Book picks similar to
The Software Arts by Warren Sack


research
business-and-technology
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digital-culture

Thinking in CSS


Aravind Shenoy - 2014
    Instead of wandering through loads of theory, we will understand CSS more practically so that we can design a webpage using CSS. We have used Notepad for the examples in this book. Alternatively, you can also use Notepad++ or any advanced editor. All that you need to do is copy the code and paste it into Notepad. Upon execution, you will get the output as depicted in the screenshots. Screenshots are provided for each sample code. Coding gets better with practice. The examples in this book are compatible with almost every browser. Instead of using the verbatim code, you can modify the code and see the change in the output, thereby understanding the subtle nuances of CSS. By the end of the book, with practice, you can achieve better things and get more acquainted with CSS.

Oceanic Mind - The Deeper Meditation Training Course


Tom Von Deck - 2009
    Whether you are a beginner or an advanced student of meditation, Qigong or Yoga, this book is for you! The dozens of easy to follow warm up exercises and ancient meditation techniques alone is worth the cost of this course. However, Oceanic Mind introduces not only the finest techniques, but a complete meditation strategy training for consistently profound meditation. The strategy training transforms meditation into a much much easier and a more customized process. Regardless of your background, you will love this book.

Rembrandt: A Life from Beginning to End (Biographies of Painters)


Hourly History - 2021
    

Starting Out with Programming Logic and Design


Tony Gaddis - 2007
    In the successful, accessible style of Tony Gaddis’ best-selling texts, useful examples and detail-oriented explanations allow students to become comfortable with fundamental concepts and logical thought processes used in programming without the complication of language syntax. Students gain confidence in their program design skills to transition into more comprehensive programming courses.The book is ideal for a programming logic course taught as a precursor to a language-specific introductory programming course, or for the first part of an introductory programming course.

The Microsoft Data Warehouse Toolkit: With SQL Server 2008 R2 and the Microsoft Business Intelligence Toolset


Joy Mundy - 2006
    In this new edition, the authors explain how SQL Server 2008 R2 provides a collection of powerful new tools that extend the power of its BI toolset to Excel and SharePoint users and they show how to use SQL Server to build a successful data warehouse that supports the business intelligence requirements that are common to most organizations. Covering the complete suite of data warehousing and BI tools that are part of SQL Server 2008 R2, as well as Microsoft Office, the authors walk you through a full project lifecycle, including design, development, deployment and maintenance.Features more than 50 percent new and revised material that covers the rich new feature set of the SQL Server 2008 R2 release, as well as the Office 2010 release Includes brand new content that focuses on PowerPivot for Excel and SharePoint, Master Data Services, and discusses updated capabilities of SQL Server Analysis, Integration, and Reporting Services Shares detailed case examples that clearly illustrate how to best apply the techniques described in the book The accompanying Web site contains all code samples as well as the sample database used throughout the case studies The Microsoft Data Warehouse Toolkit, Second Edition provides you with the knowledge of how and when to use BI tools such as Analysis Services and Integration Services to accomplish your most essential data warehousing tasks.

The Truth about the Truth: De-confusing and Re-constructing the Postmodern World


Walter Truett Anderson - 1995
    Includes essays and excerpts from the works of prominent modern thinkers such as Umberto Eco, Jacques Derrida, and Isaiah Berlin among others.

The Devil and Dr. Barnes: Portrait of an American Art Collector


Howard Greenfeld - 1987
    The Devil and Dr. Barnes traces the near-mythical journey of a man who was born into poverty, amassed a fortune through the promotion of a popular medicine, and acquired the premier private collection of works by such masters as Renoir, Matisse, Cézanne, and Picasso. Ostentatiously turning his back on the art establishment, Barnes challenged the aesthetic sensibilities of an uninitiated, often resistant and scoffing, American audience. In particular, he championed Matisse, Soutine, and Modigliani when they were obscure or in difficult straits. Analyzing what he saw as the formal relationships underlying all art, linking the old and the new, Barnes applied these principles in a rigorous course of study offered at his Merion foundation. Barnes's own mordant words, culled from the copious printed record, animate the narrative throughout, as do accounts of his associations with notables of the era--Gertrude and Leo Stein, Bertrand Russell, and John Dewey among them--many of whom he alienated with his appetite for passionate, public feuds. In this rounded portrait, Albert Barnes emerges as a complex, flawed man, who--blessed with an astute eye for greatness--has left us an incomparable treasure, gathered in one place and unforgettable to all who have seen it.

A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

The Image: A Guide to Pseudo-Events in America


Daniel J. Boorstin - 1961
    Boorstin’s prophetic vision of an America inundated by its own illusions has become an essential resource for any reader who wants to distinguish the manifold deceptions of our culture from its few enduring truths.Cover design by Matt Dorfman.

Home: A Short History of an Idea


Witold Rybczynski - 1986
    Most of all, Home opens a rare window into our private lives--and how we really want to live.

Arduino Projects Book


Scott Fitzgerald - 2012
    Whether you're a rocket scientist or a poet, whether you're ten years old or ninety, we want to make it possible for you to build great projects using computers and electronics.The parts in this kit and the projects explained here form the skeleton of your projects. Arduino can make your projects responsive. It's up to you to make them beautiful.

