Tuesday, 30 December 2014

[W199.Ebook] Download Ebook Level Up!: The Guide to Great Video Game Design, by Scott Rogers

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Level Up!: The Guide to Great Video Game Design, by Scott Rogers

Design and build cutting-edge video games with help from video game expert Scott Rogers!

If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games.

  • Features an approachable writing style that considers game designers from all levels of expertise and experience
  • Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more
  • Offers techniques for creating non-human characters and using the camera as a character
  • Shares helpful insight on the business of design and how to create design documents

So, put your game face on and start creating memorable, creative, and unique video games with this book!

  • Sales Rank: #392045 in Books
  • Published on: 2010-07-06
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.22" h x 1.06" w x 7.40" l, 1.98 pounds
  • Binding: Paperback
  • 514 pages

Amazon.com Review
Want to design and build cutting edge video games?  Not sure where to start?  Or just want to tweak the projects you're already working on?
Then this is the book for you!

Written by leading video game expert Scott Rogers, who has designed the hits; Pac Man World, God of War, Maxim vs. army of Zin and SpongeBob Squarepants.  This book is full of Rogers' wit and imaginative style which demonstrates everything you need to know about designing great video games.

Level Up! has been written with all levels of game designers in mind.  From beginner level through to the more experienced game designer.

It covers the entire video game creation process, allowing you to learn:

  • How to develop marketable ideas
  • What perils and pitfalls await them during a game's pre-production, production and post-production stages
  • Creative ideas to serve as fuel for your own projects from game theme and environments to gameplay mechanics

All in all it's an indispensible guide for video game designers both 'in the field' and the classroom.

Other topics covered:

  • Understanding what gamers want
  • Compelling character design
  • Working with player actions
  • Techniques for non-human characters
  • Camera techniques - the camera as a character
  • Designing UI and HUD
  • Use level design to tell game's story
  • What game designers can learn from theme parks
  • Combat, puzzles and game mechanics
  • Fun and UNFUN
  • How to make the world's greatest Boss battle (and why not to do it)

and tons more - including the business of design, creating design documents, the pitch and more.  The book also contains templates to create your own pitch and design documents.

Tips for Creating Virtual Easter Eggs
Amazon-exclsuive content from the author

Spring is here! The sun is shining, the flowers are blooming and the bunnies are doing what they do best… hiding Easter eggs. Video game designers hide Easter eggs too, but not the kind of Easter egg that you smell in September if you don’t find it in April. In fact, in video games, the term Easter egg has less to do with the egg itself, and more to do with it being surprises hidden within a video game for the player to find - like a virtual Easter egg hunt. The first Easter egg appeared in Adventure (Atari, 1979) when programmer Warren Robinett hid his in-game credit behind a secret wall. This kicked off a tradition of developers putting themselves (and loved ones) into their games. Can you find the developers in Doom II, Maximo: Ghost to Glory, Saints Row 2 and Drawn to Life? (I’ll wait.) Easter egg cameos aren’t limited to real people. Players can discover Yoshi in Mario 64 (Nintendo, 1996), battle Reptile in Mortal Kombat (Midway, 1992) or play as Cloud Strife in Final Fantasy Tactics. (Square, 1997)

Easter eggs come in all shapes and sizes - from hidden images, music tracks and secret encoded messages to full blown additional game experiences. Blizzard, for example, has a fine tradition of Easter eggs in their games. Diablo 2 features an entire level filled with killer cows while World of Warcraft treated their subscribers to a literal Easter egg hunt for eggs filled with virtual candy and costumes. The Metal Gear series is infamous for its Easter eggs including ones where you can shoot Nintendo’s mascot Mario, battle zombies and spy on scantily clad women.

Not all Easter eggs are filled with delicious candy; a few rotten eggs have spoiled the basket. The most infamous Easter egg is “hot coffee” a sex themed mini-game in Grand Theft Auto: San Andreas. (Rockstar, 2004) The mini-game was “remmed out” by the game’s developer before release but was accessible by hacking the game’s code. Despite the fact that the average consumer could not access the mini-game, its discovery caused the ESRB to change the game’s rating to an AO - the gaming industry’s equivalent to an X rating. Retailers refused to carry the game, all copies were pulled from store shelves and the entire stock of the game with the hot coffee code removed had to be reprinted. Here’s a few more tips what to do (and what not to do) when creating Easter Eggs for your game:

1) Use common sense
Don’t create your Easter egg from pornographic or copywritten material. A programmer was fired because of a mature themed Easter egg added in SimCopter (Maxis, 1996) and an entire print run of Tiger Wood 99 PGA Golf Tour (EA, 1999) was recalled because it housed an unauthorized episode of the cartoon South Park. Instead, think about what your audience would want to find. Will what they find be worthwhile to player? There’s nothing sadder than an Easter egg that isn’t filled with candy.

