True State Trooper Stories


Charles A. Black - 2016
    Sgt. Charles Black is a 35 year veteran of the Iowa State Patrol during those years he has had many experiences and he shares his favorites in this book. In 35 years I have seen a lot of changes from the name of the organization to the primary function. From hearses to ambulances to rescue units with EMT's. From paper list of stolen cars to computers.From no recorders to body cameras. From fist fights to gun fights.But human nature and the effects of drugs and alcohol remain the same.

Hollywood: Did You Know?


Alan Royle - 2018
    ‘Hollywood: Did You Know?’ is a collection of tidbits of information about the content or making of around 400 movies, ranging from the earliest days of the silent era to the present time. I have utilised anecdotes and comments from scores of biographies (authorised and unauthorised), as well as Internet sources, magazine articles, interviews and TV appearances. If, like me, you are fascinated by the world of movies, particularly the days of the studio system, I think you shall find more than enough items here to satisfy your curiosity. I am currently researching a second volume along similar lines. For elderly readers I should point out that there is a considerable amount of ‘bad language’ herein, simply because I quote actors and actresses verbatim. For many of them (even the so-called ‘greats’), peppering their reminiscences with expletives is commonplace. I make no apology for this, however, for I think it is important to present these individuals as they really were, minus the studio hype that tended to elevate them to the status of flawless gods and godesses. Very few lived up to their glowing reputations, I’m afraid. Having said that, I believe that the temptations ever present for these men and women who were suddenly faced with enormous wealth and universal adoration, would test the resolve of most of us, saints and all. And saints have always been few and far between in Tinsel Town. When I published my first book (Hollywood Warts ‘n’ All Volume 1) in 2005, I was accused of ‘muck-raking’, of tarnishing the reputations of deceased stars who could no longer defend themselves. I still get the occasional brickbat along those lines even today, but times have changed. Over the past 20 years or so, hundreds of books have been published about the ‘good old days’ of the studio system; not only stars’ biographies, but accounts from a diverse range of previously unheard from sources. Maids, bodyguards, chauffeurs, secretaries, bell-hops, agents, family members and acquaintances of the rich and famous etc, now put their memories into print, confirming much of what I have been writing about for almost a decade and a half. Of course, there are still those who rail against anyone who deigns to question the ‘snow-jobs’ churned out by studio publicity departments down the decades; the standard complaint being the usual one – the dead cannot defend themselves. Well, there have been more books written about Napoleon Bonaparte and Hitler than most anyone else, yet no-one complains of either man being unable to defend himself. So, again I make no apolgies for anything included in this publication, unless the reader comes across an unforseen error I may have accidentally overlooked, in which case I apologise unreservedly.

Build Awesome Command-Line Applications in Ruby: Control Your Computer, Simplify Your Life


David B. Copeland - 2012
    With its simple commands, flags, and parameters, a well-formed command-line application is the quickest way to automate a backup, a build, or a deployment and simplify your life. As Ruby pro David Copeland explains, writing a command-line application that is self-documenting, robust, adaptable and forever useful is easier than you might think. Ruby is particularly suited to this task, since it combines high-level abstractions with "close to the metal" system interaction wrapped up in a concise, readable syntax. Moreover, Ruby has the support of a rich ecosystem of open-source tools and libraries. Ten insightful chapters each explain and demonstrate a command-line best practice. You'll see how to use these tools to elevate the lowliest automation script to a maintainable, polished application. You'll learn how to use free, open source parsers to create user-friendly command-line interfaces as well as command suites. You'll see how to use defaults to keep options simple for everyday users, while giving advanced users options for more complex tasks. There's no reason a command-line application should lack documentation, whether it's part of a help command or a man page; you'll find out when and how to use both. Your journey from command-line novice to pro ends with a look at valuable approaches to testing your apps, and includes some fun techniques for outside-the-box, colorful interfaces that will delight your users. With Ruby, the command line is not dead. Long live the command line.What You Need: All you'll need is Ruby, and the ability to install a few gems along the way. Examples written for Ruby 1.9.2, but 1.8.7 should work just as well.

Game Programming Patterns


Robert Nystrom - 2011
    Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.

The Joy of Geocaching: How to Find Health, Happiness and Creative Energy Through a Worldwide Treasure Hunt


Paul Gillin - 2010
    With rich illustrations complementing secrets culled from experts, this resource gives participants with basic knowledge new skills for enhancing their experience and provides a visual montage of the different kinds of spots hobbyists can expect to find in the field. Additionally, the dozens of interviews from dedicated geocachers exhibit how the pursuit of hidden treasures has helped people heal frayed marriages and establish new friendships—and even saved lives.

HTML, XHTML & CSS for Dummies


Ed Tittel - 2008
    Now featuring more than 250 color illustrations throughout, this perennially popular guide is a must for novices who want to work with HTML or XHTML, which continue to be the foundation for any Web site The new edition features nearly 50 percent new and updated content, including expanded coverage of CSS and scripting, new coverage of syndication and podcasting, and new sample HTML projects, including a personal Web page, an eBay auction page, a company Web site, and an online product catalog The companion Web site features an eight-page expanded Cheat Sheet with ready-reference information on commands, syntax, colors, CSS elements, and more Covers planning a Web site, formatting Web pages, using CSS, getting creative with colors and fonts, managing layouts, and integrating scripts

Console Wars: Sega, Nintendo, and the Battle that Defined a Generation


Blake J. Harris - 2014
    Sega, on the other hand, was just a faltering arcade company with big aspirations and even bigger personalities. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about videogames and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo.The battle was vicious, relentless, and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the US against Japan.Based on over two hundred interviews with former Sega and Nintendo employees, Console Wars is the underdog tale of how Kalinske miraculously turned an industry punchline into a market leader. It's the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, birth a $60 billion dollar industry.

Learn R in a Day


Steven Murray - 2013
    The book assumes no prior knowledge of computer programming and progressively covers all the essential steps needed to become confident and proficient in using R within a day. Topics include how to input, manipulate, format, iterate (loop), query, perform basic statistics on, and plot data, via a step-by-step technique and demonstrations using in-built datasets which the reader is encouraged to replicate on their computer. Each chapter also includes exercises (with solutions) to practice key skills and empower the reader to build on the essentials gained during this introductory course.

Capcom 30th Anniversary Character Encyclopedia


Casey Loe - 2013
    The "Capcom 30th Anniversary Character Encyclopedia" celebrates Capcom's 30 years in the industry and gives fans concise information about every major Capcom character, their key artwork, statistics, background information, and interesting notes on the history of each character and game franchise. Including almost 200 characters from the Capcom family, this "Character Encyclopedia" sheds new light on these characters in a way nothing else does!

The Early History of the Airplane


Orville Wright - 1922
    You may find it for free on the web. Purchase of the Kindle edition includes wireless delivery.