Senin, 07 Juni 2010

[R811.Ebook] Ebook Download La Locomotive a Vapeur, by A. Chapelon

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André Chapelon (26 October 1892 - 22 July 1978) was a noted French mechanical engineer and designer of advanced steam locomotives. Engineer of Ecole Centrale Paris, he was one of very few locomotive designers who brought a rigorous scientific method to their design. Efficiency was one of Chapelon's primary concerns in design; some of his locomotives exceeded 12% efficiency, which for a steam locomotive was exceptional. Here the reader will find considerable technical details of steam engine design including a color section of Chapelon's locomotives and others. This is a 'Must Have' book for the serious steam engine enthusiast.

  • Sales Rank: #5623443 in Books
  • Published on: 2000-11-06
  • Original language: French
  • Number of items: 1
  • Binding: Hardcover
  • 659 pages

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Senin, 31 Mei 2010

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  • Sales Rank: #662645 in eBooks
  • Published on: 2010-02-08
  • Released on: 2010-02-08
  • Format: Kindle eBook

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20 of 20 people found the following review helpful.
Science is bunk; techniques useful
By Janessa Maria-Diego
First section on "health benefits" of wheatgrass juice based on articles from the 1950's some of which have been disproven and others which are now irrelevant based on modern science. The value of this booklet is its straightforward direction on sprouting and microgreens. Drawings show up reasonable well on Kindle for iphone. Not too many web resources address common problems of mold, seed hulls and pests. This booklet does. Worth $.99. Not $9 for paper version.

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Ridiculous, even when nearly free
By capefearcinema
I purchased this at a very low price for my Kindle, figuring I could at least get some information from it. In spite of what several reviewers here have stated, I didn't find any more useful information on growing either sprouts or microgreens than what is generally supplied when you buy seeds for sprouting. The book is filled with ridiculous pseudoscience (even delivered with great conviction, it's still embarrassingly wrong). There are far better books on the subject...spend a few bucks and get something useful.

3 of 3 people found the following review helpful.
Where is the Chart that is supposed to be on page 71?
By Shannon K
Page 85 promises a chart that will explain the "symptoms" that their sprouting diet is supposed cure/treat. There is no such chart! Would love to see it....

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Rabu, 19 Mei 2010

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  • Sales Rank: #1007726 in Books
  • Published on: 2002-01-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.90" h x 1.30" w x 8.60" l, 4.15 pounds
  • Binding: Hardcover
  • 772 pages

Most helpful customer reviews

0 of 1 people found the following review helpful.
Brand New Book to replace Abused School book
By Lorri Smith
I bought this out of need to replace a very old issued school book. It was delivered just as described. Using Amazon for text books will be a great advantage for me now and in the future.

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Minggu, 16 Mei 2010

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  • Sales Rank: #2683105 in eBooks
  • Published on: 2012-11-26
  • Released on: 2012-11-26
  • Format: Kindle eBook

Language Notes
Text: Portugese

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Kamis, 13 Mei 2010

[Q624.Ebook] PDF Download Biology of Humans: Concepts, Applications, and Issues (3rd Edition), by Judith Goodenough, Betty A. McGuire

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Biology of Humans: Concepts, Applications, and Issues, Third Edition personalizes the study of human biology with a friendly writing style, stunning art, abundant applications, and tools to help readers develop critical-thinking skills. With clarity, currency, and consistency, the authors give readers a conceptual framework for understanding how their bodies work and for dealing with issues relevant to human health in the modern world. Readers will gain an appreciation for the intricacy of the human body and the place of humans in the ecosphere. The Third Edition features an expansion of the critical thinking elements, two new Special Topics chapters, and a significantly revised art program.

Humans in the World of Biology, Chemistry Comes to Life, Special Topic: Food Safety,The Cell, Body Organization and omeostasis, The Skeletal System, The Muscular System, Neurons: The Matter of the Mind ,The Nervous System, Special Topic: Drugs and the Mind, Sensory Systems, The Endocrine System, Blood, The Cardiovascular and Lymphatic Systems, Body Defense Mechanisms, Special Topic: Infectious Disease,The Respiratory System, The Digestive System, Special Topic: Nutrition and Weight Control, The Urinary System, Reproductive Systems, Development Through Life,  Special Topic: Autism, Chromosomes and Cell Division,  Special Topics: Stem Cells–The Body’s Repair Kit, Genetics and Inheritance,  DNA and Biotechnology, Evolution and our Heritage, Ecology, The Environment, and Us, Human Populations, Limited Resources, and Pollution. Intended for those interested in learning the basics of human biology

