Ideas Behind the Chess Openings: Algebraic Edition
In the opening, each player tries to control the center, set up a flexible pawn structure, develop the pieces rapidly and harmoniously, sometimes even go for direct attack. But there are so many complicated variations -- how can you memorize them all? You can't -- and you don't have to! If you understand the basic goals of the opening you're playing, you will know which moves fit logically into its overall scheme. This classic, best-selling volume, now completely reset in modern algebraic notation, explains everything you need to know to play the opening sensibly and successfully. Reuben Fine, an International Grandmaster, is one of the world's top players and a leading theoretician of chess. He is the author of over half a dozen books, including the definitive Basic Chess Endings.
The Middle Game in Chess
Znosko was the Silman of our time and one of the strongest GMs of the early part of the 20th Century. In his day he was considered one of the best chess teachers and it's amazing his books have held up for over 50 years. This book is still standard reading by the Soviet school of chess and actually covers almost all of the key concepts covered by Silman in his Reassess your chess book. In fact it is recommended by the Dvoretsky school (Specifically mentioned in the Positional play book) why? Because the principles taught are still relevant, space, time, material balance, open lines and Tempo (Nowadays called development). The game examples are from the greats, Capa, Alekhine, Tarasch etc. Also some of the ideas have been forgotten and are now being revived. I think a newly minted International Master said it best " The reason I made the jump from Fide master to IM was mainly due to study of tactical variations and working through Znoskos's Middlegame book" Finally its written in Znosko's famous easy reading style.
Black Powder: Battles with Model Soldiers in the Age of the Musket
Black Powder is Warlord Games' first publication. It is a beautiful book in its own right with hundreds of color photographs taken by the Perry brothers of the most exquisitely painted model soldiers from their world-renowned collection.
The rule book's intention is inspire a collector to play gentlemanly games with their own collections of soldiers with friends where the emphasis is on the spirit of the age of musket, not the letter of the rule. With decisive battles from the key wars of the period, such as El Teb, from the Sudan War, Ntombi River from the Zulu Wars, Alma from the Crimean War and Freemans Farm from the American War of Independence, as well as two fictional scenarios from the American Civil War and Napoleon's Wars, there really is something to keep everyone happy. It is a hearty publication and not for nitpickers or miseries. There are some good gags in it, but it also plays well and enables players to conduct a very big battle in a civilized period of time, leaving them more time to chat about the highs and lows and what ifs.
Rick Priestley is best known as the famous Warhammer and Warhammer 40000 author, the world's best selling table top miniatures game and Product Director for Games Workshop. He lives in Nottingham. Jervis Johnson is also an internationally renowned games writer and luminary in the gaming world. Jervis also lives in Nottingham but has a very posh voice.
The rule book's intention is inspire a collector to play gentlemanly games with their own collections of soldiers with friends where the emphasis is on the spirit of the age of musket, not the letter of the rule. With decisive battles from the key wars of the period, such as El Teb, from the Sudan War, Ntombi River from the Zulu Wars, Alma from the Crimean War and Freemans Farm from the American War of Independence, as well as two fictional scenarios from the American Civil War and Napoleon's Wars, there really is something to keep everyone happy. It is a hearty publication and not for nitpickers or miseries. There are some good gags in it, but it also plays well and enables players to conduct a very big battle in a civilized period of time, leaving them more time to chat about the highs and lows and what ifs.
Rick Priestley is best known as the famous Warhammer and Warhammer 40000 author, the world's best selling table top miniatures game and Product Director for Games Workshop. He lives in Nottingham. Jervis Johnson is also an internationally renowned games writer and luminary in the gaming world. Jervis also lives in Nottingham but has a very posh voice.
2D Game Building for Teens
Bring your video game ideas to life with 2D Game Building for Teens! Written for anyone with an interest in creating video games, this book will show you how to use the Torque Game Builder, a simple drag-and-drop game engine, to make your very own games to play and share. Following easy-to- understand techniques and directions, you’ll work your way through hands-on tutorials that help you put your new skills to use right away as you build simple to more complex games. Everything you need to build your own 2D game can be found in the book, including an introduction to the Torque Game Builder, how to design game graphics, basic programming and scripting techniques, and more. You’ll even find an overview of the game development industry to give you an inside look at what it takes to make games, and information on the history of classic 2D games. If you’ve ever wanted to create your own video games, 2D Game Building for Teens will show you how.
3d Online Multimedia and Games: Processing, Visualization and Transmission
Online applications have been gaining wide acceptance among the general public. Companies like Amazon, Google, Yahoo! and NetFlicks have been doing extremely well over the last few years largely because of people becoming more comfortable and trusting of the Internet. The increasing acceptance of online products makes it increasingly important to address some of the scientific techniques involved in developing efficient 3D online systems.
