A Fiery Peace in a Cold War: Bernard Schriever and the Ultimate Weapon
Neil Sheehan - 2009
Here is the never-before-told story of the nuclear arms race that changed history-and of the visionary American Air Force officer Bernard Schriever, who led the high-stakes effort. A Fiery Peace in a Cold War is a masterly work about Schriever's quests to prevent the Soviet Union from acquiring nuclear superiority, to penetrate and exploit space for America, and to build the first weapons meant to deter an atomic holocaust rather than to be fired in anger. Sheehan melds biography and history, politics and science, to create a sweeping narrative that transports the reader back and forth from individual drama to world stage. The narrative takes us from Schriever's boyhood in Texas as a six-year-old immigrant from Germany in 1917 through his apprenticeship in the open-cockpit biplanes of the Army Air Corps in the 1930s and his participation in battles against the Japanese in the South Pacific during the Second World War. On his return, he finds a new postwar bipolar universe dominated by the antagonism between the United States and the Soviet Union. Inspired by his technological vision, Schriever sets out in 1954 to create the one class of weapons that can enforce peace with the Russians-intercontinental ballistic missiles that are unstoppable and can destroy the Soviet Union in thirty minutes. In the course of his crusade, he encounters allies and enemies among some of the most intriguing figures of the century: John von Neumann, the Hungarian-born mathematician and mathematical physicist, who was second in genius only to Einstein; Colonel Edward Hall, who created the ultimate ICBM in the Minuteman missile, and his brother, Theodore Hall, who spied for the Russians at Los Alamos and hastened their acquisition of the atomic bomb; Curtis LeMay, the bomber general who tried to exile Schriever and who lost his grip on reality, amassing enough nuclear weapons in his Strategic Air Command to destroy the entire Northern Hemisphere; and Hitler's former rocket maker, Wernher von Braun, who along with a colorful, riding-crop-wielding Army general named John Medaris tried to steal the ICBM program. The most powerful men on earth are also put into astonishing relief: Joseph Stalin, the cruel, paranoid Soviet dictator who spurred his own scientists to build him the atomic bomb with threats of death; Dwight Eisenhower, who backed the ICBM program just in time to save it from the bureaucrats; Nikita Khrushchev, who brought the world to the edge of nuclear catastrophe during the Cuban Missile Crisis, and John Kennedy, who saved it. Schriever and his comrades endured the heartbreak of watching missiles explode on the launching pads at Cape Canaveral and savored the triumph of seeing them soar into space. In the end, they accomplished more than achieving a fiery peace in a cold war. Their missiles became the vehicles that opened space for America.
Basic Writings of Nietzsche
Friedrich Nietzsche - 1967
Basic Writings of Nietzsche gathers the complete texts of five of Nietzsche's most important works, from his first book to his last: The Birth of Tragedy, Beyond Good and Evil, On the Genealogy of Morals, The Case of Wagner, and Ecce Homo. Edited and translated by the great Nietzsche scholar Walter Kaufmann, this volume also features seventy-five aphorisms, selections from Nietzsche's correspondence, and variants from drafts for Ecce Homo. It is a definitive guide to the full range of Nietzsche's thought.Includes a Modern Library Reading Group Guide
Coders: The Making of a New Tribe and the Remaking of the World
Clive Thompson - 2019
And this may sound weirdly obvious, but every single one of those pieces of software was written by a programmer. Programmers are thus among the most quietly influential people on the planet. As we live in a world made of software, they're the architects. The decisions they make guide our behavior. When they make something newly easy to do, we do a lot more of it. If they make it hard or impossible to do something, we do less of it.If we want to understand how today's world works, we ought to understand something about coders. Who exactly are the people that are building today's world? What makes them tick? What type of personality is drawn to writing software? And perhaps most interestingly -- what does it do to them?One of the first pieces of coding a newbie learns is the program to make the computer say "Hello, world!" Like that piece of code, Clive Thompson's book is a delightful place to begin to understand this vocation, which is both a profession and a way of life, and which essentially didn't exist little more than a generation ago, but now is considered just about the only safe bet we can make about what the future holds. Thompson takes us close to some of the great coders of our time, and unpacks the surprising history of the field, beginning with the first great coders, who were women. Ironically, if we're going to traffic in stereotypes, women are arguably "naturally" better at coding than men, but they were written out of the history, and shoved out of the seats, for reasons that are illuminating. Now programming is indeed, if not a pure brotopia, at least an awfully homogenous community, which attracts people from a very narrow band of backgrounds and personality types. As Thompson learns, the consequences of that are significant - not least being a fetish for disruption at scale that doesn't leave much time for pondering larger moral issues of collateral damage. At the same time, coding is a marvelous new art form that has improved the world in innumerable ways, and Thompson reckons deeply, as no one before him has, with what great coding in fact looks like, who creates it, and where they come from. To get as close to his subject has he can, he picks up the thread of his own long-abandoned coding practice, and tries his mightiest to up his game, with some surprising results.More and more, any serious engagement with the world demands an engagement with code and its consequences, and to understand code, we must understand coders. In that regard, Clive Thompson's Hello, World! is a marvelous and delightful master class.
