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Used price: $57.73

A Book of PathsReview Date: 2008-10-04
Great StuffReview Date: 2008-08-26
The 'Art' of Game DesignReview Date: 2008-08-26
A lesson in lifeReview Date: 2008-08-27
The book draws inspiration from a myriad of topics and fields and definitely provides life lessons on a deeper level. The philosophy and its understanding helps in knowing yourself better, first as a person and then as a designer.
The Art of Game Design will inculcate a positive design perspective to the way you observe everyday things and events. Even if you are not a designer, it certainly is an excellent addition to collectibles that broaden your horizon. A must-buy for those aspiring to be a designer.
a guide, a reference, a source of inspirationReview Date: 2008-08-21

Used price: $42.47

Best book on PrologReview Date: 2008-08-24
Great new programming paradigm.Review Date: 2005-09-27
Overall, I am a true believer in Prolog and logic programming after reading this book.
One of the 4 best books on computer programmingReview Date: 2005-02-15
Thinking declaratively changes how you think about problems and how you write code. It's a career changing experience. This book leads the way.
Top 4:
* Structure and Interpretation of Computer Programs (Sussman, Abelson)
* The Art of Prolog by Sterling/Shapiro
* Introduction to Algorithms by Cormen, etc.
* Concepts, Techniques, and Models of Computer Programming by Van Roy and Haridi
Pricey but a must haveReview Date: 2006-12-21
A classicReview Date: 2003-08-12
A downsize of the book (if any) can be that it could have detailed more in the respect of Prolog's applications. The pleasant style of the authors would have made a wonderful introduction into these fields.
A real pleasure to read.

Used price: $20.66

A very well-written tutorial but the demo source code falls a little short at timesReview Date: 2008-11-14
The source code presents some difficulties, although some of these might be attributed to Grails and Jetty. One problem is that all the collab-todo examples are called "collab-todo", which seems innocuous enough but it causes several problems as you proceed through the book. Often Grails leaves all sorts of artifacts in GRAILS_HOME that corrupts different versions of collab-todo. I found myself having to run rm -rf ~/.grails/1.0.3/projects/* before things would work properly for the next chapter. Secondly, I found it impossible to deploy multiple demo chapters at the same time, which would have been useful to see how the author edited various files to achieve increasing customization. Even when the application.properties file was altered to give the deployments different names, the lightweight jetty app server would display a "port already in use error". If I chose a new port for new deployments, there were still deployments files that were still using the directory name "collab-todo" instead of "collab-todo4", my renamed app.name, which caused all sorts of weird runtime errors. The authors and testers really should have foreseen this problem.
Another albeit smaller problem is that the .project files used for Eclipse or IntelliJ are missing for chapters 6 and 8 and I don't think those are really finished demo freezes - I'm not sure if this was intentional or not. I suspect they were not meant to be deployed. If that is the case they should put that in the README. The unfortunate things about chap 6 is that it would have been good for a working MySQL example. There is no formal introduction into using a different backend database until chapter 12, an example so complex it threw all sorts of Hibernate errors in prod mode.
I think the collab-todo project is a decent model for the average web application. However, in some sense a lot of the quick webapps that would have previously been done in Visual Basic or FileMaker Pro can now be handled by Rails/Grails, so a migration example starting from a poorly maintained Excel spreadsheet with no normalization and no keys might have been useful.
After banging my head against JSF for a few months I was happy to see a framework that has proper respect for GET and for a developer's need to have control over any element of a web application without question. I just didn't want to bang my head to get some of these Grails demos to work. Still, this is a decent read and well worth the money.
Great StartReview Date: 2008-10-15
The book starts out with a 3 chapter overview of the groovy language. After that starts the Grails Sections, Which are very fluid working though one application (Collab-todo) from start to finish. Showing you how to use features such as plugins, ajax frameworks, security and web services. This book will really get you going with grails fast.
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
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.

