Computer Graphics Books
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Used price: $1.18

This is the good one!Review Date: 2008-07-06
dvd studio proReview Date: 2007-04-10
George Banks
The best instruction on using DVD Studio Pro 3Review Date: 2006-10-24
In tutorial form, You'll burn four movies.Review Date: 2004-11-20
The approach used in the book is to go produce DVD's. In fact after just a few pages of introductory this is what we're going to do stuff, you get started making a DVD. The first DVD is planned to take about one hour to make, it includes getting started with learning your way around the Studio Pro authoring window, making a title page and a simple menu. At the end of the hour you should have a burned DVD ready to play.
Having hit the ground running, from here the projects get more and more complex, and in each DVD you have to repeat some of the steps of the earlier one, this kind of repetition makes it familiar. By the end of the fourth project you've used basically all of DVD Studio Pro.
The format of this book is a directed hands-on tutorial. It's neither a cram for the test nor a general reference manual. But after working through the course material in this book, you can become a certified Apple Pro by taking the certification exam. You will have been exposed to and practiced everything you need to know.
Excellent book, but not flawlessReview Date: 2005-01-22
Apple Pro Training Series -- DVD Studio Pro 3 (with a DVD attached to the inside back cover) is a great book for the novice DVD Studio Pro 3 learner. (I am referring to ISBN 0-321-25610-7 Copyright 2005 by all4DVD and Martin Sitter)
The Book
There is no doubt, that you will learn a lot from this book, and if you are a novice in this area, do not waste your time looking any further: This is the book you want and need. I am a novice myself and therefore cannot say how helpful it may be to the Pro.
The entire book is in color (with the usual "Apple Blue" for certain text parts) and full color graphics (compared to the same-series Final Cut Pro HD book, where all graphics are in b/w)
The DVD contains:
My_Projects (that folder is empty, so you can save your lesson file here) 0MB
Media (contains all the files you need for your lessons) 3.45GB
Lessons (contains start- and finish lessons) 32.8MB
Appendix A (contains a PDF with a lesson: "Creating a Motion Menu in Final Cut Pro" which is not covered in the book) 4.6MB
There are some flaws, which may or may not make you angry while going through the book and by the book. Some drove me nuts, while others made me smile. You decide for yourself.
The Flaws (after reading the first 225 pages (total: a little over 720 pages)):
Page 31, Step 15, 2nd Paragraph
"As you select each button, it should turn red." Well, it does not turn red. Apple must have changed the appearance. But do not worry, it is working anyway.
[angry]
Page 45, Keyboard Shortcuts
Cmd-P Burn (It should read: Cmd-Shift-F Burn)
The Cmd-P (Command-key, also known as the Apple-key, plus the P-key) is usually opening the Print-Dialogue Window.
[angry]
Page 80, Step 1, 1st Paragraph
" . . . double-clicking the DVD Studio Pro icon in your Dock . . . "
A single click is enough for the Dock.
[smile]
Page 104, Step 1, 2nd Paragraph
Cmd-Option-O should read Cmd-Option-0 (Cmd-Option-zero)
[smile]
Page 194, Step 13, 2nd Paragraph
""Main Menu" should appear . . . "
That's correct: "should", but it does not, since it is not mentioned, that you will have to switch back to English Subtitle first in order to make this work.
[very angry, took me quite a while to figure this out]
And the next step after "Step 13" should be "Step 14" and not again "Step 13".
So and now I can't wait to continue with my lesson.
Good luck to you in becoming a pro -- this book will help you a lot.
One final advice for overseas orders: I ordered this book via Amazon.com to be shipped to Tokyo/Japan via "via DHL Express (averages 2-4 days)". It actually took 8 days to arrive. You may not waste your money on DHL's Express [loughing out load] Service.


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.

Used price: $29.86

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.

Used price: $19.20

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.

Used price: $2.44

Informative, organized, thoroughReview Date: 2007-08-16
This book provides definitions of hundreds of terms and includes illustrations and photos where needed to make a point.
I will hang on to this book for a long time.
Handy day-to-day referenceReview Date: 2005-09-18
An education in itselfReview Date: 2002-09-02
Great reference tool for all in the graphics fieldReview Date: 2001-01-28
I looked long and hard to find it and for this price, EVERYONE who works in the field should own it!
A definite reference book worth owning!Review Date: 2002-08-13
Sure, many of us should know those terms but if you are an individual who wants to continue to learning these terms that printers or professionals tend to use and you are asking yourself in yourself "what the heck are they talking about?". Sure, no one will blame you if you were nodding off in your graphic design class or didn't really read that chapter on print terminology or just plainly forgotten the terms but the thing is, if you really want that job, don't want to look ignorant in front of certain people or if you don't want to continually badger that professional, printer or broker of terminology, then "the designer's LEXICON" is the book that you will find quite helpful.
The book is broken down to chapters for terms such as:
· Computer Terms
· Internet
Terms
· Photography Terms
· Typography Terms
· Prepress Terms
· Paper Terms
· Printing Terms
· Finishing
Terms
· General Terms
And to find these words, you are provided with a word finder which helps finding that word in a jiffy.
You know paper but you are asked by a client about satin laid paper, a printer wants you to ad a bleed, a designer asks you about glyphs or asks you about a pica size for print where you usually are working more with pixels, it's important to know these words and it's good to have a book that you can look to and get the definition quickly.
There are a few reference books that I highly recommend which include popular books such as "Artist's & Graphic Designer's Market", "Pantone Guide to Communicating with Color" to name a few, "the designer's LEXICON" is one of those books that is worth owning.