  • Sales Rank: #868233 in Books
  • Published on: 2009-01-16
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.88" h x .74" w x 9.25" l, 2.95 pounds
  • Binding: Paperback
  • 624 pages

About the Author

Judith Goodenough

Judith received her B.S. from Wagner College (Staten Island, NY), and her doctorate from New York University. She has 30 years of teaching experience at the University of Massachusetts, Amherst, specializing in introductory level courses. The insights into student concerns and problems–gained from more than 25 years of teaching Human Biology and 20 years of team-teaching The Biology of Social Issues–have helped shape this book. In 1986, Judith was honored with a “Distinguished Teaching Award.” In addition to teaching, she has written articles in peer-reviewed journals, contributed chapters to several introductory biology texts, and written numerous laboratory manuals. With the author team of McGuire and Jakob, she is preparing Perspectives on Animal Behavior.

 

Betty McGuire

Betty received her B.S. in Biology from Pennsylvania State University, where she also played varsity basketball. She went on to receive an M.S. and Ph.D. in Zoology from the University of Massachusetts, Amherst, and then spent two happy years as a postdoctoral researcher at the University of Illinois, Champaign-Urbana. Her field and laboratory research emphasize the social behavior and reproduction of small mammals. She has published numerous research papers, co-authored the text Perspectives on Animal Behavior as well as several introductory biology study guides, and served as an Associate Editor for Mammalian Species, a publication of the American Society of Mammalogists. Betty taught Human Biology, Introductory Biology, Vertebrate Biology, and Animal Behavior at Smith College. She now teaches Mammalogy and The Vertebrates: Structure, Function, and Evolution at Cornell University.

Most helpful customer reviews

1 of 1 people found the following review helpful.
Biology Of Humans: Concepts, Applications and Issues (3rd Edition)
By S. Byers
It's a very helpful textbook for beginners in Biology. It teaches you the basics and gets your mind in gear for the biology classes that may be coming up!

0 of 0 people found the following review helpful.
Actually received a different edition, but still okay.
By John P.
I ordered this for my human biology class. When it arrived, it was actually the 2nd edition. I was too lazy to send it back, so I dealt with it. The book itself is good with details and pictures, and there's only little difference between the 2nd and 3rd edition.

0 of 0 people found the following review helpful.
Fast and did the job
By William Been
The human body has not changed they were the words the teacher used so 10 bucks for an earlier edition of a book was better than paying over 100.00 for the latest edition.Thanks so much you saved me money and it arrived really quick.

See all 12 customer reviews...

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Sabtu, 08 Mei 2010

[Z241.Ebook] Ebook Pediatrics PreTest Self-Assessment And Review, 14th Edition, by Robert Yetman, Mark Hormann

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Pediatrics PreTest Self-Assessment And Review, 14th Edition, by Robert Yetman, Mark Hormann

The closest you can get to seeing the USMLE Step 2 CK without actually taking it

Pediatrics: PreTest Self-Assessment & Review is the perfect way to assess your knowledge of pediatrics for the USMLE Step 2 CK and shelf exams. You'll find 500 USMLE-style questions and answers that address the clerkship's core competencies along with detailed explanations of both correct and incorrect answers. All questions have been reviewed by students who recently passed the boards and completed their clerkship to ensure they match the style and difficulty level of the exam.

  • 500 USMLE-style questions and answers
  • Detailed explanations for right and wrong answers
  • Targets what you really need to know for exam success
  • Student tested and reviewed

  • Sales Rank: #222862 in eBooks
  • Published on: 2015-12-06
  • Released on: 2015-12-06
  • Format: Kindle eBook

About the Author
McGraw-Hill authors represent the leading experts in their fields and are dedicated to improving the lives, careers, and interests of readers worldwide

McGraw-Hill authors represent the leading experts in their fields and are dedicated to improving the lives, careers, and interests of readers worldwide

Most helpful customer reviews

2 of 2 people found the following review helpful.
Five Stars
By Barry Claman
Great review material for pediatrics shelf exam

2 of 2 people found the following review helpful.
Three Stars
By ---
Decent questions but not amazing

2 of 2 people found the following review helpful.
Five Stars
By Yann Finkelstein
Love it!

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[Y253.Ebook] Free PDF Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C#, by Jeremy Gibson Bond

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Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C#, by Jeremy Gibson Bond

Learn Game Design, Prototyping, and Programming with Today’s Leading Tools: Unity™ and C#

 

Award-winning game designer and professor Jeremy Gibson has spent the last decade teaching game design and working as an independent game developer. Over the years, his most successful students have always been those who effectively combined game design theory, concrete rapid-prototyping practices, and programming skills.