Used price: $56.61

Good for non Mac programmersReview Date: 2008-12-03
A word of advice for people who want to use the the apple iphone dev sample code. When you download it seems to put all the files in a temporary place that you can't save to. You can use it in xcode once but you can't save it or changes for later use. I'm sure the mac guru's have a better way to do this but I found you can see the temporary space the sample code goes to after you download it in Finder. When you are in that temporary directory Apple Key a, the Apple Key c, then Apple Key v into another permanent directory. Then you can use xcode project open to have permanent access to the code.
Best way to start developing for iPhoneReview Date: 2008-12-02
ExcellentReview Date: 2008-12-02
Fantastic reading!! Excellent work!!Review Date: 2008-12-01
I just got this book a few days ago and with this 4-day Thanksgiving weekend and living alone I have been having a blast focusing just on this book. I haven't read through it all yet, still just a quarter of the way through, but I'm not trying to cram. This book does exactly what I want a book to do (as opposed to an online reference resource): stop and talk about every little thing that is really useful to know in the workflow of applications programming on an iPhone.
These guys know how to write. They don't leave the reader with presumptuous word choice and leave the reader hanging; every time they say something it's like they read the mind of the reader, "Now you might be wondering, what about... or why not do ... Well, let's talk about that." Nearly every corner is covered, and where I still have questions it's usually not directly related to the topic, i.e. I have an Obj-C question. Even then, after I return from surfing the web for answers, I return to the book and turn the page and the book says, "You should read up on this stuff at [URL]"... I kid you not, this book had me floored.
Looking towards the latter pages of the book, I can't help but be astounded, thinking, wow, I get to learn about THAT? And in the same style of learning that I've been enjoying so far? This is great!
There are very few errors, mostly just little things that the reader can spot just by paying attention. There are plenty of enough illustrations and tips to keep the reader engaged and constantly learning not just the basics but how to get comfortable in the workflow of iPhone development.
My only disappointment is that the book assumes knowledge of Obj-C, but fortunately it comes with plenty of URLs and references to complete those prerequisites as well, and really, to discuss Obj-C in detail, beyond the rather brief coverage-as-we-go that is indeed in this book, would have been beyond the scope of the book so that's fine.
There's just nothing I can say bad about this book, and everything good. It is by far the funnest technical book I've owned and cracked open in months, if not years.
By the way, coming from a C# background (and Java and VB5/6 before that), lightweight programming of the iPhone is EASY!! It's different, but it's easy, particularly compared to C++ programming which I've had a number of false starts. For me, if I can go from VBScript to VB6 to Java to C#, I can go from C# to Obj-C. Also, the workflow of Xcode + Interface Builder is somewhat analogous to the workflow of Visual Studio + Expression Blend 2 for WPF programming, if indeed event handlers would have been set up in the Blend designer in a drag-and-drop way. I must also add, learning how to develop software in Xcode forces the developer to learn MVC. I don't know why people who are used to Visual Studio programming dislike the MVC-ness of Xcode programming, but I love the change of workflow, and I think there is much to take back with me when I return to C# development.
Strong foundation on which to build your Cocoa Touch knowledgebaseReview Date: 2008-11-26
I'll start by saying that relative to the Apple samples, the authors are heavily into Interface Builder usage, which is good to force separation of your Views from your Controller logic, but a challenge when you fumble hooking up an outlet and things don't work as you expect. Understanding how IB outlets & actions interact with source code is different than other programming most of us not from a NextStep heritage are used to. That is to say, for most programmers, debugging and changing behavior in source code is a much more familiar method to follow than trying to fix a NIB file. Not necessarily a better one mind you, but a significantly different one that'll take some getting used to.
That said, from my own brief experience, it seems starting off with a strong fundamental understanding of Apple-flavored MVC from this book, enforced via Interface Builder views and managed via controller source code, is preferable to trying to structure it correctly just in source code (as Apple usually shows it).
With respect to IB, the authors do a great job covering the common mistakes we all make and what you should do to resolve them (i.e. in Chap 6 they mention that if you don't see the proper action popup, you probably control-dragged from the wrong IB component. Nice touch.)
A minor nit, when I read the chapter on autorotation, I didn't find mention of the very handy "autoresizingMask" property of a view (UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleWidth), which handles the changing sizes of a view for you. They mention it in passing, but it's such a nicely done feature that more people should use, it might deserve a project sample. Bonus: they explain why Apple discourages use of the "upside-down portrait" mode, which is good to know.
The authors wisely emphasize the importance of TableViews, which are so central to so many iPhone app interfaces for a reason. I've skimmed those chapters (8 & 9) and they're the best available anywhere on explaining tables and how they interact with Navigation Controllers and subviews. I'm really looking forward to digging into them. My initial concerns that like a compelling preview to a bad movie (I'm looking at you Zohan) I was worried that Chapter 3 [which Apress has available on their website, google for it if you're looking for a representative sample] would be the best in the book. Chapters 6-9 put those fears to rest.
The remaining chapter coverage is conducive to arming you with the basics to create a solid, stable, fully-featured iPhone/iPod Touch application that combined with your own creativity and hard-work, you'd be proud to display in the App Store.
So, in sum, this is the book to get right now if you're just starting out on developing Cocoa Touch apps. Even after I've learned the basics, I can see myself referring back to this book for refreshers. Thanks Dave & Jeff!

