Senin, 29 November 2010

[A842.Ebook] Download Social Work with Substance Users, by Anna Nelson

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Social Work with Substance Users, by Anna Nelson

Social Work with Substance Users, by Anna Nelson



Social Work with Substance Users, by Anna Nelson

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Social Work with Substance Users, by Anna Nelson

This engaging and comprehensive book explores social work with problematic substance use. Anna Nelson offers social workers new insight on the subject, helping students to understand the issue as it affects service users across a range of social work practice settings. Written from both an anti-discriminatory and evidence-based perspective the text highlights successful responses to the issues surrounding problematic substance use, so that students and social workers can achieve best practice. Considering the effects of problematic substance use across a wide range of service-user groups, the book takes a reflective approach to this widely misunderstood area. Each chapter includes reflective exercises and examples of further reading challenging students to critically reflect on their practice, and increase their awareness in the area.

  • Sales Rank: #1279333 in Books
  • Brand: Brand: SAGE Publications Ltd
  • Published on: 2011-11-09
  • Released on: 2011-11-09
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.53" h x .49" w x 6.69" l, .85 pounds
  • Binding: Paperback
  • 216 pages
Features
  • Used Book in Good Condition

Review
Written in clear, accessible language, this excellent book will be useful for students and practitioners.' - Rachel Fyson, Centre for Social Work, University of Nottingham

'Social workers are often seen to fail substance users despite extensive evidence on the scale and impact of these issues on most of those they work with. Nelson's comprehensive and detailed text is a timely and welcome contribution to an area of practice where there is surprisingly little research and literature. Written by someone with substantial policy knowledge and practice expertise in the field, her approach will help to inspire social workers confidence by drawing on common discourses about substance users and working to embed a partnership approach. Highly recommended for both pre- and post qualified practitioners!' - Trish Hafford-Letchfield, Teaching fellow, Interprofessional Learning, Middlesex University

'This book makes a valuable contribution to the reality that most social workers in New Zealand face the impact of substance abuse on clients and their whanau.' (Aotearoa New Zealand Social Work Aotearoa New Zealand Social Work)

About the Author
Anna Nelson is the programme Manager at Matua Raki, the National Addiction Workforce Development Centre in New Zealand and was formerly Senior Lecturer in Social Work at London South Bank University.

Most helpful customer reviews

1 of 1 people found the following review helpful.
Excellently written, intelligent and thought provoking
By Ben Knill
This book is the definitive guide to working with substance users, and a must read for any social worker or health professional. Anna Nelson is a clearly talented author and I look forward to more of her publications.

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Sabtu, 27 November 2010

[A738.Ebook] Fee Download The Marx Brothers: Their World of Comedy, by Allen Eyles

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The Marx Brothers: Their World of Comedy, by Allen Eyles

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The Marx Brothers: Their World of Comedy, by Allen Eyles

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The Marx Brothers: Their World of Comedy, by Allen Eyles

All about Groucho, Zeppo, Chico, Gummo, and Harpo. Information and trivia about their movies, methods, routines, etc.

  • Sales Rank: #3582537 in Books
  • Published on: 1969
  • Number of items: 1
  • Binding: Hardcover
  • 189 pages

Most helpful customer reviews

2 of 2 people found the following review helpful.
Moderate views on legendary films for non-fans and students
By A Customer
"The Marx Brothers: Their World of Comedy" is essentially a research document for people not immediatly familiar with the classic films of Harpo, Chico, Groucho and (sometimes) Zeppo. The true obsessive Marxist can find better, more doting treatment elsewhere, but the beginning film buff will find solid background material, well-researched biogs on the Brothers, and serviceable summaries of the film plots. Out-of-date, but a good additin to a research collection if found

2 of 2 people found the following review helpful.
Has lots of good movie production info
By tauruscat
This is like a movie critics handbook to Marx Brothers movies. There's a lot of production detail and historical data. But if you really want the meat and potatoes of everything Marx Brothers, then you simply must read Harpo Speaks. Harpo Speaks has everything and more. Don't leave this planet until you have read Harpo Speaks.

0 of 0 people found the following review helpful.
What a great book!
By Eric Marchese
I've known about this book by Kyle Crichton since the early 1970s but had never seen it in any libraries (it was published in 1950 so not likely to show up in any bookstores). So delighted to see so many different copies available on Amazon. This copy is perfect. It's a hard-cover first edition, but because it was used the price was a lot lower than some others that were being offered. The book has tons of fascinating background about the Marx Brothers, both personally and professionally, as well as a number of outstanding historical/archival photos of this one-of-a-kind family of comedians/movie actors/TV and radio stars who started in vaudeville and burlesque, then worked their way up to the Broadway stage and, from there, into film. They occupy a special place in American comedy lore, and this book is the first definitive book about them ever to appear. What a great book, and a fortunate find for me.

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[N244.Ebook] PDF Ebook Filthy Rich Clients: Developing Animated and Graphical Effects for Desktop Java Applications, by Chet Haase, Romain Guy

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Filthy Rich Clients: Developing Animated and Graphical Effects for Desktop Java Applications, by Chet Haase, Romain Guy

Filthy Rich Clients refers to ultra-graphically rich applications that ooze cool. They suck the user in from the outset and hang on to them with a death grip of excitement. Filthy Rich Clients: Developing Animated and Graphical Effects for Desktop Java™ Applications shows you how to build better, more effective, cooler desktop applications that intensify the user experience.

