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| 1. The Black Swan: Second Edition: The Impact of the Highly Improbable: With a new section: "On Robustness and Fragility" by Nassim Nicholas Taleb | |
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| 2. Gödel, Escher, Bach: An Eternal Golden Braid by Douglas R. Hofstadter | |
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Reading Godel, Escher, Bach is like joining a club. People who see you reading it will open spontaneous conversations and often gift you with unexpected insights. (I had a fascinating conversation with a total stranger about Godel's theorem.) Wish I could give more than five stars.
As the book introduces the reader to cognitive science, the author draws heavily from the world of art to illustrate the finer points of mathematics. The works of M.C. Escher and J.S. Bach are discussed as well as other works in the world of art and music. Topics presented range from mathematics and meta-mathematics to programming, recursion, formal systems, multilevel systems, self-reference, self-representation and others. Lest you think G�del, Escher, Bach: An Eternal Golden Braid, to be a dry and boring book on a dry and boring topic, think again. Before each of the book's twenty chapters, Hofstadter has included a witty dialogue, in which Achilles, the Tortoise, and friends discuss various aspects that will later be examined by Hofstadter in the chapter to follow. In writing these wonderful dialogues, Hofstadter created and entirely new form of art in which concepts are presented on two different levels simultaneously: form and content. The more obvious level of content presents each idea directly through the views of Achilles, Tortoise and company. Their views are sometimes right, often wrong, but always hilariously funny. The true beauty of this book, however, lies in the way Hofstadter interweaves these very ideas into the physical form of the dialogue. The form deals with the same mathematical concepts discussed by the characters, and is more than vaguely reminiscent of the musical pieces of Bach and printed works of Escher that the characters mention directly in their always-witty and sometimes hilarious, discussions. One example is the "Crab Canon," that precedes Chapter Eight. This is a short but highly amusing piece that can be read, like the musical notes in Bach's Crab Canon, in either direction--from start to finish or from finish to start, resulting in the very same text. Although fiendishly difficult to write, the artistic beauty of that dialogue equals Bach's music or Escher's drawing of the same name. As good as all this is (and it really is wonderful), it is only the beginning. Other topics include self-reference and self-representation (really quite different). The examples given can, and often do, lead to hilarious and paradoxical results. In playfully presenting these concepts in a highly amusing manner, Hofstadter slowly and gently introduces the reader to more advanced mathematical ideas, like formal systems, the Church-Turing Thesis, Turing's Halting Problem and G�del's Incompleteness Theorem. G�del, Escher, Bach: An Eternal Golden Braid, does discuss some very serious topics and it can, at times, be a daunting book to handle and absorb. But it is always immensely enjoyable to read. The sheer joy of discovering the puns and playful gems hidden in the text are a part of what makes this book so very special. Anecdotes, word plays and Zen koans are additional aspects that help make this book an experience that many readers will come to feel to be a turning point in their lives. Like every other book written by Hofstadter, G�del, Escher, Bach: An Eternal Golden Braid, has an index and a bibliography that must be noted as exceptionally well done. Although filled with English wordplay, this book is in no way tied to the American origin of its author. For years, it was thought that G�del, Escher, Bach: An Eternal Golden Braid, would be impossible to translate, but so far, it has successfully been translated into French, German, Spanish, Chinese, Swedish, Dutch and Russian. A profound and beautiful meditation on human thought and creativity, this book is indescribably gorgeous and definitely one of a kind.
I will cheerfully confess that I cannot remember all of the details of the book, and that there were times when I simply couldn't get at what Hofstadter was trying to explain. Still, some of Hofstadter's writing has stayed with me the past two decades--his classic analogy of Godel's theorem with a stereo system, his discussion of the difficulties of creating an "accurate" translation (using the beginning of "Crime and Punishment"), his wondrous tying-together of math, music, and art. The totally math-phobic will find these, and many other concepts, readily accessible and even symbol-free. Wish I could say as much for some "general audience" philosophy books!
However, after reading the new preface in this 20th anniversary edition, I'm left with the sense that this once great book is now merely good. For one thing, Hofstadter seems to have evolved from a brilliant young man with a lot of great ideas into a somewhat cantakerous middle-aged man. He seems angry at the New York Times, and his readers, for not fully understanding the central message of the book. Yet he also excuses himself from making any attempt to update the book or bring the ideas in line with many of the enormous changes that have happened over the last 20+ years. It seems surprising to me that Hofstadter would constrain his own book to having only one central message--surely he should understand that a book of this complexity will mean many things to many different people, and that indeed is the reason for its popularity. So, I still highly recommend this book, but I'm left just a little disappointed that Hofstadter seems somewhat at war with his readers and as a result, won't attempt to update the book or try to help us reconcile the many events of the last 20 years with the themes of his book.
Yes, it's about Goedel, and recursion, and "strange loops", and linguistics Bach and ants and all that- but only trivially. The bulk of the book is taken up with what amounts to a very entertaining tutorial that sets the reader up for the real thesis of the book. What Hofstadter has attempted in GEB is nothing less than a concise, bottom-up theory of mind. You can read it as a theory of AI, or a theory of human intelligence, but either way he's telling you how to construct an intelligent entity. True, he doesn't really have a theory of *how* a self-aware being should arise from his metaphorical anthill, but then, neither does anyone else. But he does have a very good story as to how intelligence does arise in such conditions. If you've read this book before without understanding what his aim was, read it again, with that notion in mind. And if you haven't read it, and you're the sort of person who enjoys mathematic and scientific amusements of any sort, well, read it and discover how much fun a speculative theory can be.