An Introduction to Science and Technology Studies


Sergio Sismondo - 2003
     Provides an accessible overview of science and technology studies. Features numerous empirical studies and illustrative examples. Focuses on the central debates and key theoretical advances. Includes topics such as realism and social construction, discourse and rhetoric, objectivity, the role of experiment and theory, controversies, and the critique of science and technology.

The Cathedral & the Bazaar: Musings on Linux and Open Source by an Accidental Revolutionary


Eric S. Raymond - 1999
    According to the August Forrester Report, 56 percent of IT managers interviewed at Global 2,500 companies are already using some type of open source software in their infrastructure and another 6 percent will install it in the next two years. This revolutionary model for collaborative software development is being embraced and studied by many of the biggest players in the high-tech industry, from Sun Microsystems to IBM to Intel.The Cathedral & the Bazaar is a must for anyone who cares about the future of the computer industry or the dynamics of the information economy. Already, billions of dollars have been made and lost based on the ideas in this book. Its conclusions will be studied, debated, and implemented for years to come. According to Bob Young, "This is Eric Raymond's great contribution to the success of the open source revolution, to the adoption of Linux-based operating systems, and to the success of open source users and the companies that supply them."The interest in open source software development has grown enormously in the past year. This revised and expanded paperback edition includes new material on open source developments in 1999 and 2000. Raymond's clear and effective writing style accurately describing the benefits of open source software has been key to its success. With major vendors creating acceptance for open source within companies, independent vendors will become the open source story in 2001.

Futureproof: 9 Rules for Humans in the Age of Automation


Kevin Roose - 2021
    After decades of sci-fi fantasies and hype, artificial intelligence has leapt out of research labs and Silicon Valley engineering departments and into the center of our lives. Algorithms shape everything around us, from the news we see to the products we buy and the relationships we form. And while the debate over whether or not automation will destroy jobs rages on, a much more important question is being ignored:What does it mean to be a human in a world that is increasingly built by and for machines?In Futureproof: 9 Rules for Humans in the Age of Automation, New York Times technology columnist Kevin Roose lays out a hopeful, pragmatic vision of how people can succeed in the machine age by making themselves irreplaceably human. He shares the secrets of people and organizations that have survived technological change, and explains how we can protect our own futures, with lessons like- Do work that is surprising, social, and scarce (the types of work machines can't do). - Demote your phone. - Work near other people. - Treat A.I. like an army of chimpanzees. - Add more friction to your life.Roose rejects the conventional wisdom that in order to compete with machines, we have to become more like them--hyper-efficient, data-driven, code-writing workhorses. Instead, he says, we should let machines be machines, and focus on doing the kinds of creative, inspiring, and meaningful things only humans can do.

Tesla Motors: How Elon Musk and Company Made Electric Cars Cool, and Sparked the Next Tech Revolution


Charles Morris - 2014
    The most trusted sources in the auto industry have called its Model S the most advanced, safest and best-performing car ever built - and it doesn’t use a drop of gasoline. Tesla has changed the way the public perceives electric vehicles, and inspired the major automakers to revive their own dormant efforts to sell EVs. However, even amidst the avalanche of media coverage that followed the triumph of the Model S, few have grasped the true significance of what is happening. Tesla has redefined the automobile, sparked a new wave of innovation comparable to the internet and mobile computing revolutions, and unleashed forces that will transform not just the auto industry, but every aspect of society. The Tesla story is one part of an ongoing tide of change driven by the use of information technology to eliminate “friction” such as geographic distance, middlemen and outdated regulations. Tesla is simply applying the new order to the auto industry, but the automobile is such a pervasive influence in our lives that redefining how it is designed, built, driven and sold will have sweeping effects in unexpected areas. Just as Tesla built the Model S as an electric vehicle “from the ground up,” it has taken an outsider’s approach to the way it markets its cars. Its direct sales model has drawn legal challenges from entrenched auto dealers, who fear that their outdated business model will be destroyed. Its systems approach to the software and electronics in its cars has highlighted how far behind the technological times the major automakers are. It’s easy to see why readers find Tesla irresistible. CEO Elon Musk is a superstar entrepreneur, a “nauseatingly pro-US” immigrant and the leader of two other cutting-edge companies. Tesla dares to challenge the establishment behemoths and, so far at least, has handily beaten them at their own game. In this history of the 21st century’s most exciting startup, Charles Morris begins with a brief history of EVs and a biography of Tesla’s driving force, Elon Musk. He then details the history of the company, told in the words of the Silicon Valley entrepreneurs who made it happen. There are many fascinating stories here: Martin Eberhard’s realization that there were many like himself, who loved fast cars but wanted to help the environment and bring about the post-oil age; the freewheeling first days, reminiscent of the early internet era; the incredible ingenuity of the team who built the Roadster; Tesla’s near-death experience and miraculous resurrection; the spiteful split between the company’s larger-than-life leaders; the gloves-off battles with hostile media such as Top Gear and the New York Times; and the media’s ironic about-face when the magnificent Model S won the industry’s highest honors, and naysayers became cheerleaders overnight. And the story is just beginning: Tesla has breathtakingly ambitious plans for the future.This book was updated May 1, 2015 to include the latest on the Gigafactory and the D package.