The keys to Filthy Rich Clients are graphical and animated effects. These kinds of effects provide ways of enhancing the user experience of the application through more attractive GUIs, dynamic effects that give your application a pulse, and animated transitions that keep your user connected to the logical flow of the application. The book also discusses how to do so effectively, making sure to enrich applications in sensible ways.

In-depth coverage includes

  • Graphics and GUI fundamentals: Dig deep into the internals of how Swing and Java 2D work together to display GUI applications onscreen. Learn how to maximize the flexibility of these libraries and use them most effectively.
  • Performance: Follow in-depth discussions and tips throughout the book that will help you write high-performing GUI applications.
  • Images: Understand how images are created and used to make better Java applications.
  • Advanced graphics: Learn more about elements of Swing and Java 2D that are of particular benefit to Filthy Rich Clients.
  • Animation: Discover general concepts of animation, as well as how to use the facilities provided in the Java platform. Learn new utility libraries that vastly simplify animations in Java.
  • Effects: Learn how to create, customize, and use static and animated effects—the mainstays of Filthy Rich Clients.

Code examples illustrate key concepts, and the book’s companion Web site, http://filthyrichclients.org, includes extensive demos, utility libraries, additional information on related technologies, and more.

Informal, fun, and, most of all, useful, this book is great for any developer working with Java to build desktop applications.

  • Sales Rank: #741222 in Books
  • Brand: Haase, Chet/ Guy, Romain
  • Published on: 2007-08-19
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.00" h x 1.40" w x 6.90" l, 2.17 pounds
  • Binding: Paperback
  • 608 pages

From the Back Cover

"Filthy Rich Clients" refers to ultra-graphically rich applications that "ooze" cool. They suck the user in from the outset and hang on to them with a death grip of excitement. "Filthy Rich Clients: Developing Animated and Graphical Effects for Desktop Java(TM) Applications" shows you how to build better, more effective, cooler desktop applications that intensify the user experience.

The keys to Filthy Rich Clients are graphical and animated effects. These kinds of effects provide ways of enhancing the user experience of the application through more attractive GUIs, dynamic effects that give your application a pulse, and animated transitions that keep your user connected to the logical flow of the application. The book also discusses how to do so "effectively, " making sure to enrich applications in sensible ways.

In-depth coverage includesGraphics and GUI fundamentals: Dig deep into the internals of how Swing and Java 2D work together to display GUI applications onscreen. Learn how to maximize the flexibility of these libraries and use them most effectively.Performance: Follow in-depth discussions and tips throughout the book that will help you write high-performing GUI applications.Images: Understand how images are created and used to make better Java applications.Advanced graphics: Learn more about elements of Swing and Java 2D that are of particular benefit to Filthy Rich Clients. Animation: Discover general concepts of animation, as well as how to use the facilities provided in the Java platform. Learn new utility libraries that vastly simplify animations in Java.Effects: Learn how to create, customize, and use static and animated effects--the mainstays of Filthy Rich Clients.

Code examples illustrate key concepts, and the book's companion Web site, http: //filthyrichclients.org, includes extensive demos, utility libraries, additional information on related technologies, and more.

Informal, fun, and, most of all, useful, this book is great for any developer working with Java to build desktop applications.

About the Author

Chet Haase is a client architect in the Java SE group at Sun Microsystems. Passionate about graphics, he works with all desktop Java technologies, including Swing and Java 2D. He’s worked with graphics technologies from 2D to 3D and from applications down to the driver level. Chet holds an M.S. in computer and information sciences from the University of Oregon and a B.A. in math from Carleton College.

Romain Guy has served as a software engineer at Google and on the Swing Team at Sun Microsystems. His primary interests are graphics and graphical user interface development. Romain has written for several print and online journals, and he holds an M.S. in computer and information sciences.

Excerpt. © Reprinted by permission. All rights reserved.

Welcome to Filthy Rich Clients. This book is about building better, more effective, and cooler desktop applications using graphical and animated effects. We started writing this book after our successful session on the topic at the JavaOne conference in 2006. The session explored the use of animation, advanced 2D effects, and even some 3D effects to create richer applications. But it seemed we could have spoken for days on the subject. Understanding why you should develop such applications, how the technologies that enable them work, and how you can properly develop effects that enable Filthy Rich Clients is, well, a rich topic indeed.

Hence, this book. Now we get to spend the next many pages with you, discussing fundamentals of Java, Swing, Java 2D, graphics, graphical user interfaces (GUIs), animation, performance, and advanced effects that build on all of these fundamentals in order to create beautiful applications.

Please join us for the ride. It should be fun.

Organization

The book has a sequential flow from beginning to end, so readers may want to work through it in that order, at least to understand how the material is arranged. There are plenty of code snippets and discussions in the book that are also appropriate for random access, although the technology behind any particular item might relate back to earlier discussions in the book. These relationships are generally noted when they arise so that you can more easily refer back to earlier material as background.

