Debt-Free on Any Income


Lyle Shamo - 2004
    Authors and money-management experts Lyle and Tracy Shamo say, "Like it or not, meeting basic needs has nothing to do with poverty and everything to do with how well we manage our money." In this practical guidebook, the authors will help you take control of your money, teaching you how to pay off your debt-including your mortgage and car loans- and stay out of debt. Advanced computer software (included on a CD-ROM that comes with the book) will help you assess your financial status, learn more about where your money is going and discover how to channel it to the right places.

Space is the Place: The Lives and Times of Sun Ra


John Szwed - 1997
    Herman Poole "Sonny" Blount (1914–1993), has been hailed as "one of the great big-band leaders, pianists, and surrealists of jazz" (New York Times) and as "the missing link between Duke Ellington and Public Enemy" (Rolling Stone). Composer, keyboardist, bandleader, philosopher, poet, and self-proclaimed extraterrestrial from Saturn, Sun Ra led his "Intergalactic Arkestra" of thirty-plus musicians in a career that ranged from boogie-woogie and swing to be-bop, free jazz, fusion, and New Age music. This definitive biography reveals the life, philosophy, and musical growth of one of the twentieth century's greatest avant-garde musicians.

The Amazing Story of Quantum Mechanics: A Math-Free Exploration of the Science that Made Our World


James Kakalios - 2010
    Using illustrations and examples from science fiction pulp magazines and comic books, The Amazing Story of Quantum Mechanics explains the fundamental principles of quantum mechanics that underlie the world we live in.Watch a Video

Hackers: Heroes of the Computer Revolution


Steven Levy - 1984
    That was before one pioneering work documented the underground computer revolution that was about to change our world forever. With groundbreaking profiles of Bill Gates, Steve Wozniak, MIT's Tech Model Railroad Club, and more, Steven Levy's Hackers brilliantly captured a seminal moment when the risk-takers and explorers were poised to conquer twentieth-century America's last great frontier. And in the Internet age, the hacker ethic-first espoused here-is alive and well.

Talking Music: Conversations With John Cage, Philip Glass, Laurie Anderson, And 5 Generations Of American Experimental Composers


William Duckworth - 1995
    Herein, John Cage recalls the turning point in his career; Ben Johnston criticizes the operas of his teacher Harry Partch; La Monte Young attributes his creative discipline to a Morman childhood; and much more. The results are revelatory conversations with some of America's most radical musical innovators.

Statistical Mechanics


R.K. Pathria - 1972
    Highly recommended for graduate-level libraries.' ChoiceThis highly successful text, which first appeared in the year 1972 and has continued to be popular ever since, has now been brought up-to-date by incorporating the remarkable developments in the field of 'phase transitions and critical phenomena' that took place over the intervening years. This has been done by adding three new chapters (comprising over 150 pages and containing over 60 homework problems) which should enhance the usefulness of the book for both students and instructors. We trust that this classic text, which has been widely acclaimed for its clean derivations and clear explanations, will continue to provide further generations of students a sound training in the methods of statistical physics.

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.

Advanced Engineering Mathematics


Dennis G. Zill - 1992
    A Key Strength Of This Text Is Zill'S Emphasis On Differential Equations As Mathematical Models, Discussing The Constructs And Pitfalls Of Each. The Third Edition Is Comprehensive, Yet Flexible, To Meet The Unique Needs Of Various Course Offerings Ranging From Ordinary Differential Equations To Vector Calculus. Numerous New Projects Contributed By Esteemed Mathematicians Have Been Added. Key Features O The Entire Text Has Been Modernized To Prepare Engineers And Scientists With The Mathematical Skills Required To Meet Current Technological Challenges. O The New Larger Trim Size And 2-Color Design Make The Text A Pleasure To Read And Learn From. O Numerous NEW Engineering And Science Projects Contributed By Top Mathematicians Have Been Added, And Are Tied To Key Mathematical Topics In The Text. O Divided Into Five Major Parts, The Text'S Flexibility Allows Instructors To Customize The Text To Fit Their Needs. The First Eight Chapters Are Ideal For A Complete Short Course In Ordinary Differential Equations. O The Gram-Schmidt Orthogonalization Process Has Been Added In Chapter 7 And Is Used In Subsequent Chapters. O All Figures Now Have Explanatory Captions. Supplements O Complete Instructor'S Solutions: Includes All Solutions To The Exercises Found In The Text. Powerpoint Lecture Slides And Additional Instructor'S Resources Are Available Online. O Student Solutions To Accompany Advanced Engineering Mathematics, Third Edition: This Student Supplement Contains The Answers To Every Third Problem In The Textbook, Allowing Students To Assess Their Progress And Review Key Ideas And Concepts Discussed Throughout The Text. ISBN: 0-7637-4095-0

Understanding Air France 447


Bill Palmer - 2013
    Written by A330 Captain, Bill Palmer, this book opens to understanding the actions of the crew, how they failed to understand and control the problem, and how the airplane works and the part it played. All in easy to understand terms.Addressed are the many contributing aspects of weather, human factors, and airplane system operation and design that the crew could not recover from. How each contributed is covered in detail along with what has been done, and needs to be done in the future to prevent this from happening again.Also see the book's companion website: UnderstandingAF447.com for supplemental materials referred to in the book or to contact the author.