The topics discussed in this book broadly cover four categories: networking issues in online multimedia; joint texture-mesh simplification and view independent transmission; view dependent transmission and server-side rendering; content and background creation; and creating simple online games.
Contents: Adaptive Bandwidth Monitoring for QoS Based Retrievel (A Basu et al.); Wireless Protocols (A Khan); Overview of 3D Coding and Simplification (I Cheng & L Ying); Scale-Space Filtering and LOD -- The TexMesh Model (I Cheng); Adaptive Online Transmission of Photo-Realistic Textured Mesh (I Cheng); Perceptual Issues in a 3D TexMesh Model (I Cheng); Quality Metric for Approximating Subjective Evaluation of 3D Objects (A Basu et al.); Perceptually Optimized 3D Transmission Over Wireless Networks (I Cheng & A Basu); Predictive Schemes for Remote Visualization of 3D Models (P Zanuttigh & G M Cortelazzo); A Rate Distortion Theoretic Approach to Remote Visualization of 3D Models (N Brusco et al.); 3D Content Creation by Passive Optical Methods (L Ballan et al.); 3D Visualization and Compression of Photorealistic Panoramic Backgrounds (P Zanuttigh et al.); A 3D Game -- Castles (G Xiao et al.); A Networked Version of Castles (D Lien et al.); A Networked Multiplayer Java3D Game -- Siege (E Benner et al.); Collaborative Online 3D Editing (I Cheng et al.).
The topics discussed in this book broadly cover four categories: networking issues in online multimedia; joint texture-mesh simplification and view independent transmission; view dependent transmission and server-side rendering; content and background creation; and creating simple online games.
Contents: Adaptive Bandwidth Monitoring for QoS Based Retrievel (A Basu et al.); Wireless Protocols (A Khan); Overview of 3D Coding and Simplification (I Cheng & L Ying); Scale-Space Filtering and LOD -- The TexMesh Model (I Cheng); Adaptive Online Transmission of Photo-Realistic Textured Mesh (I Cheng); Perceptual Issues in a 3D TexMesh Model (I Cheng); Quality Metric for Approximating Subjective Evaluation of 3D Objects (A Basu et al.); Perceptually Optimized 3D Transmission Over Wireless Networks (I Cheng & A Basu); Predictive Schemes for Remote Visualization of 3D Models (P Zanuttigh & G M Cortelazzo); A Rate Distortion Theoretic Approach to Remote Visualization of 3D Models (N Brusco et al.); 3D Content Creation by Passive Optical Methods (L Ballan et al.); 3D Visualization and Compression of Photorealistic Panoramic Backgrounds (P Zanuttigh et al.); A 3D Game -- Castles (G Xiao et al.); A Networked Version of Castles (D Lien et al.); A Networked Multiplayer Java3D Game -- Siege (E Benner et al.); Collaborative Online 3D Editing (I Cheng et al.).
The Nintendo Wii Pocket Guide,2 Ed
Here's your essential companion to the best-selling Wii game console. This handy, low-priced Nintendo Wii Pocket Guide steers you through how to
Set up your Wii and connect it to your network.
Make your way around the Wii Channels.
Pick and use Wii controllers, including the Wii Remote, Nunchuk, and Classic and GameCube controllers.
Create and edit your own Mii—using Wii software or third-party tools—and take charge of other Miis.
Go beyond games and use the Wii to browse the Internet, send and receive email, set parental controls, and create memos and calendars.
Shop the Wii Shop Channel and buy and spend Wii Points to purchase Virtual Console games.
Choose the best Wii games and play older Nintendo games on the Wii.
Find handy accessories.
Tinker with your Wii to get the most out of the game console.
Set up your Wii and connect it to your network.
Make your way around the Wii Channels.
Pick and use Wii controllers, including the Wii Remote, Nunchuk, and Classic and GameCube controllers.
Create and edit your own Mii—using Wii software or third-party tools—and take charge of other Miis.
Go beyond games and use the Wii to browse the Internet, send and receive email, set parental controls, and create memos and calendars.
Shop the Wii Shop Channel and buy and spend Wii Points to purchase Virtual Console games.
Choose the best Wii games and play older Nintendo games on the Wii.
Find handy accessories.
Tinker with your Wii to get the most out of the game console.
Winning on Betfair For Dummies
The world of betting is being transformed by internet betting exchanges, and there’s none bigger than Betfair, the world’s leading online betting exchange. Winning on Betfair For Dummies is the definitive insider’s guide, giving you a full picture of the way Betfair works, explaining the terms, lingo and jargon, and letting you in on insider knowledge and know-how. It’s the perfect reference for the first time Betfair player, and also reveals tips and tricks to satisfy even the most seasoned punter.