The original intent of the book was to explain the cool effects that we show mostly toward the end of the book. But there is currently no book, to our knowledge, that explains the background of Swing, graphics, Java 2D rendering, and animation that is necessary to understand how the effects work. So we start at the beginning. We develop the fundamentals in these areas early on, building upon them as we go, so that by the time you read the material at the end of the book, everything should make sense. 1

This book provides not only plenty of snazzy example effects you can use to create Filthy Rich Clients but also the knowledge of how it all works so that you can go further on your own.

Part I: Graphics and GUI Fundamentals

Part I covers the fundamental concepts of Java graphics and user interface programming that we use throughout the rest of the book. A comprehensive description of graphics and user interface development is beyond the scope of this book, but we cover the basic areas that enable Filthy Rich Clients sufficiently to get everyone up to speed with the APIs, techniques, and details necessary to understand the later chapters that build upon these elements. If you have a solid understanding of AWT, Java 2D, and Swing already, some of the material at the beginning of this section may be old hat for you. However, we build upon these basic concepts as we go. Also, there are plenty of interesting, deep tidbits throughout the book that should be useful to all Desktop Java programmers.

Part II: Advanced Graphics Rendering

Part II covers more advanced topics in Java 2D and Swing that are useful in creating rich interfaces. The first half of Part II covers graphics-specific technologies of composites, gradients, and image processing. The second half of Part II covers more Swing-focused technologies: the glass pane, layered panes, and the repaint manager.

Part III: Animation

A Filthy Rich Client is not static; it is alive. It needs to move. It needs to transition. It needs a heartbeat so that the user knows it is there. Looking good is half the battle. Looking alive is the rest of it.

Part III is about the fundamentals of animation that you can use to bring your applications to life. We cover some of the basics of animating graphics and GUIs, discuss the existing facilities in the Java SE core libraries for assisting in developing animations, and cover the Timing Framework library that makes developing animations in Java much easier.

Part IV: Effects

Part IV builds upon everything covered in the earlier parts of the book. Effects are at the core of Filthy Rich Clients, making the difference between a mere rich client and a Filthy Rich Client. The effects are grouped into two categories. The first category is static effects, which use graphics techniques for a richer look in applications. The second category is dynamic, or animated, effects for making GUIs move. We also cover Animated Transitions, another animated effect that is enabled through a utility library available on the book’s Web site. The section ends with a chapter that shows how a sample Filthy Rich Client was developed, from initial design diagrams through implementation of the various effects.

Style

We have adopted an informal writing style for the book because we really feel that we are talking to you, the reader. It is not unusual for one of us to use the word “I” in any particular passage in the book. The trick is to figure out which one of us is speaking. It really doesn’t matter, of course, and you probably don’t care. But in case you do, here’s a hint: The pictures and screenshots in Romain’s sections are generally more attractive, and there are more footnotes and raw text in Chet’s sections. These differences map well to our characters: Romain has a great aesthetic sense and takes beautiful pictures, and Chet talks a lot.

Reader Requirements

Experience with the Java language and Swing is helpful. This book is not a primer on those subjects but rather assumes some familiarity with Java and Swing. However, some of the rendering fundamentals of Swing, which are important to understand in creating Filthy Rich Clients, may not be evident to even advanced Swing programmers, so the first couple of chapters of the book are devoted to explaining how Swing and Java 2D work together to create the kinds of customizable effects that we explore throughout the rest of the book.

External Resources

We have compiled information relevant to the book on the Web site http://filthyrichclients.org. This site has everything from demos to utility libraries used in the book to other information about the book and related technologies as appropriate. We’re positive there are absolutely no miisteakes in this book, but if a miracle occurs and we’re wrong about that, expect the errata to show up on this Web site.

Web Site Code

The book is full of demo code. 2 There are snippets of code spread throughout the pages. In most cases, this code is copied from demos that are posted on the book’s Web site. Where we refer to an available demo in the text, look for an “Online Demo” icon and the project name to look for on the book’s Web site. Each of these demo projects contains the buildable and runnable source code that allows you to see the application in action as well as to use the code as you see fit in your projects. The demos are not just trivial items to ignore. We expect you to go to the Web site and check things out. We specifically developed the demos hand-in-hand with writing the book, and the material in the software on the Web site integrates well with the book material throughout every chapter.

Web Site Libraries

There are also utility libraries used and described in the book. These libraries are useful for some of the demos we developed, but more importantly they are intended to be used as standalone libraries for your projects.

These libraries are available in ongoing development projects on other Web sites, listed below, but versions are provided on the book’s Web site, http://filthyrichclients.org, that match the version used in the book. These libraries include:

  • Timing Framework: This library is described in detail in two chapters in this book (hint: look for the chapters whose names begin with the words “Timing Framework”). The project is being developed at http://timingframework.dev.java.net, but a specific version of the library that matches the one used for the code and descriptions in this book is available on the book’s Web site.
  • Animated Transitions: This library is described toward the end of the book in Chapter 18, cleverly named “Animated Transitions.” Again, this project will probably also be available on java.net, although it is not yet posted at the time of this writing. But regardless, a version that matches that described in the book will be available on the book’s Web site.
Other Projects

There are many projects out there that would be good to investigate in the pursuit of Filthy Rich Clients, but some in particular are mentioned in the book and used in some of our demos:

  • SwingLabs: Many of the utilities mentioned in the context of demos and snippets in the book are available on the SwingLabs Web site. Be sure to check out these and other technologies at http://swinglabs.dev.java.net.
  • JOGL: The Java bindings for OpenGL library provides a way to write 3D applications and effects in Java using the OpenGL API and hardware acceleration across most platforms on which Java runs. You can find JOGL at http://jogl.dev.java.net.
Other Web Resources

We both post irregularly but often to our blogs. When you want to know more about graphics, performance, Java 2D, and Java Desktop Client technologies in general, go visit Chet’s technical blog at http://weblogs.java.net/blog/chet/. When you want to see more exciting visuals, go check out the latest Swing demos and discussions on Romain’s English-friendly blog at www.curious-creature.org.