A great Bible commentary!Review Date: 2007-12-05
Warren Wiersbe Bible Commentary New TestamentReview Date: 2007-01-29
Must read for every Christian!!Review Date: 2007-01-10
a great commentary in every day languageReview Date: 2006-11-07
Extremely UsefulReview Date: 2005-12-02
I would recommend both volumes to anyone wanting to gain a deeper insight into the New Testament.

Used price: $14.99

Enthusiastic RecommendationReview Date: 2007-05-07
Money well spent on this book.
No Muss, No FussReview Date: 2007-02-09
Book is one example from beginning to end; presumably the author. Starts with some pictures and, step-by-detailed-step, ends with an avatar.
The only fault I found is that he doesn't mention Poser in the list of 3D modeling programs for human figures.
Look no further for detailed and anatomically correct human modelling! Excellent book!!Review Date: 2006-10-03
The author explains in great detail the process of modelling every body part (head,neck,arms,hands,legs,feet and torso) with anatomical references where they're most important.
I wanted a book which I could use as a definitive guide to model a detailed and anatomically correct human body or body part,and I'll look no further when I have to do so. It's also got a clever chapter about modifying the same model to create very different ones, and a good chapter about texturing and UVW unwrapping. Finally, it refers to cloth and hair (somewhat briefly) and,no,it DOESN'T cover rigging. But it does cover, extremely well, human modelling, which is what mr.Brilliant had set out to do,I assume. Very very good!
Pretty Good.Review Date: 2006-08-03
This is modeling for realism/cinematics and if you want to use this book to model in-game characters, you are out of luck. The was he teaches you to model is extremely high poly (especially in the head). The CD doesn't do much for you, it mainly just has naked pictures of the guy he models on it so you can copy exactly what he does. The book does give good information on the differences between modeling men and women, although it is fairly brief. He does go into UV mapping pretty good as well as modeling hair. The book doesn't, however, go into modeling clothing fairly well, just a short chapter. The book also doesn't even mention rigging, which I think is a crucial part in character modeling.
He thought of everything!Review Date: 2005-09-30
One thing that did make it a little difficult to use was that in the screenshots, the mesh was transparent and therefore you couldn't tell whether vertices were at the front or the back of the model. More screenshots with an opaque mesh would have made it easier to see the topology.
Overall, the explanations are concise and makes the task seem efficient, easy, and fun.