2) Foreshadow
Participants on a real Easter egg hunt know they are looking for eggs - your player should too. Drop clues throughout your game levels to let the player know there are things to find. Use hidden messages, character dialogue or world geometry to let the player know there is something to look for. The aforementioned cow combat level in Diablo 2 started as a series of running jokes in Diablo and Starcraft. Players were expecting a cow level even before it came out. Reverse psychology works well too - a sign in Grand Theft Auto: San Andreas reads “There are no Easter Eggs here” even though there are several Easter eggs hidden throughout the game.

3) Hide in plain sight
Just like in Poe’s classic detective story “The Purloined Letter”, players never expect Easter eggs to be hidden in a “logical place”. They will search in the most unobvious places, using unusual methods of detection because they are looking for a “hidden object.” But while hiding objects can be a battle of wits between the designer and player, I prefer to err on the side of the player. Players love to experience that “ah-ha!” moment when they find your Easter eggs - after all, that’s why you created them!

When all is done, I’ve always found that watching players discover Easter eggs is just as much fun as hiding them. Just remember to be fair; make it fun for you as well as the player and give ‘em the “good candy” for their reward! (And not that ribbon candy your Grandma buys.)

From the Back Cover
Want to learn how to create cutting-edge video games? Need some advice to improve your current game? Then get ready to Level Up!

Scott Rogers, the video game designer behind hits such as Pac-Man World, God of WarTM, the Maximo Series, and SpongeBob SquarePants, shares his years of knowledge and experience with you on how to make video games great. Learn how to:

  • Create what gamers want
  • Bring compelling (and playable) characters to life
  • Build game levels that tell stories and challenge players
  • Design everything from controls to cutscenes to combat
  • Structure your game documents for success
  • Pitch your game like the professionals

Level Up! has been written with all levels of game designers in mind. Over 400 drawings illustrate design concepts and common pitfalls of game design, making Level Up! an indispensible guide for video game designers both 'in the field' and the classroom.

So what are you waiting for? Grab this book and prepare to Level Up!

Most helpful customer reviews

50 of 51 people found the following review helpful.
A virtual treasure chest for video game designers
By Laddie
If you are serious about making fun and successful videogames you will buy, read, and learn from this book. Whether you're just starting out or a seasoned professional, putting the information from Level UP! into practice will make your games better.

How do I know? Not only have I read the book, I was also Scott's boss at THQ from 2009-2010 when I worked there as Director of Creative Management. I was PAID to write his job reviews then, now I'm offering this review to you gratis.

THE AUTHOR

Scott was our department's heavy hitter when it came to nuts and bolts game design. He was a lifelong gamer (pen and paper as well as video game) who had been in the business from the early days. He'd seen and played it all, but more importantly he studied it. He had a detailed understanding of the underlying mechanics, psychology, and technical aspects of game design.(While I still haven't forgiven him for making Maximo (Capcom) too difficult early in his career) Scott was the go-to guy in the company for making good games better and "troubled" games shippable.

He also put together a little booklet on game design basics that got passed around the office and among some of the developers who we worked with. It was full of silly drawings and lots of great information - video game design 101 stuff that many people thought everyone in the business "should already know." It's been my experience that most people working professionally in business don't know, or simply ignore this stuff and this is why a large number of the commercially released games fall short of reaching their potential.

Level UP! was created when Scott finally decided to "put on his daddy pants" (his words, not mine) and turn his booklet into a full-fledged book for the masses. I'm glad he did.

THE BOOK

The book opens with an overview of video game history and a general description of who does what on a development and publishing team. It's good for beginners; seasoned pros can skip to chapter two. Here, Scott discusses how to start with an idea and build it into a concept. Chapter three is about the story of the game, or what the game is about. Here Scott introduces his concept of "The Triangle of Weirdness." Ignore it at your own peril.
Chapter four is about writing the Game Design Document (a thankless task). It is full of helpful information including Scott's "Beat Chart" - a tool for developing and mapping the structure of your game.

By Chapter Five, Scott begins disclosing the things you only learn from years of experience in the business; things about Characters, Cameras and Controls. Next is walking, jumping, climbing and all other manners of character motion in games. One of my favorite Scott quotes that made it into the book is "Walking isn't Gameplay." It's right here on page 96.

The rest of the book delves ever deeper into all types of design and execution topics. It's peppered with Scott's illustrations which are included to clarify and entertain. You may, or may not, care for their style but you'll find them simply rendered and easy to understand.