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Get the Second Edition InsteadReview Date: 1997-04-09
Designing Web Graphics is now considerably out-of-date due to lots of improvements in web browsers since the book was published. The first edition also suffered from poor editing. Consider the second edition instead: Designing Web Graphics.2, which is 200 pages longer than the first edition and is currently available here at Amazon.com for $12 less than the first edition. The second edition does not come with a CD-ROM, but you'll find most (and probably all) of the good stuff at Lynda's public web and ftp sites (http://www.lynda.com/ and ftp://luna.bearnet.com/pub/lynda/).
A designers must!Review Date: 1997-03-15
This is the one book to have on web graphicsReview Date: 1997-02-13
I didn't like the other Lynda Weinman books as much, but they are unique in the field.
If you like this book try "Creating Killer Websites" next.
A must have for any serious Web Graphics Designer!Review Date: 1996-11-09
It's a "Web Trainee" and "Web Pro" must have book!Review Date: 1996-10-19

Used price: $72.00

Great Addition to your Design LibraryReview Date: 2008-03-01
This book is so helpful in that the commands are so clearly laid out in a visual, easy to understand manner. Since graduating from school, I have continued to pick this book up as a helpful resource to refresh my cad skills on numerous occasions. The answers have been there ever time.
The Must-Have Desk AccessoryReview Date: 2007-06-05
Finally !!Review Date: 2007-06-05
Finally, an AutoCAD book that is written for designersReview Date: 2007-04-08
I'm glad I found an AutoCAD book that does not require me to be a programmer to learn this software. I'll keep this one next to my computer for quick reference.
Excellent Getting Started BookReview Date: 2007-06-01
First, this book is specifically oriented to architects and interior designers. That's what the examples show, that's the terminology used. You are not looking at gears or airplane wings.
Second, this book is aimed at the beginner. It starts with comparing AutoCad to conventional paper and T-Square drafting. It compares AutoCAD commands to common drafting implements like a pencil or compass.
Third, it is rather independent of the AutoCAD version. The concepts being taught here are the basic ones, so you can use the book with whatever version you have.
Fourth, it is a very visually oriented book. It has you quickly working on drawings, showing you in illustrations what you should be seeing on the screen.
Fifth, as a basis for starting your drawings the companion web site for the book has perhaps as much information as is contained in the book.
Conclusion. This is an excellent book to use to get started with AutoCAD, especially for architects and interior designers.

Used price: $0.80

Great reference--easy to use--and Mac friendlyReview Date: 2005-03-14
One of my fears in buying this book was that it would be so biased toward PC users that it would be useless for me as a Mac user. I was extremely pleased to find out that was far from the case. In fact, the author has written several books on working with the Macintosh computer. That said, this book is meaningful to ANY computer scrapbooker, regardless of their computer platform or operating system.
Finally, the book includes reviews and recommendations on software, printers, etc, which I found very helpful.
Trying to learn......Review Date: 2007-10-30
Now I have the best pictures to work with!Review Date: 2004-05-24
Blend Digital and Traditional ScrapbookingReview Date: 2004-10-22
Your first step to creating a scrapbook is deciding on a theme or story to tell. Based on that, you choose a style that reflects your project and yourself. Now you are ready to gather your tools and get started creating. Rose discusses the tools for traditional scrapbooking and what is needed to go digital. She covers the advantages and limitations of several software programs.
Moving on to page design, Rose discusses aspects of page composition such as the use of white space and leading to enhance the readability of your pages. Next she explains the rule of thirds and how to use grids to help you design your pages around a center of interest which is usually, but not always, a photo or photos.
She discusses each page design element individually starting with background color and texture. She suggests creating background papers from scanned objects such as candy canes, leaves and fabric.
Rose then talks about photos. She discusses various corrections that you may need to make to old photos. She shows you step-by-step how to fix a badly damaged photo and how to turn a regular photo into a vignette (oval) shaped image. Next she covers correcting and enhancing your digital photos. She shows you how to blur the background area to enhance the subject of a photo. You may also need to make corrections to perspective, color, contrast or red eye.
She explores having fun with your photos by applying special effects and filters. Using plug-in filters and your software program, you can turn your photos into watercolor paintings or line art. You can also create a composite or collage from several photos.
Rose discusses the basics of typography and how to choose a font that will reflect the theme and style of your scrapbook. She discusses the special digital effects that you can add to your text such as drop shadows and embossing.
Publishing your scrapbook on the Internet has become very popular and Rose discusses the basics of webpage design and HTML. She has included the HTML code for a sample webpage to get you started.
Carla Rose is a professional photographer and Photoshop expert. She has written several computer books.
Meilleur livre de référenceReview Date: 2004-07-23

