Dreaming in Code: Two Dozen Programmers, Three Years, 4,732 Bugs, and One Quest for Transcendent Software


Scott Rosenberg - 2007
    Along the way, we encounter black holes, turtles, snakes, dragons, axe-sharpening, and yak-shaving—and take a guided tour through the theories and methods, both brilliant and misguided, that litter the history of software development, from the famous ‘mythical man-month’ to Extreme Programming. Not just for technophiles but for anyone captivated by the drama of invention, Dreaming in Code offers a window into both the information age and the workings of the human mind.

The Hatred of Poetry


Ben Lerner - 2016
    It's even bemoaned by poets: "I, too, dislike it," wrote Marianne Moore. "Many more people agree they hate poetry," Ben Lerner writes, "than can agree what poetry is. I, too, dislike it and have largely organized my life around it and do not experience that as a contradiction because poetry and the hatred of poetry are inextricable in ways it is my purpose to explore."In this inventive and lucid essay, Lerner takes the hatred of poetry as the starting point of his defense of the art. He examines poetry's greatest haters (beginning with Plato's famous claim that an ideal city had no place for poets, who would only corrupt and mislead the young) and both its greatest and worst practitioners, providing inspired close readings of Keats, Dickinson, McGonagall, Whitman, and others. Throughout, he attempts to explain the noble failure at the heart of every truly great and truly horrible poem: the impulse to launch the experience of an individual into a timeless communal existence. In The Hatred of Poetry, Lerner has crafted an entertaining, personal, and entirely original examination of a vocation no less essential for being impossible.

Genre


John Frow - 2005
    But it is also much more than that: in talk and writing, in music and images, in film and television, genres actively generate and shape our knowledge of the world. Understanding genre as a dynamic process rather than a set of stable rules, this book explores:*the relation of simple to complex genres*the history of literary genre in theory*the generic organisation of implied meanings*the structuring of interpretation by genre*the uses of genre in teaching.John Frow’s lucid exploration of this fascinating concept will be essential reading for students of literary and cultural studies.

The Romantic Manifesto


Ayn Rand - 1969
    Piercing the fog of mysticism and sentimentality that engulfs art, the essays in The Romantic Manifesto explain why, since time immemorial, man has created and consumed works of art.Ayn Rand argues that objective standards in art are possible because art is not a subjective luxury, but rather a critical need of human life—not a material need, but a need of man’s rational mind, the faculty on which his material survival depends.Ayn Rand explains the indispensable function of art in man’s life (ch. 1), the objective source of man’s deeply personal, emotional response to art (ch. 2), and how an artist’s fundamental, often unstated view of man and of the world shapes his creations (ch. 3).Turning to her own field of artistic creation, Rand elaborates (ch. 5) on her distinctive theory of literature and identifies principles by which to judge an artwork objectively. “What is Romanticism?” (ch. 6) sheds new light on the nature and philosophy of the school of literature under which Rand classified her own work. Later essays explain how contemporary art reveals the debased intellectual state of our culture (ch. 7, 8 and 9).In the final essay Rand articulates the goal of her own fiction writing as “the projection of an ideal man, as an end in itself”—and explains that she originated her philosophy as a means to this end.Table of ContentsIntroductionThe Psycho-Epistemology of ArtPhilosophy and Sense of LifeArt and Sense of LifeArt and CognitionBasic Principles of LiteratureWhat Is Romanticism?The Esthetic Vacuum of Our AgeBootleg RomanticismArt and Moral TreasonIntroduction to Ninety-ThreeThe Goal of My WritingThe Simplest Thing in the WorldIndex

The Art of the Interview: Lessons from a Master of the Craft


Lawrence Grobel - 2004
    I thought of us going all over the world doing interviews—we’ve signed for three interviews a day for six weeks.”—Al Pacino, in an interview with Lawrence GrobelHighly respected in journalist circles and hailed as “the Interviewer’s Interviewer,” Lawrence Grobel is the author of well-received biographies of Truman Capote, Marlon Brando, James Michener, and the Huston family, with bylines from Rolling Stone and Playboy to the New York Times. He has spent his thirty-year career getting tough subjects to truly open up and talk. Now, in The Art of the Interview, he offers step-by-step instruction on all aspects of nailing an effective interview and provides an inside look on how he elicted such colorful responses as:“I don’t like Shakespeare. I’d rather be in Malibu.” —Anthony Hopkins“Feminists don’t like me, and I don’t like them.”—Mel Gibson“I hope to God my friends steal my body out of a morgue and throw a party when I’m dead.”—Drew Barrymore“I want you out of here. And I want those goddamn tapes!”—Bob Knight“I smoked pot with my father when I was eleven in 1973. . . . He thought he was giving me a mind-extending experience just like he used to give me Hemingway novels and Woody Allen films.”—Anthony KiedisIn The Art of the Interview, Grobel reveals the most memorable stories from his career, along with examples of the most candid moments from his long list of famous interviewees, from Oscar-winning actors and Nobel laureates to Pulitzer Prizewinning writers and sports figures. Taking us step by step through the interview process, from research and question writing to final editing, The Art of the Interview is a treat for journalists and culture vultures alike.

This Gaming Life: Travels in Three Cities


Jim Rossignol - 2008
    Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist.Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives.Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences.“We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.”—Chris Baker, Wired“This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.”—Raph Koster, game designer and author of A Theory of Fun for Game Design “Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’”—Joshua Davis, author of The Underdog“This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.”—John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Inventiondigitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.

