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Monday, July 28, 2014

Ebook Free Glencoe Geometry: Concepts and Applications, Student Edition

Ebook Free Glencoe Geometry: Concepts and Applications, Student Edition

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Glencoe Geometry: Concepts and Applications, Student Edition

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Glencoe Geometry: Concepts and Applications, Student Edition


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Glencoe Geometry: Concepts and Applications, Student Edition

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

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Product details

Series: GEOMETRY: CONCEPTS & APPLIC

Hardcover: 864 pages

Publisher: McGraw-Hill Education; 3 edition (May 22, 2003)

Language: English

ISBN-10: 9780078457739

ISBN-13: 978-0078457739

ASIN: 0078457734

Product Dimensions:

7.8 x 1.4 x 9.7 inches

Shipping Weight: 4 pounds (View shipping rates and policies)

Average Customer Review:

3.1 out of 5 stars

2 customer reviews

Amazon Best Sellers Rank:

#1,122,756 in Books (See Top 100 in Books)

Having taught from this book, I think it's a great curriculum to use with students who aren't interested in theory, but would rather know "why are we doing this?" This book branches out into how geometry is found in culture, such as art, and applied in daily living. If you are more interested in answering students' questions about "when are we ever going to use this?" than you are about writing proofs all the time, this is a perfect book for you.

I love mathematics and read math book of all sorts, including textbooks. I teach music theory (which is similar to math) at the college level, and have been doing so for the last 18 years. This is the worst math book I have ever seen. Where are the brillant proofs of Euclid? This is a hodgepodge of history, so-called music, and diverse topics thrown into one book, that consists of mearly formulaes and prove it yourself theorems. The Pythagorean formula is circular, if you can follow it back far enough. There are no concepts or brillant ideas, only "you do it this way" as in the old calculus books. The authors are all school teachers, with one college teacher (wow). The school teachers have been complaining for years about how bad the "new math" was when the mathematicians wrote the texts; now it is their turn and they have turned my child off to math by their dull pedantic book. I think all schools should review this book before using it.

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Thursday, July 10, 2014

Ebook Download Practical Administrative Law for Paralegals

Ebook Download Practical Administrative Law for Paralegals

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Practical Administrative Law for Paralegals

About the Author

Anne M. Cohen is a Staff Counsel for the Massachusetts Appeals Court. She is a member of the American Association for Paralegal Education (AAFPE), Citations Editor for AAFPE Journal, a reporter for Paralegal Educator, and Distinguished Teacher Award. She is also a member of Distance Education and Central Task Force. She is an Instructor for Flaschner Inst.

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Product details

Paperback: 464 pages

Publisher: Cengage Learning; 1 edition (March 11, 1996)

Language: English

ISBN-10: 0314065059

ISBN-13: 978-0314065056

Product Dimensions:

7.5 x 1 x 10 inches

Shipping Weight: 2 pounds (View shipping rates and policies)

Average Customer Review:

2.5 out of 5 stars

4 customer reviews

Amazon Best Sellers Rank:

#1,703,176 in Books (See Top 100 in Books)

I had to read this for a college class but found the information very outdated. At one point the book tells that 6 million people in the U.S. are on food stamps.On a positive note: the case histories at the beginning of each chapter show a good example of admin law in action.

This is an older book, but its use in Paralegal Studies is by far the best written in this genre of text book. The chapter concepts are concise and clearly stated as well as strongly supported with real life situations with numerous references to historical case law, and current legislation.

Lost paperwork for this rental and there is no way to trace where I rented it from. Any suggestions for me?

Administrative law is not an easy subject but decided to take the course anyways. Thankfully the teacher was much better than the book. We ended up hardly using it, the book as a good amount of information but the way it's written can get a little confusing sometimes although so does the legal world. Overall it's a useful book but must take time to read it thoroughly.

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Tuesday, July 1, 2014

Free Ebook Real-Time Strategy Game Programming Using MS DIRECTX 6.0 (Wordware Game Developer's Library), by Mickey Kawick

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Real-Time Strategy Game Programming Using MS DIRECTX 6.0 (Wordware Game Developer's Library), by Mickey Kawick

Amazon.com Review

Real-Time Strategy Game Programming Using MS DirectX 6.0 should probably be read by any aspiring C/C++ game developer for its real-world perspective on the process of designing successful strategy games. Filled with tips on what works and what doesn't, this book not only provides a perspective on the working lives of game programmers, but it also shows how to simplify working with DirectDraw and DirectSound--two important parts of Microsoft's DirectX game platform--using the author's custom C++ classes. The most interesting aspect of this book has to be its real-world insight on the realities of game development from someone who's been there. (As the author notes, a game programmer's lifestyle offers plenty of challenges, insane work schedules, and, of course, potential rewards.) Early chapters sketch out the game development cycle, from initial idea to proposal, and then onward to staffing, project scheduling, coding, and testing. (If anything, these chapters will demystify how some of your favorite games were designed.) The heart of this book is the author's C++ framework that simplifies DirectX programming using DirectDraw (for 2-D graphics) and later, DirectSound (for sound). The author presents his own code and classes for essential aspects of DirectDraw programming from drawing shapes and images to creating professional animations. Additional sections cover the fundamentals of building strategy games (where players command armies, for instance, and place them on various tiles, or game terrains). There's much expert knowledge here on writing games in this vein, but the principles of animation--plus the reusable C++ code that simplifies DirectX--will certainly justify the price of this book. Written for the C/C++ programmer who wants an introduction to game programming, this is actually more than a technical book. Besides a good introduction to DirectX, this text provides a nuts-and-bolts perspective that shows how some of today's successful games are designed and coded. --Richard Dragan Topics covered: Real-Time Strategy game basics, gameplay, design and project management for games, programming style and tips, Windows programming fundamentals, design documents, the development cycle, macros and data types, DirectX and DirectDraw basics, bitmaps and color modes, drawing lines, rectangles, images and clipping, text output in DirectDraw, loading graphics files, LLE compression, animation overview, AI and characters, animated backgrounds and effects, landscapes, game interfaces, objects and creatures, pathing (BFS, DFS, and A* algorithms), DirectSound.

