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Projekt Green Zero


Projekt Green Zero
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Projekt Green Zero


Projekt Green Zero
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Author : Dirk Gratzel
language : de
Publisher: Ludwig
Release Date : 2020-08-10

Projekt Green Zero written by Dirk Gratzel and has been published by Ludwig this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-08-10 with Nature categories.


Ist es möglich, den eigenen ökologischen Fußabdruck auf ein Minimum zu reduzieren und sogar die bisher angehäuften Klimaschulden wieder auszugleichen? Dirk Gratzel tritt den Beweis an: Er hat fest vor, künftigen Generationen keine ökologischen Schulden zu hinterlassen. Umweltwissenschaftler der TU Berlin haben für Gratzel die Ökobilanz seines bisherigen Lebens errechnet. Das Ergebnis: Er muss seine gesamte Lebensweise auf den Kopf stellen, um seinen Ressourcenverbrauch und die Belastung der Ökosysteme zu reduzieren: Duschen? Nur noch 45 Sekunden. Neue Kleidung? Fehlanzeige. Fliegen? Nie wieder. Doch dabei bleibt es nicht: Gratzel möchte alle bisher verursachten Schäden wiedergutmachen und die »Grüne Null« erreichen. Dafür ergreift er erstaunliche Maßnahmen ... Ein leidenschaftlicher, inspirierender Selbstversuch!



Projekt Green Zero


Projekt Green Zero
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Author : Dirk Gratzel
language : de
Publisher:
Release Date : 2020-08-10

Projekt Green Zero written by Dirk Gratzel and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-08-10 with categories.




Climate Action Guide


Climate Action Guide
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Author : Ferry Heilemann
language : en
Publisher: Murmann Publishers GmbH
Release Date : 2021-12-02

Climate Action Guide written by Ferry Heilemann and has been published by Murmann Publishers GmbH this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-12-02 with Business & Economics categories.


Drought, forest fires, and melting ice caps: the climate crisis is an existential threat to human life on Earth. The Paris Climate Agreement shows that the actions of governments alone will not be enough to prevent a climate catastrophe. For Ferry Heilemann, digital entrepreneur and founder of the Leaders for Climate Action initiative, one thing is therefore very clear: businesspeople need to do their bit to contribute towards global climate protection. How can a business measure its own carbon footprint? How can CO2 emissions be reduced in the shortest time possible? What specific steps are required to achieve this? And how can effective alliances be built up between businesses and their surroundings? With the aid of precise checklists, recommendations for practical action, and background knowledge, the Climate Action Guide shows how businesses can implement straightforward measures and make an important contribution to the protection of our planet – in the process also making themselves future-proof. The first action guide for businesses which want to take practical action to protect the climate.



From Zero To Hero Net Programming For Students


From Zero To Hero Net Programming For Students
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Author : Vivian Siahaan
language : en
Publisher: BALIGE PUBLISHING
Release Date : 2020-12-09

From Zero To Hero Net Programming For Students written by Vivian Siahaan and has been published by BALIGE PUBLISHING this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-12-09 with Computers categories.


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.



Working Misunderstandings


Working Misunderstandings
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Author : Frauke Mörike
language : en
Publisher: transcript Verlag
Release Date : 2021-11-30

Working Misunderstandings written by Frauke Mörike and has been published by transcript Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-11-30 with Social Science categories.


Misunderstandings are often perceived as something to be avoided yet delineate an integrative part of everyday work. This book addresses the role that misunderstandings play in collaborative work and, above all, their effects on the organisational result. As exemplified by project collaboration across three offices of a multinational corporation in India, Frauke Mörike explores how misunderstandings shape the organisational system and why they prove not only necessary but even productive for organisational functioning. In doing so, she offers new ways to think about collaboration and establishes `misunderstanding' as a key factor of insight for the field of organisational research.



Couchwife


Couchwife
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Author : Paul Garmisch
language : en
Publisher: First Edition Design Pub.
Release Date : 2015-04-03

Couchwife written by Paul Garmisch and has been published by First Edition Design Pub. this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-04-03 with Fiction categories.


Jake Collin, a modern day cowboy in western Montana, "was" the town's most wooed after "hunk-of-hunks", until a stranger wandered into town, Nan, who had sexy and friendly dialed up to a full blown 10+. Jake & Nan married, and at the start, life was peaches & cream... until lately. Nan did a 180 change, took up residence on the living room couch, and now does nothing except bitch, eat, brood, watch TV... but supplies extra helpings of rolling in the hay. Truth is, Nan is a behaviorally modified clone, sent to coerce Jake into a very large illicit placer gold mining deal. Nan's 180 is a malfunction in her microchip implants... caused by her human instincts of love for Jake, and life away from her creator. A wild plant growing in the Amazon is at the story's root. The plant IS the tree of life... cures everything... and makes cloning humans easy. "The Creator", the story's top evil genius, holds the secret of the plants location from the world, and uses its powers to perpetuate his business ventures... like cloning suicide bombers with explosives implanted into their bodies that can be telepathically implemented. The free world wants the Amazon plant and to end The Creators business. Jake's Couchwife is the catalyst for that end because her human side for true love battles against The Creator's controls. This gives NSA spies clues for operations which saves Jake's life, but he violently loses everything, except his mother's will, His old girlfriend Eda, and a miraculous new life that includes farming the Amazon plant for humanity.