The book is full of great information as well as being organized and laid out well, which makes it an ideal reference work for real-world game designers. Crucial information is clearly called out and easy to find. Each chapter ends with a synopsis of its "Universal Truths and Clever Ideas" and the table of contents and index were obviously created with care to make finding what you're looking for a breeze.

I was the first person to pre-order this book on Amazon. I bought it and paid full price rather than asking Scott to get me a complimentary copy because I believed the information in it would be valuable to me and my career. It has been.

If you're serious about a career in this business of video games you owe it to yourself to do as I've done. Buy Level UP!, read it cover to cover and go back to it often in your times of need - and believe me there will be many times of need if you work in this business.

Laddie Ervin
Scott's former boss
and video game industry professional

28 of 29 people found the following review helpful.
Enlightening AND entertaining
By Adamanteve
As an aspiring game designer, I've bought a whole lot of books about game design. Scott Rogers' book definitely stands out among the pack. Not only is this guy super knowledgable about game design, having been in the industry for many years, but he also makes the information he presents really fun and easy to understand. The key is the little drawings that adorn almost every page- they get the point across more easily than a block of text. The book is a wealth of information and tips for game designers, and what's more, it's actually something I would read for pleasure as well as for the nuggets of wisdom it contains. A definite must-buy!

7 of 7 people found the following review helpful.
Excellent read
By Avid reader
This book is accessible to all levels of people interested in video games. I loved all the artwork - the comic book style illustrations really make this fun to read! And all the humor hidden in footnotes - snicker!
This is an author obviously comfortable with his subject, and he is having a good time telling his audience about it. I would recommend this book for people in the industry as well as anyone who has ever played a video game and wondered how it was made.

See all 82 customer reviews...

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Saturday, 27 December 2014

[Q435.Ebook] PDF Ebook The Princess Diana Conspiracy - 2. Edition, by Alan Power

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The Princess Diana Conspiracy - 2. Edition, by Alan Power

  • Sales Rank: #1552580 in Books
  • Published on: 2014-02
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.41" h x 1.14" w x 6.54" l, 1.47 pounds
  • Binding: Hardcover
  • 320 pages

Most helpful customer reviews

0 of 0 people found the following review helpful.
From your mouth to the ear of GOD. Citizens all over the world;RISE UP an demand the justice we all pay taxes for! Excellent re
By Wendy M. Taylor
Excellent. Must read
RISE an demand the justice we deserve an certainly elect an pay for. Justice for Diana it is never too late.

0 of 0 people found the following review helpful.
I would recommend for great reading
By Amazon Customer
I'm still reading the book, but it is everything I expected and more. I would recommend for great reading.

6 of 8 people found the following review helpful.
Believable
By E. Bailey
There is very strong evidence that Diana, Princess of Wales, was going to marry Dodi. Of course she was. She knew her ex-boyfriend the doctor was not going to marry her. Being through it myself, I believe the Princess was desperate to marry and have another child before it was too late. Dodi's own butler said that Dodi called him and said to get everything ready because they were coming back and he was going to propose to her that night. Everything points to this. I have read a dozen books and dozens of articles on the subject and debated with myself,
i.e., did 'they' kill her, was it just an accident, or even could she still be alive. I have come to the conclusion that it is indeed very possible that Diana had to go and 'they' got rid of her.

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Thursday, 25 December 2014

[J649.Ebook] Ebook Download Patterns for Parallel Programming, by Timothy G. Mattson, Beverly A. Sanders, Berna L. Massingill

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Patterns for Parallel Programming, by Timothy G. Mattson, Beverly A. Sanders, Berna L. Massingill

The Parallel Programming Guide for Every Software Developer

From grids and clusters to next-generation game consoles, parallel computing is going mainstream. Innovations such as Hyper-Threading Technology, HyperTransport Technology, and multicore microprocessors from IBM, Intel, and Sun are accelerating the movement's growth. Only one thing is missing: programmers with the skills to meet the soaring demand for parallel software.

That's where Patterns for Parallel Programming comes in. It's the first parallel programming guide written specifically to serve working software developers, not just computer scientists. The authors introduce a complete, highly accessible pattern language that will help any experienced developer "think parallel"-and start writing effective parallel code almost immediately. Instead of formal theory, they deliver proven solutions to the challenges faced by parallel programmers, and pragmatic guidance for using today's parallel APIs in the real world. Coverage includes:

  • Understanding the parallel computing landscape and the challenges faced by parallel developers
  • Finding the concurrency in a software design problem and decomposing it into concurrent tasks
  • Managing the use of data across tasks
  • Creating an algorithm structure that effectively exploits the concurrency you've identified
  • Connecting your algorithmic structures to the APIs needed to implement them
  • Specific software constructs for implementing parallel programs
  • Working with today's leading parallel programming environments: OpenMP, MPI, and Java

Patterns have helped thousands of programmers master object-oriented development and other complex programming technologies. With this book, you will learn that they're the best way to master parallel programming too.



