How to Win Every Argument: The Use and Abuse of Logic


Madsen Pirie - 2006
    Each entry deals with one fallacy, explaining what the fallacy is, giving and analysing an example, outlining when/where/why the particular fallacy tends to occur and finally showing how you can perpetrate the fallacy on other people in order to win an argument. Originally published to great acclaim in 1985 as "The Book of Fallacy", this is a classic brought up-to-date for a whole new generation.

Pawn Power in Chess


Hans Kmoch - 1959
    The proper use of pawns — of paramount importance in chess strategy — sometimes even puzzles experienced players. This profoundly original and stimulating book by an International Master and prolific chess writer offers superb instruction in pawn play by isolating its elements and elaborating on various aspects. After a lucid exposition of the fundamentals and the basic formations of one or two pawns that virtually constitute the keys to winning chess strategy, the reader is shown a multitude of examples demonstrating the paramount significance of elements of pawn manipulation. The author’s masterly explanation makes it perfectly clear to the beginner as well as the advanced player how the fate of a game depends on pawn formation and how pawn power holds the proceedings under its remote control. Over 180 games and diagrams illustrate the author’s theory and make it easy to follow the points made in the text.Hans Kmoch played with distinction in several international tournaments and is the author of a number of books and columns on chess and chess tournaments.“We consider it the best publication on chess strategy since the end of World War II.” — Die Welt.

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.

Cracking the Coding Interview: 150 Programming Questions and Solutions


Gayle Laakmann McDowell - 2008
    This is a deeply technical book and focuses on the software engineering skills to ace your interview. The book is over 500 pages and includes 150 programming interview questions and answers, as well as other advice.The full list of topics are as follows:The Interview ProcessThis section offers an overview on questions are selected and how you will be evaluated. What happens when you get a question wrong? When should you start preparing, and how? What language should you use? All these questions and more are answered.Behind the ScenesLearn what happens behind the scenes during your interview, how decisions really get made, who you interview with, and what they ask you. Companies covered include Google, Amazon, Yahoo, Microsoft, Apple and Facebook.Special SituationsThis section explains the process for experience candidates, Program Managers, Dev Managers, Testers / SDETs, and more. Learn what your interviewers are looking for and how much code you need to know.Before the InterviewIn order to ace the interview, you first need to get an interview. This section describes what a software engineer's resume should look like and what you should be doing well before your interview.Behavioral PreparationAlthough most of a software engineering interview will be technical, behavioral questions matter too. This section covers how to prepare for behavioral questions and how to give strong, structured responses.Technical Questions (+ 5 Algorithm Approaches)This section covers how to prepare for technical questions (without wasting your time) and teaches actionable ways to solve the trickiest algorithm problems. It also teaches you what exactly "good coding" is when it comes to an interview.150 Programming Questions and AnswersThis section forms the bulk of the book. Each section opens with a discussion of the core knowledge and strategies to tackle this type of question, diving into exactly how you break down and solve it. Topics covered include• Arrays and Strings• Linked Lists• Stacks and Queues• Trees and Graphs• Bit Manipulation• Brain Teasers• Mathematics and Probability• Object-Oriented Design• Recursion and Dynamic Programming• Sorting and Searching• Scalability and Memory Limits• Testing• C and C++• Java• Databases• Threads and LocksFor the widest degree of readability, the solutions are almost entirely written with Java (with the exception of C / C++ questions). A link is provided with the book so that you can download, compile, and play with the solutions yourself.Changes from the Fourth Edition: The fifth edition includes over 200 pages of new content, bringing the book from 300 pages to over 500 pages. Major revisions were done to almost every solution, including a number of alternate solutions added. The introductory chapters were massively expanded, as were the opening of each of the chapters under Technical Questions. In addition, 24 new questions were added.Cracking the Coding Interview, Fifth Edition is the most expansive, detailed guide on how to ace your software development / programming interviews.

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.

Emily Post's Etiquette


Peggy Post - 1922
    Features twenty new chapters that cover such areas as Internet behavior, raising well-mannered children, dating, post-September 11 travel etiquette, tipping, and observing religious ceremonies.

The Chimp Paradox: The Acclaimed Mind Management Programme to Help You Achieve Success, Confidence and Happiness


Steve Peters - 2012
    In this, his first book, Steve shares his phenomenally successful mind-management programme that has been used to help elite athletes and senior managers alike to conquer their fears and operate with greater control, focus and confidence.

Bikram's Beginning Yoga Class


Bikram Choudhury - 1977
    For more than twenty years, Bikram's Beginning Yoga Class has been among the preeminent and most beloved of all yoga guides-and now it has been revised and updated by Bikram, with virtually all-new photographs and an updated section on yoga's medical benefits.With nearly two hundred vivid instructional photographs, Bikram's Beginning Yoga Class is the perfect guidebook for any student of yoga, either advanced or beginner-a reference that makes Hatha yoga fun, easy, and completely understandable.Illustrated throughout with 160 black-and-white photographs by Biswanath "Bisu" Ghosh

Psych 101: Psychology Facts, Basics, Statistics, Tests, and More!


Paul Kleinman - 2012
    Psych 101 cuts out the boring details and statistics, and instead, gives you a lesson in psychology that keeps you engaged - and your synapses firing.From personality quizzes and the Rorschach Blot Test to B.F. Skinner and the stages of development, this primer for human behavior is packed with hundreds of entertaining psychology basics and quizzes you can't get anywhere else.So whether you're looking to unravel the intricacies of the mind, or just want to find out what makes your friends tick, Psych 101 has all the answers - even the ones you didn't know you were looking for.

