The Sims 3: Prima Official Game Guide


Catherine Browne - 2009
    Design: Our new design section will supply tips and tricks from the pro's to build the most elaborate homes and yards.Customization: Learn how to update your décor with tutorials to help you customize your own chairs, walls, and floors. Wishes: Detailed walkthroughs and tutorials will help you learn how to achieve your short term and long term wishes.

Excel 2007 for Dummies


Greg Harvey - 2006
    Completely rewritten to reflect the major changes Microsoft has made to Office, this reference includes information on creating and editing worksheets, formatting cells, entering formulas, creating and editing charts, inserting graphs, designing database forms, adding database records, using seek-and-find options, adding hyperlinks to worksheets, and more.

Turing's Cathedral: The Origins of the Digital Universe


George Dyson - 2012
    In Turing’s Cathedral, George Dyson focuses on a small group of men and women, led by John von Neumann at the Institute for Advanced Study in Princeton, New Jersey, who built one of the first computers to realize Alan Turing’s vision of a Universal Machine. Their work would break the distinction between numbers that mean things and numbers that do things—and our universe would never be the same. Using five kilobytes of memory (the amount allocated to displaying the cursor on a computer desktop of today), they achieved unprecedented success in both weather prediction and nuclear weapons design, while tackling, in their spare time, problems ranging from the evolution of viruses to the evolution of stars. Dyson’s account, both historic and prophetic, sheds important new light on how the digital universe exploded in the aftermath of World War II. The proliferation of both codes and machines was paralleled by two historic developments: the decoding of self-replicating sequences in biology and the invention of the hydrogen bomb. It’s no coincidence that the most destructive and the most constructive of human inventions appeared at exactly the same time.  How did code take over the world? In retracing how Alan Turing’s one-dimensional model became John von Neumann’s two-dimensional implementation, Turing’s Cathedral offers a series of provocative suggestions as to where the digital universe, now fully three-dimensional, may be heading next.

Alligator Blood: The Spectacular Rise and Fall of the High-rolling Whiz-kid who Controlled Online Poker's Billions


James Leighton - 2013
    That is until he discovered the lucrative world of payment processing for online poker companies. Soon the Australian whiz-kid was living the American dream, raking in as much as $3m a week. Revelling in his jet set lifestyle of fast cars, luxury yachts and VIP nightclubs, he embarked on an epic rollercoaster of champagne fuelled excess which mirrored that of the extraordinary world of online poker, where hot shot college students won millions from the confines of their dorms, and fortunes were won or lost in seconds.However, Tzvetkoff’s move to the neon splattered underworld of Las Vegas would soon see him facing the abyss. Owing millions to the poker companies, and with the FBI hot on his trail, the tarnished boy wonder needed to pull an ace from his sleeve to keep from busting out. And when he did, it resulted in a day that sent a seismic shockwave through the world of online poker and saw him take the blame.

From the Graveyard of the Arousal Industry


Justin Pearson - 2010
    There, he fell in with a subculture of young musicians playing some of the most original and brutal music in the world. Turns out the chaos of Pearson’s bands — The Locust, Swing Kids, and Some Girls — is nothing compared to the madness of his life.An icon of the West Coast noise and punk scene, Pearson managed to arrive at adulthood by outsmarting skinheads and dodging equally threatening violence at home. Once there, the struggle continued, with Pearson getting beat up on Jerry Springer and, on more than one occasion, chased out of town by ferociously angry audiences.From the Graveyard of the Arousal Industry is the outrageously candid story of Pearson’s life. In loving, meticulous detail, Pearson gives readers the dirt behind each rivalry, riff, and lineup change.

A History of Video Games


Jeremy Parish - 2020
    On an annual basis, the industry is even more profitable than Hollywood. Today’s video games feature stunning, lifelike visuals and complex storylines - but they didn’t start out that way. The origin of video games can be traced back to World War II. In the 10 lectures of A History of Video Games, listeners will follow the development of the digital game from its roots in the war room to its proliferation in the 21st-century living room. Taught by journalist, podcast host, and video game historian Jeremy Parish, this lively course will track the tremendous leaps made in computing technology that allowed games to become increasingly sophisticated and the popular trends that pushed the boundaries of technology forward. The story of video games is not just about technology. It’s also about popular culture, economics, and globalization. Throughout these lectures, students will learn about the extremely profitable gaming industry, as well as the creative minds and ambitious projects that helped build it - and even encounter a few spectacular failures. Be prepared to: Witness the precipitous rise and fall of AtariExperience the birth of blockbuster gaming systems like NES and Sega GenesisLearn about the evolution of the console, PC, and portable gamingExplore the creation of iconic game series, such as Mario Bros., Pac-Man, and Pokémon From the simple pleasures of Pong to the complex online world of Fortnite, video games have come a long way over the course of seven decades, with no signs of slowing down anytime soon. Listeners will surely reminisce about their own experience with gaming as they learn more about this exciting industry, phenomenon, and pastime.