How to Write a Thesis


Rowena Murray - 2002
    The Ulitimate Guide to Thesis WritingIn "How to Write a Thesis," you will find practical, easy-to-follow advice for mastering this challenge, from getting started to revising.

The Fiddler in the Subway: The Story of the World-Class Violinist Who Played for Handouts. . . And Other Virtuoso Performances by America's Foremost Feature Writer


Gene Weingarten - 2010
    HENRY OF AMERICAN JOURNALISM Simply the best storyteller around, Weingarten describes the world as you think it is before revealing how it actually is—in narratives that are by turns hilarious, heartwarming, and provocative, but always memorable. Millions of people know the title piece about violinist Joshua Bell, which originally began as a stunt: What would happen if you put a world-class musician outside a Washington, D.C., subway station to play for spare change? Would anyone even notice? The answer was no. Weingarten’s story went viral, becoming a widely referenced lesson about life lived too quickly. Other classic stories—the one about “The Great Zucchini,” a wildly popular but personally flawed children’s entertainer; the search for the official “Armpit of America”; a profile of the typical American nonvoter—all of them reveal as much about their readers as they do their subjects.

Getting Started with Dwarf Fortress: Learn to Play the Most Complex Video Game Ever Made


Peter Tyson - 2012
    The trick is getting started. In this guide, Fortress geek Peter Tyson takes you through the basics of this menacing realm, and helps you overcome the formidable learning curve.The book’s focus is the game’s simulation mode, in which you’re tasked with building a dwarf city. Once you learn how to establish and maintain your very first fortress, you can consult the more advanced chapters on resource management and training a dwarf military. You’ll soon have stories to share from your interactions with the Dwarf Fortress universe.Create your own world, then locate a site for an underground fortressEquip your party of dwarves and have them build workshops and roomsProduce a healthy food supply so your dwarves won’t starve (or go insane)Retain control over a fortress and dozens of dwarves, their children, and their petsExpand your fortress with fortifications, stairs, bridges, and subterranean hallsConstruct fantastic traps, machines, and weapons of mass destruction

I Am Error: The Nintendo Family Computer / Entertainment System Platform


Nathan Altice - 2015
    In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of "My Name is Error," a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance.Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the "translation" problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.

The Elder Scrolls IV: Oblivion Game of the Year Edition Official Game Guide


Bethesda Softworks - 2006
    -Detailed maps for every part of the world and every major city, plus special maps for every key section of the main quest. -Specific chapters on how to create your character and maximize your abilities and skills. -Over 450 full-color pages packed with information on everything you need to know about the massive gameworld of Oblivion. -Walkthroughs for every quest in every part of the Oblivion world, including the main quest, as well as miscellaneous and freeform quests. -Sections on various gameplay systems including stealth, combat, magic, spellmaking and enchanting, alchemy, and more.

Beatrix Potter: A Life in Nature


Linda Lear - 2006
    McGregor, and many other Beatrix Potter characters remain in the hearts of millions. However, though Potter is a household name around the world, few know the woman behind the illustrations. Her personal life, including a romantic relationship with her publisher, Norman Warne, and her significant achievements outside of children's literature remain largely unknown. In Linda Lear's enchanting new biography, we get the life story of this incredible, funny, and independent woman. As one of the first female naturalists in the world, Potter brought the beauty and importance of nature back into the imagination at a time when plunder was more popular than preservation. Through her art she sought to encourage conservation and change the world. With never before seen illustrations and intimate detail, Lear goes beyond our perrenial fascination with Potter as a writer and illustrator of children's books, and delves deeply into the life of a most unusual and gifted woman--one whose art was timeless, and whose generosity left an indelible imprint on the countryside.

To Our Children's Children: Preserving Family Histories for Generations to Come


Bob Greene - 1993
    Here is the place to keep them.First there was To Our Children's Children: Preserving Family Histories for Generations to Come. A collection of over one thousand evocative questions, the book offered a very personal, human approach to genealogy, awakening readers to the possibility of creating a family history through the simple act of remembering. From this book, hundreds of thousands of individuals have learned the value of passing on family treasures made of words. However, readers kept asking Bob Greene and D.G. Fulford for a version of the book with room to record the answers. The To Our Children's Children Journal is just that: a handy and beautiful journal posing 365 questions (one for each day of the year), with ample space for families to write their own answers. Approachable, enjoyable, and thought-provoking, the Journal is a pleasure to read and to ponder--something that, once completed, will become a lasting part of any family's history, to be put on the bookshelf and treasured for generations to come.

Koi Deewana Kehta Hai


Kumar Vishwas - 2015
    The poet's imagination of romanticism is captured in the vividly described poems. The poems are written in Hindi and the poet not only narrates the poems in the book but has also sung it in tune. The poems are appealing to the young generation and have been read widely by people in India and abroad

The Bedford Guide for Writing Tutors


Leigh Ryan - 1994
    Its nine chapters provide principles and strategies for working with diverse writers and assignments in a variety of contexts: college or high school, online or face-to-face, in the writing center and beyond. Visit the companion Web site for The Bedford Handbook, Eighth Edition (hackerhandbooks.com/bedhandbook) to find additional tools for tutors and writers including handouts on common writing, grammar, and punctuation problems; documentation help; links to tutoring resources; and an annotated bibliography.