Circular Economy For Buildings And Infrastructure


Circular Economy For Buildings And Infrastructure
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Author : Jian Zuo
language : en
Publisher: Springer Nature
Release Date :

Circular Economy For Buildings And Infrastructure written by Jian Zuo and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on with categories.




Recycling Class


Recycling Class
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Author : Manisha Anantharaman
language : en
Publisher: MIT Press
Release Date : 2024-01-02

Recycling Class written by Manisha Anantharaman and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-01-02 with Political Science categories.


An ethnographic and community-engaged study of the class, caste, and gender politics of environmental mobilizations around Bengaluru, India’s discards. In Recycling Class, Manisha Anantharaman examines the ideas, flows, and relationships around unmanaged discards in Bengaluru, India, itself a massive environmental problem of planetary proportions, to help us understand what types of coalitions deliver social justice within sustainability initiatives. Recycling Class links middle-class, sustainable consumption with the environmental labor of the working poor to offer a relational analysis of urban sustainability politics and practice. Through ethnographic, community-based research, Anantharaman shows how diverse social groups adopt, contest, and modify neoliberal sustainability’s emphasis on market-based solutions, behavior change, and the aesthetic conflation of “clean” with “green.” Tracing garbage politics in Bengaluru for over a decade, Anantharaman argues that middle class “communal sustainability” efforts create new avenues for waste picker organizations to make claims for infrastructural inclusion. Coproduced “DIY infrastructures” serve as sites of citizenship and political negotiation, challenging the technocratic and growth-based logics of dominant sustainability policies. Yet, these configurations reproduce class, caste, and gender-based divisions of labor, demonstrating that inclusion without social reform can reproduce unjust distributions of risk and responsibility. Revealing the “win-win” fallacy of sustainability and foregrounding the agency of communities excluded from environmental policy, Recycling Class will appeal to scholars and activists alike who want to create a future with more transformative sustainability.



Net Zero Energy Buildings


Net Zero Energy Buildings
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Author : Linda Reeder
language : en
Publisher: Routledge
Release Date : 2016-03-31

Net Zero Energy Buildings written by Linda Reeder and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-03-31 with Technology & Engineering categories.


This book presents 18 in-depth case studies of net zero energy buildings—low-energy building that generate as much energy as they consume over the course of a year—for a range of project types, sizes, and U.S. climate zones. Each case study describes the owner’s goals, the design and construction process, design strategies, measurement and verification activities and results, and project costs. With a year or more of post-occupancy performance data and other project information, as well as lessons learned by project owners and developers, architects, engineers, energy modelers, constructors, and operators, each case study answers the questions: What were the challenges to achieving net zero energy performance, and how were these challenges overcome? How would stakeholders address these issues on future projects? Are the occupants satisfied with the building? Do they find it comfortable? Is it easy to operate? How can other projects benefit from the lessons learned on each project? What would the owners, designers, and constructors do differently knowing what they know now? A final chapter aggregates processes to engage in and pitfalls to avoid when approaching the challenges peculiar to designing, constructing, and owning a net zero energy building. By providing a wealth of comparable information, this book which will flatten the learning curve for designing, constructing, and owning this emerging building type and improve the effectiveness of architectural design and construction.



Towards Zero Waste


Towards Zero Waste
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Author : María-Laura Franco-García
language : en
Publisher: Springer
Release Date : 2018-08-31

Towards Zero Waste written by María-Laura Franco-García and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-08-31 with Technology & Engineering categories.


This book draws on insights that originated from the Circular Economy and Zero Waste initiatives. Together these approaches try to boost the shift from “waste” to “resources” management. The content of this book is partially organized from a stakeholder perspective, revealing the managerial implications for public and private actors. Next to public policies, also illustrations come from the private sector. Petstar, Texperium and Walmart generously shared some of their best practices at in this regard. Cases from China, Indonesia, Mexico, the Netherlands and Romania are discussed in this book. In all of these different contexts they show ways to create collaborative schemes in order to “retain” the resources’ values as much as product quality and financial circumstances permit. The reader can thus take advantage of the pragmatic viewpoints that aim to inspire policy makers, researchers, students, organisations and communities to boost the needed changes towards a Zero Waste Economy.