Hidden Mickeys: A Field Guide to Walt Disney World's Best Kept Secrets


Steven Barrett
    Author Barrett adds to the fun of finding them by turning the search into six scavenger hunts, complete with clues, hints, and points to be scored. You'll find more than 200 new Mickey sightings in this edition over 1,000 hidden Mickeys in all. Fun for all ages!

Mr. New Orleans: The Life of a Big Easy Underworld Legend


Frenchy Brouillette - 2010
    but you can just call him MR. NEW ORLEANS. Mr. New Orleans tells the incredible story of Frenchy Brouillette, a redneck Cajun teenager who stole his big brother's motorcycle and embarked on a 60-year vacation to New Orleans, where he became a legendary gangster and the underworld political fixer for his cousin, Louisiana Governor Edwin Edwards. Written by Crescent City native Matthew Randazzo V, the wickedly funny Mr. New Orleans is the first book to ever break the code of secrecy of the New Orleans Mafia Family, the oldest and most mysterious criminal secret society in America. "Mr. New Orleans is a rollicking, disturbing ride through the underbelly of a bygone New Orleans, lined with moments of dark, side-splitting hilarity. If you're a fan of James Lee Burke, drop what you're reading and pick this one up. In an era when popular wisdom tells us T.V. has stolen all depth from the literary true-crime narrative, Matthew Randazzo has found a way to beat that trend mightily; he's gone straight to the source and captured the singular, confounding voice of the New Orleans' mafia's top political fixer with fast-paced, riveting prose and a fine journalist's eye for detail." Chris Rice, New York Times Bestselling Author "Mr. New Orleans is a total knockout: Take everything you ever imagined about the sleazy good times to be had in New Orleans -- the sleazy good times capital of America -- and quadruple it, and you have a hint of what's inside these sticky pages." Bill Tonelli, Author of The Italian American Reader and Editor for Esquire and Rolling Stone

Play Matters


Miguel Sicart - 2014
    So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human.We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn't derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive.Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play--from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.

Italianissimo


Louise Fili - 2008
    Topics range from expressive hand gestures to patron saints, pasta, parmesan, shoes, opera, the Vespa, the Fiat 500, gelato, gondolas, and more. History, folklore, superstitions, traditions, and customs are tossed in a delicious sauce that also includes a wealth of factual information for the sophisticated traveler:• why lines, as we know them, are nonexistent in Italy• why a string of coral beads is often seen around a baby’s wrist• what the unlucky number of Italy is (it’s not thirteen, unless seating guests at a table, when it IS thirteen–taking into account the outcome of the Last Supper)• why red underwear begins to appear in shops as the New Year approaches In addition to the lyrical and poetic, Italianissimo provides useful and indispensable information for the traveler: deciphering the quirks of the language (while English has only one word for “you,†in Italy there are three), the best place to find balsamic vinegar (in Modena, of course), the best gelato (in Sicily, where they first invented it using the snow from Mount Etna). There are also recommendations for little-known museums and destinations (the Bodoni museum, the Pinocchio park, legendary coffee bars).This is a new kind of guidebook overflowing with enlightening and hilarious miscellaneous information, filled with luscious graphics and unforgettable photographs that will decode and enrich all trips to Italy–both real and imaginary.

Hardcoregaming101.net Presents: The Guide to Classic Graphic Adventures


Kurt KalataKevin J. Anderson - 2011
    A huge step beyond the text-oriented games that preceded it, the genre took the world by storm, and proved immensely popular with computers over the next decade. A combination of storytelling and puzzle solving, they provided the ability to explore a world and experience a narrative without the need for twitchy reflexes demanded of arcade games. This nearly comprehensive book includes reviews for over 250 games from the golden age of the graphic adventure genre, running from 1984 to roughly 2000, focusing on promiminent publishers such as: -LucasArts (Maniac Mansion, Monkey Island, Sam & Max, Grim Fandango) -Sierra On-Line (King's Quest, Space Quest, Leisure Suit Larry, Gabriel Knight) -Legend (Spellcasting, Eric the Unready, Callahan's Crosstime Saloon) -And several other popular and not-so-popular series and games (Zork, Myst, Broken Sword, The Longest Journey, Simon the Sorcerer, The Last Express, and dozens of others) -Also includes interviews with several adventure game developers, including Al Lowe (creator of Leisure Suit Larry), Corey Cole (creator of Quest for Glory), Bob Bates (founder of Legend Entertainment) and Josh Mandel (writer and designer for Sierra).