NFL Fever 2004 Prima Official Strategy Guide
Earn a Spot in the Hall of Fame
•Comprehensive profiles of every team
•Awesome, play-tested tactics for offense and defense
•In-depth strategy for every position
•Indispensable quick-reference rosters of standout players
•Complex coaching strategies made simple
•Indispensable tactics for beating online opponents
•Comprehensive profiles of every team
•Awesome, play-tested tactics for offense and defense
•In-depth strategy for every position
•Indispensable quick-reference rosters of standout players
•Complex coaching strategies made simple
•Indispensable tactics for beating online opponents
The Art of Videogames
The Art of Videogames explores how philosophy of the arts theories developed to address traditional art works can also be applied to videogames.
•Presents a unique philosophical approach to the art of videogaming, situating videogames in the framework of analytic philosophy of the arts
•Explores how philosophical theories developed to address traditional art works can also be applied to videogames
•Written for a broad audience of both philosophers and videogame enthusiasts by a philosopher who is also an avid gamer
•Discusses the relationship between games and earlier artistic and entertainment media, how videogames allow for interactive fiction, the role of game narrative, and the moral status of violent events depicted in videogame worlds
•Argues that videogames do indeed qualify as a new and exciting form of representational art
From the Back Cover
Videogames aren’t just for children anymore. In fact, their fictional worlds now inspire us to make judgments about perceptual beauty, involve us in interpretation, and arouse our emotions. Reflecting the increasing technical and moral sophistication of the medium, The Art of Videogames presents a unique philosophical approach to the art of videogaming. The author, a philosopher as well as an avid gamer, explores how philosophical theories developed to address traditional art works – such as novels and film – can also be applied to videogames. Chapters delve into relationships between games and earlier artistic and entertainment media, employ the theory of fiction to explore how videogames allow for interactive fiction, look at the role of game narrative, and address the debate about the moral status of violent events depicted in videogame worlds. The text concludes by arguing that videogames do indeed qualify as a new and exciting form of representational art.
•Presents a unique philosophical approach to the art of videogaming, situating videogames in the framework of analytic philosophy of the arts
•Explores how philosophical theories developed to address traditional art works can also be applied to videogames
•Written for a broad audience of both philosophers and videogame enthusiasts by a philosopher who is also an avid gamer
•Discusses the relationship between games and earlier artistic and entertainment media, how videogames allow for interactive fiction, the role of game narrative, and the moral status of violent events depicted in videogame worlds
•Argues that videogames do indeed qualify as a new and exciting form of representational art
From the Back Cover
Videogames aren’t just for children anymore. In fact, their fictional worlds now inspire us to make judgments about perceptual beauty, involve us in interpretation, and arouse our emotions. Reflecting the increasing technical and moral sophistication of the medium, The Art of Videogames presents a unique philosophical approach to the art of videogaming. The author, a philosopher as well as an avid gamer, explores how philosophical theories developed to address traditional art works – such as novels and film – can also be applied to videogames. Chapters delve into relationships between games and earlier artistic and entertainment media, employ the theory of fiction to explore how videogames allow for interactive fiction, look at the role of game narrative, and address the debate about the moral status of violent events depicted in videogame worlds. The text concludes by arguing that videogames do indeed qualify as a new and exciting form of representational art.
Sabbat Martyr (Gaunt's Ghosts)
A new wave of hope has been unleashed in the Chaos-infested Sabbat system when a girl claiming to be the reincarnation of Saint Sabbat is revealed. Despite private doubts from the military high command, she proves to be the perfect rallying point for beleagured imperial troops. But the dark forces of Chaos are notr oblivious to this new threat and when they order their most lethal assasins to kill her, it falls to Commisar Gaunt and his men to form the last line of defence!
Final Fantasy XIII: The Complete Official Guide
This is the first and apparently complete guide on Final Fantasy XIII.
This is not an eGuide; this is the scan of the physical book. File is searchable PDF.
About The Guide:
• The complete official guide to FINAL FANTASY XIII
• Every secret, every side-quest, every mini-game, every bonus, every Achievement
and every Trophy revealed and explained in a dedicated Extras chapter
• Dedicated walkthrough charts the most rewarding path through this epic adventure
• Strategy & Analysis chapter exposes hidden mechanics, advanced battle
tactics and techniques for obtaining optimal rewards
• All-encompassing Inventory and Bestiary chapters feature exhaustive
lists and tables covering all enemies, weapons and shops
• Bears all the hallmarks of a Piggyback guide, including annotated maps,
hi-res screenshots and a wealth of exclusive, official artwork
• Carefully designed to avoid unnecessary story spoilers
This is not an eGuide; this is the scan of the physical book. File is searchable PDF.
