Designing Data-Intensive Applications


Martin Kleppmann - 2015
    Difficult issues need to be figured out, such as scalability, consistency, reliability, efficiency, and maintainability. In addition, we have an overwhelming variety of tools, including relational databases, NoSQL datastores, stream or batch processors, and message brokers. What are the right choices for your application? How do you make sense of all these buzzwords?In this practical and comprehensive guide, author Martin Kleppmann helps you navigate this diverse landscape by examining the pros and cons of various technologies for processing and storing data. Software keeps changing, but the fundamental principles remain the same. With this book, software engineers and architects will learn how to apply those ideas in practice, and how to make full use of data in modern applications. Peer under the hood of the systems you already use, and learn how to use and operate them more effectively Make informed decisions by identifying the strengths and weaknesses of different tools Navigate the trade-offs around consistency, scalability, fault tolerance, and complexity Understand the distributed systems research upon which modern databases are built Peek behind the scenes of major online services, and learn from their architectures

Essentials of Psychiatric Mental Health Nursing: Concepts of Care in Evidence-Based Practice


Mary C. Townsend - 1999
    This title has a new edition: 5th Edition

The Cartoon Guide to Statistics


Larry Gonick - 1993
    Never again will you order the Poisson Distribution in a French restaurant!This updated version features all new material.

101 Things I Learned in Urban Design School


Matthew Frederick - 2018
       Students of urban design often find themselves lost between books that are either highly academic or overly formulaic, leaving them with few tangible tools to use in their design projects. 101 Things I Learned® in Urban Design School fills this void with provocative, practical lessons on urban space, street types, pedestrian experience, managing the design process, the psychological, social, cultural, and economic ramifications of physical design decisions, and more. Written by two experienced practitioners and instructors, this informative book will appeal not only to students, but to seasoned professionals, planners, city administrators, and ordinary citizens who wish to better understand their built world.

Edge City: Life on the New Frontier


Joel Garreau - 1991
    By moving our jobs out to the suburbs where we live and shop, we have created Edge Cities. Garreau has spent three years visiting Edge Cities and presents a groundbreaking book about who we are, how we got that way, where we are headed and what we value.

Game Engine Architecture


Jason Gregory - 2009
    The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.

The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design


Celia Hodent - 2017
    Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That's why makers of successful video games like Fortnite and Assassin's Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game, regardless of its budget, scope, or ambition.The game UX accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver, including shipping higher quality games (whether indie, triple-A or "serious" games) and meeting business goals -- all while staying true to design vision and artistic intent.At its core, UX is about understanding the gamer's brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience."The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design"Is written by Celia Hodent -- a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years, including at prominent companies such as Epic Games (Fortnite), Ubisoft, and LucasArts.Major themes explored in this book: Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.

The Complete Idiot's Guide to RVing


April Maher - 2001
    An updated and revised guide for the more than 30 million Americans who are living the RV lifestyle and the millions of others who have considered it but have not yet taken the plunge, The Complete Idiot's Guide® to RVing, Second Edition, includes the following: Basic facts about the different types of RVs-camper, van, motor home, bus, or tow rig-and the advantages of each; Advice on buying your RV, from dealer negotiations to acquiring the proper insurance; Driving tips for piloting your RV; Information on how to choose a campground with an eye for water, electricity, propane, wastewater dump, hookups, phone, cable, and campground rules.

Intermediate Accounting


Donald E. Kieso - 1902
    Reflecting the demands for entry-level accountants, the focus of this book is on fostering critical thinking skills, reducing emphasis on memorisation and encouraging more analysis and interpretation by requiring use of technology tools, spreadsheets and databases.

Exploring Social Psychology


David G. Myers - 1993
    Thirty-one short modules--each readable in a single sitting--introduce students to important social phenomena and to how scientists discover and explain such phenomena.Throughout, students are challenged to think critically about such issues as: - How does our thinking - both conscious and unconscious - drive our behavior? - What leads people sometimes to hurt and sometimes to help one another? - What kindles social conflict, and how can we transform closed fists into helping hands?Answering these and other questions, Exploring Social Psychology, 6th Edition expands our self-understanding and sensitizes us to the social forces that pull our strings.

Course of Theoretical Physics: Vol. 1, Mechanics


L.D. Landau - 1969
    The exposition is simple and leads to the most complete direct means of solving problems in mechanics. The final sections on adiabatic invariants have been revised and augmented. In addition a short biography of L D Landau has been inserted.

Design Of Reinforced Concrete Structures


S. Ramamrutham
    

Fun with a Pencil


Andrew Loomis - 1939
    His first book, Fun With a Pencil, published in 1939 is a wonderfully crafted and engaging introduction to drawing, cartooning, and capturing the essence of a subject all while having fun. With delightful step-by-step instruction from Professor Blook, Loomis's charming alter ego on the page.

Color Design Workbook: A Real-World Guide to Using Color in Graphic Design


Noreen Morioka - 2006
    From the meanings behind colors to working with color in presentations, this book provides readers with the vital information needed to apply color creatively and effectively to their design work. Readers also receive guidance on talking with clients about color and selling color ideas. The science behind color theory is also explained in easily understood language, and case studies are included to show the effects some color choices had on both their clients and consumers.

Heart, Smarts, Guts, and Luck: What It Takes to Be an Entrepreneur and Build a Great Business


Anthony K. Tjan - 2012
    The common traits? Heart, smarts, guts, and luck.After interviewing and researching hundreds of business-builders across the globe, the authors found that every one of them--from young founder to seasoned CEO--holds a combination of these four attributes. Indeed each of us tends to be biased toward one of these traits in our decision-making, and figuring out which trait drives you will lead to greater self-awareness and likelihood of success in starting and growing a business.So are you: - Heart-dominant, like renowned chef Alice Waters or Starbucks's Howard Schultz?- Smarts-dominant, like Jeff Bezos of Amazon or legendary investor Warren Buffett?- Guts-dominant, like Nelson Mandela or Virgin's Richard Branson?- Or are you most defined by the luck trait, like Tony Hsieh of Zappos (and a surprisingly high proportion of other successful entrepreneurs)?Heart, Smarts, Guts, and Luck includes the first Entrepreneurial Aptitude Test (E.A.T), a simple tool to help determine your specific profile.Though no single archetype for entrepreneurial success exists, this book will help you understand which traits to "dial up" or "dial down" to realize your full potential, and when these traits are most and least helpful (or even detrimental) during critical points of a company lifecycle. Not only will you know how to build a better business faster, you'll also take your natural leadership style to the next level.