I have had similar trouble that others report. I have had to re-read parts to make sure I get his points, whether I agree or not. And yes, he conveys his ideas in what some may consider an offhand way. There is much value in the saying, "To be great is to be misunderstood." You dont have to like this book. Just make sure you're certain why you do or don't like it. Is it because the Hof doesn't know what he is talking about, or because he "wastes" your time with his lingo and fictional prancing about? Or is it because there's a chance that you don't understand? I am not condescending readers who don't like GEB, but we too often rate someone's ideas based on our inability to understand and yes, sometimes be entertained immediately. Don't expect him to do all the work. What are you bringin' to the party? This book is challenging. Once you have spent enough time with it, you might see that it requires you to challenge your understanding of things, take that leap of faith (it's not all about logic), suspend judgment, then see what you think when you get to the other side. Consider the section devoted to the topic of Euclidean vs. non-Euclidean geometry: Euclid of Alexandria perfected the art of rigor in his Elements, becoming arguably the most influential mathematician in times of antiquity. He made a most convincing case for the accuracy and truthfulness of much of the fundamental geometry we know today. He did so by using five principals upon which to base the remainder of his volumes of assertion. Four of the five principles were based on truths quite simple and so understandable, for the most part we hold them to be self-evident. One of those (the first) was the notion of a straight line, as simple and direct as connecting point A to point B. His work seemed universal, truthful, and beyond reproach, especially considering the painstaking efforts he went to prove the seemingly most basic of concepts. This all seemed well and good, until others, implicitly or otherwise, began to question the notion or suggest what a different version of what a straight line is. In other words: What if there was more than one type of straight line? How could this be? To make a long story only slightly longer, we find that there in fact IS more than one type of straight line (what's the difference between a straight line drawn on a piece of paper and a straight line drawn on a basketball? hmmmm....), which spawned elliptical and spherical geometries. Turns out that Euclidean geometry is actually a subset of geometry, not the entire geometry. All these years we thought that a piece of the pie was the whole pie. The point here is that you must endeavor to see outside what you know to be true. It's not always comfortable or seemingly conceivable, but we must accept a degree of uncertainty before we can realize a new level of certainty. Give the book a shot. Maybe two. Suspend your judgment and take the hit. You'll see. Regards. ... Read more | |
| 3. Getting Started with Arduino (Make: Projects) by Massimo Banzi | |
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| 4. Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers by Dave Gray, Sunni Brown, James Macanufo | |||
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(2010-07-19)
list price: $29.99 -- our price: $19.79 (price subject to change: see help) Isbn: 0596804172 Publisher: O'Reilly Media Sales Rank: 2948 Average Customer Review: US | Canada | United Kingdom | Germany | France | Japan | ||
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Editorial Review Great things don’t happen in a vacuum. But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming. This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world’s most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. Find out why -- and how -- with Gamestorming. We're hardwired to play games. We play them for fun. We play them in our social interactions. We play them at work. That last one is tricky. "Games" and "work" don't seem like a natural pairing. Their coupling in the workplace either implies goofing off (the fun variant) or office politics (the not-so-fun type). The authors of Gamestorming, have a different perspective. They contend that an embrace and understanding of game mechanics can yield benefits in many work environments, particularly those where old hierarchical models are no longer applicable, like the creatively driven knowledge work of today’s cutting edge industries. Here is one of the 83 games featured in Gamestorming: The ELEVATOR PITCH Game Often this is the hardest thing to do in developing a new idea. An elevator pitch must be short enough to deliver in a fictional elevator ride but also contain a compelling description of the problem you’re solving, who you’ll solve it for, and one key benefit that distinguishes it from other ideas. NUMBER OF PLAYERS: Can be done individually, or with a small working group DURATION OF PLAY: Save at least 90 minutes for the entire exercise, and consider a short break after the initial idea generation is complete before prioritizing and shaping the pitch itself. Small working groups will have an easier time coming to a final pitch; in some cases it may be necessary to assign one person with follow-up accountability for the final wording after the large decisions have been made in the exercise. HOW TO PLAY: Going through the exercise involves both a generating and a formative phase. To set up the generating phase, write these headers in sequence on flip charts: To finish the setup, explain the elements and their connection to each other: The Generating Phase Next, the group may discuss areas where they have the most trouble on their current pitch. Do we know enough about the competition to claim a unique differentiator? Do we agree on a target customer? Is our market category defined, or are we trying to define something new? Where do we need to focus? Before stepping into the formative phase, the group may use dot voting, affinity mapping, or another method to prioritize and cull their ideas in each category. The Formative Phase After a set amount of time (15 minutes may be sufficient), the groups reconvene and present their draft versions of the pitch. The group may choose to role-play as a target customer while listening to the pitch, and comment or ask questions of the presenters. The exercise is complete when there is a strong direction among the group on what the pitch should and should not contain. One potential outcome is the crafting of distinct pitches for different target customers; you may direct the group to focus on this during the formative stage. STRATEGY Role play is the fastest way to test a pitch. Assuming the role of a customer (or getting some real customers to participate in the exercise) will help filter out the jargon and empty terms that may interfere with a clear pitch. If the pitch is truly believable and compelling, participants should have no problem making it real with customers. The elevator pitch, or elevator speech, is a traditional staple of the venture capital community, based on the idea that if you are pitching a business idea it should be simple enough to convey on a short elevator ride. Reviews
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| 5. Design Patterns: Elements of Reusable Object-Oriented Software by Erich Gamma, Richard Helm, Ralph Johnson, John M. Vlissides | |
