A smart but simple strategy will be developed for computer logic to be a formidable opponent for humans. In chapter seven, you will build Fighting Plane program. This program can be played by two human players or human player versus computer. The controls of the player are done via the keyboard. Player 1 presses A key to move up, Z key to move down, and S key to throw rudal. When you choose Two players from the Options button, this game can be played by two human players. Player 1 presses the same keys, while player 2 presses key K to move up, M to move down, and key J to throw rudal. All label controls are used for titles and provide scoring and game information. The large panel (Panel1) is the playing field. Three button controls are used to start / stop a program, set options, and exit the program. One timer control is used to control game animation and another is used to represent the computer's decision process. The second control panel (Panel2) is used to select game options. One group box contains radio buttons which are used to select number of players. A group box contains radio buttons to select the level of difficulty of the game, when playing against a computer. A small button is used to close the options panel. The default properties are set for one-player games with the easiest game difficulty.

The Politics of the Climate Change Health Nexus

The Politics of the Climate Change Health Nexus
Author : Maximilian Jungmann
Publisher : Routledge
Total Pages : 244
Release : 2021-05-10
ISBN 10 : 9781000382105
ISBN 13 : 1000382109
Language : EN, FR, DE, ES & NL

The Politics of the Climate Change Health Nexus Book Description:

This book compares how governments in 192 countries perceive climate change related health risks and which measures they undertake to protect their populations. Building on case studies from the United Kingdom, Ireland, South Korea, Japan and Sri Lanka, The Politics of the Climate Change-Health Nexus demonstrates the strong influence of epistemic communities and international organisations on decision making in the field of climate change and health. Jungmann shows that due to the complexity and uncertainty of climate change related health risks, governments depend on the expertise of universities, think tanks, international organisations and researchers within the public sector to understand, strategize and implement effective health adaptation measures. Due to their general openness towards new ideas and academic freedom, the book shows that more democratic states tend to demonstrate a higher recognition of the need to protect their populations. However, the level of success largely depends on the strength of their epistemic communities and the involvement of international organisations. This volume will be of great interest to students and scholars of climate change and public health. It will also be a valuable resource for policymakers from around the world to learn from best practices and thus improve the health adaptation work in their own countries.

Territorial Army Officers 2021 Exam Paper 1 and 2

Territorial Army Officers 2021 Exam Paper 1 and 2
Author : Arihant Experts
Publisher : Arihant Publications India limited
Total Pages : 488
Release : 2021-04-06
ISBN 10 : 9789325295797
ISBN 13 : 9325295792
Language : EN, FR, DE, ES & NL

Territorial Army Officers 2021 Exam Paper 1 and 2 Book Description:

1. A complete study guide for the Territorial Army Officer 2. The entire syllabus is divided into 4 parts. 3. Current Affairs are given in the separate section 4. Solved Papers are provided to give the insight of the exam questions 5. 3 Mock tests are given for thorough practice 6. Well detailed answers are provided for each question for better understanding Serve the nation in two capacities– as a civilian and as a soldier. Applications are invited from gainfully employed young citizens for an opportunity to put on the uniform and serving the nation as Territorial Army Officers (Non Departmental). The current updated edition of “Territorial Army Officer Recruitment Exam (Male & Female)” serves as a study guide for candidates who are aiming to appear in the exam. The entire syllabus of the book is divided into 4 parts as per the latest syllabus, special section is also allotted to current affairs. Based on the exam pattern, it provides Solved Papers, giving insights of the exam questions. With the easy to understand language and student friendly notes this book is a total package of preparation. TABLE OF CONTENT Current Affairs, Solved Papers 2019, Solved papers 2017, Solved Paper 2016, Solved Paper 2015, Elementary Mathematics, English, Reasoning, General Knowledge, 3 Mock Tests.

The Japanese Economy

The Japanese Economy
Author : David Flath
Publisher : Oxford University Press
Total Pages : 480
Release : 2022-05-23
ISBN 10 : 9780192865342
ISBN 13 : 019286534X
Language : EN, FR, DE, ES & NL

The Japanese Economy Book Description:

This book provides a comprehensive survey of Japan's economic history and current situation. It offers a concise description of Japanese economic institutions and events, integrated with cogent explanations rooted in economic logic. Extensive annotation to the scholarly literature.