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

The Epic Struggle of the Internet of Things


Bruce Sterling - 2014
    But is it what you think it is?Because the Internet of Things is not about things on the internet. A world in which all our household gadgets can communicate with each other may sound vaguely useful, but it’s not really for us consumers. The Internet of Things serves the interests of the technology giants, in their epic wrangles with each other. And it is they who will turn the jargon of “smart cities” and “smart homes” into a self-fulfilling prophesy. In this piercing and provocative essay, Bruce Sterling tells the story of an idea that just won’t go away because there’s too much money to be made and a whole world to control.

Proust Was a Neuroscientist


Jonah Lehrer - 2007
    Its greatest detriment to the world has been its unfettered desire to play with and alter them: science for science's sake, as if it offered the only path to knowledge.According to Lehrer, when it comes to the human brain, the world of art unraveled such mysteries long before the neuroscientists: "This book is about artists who anticipated the discoveries of science who discovered truths about the human mind that science is only now discovering." 'Proust Was a Neuroscientist' is a dazzling inquiry into the nature of the mind and of the truths harvested by its first explorers: artists like Walt Whitman, George Eliot, Auguste Escoffier, Marcel Proust, Paul Cozanne, Igor Stravinsky, Gertrude Stein, and Virginia Woolf. What they understood intuitively and expressed through their respective art forms -- the fallibility of memory, the malleability of the brain, the subtleties of vision, and the deep structure of language -- science has only now begun to measure and confirm. Blending biography, criticism, and science writing, Lehrer offers a lucid examination of eight artistic thinkers who lit the path toward a greater understanding of the human mind and a deeper appreciation of the ineffable mystery of life.

Pro Git


Scott Chacon - 2009
    It took the open source world by storm since its inception in 2005, and is used by small development shops and giants like Google, Red Hat, and IBM, and of course many open source projects.A book by Git experts to turn you into a Git expert. Introduces the world of distributed version control Shows how to build a Git development workflow.

The Speed Of Time


Sharad Nalawade - 2012
    The world you live in is stranger than fiction... as you read this, you exist in other places at the same time. Do not regret having missed the chance to realize your dreams, for you may just have fulfilled it in another universe.. * Are the trillions of atoms that make you, nothing but vibrations in 10 dimensions?* Is it true that we are all connected with each other?* Can you go into the future to change the present?* Why do scientists and philosophers struggle with the concept of Time?* Can science explain consciousness through physics?* Is our fate driven by the underlying randomness in nature?* Is nature hiding the best-kept secrets which can never be unravelled by humans?The Speed of Time approaches the most complex and esoteric theories of science in lucid, clear and simple language and in the style of a thriller, leaving you wanting more... while addressing questions through the enigmatic theories in Physics such as Quantum Mechanics, Einstein's Theory of Relativity, Time, Chaos, and much more. Just start reading and you will not put it down.

Creative Selection: Inside Apple's Design Process During the Golden Age of Steve Jobs


Ken Kocienda - 2018
    Creative Selection recounts the life of one of the few who worked behind the scenes, a highly-respected software engineer who worked in the final years the Steve Jobs era--the Golden Age of Apple.Ken Kocienda offers an inside look at Apple's creative process. For fifteen years, he was on the ground floor of the company as a specialist, directly responsible for experimenting with novel user interface concepts and writing powerful, easy-to-use software for products including the iPhone, the iPad, and the Safari web browser. His stories explain the symbiotic relationship between software and product development for those who have never dreamed of programming a computer, and reveal what it was like to work on the cutting edge of technology at one of the world's most admired companies.Kocienda shares moments of struggle and success, crisis and collaboration, illuminating each with lessons learned over his Apple career. He introduces the essential elements of innovation--inspiration, collaboration, craft, diligence, decisiveness, taste, and empathy--and uses these as a lens through which to understand productive work culture.An insider's tale of creativity and innovation at Apple, Creative Selection shows readers how a small group of people developed an evolutionary design model, and how they used this methodology to make groundbreaking and intuitive software which countless millions use every day.