0321228111B08232004

  • Sales Rank: #929315 in Books
  • Published on: 2004-09-25
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.56" h x 1.00" w x 7.31" l, 1.62 pounds
  • Binding: Hardcover
  • 384 pages

About the Author

Timothy G. Mattson is Intel's industry manager for life sciences. His research focuses on technologies that simplify parallel computing for general programmers, with an emphasis on computational biology. He holds a Ph.D. in chemistry from the University of California, Santa Cruz.

Beverly A. Sanders is associate professor at the Department of Computer and Information Science and Engineering, University of Florida, Gainesville. Her research focuses on techniques to help programmers construct high-quality, correct programs, including formal methods, component systems, and design patterns. She holds a Ph.D. in applied mathematics from Harvard University.

Berna L. Massingill is assistant professor in the Department of Computer Science at Trinity University, San Antonio, Texas. Her research interests include parallel and distributed computing, design patterns, and formal methods. She holds a Ph.D. in computer science from the California Institute of Technology.



0321228111AB08232004

Excerpt. © Reprinted by permission. All rights reserved.

"If you build it, they will come."

And so we built them. Multiprocessor workstations, massively parallel supercomputers, a cluster in every department ... and they haven't come. Programmers haven't come to program these wonderful machines. Oh, a few programmers in love with the challenge have shown that most types of problems can be force-fit onto parallel computers, but general programmers, especially professional programmers who "have lives", ignore parallel computers. And they do so at their own peril. Parallel computers are going mainstream. Multithreaded microprocessors, multicore CPUs, multiprocessor PCs, clusters, parallel game consoles ... parallel computers are taking over the world of computing. The computer industry is ready to flood the market with hardware that will only run at full speed with parallel programs. But who will write these programs?

This is an old problem. Even in the early 1980s, when the "killer micros" started their assault on traditional vector supercomputers, we worried endlessly about how to attract normal programmers. We tried everything we could think of: high-level hardware abstractions, implicitly parallel programming languages, parallel language extensions, and portable message-passing libraries. But after many years of hard work, the fact of the matter is that "they" didn't come. The overwhelming majority of programmers will not invest the effort to write parallel software.

A common view is that you can't teach old programmers new tricks, so the problem will not be solved until the old programmers fade away and a new generation takes over.

But we don't buy into that defeatist attitude. Programmers have shown a remarkable ability to adopt new software technologies over the years. Look at how many old Fortran programmers are now writing elegant Java programs with sophisticated object-oriented designs. The problem isn't with old programmers. The problem is with old parallel computing experts and the way they've tried to create a pool of capable parallel programmers.

And that's where this book comes in. We want to capture the essence of how expert parallel programmers think about parallel algorithms and communicate that essential understanding in a way professional programmers can readily master. The technology we've adopted to accomplish this task is a pattern language. We made this choice not because we started the project as devotees of design patterns looking for a new field to conquer, but because patterns have been shown to work in ways that would be applicable in parallel programming. For example, patterns have been very effective in the field of object-oriented design. They have provided a common language experts can use to talk about the elements of design and have been extremely effective at helping programmers master object-oriented design.

This book contains our pattern language for parallel programming. The book opens with a couple of chapters to introduce the key concepts in parallel computing. These chapters focus on the parallel computing concepts and jargon used in the pattern language as opposed to being an exhaustive introduction to the field. The pattern language itself is presented in four parts corresponding to thefour phases of creating a parallel program:

Finding Concurrency . The programmer works in the problem domain to identify the available concurrency and expose it for use in the algorithm design.

Algorithm Structure . The programmer works with high-level structures for organizing a parallel algorithm.

Supporting Structures . We shift from algorithms to source code and consider how the parallel program will be organized and the techniques used to manage shared data.

Implementation Mechanisms . The final step is to look at specific software constructs for implementing a parallel program.

The patterns making up these four design spaces are tightly linked. You start at the top (Finding Concurrency), work through the patterns, and by the time you get to the bottom (Implementation Mechanisms), you will have a detailed design for your parallel program.

If the goal is a parallel program, however, you need more than just a parallel algorithm. You also need a programming environment and a notation for expressing the concurrency within the program's source code. Programmers used to be confronted by a large and confusing array of parallel programming environments. Fortunately, over the years the parallel programming community has converged around three programming environments.