About The Guide:
• The complete official guide to FINAL FANTASY XIII
• Every secret, every side-quest, every mini-game, every bonus, every Achievement
and every Trophy revealed and explained in a dedicated Extras chapter
• Dedicated walkthrough charts the most rewarding path through this epic adventure
• Strategy & Analysis chapter exposes hidden mechanics, advanced battle
tactics and techniques for obtaining optimal rewards
• All-encompassing Inventory and Bestiary chapters feature exhaustive
lists and tables covering all enemies, weapons and shops
• Bears all the hallmarks of a Piggyback guide, including annotated maps,
hi-res screenshots and a wealth of exclusive, official artwork
• Carefully designed to avoid unnecessary story spoilers
Salvador Dali and the Surrealists: Their Lives and Ideas, 21 Activities (For Kids series)
The bizarre and often humorous creations of René Magritte, Joan Miró, Salvador Dalí, and other surrealists are showcased in this activity guide for young artists. Foremost among the surrealists, Salvador Dalí was a painter, filmmaker, designer, performance artist, and eccentric self-promoter. His famous icons, including the melting watches, double images, and everyday objects set in odd contexts, helped to define the way people view reality and encourage children to view the world in new ways. Dalí's controversial life is explored while children trace the roots of some familiar modern images. These wild and wonderful activities include making Man Ray-inspired solar prints, filming a dreamscape video, writing surrealist poetry, making collages, and assembling art with found objects.
This Book Needs No Title: A Budget of Living Paradoxes
I was very pleased with this particular purchase. The book arrived in great condition, and was exactly as described in terms of content. The main reason I bought it is because it was written by Raymond Smullyan. Only he could write such a great book. It is my second most prized book, the first being Smullyan's other book, "To Mock A Mockingbird," which I also purchased from Amazon.
Summary: An Intelligent Community Initiative Top 500 Book
Rating: 5
One of the chief goals of The Intelligent Community Initiative is improving the intellectual ability of average citizens, and if you wanted to find a book not only superbly readable but capable of exercising the reader's critical thinking faculties in a way not typically done by the average book, you don't have to look any farther than this masterpiece by Raymond Smullyan.
Extremely readable and thought-provoking, the essays in this book raise many important issues. We found the chapter "Closed Systems of Thought" highly useful in explaining the world-view of Richard Dawkins in our analysis of Dawkins' book, THE IPOD TUTOR: THE ARGUMENT AGAINST RICHARD DAWKINS' THE GOD DELUSION. This is an Intelligent Community Initiative Top 500 Book.
Summary: An Intelligent Community Initiative Top 500 Book
Rating: 5
One of the chief goals of The Intelligent Community Initiative is improving the intellectual ability of average citizens, and if you wanted to find a book not only superbly readable but capable of exercising the reader's critical thinking faculties in a way not typically done by the average book, you don't have to look any farther than this masterpiece by Raymond Smullyan.
Extremely readable and thought-provoking, the essays in this book raise many important issues. We found the chapter "Closed Systems of Thought" highly useful in explaining the world-view of Richard Dawkins in our analysis of Dawkins' book, THE IPOD TUTOR: THE ARGUMENT AGAINST RICHARD DAWKINS' THE GOD DELUSION. This is an Intelligent Community Initiative Top 500 Book.
Lewis and Clark for Kids: Their Journey of Discovery with 21 Activities
Join Meriwether Lewis and William Clark's Corps of Discovery as they navigate the muddy Missouri River and begin a great adventure set against the background of the vast North American continent. Lewis and Clark for Kids takes children from President Jefferson's vision of an exploratory mission across a continent full of unique plants and animals through their dangerous and challenging journey into the unknown to the expedition's triumphant return to the frontier town of St. Louis. Twenty-one activities bring to life the Native American tribes they encountered, the plants and animals they discovered, and the camping and navigating techniques they used. A glossary of terms and listings of Lewis and Clark sites, museums, and related Web sites round out this comprehensive activity book.
Warrior Brood (Warhammer 40,000)
The world of Herodian IV is doomed when the nightmarish tyranid hive fleets descend from the depths of space, intent on devouring every living thing on the planet. In the vital hours before the planet is lost, Inquisitor Kalypsia and a team of Deathwatch Space Marines are sent on a mission to investigate a vital research outpost. The terrible secret they uncover could spell a fate worse than death for Kalypsia and her warriors - maybe even for the whole of humanity, but can they escape to safety before they are torn apart by the ravenous alien hordes?
Classic Home Video Games, 1985-1988: A Complete Reference Guide
A follow up to 2007's Classic Home Video Games, 1972-1984, this reference work provides detailed descriptions and reviews of every U.S.-released game for the Nintendo NES, the Atari 7800, and the Sega Master System, all of which are considered among the most popular video game systems ever produced. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include publisher/developer data, release year, gameplay information, and, typically, the author's critique. A glossary provides a helpful guide to the classic video game genres and terms referenced throughout the work, and a preface provides a comparison between the modern gaming industry and the industry of the late 1980s.