 

Introduction to Game Design, Prototyping, and Development is the first time that all three of these disciplines have been brought together into a single book. It is a distillation of everything that Gibson has learned teaching hundreds of game designers and developers in his years at the #1 university games program in North America. It fully integrates the disciplines of game design and computer programming and helps you master the crucial practice of iterative prototyping using Unity. As the top game engine for cross-platform game development, Unity allows you to write a game once and deliver it to everything from Windows, OS X, and Linux applications to webpages and all of the most popular mobile platforms.

 

If you want to develop games, you need strong experience with modern best practices and professional tools. There’s no substitute. There’s no shortcut. But you can get what you need in this book.

 

COVERAGE INCLUDES

  • In-depth tutorials for eight different game prototypes
  • Developing new game design concepts
  • Moving quickly from design concepts to working digital prototypes
  • Improving your designs through rapid iteration
  • Playtesting your games and interpreting the feedback that you receive
  • Tuning games to get the right “game balance” and “game feel”
  • Developing with Unity, today’s best engine for independent game development
  • Learning C# the right way
  • Using Agile and Scrum to efficiently organize your game design and development process
  • Debugging your game code
  • Getting into the highly competitive, fast-changing game industry

  • Sales Rank: #39189 in Books
  • Published on: 2014-07-21
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.80" h x 1.40" w x 7.00" l, .0 pounds
  • Binding: Paperback
  • 944 pages

Review

Praise for Introduction to Game Design, Prototyping, and Development

 

“Introduction to Game Design, Prototyping, and Development combines a solid grounding in evolving game design theory with a wealth of detailed examples of prototypes for digital games. Together these provide an excellent introduction to game design and development that culminates in making working games with Unity. This book will be useful for both introductory courses and as a reference for expert designers. I will be using this book in my game design classes, and it will be among those few to which I often refer.”

–Michael Sellers

Professor of Practice in Game Design, Indiana University, former Creative Director at Rumble Entertainment, and General Manager at Kabam

 

“Prototyping and play-testing are often the most misunderstood and/or underutilized steps in the game design and development process. Iterative cycles of testing and refining are key to the early stages of making a good game. Novices will often believe that they need to know everything about a language or build every asset of the game before they can really get started. Gibson’s new book prepares readers to go ahead and dive in to the actual design and prototyping process right away; providing the basics of process and technology with excellent “starter kits” for different types of games to jumpstart their entry into the practice.”

–Stephen Jacobs

Associate Director, RIT Center for Media, Art, Games, Interaction, and Creativity (MAGIC) and Professor, School of Interactive Games and Media

 

“Jeremy Gibson’s Introduction to Game Design, Prototyping, and Development deftly combines the necessary philosophical and practical concepts for anyone looking to become a Game Designer. This book will take you on a journey from high-level design theories, through game development concepts and programming foundations in order to make your own playable video games. Jeremy uses his years of experience as a professor to teach the reader how to think with vital game design mindsets so that you can create a game with all the right tools at hand. A must-read for someone who wants to dive right into making their first game and a great refresher for industry veterans.”

–Michelle Pun

Senior Game Designer, Zynga

About the Author

Jeremy Gibson is a lecturer teaching computer game design for the Electrical Engineering and Computer Science department at the University of Michigan Ann Arbor and is the founder of ExNinja Interactive, LLC. From 2009 to 2013, he was an Assistant Professor teaching game design and protyping for the Interactive Media and Games Division of the University of Southern California’s School of Cinematic Arts, which was the number one game design school in North America throughout his tenure there. Jeremy serves the IndieCade independent game festival as the Chair for Education and Advancement, where he is responsible for the IndieXchange and GameU conference tracks, and he has spoken at the Game Developers Conference every year since 2009.


Jeremy earned a Master of Entertainment Technology degree from Carnegie Mellon University’s Entertainment Technology Center in 2007 and a Bachelor of Science degree in Radio, Television, and Film from the University of Texas at Austin in 1999. Jeremy has worked as a programmer and prototyper for companies such as Human Code and frog design, has taught classes for Great Northern Way Campus (in Vancouver, BC), Texas State University, the Art Institute of Pittsburgh, Austin Community College, and the University of Texas at Austin, and has worked for Walt Disney Imagineering, Maxis, and Electronic Arts/Pogo.com, among others. While in graduate school, his team created the game Skyrates, which won the Silver Gleemax Award at the 2008 Independent Games Festival. Jeremy also apparently has the distinction of being the first person to ever teach game design in Costa Rica.