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There are other advantages to this book. It isolates 23 of the most common patterns and presents them in detail. You wouldn't think that 23 patterns would be enough, but once you become adept at recognizing patterns, you'll find that a large fraction of the patterns you use in practice are among these 23. For each pattern, the book carefully presents the intent of the pattern, a motivating example, consequences of using that pattern, implementation considerations and pitfalls, sample code (C++ or Smalltalk), known uses of that pattern in real-world applications, and a list of related patterns. Upon first reading, you will start to recognize these patterns in the frameworks you see. Upon second reading, you'll begin to see how these patterns can help you in your own designs, and may also start to see new patterns not listed in the book. Once you become familiar with the pattern concept, you will be able to originate your own patterns, which will serve you well in the future. One of the most valuable contributions of this book is that it is designed not merely to help you identify patterns, but to give you a sense of which patterns are appropriate in which contexts. I think this book is particularly valuable to many C++ and Java programmers, because of the dynamic and flexible design philosophy it follows. (Its two fundamental principles of reusable OO design are: "Program to an interface, not an implementation" and "Favor object composition over class inheritance".) I've found that many C++ books unfortunately tend to emphasize a rather static and inflexible design philosophy. Many C++ programmers do not realize how the language and the books they've studied from have been limiting their thinking until they have been exposed to ideas from other lanugages. The authors of this book have obviously been influenced by other languages as well, especially Smalltalk, and have brought many of its best lessons to C++ design. Most Java books seem to take after the C++ books, even though Java is a more dynamic language. This book may help Java programmers take full advantage of the extra power offered by their language, if they look deeply enough into some of the lesser-known features its runtime system affords. Last, but not least, this book is valuable because it names the patterns it uses, and so gives programmers a common vocabulary to describe design concepts, rather than particular implementations. You'll find yourself saying things like, "That would be a good use for a Decorator", or "Should we use a Facade or a Mediator in this case?" I encourage readers of this book to use this vocabulary with other programmers. In summary, this is one of the few books that I think belongs on every programmer's "must-have" list. Not to overuse a cliche, but like object-oriented design itself, the pattern concept is one of those rare paradigm-shifts in computer programming. It is equally valuable to expert professional and novice student alike. The book has a home page at http://st-www.cs.uiuc.edu/users/patterns/DPBook/DPBook.html
In particular, many of the patterns in this book represent highly distilled wisdom about effective solutions -- distilled so far that, unless you have implemented code that realizes the pattern in question already, you may have trouble absorbing the material. I find that programmers-to-be who dive into this book, often end up talking annoyingly about "applying patterns" without having a real grasp of how these things translate (with some distortion and compromise) into real projects. That being said, an excellent way to bridge the gap is to read this book along with "Pattern Hatching : Design Patterns Applied" by John Vlissides. That book is a chatty companion piece for this one -- I found myself understanding how to incorporate patterns into my day-to-day design work much more after reading both books. See: Pattern Hatching : Design Patterns Applied [also at Amazon.com] Overall, while this book is an extremely important contribution to software developers, it is structured in a way that makes the material difficult to absorb if you aren't approaching it with substantial previous knowledge about developing software. You can start with some of the simpler patterns (Singleton, for example) and work through the harder ones, but only by implementing projects and stumbling upon these yourself will you really feel a flash of recognition as you read them in the book.
The main asset of this book is in its trustworthiness and credibility - not such an easy thing to come by in computer books these days. I went through many if not most of the C++ examples in detail, and did not find a case where it didn't hold up, at least to the extent where it clarified what the point of the pattern was. The UML diagrams are also extremely helpful. Be forewarned, however; this is not light reading. The examples are based on heavy-duty design tasks your average programmer doesn't face, like language-parsing, toolkit creation, compiler writing, and the like. It makes one wonder how applicable many of the patterns are to less complex programming tasks. Also, most of the examples are in C++, so you really have to understand the syntax of C++ before you can get much value out of this book. Another drawback is that many of the examples are abridged, so at times you have to kind of extrapolate on what some of the code *would* look like in order to understand the examples. The chapter on Interpreter in particular was a tough nut to crack due to this. I actually would have liked to have seen *more* explanatory text associated with the code itself. For all that, many of the patterns are pretty staightforward. The trick is to nail down that you "get it" for each pattern. One technique I found enormously helpful in accomplishing this was to write a summary of the pattern after reading a chapter - right in the book, so it can referenced later (there's often an entire blank page opposite the beginning of each chapter you can use for this). You may find yourself delving back into the chapter to confirm your understanding. Overall, a challenging but ultimately rewarding read for anyone who wants to understand what design patterns are all about.
This book, on the other hand, made clear the "why" behind many software library architectures I've used, from the basic Java classes and AWT to things done in MFC, COM and the Stingray MFC extension libraries. Not only did it give an explanation, but it explicitly set out the "how-tos" on using these patterns yourself (complete with diagrams illustrating the structures and interactions), and more importantly when and when not to use particular patterns. For me at least, the most difficult part of designing an application is not coming up with good algorithms or efficient routines, but is constructing a sensible, easy-to-maintain architecture that will hand the demands placed on it...without writing excessively convoluted code. This seems more all the more difficult the larger the application gets. The patterns in this book clarified many things which I wish I had known earlier. A few patterns that I had "discovered" through much trial-and-error and observation were set out, often in a much cleaner form than I had come up with myself. Several of the patterns in the book were immediately applicable to a project I was working on, helping to speed through what likely would have been another messy and slow design phase. I would recommend ths book for any OO designer. At the very least, it will enable you to understand why various libraries were implemented in certain ways. At best, it will provide a useful toolkit of proven solutions enabling one to get the most out of an OO language such as C++ or Java, a toolkit that can be drawn on to solve your own architectural issues without reinventing the wheel. The only warning I would give about this book is to reiterate the warning in the preface's very first paragraph: "This book assumes you are reasonably proficient in at least one object-oriented programming language, and you should have some experience in object-oriented design as well. You definitely shouldn't have to rush to the nearest dictionary the moment we mention 'types' and 'polymorphism', or 'interface' as opposed to 'implementation' inheritance."