Used price: $27.49

Redundant and childishReview Date: 2008-08-07
- Since most chapters are written by different authors, most material is redundant.
- Instead of getting to the point, they try to soften the material with anecdotes and jokes that are mostly immaterial and detract from the information I seek.
- Lists a whole bunch of contracts that are apparently required for a startup, then suggest talking to a lawyer, such as Buy/Sell char Contact. Then why did I buy this book?
+ Great reference for taxing, IP, and some contracts.
Skip all the other chapters and just look at taxing, Intellectual Property stuff, and contracts. That's where the value of the book is.
Not only immensly helpful but fun to read tooReview Date: 2008-05-11
"Invaluable"Review Date: 2008-08-08
While many books which discuss the video game industry will waver in their accuracy on any given subtopic due to the limited expertise of the speaker, this volume avoids that problem by having each chapter written by a different author, each with particular knowledge and experience with their chapter's subject. The Primer is written by more than a dozen experts, including game developers, business persons and law professors, each talking in plain English about the problems and solutions to difficulties and issues that will arise over the course of developing a game and starting a development company.
As a student, I have read a lot of textbooks in the last few years and being interested in the game industry I regularly read magazines and articles on game development. This book is neither of those. It is informative and helpful without being long-winded or wordy, serious in its expertise and insight but fun in its approach and writing. In short, it is the type of reading you will enjoy doing while learning the things you want and need to know about business and legal issues which arise in game development.
Great book.Review Date: 2008-08-08
Best book EverReview Date: 2007-05-01

Used price: $4.05

Bite This!Review Date: 2003-08-25
At the same time, Deputy United States Marshall Jake Kirby is chasing the same group for other cyber rimes. He has been called to the scene of the death of one of his fugitives. Ollie Smith is dead and was wanted for a variety of computer crimes and high tech burglaries. Jake soon realizes that Dewey Hyatt, another man he is looking for has been to this same apartment where Ollie died.
Bryn Bailey of the FBI soon joins Jake in his inspection of the scene. She works electronic crimes and gotten a hot tip from the mysterious Phagan. She has been hunting him and he still sends her leads to other problems as well as attempting through cyberspace to romance her. While on level she is flattered and interested, on another level she is annoyed with how he toys with her. He toys with her again by leaving her a computer message in Smith's apartment.
While the computer isn't helpful, they find a couple of clues that lead them to JR's Bar in Estes Park, Colorado. Phoebe's one little mistake has lead them to her doorstep and she begins a cat and mouse game with Jake while at the same time, going forward in her plans for revenge. She has very personal reasons for going after Peter Harding and her hatred will not allow her to back down and change her plans now. Once committed, she can't let go. Phagan also plays his own game with in games and continues to seduce Bryn. Soon, both agents of law enforcement face the choice between their hearts and their jobs as the plan works towards a violent conclusion.
While I have simplified the story considerably, there is no simplifying the results of this book. This is a very good novel with plenty of action and complicated characters. The computer stuff was more of a background level and did not overshadow the plot or storyline. The characters are real and complex and the story has plenty of twists and turns. At 242 pages, it was well worth the read and I look forward to reading more work by this very enjoyable author.
Great Author. Great Read. Exciting.Review Date: 2006-04-09
A Great Read!Review Date: 2002-07-06
A Real Winner!Review Date: 2001-04-01
an exhilerating readReview Date: 2001-03-29

