Java SE 6: The Complete Reference
Herbert Schildt - 2006
He includes information on Java Platform Standard Edition 6 (Java SE 6) and offers complete coverage of the Java language, its syntax, keywords, and fundamental programming principles.
The Ultimate History of Video Games: From Pong to Pokemon - The Story Behind the Craze That Touched Our Lives and Changed the World
Steven L. Kent - 2001
The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.
How to (Almost) Make Friends on the Internet
Michael Cunningham - 2020
And one very annoyed world.Based on the ingenious Sir Michael Twitter account, How to (Almost) Make Friends on the Internet is the funniest book you'll read this year.Whether it's offering his services as a Karate Lawyer or Funeral DJ, devising the world's worst plan to get a free haircut, or trying to buy a blue bucket that may or may not be for sale, Michael just wants to connect with people.The only problem is that people are slightly less enthusiastic about connecting with him, and the results are utterly hilarious.Warning: you'll never think about adding someone called Michael to a group chat the same way ever again.
This Gaming Life: Travels in Three Cities
Jim Rossignol - 2008
Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist.Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives.Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences.“We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.”—Chris Baker, Wired“This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.”—Raph Koster, game designer and author of
A Theory of Fun for Game Design
“Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’”—Joshua Davis, author of The Underdog“This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.”—John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Inventiondigitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.
AWS Security Best Practices (AWS Whitepaper)
Amazon Web Services - 2016
It also provides an overview of different security topics such as identifying, categorizing and protecting your assets on AWS, managing access to AWS resources using accounts, users and groups and suggesting ways you can secure your data, your operating systems and applications and overall infrastructure in the cloud.
Python: The Complete Reference
Martin C. Brown - 2001
This text is split into distinct sections, each concentrating on a core angle of the language. The book also contains sections for Web and application development, the two most popular uses for Python. It is designed to teach a programmer how to use Python by explaining the mechanics of Python. The appendixes offer a quick guide to the main features of the Python language, as well as additional guides to non-essential systems such as the IDLE development environment and general guidelines for migrating from another language.
Game Over, Press Start to Continue: How Nintendo Conquered the World
David Sheff - 1993
Whether it is recounting the struggles over the game"Tetris," offering blow-by-blow narrative of Nintendo's bitter legal warfare or its see-saw competition with other companies for market leadership, Game Over is a masterful piece of business journalism and technical reportage-a book both cautionary and hugely entertaining.
Land of LISP: Learn to Program in LISP, One Game at a Time!
Conrad Barski - 2010
Land of Lisp brings the language into the real world, teaching Lisp by showing readers how to write several complete Lisp-based games, including a text adventure, an evolution simulation, and a robot battle. While building these games, readers learn the core concepts of Lisp programming, such as data types, recursion, input/output, object-oriented programming, and macros. And thanks to the power of Lisp, the code is short. Rather than bogging things down with reference information that is easily found online, Land of Lisp focuses on using Lisp for real programming. The book is filled with the author Conrad Barski's famous Lisp cartoons, featuring the Lisp alien and other zany characters.
Microprocessors and Microcontrollers
N. Senthil Kumar - 2011
It also touches upon the fundamentals of 32 bit, and 64 bit advanced processors. The book throughout provides the most popular programming tool - the assembly language codes to enhance the knowledge of programming the processors.Clear and concise in its treatment of topics, the contents of the book is supported by learning tools such as review questions, application examples (case studies) and design-based exercises.
Stay Awhile and Listen : How Two Blizzards Unleashed Diablo and Forged a Video-Game Empire
David L. Craddock - 2013
Two opposing cultures. One multi-billion-dollar video-game empire. Stay Awhile and Listen: How Two Blizzards Unleashed Diablo and Forged a Video-Game Empire - Book 1 invites readers to discover the origin of Blizzard North, a studio built by gamers, for gamers, and Blizzard Entertainment, a convergence of designers driven to rule their industry. Composed from exhaustive research and hundreds of personal interviews, the Stay Awhile and Listen series divulges the fated meeting that brought the two Blizzards together, the clashes that tore them apart, and their transformation from grassroots democracy to corporate empire. At the center of it all—Diablo, a hack-and-slash adventure through the darkest recesses of Hell that changed online gaming forever.
In the Flow of Life
Eric Butterworth - 1982
With extraordinary clarity, Eric Butterworth reveals life-transforming spiritual principles to keep you in the flow.In the Flow of Life calls you to live from the exhilarating and empowering realization that you are the expression of God flowing forth into the world. Living in the flow of God will change your life forever!
The Ultimate Guide to Video Game Writing and Design
Flint Dille - 2006
Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design.
Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do
Lawrence Kutner - 2008
Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried...
"I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer... and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!"
"I'm concerned that this game playing is just the kid and the TV screen... how is this going to affect his social skills?""I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games." What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways.In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.
Uncertainty in Games
Greg Costikyan - 2013
Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, asks Greg Costikyan, that we have taken this aspect of our lives and transformed it culturally, making a series of elaborate constructs that subject us to uncertainty but in a fictive and nonthreatening way? That is: we create games.In this concise and entertaining book, Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to their appeal. Game designers, he suggests, can harness the idea of uncertainty to guide their work.Costikyan explores the many sources of uncertainty in many sorts of games -- from Super Mario Bros. to Rock/Paper/Scissors, from Monopoly to CityVille, from FPS Deathmatch play to Chess. He describes types of uncertainty, including performative uncertainty, analytic complexity, and narrative anticipation. And he suggest ways that game designers who want to craft novel game experiences can use an understanding of game uncertainty in its many forms to improve their designs.
Working at the Ubuntu Command-Line Prompt
Keir Thomas - 2011
His books have been read by over 1,000,000 people and are #1 best-sellers. His book Beginning Ubuntu Linux recently entered its sixth edition, and picked-up a Linux Journal award along the way. Thomas is also the author of Ubuntu Kung Fu. * * * * * * * * * * * * * * * * * Get to grips with the Ubuntu command-line with this #1 best-selling and concise guide. "Best buck I've spent yet" — Amazon review.* Readable, accessible and easy to understand;* Learn essential Ubuntu vocational skills, or read just for fun;* Covers Ubuntu commands, syntax, the filesystem, plus advanced techniques;* For ANY version of Linux based on Debian, such as Linux Mint--not just Ubuntu!;* Includes BONUS introduction to Ubuntu chapter, plus a glossary appendix and a guide to reading Linux/Unix documentation.