However, I would like to say something to those readers who are totally new to design patterns and C++/Smalltalk -- please do not be intimidated by the seemingly terse, dry and difficult style of this book. Since I myself am new to the world of design patterns, I would like to share with you my own experience and hope you can make a better decision when you pick your design patterns book. "Design Patterns" is the classic text; its style is academic-oriented, rigorous, and terse. Unlike most popular computer books, you will find reading this book takes a lot of thinking, for each paragraph or even each sentence. Most examples used in this book are adapted from real world systems popular many years ago, so you will likely find you're not familiar with them at all. Moreover, some examples are related to GUI programming, so if you're mainly programming for backend, you will probably feel it's tough to understand some of the examples. Most code example in the book is written in C++ (some in Smalltalk.) If you're a Java programmer and have limited knowledge in C++, it might take you some time to guess what certain C++ syntax means. These all seem to be negative comment, but my conclusion is to the contrary -- this is the BEST book in the area, and you should read it despite of all the issues I mentioned above. I started my design pattern learning by using a couple of other books, such as "Java Design Patterns: A Tutorial", "Design Patterns Explained: A New Perspective on Object-Oriented Design", and "Applied Java Patterns". I chose these books mainly because they seem to be much easier to understand than "Design Patterns". However, after spending time in these alternative books, I found none of them offers the accuracy and depth as "Design Patterns". Often, after I read a chapter of the "easy" book, I feel I am still kind of lost. I seem to have understood the pattern I just learned, but then I feel it's not quite so. I guess I only learned the pattern in a superficial way, with little depth, and without being part of "big picture." Later, I turned to the classic, "Design Patterns". I forced myself to sit down and try to understand the authors' terse and rigorous writing and their unfamiliar examples. Gradually I found I was getting used to the style and the examples, and I actually started to learn much more from this book than from others. After reading half-way through the book, I felt the rigorous style is actually a big plus for this book, because I can get more accurate and in-depth information. Therefore, I strongly suggest that you buy and read this book, even if you feel it's difficult to read. Your effort will pay off eventually. Use other books as reference only.
This book is definitely not for those who still do not understand the virtue of the concepts presented in the book. This book is not for programmer level either(although they can still greatly benefit from the book to enter the next level). The examples in the book are in C++ but the patterns it describes is language independent. Those who really know Java(not just reading sth like Teach Yourself Java in XX days,weekends,in a nutshells, etc) should tell immediately that lots of patterns are already applied in Java, especially in J2EE. Knowing the patterns in the books not only make your design step up to the next level, but now also a MUST if you want to pass the perfessional certificate exam like SCEA. I have to say no one can claim they know OO design without knowing the concepts and patterns described in this book. This is one of those few books in computer world that will receive more and more recognization as time gose by. In three years no one will even mention 90% of those books currently getting five stars, but this one, I have to say, will be in top in foreseeable future and much longer. I totally agree that this book is a little bit hard to read. Please think it this way, anything you can learn in 10 minutes is useless and of little market value because anybody can do the same. Those who grasp the essence missed by the majority are distinguished and of high value....
Besides being a tool for writing good maintainable code, patterns are a crucial tool for communication among developers. Knowing even a half-dozen of the basic patterns will facilitate communication among team members immensely. For instance, you may be having a whiteboard design session with another developer or two, explaining some particular design you have in your head. Instead of having to detail 3 or 4 or more classes and how they would interact, you could simply say that you are thinking of using the Factory pattern here, and the Decorator pattern over there, and the others will know exactly what you are thinking. The patterns are grouped into three groups: Creational, Structual, and Behavioral patterns. Each pattern is considered in turn, each having sections detailing the intent of the pattern, the motivation for using it, the consequences (both good and bad) of its application, collaboration among the objects involved, and examples. The examples are mostly in C++ with a small dose of Smalltalk, but the patterns are equally applicable to any object-oriented language, Java in particular. Some of the patterns can be implemented even more simply and cleanly in Java, as a result of language features such as dynamic class loading, among others. This book is well-written, and it's a quality book well worth owning. It even has two nice ribbon bookmarks attached to the binding which makes to book even more practical as well as handsome.
What John Vlissides and the folks at AWL have done very well is re-shaping the book to electronic form. This is not just a duplication of the book, but a genuine adaptation of the content to a different medium, in this case HTML. Perhaps most valuable for me is the ability to pop this in and do a full-text search. I still use the paper book, though. It would have rated 5 stars but for one thing: the inability to record notes within the medium. That's not the fault of the publisher or anyone--it's a difficult technical problem that hopefully someone will solve. I would heartily recommend this to consultants or anybody who doesn't necessarily have a "home base" because these are much easier to lug through airports than the hardcover GoF book. :-) ... Read more | |
| 6. Code Complete: A Practical Handbook of Software Construction by Steve McConnell | |
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| 7. Head First Design Patterns by Elisabeth Freeman, Eric Freeman, Bert Bates, Kathy Sierra | |
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Editorial Review At any given moment, somewhere in the world someone struggles with the same software design problems you have. You know you don't want to reinvent the wheel (or worse, a flat tire), so you look to Design Patterns--the lessons learned by those who've faced the same problems. With Design Patterns, you get to take advantage of the best practices and experience of others, so that you can spend your time on... something else. Something more challenging. Something more complex. Something more fun. You want to learn about the patterns that matter--why to use them, when to use them, how to use them (and when NOT to use them). But you don't just want to see how patterns look in a book, you want to know how they look "in the wild".In their native environment. In other words, in real world applications. You also want to learn how patterns are used in the Java API, and how to exploit Java's built-in pattern support in your own code. You want to learn the real OO design principles and why everything your boss told you about inheritance might be wrong (and what to do instead).You want to learn how those principles will help the next time you're up a creek without a design paddle pattern. Most importantly, you want to learn the "secret language" of Design Patterns so that you can hold your own with your co-worker (and impress cocktail party guests) when he casually mentions his stunningly clever use of Command, Facade, Proxy, and Factory in between sips of a martini. You'll easily counter with your deep understanding of why Singleton isn't as simple as it sounds, how the Factory is so often misunderstood, or on the real relationship between Decorator, Facade and Adapter. With Head First Design Patterns, you'll avoid the embarrassment of thinking Decorator is something from the "Trading Spaces" show. Best of all, in a way that won't put you to sleep!We think your time is too important (and too short) to spend it struggling with academic texts. If you've read a Head First book, you know what to expect -a visually-rich format designed for the way your brain works. Using the latest research in neurobiology, cognitive science, and learning theory, Head First Design Patterns will load patterns into your brain in a way that sticks. In a way that lets you put them to work immediately. In a way that makes you better at solving software design problems, and better at speaking the language of patterns with others on your team. Reviews