You will find invaluable information on those two Web sites that perfectly complements the book. You may even get the chance to read sneak previews of sequels to this book without even knowing it. In fact, we won’t know it either when we post the entries, so we’ll be even.

If you enjoy reading some of this book’s footnotes, please check out Chet’s informal humor blog at http://chetchat.blogspot.com. Finally, if you are lucky enough to read French, do not hesitate to visit Romain’s French blog at www.progx.org, which is an absurd mix of funny stories and programming advice.

NOTES:

1. Think of it as a GeneralPath to enlightenment.
2. How full is it? It’s so full that our code font got so exhausted it caught mono. It’s so full that we edited the book by running lint on it. It’s so full that you could probably compile the text in the book if it weren’t for all of these annoying footnotes.

Most helpful customer reviews

38 of 39 people found the following review helpful.
A fun and useful Java book
By calvinnme
This is one of those "fun books" on Java that you used to see so much of in the 90's but are pretty much no longer written. This book is about building better desktop applications that employ interesting graphical and animated effects. This book was meant to be worked through from beginning to end, although if you are already familiar with the technology that does not mean you can't skip around. The book has plenty of code and some math. However, as in the example in the section on morphing, the book does not try to get into heavy-duty math. If there are open source libraries that do the trick, as there are in the case of morphing effects, the authors refer you to that library. They do explain math if all it involves is something on the level of fairly simple matrix algebra - blurring for example. The book is not a primer on Swing. It assumes the reader has experience in that area. However, some of the touchier aspects of Swing that may not be self-evident to even experienced Swing programmers are explained in the first couple of chapters of the book. In particular, the authors do a pretty good job of explaining how Swing and Java 2D work together, which is hard to find in books and even in online tutorials. Obviously, there is lots of code involved in such a book, and although there are snippets in the book to the point that you can understand what's going on, you'll want to go to the book's website at O'Reilly & Associates and download the whole thing so you can study it and play with it. The book is divided into four parts as follows:

Part I - Graphics and GUI Fundamentals
Not a fundamental tutorial on building GUI's in Java, it points out the stuff you need to get up to speed with the APIs and techniques that later parts of the book build upon.
Chapter 1. Desktop Java Graphics APIs: Swing, AWT, and Java 2D
Abstract Window Toolkit (AWT);
Java 2D; Swing;
Chapter 2. Swing Rendering Fundamentals
Events; Swing Painting; Swing Rendering; Double-Buffering; Threading;
Chapter 3. Graphics Fundamentals
Java 2D; Rendering;
Chapter 4. Images
Image Types; BufferedImage; Image Scaling;
Chapter 5. Performance
Use the Clip; Compatible Images; Managed Images; Intermediate Images; Optimal Primitive Rendering; Benchmark ;Command-Line Flags;

Part II - Advanced Graphics Rendering
Continues looking at Java 2D and Swing. The first pat talks about composites, gradients, and image processing support in Java. The second part talks about Swing components that support graphical applications - the glass pane, layered panes, and the repaint manager.
Chapter 6. Composites
AlphaComposite; AlphaComposite: The 12 Rules; Creating and Setting Up an AlphaComposite; Common Uses of AlphaComposite; Issues with AlphaComposite; Create Your Own Composite; Summary;
Chapter 7. Gradients
Two-Stops Linear Gradient; Special Effects with Regular Gradients; Multistops Linear Gradient; Radial Gradient; Optimizing Gradients;
Chapter 8. Image Processing
Image Filters; Processing an Image with BufferedImageOp;AffineTransformOp; ColorConvertOp; ConvolveOp; LookupOp; RescaleOp; Custom BufferedImageOp; A Note about Filters Performance; Summary;
Chapter 9. Glass Pane
Painting on the Glass Pane; Blocking Input Events;
Chapter 10. Layered Panes;
Using Layered Pane Layers; Ordering Components within a Single Layer; Layered Panes and Layouts; Alternative to JLayeredPane with Layouts;
Chapter 11. Repaint Manager
When Swing Gets Too Smart; Meet the RepaintManager; A Reflection on RepaintManager; Summary;

Part III - Animation
Discusses the basics of animation in Java and the existing facilities in the core language that make it possible. Covers the Timing Framing library that simplifies Java animation.
Chapter 12. Animation Fundamentals
It's About Time; Fundamental Concepts; Timing (and Platform Timing Utilities); Resolution; Animating Your Swing Application; Summary;
Chapter 13. Smooth Moves
Background: Why Does My Animation Look Bad?; What Makes Animations Choppy, and How to Smooth Them Out; SmoothMoves: The Demo; Summary;
Chapter 14. Timing Framework: Fundamentals
Introduction; Core Concepts; Interpolation; Summary;
Chapter 15. Timing Framework: Advanced Features
Triggers; Property Setters; Summary;