Adobe Illustrator CS6 Classroom in a Book: The Official Training Workbook from Adobe Systems [With CDROM]
Adobe Creative Team - 1993
The 15 project-based lessons in this book show readers step-by-step the key techniques for working in Illustrator CS6 and how to create vector artwork for virtually any project and across multiple media: print, websites, interactive projects, and video. In addition to learning the key elements of the Illustrator interface, this completely revised CS6 edition covers the new tracing engine with improved shape and color recognition, a new pattern toolset with on-artboard controls and one-click tiling, a completely overhauled performance engine and modernized user interface for working more efficiently and intuitively, and more. "The Classroom in a Book series is by far the best training material on the market. Everything you need to master the software is included: clear explanations of each lesson, step-by-step instructions, and the project files for the students." --Barbara Binder, Adobe Certified Instructor, Rocky Mountain Training Classroom in a Book(R), the best-selling series of hands-on software training workbooks, helps you learn the features of Adobe software quickly and easily. Classroom in a Book offers what no other book or training program does--an official training series from Adobe Systems Incorporated, developed with the support of Adobe product experts.
Mona Lisa in Camelot: Jacqueline Kennedy and the True Story of the Painting's High-Stakes Journey to America
Margaret Leslie Davis - 2008
The fragile icon traveled like a head of state, with armed guards and military surveillance, in a temperature-controlled vault. Masterminding the entire show was First Lady Jacqueline Kennedy, who tirelessly campaigned to persuade National Gallery Director John Walker, French President Charles de Gaulle, and her own husband to debut the legendary smile here. For 88 charmed days, Lisa Fever” swept the nation as nearly two million Americans attended exhibits in Washington, D.C. and New York. It was the greatest outpouring of appreciation for a single work of art in American history. And as only Jacqueline Kennedy could do, she infused America’s first museum blockbuster show with a unique sense of pageantry, igniting a national love affair with the arts. Gathering rare archival documents and interviews, acclaimed biographer Margaret Leslie Davis has woven a tantalizing saga, filled with international intrigue and the irresistible charm of Camelot and its queen.
Embedded Android: Porting, Extending, and Customizing
Karim Yaghmour - 2011
You'll also receive updates when significant changes are made, as well as the final ebook version. Embedded Android is for Developers wanting to create embedded systems based on Android and for those wanting to port Android to new hardware, or creating a custom development environment. Hackers and moders will also find this an indispensible guide to how Android works.
Microinteractions: Designing with Details
Dan Saffer - 2013
With this practical book, you’ll learn how to design effective microinteractions: the small details that exist inside and around features. How can users change a setting? How do they turn on mute, or know they have a new email message?Through vivid, real-world examples from today’s devices and applications, author Dan Saffer walks you through a microinteraction’s essential parts, then shows you how to use them in a mobile app, a web widget, and an appliance. You’ll quickly discover how microinteractions can change a product from one that’s tolerated into one that’s treasured.Explore a microinteraction’s structure: triggers, rules, feedback, modes, and loopsLearn the types of triggers that initiate a microinteractionCreate simple rules that define how your microinteraction can be usedHelp users understand the rules with feedback, using graphics, sounds, and vibrationsUse modes to let users set preferences or modify a microinteractionExtend a microinteraction’s life with loops, such as “Get data every 30 seconds”
Secrets and Lies: Digital Security in a Networked World
Bruce Schneier - 2000
Identity Theft. Corporate Espionage. National secrets compromised. Can anyone promise security in our digital world?The man who introduced cryptography to the boardroom says no. But in this fascinating read, he shows us how to come closer by developing security measures in terms of context, tools, and strategy. Security is a process, not a product – one that system administrators and corporate executives alike must understand to survive.This edition updated with new information about post-9/11 security.
Wake Up and Smell the Planet: The Non-Pompous, Non-Preachy Grist Guide to Greening Your Day
Brangien Davis - 2007
That seems to be the message of Grist's guide to grassroots sustainability. Readers familiar with the online magazine's credo will know what to expect: "We believe that news about green issues and sustainable living doesn't have to be predictable, demoralizing, or dull. We butter the vegetables! And add salt!" Wake Up and Smell the Planet supports that philosophy with helpful suggestions about making little choices that ultimately make a big difference. A cheering answer to "What can I do?"
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.
Calculating God
Robert J. Sawyer - 2000
Out pops a six-legged, two-armed alien, who says, in perfect English, "Take me to a paleontologist."It seems that Earth, and the alien's home planet, and the home planet of another alien species traveling on the alien mother ship, all experienced the same five cataclysmic events at about the same time, including events exactly like the meteor that wiped out the dinosaurs. Both alien races believe this proves the existence of God: i.e. he's obviously been manipulating the evolution of life on each of these planets.