Used price: $12.98

A definitive text for learning the C languageReview Date: 1999-05-31
Admittedly, if you're new to programming in general, then this book may seem a little difficult. For instance the first chapter launches straight into a discussion of C idioms: keywords, variables, operators etc. If these are foreign to you I would recommend you also buy an introductory programming text, then return to this book when you understand these concepts.
These assumptions aside, Kalicharan clearly and concisely discusses control structures and arrays, functions, character handling, data types, input/output and more. The concepts of each chapter are thoroughly explained and incorporated into numerous programming examples.
Indeed this is one of the strongest points of the book. In particular I liked the way Kalicharan introduces the three programming constructs; conditional execution, looping and iteration first, BEFORE discussing for example, the printf statement like most other C books do - which can be highly confusing to the novice C programmer. (Kalicharan leaves it until chapter 9). Thus a strong grounding in the fundamentals of programming is emphasised from the very start and is a consistent theme revisted throughout the book.
Unlike other C books, Kalicharan gives a brilliant discussion of pointers. What is dismissed as "too hard" in other texts is covered with ease and again, numerous examples to illustrate. For this chapter alone, one should buy this book.
Following the chapter on pointers is a good introduction to "advanced" data structures, linked lists and binary trees. These are left out of most other C books, bar those dealing with data structures specifically (university texts etc) but it is here that the power of the C language becomes apparent.
Topping off the book is a chapter in file handling. Text and binary files are discussed.
The range of topics, clarity of expression and *working* examples (I compiled every program in the book without error...) makes this book an essential addition to any C programmer's library. I hope another book from this talented author is on the way soon! (How about Java or C++?)
The clearest explanation of C concepts I have ever read.Review Date: 1998-11-12
Uses book for lecturesReview Date: 2006-12-12
An excellent book for learning CReview Date: 1998-12-01
A good reference for new programmersReview Date: 2002-06-07
The writing style is very nice, the author has done some fine efforts in keeping his threads of thought clear and easy to follow.
For people who already know C, this is also good as a quick reference and is something concise to quickly refer to, in small issues. They could also just use it to quickly refresh their knowledge of C every once in a while.
It doesn't cover any advanced topics, but it does what it promises to do, so there's nothing serious to put this book down.
This book could have helped me greatly when I was just starting to learn C programming, but it didn't... Just because I only bought it too late, at the end of my C programming days!
-Mokhtar M. Khorshid

Used price: $0.55
Collectible price: $109.01

Very Helpful, Practical InformationReview Date: 2005-07-01
Every IT trainer needs thisReview Date: 2001-06-05
R U an IT Trainer - then buy this bookReview Date: 2001-05-11
Just after reading a few pages I already had enough ideas on how to change my training practices that I made changes on my next course (which was the next day).
I will continue to read, and review everything in this book.
Read it, don't miss out!
R U an IT Trainer - then buy this bookReview Date: 2001-05-11
Just after reading a few pages I already had enough ideas on how to change my training practices that I made changes on my next course (which was the next day).
I will continue to read, and review everything in this book.
Read it, don't miss out!
A must-read for all IT trainers and their managers!Review Date: 2001-01-05
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This one is unique.
Most game design books focus on teaching you how to make a good game, detailing what techniques and processes one must master to understand an audience, to design a product that will satisfy their needs and aspirations, and to work with a team to produce it. "The Art of Game Design" goes beyond that: It teaches you how to become a better designer.
Here's an excerpt from the Deck of Lenses' instructions (it's the deck of cards sold separately that illustrates the 100 design "lenses"):
How to Design a Game
Step 1: Think of an idea for a game (it's easy, it can be anything!)
Step 2: Try it out (no really - try it out - you have to play games to see if they work)
Step 3: Figure out what's wrong with it, and change it so it is better. Then go back to Step 2!
That's what game designers do, over and over again, until they're satisfied with the game or they run out of time or money. However, if there are lots of books out there that explain how to increase the quality of whichever aspect of the game you want to change, it's the first one that so directly and so thoroughly addresses the problem of "figuring out what's wrong" with a game at each iteration.
In the book, Jesse Schell presents one hundred ways of looking at your game in order to figure this out, one hundred lenses. Even if this number seems big, it really isn't, because the book covers every domain touched by design: from the nature of the playing experience itself, to understanding the player, the game mechanisms, interface, story, technology, theme, etc.
For instance, here's the sum-up of a lens taken at random:
Lens #82: The Lens of Inner Contradiction
A good game cannot contain properties that defeat the game's very purpose. To remove those contradictory qualities, ask yourself these questions:
- What is the purpose of my game?
- What is the purpose of each subsystem of my game?
- Is there anything at all in my game that contradicts these purposes?
- If so, how can I change that?
The book doesn't give answers but helps you ask the right questions. I think of this book as the Tao of Game Design, a path toward understanding, each step its own path that can be explored and perfected. The one hundred lenses are one hundred design domains in which a designer can become more proficient. Jesse Schell's knowledge, experience and talent are obvious when he clearly explains how to consider all these questions, why they are important and how they are linked together.
This book makes and helps me think. To me, that's the best things a book about design can do.