Part IV - Effects
Effects are only possible after you really understand parts one through three. Individual effects are covered and explained in detail if not overly mathematically complex. The section ends by showing how an example graphically rich client might be developed from beginning to end.
Chapter 16. Static Effects
Blur; Reflection; Drop Shadows; Highlights; Sharpening; Summary;
Chapter 17. Dynamic Effects
Motion; Fading; Pulse; Spring; Morphing; Summary;
Chapter 18. Animated Transitions
Animating Application State Segues; Animated Transitions: The Library ;Animated Transitions: Under the Hood, or How Do You Get Swing to Do That?; Summary;
Chapter 19. Birth of a Filthy Rich Client
Workflow Paper Design; he Vision; Screen Paper Design; Mockup; From Mockup to Code; But I'm Not an Artist; Choosing Nice Colors; Read Design Books; Summary;

Overall, this is a very interesting book full of useful information both language-wise and effects-wise that I highly recommend.

4 of 4 people found the following review helpful.
EXCELLENT Learning Material
By Sean Bartholomew
This book will save you hours of trouble shooting the little things that don't work as intuitively as they should in Java.
I have not found an un-useful idea here.
It also shows you how to make your application more efficient (faster).
The author has already done the timing tests and offer you the results and the routes you should take.
All in all, a fantastic find.

3 of 3 people found the following review helpful.
An excellent must have for J2SE
By Noel Lynch
To push java's ui capabilities has in the past been a bit of a struggle due to the many ways of dealing with Swing, repaints, events, animation etc. This book is an absolute life saver in terms of presenting a unified best practice strategy for everything a ui developer would wish to do in java. It creates very simple applications with solid explanations of what the code is doing, from the low level to the high level. It is also written in a very personable style and the book moves easily and logically through the related material. I wish I had read this book 4 years ago.

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Kamis, 25 November 2010

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High Speed Serdes Devices and Applications 2009 edition

  • Published on: 1709
  • Binding: Hardcover

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Sabtu, 20 November 2010

[H306.Ebook] Free PDF Dacia: Landscape, Colonization and Romanization (Routledge Monographs in Classical Studies), by Ioana A. Oltean

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Dacia: Landscape, Colonization and Romanization (Routledge Monographs in Classical Studies), by Ioana A. Oltean

Providing a detailed consideration of previous theories of native settlement patterns and the impact of Roman colonization, Dacia offers fresh insight into the province Dacia and the nature of Romanization.

It analyzes Roman-native interaction from a landscape perspective focusing on the core territory of both the Iron Age and Roman Dacia. Oltean considers the nature and distribution of settlement in the pre-Roman and Roman periods, the human impact on the local landscapes and the changes which occurred as a result of Roman occupation.

Dealing with the way that the Roman conquest and organization of Dacia impacted on the native settlement pattern and society, this book will find itself widely used amongst students of ancient Rome.

  • Sales Rank: #12060691 in Books
  • Brand: Brand: Routledge
  • Published on: 2007-08-14
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.25" h x 6.25" w x .75" l, 1.16 pounds
  • Binding: Hardcover
  • 264 pages
Features
  • Used Book in Good Condition

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Kamis, 18 November 2010

[W182.Ebook] Download PDF Dispensational Truth or God's Plan and Purpose in the Ages, by Clarence Larkin

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Dispensational Truth or God's Plan and Purpose in the Ages, by Clarence Larkin

An unabridged, fully illustrated edition to include all 34 chapters, with original full-page, highly-detailed drawings and charts, a comprehensive table of contents and foreword by the author -

  • Sales Rank: #1487058 in Books
  • Published on: 2015-12-25
  • Original language: English
  • Dimensions: 8.50" h x .76" w x 8.50" l,
  • Binding: Paperback
  • 334 pages

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47 of 50 people found the following review helpful.
The classic book on Dispensational Truth
By Inge Schultz
I have the orginal hard bound forty-sixth printing. For those that do not know the orginal copyright was in 1918, then revised in 1920. The charts in my book have copyright dates of 1918 - 1920. Everything he says is backed up by what is in the scriptures, (The Holy Bible). The only difference is your belief's in pre or post rapture of the church and what is happening today. The fact that he was enlighten by the Holy Spirit to even come up with the timeline charts of the Book of Daniel and the Book of Revelation is truly amazing. There is a wealth of information to chew upon. I believe you will find the information based on the truth of the Gospel as well as in the Old and New Testament regarding end times.

22 of 23 people found the following review helpful.
Dispensational Truth or God's Plan and Purpose in the Ages
By rhemacs
This book is absolutely outstanding. I have purchased all of Rev. Larkins books and they are truly treasures to me. His book titled "Rightly dividing the Word" has blessed me tremendously. It lines up Word for Word with the scriptures and changed my whole level of understanding. The charts are an absolute blessing to the Body of Christ. Praise GOD for using Rev. Larkin's books and charts to give clearer understanding to anyone who studies God's word seriously. These books will continue to bless people for many more years to come. I strongly recommend his books to anyone and everyone who wants to get a better understanding of God's word.

