Software Books
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Short and SweetReview Date: 2006-03-12
Only for graduate level - very goodReview Date: 2005-11-22
of knowledge and the experience to think some details in the
proofs of the theorems.
I think it is a very good book for a graduate student.
a wide variety of topicsReview Date: 2006-11-07
The 30 chapters span a wide variety of computational topics. Some are simpler than others to understand. Like the chapter on finding the shortest vector from the integer lattice made from a set of linearly independent vectors. That requires only a year or so of introductory linear algebra.
There are exercises for each chapter. Some exercises are formidable. Essentially like little research problems in their own right. Another plus for the book.
Much needed desktop reference for anyone working with algorithms, networking protocols, optimizationReview Date: 2006-03-09
For a beginner, one would expect a book that starts from ground-up and that has been written as a textbook rather than as a set of research papers. The book by Dr. Vazirani, is the only book that is written by one author with a step-by-step evolution of concepts and ideas related to approximation algorithms.
Very nice introductionReview Date: 2006-05-20
A warning though: The book is quite terse at times, which enforces a dense reading. This may not be suitable for an undergradute study. My only complaint is that the PCP theorem might well be introduced with a little more intution.
Overall, I rate this book as excellent. If you are interested in algorithms, you should definitely buy it. Also, buy the "Complexity and Approximation" by Ausiello, Crescenzi and others. They provide a more comprehensive and thematic treatment. It also has an excellent bibliography and list of NP-hard problems. These two will make a great couple. The book edited by Hochbaum (Approximation Algorithms for NP-hard problems) on the other hand presents detailed information on the algorithms.

