Design Patterns: Elements of Reusable Object-Oriented Software


Erich Gamma - 1994
    Previously undocumented, these 23 patterns allow designers to create more flexible, elegant, and ultimately reusable designs without having to rediscover the design solutions themselves.The authors begin by describing what patterns are and how they can help you design object-oriented software. They then go on to systematically name, explain, evaluate, and catalog recurring designs in object-oriented systems. With Design Patterns as your guide, you will learn how these important patterns fit into the software development process, and how you can leverage them to solve your own design problems most efficiently. Each pattern describes the circumstances in which it is applicable, when it can be applied in view of other design constraints, and the consequences and trade-offs of using the pattern within a larger design. All patterns are compiled from real systems and are based on real-world examples. Each pattern also includes code that demonstrates how it may be implemented in object-oriented programming languages like C++ or Smalltalk.

Rest: Why You Get More Done When You Work Less


Alex Soojung-Kim Pang - 2016
    Rest is something to do when the important things are done-but they are never done. Looking at different forms of rest, from sleep to vacation, Silicon Valley futurist and business consultant Alex Soojung-Kim Pang dispels the myth that the harder we work the better the outcome. He combines rigorous scientific research with a rich array of examples of writers, painters, and thinkers---from Darwin to Stephen King---to challenge our tendency to see work and relaxation as antithetical. "Deliberate rest," as Pang calls it, is the true key to productivity, and will give us more energy, sharper ideas, and a better life. Rest offers a roadmap to rediscovering the importance of rest in our lives, and a convincing argument that we need to relax more if we actually want to get more done.

The Imposter's Handbook


Rob Conery - 2016
    New languages, new frameworks, new ways of doing things - a constant struggle just to stay current in the industry. This left no time to learn the foundational concepts and skills that come with a degree in Computer Science.

Woe Is I: The Grammarphobe's Guide to Better English in Plain English


Patricia T. O'Conner - 1996
    The bestselling grammar book has been updated and revised to include the latest and greatest on the basics and subtleties of English, and features a new chapter on the language of the Internet.

Introduction to Algorithms


Thomas H. Cormen - 1989
    Each chapter is relatively self-contained and can be used as a unit of study. The algorithms are described in English and in a pseudocode designed to be readable by anyone who has done a little programming. The explanations have been kept elementary without sacrificing depth of coverage or mathematical rigor.

Emotional Beats: How to Easily Convert your Writing into Palpable Feelings (Author Tools Book 1)


Nicholas C. Rossis - 2016
    As soon as you name an emotion, readers go into thinking mode. And when they think about an emotion, they distance themselves from feeling it. A great way to show anger, fear, indifference, and the whole range of emotions that characterize the human experience, is through beats. These action snippets that pepper dialogue can help describe a wide range of emotions while avoiding lazy writing. The power of beats lies in their innate ability to create richer, more immediate, deeper writing. This emotional thesaurus includes hundreds of examples that you can use for your inspiration, so that you, too, can harness this technique to easily convert your writing into palpable feelings. Genre fiction authors can use Emotional Beat as a feeling thesaurus and watch their writing take off! Emotional Beats was an award-winning Finalist in the IPA 2017 Awards.

Maestro Mario: How Nintendo Transformed Videogame Music into an Art


Andrew Schartmann - 2013
    for the NES contains some of the most recognizable tunes in popular culture, and yet it’s safe to say that only a handful of people have thought beyond the music’s entertaining surface. After all, what could possibly be art-worthy about an early Mario score? Or any early game sound for that matter?In search of answers to these questions, Andrew Schartmann takes us on a journey from the primitive “pongs” of arcade machines to the complex musical fabrics woven by composers of the NES era. Where does that distinctly Nintendo-flavored sound come from? What sets NES music apart from its predecessors? And how has that iconic ‘80s videogame sound “invaded” popular culture?

Daily Rituals: How Artists Work


Mason Currey - 2013
    Thomas Wolfe wrote standing up in the kitchen, the top of the refrigerator as his desk, dreamily fondling his “male configurations”. . . Jean-Paul Sartre chewed on Corydrane tablets (a mix of amphetamine and aspirin), ingesting ten times the recommended dose each day . . . Descartes liked to linger in bed, his mind wandering in sleep through woods, gardens, and enchanted palaces where he experienced “every pleasure imaginable.” Here are: Anthony Trollope, who demanded of himself that each morning he write three thousand words (250 words every fifteen minutes for three hours) before going off to his job at the postal service, which he kept for thirty-three years during the writing of more than two dozen books . . . Karl Marx . . . Woody Allen . . . Agatha Christie . . . George Balanchine, who did most of his work while ironing . . . Leo Tolstoy . . . Charles Dickens . . . Pablo Picasso . . . George Gershwin, who, said his brother Ira, worked for twelve hours a day from late morning to midnight, composing at the piano in pajamas, bathrobe, and slippers . . . Here also are the daily rituals of Charles Darwin, Andy Warhol, John Updike, Twyla Tharp, Benjamin Franklin, William Faulkner, Jane Austen, Anne Rice, and Igor Stravinsky (he was never able to compose unless he was sure no one could hear him and, when blocked, stood on his head to “clear the brain”). Brilliantly compiled and edited, and filled with detail and anecdote, Daily Rituals is irresistible, addictive, magically inspiring.