The Winning Solution to Rubik's Revenge
Publisher: Dell Publishing | Edition: 1982 | ISBN: 0440075009 | DjVu | 73 pages | 1,03 MB
Just when you thought that Rubik's Cube™ was the most fiendishly difficult puzzle you were ever
likely to encounter, along comes Rubik's Revenge™ and makes Rubik'.s Cube™ seem like child's play!
Perhaps you were one of those who eventually learned how to solve Rubik's Cube™. In that case,
to protect and enhance your hard-won reputation among your admiring friends, you certainly will
have to master Rubik's Revenge™.
To assist you in this effort, Minh Thai has written this clear and effective account of the solution to
Rubik's Revenge™. Minh is the teen-age sensation who became the U.S. National Champion at the
Rubik's Cube™-a- Thon aired on ABC's That's Incredible on December 7, 1981, with a winning time
of 26.04 seconds for unscrambling Rubik's Cube™.
Even if you never quite figured out how to get those last few cubes (or was it the last two layers?)
of Rubik's Cube™ back into their proper positions, you can leapfrog over that gap in your education
and learn The Winning Solution To Rubik's Revenge™ from this book! Then, once you have mastered
Rubik's Revenge™, I think you'll be amazed to discover how surprisingly simple the original Rubik's
Cube™ turns out to be.
As our national speed champion at Rubik's Cube™, Minh Thai is keenly aware of the importance of such
factors as simplicity of concept, ease of recognition and rapidity of execution in the routines that he
presents in The Winning Solution To Rubik's Revenge™.
If you have already read Minh Thai's The Winning Solution (to Rubik's Cube™), you will recognize these
lucid features as characteristic of his presentation. The present book proceeds along the same general
lines of solution for Rubik's Revenge™ that Minh Thai found so effective for setting speed records
with Rubik's Cube™.
In writing this book, Minh Thai has been expertly assisted by M. Razid Black and Herbert Taylor, who
helped identify the important routines and double- checked all the material for accuracy and effectiveness.
Black and Taylor have helped achieve the same high standards in this book for clarity of exposition and
straightforwardness of presentation for which their own previous book, Unscrambling the Cube, has been
widely acclaimed.
By following the clear, step-by-step presentation in this book, you will find that you too can challenge
and overcome Rubik's Revenge™.
Heads-Up No-Limit Hold 'em
Heads-up confrontations can occur in any game, even when every seat is occupied. Yet, most hold em players who transition to the heads-up form, especially if they are from full ring no-limit games, do not succeed. Adjusting to the amount of aggression can be difficult since heads-up battles require you to bet and raise with many more hands than what would be considered standard at a full table.
Despite this, no-limit heads-up hold em is growing rapidly, especially on the Internet. So mastering this form of poker can be invaluable for those seeking to add a winning loose-aggressive component to their game. In addition, with the increasing number of heads-up matches now available, becoming proficient in them can be highly profitable.
This text, written by expert heads-up player Collin Moshman, is the first poker strategy book devoted exclusively to no-limit heads-up play. Through extensive hand examples and accompanying theory, you will learn to: 1. Master expected value, equity, value betting, and the fundamental mathematics of heads-up strategy,
2. Play and exploit each of the most common playing styles,
3. Manipulate the pot size based on your hand and your opponent,
4. Attack button limps, bluff multiple streets, and aggress in the most profitable manner,
5. Distinguish between optimal cash and tournament strategies,
6. Exploit your opponents tendencies and perceptions through metagame mastery, and
7. Maximize your heads-up profits through game theory and fundamental business concepts.
So whether you are an aspiring heads-up professional, or want to be ready for the next time you re challenged to a one-on-one battle, Heads Up No-Limit Hold em provides you with the tools you need to succeed.
Despite this, no-limit heads-up hold em is growing rapidly, especially on the Internet. So mastering this form of poker can be invaluable for those seeking to add a winning loose-aggressive component to their game. In addition, with the increasing number of heads-up matches now available, becoming proficient in them can be highly profitable.
This text, written by expert heads-up player Collin Moshman, is the first poker strategy book devoted exclusively to no-limit heads-up play. Through extensive hand examples and accompanying theory, you will learn to: 1. Master expected value, equity, value betting, and the fundamental mathematics of heads-up strategy,
2. Play and exploit each of the most common playing styles,
3. Manipulate the pot size based on your hand and your opponent,
4. Attack button limps, bluff multiple streets, and aggress in the most profitable manner,
5. Distinguish between optimal cash and tournament strategies,
6. Exploit your opponents tendencies and perceptions through metagame mastery, and
7. Maximize your heads-up profits through game theory and fundamental business concepts.
So whether you are an aspiring heads-up professional, or want to be ready for the next time you re challenged to a one-on-one battle, Heads Up No-Limit Hold em provides you with the tools you need to succeed.
