From the Beast to the Blonde: On Fairy Tales and Their Tellers


Marina Warner - 1994
    Why are storytellers so often women, and how does that affect the status of fairy tales? Are they a source of wisdom or a misleading temptation to indulge in romancing?

Shakespeare for Grown-ups: Everything you Need to Know about the Bard


Elizabeth Foley - 2014
    For parents helping with their children’s homework, casual theatre-goers who want to enhance their enjoyment of the most popular plays and the general reader who feels they should probably know more about Britain’s most splendid scribe, Shakespeare for Grown-ups covers Shakespeare's time; his personal life; his language; his key themes; his less familiar works and characters; his most famous speeches and quotations; phrases and words that have entered general usage, and much more. With lively in-depth chapters on all the major works including Hamlet, Othello, King Lear, The Tempest, Romeo and Juliet, Much Ado About Nothing, Antony and Cleopatra, Richard II, Henry V, A Midsummer Night's Dream, The Merchant of Venice and Macbeth, Shakespeare for Grown-ups is the only guide you’ll ever need.

The Norton Anthology Of American Literature


Nina Baym - 1979
    This modern section has been overhauled to reflect the diversity of American writing since 1945. A section on 19th-century women's writing is included.

Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability


Steve Krug - 2000
    And it’s still short, profusely illustrated…and best of all–fun to read.If you’ve read it before, you’ll rediscover what made Don’t Make Me Think so essential to Web designers and developers around the world. If you’ve never read it, you’ll see why so many people have said it should be required reading for anyone working on Web sites.

Nabokov's Favorite Word Is Mauve: What the Numbers Reveal About the Classics, Bestsellers, and Our Own Writing


Ben Blatt - 2017
    There’s a famous piece of writing advice—offered by Ernest Hemingway, Stephen King, and myriad writers in between—not to use -ly adverbs like “quickly” or “fitfully.” It sounds like solid advice, but can we actually test it? If we were to count all the -ly adverbs these authors used in their careers, do they follow their own advice compared to other celebrated authors? What’s more, do great books in general—the classics and the bestsellers—share this trait?In Nabokov’s Favorite Word Is Mauve, statistician and journalist Ben Blatt brings big data to the literary canon, exploring the wealth of fun findings that remain hidden in the works of the world’s greatest writers. He assembles a database of thousands of books and hundreds of millions of words, and starts asking the questions that have intrigued curious word nerds and book lovers for generations: What are our favorite authors’ favorite words? Do men and women write differently? Are bestsellers getting dumber over time? Which bestselling writer uses the most clichés? What makes a great opening sentence? How can we judge a book by its cover? And which writerly advice is worth following or ignoring?

iWoz: Computer Geek to Cult Icon: How I Invented the Personal Computer, Co-Founded Apple, and Had Fun Doing It


Steve Wozniak - 2006
    individual whose contributions to the scientific, business and cultural realms are extensive."—BookpageBefore slim laptops that fit into briefcases, computers looked like strange, alien vending machines. But in "the most staggering burst of technical invention by a single person in high-tech history" (BusinessWeek​) Steve Wozniak invented the first true personal computer. Wozniak teamed up with Steve Jobs, and Apple Computer was born, igniting the computer revolution and transforming the world. Here, thirty years later, the mischievous genius with the low profile treats readers to a rollicking, no-holds-barred account of his life—for once, in the voice of the wizard himself.

Effective Java


Joshua Bloch - 2001
    The principal enhancement in Java 8 was the addition of functional programming constructs to Java's object-oriented roots. Java 7, 8, and 9 also introduced language features, such as the try-with-resources statement, the diamond operator for generic types, default and static methods in interfaces, the @SafeVarargs annotation, and modules. New library features include pervasive use of functional interfaces and streams, the java.time package for manipulating dates and times, and numerous minor enhancements such as convenience factory methods for collections. In this new edition of Effective Java, Bloch updates the work to take advantage of these new language and library features, and provides specific best practices for their use. Java's increased support for multiple paradigms increases the need for best-practices advice, and this book delivers. As in previous editions, each chapter consists of several "items," each presented in the form of a short, standalone essay that provides specific advice, insight into Java platform subtleties, and updated code examples. The comprehensive descriptions and explanations for each item illuminate what to do, what not to do, and why. Coverage includes:Updated techniques and best practices on classic topics, including objects, classes, methods, libraries, and generics How to avoid the traps and pitfalls of commonly misunderstood subtleties of the platform Focus on the language and its most fundamental libraries, such as java.lang and java.util

MAKE: Electronics: Learning Through Discovery


Charles Platt - 2008
    I also love the sense of humor. It's very good at disarming the fear. And it's gorgeous. I'll be recommending this book highly." --Tom Igoe, author of Physical Computing and Making Things TalkWant to learn the fundamentals of electronics in a fun, hands-on way? With Make: Electronics, you'll start working on real projects as soon as you crack open the book. Explore all of the key components and essential principles through a series of fascinating experiments. You'll build the circuits first, then learn the theory behind them!Build working devices, from simple to complex You'll start with the basics and then move on to more complicated projects. Go from switching circuits to integrated circuits, and from simple alarms to programmable microcontrollers. Step-by-step instructions and more than 500 full-color photographs and illustrations will help you use -- and understand -- electronics concepts and techniques.Discover by breaking things: experiment with components and learn from failureSet up a tricked-out project space: make a work area at home, equipped with the tools and parts you'll needLearn about key electronic components and their functions within a circuitCreate an intrusion alarm, holiday lights, wearable electronic jewelry, audio processors, a reflex tester, and a combination lockBuild an autonomous robot cart that can sense its environment and avoid obstaclesGet clear, easy-to-understand explanations of what you're doing and why

OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2


Dave Shreiner - 1999
    The OpenGL Programming Guide provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. It is far and away the most important book on OpenGL, and is commonly referred to by programmers simply as the Red book. Last summer the OpenGL Architectural Review Board (ARB) announced the release of the version 2.0 standard, incorporating the OpenGL Shader Language (GLSL) officially into the spec. This is the biggest change in OpenGL since its inception. This new edition will provide basic information about GLSL itself, as well as all the other changes to the 1.5 and 1.0 versions. the official, comprehensive guide to GLSL itself. A few years ago, pundits were predicting the imminent demise of OpenGL. Far from expiring, however, OpenGL has had a resurgence in the last couple years, and has solidified its position as the defacto standard for high-quality computer graphics. This book remains the necessary guide for any developer doing graphics programming. The sample source code in the book will be available on the book's web site.