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| 8. Hello World! Computer Programming for Kids and Other Beginners by Warren Sande, Carter Sande | |
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Editorial Review "Computer programming is a powerful tool for children to 'learn learning,' that is, to learn the skills of thinking and problem-solving...Children who engage in programming transfer that kind of learning to other things."--Nicholas Negroponte, the man behind the One Laptop Per Child project that hopes to put a computer in the hands of every child on earth, January 2008 Your computer won't respond when you yell at it. Why not learn to talk to your computer in its own language? Whether you want to write games, start a business, or you're just curious, learning to program is a great place to start. Plus, programming is fun! Hello World! provides a gentle but thorough introduction to the world of computer programming. It's written in language a 12-year-old can follow, but anyone who wants to learn how to program a computer can use it. Even adults. Written by Warren Sande and his son, Carter, and reviewed by professional educators, this book is kid-tested and parent-approved. You don't need to know anything about programming to use the book. But you should know the basics of using a computer--e-mail, surfing the web, listening to music, and so forth. If you can start a program and save a file, you should have no trouble using this book. Reviews
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| 9. Robot Building for Beginners (Technology in Action) by David Cook | |
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Editorial Review “I wrote this book because I love building robots. I want you to love building robots, too. It took me a while to learn about many of the tools and parts in amateur robotics. Perhaps by writing about my experiences, I can give you a head start.â€â€”David Cook Robot Building for Beginners, Second Edition is an update of David Cook’s best-selling Robot Building for Beginners. This book continues its aim at teenagers and adults who have an avid interest in science and dream of building household explorers. No formal engineering education is assumed. The robot described and built in this book is battery powered and about the size of a lunchbox. It is autonomous. That is, it isn’t remote controlled. You’ll begin with some tools of the trade, and then work your way through prototyping, robot bodybuilding, and eventually soldering your own circuit boards. By the book’s end, you will have a solid amateur base of understanding so that you can begin creating your own robots to vacuum your house or maybe even rule the world! This book is aimed at teenagers and adults who have an avid interest in science and dream of building household explorers. No formal engineering education is assumed. Reviews
Being strong on the theory, I didn't learn anything in that regard. On the flip side, David Cook described the basics in a way that anyone could understand. What I really wanted to learn was to be able to put my Christmas presents to use. He spent a chapter just on the multimeter! I loved it. Also, every part of the robot was described in detail. I now know the difference between choosing motors, batteries, transistors, comparitors, diodes, potentiometers, photo-resistors, ect. When I brought my first creation into my Electromagnetics class yesterday, I of course was asked to give a demonstration. From reading this book (to be honest a total of 3 times), I described everything about it in clear/consise detail. The only part I failed was receiving extra credit. Yes I did try :D. I couldn't imagine a better book for beginners. There is a website that describes the robot AND the few typos caught (nothing that mattered), ways he took this idea and added a couple more in a similar project, as well as detailing the post construction of robots he's made since then. Cook goes into detail for troubleshooting a potential screw up you may make (If 'X' is happening then you probably did 'Y'). Yes I made one too--thanks for asking. There is one part I didn't like about the project though--using an M&M's Mini tube to hold the motors. Being so close to Valentine's day, the only selection they had were PINK ones! Oh well, I named in Valentino anyway. I did find myself telling this story though to everyone that commented on my pink robot. If you want to get into the hobby, buy this book. You can't ask for more. Just be prepared to catch yourself looking in the toy section of Target for lego technic tires when your fiance is wanting to register!!! BTW: you'll also catch yourself babbling on about your experiences in a review about this book too--cause you'll be so D@MN excited about making your first robot!!!
David Cook did a great job while writing Robot Building for Beginners. It is perfect for an initiation to the robot building. I've read other interesting books but this one has something special: everything is entirely covered for a single project. Other books tend to present a lot of projects but can't seem to concentrate on giving complete information. Robot Building for Beginners does provide all the information you need. Each time I was wondering "well, how about that?", David Cook was answering my question the next paragraph. There is a great amount of work in "what will a first-timer would be willing to learn after that". If you don't know anything or are willing to refresh your mind on electronics, the book is perfect. David Cook helps us getting to choose the right part, understanding what they do, how to correctly assemble the whole thing and so on. I just finish reading it and I'm ready to build my first robot knowing how to avoid the common pitfalls and how to keep my first project simple, but complete and working. It's a perfect gift for someone who wants to build his/her first robot. Thanks to David Cook.
Another thing I like about the book is that it encourages readers to make their own robot from scratch out of commonly available parts. Unlike the low-quality kits (from which you learn nothing) being hoisted upon budding scientists, the robot presented in this book really becomes the reader's creation. A terrific book!
Electronics have always piqued my interest, though I have never really been able to get into them. Some of the books I have bought previously have been absurdly complicated, requiring backgrounds in fields such as linear calculus. I have a head for numbers, but being only a high school freshmen taking Geometry can be limiting. Robot Building for Beginners really brings the art of constructing autonomous creations down to the basic, hands on level. It starts with the basics, down to what one's workspace should include, etc. You won't find any cryptic series of equations, graphs, or complex diagrams in this book. All of the electrical components are explained on a "what-they-do and how-to-use-them" basis. For instance, I picked up another book, Teach Yourself Electricity and Electronics, and attempted to teach myself about simple things like how a circuit works, and what resistors do. The book immediatly overwhelmed me with so-and-so's laws, this rule of physics, this logarithmic equation, etc. Mr. Cook's book , on the other hand, explained resistors simply, essentially saying that they were devices to limit the amount of current to a place in the circuit, because too much current simply fries your components. No fancy equations, no graphs, just simple - like it is. It is for all of the above reasons that I highly recomend this book to anyone who's ever considered dabbeling in electronics (for robots or not).