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Neil Monks MyMac.com ReviewReview Date: 2007-12-17
But 'The Artist's Guide to GIMP Effects' isn't simply a book explaining what all the different tools and features do. Michael Hammel pitches this book quite a bit higher than that, focusing instead on how to use GIMP to perform a variety of useful and common tasks. From trick photography to building graphics for web sites, Hammel leads the reader expertly through nicely illustrated tutorials. The end result is more than simply a better understanding of the program, but a richer appreciation of what the program can be used to do.
There are six chapters, the first of which introduces many of the basic concepts. Although there is some attention given to where the relevant tools are found and how to use them, the focus here is on what they do and why you need them. Fundamental to success with any graphics program is understanding how different tools work when applied together, and Hammel finishes off this chapter with a set of multi-function tutorials that underline this point.
The second chapter concentrates on manipulating photographs. These include softening images, adding motion effects, and creating reflections. In each case the process is taken step-by-step, with clear text and relevant screenshots. At this point it's also worth mentioning something about the layout of the book. No Starch has really done a good job here. The book is wider than it is tall, and each page holds two columns of text. The flexible binding lets the book stay open at any page. As a result, it's an easy book to use alongside the computer.
The next chapter is about creating artwork for web sites. These include things like tiles for web page backgrounds, buttons, tabs, and menu bars. The first tutorial in this batch is all about creating glossy, gel-like buttons of the type Macintosh users will be familiar with. One of the later tutorials looks at the ubiquitous rollover buttons, though from the perspective of creating the actual artwork required rather than the necessary JavaScript or CSS coding. That said, if you use a WYSIWYG web page layout program like Freeway, you probably won't need to manually any of that sort of code to your page anyway; all you need are the graphics.
Like all the other chapters, the web design chapter finishes with a collection of useful tips. Some of these should be required reading for any web designer, and it's great to see the author lay them out fair and square.
The fourth chapter is very unusual but actually makes a lot of sense. It's a chapter devoted to creating advertising. While no substitute for a degree in marketing, there's some great stuff here for anyone who needs to produce things like packaging and posters. Small businesses attracted to GIMP by its low cost will likely find this chapter worth the price of the book alone. On the other hand, some of the tutorials in this section are only incidentally useful for advertising purposes though, and could be just as relevant to anyone creating computer artwork. Again, there's a wrap-up section with a slew of useful tips and tricks.
Chapter five brings text into the mix. This chapter kicks off with some tutorials covering things like neon, metallic, and gel-like text, among other typographic effects.
The last chapter is specifically for software developers, and illustrates the ways in which GIMP can be used to design and prototype application interfaces. While a clever and potentially useful chapter, what was obviously missing from this section of the book was something on designing icons for programs. The book then rounds off with a detailed index.
For $45 this isn't a cheap book, especially when you consider that GIMP itself is free and comes with its own online guides and tutorials. The question is whether having things laid out clearly and logically in a nicely illustrated book justifies the cost. In the opinion of this reviewer at least, the answer is yes. For the GIMP user looking to go beyond simply cropping and resizing digital images, this book is highly recommended.
must haveReview Date: 2007-12-11
Any collection strong in Photoshop-type books needs it.Review Date: 2007-12-04
Diane C. Donovan
California Bookwatch
Project-based book has great examplesReview Date: 2008-04-04
Besides being a project-based book, I also liked that Hammel did not waste the reader's time, and his own, discussing every detail about each panel, menu command and keyboard shortcut. Instead, he commits those pages to more information that you can really use. Don't get me wrong, he does give a short overview of the GIMP workspace in order to orient the novice to the software. But he does a good job of giving the readers only the information that they will need for the rest to the book.
So what does Hammel cover in this book? He writes each project-based tutorial from the point-of-view of the graphic designer. He begins with a short description of the design criteria for the project and ends each tutorial with suggestions for other projects where the reader might apply these techniques. He divides the book into six chapters and each chapter covers a different area of graphic design. Once he covers the basics, he moves on to techniques for the photographer, web designer, advertising designer and UI designer. Throughout each chapter, he discusses how type applies to the project and he also devotes a chapter to type effects.
For the photographer, he begins with some simple techniques for adding steam to a photo and creating a vignette. Then he covers more advanced techniques such as simulating depth of field. Have you ever wondered how graphic artists get type to look so good on top of any background? Hammel shows you how this is done, along with some other nice text effects. Also, he has one of the best techniques for converting a photo into a sketch that I have seen so far. His technique goes beyond the usual examples that you find in books and on the web.
Moving from photography to web design, Hammel states that "color is king" on the web today. Only just a few years ago, books were preaching just the opposite. But now with the better monitors, Hammel can share some of his techniques for creating mood, simulating 3D and reflections, and "popping" an image. He also has some great techniques for creating folds from texture and gradients and for creating the popular Toon style.
With the advent of widgets and other ways to create your own desktop applications, graphic designers are being asked to design user interfaces (GUI) for these applications. Hammel devotes the last section of his book to take you through the design process for creating a UI for a video player. He starts with the face plate and designs each part of the UI individually. However, these same techniques could be used to create environments for digital games and other design applications.
Hammel has been working with GIMP from its beginnings in 1996. He has authored and co-authored many GIMP related books and articles.
Great tutorial book for GIMPReview Date: 2007-12-31
I was impressed and surprised (in a good way) on the depth of tutorials in this book. I was really looking for something that would give me a good overview of using GIMP from the top, and was surprised at how many things you can do creatively that I hadn't even thought of. My only criticism is the paper used is flat and it would be nice to have something a little glossier for the images. The images are in color, which is nice though. I've used photoshop and now GIMP from probably a pretty basic level (I'm not a graphic artist) for album coverwork for compilation CD's for myself and friends, posters, and just playing around with abstract art to frame and hang on my own wall. I've been impressed with GIMP as an alternative to Photoshop and I think this book is a great companion to help me get the most out of it. If you've tried GIMP, which is free to download, and want to get more out of it, I would recommend this book.

