MLA Handbook for Writers of Research Papers


Joseph Gibaldi - 1977
    For over half a century, the MLA Handbook is the guide millions of writers have relied on.The seventh edition is a comprehensive, up-to-date guide to research and writing in the online environment. It provides an authoritative update of MLA documentation style for use in student writing, including simplified guidelines for citing works published on the Web and new recommendations for citing several kinds of works, such as digital files and graphic narratives.Every copy of the seventh edition of the MLA Handbook comes with a code for accessing the accompanying Web site. New to this edition, the Web site provides- the full text of the print volume of the MLA Handbook- over two hundred additional examples- several research-project narratives--stories, with sample papers, that illustrate the steps successful students take in researching and writing papers- searching of the entire site, including the full text of the MLA Handbook- continuous access throughout the life of the seventh edition of the MLA Handbook

The Victorian Internet


Tom Standage - 1998
    Generations of innovators tried and failed to develop speedier messaging devices. But in the mid-1800s, a few extraordinary pioneers at last succeeded. Their invention--the electric telegraph--shrank the world more quickly than ever before.A colorful tale of scientific discovery and technological cunning, The Victorian Internet tells the story of the telegraph's creation and remarkable impact, and of the visionaries, oddballs, and eccentrics who pioneered it. By 1865 telegraph cables spanned continents and oceans, revolutionizing the ways countries dealt with one another. The telegraph gave rise to creative business practices and new forms of crime. Romances blossomed over the wires. Secret codes were devised by some users, and cracked by others. The benefits of the network were relentlessly hyped by its advocates and dismissed by its skeptics. And attitudes toward everything from news gathering to war had to be completely rethought. The telegraph unleashed the greatest revolution in communications since the development of the printing press. Its saga offers many parallels to that of the Internet in our own time--and is a fascinating episode in the history of technology.

The Art of Electronics


Paul Horowitz - 1980
    Widely accepted as the authoritative text and reference on electronic circuit design, both analog and digital, this book revolutionized the teaching of electronics by emphasizing the methods actually used by circuit designers -- a combination of some basic laws, rules of thumb, and a large bag of tricks. The result is a largely nonmathematical treatment that encourages circuit intuition, brainstorming, and simplified calculations of circuit values and performance. The new Art of Electronics retains the feeling of informality and easy access that helped make the first edition so successful and popular. It is an ideal first textbook on electronics for scientists and engineers and an indispensable reference for anyone, professional or amateur, who works with electronic circuits.

Advanced Engineering Mathematics


Dennis G. Zill - 1992
    A Key Strength Of This Text Is Zill'S Emphasis On Differential Equations As Mathematical Models, Discussing The Constructs And Pitfalls Of Each. The Third Edition Is Comprehensive, Yet Flexible, To Meet The Unique Needs Of Various Course Offerings Ranging From Ordinary Differential Equations To Vector Calculus. Numerous New Projects Contributed By Esteemed Mathematicians Have Been Added. Key Features O The Entire Text Has Been Modernized To Prepare Engineers And Scientists With The Mathematical Skills Required To Meet Current Technological Challenges. O The New Larger Trim Size And 2-Color Design Make The Text A Pleasure To Read And Learn From. O Numerous NEW Engineering And Science Projects Contributed By Top Mathematicians Have Been Added, And Are Tied To Key Mathematical Topics In The Text. O Divided Into Five Major Parts, The Text'S Flexibility Allows Instructors To Customize The Text To Fit Their Needs. The First Eight Chapters Are Ideal For A Complete Short Course In Ordinary Differential Equations. O The Gram-Schmidt Orthogonalization Process Has Been Added In Chapter 7 And Is Used In Subsequent Chapters. O All Figures Now Have Explanatory Captions. Supplements O Complete Instructor'S Solutions: Includes All Solutions To The Exercises Found In The Text. Powerpoint Lecture Slides And Additional Instructor'S Resources Are Available Online. O Student Solutions To Accompany Advanced Engineering Mathematics, Third Edition: This Student Supplement Contains The Answers To Every Third Problem In The Textbook, Allowing Students To Assess Their Progress And Review Key Ideas And Concepts Discussed Throughout The Text. ISBN: 0-7637-4095-0

A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

Learn You a Haskell for Great Good!


Miran Lipovača - 2011
    Learn You a Haskell for Great Good! introduces programmers familiar with imperative languages (such as C++, Java, or Python) to the unique aspects of functional programming. Packed with jokes, pop culture references, and the author's own hilarious artwork, Learn You a Haskell for Great Good! eases the learning curve of this complex language, and is a perfect starting point for any programmer looking to expand his or her horizons. The well-known web tutorial on which this book is based is widely regarded as the best way for beginners to learn Haskell, and receives over 30,000 unique visitors monthly.

Gaudi


Maria Antonietta Crippa - 2003
    Early neo-Gothic designs were the stepping-stone to the mature, original style that came to be synonymous with his name. Incorporating bold colors and odd bits of material into his designs, Gaudí created inspiring, visionary buildings and helped establish Barcelona (most notably with the still-unfinished Sagrada Família cathedral) as a city of the world.

The Society of the Spectacle


Guy Debord - 1967
    From its publication amid the social upheavals of the 1960s up to the present, the volatile theses of this book have decisively transformed debates on the shape of modernity, capitalism and everyday life in the late twentieth century. Now finally available in a superb English translation approved by the author, Debord's text remains as crucial as ever for understanding the contemporary effects of power, which are increasingly inseparable from the new virtual worlds of our rapidly changing image/information culture.

Natural Capitalism


Paul Hawken - 1999
    This groundbreaking book reveals how today's global businesses can be both environmentally responsible and highly profitable.