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| 10. The Mythical Man-Month: Essays on Software Engineering, Anniversary Edition (2nd Edition) by Frederick P. Brooks | |
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Editorial Review Reviews
You will realize that long before maybe you were even born, other people working at places like IBM had already experienced those problems and quandries. And found working solutions to them which are as valid today as they were 30 years ago. The suggestions in this book will help you think better and better manage yourself, and be more productive and less wasteful with your time and energy. In short, you will do more with less. Some of Brooks insights and generalizations are: The Mythical Man-Month: The Second-System Effect: Conceptual Integrity: The Manual: Pilot Plant: Formal Documents: Communication: Code Freeze and System Versioning: Specialized Tools: No silver bullet:
"Humanity has been developing information technology for half a century. That experience has taught us this unpleasant truth: virtually every information technology project above a certain size or complexity is significantly late and over budget or fails altogether; those that don't fail are often riddled with defects and difficult to enhance. Fred Brooks explored many of the root causes over twenty years ago in The Mythical Man-Month, a classic book that could be regarded as the Bible of information technology because it is universally known, often quoted, occasionally read, and rarely heeded." I have been involved in software engineering for over 25 years, have written many articles and even a few books on the subject. Yet every time I think I've discovered some new insight, chances are I can find it tucked away somewhere in The Mythical Man-Month. And the tarpits and other dangers he lays out plague the IT industry today. I wonder when we will grasp and apply the fundamental insights that Brooks, Jerry Weinberg, and others laid out nearly three decades ago. ..bruce..
The most valuable part of the book, I believe, is the "plan to throw out" prototype chapter. While the goal is always to make a bigger, better, fast whatever, it is almost an axiom that you WILL build something that has to be discarded and reworked. This absolutely happens every time, I can tell you from first-hand experience. Therefore it is vital to plan to throw out so you can migrate your users to whatever will follow. If you dream that the first product is THE ONE, you risk abandoning them on a product that will inevitably evolve. Planning the throw-away also helps meet the schedule goals by setting reasonable milestones that can be met. In my role as a product manager for a top-selling software product in its class, I found that the Mythical Man-Month was absolutely vital. However, some additional reading is recommended; Walker Royce's Software Project Management was published in 1998 and adds the dimension of software project evolution. This goes into more detail why you can't write all the specifications upfront, and even if you do, they are certain to change by the time the product is released.
This short, concise book contains a handful of highly insightful essays, each focusing on one main topic, usually a problem area in software engineering, and possible ways to solve it. Brooks doesn't waste pages of space in excess verbosity. He just says what he thinks, and why he thinks it. It's a very underrated writing technique. The new chapters in the anniversary edition serve to acknowledge changes that have occurred since the original edition, and while there have been some, on the whole, most of the original text still stands. If you are in the field, or want to get into it, read this book. Simple.
But software engineering has advanced a lot since then, even if the software industry hasn't. For example, Brooks' sole team-level improvement is the suggestion to use Harlan Mills' chief programmer teams, while many such improvements have been found since then. And Brooks entirely ignores the main defect of the chief programmer team---the difficulty of finding chief programmers! (As an aside, a chief programmer team works fine now with a chief programmer, a college grad, and modern tools. Code ought to be written so a college grad can maintain it, and this approach helps ensure that. The college grad can also flesh out test cases and support in other ways. But there's still the problem of finding the chief programmer...) Brooks approach is generally, "We did that wrong. We should have done it this way, for these logical reasons." But there are often several solutions to a problem, all having logical reasons. Empirical data is needed to choose between them. Brooks rarely mentions alternate solutions, and almost never offers emperical data. A far more valuable book is Steve McConnell's "Rapid Development". This well-researched and organized book quotes data to confirm problems, discusses solutions with associated emperical data, and recommends solutions.
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| 11. Information Dashboard Design: The Effective Visual Communication of Data by Stephen Few | |
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list price: $34.99 -- our price: $23.09 (price subject to change: see help) Isbn: 0596100167 Publisher: O'Reilly Media Sales Rank: 14951 Average Customer Review: US | Canada | United Kingdom | Germany | France | Japan |
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Editorial Review This book will teach you the visual design skills you need to create dashboards that communicate clearly, rapidly, and compellingly. Information Dashboard Design will explain how to: Stephen Few has over 20 years of experience as an IT innovator, consultant, and educator. As Principal of the consultancy Perceptual Edge, Stephen focuses on data visualization for analyzing and communicating quantitative business information. He provides consulting and training services, speaks frequently at conferences, and teaches in the MBA program at the University of California in Berkeley. He is also the author of Show Me the Numbers: Designing Tables and Graphs to Enlighten. Reviews
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| 12. Making Things Move DIY Mechanisms for Inventors, Hobbyists, and Artists by Dustyn Roberts | |
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list price: $30.00 -- our price: $16.58 (price subject to change: see help) Isbn: 0071741674 Publisher: McGraw-Hill/TAB Electronics Sales Rank: 11998 Average Customer Review: US | Canada | United Kingdom | Germany | France | Japan |
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| 13. The Unofficial LEGO MINDSTORMS NXT Inventor's Guide by David J. Perdue | |
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| 14. A Theory of Fun for Game Design by Raph Koster | |
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list price: $22.99 -- our price: $14.21 (price subject to change: see help) Isbn: 1932111972 Publisher: Paraglyph Press Sales Rank: 10825 Average Customer Review: US | Canada | United Kingdom | Germany | France | Japan |
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Editorial Review A Theory of Fun for Game Design features a novel way of showing interactive designers how to improve their designs to incorporate the highest degree of fun.This book will truly inspire and challenge game designers, as well as artists and designers from all segments of the industry.The unique format of A Theory of Fun, with engaging text and thought-provoking illustrations, will ensure that this book becomes a classic text for designers.Already endorsed by major players in the gaming world – such as BoingBoing, Noah Falstein, and Henry Jenkins of MIT – A Theory of Fun covers such essential topics as: • Why some games are fun and others boring• Why making a game too hard—or too easy—is a mistake• Why games have to balance deprivation and overload, order and chaos, silence and noise• The difference between designing content and creating an experience• Why both adults and children like to play games• How playing a game and learning are connected• The ethics of entertainment Reviews
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| 15. MCITP Self-Paced Training Kit (Exams 70-640, 70-642, 70-643, 70-647): Windows Server® 2008 Enterprise Administrator Core Requirements by Dan Holme, Nelson Ruest, Danielle Ruest, Tony Northrup, J.C. Mackin, Anil Desai, Orin Thomas, John Policelli, Ian McLean, P. Mancuso, D.R. Miller | |