Don't Tell the Grown-Ups: The Subversive Power of Children's Literature


Alison Lurie - 1990
    Seuss, Mark Twain to Beatrix Potter--and shows that the best-loved children's books tend to challenge rather than uphold respectable adult values.

Prisoner's Dilemma: John von Neumann, Game Theory, and the Puzzle of the Bomb


William Poundstone - 1992
    Though the answers may seem simple, their profound implications make the prisoner's dilemma one of the great unifying concepts of science. Watching players bluff in a poker game inspired John von Neumann--father of the modern computer and one of the sharpest minds of the century--to construct game theory, a mathematical study of conflict and deception. Game theory was readily embraced at the RAND Corporation, the archetypical think tank charged with formulating military strategy for the atomic age, and in 1950 two RAND scientists made a momentous discovery.Called the prisoner's dilemma, it is a disturbing and mind-bending game where two or more people may betray the common good for individual gain. Introduced shortly after the Soviet Union acquired the atomic bomb, the prisoner's dilemma quickly became a popular allegory of the nuclear arms race. Intellectuals such as von Neumann and Bertrand Russell joined military and political leaders in rallying to the preventive war movement, which advocated a nuclear first strike against the Soviet Union. Though the Truman administration rejected preventive war the United States entered into an arms race with the Soviets and game theory developed into a controversial tool of public policy--alternately accused of justifying arms races and touted as the only hope of preventing them.A masterful work of science writing, Prisoner's Dilemma weaves together a biography of the brilliant and tragic von Neumann, a history of pivotal phases of the cold war, and an investigation of game theory's far-reaching influence on public policy today. Most important, Prisoner's Dilemma is the incisive story of a revolutionary idea that has been hailed as a landmark of twentieth-century thought.

Where Wizards Stay Up Late: The Origins of the Internet


Katie Hafner - 1996
    Today, twenty million people worldwide are surfing the Net. Where Wizards Stay Up Late is the exciting story of the pioneers responsible for creating the most talked about, most influential, and most far-reaching communications breakthrough since the invention of the telephone. In the 1960's, when computers where regarded as mere giant calculators, J.C.R. Licklider at MIT saw them as the ultimate communications devices. With Defense Department funds, he and a band of visionary computer whizzes began work on a nationwide, interlocking network of computers. Taking readers behind the scenes, Where Wizards Stay Up Late captures the hard work, genius, and happy accidents of their daring, stunningly successful venture.

The Game Maker's Apprentice: Game Development for Beginners


Jacob Habgood - 2006
    This book covers a range of genres, including action, adventure, and puzzle games complete with professional quality sound effects and visuals. It discusses game design theory and features practical examples of how this can be applied to making games that are more fun to play. Game Maker allows games to be created using a simple drag-and-drop interface, so you don't need to have any prior coding experience. It includes an optional programming language for adding advanced features to your games, when you feel ready to do so. You can obtain more information by visiting book.gamemaker.nl. The authors include the creator of the Game Maker tool and a former professional game programmer, so you'll glean understanding from their expertise. The book also includes a DVD containing Game Maker software and all of the game projects that are created in the book—plus a host of professional-quality graphics and sound effects that you can use in your own games.

Changing the Game: How Video Games Are Transforming the Future of Business


David Edery - 2008
    Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force—encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own.Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity…in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyondChoose your best marketing opportunities—and avoid the pitfalls Use gaming to recruit and develop better employeesLearn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communitiesHelp your customers improve your products and services—and have fun doing it What gamers do better than computers, scientists, or governmentsUse games to solve problems that can’t be solved any other way

Mastering Emacs


Mickey Petersen - 2015
    In the Mastering Emacs ebook you will learn the answers to all the concepts that take weeks, months or even years to truly learn, all in one place.“Emacs is such a hard editor to learn”But why is it so hard to learn? As it turns out, it's almost always the same handful of issues that everyone faces.If you have tried to learn Emacs you will have struggled with the same problems everyone faces, and few tutorials to see you through it.I have dedicated the first half of the book to explaining the essence of Emacs — and in doing so, how to overcome these issues:Memorizing Emacs’s keys: You will learn Emacs one key at a time, starting with the arrow keys. To feel productive in Emacs, it’s important you start on an equal footing — without too many new concepts and keys to memorize. Each chapter will introduce more keys and concepts so you can learn at your own pace. Discovering new modes and features: Emacs is a self-documenting editor, and I will teach you how to use the apropos, info, and describe system to discover new modes and features, or help you find things you forgot! Customizing Emacs: You don’t have to learn Emacs Lisp to alter a lot of Emacs’s functionality. Most changes you want to make are possible using Emacs’s Customize interface and I will show you how to use it efficiently. Understanding the terminology: Emacs is so old it predates almost every other editor and all modern user interfaces. I have an entire chapter dedicated to the unique terminology in Emacs; how it is different from other editors, and what that means to you.