Clean Code: A Handbook of Agile Software Craftsmanship


Robert C. Martin - 2007
    But if code isn't clean, it can bring a development organization to its knees. Every year, countless hours and significant resources are lost because of poorly written code. But it doesn't have to be that way. Noted software expert Robert C. Martin presents a revolutionary paradigm with Clean Code: A Handbook of Agile Software Craftsmanship . Martin has teamed up with his colleagues from Object Mentor to distill their best agile practice of cleaning code on the fly into a book that will instill within you the values of a software craftsman and make you a better programmer but only if you work at it. What kind of work will you be doing? You'll be reading code - lots of code. And you will be challenged to think about what's right about that code, and what's wrong with it. More importantly, you will be challenged to reassess your professional values and your commitment to your craft. Clean Code is divided into three parts. The first describes the principles, patterns, and practices of writing clean code. The second part consists of several case studies of increasing complexity. Each case study is an exercise in cleaning up code - of transforming a code base that has some problems into one that is sound and efficient. The third part is the payoff: a single chapter containing a list of heuristics and "smells" gathered while creating the case studies. The result is a knowledge base that describes the way we think when we write, read, and clean code. Readers will come away from this book understanding ‣ How to tell the difference between good and bad code‣ How to write good code and how to transform bad code into good code‣ How to create good names, good functions, good objects, and good classes‣ How to format code for maximum readability ‣ How to implement complete error handling without obscuring code logic ‣ How to unit test and practice test-driven development This book is a must for any developer, software engineer, project manager, team lead, or systems analyst with an interest in producing better code.

The Art of Innovation: Lessons in Creativity from IDEO, America's Leading Design Firm


Tom Kelley - 2001
    At many companies, being first with a concept and first to market are critical just to survive. In The Art of Innovation, Tom Kelley, general manager of the Silicon Valley based design firm IDEO, takes readers behind the scenes of this wildly imaginative and energized company to reveal the strategies and secrets it uses to turn out hit after hit.IDEO doesn't buy into the myth of the lone genius working away in isolation, waiting for great ideas to strike. Kelley believes everyone can be creative, and the goal at his firm is to tap into that wellspring of creativity in order to make innovation a way of life. How does it do that? IDEO fosters an atmosphere conducive to freely expressing ideas, breaking the rules, and freeing people to design their own work environments. IDEO's focus on teamwork generates countless breakthroughs, fueled by the constant give-and-take among people ready to share ideas and reap the benefits of the group process. IDEO has created an intense, quick-turnaround, brainstorm-and-build process dubbed "the Deep Dive."In entertaining anecdotes, Kelley illustrates some of his firm's own successes (and joyful failures), as well as pioneering efforts at other leading companies. The book reveals how teams research and immerse themselves in every possible aspect of a new product or service, examining it from the perspective of clients, consumers, and other critical audiences.Kelley takes the reader through the IDEO problem-solving method:> Carefully observing the behavior or "anthropology" of the people who will be using a product or service> Brainstorming with high-energy sessions focused on tangible results> Quickly prototyping ideas and designs at every step of the way> Cross-pollinating to find solutions from other fields> Taking risks, and failing your way to success> Building a "Greenhouse" for innovationIDEO has won more awards in the last ten years than any other firm of its kind, and a full half-hour Nightline presentation of its creative process received one of the show's highest ratings. The Art of Innovation will provide business leaders with the insights and tools they need to make their companies the leading-edge, top-rated stars of their industries.From the Hardcover edition.

The Right Kind of Crazy: A True Story of Teamwork, Leadership, and High-Stakes Innovation


Adam Steltzner - 2015
    When NASA needed to land Curiosity—a 2,000-pound, $2.5 billion rover—on the surface of Mars, 140 million miles away, they turned to JPL. Steltzner’s team couldn’t test their kooky solution, the Sky Crane. They were on an unmissable deadline, and the world would be watching when they succeeded—or failed. At the helm of this effort was an unlikely rocket scientist and accidental leader, Adam Steltzner. After barely graduating from high school, he followed his curiosity to the local community college to find out why the stars moved. Soon he discovered an astonishing gift for math and physics. After getting his Ph.D. he ensconced himself within JPL, NASA’s decidedly unbureaucratic cousin, where success in a mission is the only metric that matters.  The Right Kind of Crazy is a first-person account of innovation that is relevant to any­one working in science, art, or technology. For instance, Steltzner describes: ·How his team learned to switch from fear-based to curiosity-based decision making·How to escape “The Dark Room”—the creative block caused by fear, uncertainty, and the lack of a clear path forward·How to tell when we’re too in love with our own ideas to be objective about them—and, conversely, when to fight for them·How to foster mutual respect within teams while still bashing bad ideas The Right Kind of Crazy is a book for anyone who wants to channel their craziness into creativity, balance discord and harmony, and find a signal in a flood of noise.

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.

The Norton Anthology of English Literature, Vol. F: The Twentieth Century & After


Stephen GreenblattGeorge M. Logan - 1999
    Under the direction of Stephen Greenblatt, General Editor, the editors have reconsidered all aspects of the anthology to make it an even better teaching tool.

Hopper


Mark Strand - 1994
    Strand deftly illuminates the work of the frequently misunderstood American painter, whose enigmatic paintings—of gas stations, storefronts, cafeterias, and hotel rooms—number among the most powerful of our time.   In brief but wonderfully compelling comments accompanying each painting, the elegant expressiveness of Strand’s language is put to the service of Hopper’s visual world. The result is a singularly illuminating presentation of the work of one of America’s best-known artists. Strand shows us how the formal elements of the paintings—geometrical shapes pointing beyond the canvas, light from unseen sources—locate the viewer, as he says, “in a virtual space where the influence and availability of feeling predominate.”   An unforgettable combination of prose and painting in their highest forms, this book is a must for poetry and art lovers alike.From the Hardcover edition.