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list price: $229.99 -- our price: $141.41 (price subject to change: see help) Isbn: 0735625727 Publisher: Microsoft Press Sales Rank: 12964 Average Customer Review: US | Canada | United Kingdom | Germany | France | Japan |
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Editorial Review This kit comes packed with the tools and features that exam candidates want most including self-paced training based on final exam content; rigorous, objective-by-objective review; exam tips from expert, exam-certified authors; and customizable testing options. It also provides labs and exercises for skills and expertise you can apply to the job. Focusing on Windows Server 2008 enterprise administration, topics include configuring, managing, and supporting user accounts, computer accounts, groups, Domain Name System (DNS) zones and client settings, group policy objects, Active Directory Lightweight Directory Service, and Active Directory Rights Management Service; configuring remote access, Network Access Protection, Network Authentication, IPv4 and IPv6 addressing, and DNS Replication; working with Terminal Services, Web services infrastructure and security, Media Server, Windows SharePoint® Services server options, File Server, Print Services, network maintenance, and Simple Network Management Protocol; planning networks and application services; designing core identity and access management components; implementing PKI; and designing virtualization strategy. You ll work at your own pace through the lessons and hands-on exercises. Then assess yourself by using more than 1200 practice and review questions on the CD, which features multiple, customizable testing options. Choose timed or untimed testing mode, generate random tests, or focus on discrete objectives or chapters. You get detailed explanations for right and wrong answers including pointers back to the book for further study. You also get an evaluation version of Windows Server 2008 Enterprise Edition and an exam discount voucher making this kit an exceptional value and a great career investment. Key Book Benefits  Excellent value: Four official Microsoft study guides covering the core requirements for MCITP: Enterprise Administrator certification all in one box  In-depth coverage of exam objectives and sub-objectives plus instructive case studies and troubleshooting scenarios to enhance your performance on the job  1200+ practice and review questions  Test engine that enables customized testing, pre-assessment and post-assessment, and automated scoring and feedback  Handy exam-mapping grid  Evaluation version of Windows Server 2008 Enterprise Edition  15 percent exam discount voucher from Microsoft (limited-time offer)  All four study guides in searchable eBook format Reviews
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| 16. R in a Nutshell: A Desktop Quick Reference by Joseph Adler | |
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list price: $49.99 -- our price: $38.29 (price subject to change: see help) Isbn: 059680170X Publisher: O'Reilly Media Sales Rank: 15576 Average Customer Review: US | Canada | United Kingdom | Germany | France | Japan |
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Editorial Review What people are saying about R in a Nutshell "I am excited about this book. R in a Nutshell is a great introduction to R, as well as a comprehensive reference for using R in data analytics and visualization. Adler provides 'real world' examples, practical advice, and scripts, making it accessible to anyone working with data, not just professional statisticians." "R in a Nutshell is an ideal book for getting started with R. Newcomers will find the fundamentals for performing statistical analysis and graphics, all illustrated with practical examples. This book is an invaluable reference for anyone who wants to learn what R is and what is can do, even for longtime R users looking for new tips and tricks." Why learn R? Because it's rapidly becoming the standard for developing statistical software. R in a Nutshell provides a quick and practical way to learn this increasingly popular open source language and environment. You'll not only learn how to program in R, but also how to find the right user-contributed R packages for statistical modeling, visualization, and bioinformatics. The author introduces you to the R environment, including the R graphical user interface and console, and takes you through the fundamentals of the object-oriented R language. Then, through a variety of practical examples from medicine, business, and sports, you'll learn how you can use this remarkable tool to solve your own data analysis problems. Reviews
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| 17. Code: The Hidden Language of Computer Hardware and Software by Charles Petzold | |
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Editorial Review Reviews
Have you ever wondered just how your computers really work? I mean, really, really work. Not as in "an electrical signal from memory tells the processor the number to be added," but what the electrical signal is, and how it accomplishes the magic of switching on the circuits that add while switching off the other circuits that would do other things with the number. I have. I have wondered this a lot over the past decades. Yet somehow over the past several decades my hunger for an explanation has never been properly met. I have listened to people explain how two switches wired in series are an "AND"--only if both switches are closed will the lightbulb light. I have listened to people explain how IP is a packet-based communications protocol and TCP is a connection-based protocol yet the connection-based protocal can ride on top of the packet-based protocol. Somehow these explanations did not satisfy. One seemed like answering "how does a car work?" by telling how in the presence of oxygen carbon-hydrogen bonds are broken and carbon dioxide and water are created. The other seemed like anwering "how does a car work" by telling how if you step on the accelerator the car moves forward. Charles Petzold is different. He has hit the sweet spot exactly. Enough detail to satisfy anyone. Yet the detail is quickly built up as he ascends to higher and higher levels of explanation. It remains satisfying, but it also hangs together in a big picture. In fact, my only complaint is that the book isn't long enough. It is mostly a hardware book (unless you want to count Morse Code and the interpretation of flashing light bulbs as "software." By my count there are twenty chapters on hardware, and five on software. In my view only five chapters on software--one on ASCII, one on operating systems, one on floating-point arithmetic, one on high-level languages, and one on GUIs--is about ten too few. (Moreover, at one key place in his explanation (but only one) he waves his hands. He argues that it is possible to use the operation codes stored in memory to control which circuits in the processor are active. But he doesn't show how it is done.) Charles Petzold's explanatory strategy is to start with the telegraph: with how opening and closing a switch can send an electrical signal down a wire. And he wants to build up, step by step, from that point to end with our modern computers. At the end he hopes that the reader can look back--from the graphical user interface to the high-level language software constructions that generate it, from the high-level language software constructions to the machine-language code that underlies it, from the machine-language code to the electrical signals that load, store, and add bits into the computer's processor and into the computer's memory. But it doesn't stop there. It goes further down into how to construct an accumulator or a memory bank from logic gates. And then it goes down to how to build logic gates--either out of transistors or telegraph relays. And then deeper down, into how the electrons actually move through a transistor or through a relay and a wire. And at the end I could look back and say, yes, I understand how this machine works in a way that I didn't understand it before. Before I understood electricity and maybe an AND gate, and I understood high level languages. But the whole vast intermediate realm was fuzzy. Now it is much clearer. I can go from the loop back to the conditional jump back to the way that what is stored in memory is fed into the processor back to the circuits that set the program counter back to the logic gates, and finally back to the doped silicon that makes up the circuit. So I recommend this book to everyone. It is a true joy to read. And I at least could feel my mind expanding as I read it.