Thought and Choice in Chess
Adrianus Dingeman (Adriaan) de Groot (Santpoort, October 26, 1914 - Schiermonnikoog, August 14, 2006) was a Dutch chess master and psychologist, who conducted some of the most famous chess experiments of all time in the 1940s-60. In 1946 he wrote his thesis Het denken van den schaker, which in 1965 was translated to English and published as Thought and choice in chess.
Secrets of Chess Transformations
One of the most important skills in chess is the ability to transform one type of advantage into another. The great champions effortlessly convert an initiative into an attack, an attack into a material gain, and move into an endgame where this advantage can be exploited smoothly. Readers know from their own games that this is not as simple as it looks. It is all too easy to miss the right moment to make the transformation, and suddenly encounter unnecessary difficulties. In this wide-ranging text, experienced trainer Drazen Marovic discusses all aspects of chess transformations, enabling readers to sense when they are necessary, and to decide how to bring them about. This understanding will also help them to frustrate their opponents' plans, and put up a resilient defence in difficult positions. Topics include: pseudo-sacrifices, sacrificial risks, real sacrifices, counter-sacrifices, development advantage, overextension, and simplification.
Picture Puzzles For Dummies
Sudoku, crosswords, word searches, and other brainteasers are wildly popular these days–not just because they?re fun, but also because they stimulate the mind and keep it active and healthy. Now there?s a new puzzle guide guaranteed to hone your powers of observation and perception.
Picture Puzzles For Dummies features 100 full–color puzzles that use sight to enhance your brain capacity as well as keep you amused for hours!
•This portable guide features 100 fun and challenging photo puzzles
•Includes "spot the changes" puzzles, "cut–ups", "which one of these is not like the others", and a collection of bewildering "black and white" puzzles
•Visual puzzles have been proven to strengthen memory, attention span, and creativity, as well as amplify logic, vocabulary, and deduction skills.
Whether you?re completely new to puzzles or you?re a puzzle fanatic, Picture Puzzles For Dummies is the perfect guide to keep you entertained.
Picture Puzzles For Dummies features 100 full–color puzzles that use sight to enhance your brain capacity as well as keep you amused for hours!
•This portable guide features 100 fun and challenging photo puzzles
•Includes "spot the changes" puzzles, "cut–ups", "which one of these is not like the others", and a collection of bewildering "black and white" puzzles
•Visual puzzles have been proven to strengthen memory, attention span, and creativity, as well as amplify logic, vocabulary, and deduction skills.
Whether you?re completely new to puzzles or you?re a puzzle fanatic, Picture Puzzles For Dummies is the perfect guide to keep you entertained.
Apple Automator with AppleScript Bible
One-stop reference helps you get the most out of AppleScript and Automator
One of the handiest ways to streamline your workload is to automate some of your most routine computer tasks. Mac users are lucky in that they have AppleScript and Automator automation tools built right in. This comprehensive guide shows you how to tap both these useful Mac features for Mac OS X and regularly perform such tasks as extracting unread e-mails from your Mail, scheduling workflows, and manually recording actions to create new automated routines.
# Brings you up to speed on Apple's built-in automation tools for Mac OS X, including a more thorough look at Automator than in many books, and shows you how you can automate many of your most repetitive or error-prone tasks
# Explains how to automate aspects of some of your favorite Mac features, such as iCal, Mail, iPhoto, iTunes, and iDVD
# Covers how to manipulate files and folders; work with PDFs, emails, and Web pages; schedule workflows; set up watch folders; create and use variables; manually record actions; and create AppleScripts that further automate functions
The instruction in this detailed guide will help you increase your productivity using Automator and AppleScript.
One of the handiest ways to streamline your workload is to automate some of your most routine computer tasks. Mac users are lucky in that they have AppleScript and Automator automation tools built right in. This comprehensive guide shows you how to tap both these useful Mac features for Mac OS X and regularly perform such tasks as extracting unread e-mails from your Mail, scheduling workflows, and manually recording actions to create new automated routines.
# Brings you up to speed on Apple's built-in automation tools for Mac OS X, including a more thorough look at Automator than in many books, and shows you how you can automate many of your most repetitive or error-prone tasks
# Explains how to automate aspects of some of your favorite Mac features, such as iCal, Mail, iPhoto, iTunes, and iDVD
# Covers how to manipulate files and folders; work with PDFs, emails, and Web pages; schedule workflows; set up watch folders; create and use variables; manually record actions; and create AppleScripts that further automate functions
The instruction in this detailed guide will help you increase your productivity using Automator and AppleScript.