OpenMP. A simple language extension to C, C++, or Fortran to write parallel programs for shared-memory computers.

MPI. A message-passing library used on clusters and other distributed-memory computers.

Java. An object-oriented programming language with language features supporting parallel programming on shared-memory computers and standard class libraries supporting distributed computing.

Many readers will already be familiar with one or more of these programming notations, but for readers completely new to parallel computing, we've included a discussion of these programming environments in the appendixes.

In closing, we have been working for many years on this pattern language. Presenting it as a book so people can start using it is an exciting development for us. But we don't see this as the end of this effort. We expect that others will have their own ideas about new and better patterns for parallel programming. We've assuredly missed some important features that really belong in this pattern language. We embrace change and look forward to engaging with the larger parallel computing community to iterate on this language. Over time, we'll update and improve the pattern language until it truly represents the consensus view of the parallel programming community. Then our real work will begin--using the pattern language to guide the creation of better parallel programming environments and helping people to use these technologies to write parallel software. We won't rest until the day sequential software is rare.



0321228111P08232004

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38 of 39 people found the following review helpful.
A good start
By wiredweird
Parallel programming has been around for years, in many different forms. It has usually been a specialty for supercomputing number crunchers and for the occasional OS geek. Now that traditional, single-processor solutions are hitting the wall, Moore's Law must grow in new directions: multithreaded processos, multi-cores, multi-processors, and wilder exotica. The hardware is entering the market now, and the software community is scrambling to develop the necessry skills for parallel program development. This book gives a fair introduction to a large range of the techniques available.

After getting the reader oriented to the basics of parallel programming, the authors lay out four "design spaces," or families of related patterns. Within each space, the authors present a handful of patterns using a common and reasonably familiar format: name, problem addressed, context, forces acting on the design, the solution, and examples of the pattern's usage. They identify spaces named Finding Concurrency, Algorithm Structure, Supporting Structures, and Implementation Mechanisms. Of course, these topics overlap to some extend, especially in the interplay of algorithm design and explitable parallelism, or in langauge and API primitives that blur support mechanisms available with the implemenation choices available to the programmer. The authors show how the pieces come together in familiar applications, including molecular dynamics and medical imaging applications. Appendices sketch the basic programming constructs available in three of the major parallelism toolkits around: OpenMP, MPI, and Java.

Although valuable, this book has a number of weaknesses. For example, they cite the Cooley-Tukey FFT algorithm as a winning example of "Divide and Conquer." It's a great example, but perhaps not the one most useful for didactic purposes. The FFT algortithm is brilliant, and based on deep insight combined with total fluency in handling combinations of trig functions. Programmers writing parallel code will always benefit in proportion to their understanding of the algorithms, but I would find it discouraging to think that mastery and creativity at Cooley and Tukey's level were requisite. The authors skip over the kinds of fine-grained parallelism and communication available in emerging platforms, such as FPGA- and GPU-based accelerators. At the opposite end of the spectrum, they also gloss over many of the management issues in grid computing, where parallelism is extremely coarse-grained. I also have reservations about some of the system primitives they identify as patterns - one may as well say that a "for" loop is a pattern, even though it's a primitive in nearly all programming languages.

Despite flaws, the authors do reasonably well at introducing a wide range of basics for writing parallel programs. The interested beginner will need a lot more information to put the ideas to use, but this is a fair start.

//wiredweird

28 of 30 people found the following review helpful.
Good book for parallel computing
By Michael E.
This is an excellent introduction to parallel computing. It presents patterns for discovering what can be parallized, what data structures can be used, how to choose algorithms. Patterns are demonstrated by good examples showing benefits and trade-offs of different solutions. There is also a brief, but very useful introduction to common implementations: OpenMP, MPI, and regular procedural approach demonstrated with Java.

Some caution about what this book is not: this is not a general parallel programming designand patterns book (as I expected from the title). The focus of this book is parallel computing (i.e. scalable _calculations_, often scientific). There is somewhat more to parallel _programming_ than this book covers.

Still, I found this book very good and useful, even though I expected broader coverage.

5 of 5 people found the following review helpful.
A pretty decent guide to parallel programming
By Alexandros Gezerlis
"Patterns for Parallel Programming" (PPP) is the outcome of a collaboration between Timothy Mattson of Intel and Beverly Sanders & Berna Massingill (who are academic researchers). It introduces a pattern language for parallel programming, and uses OpenMP, MPI, and Java to flesh out the related patterns.