Most helpful customer reviews

53 of 58 people found the following review helpful.
Good, but not for a complete novice
By TooManyHobbies
If you are brand new to programming, this might not be the best book to use as an introduction to the trifecta of Unity, programming, and game design. I would consider it more of an advanced beginner to intermediate level book. If you already know a little programming or if you have read one of the other Unity by Example books, then is a great second step on your path to becoming a game developer.

I found Part One of the book, Game Design and Paper Prototyping, to be the most difficult of the three sections. It reads like a college text book with lots of theory and philosophical discussions. Part One begins with a lengthy discussion of what a "game" actually is, discussing the conflicting definitions presented by several people. Next comes a discussion on Game Analysis Frameworks. Mr. Gibson discusses three Frameworks developed by other individuals, and then presents his own Framework. He compares and contrasts his new framework to its predecessors, and explains how they are different and alike. Heavy stuff. Honestly I only made it through Chapter 4 before I put Part One on hold, and moved on to Part Two. I will get back to Part One day, I promise.

Part Two begins with more definitions, a summary about the advantages of using Unity and C#, and a brief introduction to the C# programming language, but you quickly move on to the Unity installation and running Unity's demo game: Angry Bots. Next comes a very, very brief (1/2 page) explanation of Unity's various windows. Your first Unity program is the standard "Hello World!", but then you get to "Unity-fy" it by adding some falling cubes. Snazzy! The rest of the Part Two - Chapters 19-27 - include hard-core lessons/lectures in various computer programming topics: variables, Vector3s, Quaternion, boolean operations, conditionals, loops, lists, arrays, functions, object-oriented classes. My favorite chapter was the one on Debugging. You need to learn to love debugging if you are going to be a programmer.

Part Three (page 419) starts the fun stuff: building games using Unity. The first game is Apple Picker, and I found it liberating when Mr. Gibson talks about using "programmer art" which is just a placeholder for the "real" art that will be incorporated later. He stresses that you don't need fantastic art to get your game up and running. I know it is common sense, but it was nice to hear those words from an expert. My new mantra is, "Don't worry about the art, just start coding." As for the actual code instructions, they are clear and concise, but they are not what I would call the step-by-step hand-holding variety. How to do something is fully explained once, and after that it is assumed that you will remember the steps. If you don't remember you are directed to the index so you can look up the instructions. If you are new to programming AND Unity this method of instruction might get a little frustrating. The examples/prototypes in this book also have a level of code complexity which is much greater than in other absolute beginner Unity books. You will learn a lot more fancy coding tricks, and not so obvious ways to accomplish a task. Again, this may be intimidating if you have never coded before.

So in summary if you have never opened a programming book before, it might be better to start with a book like Unity by Example or Unity in 24 Hours and save this one till you are a little more comfortable with navigating Unity. If you have used Unity before or if you have programmed in the past, this book is a great place to start.

26 of 27 people found the following review helpful.
A clear introduction to creating games with Unity and C#
By TimFromPerth
Part 1 of this book (game-design theory) is a clear and illuminating overview of what is obviously a big topic. It makes clear that there's a lot more preparation required when designing a game than many designers realise.

Part 2 introduces C#. If you've programmed before, you can skim most of it. Chapter 18 ("Hello World") is a must-read, though, as it introduces Unity and demonstrates how to create a project and add elements to it. (Not having used Unity before, I was shocked that I could create a particle storm with only two-lines of code.)

Part 3 walks the reader through creating eight games of increasing complexity.

I recommend this book to you if you'd like to learn how to create well designed games using Unity and C#.

20 of 21 people found the following review helpful.
... that is) i found a few books that seemed like they could very well get the job done
By steven
Started reading this book on 8/7/2014

When i was looking for a book that covered Unity programming (C# that is) i found a few books that seemed like they could very well get the job done. This book is brand new and full of good research. It does not teach you how to program until about page 250. The amount of text on each page is enormous, full of information. Im on chapter 4 already and i feel like before i get to the programming side of this book i will have a better understanding of what i will even be needing to program. There is 8 games that you program near the last part of the book after a thorough intro to C# script in unity. The logic that he programs into the games is broad and clever enough to get you on your feet, and there are many tools and tricks that follow.

In conclusion: This book goes deep into game design and getting your ideas into code.
I have a large library of books covering animation, programming, art, game design.... and this book seems like one i will be happy to finish.
Cheers! 5 out of 5 for how much research is in this book alone Plus how clear he talks in his text.

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