ChiRunning: A Revolutionary Approach to Effortless, Injury-Free Running


Danny Dreyer - 2004
    This new edition is fully updated with fresh insights and innovative training techniques from one of the sport's leading voices. Danny Dreyer teaches us how to heal and prevent injuries and also to run faster, farther, and with much less effort at any age or ability.With more than 150,000 copies in print, this groundbreaking program makes running safe and fun for beginning and seasoned runners, while also giving competitive runners the edge they seek. ChiRunning employs the deep power reserves in the core muscles, an approach found in disciplines such as yoga, Pilates, and in this case T'ai Chi. Make knee pain and shin splints a thing of the past Experience the natural efficiency of the midfoot strike Dramatically reduce your potential for injury Transform your running with our new 10-step training program ChiRunning provides powerful insight and transforms running from a high-injury sport to a body-friendly fitness phenomenon. Join the revolution!

Player's Handbook


James Wyatt - 2014
    It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more. Use this book to create exciting characters from among the most iconic D&D® races and classes. Dungeons & Dragons immerses you in a world of adventure. Explore ancient ruins and deadly dungeons. Battle monsters while searching for legendary treasures. Gain experience and power as you trek across uncharted lands with your companions. The world needs heroes. Will you answer the call?

Modern Chess Openings (McKay Chess Library)


Nick de Firmian - 1972
    First published over a half-century ago, this is a completely revised and updated edition of the book that has been the standard English language reference on chess openings. An invaluable resource for club and tournament players, it now includes information on recent matches and the most up-to-date theory on chess openings.Modern Chess Openings is ideal for intermediate players ready to elevate their game to the next level or International Grandmasters who want to stay on top of recent chess innovations.

Secrets of Modern Chess Strategy


John L. Watson - 1999
    While it remains a fundamental work on chess strategy, the way chess positions are handled has changed greatly since Nimzowitsch's time - both refinements to existing ideas, and completely new concepts. John Watson's book fulfils the need for a thorough, profound work on the modern handling of chess positions, and how Nimzowitsch's theories - still controversial and revolutionary at the time My System was written - have been refined and used alongside classical concepts.The first section of the book discusses how the understanding of classical themes, such as pawn majorities, the centre, and structural weaknesses, have been refined. Watson then moves on to discuss new concepts, including the willingness of modern players to accept backward pawns in return for dynamic play, the idea of a good 'bad' bishop, knights finding useful roles at the edge of the board and the exchange sacrifice idea that became prevalent with the post-war Soviet champions. This profound yet thoroughly practical work is rounded off with sections on prophylactic thinking, dynamism, modern concepts as they apply to the critical contemporary opening systems, and some thoughts on the future of chess.

The 4-Hour Body: An Uncommon Guide to Rapid Fat-Loss, Incredible Sex, and Becoming Superhuman


Timothy Ferriss - 2000
    which 150 pages will you read? Is it possible to: Reach your genetic potential in 6 months? Sleep 2 hours per day and perform better than on 8 hours? Lose more fat than a marathoner by bingeing?   Indeed, and much more. This is not just another diet and fitness book.The 4-Hour Body is the result of an obsessive quest, spanning more than a decade, to hack the human body. It contains the collective wisdom of hundreds of elite athletes, dozens of MDs, and thousands of hours of jaw-dropping personal experimentation. From Olympic training centers to black-market laboratories, from Silicon Valley to South Africa, Tim Ferriss, the #1 New York Times bestselling author of The 4-Hour Workweek, fixated on one life-changing question: For all things physical, what are the tiniest changes that produce the biggest results? Thousands of tests later, this book contains the answers for both men and women. From the gym to the bedroom, it’s all here, and it all works. YOU WILL LEARN (in less than 30 minutes each):How to lose those last 5-10 pounds (or 100+ pounds) with odd combinations of food and safe chemical cocktails.* How to prevent fat gain while bingeing (X-mas, holidays, weekends) * How to increase fat-loss 300% with a few bags of ice * How Tim gained 34 pounds of muscle in 28 days, without steroids, and in four hours of total gym time * How to sleep 2 hours per day and feel fully rested * How to produce 15-minute female orgasms * How to triple testosterone and double sperm count* How to go from running 5 kilometers to 50 kilometers in 12 weeks * How to reverse “permanent” injuries * How to add 150+ pounds to your lifts in 6 months * How to pay for a beach vacation with one hospital visit         And that's just the tip of the iceberg.  There are more than 50 topics covered, all with real-world experiments, many including more than 200 test subjects. You don't need better genetics or more discipline. You need immediate results that compel you to continue. That’s exactly what The 4-Hour Body delivers.

The Art of Doing Science and Engineering: Learning to Learn


Richard Hamming - 1996
    By presenting actual experiences and analyzing them as they are described, the author conveys the developmental thought processes employed and shows a style of thinking that leads to successful results is something that can be learned. Along with spectacular successes, the author also conveys how failures contributed to shaping the thought processes. Provides the reader with a style of thinking that will enhance a person's ability to function as a problem-solver of complex technical issues. Consists of a collection of stories about the author's participation in significant discoveries, relating how those discoveries came about and, most importantly, provides analysis about the thought processes and reasoning that took place as the author and his associates progressed through engineering problems.