...London School of Engineering and Materials Science Laboratory report writing instructions DEN101 - Fluid Mechanics 1 Flow Rate Measurement Experiment A. Student Student Number: 1234567 Version 2.0, 27 November 2010 Template for Word 97-2003 Abstract This document explains what is expected in your Fluids 1 lab report. The sections that should be covered are outlined and a structure you could follow is proposed. Detailed advice on how to edit the report is given. The document concludes with the marking criteria for this lab report. Table of Contents Abstract 2 1. Introduction 3 1.1. Writing 3 1.2. Editing and formatting 3 1.3. Content of the introduction 4 2. Background and theory 4 3. Apparatus 4 4. Test 4 5. Experimental procedure 4 6. Results 5 7. Discussion 5 8. Conclusions 5 9. References 5 10. Appendix A: Marking criteria 6 Introduction Before starting to write a report, you should think about what is your audience. Am I writing for colleagues who want a lot of detail how it is done, or am I writing for my boss who just wants an executive summary as he has no time for details? In general, there is not a single type of audience and we have to make our writing suitable for the detailed read, as well as the fast perusal. To understand what is required from you in this report, please have a look at the marking criteria in the Appendix. 1 Writing To limit...
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...Case study notes This case has been updated to include the Apple iPad. Principally this is case explores the issue of licensing and how successful firms can become unsuccessful. It is not a case about Apple and why it has become successful. This case study explores the rise of the Apple Corporation. The Apple iPod is one of the most successful new product launches in recent years, transforming the way the public listens to music, with huge ramifications for major record labels. More than 50 million MP3 players are expected to be sold in 2005; over a third more than last year. Mobile phones have long been regarded as the most credible challengers to MP3 players and iPods. The launch of digital download services via mobile phones illustrates the dramatic speed of convergence between the telecom and media industries, which many observers expect to usher in a new era of growth for mobile phones. Users are willing to pay more for additional services and many analysts predict that mobile phone handsets will eventually emerge as the dominant technology of the age, combining personal organisers, digital music players and games consoles in a single device. Indeed, Microsoft founder Bill Gates has predicted that mobile phones will supersede the iPod as the favoured way of listening to digital music. The launch of the Apple ipad in 2010 makes this case even more topical. This should form the basis of supplementary questions at the end of the case: How will the iPhone succeed? What about...
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...00.72314819 FM 10/24/00 9:55 AM Page i Sriranga Veeraraghavan Teach Yourself Shell Programming in 24 Hours A Division of Macmillan Computer Publishing 201 West 103rd St., Indianapolis, Indiana, 46290 USA 00.72314819 FM 10/24/00 9:55 AM Page ii Copyright 1999 by Sams Publishing All rights reserved. No part of this book shall be reproduced, stored in a retrieval system, or transmitted by any means, electronic, mechanical, photocopying, recording, or otherwise, without written permission from the publisher. No patent liability is assumed with respect to the use of the information contained herein. Although every precaution has been taken in the preparation of this book, the publisher and author assume no responsibility for errors or omissions. Neither is any liability assumed for damages resulting from the use of the information contained herein. International Standard Book Number: 0-672-31481-9 Library of Congress Catalog Card Number: 98-89272 Printed in the United States of America First Printing: March 1999 01 00 99 4 3 2 1 EXECUTIVE EDITOR Jeff Koch ACQUISITIONS EDITOR Gretchen Ganser DEVELOPMENT EDITOR Hugh Vandivier TECHNICAL EDITOR Aron Hsiao MANAGING EDITOR Brice Gosnell PROJECT EDITOR Gretchen Uphoff COPY EDITORS Michael Dietsch Kelly Talbot Trademarks All terms mentioned in this book that are known to be trademarks or service marks have been appropriately capitalized. Sams cannot attest to the accuracy...
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...THE PLAYER Good game design is player-centric. That means that above all else, the player and her desires are truly considered. Rather than demanding that she do something via the rules, the gameplay itself should inherently motivate the player in the direction the designer wants her to go. Telling players they must travel around the board or advance to the next level is one thing. If they don’t have a reason and a desire to do it, then it becomes torture. In creating a game, designers take a step back and think from the player’s viewpoint: What’s this game about? How do I play? How do I win? Why do I want to play? What things do I need to do? MEANINGFUL DECISIONS Distilled down to its essence, game design is about creating opportunities for players to make meaningful decisions that affect the outcome of the game. Consider a game like a boxing match. So many decisions lead up to the ultimate victory. How long will I train? Will I block or will I swing? What is my opponent going to do? Where is his weakness? Jab left or right? Even those few, brief questions don’t come close to the myriad decisions a fighter must make as he progresses through a match. Games invite players into similar mental spaces. Games like Tetris and Chess keep our minds busy by forcing us to consider which one of several possible moves we want to take next. In taking these paths, we know that we may be prolonging or completely screwing up our entire game. The Sims games and those in...
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