23 of 25 people found the following review helpful.
Reprint too small
By Charles E. Wilson
The original book was wider than the average book. When they did the softback reprint they had to reduce the print to fit the more narrow format. This not only left considerable white space above and below the text, but the text, especially in the charts, is entirely too small to read, some even with a magnifying glass.

I returned the book, but Amazon gave a full refund, even the postage one way.

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Selasa, 16 November 2010

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Bedevil, by Penelope Fletcher

After a car accident strips Ebenezer Royale the use of his lower limbs his high flying lifestyle comes to a crashing halt. When Boudicca Cane wanders into the wrong place at the right time, they strike up an odd friendship that blossoms into love. Their relationship isn’t conventional, bloody bonkers at times, but it works. When they pause their sexy time to come up for air, they discover the Cane and Royale families are struggling to adjust. Boudicca’s adoptive father doesn’t like change, Ebenezer’s brothers either lust after or despise her and his parents suspect her of being a gold digger. As life takes a turn for the better, odd, inexplicable things happen, all leading back to the woman of Ebenezer’s dreams. Black animals circle the house, a mysterious stranger stalks her reflection in the mirror, and apples float by an unseen force. Eben and Bo believe getting their families to rub along is the only thing standing in the way of everlasting happiness. But a powerful force has turned its evil eye on the mismatched couple. Between food fights, curses, and Shakespearian verses, will Boudicca and Ebenezer get their crazy ever after?

  • Published on: 2014-04-17
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.00" h x 1.84" w x 5.25" l, 1.82 pounds
  • Binding: Paperback
  • 734 pages

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2 of 2 people found the following review helpful.
Awesome book - part romance
By Amazon Customer
Awesome book - part romance, part straight fiction, part fantasy, it is well-written with two delightful and very real characters. Highly recommended!

0 of 0 people found the following review helpful.
Great author, Great read.
By JKB
Penelope Fletcher is SUCH an amazing author. I am addicted to her books, and feel like I'm going through withdrawals when waiting for the next one to release! This book was so great. The characters were so vivid and fun! The story line was captivating and never dull. I absolutely love the creativity and imagination she puts into really typical mythical creatures to make them something new and interesting! I can't wait for the next book.

0 of 0 people found the following review helpful.
love her books
By lovetoread
What can I say about this book, first let me say I give it 4 1/2 stars and that I freaking love this author's writing. This is the 2nd book I've read and I love the characters she writes about, and their stories. I want to write more, but some books are better not spoiled. All I can say is try it, you can't help but love the people in this story.

PS This is standalone, I wish more of her books were stand alones...

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Minggu, 14 November 2010

[J814.Ebook] Fee Download Blood on the Shores : Soviet SEALS in World War II, by Viktor Leonov, James F. Gebhardt

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Blood on the Shores : Soviet SEALS in World War II, by Viktor Leonov, James F. Gebhardt

  • Sales Rank: #10965026 in Books
  • Published on: 1992
  • Binding: Paperback

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0 of 0 people found the following review helpful.
Heroic Exploits
By Acute Observer
Blood on the Shores

This book tells of the experiences of Viktor Leonov and his fellow Naval Scouts during World War II. They were sent behind enemy lines near Murmansk, Finland, and Norway to battle German forces and report on military activity. This book was written in the early 1950s but delayed for publication until 1990. The translation is by James F. Gebhardt, a retired US Army major now employed by a defense contractor in Kansas. Viktor Leonov's exploits are comparable to Sergeant York or Audie Murphy.

Leonov joined the Red Navy in 1937 and worked as a submarine mechanic and then in a repair facility. When war started in July 1941 Leonov joined the Naval Scouts (comparable to the US Navy SEALS). Most of this book tells about the operations west of Murmansk, the only Russian port that is ice-free the year around. Leonov's descriptions have a classic restraint that avoids dramatic stories (but you can read between the lines). There is little about personal lives and thoughts. Combat at Cape Krestovy resulted in decorations for all, and a "Hero of the Soviet Union" (comparable to the Congressional Medal of Honor) for Leonov and two others. The victory in Europe on May 9, 1945 saw the Naval Scouts transferred to the Pacific.

In early August the Soviet Union renounced its Peace Treaty with Japan and attacked the Japanese aggressors (p.180). Their big battle was at Seisin. While Japan surrendered on August 17, fighting still went on at Wonsan. Leonov and nine other scouts went to meet the Japanese garrison commander. The book describes the psychological negotiations with the colonel (pp.197-208). Finally the Japanese colonel ordered all his troops to lay down their arms and surrender. This gave rise to the legend that ten Naval Scouts surrounded 3,000 Japanese troops to get their surrender! Leonov won a second "Hero of the Soviet Union" award for this action.

This is a book that won't appeal to the general reader but offers interesting insights about the First Front of World War II and a force that may have served as a model for the Navy SEALs. [This is the paperback version.]