Petzold attempts, and largely succeeds at, writing a book that leaves the reasonably intelligent layperson with a thorough comprehension of each layer that comprises a modern electronic computer (binary coding -> electronic representation -> transistors -> logic gates -> integrated circuits -> microprocessors -> opcodes -> assembly language -> high-level language -> applications). At times, the reader must follow along carefully, but Petzold tries to avoid needless complication. Code is a well written and very entertaining explanation of the digital electronic technology that has become an integral part of our daily lives. Short of getting a degree in electrical engineering, this book is your best bet to understand how it works.
My oppinion is that the book is _great_ up to about the middle of the book, after which he just condenced all the rest of the information which would otherwise takes thousands of pages to describe in as much details as he described how to build a physical logic machine... I think that if someone isn't a "techie" or isn't in the computer field, they may have some hard time understanding a few minor points... but overall, this is a GREAT book.. one of a kind. Greatly recommended for everyone's library... I can honestly say, I always told people "a computer is nothing more than zero's and one's"... but until I read this book, I couldn't BUILD one... now I can (given time! :). P.S. This book is perfect for those who didn't necessarily go to college and learned everything on their own... it covers some CS, CE, and EE. Those who went to college with either of those majors probably learned the greatest part of this book... but it's a great review.
Well, ask no more. Instead, read this book. Charles Petzold is able to describe the workings of a simple computer, starting from the ground floor. He begins with descriptions of a simple circuit, and slowly works his way to more and more complex structures. You learn about flashlights, Morse code, and the early computers, and how each has impacted modern computing. Will this book teach you how to program? No. But if you were not a computer science major or electrical engineer in college, this book will lay some of the foundations for understanding this technology. The technical aspects get a little dense at times, but this did not detract from the impact of this book. If you have been curious about what goes on in that beige box, now is your time to investigate. This is the place to start.
I would recommend this book to all software developers, and also anyone that has any technical hobbies. It has much technical information, but is also very easy to read. Steve
The organisation is excellent - Petzold explores one topic at a time, giving you the chance to absorb one concept before moving on to the next. And each chapter builds on what you have read before. If you are just curious about what goes on inside your PC, or if you are involved in IT but lack an understanding of the actual box that does all the work, then this book is for you.
On the other hand, don't buy this book if you want practical information about how to be a better programmer or whatever. This book is definetely suited to an enthusiast who is honestly interested in learning arcane details. It isn't going to help anyone get a higher salary or a promotion. That's what I really liked about this book. It was truly different from any other book you will ever buy from Microsoft Press or like publishers. My only real critiscism is that it seems to run out of steam at the end. Chapter after chapter is devoted to the inner workings of logic gates, memory, and so on, but almost nothing is said about operating systems.
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| 18. LEGO MINDSTORMS NXT:The Mayan Adventure (Technology in Action) by James Floyd Kelly | |
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Editorial Review LEGO MINDSTORMS NXT has hit the world by storm, giving you the ability to build your own robots and program them to perform all types of actions. What kind of robots? How about five exploratory robots, used to explore the newly discovered tomb of an ancient Mayan king? You are along for the ride with Evan and his archaeologist uncle as they explore a Mayan pyramid complete with traps and treasures. Using a variety of NXT robots, the archaeology team is able to move deeper into the tomb towards the secrets of King Ixtua. But beware of the traps! The pyramid's design has successfully deterred unwanted visitors through the centuries, and your team will need to be careful and alert. You will learn and use a design methodology that will teach you about the new motors and sensors that your robot can use. Complete building and programming instructions are provided for each robot, allowing you to follow along and learn as you build. Can you help Evan and the team of explorers navigate through the old pyramid and discover King Ixtua's tomb? Read the stories, examine the environments, and build and program the robots that will allow the team to move closer to the secrets of The Mayan Adventure. Reviews
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| 19. The Design of Design: Essays from a Computer Scientist by Frederick P. Brooks | |
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Editorial Review Effective design is at the heart of everything from software development to engineering to architecture. But what do we really know about the design process? What leads to effective, elegant designs? The Design of Design addresses these questions. These new essays by Fred Brooks contain extraordinary insights for designers in every discipline. Brooks pinpoints constants inherent in all design projects and uncovers processes and patterns likely to lead to excellence. Drawing on conversations with dozens of exceptional designers, as well as his own experiences in several design domains, Brooks observes that bold design decisions lead to better outcomes. The author tracks the evolution of the design process, treats collaborative and distributed design, and illuminates what makes a truly great designer. He examines the nuts and bolts of design processes, including budget constraints of many kinds, aesthetics, design empiricism, and tools, and grounds this discussion in his own real-world examples—case studies ranging from home construction to IBM's Operating System/360. Throughout, Brooks reveals keys to success that every designer, design project manager, and design researcher should know. Reviews
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| 20. Programming in Objective-C 2.0 by Stephen G. Kochan | |
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Editorial Review THE #1 BEST SELLING BOOK ON OBJECTIVE-C 2.0! From the author of Programming in C,Programming in Objective-C 2.0 provides the new programmer a complete, step-by-step introduction to the Objective-C language. The book does not assume previous experience with either C or object-oriented programming languages, and it includes many detailed, practical examples of how to put Objective-C to use in your everyday programming needs. Objective-C has become the standard programming language for application development on the Mac OS X and iPhone platforms. A powerful yet simple object-oriented programming language that’s based on the C programming language, Objective-C is widely available not only on OS X but across many operating systems that support the gcc compiler, including Linux, Unix, and Windows systems.  The second edition of this book has been updated and expanded to cover Objective-C 2.0. It shows not only how to take advantage of the Foundation framework’s rich built-in library of classes but also how to use the iPhone SDK to develop programs designed specifically for the iPhone and iPod Touch. Reviews
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