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A Beginner's ViewReview Date: 2008-09-26
I had read other Groovy books, and still use them as a reference. But BGG kept Groovy at the right level for me to start -- showing the core features without getting bogged down in the details. I was able to work through the examples and get an excellent feel for the power and elegant simplicity of the language.
The Grails overview is an excellent start to understanding the framework. I appreciated the step by step introduction to setting up and evolving a simple web application.
In terms of writing, I found this book very readable. I wish that the copy editors had helped out a bit more in spots, and the errata pick up some glitches in code, but overall I truly appreciated the authors' efforts and have learned a great deal.
Great read!Review Date: 2008-09-25
A nice appetizer to feed onReview Date: 2008-08-02
While this book certainly covered a wide range of topics, it served to only increase my desire to delve deeper into Grails and Groovy, so now I must continue onward - but thankfully, this book leads nicely into The Definitive Guide to Grails by the same publisher.
A Great Book on Groovy and GrailsReview Date: 2008-07-26
Beginning?? Says Who?Review Date: 2008-08-17
After reading BGG cover to cover, it seems to break naturally into three sections: Core Groovy, Core Grails, and Ancillary Grails. This division is mine, not the authors; the table of contents lists 13 chapters with no explicit section breaks. (Whether the three sections correspond to the three authors is an interesting question -- the tone of voice and writing style is consistent across the entire book.)
The first three chapters do an admirable job of covering the Groovy language from the basics to advanced topics. Groovy offers lots of syntactic sugar that might initially catch a Java programmer off-guard. These features, once you've seen them, dramatically reduce the lines of code you have to write. But more than that, there are some fundamentally new features in Groovy that don't have an easy match in Java. Builders, Expandos, metaprogramming, and DSLs are all discussed in these early chapters. While you don't have to use these features yourself to be successful in Grails, it certainly helps the reader understand how much of the Grails "magic" occurs under the covers.
The next three chapters (Introduction to Grails, Building the User Interface, and Building Domains and Services) hit the Core Grails features hard. These 150 pages do a great job of walking you through the basics of getting a Grails application up and running with a minimum of effort. They also make testing feel like a natural part of the development process (which it should be!). Rather than having a single chapter dedicated to testing, each new topic organically includes testing as a way to validate that the new code does what it promises to do.
The remaining chapters (Security, Ajax, REST, Reporting, Batch Processing, Deploying, and Alternative Clients) make up close to half the book. Each chapter covers the subject material as advertised, including working sample code. Not every Grails application will use every feature discussed here, but I still found a clever snippet of code here or a nice explanation of a general concept that rewarded me for reading every chapter.
Overall, "Beginning Groovy and Grails" delivers on its title -- if you are new to either (or both) technologies, you will be up and running before you know it. But don't be fooled by the title; even though it has "Beginning" in it, this book doesn't shy away from the advanced topics, either. This isn't a completist volume. Rather, it is a broad survey of the Groovy and Grails ecosystem. Christopher, Joseph, and Jim covered a lot of ground in an easy, readable way. I highly recommend it.

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Practical and EngagingReview Date: 2008-09-12
Practical and inspiringReview Date: 2008-09-09
From a teacherReview Date: 2008-08-29
Rather than being daunted by all these possibilities, picking just one or two great ideas from this book and folding them into one's teaching practice can have salutary effects on student learning and teacher enthusiasm for new ideas and approaches, and once those become habitual, one can return to dip again into this cornucopia of great ideas, exercises, and activities.
Outstanding ResourceReview Date: 2008-08-19
A Timely, Easy-to-Use ResourceReview Date: 2008-08-12