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Sabtu, 13 November 2010

[N486.Ebook] Download Ebook Introduction to Magnetic Resonance, by Alan Carrington, A.D. McLaughlin

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Introduction to Magnetic Resonance, by Alan Carrington, A.D. McLaughlin

Introduction to Magnetic Resonance, by Alan Carrington, A.D. McLaughlin



Introduction to Magnetic Resonance, by Alan Carrington, A.D. McLaughlin

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Introduction to Magnetic Resonance, by Alan Carrington, A.D. McLaughlin

Intended as an introduction to magnetic resonance, but equally useful for physics majors, this book is designed primarily for first-year chemistry graduate students and advanced senior undergraduates. The chief claim is to present, in a clear and concise manner, the most important principles and applications of the two kinds of magnetic resonance: nuclear magnetic resonance (N.M.R.) and electron spin resonance (E.S.R.), both of which depend upon the same fundamental principles. The first text to treat both topics in a single volume, Introduction to Magnetic Resonance also contains the first up-to-date account of triplet state E.S.R. work. Difficult points are not evaded; theory is presented simply. Some knowledge of quantum mechanics and matrix algebra is presupposed; the mathematics is kept as simple as possible. Methods are illustrated with key examples form current research. A well-balanced and coherent account of the subject.

  • Sales Rank: #4457143 in Books
  • Published on: 1967-06
  • Original language: English
  • Number of items: 1
  • Binding: Hardcover
  • 266 pages

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0 of 0 people found the following review helpful.
oldy but goody
By johnmc
This is a magnetic resonance text that has been out of print for many years. I have always liked the approach used by the authors and find that it still challenges students at the first-year graduate level. This particular copy is from the first printing back in the late 1960's. The binding is in excellent condition. The previous owner(s) have written most of their notes in the book using ink and it is annoying at times, but still very readable. I'm happy with this purchase.

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[C192.Ebook] Download Ebook Developing Games in Java, by David Brackeen, Bret Barker, Lawrence Vanhelsuwe

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Developing Games in Java, by David Brackeen, Bret Barker, Lawrence Vanhelsuwe

If you already have Java programming experience and are looking to program games, this book is for you. David Brackeen, along with co-authors Bret Barker and Lawrence Vanhelsuwe, show you how to make fast, full-screen action games such as side scrollers and 3D shooters. Key features covered in this book include Java 2 game programming techniques, including latest 2D graphics and sound technologies, 3D graphics and scene management, path-finding and artificial intelligence, collision detection, game scripting using BeanShell, and multi-player game engine creation.

  • Sales Rank: #552868 in Books
  • Published on: 2003-08-31
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.00" h x 2.11" w x 7.50" l, 3.51 pounds
  • Binding: Paperback
  • 1008 pages

From the Author
"During the course of writing Developing Games in Java, I would inform friends that I secured the movie rights to the book. My sister kept saying that I was going to end up on Oprah's book club. On breaks I would get a head rush from standing up too fast, and have hallucinations of 3D vectors, anonymous inner classes, and graph algorithms implemented in Java. I would walk into the living room and say "I can see in 3D!" and my roommate would just nod politely.

But I try to keep the blatant lies out of this book. Instead, Developing Games in Java is filled with tons of useful game programming information. And not just because New Riders chained me to my desk - mostly because people wouldn't stop bothering me until I told them everything I know. Which is a good thing, because I tend to forget everything I know, but now that I've written it down, I can re-learn stuff I've forgotten. If it's too confusing, you can always wait for "Developing Games in Java: The Movie" coming in 2004.

From the Back Cover

If you already have experience programming games with Java, this book is for you. David Brackeen, along with co-authors Bret Barker and Lawrence Vanhelsuwe, show you how to make fast, full-screen action games such as side scrollers and 3D shooters. Key features covered in this book include Java 2 game programming techniques, including latest 2D graphics and sound technologies, 3D graphics and scene management, path-finding and artificial intelligence, collision detection, game scripting using BeanShell, and multi-player game engine creation.

About the Author

David Brackeen grew up in Texas and has a B.S. in Computer Science from the University of North Texas. He has created many games, level editors, and multimedia products in Java, including Scared (a 3D shooter game) and Race3d (a 3D racing engine used in several games). He will neither confirm nor deny allegations that he ever drank rainwater from a shoe. He currently resides in Los Angeles, but you can find him at www.brackeen.com.

Most helpful customer reviews

2 of 2 people found the following review helpful.
Excellent & Thorough.
By Bitza
This book starts off with the foundations to any game: Threads, how to display stuff, interpret input, and audio. All with their own chapter. The author spares few details and the example-code compliment the explanations very well! I've read about half of this book now and can confidently design my own gaming engine, best of all is that this methodology is not strictly java specific. All of the code and examples are purely for Java, but the ideas can apply to any coding language!

The chapter on display tells you all about the different AWT and Swing classes that are useful and how to use them, even nifty things I never knew about before of Graphics objects (more specifically Graphics2D objects, and their RenderingHints ability). You learn all there is to know on images and how opaque, transparent, and translucent images work in the JVM to help pick what should be best for your game. The author nails animation in a wonderful way with a simple and logical solution. Teaches what is Double-Buffering, Page-Flipping, and how to take advantage of Swing's built-in capability to harness this necessary ability for games! And that's just the second chapter!