Video Games (Technology 360)
Advances in information technology are changing the way we record history, communicate with others, entertain ourselves, and conduct business. As these increasingly more sophisticated tools and applications have become an integral part of our personal lives, they have also had a profound impact on larger aspects of society, in fields as diverse as education, medicine, commerce and law. To better navigate in this increasingly digital and interdependent world, it is vital to understand the nature and operation of technical systems as well as the ethical, cultural and societal issues related to them.
Technology 360 demonstrates how this technology has evolved, transforming life at home, work and school. Each volume focuses on a particular invention or device, such as the cell phone or laser technology. Through careful explanations and insightful analysis, readers will learn about the device?s development, how it works, its impact on society and likely future uses.
Technology 360 demonstrates how this technology has evolved, transforming life at home, work and school. Each volume focuses on a particular invention or device, such as the cell phone or laser technology. Through careful explanations and insightful analysis, readers will learn about the device?s development, how it works, its impact on society and likely future uses.
Basic Chess Endings
It is a prodigious feat of chess scholarship, presented to the reader in clear, pithy language, full of telling phrases that will linger in the memory and rise to aid the harassed competitor just when he needs it most. The authoritative reference work on the subject. Reuben Fine's book is indispensable.
1001 Great Gambling Tips
Gambling expert Graham Sharpe pulls from the insight of some of the biggest names in the betting industry in this ultimate handbook to learning how to beat the odds every time. Contributors include Jeremy Chapman, acknowledged master of golf betting; tournament-winning poker pro Julian Thew; and such general gambling tipsters as Dave Mitchell, Rolf Johnston, Tony Lewis. Alongside valuable insights and points of advice, some of the best secrets and stories from gambling lore are also included. Whether it’s horse or dog racing, sports betting, exchanges, spread betting, poker, or any other type of betting opportunity, this unique reference is your guide to smarter and more profitable gambling.
"Science of Poker" by Dr. M Mahmood
A comprehensive analysis of Limit and Pot-Limit Omaha, Texas Hold 'em, and Seven-Card Stud as well as No-Limit Hold 'em, this revolutionary gambling book offers a general discussion of the three primary skills of poker—"people, probabilities, and money"—as well as a detailed overview of starting-hand selection and simple methods for working out probabilities relevant to these games.
With analyses of a hundred examples of the most common situations in "after the flop play" for Omaha and Hold 'em and "beyond the fourth street" play for Seven-Card Stud, this book has it all. Dr. M. Mahmood has advanced degrees in both Chemistry and Physics; in 1992, he retired to become a semi-professional poker player.
A Casual Revolution: Reinventing Video Games and Their Players
The enormous popularity of the Nintendo Wii, Guitar Hero, and smaller games like Bejeweled or Zuma has turned the stereotype of the obsessed young male gamer on its head. Players of these casual games are not required to possess an intimate knowledge of video game history or to devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction.
With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time consuming and complex. For a long time, video games asked players to structure their lives to fit the demands of a game; with casual games, it is the game that is designed to fit into the lives of players. These flexible games make it possible for everyone to be a video game player.
Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.
With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time consuming and complex. For a long time, video games asked players to structure their lives to fit the demands of a game; with casual games, it is the game that is designed to fit into the lives of players. These flexible games make it possible for everyone to be a video game player.
Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.
John Nunn's Chess Puzzle Book
Most chess puzzle books put you in an artificial situation: you are told a combination exists, what the theme is and what you are required to achieve. This one is different. In a real game, a player may sometimes need to find a combination. On the other hand he may have to reject a tactical idea and simply find a good positional move. His task is to find the right move, whatever it may be. The 300 puzzles in this book put you precisely in that situation. Spectacular ideas abound in these positions, but it is for you to decide whether to go in for them, or whether you would be falling into a trap. If you need them, there are hints to help you on your way. The book ends with a series of tests to measure your skills against those of other players.
For this new edition, John Nunn, a top-class grandmaster and a solving world champion, has added 50 new puzzles (with hints and detailed solutions) to test your skills to the full. For ease of following, extra diagrams have been added to the solutions throughout. Overall the book is 60 per cent bigger than the first edition.
For this new edition, John Nunn, a top-class grandmaster and a solving world champion, has added 50 new puzzles (with hints and detailed solutions) to test your skills to the full. For ease of following, extra diagrams have been added to the solutions throughout. Overall the book is 60 per cent bigger than the first edition.
Silman's Complete Endgame Course: From Beginner To Master
For more than 100 years, the world's leading chess players and teachers have told their students to study the endgame. Now, for the first time, a revolutionary, richly instructive endgame book has been designed for players of all levels. Silman's Complete Endgame Course, by famed writer and player Jeremy Silman, is the one and only endgame book you'll need as you move up the ladder from beginner to strong tournament player and finally to master.