The Sciences of the Artificial
Herbert A. Simon - 1969
There are updates throughout the book as well. These take into account important advances in cognitive psychology and the science of design while confirming and extending the book's basic thesis: that a physical symbol system has the necessary and sufficient means for intelligent action. The chapter "Economic Reality" has also been revised to reflect a change in emphasis in Simon's thinking about the respective roles of organizations and markets in economic systems."People sometimes ask me what they should read to find out about artificial intelligence. Herbert Simon's book The Sciences of the Artificial is always on the list I give them. Every page issues a challenge to conventional thinking, and the layman who digests it well will certainly understand what the field of artificial intelligence hopes to accomplish. I recommend it in the same spirit that I recommend Freud to people who ask about psychoanalysis, or Piaget to those who ask about child psychology: If you want to learn about a subject, start by reading its founding fathers." -- George A. Miller
The New Digital Age: Reshaping the Future of People, Nations and Business
Eric Schmidt - 2013
And, the Director of Google Ideas, Jared Cohen, formerly an advisor to both Secretaries of State Condoleezza Rice and Hillary Clinton.Never before has the future been so vividly and transparently imagined. From technologies that will change lives (information systems that greatly increase productivity, safety and our quality of life, thought controlled motion technology that can revolutionize medical procedures, and near-perfect translation technology that allows us to have more diversified interactions) to our most important future considerations (curating our online identity and fighting those who would do harm with it) to the widespread political change that will transform the globe (through transformations in conflict, increasingly active and global citizenries, a new wave of cyber-terrorism and states operating simultaneously in the physical and virtual realms) to the ever present threats to our privacy and security, Schmidt and Cohen outline in great detail and scope all the promise and peril awaiting us in the coming decades.
Hackers & Painters: Big Ideas from the Computer Age
Paul Graham - 2004
Who are these people, what motivates them, and why should you care?Consider these facts: Everything around us is turning into computers. Your typewriter is gone, replaced by a computer. Your phone has turned into a computer. So has your camera. Soon your TV will. Your car was not only designed on computers, but has more processing power in it than a room-sized mainframe did in 1970. Letters, encyclopedias, newspapers, and even your local store are being replaced by the Internet.Hackers & Painters: Big Ideas from the Computer Age, by Paul Graham, explains this world and the motivations of the people who occupy it. In clear, thoughtful prose that draws on illuminating historical examples, Graham takes readers on an unflinching exploration into what he calls “an intellectual Wild West.”The ideas discussed in this book will have a powerful and lasting impact on how we think, how we work, how we develop technology, and how we live. Topics include the importance of beauty in software design, how to make wealth, heresy and free speech, the programming language renaissance, the open-source movement, digital design, internet startups, and more.
The Art of Video Games: From Pac-Man to Mass Effect
Chris Melissinos - 2012
Fueled by unprecedented advances in technology, boundless imaginations, and an insatiable addiction to fantastic new worlds of play, the video game has gone supernova, rocketing two generations of fans into an ever-expanding universe where art, culture, reality, and emotion collide. As a testament to the cultural impact of the game industry’s mega morph, the Smithsonian American Art Museum, with curator and author Chris Melissinos, conceived the forthcoming exhibition, The Art of Video Games, which will run from March 16 to September 30, 2012.* Welcome Books will release the companion book this March. Melissinos presents video games as not just mere play, but richly textured emotional and social experiences that have crossed the boundary into culture and art.Along with a team of game developers, designers, and journalists, Melissinos chose a pool of 240 games across five different eras to represent the diversity of the game world. Criteria included visual effects, creative use of technologies, and how world events and popular culture manifested in the games. The museum then invited the public to go online to help choose the games. More than 3.7 million votes (from 175 countries) later, the eighty winners featured in The Art of Video Games exhibition and book were selected.From the Space Invaders of the seventies to sophisticated contemporary epics BioShock and Uncharted 2, Melissinos examines each of the winning games, providing a behind-the-scenes look at their development and innovation, and commentary on the relevance of each in the history of video games. Over 100 composite images, created by Patrick O’Rourke, and drawn directly from the games themselves, illustrate the evolution of video games as an artistic medium, both technologically and creatively. Additionally, The Art of Video Games includes fascinating interviews with influential artists and designers–from pioneers such as Nolan Bushnell to contemporary innovators including Warren Spector, Tim Schafer and Robin Hunicke. The foreword was written by Elizabeth Broun, director of the Smithsonian American Art Museum and Mike Mika, noted game preservationist and prolific developer, contributed the introduction the introduction. *After Washington D.C., the exhibition travels to several cities across the United States, including Boca Raton (Museum of Art), Seattle (EMP Museum), Yonkers, NY (Hudson River Museum) and Flint, MI (Flint Institute of Arts). For the latest confirmed dates and venues, please visit the The Art of Video Games exhibition page at http://americanart.si.edu/taovg