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Good book; well planned and writtenReview Date: 2007-06-12
Well worth the read - a lot of it is just good common sense, straightforward project management process, but it provided a great roadmap for validation of my plan to put the project back on track.
Definitely would recommend it - it's an easy read; I finished it in under 5 hours on the flight out, complete with note-taking. Kudos to E.M. Brennatan for writing this in a straightforward fashion.
With this advice, you can right the rudderless software projectReview Date: 2006-04-26
A catastrophe is a major disaster, far beyond what most software development projects actually are. Granted, there are problems, but most of the situations described in this book are ones that can be recovered from with more effective planning and focused execution. The author puts forward a ten-step plan for disentanglement:
1) Stop the project - not permanently, just long enough to examine the project in detail before things get worse.
2) Assign an evaluator - a disinterested party is assigned to perform an honest and unbiased appraisal of the project and what is going wrong.
3) Evaluate the project - the evaluator takes the lead in doing a complete dissection of all aspects of the project, what is being done right and what is going wrong.
4) Evaluate the team - examine the people working on the project and determine if all are suited to their jobs and if all are performing at the appropriate level.
5) Define minimum goals - determine what is considered to be the minimum level of achievement that will be considered a success.
6) Determine if the minimum goals can be achieved - if the minimal level of success is not possible, then the decision must be made to terminate the project.
7) Rebuild the team - this step has two basic components. Personnel changes if necessary and reinvigorating those who are going to remain part of the team. One of the greatest tasks is to overcome the defeatist mindset.
8) Risk analysis - attempt to identify all possible risks and assign a reasonable probability of occurrence to all of them.
9) Revise the plan - as circumstances change, modify the plan to reflect the different conditions.
10) Create an early warning system that will flag the appearance of problems when they are not yet serious.
These ten steps are each the topic of a chapter. Exercises for further practice are included at the end of each chapter, although no solutions are given.
I enjoyed the book; it contains a lot of sound advice on how to right a rudderless software project. Most of the advice will work only on a project that is not yet seriously out of control. Quite frankly I don't believe that a ten-step plan like this is powerful enough to get the most dysfunctional death marches back to a point of potential profit. Therefore, while I believe that the advice is sound, it is limited in scale, where the measurement is of the level of dysfunction in the project. On that basis, I can recommend the book.
It's best to know it before you need itReview Date: 2006-05-29
This book differs from traditional project management books in that it focuses on corrective rather than preventive measures. The author teaches two critical things. First, he presents a set of criteria used to recognize a project that is in need of rescue. This is an important step! Once a project is identified as seriously out of control, you can apply the steps presented in this book to bring it back on track and guide it to a successful completion. This book will give you the reasoning and courage necessary to make hard decisions.
Table of Contents
Chapter 1 An Introduction to Catastrophe Disentanglement
Chapter 2 When Is a Project a Catastrophe?
Chapter 3 Step 1--Stop
Chapter 4 Step 2--Assign an Evaluator
Chapter 5 Step 3--Evaluate the Project
Chapter 6 Step 4--Evaluate the Team
Chapter 7 Step 5--Define Minimum Goals
Chapter 8 Step 6--Can Minimum Goals Be Achieved?
Chapter 9 Step 7--Rebuild the Team
Chapter 10 Step 8--Risk Analysis
Chapter 11 Step 9--Revise the Plan
Chapter 12 Step 10--Create an Early Warning System
Chapter 13 Epilogue: Putting the Final Pieces in Place
I would recommend this book to anyone involved in software projects.
A useful addition to my software development libraryReview Date: 2006-05-10
Tackles a problem not well-covered by other books...Review Date: 2006-05-31
Contents: An Introduction To Catastrophe Disentanglement; When Is A Project A Catastrophe?; Step 1 - Stop; Step 2 - Assign An Evaluator; Step 3 - Evaluate The Project; Step 4 - Evaluate The Team; Step 5 - Define Minimum Goals; Step 6 - Can Minimum Goals Be Achieved?; Step 7 - Rebuild The Team; Step 8 - Risk Analysis; Step 9 - Revise The Plan; Step 10 - Create An Early Warning System; Epilogue - Putting The Final Pieces In Place; References; Glossary; About The Author; Index
If you're in IT for any length of time, you'll be part of a project that is massively over budget or late. Rather than just continue the death by 1000 cuts or a quick mercy killing, Bennatan presents a ten step process that allows an organization to take a (hopefully) objective look at the project and decide what can possibly be saved from it. I was impressed that it wasn't a long drawn-out procedure either. The plan calls for an evaluator (or a small team for huge projects) to come in and quickly assess the environment... what's been done, the climate of the team, and what could be redefined as a "minimum system". At the end of this process, the organization should be able to either kill it off with the knowledge that it can't be saved, or continue on with a redefined set of deliverables that are achievable. It won't be everything that was originally wanted, but it will be more than you'd get by letting it die. I was also impressed with the "What Can Go Wrong (And What To Do About It)" section in each step. He doesn't present this as some cut and dried panacea that will flow smoothly every time. It may not be an easy task, but the book will give you the help you need to make it all work.
Definitely a book that is worthy to be on every IT project manager's bookshelf, as you *will* need it some day...

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Good for a beginnerReview Date: 2004-01-14
For beginnerReview Date: 2002-07-29
VERY PLEASEDReview Date: 2001-11-06
Excellent BookReview Date: 2003-08-15
Catia WorkbookReview Date: 2002-11-02