The Good: this volume discusses both shared-memory and distributed-memory programming, all between one set of covers. It also makes use of a general-purpose programming language and is therefore of interest both to computational scientists who are interested in clusters, and to programmers interested in multiprocessors (these days that covers pretty much everyone). More generally, PPP offers valuable advice to those interested in robust parallel software design. The authors cover a number of topics that are an essential part of parallel-programming lore (e.g. the 1D and 2D block-cyclic array distributions in Chapter 5). In other words, they codify existing knowledge, which is precisely what patterns are supposed to do. To accomplish this, they make effective use of a small number of examples (like molecular dynamics and the Mandelbrot set). That allows them to show a specific problem as approached both from different design spaces, and also from different patterns within one design space. This book follows in the footsteps of the illustrious volume "Design Patterns" by the Gang of Four (GoF). In chapters 3, 4, and 5, Mattson, Sanders, and Massingill introduce a number of patterns using a simplified version of the GoF template. Despite the structural similarities between the two books, PPP is more readable than the GoF volume. This is probably because it introduces a pattern language ("an organized way of navigating through a collection of design patterns to produce a design"), not just a collection of patterns. Essentially, the writing style is a linear combination of narrative and reference: it can be read cover-to-cover, or not. Finally, the three appendices contain introductory discussions of OpenMP, MPI, and concurrency in Java, respectively. They can be read either as the need arises, or before even starting the book: though limited in scope, they are pedagogically sound.

The Bad: despite being easier to read from start to finish than the GoF classic, this book is still constrained by its choice to catalog patterns. As a result, the recurring examples lead to repetition, since they have to be re-introduced in each example section. Also, given that the book was published in 2004, a few implementation-related topics are somewhat out-of-date (e.g., OpenMP 3.0 was not around at the time). Importantly, the book predates the recent explosion of interest in general-purpose GPU programming, so it doesn't mention, say, texture memory. However, more fundamental things like data decomposition, which the book does explain, are related to any parallel programming environment. On a different note, even though the book is generally readable, from time to time the authors resort to the "just look at the code and figure it out" technique: the best-known example is in chapter 4 when they discuss ghost cells and nonblocking communication. Furthermore, even though the authors have been for the most part clearheaded when naming the different patterns, I found their decision to call two distinct patterns "Data Sharing" and "Shared Data" (in the "Finding Concurrency" and "Supporting Structures" design spaces, respectively) quite confusing and therefore unfortunate. Also, the Glossary is very useful, in that it explains many terms either discussed in the text (e.g. "False sharing") or not (e.g. "Copy on write", "Eager evaluation"), but it is far from complete (e.g. "First touch", "Poison pill", and "Work stealing", though mentioned in the main text, are not included in the Glossary). Finally, I think the authors overstate the case when they claim that "the parallel programming community has converged around" Java: Pthreads would have been an equally (if not more) acceptable choice.

All in all, this book provides a good description of many aspects of parallel programming. Most other texts on parallel programming either are class textbooks or focus on a specific technology. In contradistinction to such books, "Patterns for parallel programming" strikes a happy medium between focusing on principles and discussing practical applications.

Alex Gezerlis

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[K156.Ebook] Download Mastering the Language of Literature (Palgrave Master Series), by Malcolm Hebron

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Mastering the Language of Literature (Palgrave Master Series), by Malcolm Hebron

Mastering the Language of Literature provides students of English Literature with a clear guide to the linguistic analysis of literary texts. Drawing on modern linguistics and traditional approaches, it shows how the study of language provides valuable tools for literary criticism. Important linguistic concepts are explained, and there are sections on Phonology, Lexis and Syntax, supported by examples from a wide range of texts. The book complements and extends the traditional close reading approach of Practical Criticism, and introduces students to an exciting and fast-growing area of advanced literary studies.

  • Sales Rank: #3973842 in Books
  • Brand: Brand: Palgrave Macmillan
  • Published on: 2004-02-07
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.25" h x .45" w x 6.19" l, 1.10 pounds
  • Binding: Paperback
  • 256 pages
Features
  • Used Book in Good Condition

Review
'An intelligent and comprehensive guide which should be read by all those whose interest is the teaching of literature.' - Ian Brinton, The Use of English

About the Author
Malcolm Hebron is English Teacher, Winchester College.

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Friday, 19 December 2014

[Z660.Ebook] PDF Ebook The Book of Symbols: Reflections on Archetypal Images (The Archive for Research in Archetypal Symbolism)

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The Book of Symbols: Reflections on Archetypal Images (The Archive for Research in Archetypal Symbolism)

  • Sales Rank: #4150277 in Books
  • Published on: 1600
  • Binding: Hardcover

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[Q774.Ebook] Download PDF Changing The Rules: Women and Victorian Marriage, by Jennifer C. Kelsey

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Changing The Rules: Women and Victorian Marriage, by Jennifer C. Kelsey

We often hear that gaining the vote was the first major legal change for women in this country; the subject is now included as a part of our national curriculum.