Used price: $7.55

The best book I have ever read!!!Review Date: 2007-07-26
A very worthwhile book for both experienced and new digital photographers.Review Date: 2007-01-02
Explanations are clearly detailed on how to optimize such subjects as exposure, balancing white point, controlling color, archiving images and numerous others aspects of digital photography.
Kevin gives readers the opportunity of trying a number of exercises relating to the contents of the book and even offers images which can be down loaded from his web site.
This book is well illustrated with explicit explanations and the setting out of topics makes for easy understanding. A book well worth reading for both the enthusiast and experienced photographer.
Digital photography newbieReview Date: 2006-03-30
What impressed me the most was when I had a problem registering for downloads from his website and I emailed him. I was expecting an email in return. Got not an email but a personal phone call from Kevin to help me with the problem!! Kevin was extremely helpful. He not only took the time to solve the original problem but gave some very good advice on other issues as well. His enthusiasm for photography and willingness to share with others his knowledge and expertise is evident in the book and was borne out by a personal phone call from him. I am very impressed. Buy the book, you will not be disappointed.
Right on TargetReview Date: 2006-03-27
If you are buying only one Digital SLR photo book, get this one!Review Date: 2006-03-15
Ames is that rare combination of artist and teacher, and this book is one of the most comprehensive, clearest and easiest to follow "how to" books that I have come across.
I've been a photography hobbyist for more than fifty years and the early chapters on fundamentals were still a worthwhile refresher. As a serious amateur my pictures are important to me, so I found Ames' unique approach to non-destructive image processing, disciplined file organization and foolproof archiving to be extremely valuable and essential information.

Used price: $13.71

One year after purchase, I keep opening this bookReview Date: 2003-08-18
You know you are a crypto geek when....Review Date: 2002-09-30
A great place to start!...
Cool, deep, although a bit goofyReview Date: 2002-06-15
Accessible introduction to a fascinating topicReview Date: 2006-08-12
Chapter 5 discusses common data compression algorithms, not to the point that you could write an encoder/decoder system, but so that you know which allow perfect reconstruction and which do not. Compression leads to the topic of mimicry, which is the subject of chapter 6. Basic mimicry produces text that looks statistically similar to the original text but is far from perfect. Chapter 7 shows methods of improving mimicry techniques so that the mimicked text not only passes statistical tests for similarity to the original, but passes rules for grammar. This leads to the concept of context free grammars and their role in mimicry. Thus, you can hide data in realistic sounding text.
Chapter 8 concentrates on a robust and complete model known as the Turing machine. Such a machine hides data as it "runs forward", while running the machine in reverse allows the hidden data to be recovered. Certain proofs show that this is a stronger data hiding model than those previously discussed.
Chapter nine discusses a more image-processing related data hiding topic - hiding in the noise. What appears as noise to the untrained eye can actually be a message. Of course, the flip side of this is "real" noise has the power to obscure the hidden message.
Chapter 10 discusses anonymous remailers, which is the deletion of the name of the originator of a message by an intermediate node. Such systems can range from very secure to very insecure depending on strategies involved. Chapter 11,"Secret Broadcasts", is a companion chapter on how to broadcast a message so that everyone can read it but nobody knows the source. The solution lies in the "Dining Cryptographers" algorithm, and this solution is discussed at length.
Chapter 12, "Keys", discusses message keys as extensions to the concept of keys in basic cryptography, which was discussed earlier in the book. Adding keys to any algorithm discussed up to this point makes that algorithm stronger. Chapter 13, "Ordering and Reordering", discusses how steganography strategies might be disrupted by reordering parts of a message, and discusses methods that might prevent this from being a problem.
Chapter 14, "Spreading", is a more mathematical chapter than the preceding ones and takes a different approach to the problem of information hiding. It takes ideas from spread spectrum radio and applies them to steganography. This is the one chapter where a knowledge of calculus, Fourier transforms, and even wavelets will be helpful.
The last three chapters, "Synthetic Worlds", "Watermarks", and "Steganalysis" are short and more subjective than previous ones, mainly giving the reader a broad overview of these topics.
The book has a wealth of algorithms, equations, and simple examples. There is even a very basic Java mimicry program in the appendix. However, this is not a programming book full of ready to implement solutions - you will have to do that yourself. There are numerous references to web addresses where you can find both executable and source code for implementing some of the algorithms mentioned in this book. I would say if you are interested in hiding information in data of any kind - text, sound, imagery, etc. - then this book is essential reading. I highly recommend it.
Excelent bookReview Date: 2003-02-12
Good for Peter Wayner!
P.D. ...
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