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Very interesting, but could have been shorterReview Date: 2006-06-25
I think the author really understands these difficulties. You want to make an emmersive worl, but you need to do it very quickly. So he talks about dialog, and how to convey as much information as possible in as few words as possible. He talks about how to get the player to sympathize with a chaacter, from the situation that characetr is in, to the design of the character art, to the words that the character says. All of the information is very practical, not like some books that leave you with a bunch of high-level nonsense that doesn't work in a real game. I really appreciated that he wasn't one of these "video games are mindless because they don't tell a story" type of guys. Or acting as if video games need to learn how to tell a story in order to "grow up" like movies or TV have. In a straight up action game or fighter, you don't need as much of a story as you do in a more adventure game. Playing a video game is a just a different experience, and the story has a different role, it's NOT the holy grail like some people think. Rather than trying to tell you how to convert video games into novels, he describe ways that you can inject story without taking away from the inetraction. I think he makes a good case that in almost any game, you can introduce just a bit of characetr depth and relationships, without stopping for a ten minute cutscene, and it adds value to the game.
This author's background was originally in TV, but he also has considerable experience in video games. I felt like he has a good background to be writing the book, and was speaking from experience.
The only negative comment about the book is that I found several of the chapters to be very similar. Like you'd be reading a chapter, and you'd think, "Hey, didn't I just read this exact same thing a few chapters ago?" Actually, you didn't, this chapter is covering a very slightly different topic. In other words, I think he could have consolidated a few chapters, which would have saved me some time. I suppose this makes it easier to jump around, since you don't rely on information from previous chapters. But I found it a little repetitive.
All in all, a really good book for anybody interested in video game design or storytelling in general.
An excellent book for all writersReview Date: 2004-12-14
Writing for games has a lot in common with writing for other media (e.g., character and theme) and a lot that is unique to itself. Lee does an excellent job of covering both aspects - so much so that I would recommend this book to writers with absolutely no interest in interactive media. (I've read my share of writing books over the years, and this one stands at the top of the heap.)
Of particular interest to me were chapters 3-6 on character and chapter 14 on modular storytelling, the most elegant way I've seen of organizing a linear experience into a non-linear structure. The book also does an excellent job of discussing storytelling in massively multiplayer games and provides extensive background material, much of which is intended to set up and justify Lee's modular storytelling model - rather more background than necessary, actually, since you should be sold on the need for something like modular storytelling long before he gets around to explaining it.
The book's does have a few faults. For example, a couple of the later chapters feel out of place, and the text is dusted with a handful of puzzling and sometimes repeated typos (Eowen? Kalishnakov?) But these are of little consequence and should not detract from your enjoyment.
Highly recommended.
Outstanding, but not what I expectedReview Date: 2008-04-17
Pros: It didn't matter that it didn't go where I wanted it because it was still very entertaining and unexpectedly beneficial to follow the writer on his path. The book is solid from start to finish and doesn't have a false air of superiority about it; everything is very practical and friendly. Definitely a good read that rewards the effort.
ExcellentReview Date: 2007-11-07
Breaking through barriersReview Date: 2007-07-05
While the title of the book is "Character Development and Storytelling for Games," the book really focuses more heavily on the latter. I was expecting the former, but by no means am I complaining! I have been able to break through blocks in my own role as a writer for this project.
If you are looking for the "right" way to write your story, you won't find it here. What this book does instead is to open doors, and then let you decide whether to walk through them or not. And even then, you still have to choose for yourself what to do once you've walked through them. If you are looking for new openings in crafting your game _and_ writing your story(and synthesizing them both together), this is the book for you.

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Great Starter book.Review Date: 2001-10-22
Good enough to use as a reference.Review Date: 2002-11-22
Excellent multi-protocol bookReview Date: 1999-02-22
Our company uses IPX and Appletalk for various departments although we are moving with haste to an all IP shop. I found this book to help me with building a multiprotocol network and to better understand the details of IP routing. The book covered IP routing in depth and covered enough of IPX and Appletalk to help me optimize my network. I found the example network with the full IOS configuration files quite useful.
Excellent book to follow the CCNA prep library.Review Date: 2001-10-05
In 350 plus pages you'll begin with a good breakdown of the OSI model followed up with the basics of how to configure the router. The information has screen shots to show you what things should look like.
After that you move in the always challenging world of TCP/IP with routing protocols and access lists. This section has a great deal of information but you may want to check other sources for more detailed information.
You also go into areas like AppleTalk with LAN and WAN configuration, IPX, SAP and basic management of the router including time control. While most of the book is geared towards the beginner all skill levels should be able to find some useful information within the book.
I found that the information seems to be up to date including topics like Network Time Protocol and Simple Network Time Protocol. Overall a very good value for the money.
ExcellentReview Date: 1999-06-08

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Buy this best book about grassesReview Date: 2008-02-06
Excellent information, awesome photographsReview Date: 2000-01-28
Thirty pages on the botany, anatomy, and classification of grasses. Twenty pages on native habitat, thirty pages on designing with grasses, and twenty pages of growing and propagating grasses. 170 page encyclopedia listing 400+ species / varieties of grasses. Each species is described in a paragraph or two of text along side a clear photograph of the plant. In the back of the book, you find a 2 page glossary, 5 page bibliography, 2 page grass nursery listing, USDA and European hardiness maps, and a complete index of all grasses by common name. Very complete book.
As a bonus, the book is also filled with awesome photography.
If you garden with ornamental grasses, this book is a must buy. Excellent information, well worth the money!
Absolutely FantasticReview Date: 2003-03-17
Buy 2 copies...Review Date: 2001-01-23
Masterful, Encyclopedic Guide Full of Helpful PhotosReview Date: 2006-03-10

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A common-sense approach to software process improvement.Review Date: 1997-02-11
A needed dose of software development sanity.Review Date: 1999-04-26
More a catalog of ideas than a how to guideReview Date: 2005-08-06
A must read for everyone in the software industry!Review Date: 1999-01-28
Essential especially for small IS shopsReview Date: 1998-08-27
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