We have undoubtedly come a long way; women today lead very different lives to ones they led in the past. But how did we get here? Do you know what actually happened between the time when a wife was expected to be submissive to her husband, treated as a second-class citizen and confined to her domestic sphere, and the liberating time when women finally achieved the financial and legal independence that could be so easily taken for granted? This had to be achieved before the vote was even won!

Western women today have the privilege of a relatively equal footing, but all around us, we hear stories of women in other cultures who are in the process of obtaining this freedom, or who are still desperately fighting for it. We have been there – the parallels are obvious, we only have to look back.

Changing the Rules looks at how children were conditioned to play their future parts in the marriage game and how Victorian women went on to challenge the rules of play. By listening to the women’s voices and by sharing their own, often shocking experiences, you will learn to appreciate just how difficult their task was, and why we should not undervalue their achievement.

This fascinating look back into women’s history will appeal to those with an interest in the Victorian period, as well as readers wishing to learn more about the struggles that women faced.

  • Sales Rank: #2653193 in eBooks
  • Published on: 2015-12-20
  • Released on: 2015-12-20
  • Format: Kindle eBook

About the Author
Jennifer C. Kelsey was a special needs teacher for fifteen years. She then studied at Birkbeck College and developed a passion for women's history. She now writes and lectures on the subject.

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0 of 0 people found the following review helpful.
very pleased to find that this book was not written in ...
By Kristine Fisher
Changing the Rules by Jennifer C. Kelsey is a free NetGalley ebook that I read in a morning before work in February and as part of my 2016 Book Bingo card's 'A book with a female heroine' square.

I had been very, very pleased to find that this book was not written in the style of a thesis or treatis, but, instead, it was much more conversational and as though Kelsey considered each historical resource her own personal confidante. It made the central point of this book - that women have choices and a place in a world - much more clear and empowering.

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Wednesday, 10 December 2014

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Loved In The Elevator: Sex In The Office, Book 2, by Siera Saunders



**BOOK EXCERPT INSIDE OF THE KINDLE EDITION** For a juicy, toe-curling story excerpt, click on the book cover of the Kindle edition. MATURE READERS ONLY. This is an erotic short story (approximately 5,800 words / 34 pages).

Claire and Jack have been lusting after each other since they met at the office several months ago. But what's a horny young couple to do when they work all the time and quick gropes in dark corners no longer suffice? Jack and Claire devise the perfect rendezvous in Claire's favorite fantasy spot. Will the would-be lovers consummate their desire as planned? Or will they get caught loving each other in the elevator?

Please note that this is the second book in the three book "Sex In The Office" series. The series is available as individual stories or as a collection titled "Sex In The Office - Volume 1." The collection contains "Spanked In The Conference Room," "Loved In The Elevator," and "Banged In The Board Room."

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  • Published on: 2013-08-11
  • Original language: English
  • Dimensions: 9.00" h x .8" w x 6.00" l,
  • Binding: Paperback
  • 34 pages

From the Inside Flap

Books by Siera Saunders:

**If you can't locate one of these titles, please search for Siera's name specifically in Amazon's "Books" or "Kindle Store" departments and all of her titles will be displayed.
SHORT STORIES:Carnal Gardens (Carnal Pleasures - Book 1)Carnal Fountain (Carnal Pleasures - Book 2)Carnal Dancing (Carnal Pleasures - Book 3)Spanked In The Conference Room (Sex In The Office - Book 1)Loved In The Elevator (Sex In The Office - Book 2)Banged In The Boardroom (Sex In The Office - Book 3)Stranded (Fae Lovers - Book 1)Siobhan's Desire (Fae Lovers - Book 2)Sister Mary Does A Faery (Fae Lovers - Book 3)Spell Of The Piper (Fae Lovers - Book 4)My Boyfriend Likes To Watch (Loving In The Pub - Book 1)

COLLECTIONS:Sex In The Office - Volume 1 (Spanked In The Conference Room / Loved In The Elevator / Banged In The Boardroom)To Play With The Fae - Fae Lovers Collection, Volume 1 (Stranded / Siobhan's Desire / Sister Mary Does A Faery)Dream A Carnal Dream - Carnal Pleasures Collection, Volume 1 (Carnal Gardens / Carnal Fountain / Carnal Dancing)

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[Z916.Ebook] Free Ebook The Complete Guide to Calligraphy: Master Scripts of the West and East, Step-by-Step with 45 ProjectsFrom Brand: Firefly Books

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The Complete Guide to Calligraphy: Master Scripts of the West and East, Step-by-Step with 45 ProjectsFrom Brand: Firefly Books

The most comprehensive guide to learning the art of calligraphy.