Canadian History in 50 Events: From Early Settlement to the Present Day (History in 50 Events Series Book 12)


James Weber - 2015
     This book will give you a comprehensive overview of the Canadian history. Author James Weber did the research and compiled this huge list of events that changed the course of this nation forever. Some of them include: - Prehistoric hunters cross over into North America from Asia (30,000 - 10,000 BC) - The Inuit people begin to move into what are now the Northwest Territories (2000 BC) - Leif Ericsson leads Viking expedition to the new World (C.1000 AD) - Martin Frobisher sails to the Hudson Bay (1576) - Samuel de Champlain establishes a French colony (1608) - Treaty of Saint-Germain-en-Laye returns Québec to France (1632) - Treaty of Utrecht (1713) - Great Britain founds Halifax (1749) - The USA invades British colonies (1812-14) - The provinces of Alberta and Saskatchewan are created (1905) - World War II (1939-45) - The St Lawrence Seaway Opens (1959) - The Québec referendum on sovereignty is narrowly defeated (1995) - Canada declines to enter the War in Iraq (2003) and many many more The book includes pictures and explanations to every event, making this the perfect resource for students and anyone wanting to broaden their knowledge in histoy. Download your copy now! Tags: history, world history, history books, history of the world, human history, world history textbook, history books for kids, earth history, geographic history, earth history kindle, human history, history books for kids age 9 12, history of the world part 1, canadian history nonfiction, history books for kids age 7-9, history books for young readers, history books for children, canadian history books, history books for kindle, canadian history encyclopedia, canadian history, canadian history books, canadian history for dummies, canadian history textbook, canada history books, canada history, canada

Clojure Applied: From Practice to Practitioner


Ben Vandgrift - 2015
    You want to develop software in the most effective, efficient way possible. This book gives you the answers you’ve been looking for in friendly, clear language.We’ll cover, in depth, the core concepts of Clojure: immutable collections, concurrency, pure functions, and state management. You’ll finally get the complete picture you’ve been looking for, rather than dozens of puzzle pieces you must assemble yourself. First, we focus on Clojure thinking. You’ll discover the simple architecture of Clojure software, effective development processes, and how to structure applications. Next, we explore the core concepts of Clojure development. You’ll learn how to model with immutable data; write simple, pure functions for efficient transformation; build clean, concurrent designs; and structure your code for elegant composition. Finally, we move beyond pure application development and into the real world. You’ll understand your application’s configuration and dependencies, connect with other data sources, and get your libraries and applications out the door.Go beyond the toy box and into Clojure’s way of thinking. By the end of this book, you’ll have the tools and information to put Clojure’s strengths to work.https://pragprog.com/book/vmclojeco/c...

The Art of the Mass Effect Universe


Casey Hudson - 2012
    Featuring concept art and commentary by BioWare on the games' characters, locations, vehicles, weapons, and more, "The Art of the Mass Effect Universe" is the most complete companion available to gaming's most compelling series.

Seaworthy: Adrift with William Willis in the Golden Age of Rafting


T.R. Pearson - 2006
    Driven by an unfettered appetite for personal challenge and a yen for the path of most resistance, Willis mounted a single-handed and wholly unlikely rescue in the jungles of French Guiana and then twice crossed the broad Pacific on rafts of his own design, with only housecats and a parrot for companionship. His first voyage, atop a ten-ton balsa monstrosity, was undertaken in 1954 when Willis was sixty. His second raft, having crossed eleven thousand miles from Peru, found the north shore of Australia shortly after Willis's seventieth birthday. A marvel of vigor and fitness, William Willis was a connoisseur of ordeal, all but orchestrating short rations, ship-wreck conditions, and crushing solitude on his trans-Pacific voyages. He'd been inspired by Kon-Tiki, Thor Heyerdahl's bid to prove that a primitive raft could negotiate the open ocean. Willis's trips confirmed that a primitive man could as well. Willis survived on rye flour and seawater, sang to keep his spirits up, communicated with his wife via telepathy, suffered from bouts of temporary blindness, and eased the intermittent pain of a double hernia by looping a halyard around his ankles and dangling upside-down from his mast. Rich with vivid detail and wry humor, Seaworthy is the story of a sailor you've probably never heard of but need to know. In an age when countless rafts were adrift on the waters of the world, their crews out to shore up one theory of ethno-migration or tear down another, Willis's challenges remained refreshingly personal. His methods were eccentric, his accomplishments little short of remarkable. Don't miss the chance to meet this singular monk of the sea.