Zero Hour


S.D. Perry - 2004
    Bravo Team scrambles into action. On the way to the scene, Bravo's helicopter crashes. Although everyone survives, what they discover next is gruesome: an overturned military transport truck riddled with corpses -- and that's only the beginning of their nightmare. Bravo Team is about to discover the evil that is growing all around them, and rookie member Rebecca Chambers is beginning to wonder what she's gotten herself into.

On Becoming a Novelist


John Gardner - 1983
    With elegance, humor, and sophistication, Gardner describes the life of a working novelist; warns what needs to be guarded against, both from within the writer and from without; and predicts what the writer can reasonably expect and what, in general, he or she cannot. "For a certain kind of person," Gardner writes, "nothing is more joyful or satisfying than the life of a novelist." But no other vocation, he is quick to add, is so fraught with professional and spiritual difficulties. Whether discussing the supposed value of writer's workshops, explaining the role of the novelist's agent and editor, or railing against the seductive fruits of literary elitism, On Becoming a Novelist is an indispensable, life-affirming handbook for anyone authentically called to the profession. "A miraculously detailed account of the creative process."—Anne Tyler, Baltimore Sun

The Art of BioShock Infinite


Ken Levine - 2013
    See the evolution of Sky-Hooks, Heavy Hitters, the populace of Columbia, Vigors, airships, and much more! * BioShock Infinite won over 75 video game awards, including Best Original Game and Best of Show! * Introduction by creative director Ken Levine.

Characters and Viewpoint


Orson Scott Card - 1988
    Use them to pry, chip, yank and sift good characters out of the place where they live in your memory, your imagination and your soul.Award-winning author Orson Scott Card explains in depth the techniques of inventing, developing and presenting characters, plus handling viewpoint in novels and short stories. With specific examples, he spells out your narrative options–the choices you'll make in creating fictional people so "real" that readers will feel they know them like members of their own families.You'll learn how to: draw the characters from a variety of sources, including a story's basic idea, real life–even a character's social circumstances make characters show who they are by the things they do and say, and by their individual "style" develop characters readers will love–or love to hate distinguish among major characters, minor characters and walk-ons, and develop each one appropriately choose the most effective viewpoint to reveal the characters and move the storytelling decide how deeply you should explore your characters' thoughts, emotions and attitudes

High Score!: The Illustrated History of Electronic Games


Rusel DeMaria - 2002
    Featuring hundreds of interviews with game creators and thousands of never-before-seen photos from the early days, this book honors the games that have captivated youngsters and the young-at-heart for more than 30 years--making this the ultimate tribute to electronic games.

Stories That Stick: How Storytelling Can Captivate Customers, Influence Audiences, and Transform Your Business


Kindra Hall - 2019
    But what stories do you need to tell and how do you tell them?Stories That Stick provides a clear framework of ideals and a concise set of actions for you to take complete control of your own story, utilizing the principles behind the world’s most effective business storytelling strategies.Professional storyteller and nationally-known speaker Kindra Hall reveals the four unique stories you can use to differentiate, captivate, and elevate:the Value Story, to convince customers they need what you provide;the Founder Story, to persuade investors and customers your organization is worth the investment;the Purpose Story, to align and inspire your employees and internal customers; and the Customer Story, to allow those who use your product or service to share their authentic experiences with others.Telling these stories well is a simple, accessible skill anyone can develop. With case studies, company profiles, and anecdotes backed with original research, Hall presents storytelling as the underutilized talent that separates the good from the best in business.Stories That Stick offers specific, actionable steps readers can take to find, craft, and leverage the stories they already have and simply aren’t telling. Every person, every organization has at least four stories at their disposal. Will you tell yours?

Thinking Like A Romance Writer: The Sensual Writer's Sourcebook of Words and Phrases


Dahlia Evans - 2013
    This aspect of romance writing is so often neglected, usually with disastrous results; a novel that reads like a badly written script. Fortunately, there's now a way for any writer, regardless of their experience, to get a huge head-start writing in this profitable genre. It's a secret resource that romance writers don't want you to know about! Dahlia Evans has compiled a romance writing thesaurus unlike anything ever published. This reference book is filled to the brim with words and phrases gathered from hundreds of bestselling romance novels. Using this book you will be able to describe intimate encounters of every kind without breaking a sweat.Inside You'll Discover:# 8,500 words and phrases sorted into 37 categories.# Thousands of words you can use to describe each part of the body.# Words that describe each of the five senses; taste, touch, sight, sound, smell.# Words to describe feelings and emotions.# Words that describe facial expressions.# Hundreds of words to describe intimacy.'Thinking Like A Romance Writer' is the culmination of hundreds of hours of research and is a book destined to become a classic in the field of romance writing instruction.