Real-World Flash Game Development: How to Follow Best Practices AND Keep Your Sanity
This book covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C# and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 8 years in the industry.
Gifts from Griffith's REAL-WORLD experiences include: Game design templates and pre-written scripts to automate tasks within Flash; Classes for handling common math computations used in gaming, so that game developers can see how to set up a simple game flow; Powerful debugging tools for your games(debuggers for Flash games are hard to come by, and this book provides them for you).
The associated web site offers: Code from the game examples in the book with fully build-able source files. Additional code snippets, classes, and utilities. Scripts for automating tedious and repetitive tasks within Flash. Template game-design documents for planning game proposals in the same manner outlined in the book. Links to other helpful online resources for both Flash and game development.
*Teaches Flash users the most effective ways to leverage Flash as a game development tool. Concrete, relatable approaches to Flash game development.
* Provides sound strategies, and realistic goals for success - with REAL-WORLD examples and code included so that programmers become quickly empowered to make their own Flash games.
*Covers ALL the aspects that come into play when developing a game in Flash, including art, animation, scripting, and optimization.
Gifts from Griffith's REAL-WORLD experiences include: Game design templates and pre-written scripts to automate tasks within Flash; Classes for handling common math computations used in gaming, so that game developers can see how to set up a simple game flow; Powerful debugging tools for your games(debuggers for Flash games are hard to come by, and this book provides them for you).
The associated web site offers: Code from the game examples in the book with fully build-able source files. Additional code snippets, classes, and utilities. Scripts for automating tedious and repetitive tasks within Flash. Template game-design documents for planning game proposals in the same manner outlined in the book. Links to other helpful online resources for both Flash and game development.
*Teaches Flash users the most effective ways to leverage Flash as a game development tool. Concrete, relatable approaches to Flash game development.
* Provides sound strategies, and realistic goals for success - with REAL-WORLD examples and code included so that programmers become quickly empowered to make their own Flash games.
*Covers ALL the aspects that come into play when developing a game in Flash, including art, animation, scripting, and optimization.
Producing Games: From Business and Budgets to Creativity and Design
Master the secrets behind video game production - from concept to completion - with these comprehensive tips and tricks from two accomplished, working game producers. Discover how to lead a team, communicate effectively, budget, schedule, staff, and design quality next-generation games. Producing Games walks you through every stage of the production process with a focus on the part the producer plays at each phase.
*What it takes to be an effective producer in the world of video games
*All the key roles in game development and how they relate to the game producer
*How to manage budgets, staff, schedules, and the overall vision of the project
*The secrets behind one of the most misunderstood roles in the gaming industry - including tips on communication and team leadership
*The art of managing management - their expectations and communication
*Maintain the vision of the game throughout the entire development process and how to save troubled projects
*Companion website includes sample milestone schedules, a glossary, and more
*What it takes to be an effective producer in the world of video games
*All the key roles in game development and how they relate to the game producer
*How to manage budgets, staff, schedules, and the overall vision of the project
*The secrets behind one of the most misunderstood roles in the gaming industry - including tips on communication and team leadership
*The art of managing management - their expectations and communication
*Maintain the vision of the game throughout the entire development process and how to save troubled projects
*Companion website includes sample milestone schedules, a glossary, and more
Microsoft Ancient Lands 1.0 Complete package
The ancient world is yours to explore. What was life like for soldiers? Servants? Kings? Discover, through rich images, sound, animation, and video, the mysteries and marvels of life in ancient times.The ancient world is yours to explore. What was life like for soldiers? Servants? Kings? Discover, through rich images, sound, animation, and video, the mysteries and marvels of life in ancient times.
Discover the wonders of the ancient world, from the dawn of Egypt to the glory of Greece to the fall of Rome. Find out how people lived, and how their ways of life influence us today.
Experience ancient life with nearly 1,000 interactive articles, illustrated with full-color images and featuring hours of sound and narration. Watch as the past comes to life in video clips that both entertain and inform.
Explore on your own, listening to legends and stories of everyday life told by people of the times, or choose from fascinating narrated guided tours. Learn the most amazing facts - like why so many Egyptian paintings look alike - in narrated animations. Or turn discovery into doing with hands-on activities such as puzzles and matching games.
Discover the wonders of the ancient world, from the dawn of Egypt to the glory of Greece to the fall of Rome. Find out how people lived, and how their ways of life influence us today.
Experience ancient life with nearly 1,000 interactive articles, illustrated with full-color images and featuring hours of sound and narration. Watch as the past comes to life in video clips that both entertain and inform.
Explore on your own, listening to legends and stories of everyday life told by people of the times, or choose from fascinating narrated guided tours. Learn the most amazing facts - like why so many Egyptian paintings look alike - in narrated animations. Or turn discovery into doing with hands-on activities such as puzzles and matching games.
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