This step-by-step handbook to the ancient art of beautiful lettering includes the key scripts of the world: Europe's major Roman alphabets (including Versal and Copperplate), Greek, Cyrillic, Hebrew, Arabic, Chinese and Japanese.

Each of the 14 script-technique sections contains a wealth of information and instruction, including:

  • Letter anatomy
  • Pen techniques and control
  • Pens, brushes and nibs
  • Stroke sequences
  • Paper and other media
  • Left-handed techniques
  • Inks, paints and metallics
  • Common mistakes and problem-solving tips.

There are 50 authentic projects such as a kabbalah prayer in Hebrew, a fabric bag with Bedouin motif, an illuminated Celtic prayer, and a "hope, love and joy" talisman in Chinese.

Whether for learning this ancient skill or for crafting personalized cards and gifts, this book celebrates the sage advice of calligraphers worldwide: "The joy of calligraphy lies in its practical aspect."

  • Sales Rank: #1616735 in Books
  • Brand: Brand: Firefly Books
  • Published on: 2006-10-05
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.13" h x 1.13" w x 9.00" l, 2.56 pounds
  • Binding: Spiral-bound
  • 224 pages
Features
  • Used Book in Good Condition

Review
The perfect addition to any general-interest public library holding. (Diane C. Donovan The Midwest Book Review: Library Bookwatch)

An all-encompassing ... essential book for anyone interested in learning calligraphy, expanding their skills or learning the key scripts of the world.... Beautiful to look at and fascinating to read. (Decorating Digest Craft Home Projects)

[Globe and Mail 2006 Holiday Gift Books selection] This gorgeous, practical book is the ultimate reference to the key scripts of the world. (Globe and Mail 2006-12-09)

This handsome and thorough instruction guide would make a lovely gift for anyone interested in calligraphy. (Jane Harrison Calgary Herald 2006-12-02)

Brings [an] ancient art...into the modern era. (Samara O'Shea Country Living Holidays 2006-12-01)

A detailed, in-depth reference not to be missed by any general library or specialty collection looking for more than a casual treatment of calligraphy. (James A. Cox The Midwest Book Review: California Bookwatch 2007-02-11)

About the Author

Ralph Cleminson is Professor of Slavonic Studies at the University of Portsmouth in England and Visiting Professor at the Central European University in Budapest. He is a specialist in medieval manuscripts and early-printed books, with a particular interest in development of writing systems.

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0 of 0 people found the following review helpful.
Great introductory for calligraphy
By Kat
This is my 11 year old's favorite calligraphy book. He initially borrowed from the local library, and after three times, I decided to get him the book to keep. Even though this book is not new, but the condition is very good.

1 of 1 people found the following review helpful.
Great Information
By Jessie
Easy to follow & packaged nicely - this is a very informative book. I have not worked through all of the projects but I have been enjoying it so far and I am learning a lot.

0 of 0 people found the following review helpful.
Five Stars
By ZoeH
Excellent service and packaging! Great product! Great basic and comprehensive intro to calligraphy

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The Complete Guide to Calligraphy: Master Scripts of the West and East, Step-by-Step with 45 ProjectsFrom Brand: Firefly Books PDF
The Complete Guide to Calligraphy: Master Scripts of the West and East, Step-by-Step with 45 ProjectsFrom Brand: Firefly Books PDF

Monday, 8 December 2014

[U630.Ebook] Ebook Download Ernie and Bert's Different Day: A Story About Relational Concepts (Sesame Street Get Ready Book), by Andrew Gutelle

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Ernie and Bert's Different Day: A Story About Relational Concepts (Sesame Street Get Ready Book), by Andrew Gutelle

As Ernie and Bert go through a day taking opposite sides on things, they show the reader what antonyms are.

  • Sales Rank: #12080494 in Books
  • Published on: 1988-06
  • Original language: English
  • Number of items: 1
  • Binding: Hardcover

Most helpful customer reviews

0 of 0 people found the following review helpful.
classic bert and ernie
By Jennifer C Baum
My daughter loves this book and it teaches opposites. It put the opposite words in bold, like clean and dirty. It's a day in the life of Bert and Ernie where Ernie insists on doing everything differently. It's educational and capitalizes on the dynamic between bert and ernie to make the story entertaining.

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