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Programming in Lua
Roberto Ierusalimschy - 2001
Currently, Lua is being used in areas ranging from embedded systems to Web development and is widely spread in the game industry, where knowledge of Lua is an indisputable asset. "Programming in Lua" is the official book about the language, giving a solid base for any programmer who wants to use Lua. Authored by Roberto Ierusalimschy, the chief architect of the language, it covers all aspects of Lua 5---from the basics to its API with C---explaining how to make good use of its features and giving numerous code examples. "Programming in Lua" is targeted at people with some programming background, but does not assume any prior knowledge about Lua or other scripting languages. This Second Edition updates the text to Lua 5.1 and brings substantial new material, including numerous new examples, a detailed explanation of the new module system, and two new chapters centered on multiple states and garbage collection.
The Linux Command Line
William E. Shotts Jr. - 2012
Available here:readmeaway.com/download?i=1593279523The Linux Command Line, 2nd Edition: A Complete Introduction PDF by William ShottsRead The Linux Command Line, 2nd Edition: A Complete Introduction PDF from No Starch Press,William ShottsDownload William Shotts’s PDF E-book The Linux Command Line, 2nd Edition: A Complete Introduction
Master Handbook of Acoustics
F. Alton Everest - 1981
This book applies the theory to the design of specialized audio spaces such as the home listening room, the control room, and the multi-track-recording studio.
100 Words Almost Everyone Confuses and Misuses
American Heritage - 2004
100 Words Almost Everyone Confuses and Misuses is the perfect book for anyone seeking clear and sensible guidance on avoiding the recognized pitfalls of the English language.Each word on the list is accompanied by a concise and authoritative usage note based on the renowned usage program of the American Heritage® Dictionaries. These notes discuss why a particular usage has been criticized and explain the rules and conventions that determine what’s right, what’s wrong, and what falls in between. Troublesome pairs such as affect / effect, blatant / flagrant, and disinterested / uninterested are disentangled, as are vexing sound-alikes such as discrete / discreet and principal / principle. Other notes tackle such classic irritants as hopefully, impact, and aggravate, as well as problematic words like peruse and presently.A great graduation gift or stocking stuffer for anyone who cares about language, 100 Words Almost Everyone Confuses and Misuses is guaranteed to help keep writers and speakers on the up-and-up!
How to Solve It: A New Aspect of Mathematical Method
George Pólya - 1944
Polya, How to Solve It will show anyone in any field how to think straight. In lucid and appealing prose, Polya reveals how the mathematical method of demonstrating a proof or finding an unknown can be of help in attacking any problem that can be reasoned out--from building a bridge to winning a game of anagrams. Generations of readers have relished Polya's deft--indeed, brilliant--instructions on stripping away irrelevancies and going straight to the heart of the problem.
Worms Eat My Garbage: How to Set Up and Maintain a Worm Composting System
Mary Appelhof - 1982
Small-scale, self-contained worm bins can be kept indoors, in a basement or even under the kitchen sink in an apartment — making vermicomposting a great option for city dwellers and anyone who doesn’t want or can’t have an outdoor compost pile. The fully revised 35th anniversary edition features the original’s same friendly tone, with up-to-date information on the entire process, from building or purchasing a bin (readily available at garden supply stores), maintaining the worms, and harvesting the finished compost.
The Art of Game Design: A Book of Lenses
Jesse Schell - 2008
The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.
The Best of 2600: A Hacker Odyssey
Emmanuel Goldstein - 2008
Find the best of the magazine's writing in Best of 2600: A Hacker Odyssey, a collection of the strongest, most interesting, and often most controversial articles covering 24 years of changes in technology, all from a hacker's perspective. Included are stories about the creation of the infamous tone dialer "red box" that allowed hackers to make free phone calls from payphones, the founding of the Electronic Frontier Foundation, and the insecurity of modern locks.
The Animator's Survival Kit
Richard Williams - 2001
During his more than forty years in the business, Williams has been one of the true innovators, winning three Academy Awards and serving as the link between Disney's golden age of animation by hand and the new computer animation exemplified by Toy Story. Perhaps even more important, though, has been his dedication in passing along his knowledge to a new generation of animators so that they in turn could push the medium in new directions. In this book, based on his sold-out master classes in the United States and across Europe, Williams provides the underlying principles of animation that every animator--from beginner to expert, classic animator to computer animation whiz --needs. Urging his readers to "invent but be believable," he illustrates his points with hundreds of drawings, distilling the secrets of the masters into a working system in order to create a book that will become the standard work on all forms of animation for professionals, students, and fans.