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From Library Journal

Kawick, who has worked on a number of game titles, assumes the reader is wildly interested in real-time strategy (RTS) and real-time tactical (RTT) games and has a strong working knowledge of the C++ programming language. This is not a simple introductory guide, as he covers everything from graphics to artificial intelligence and tile management to game engine design. While useful to advanced-level programmers, the book will also attract ambitious novices who want to learn how to design games. Copyright 1999 Reed Business Information, Inc.

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Product details

Series: Wordware Game Developer's Library

Paperback: 712 pages

Publisher: Wordware Publishing, Inc.; 3rd Printing edition (March 25, 1999)

Language: English

ISBN-10: 1556226446

ISBN-13: 978-1556226441

Product Dimensions:

7.5 x 1.5 x 9.2 inches

Shipping Weight: 2.8 pounds (View shipping rates and policies)

Average Customer Review:

3.2 out of 5 stars

24 customer reviews

Amazon Best Sellers Rank:

#3,868,095 in Books (See Top 100 in Books)

I am a amateur game programmer trying to create a RTS-ish game out of Flash AS3. I don't find any of the huge chunks of codes in this book helpful at all so I just skipped through all of them, and quite a few chapters talked about really ancient stuff such as how to employ DirectDraw and DirectSound.That being said, it doesn't mean this book is not of value today. You don't get to hear developers of really famous games(like Age of Empires) talking about how they did their jobs in a everyday basis, do you? Seriously, even a simple interview can get me super excited and now you got an entire book dedicated to that, for only around $1(I bought a used one but its condition is as good as freshly printed, and a lot of sellers are selling at this price), and that's just gold! It's the methodology and ways of thinking that matters the most and you can really get tons out of it, especially for amateurs like me who only had a vague idea of many frequently covered concepts in game programming.Before I found this book I did search a lot on the Internet trying to find a thorough tutorial on RTS making, and to my surprise there really isn't any. I found some forum posts and wikis that sort of scratch the surface but that's about it, nothing like this book. It's not for beginners though, as I said it's mainly the philosophy of game developing you gotta learn from it, not how to write game code from scratch, although some algorithms such as pathfinding are covered. But definately recommended for intermediate learners, minus one star for the obseleteness. Besides, some of the author's opinions are hilarious albeit somehow radical.

The book is fairly out of date at the time I'm writing this, but I had hoped when I picked it up that it would have some valuable tips for writing games that are relatively timeless. The DirectX API has certainly changed a great deal from 6.0 to 9.0, but good game architecture doesn't change much.The book was disappointing. At times it reads like a collection of disjointed articles written by an amateur programmer, and at other times it demonstrates a clear "been there, done that" presence.Many aspects of the book are, simply, annoying. After briefly mentioning the Age of Empires scenario editor, the author writes in a separate note offset from the main text: "I worked on the scenario editor and it is largely the same as I programmed it to be, at least functionally." This self-important commentary does nothing to promote anyone's understanding of game development.The author's programming skills are poor. Other reviewers have said this; no need to beat it into the ground. I get the sense the author was working on tools for the games he worked on, not the games themselves. This comes out in the text: good explanations of the game development process and tools used by animators and developers, but shaky descriptions of game architecture.The choice of topics is a mix of good and bad. The early chapters on planning are very good, but then we get into a very long chapter on painfully optimizing line drawing, complete with a bad clipping algorithm ("Actually I wrote it myself without any help.") The chapter ends with, "but also realize that there isn't much line drawing in games these days", calling into question the purpose of spending so much time on it.It does have a long chapter on pathfinding, which was nice to see.

Beginners, don't pick up this book to learn from! This book is poorly organized, jumping from topic-to-topic. It's a little discouraging for the beginner to pick up a book and see the chapters go from an introduction to a header file full of physics equations. Then it goes on to describe a typical schedule of a programmer, then it goes on to describe topics without much explaination. It's also discouraging to be in chapter 3 and see text referring to a description in chapter 18.If you have an advanced knowledge of C++ you may be able to get through this book with a LOT of patience.

This is an excellent introduction to the difficulties and concepts involved in the creation of RTS/RTT games. It is not a book on how to write games in DirectX. It is not a book about DirectX. The book's stated goal is to describe the process by which RTS/RTT games are created. The author accomplishes the goal with success. While several topics are covered in detail (the path finding section for example), most topics are left alone for further research by the reader as there are well known, well respected books covering these topics (tile sets, resources vs. expenditures, threat levels vs. defensive capabilities, etc.). If you want a book describing how to create a RTS/RTT game, this is a good book. If you need a book on how to code, go elsewhere.

I can't believe how bad this book was. It gives simple concepts and then beats them to death with pages and pages of code. The author only touches on the truly difficult problems and refers the reader to web sites for the real material. He fills the pages with endless prose containing little substance.I bought this used for $5 and I paid too much.

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