Chapter 3 on Input taught me some incredible techniques for working with input. Chapter 4 on audio is so thorough that the author even explains how to manipulate byte-data sound-samples to provide echo, distant-sound fall off (making sounds quieter the further away from "you" the sound is). I even was able to relatively easily extrapolate that information to make a mono sound become stereo fading left or right depending on where the source is and where my game's character is! I jumped ahead to 3D graphics (since I'm very interested in that) and again the author is detailed, organized, and knows what he is saying.

His own site is maintained well, up-to-date, and provides a lot of extra good information as well as offering the source code for every project in the book; source-code that actually compiles first-try error free and runs just like he promises.

The only possible negative comment I can think up to give is that I wish the author had more information about bit-wise operations in chapter 4 on sound because I had never seen bit-wise operations before and I'm a big stickler for knowing why and how this code works.

This is my second attempt for a java-game book, and this is FAR better than any book I've seen yet.

29 of 29 people found the following review helpful.
Excellent intermediate book on Java game programming
By calvinnme
This is one of two excellent books on the subject of game programming in the Java programming language, the other being "Killer Game Programming in Java" by Davison. If you are serious about programming games in Java you should probably own them both, but start with this one since it starts out slower with simpler concepts. The book is divided into three parts. The first part "Java Game Fundamentals" discusses threading, 2D graphics and animation, interactivity and user interfaces, and sound effects and music. These chapters are good for anyone interested in Java multimedia programming in general. Part one of the book finishes up with chapters on 2D platform games and multi-player games in Java using the tools learned in the previous chapters. Part two moves the discussion from 2D to 3D gaming. There are chapters on 3D graphics, texture mapping and lighting, 3D objects, 3D scene management, and collision detection. All of these chapters are written more from a general algorithmic standpoint for 3D graphics rather than going into details on Java3D. The next chapters in the 3D section are not really about 3D graphics at all, instead they are about artificial intelligence in the context of games, algorithms, and Java implementations. The final part of this book, "Tuning and Finishing Your Game" has chapters on the odds and ends of game programming such as optimization, creating art and sound for your game, debugging, deployment, and finally the future of game programming. This book is very thorough and accessible and stays on the subject of game programming in Java, all the while not coddling the reader and expecting the reader to already be a Java programmer who wishes to apply his/her talents to game programming. Amazon does not show the table of contents so I do that here:
PART 1- JAVA GAME FUNDAMENTALS
Chapter 1 - Java and Object-Orientation Basics
Chapter 2 - Java Threads
Chapter 3 - 2D Graphics and Animation
Chapter 4 - Interactivity and User Interfaces
Chapter 5 - Sound Effects and Music
Chapter 6 - Creating a 2D Platform Game
Chapter 7 - Multi-Player Games
PART 2- 3D GRAPHICS AND ADVANCED TECHNIQUES
Chapter 8 - 3D Graphics and Software Rendering
Chapter 9 - 3D Scene Management
Chapter 10 - Creating 3D Scenes with a Level Editor
Chapter 11 - Path Finding and Collision Detection
Chapter 12 - Creating a 3D Shooter
Chapter 13 - Artificial Intelligence
Chapter 14 - Game Scripting
Chapter 15 - Persistence - Saving the Game
PART 3 TUNING AND FINISHING YOUR GAME
Chapter 16 - Cross-Platform Issues
Chapter 17 - Optimization Techniques
Chapter 18 - Using Tools to Create Images, Sounds, and Models
Chapter 19 - I've Made My Game, Now What?
Chapter 20 - The Future

99 of 100 people found the following review helpful.
Great coverage of the basics of GAMES, not just Java
By Atomicat
I've reviewed a few other Java game programming books and they're pretty much all stinkers. This one is head and shoulders and feet above the others. And it assumes you know at least some Java and don't have to be hand-held through a dozen chapters of the language basics before they think you're competent enough to get a peek at writing a lame card game or bouncing-ball applet like the other books do. I've only spent a day with this book and have not attempted to compile any code, so keep that in mind while reading the rest of this review. Speaking of code, this is not a code-listing book. It definitely has code in it and dissects it, but the ratio of text to code is very appropriate.
Right off the bat in chapter 1 David starts with a chapter on Threads! Then he moves on to several chapters of 2D graphics and animation and builds a complete 2D scroller in chapter 5! You're probably liking what you're hearing so far if you've read any of the other java game programming books. The next several chapters spend some time on understanding and then programming 3D graphics (great chapters, BTW), then moves on to collision detection, AI and pathfinding, game scripting (using BeanShell - excellent choice), optimization, and more. Somewhere in there is a chapter on multiplayer networking.
All chapters build on the previous ones. The examples all seem worthwhile and demonstrate the concepts and techniques. This is real meat & potatoes game programming, and as the author points out, just happens to be implemented in Java. It looks to me like this guy really knows Java well (I'm a professional Java/J2EE programmer) and points out everything you need to know about using it to implement the game programming concepts.
A few minor nits and notes. The focus of the book is on full-screen applications, not applets or windowed games. You can apply what you've learned to those two, but they're not covered (which is a good thing, but be forewarned). The book is printed with a relatively large font, IMO, especially the code listings, so it's a bit heftier than it should be, but I don't feel like they're over-charging, so I'll live. Also, almost no time was spent talking about writing tools like map editors, assest editors, etc. I feel like those items are important enough to spend a bit more time on, but I can understand why they are only mentioned in brief. The only items other items I would have liked to see some brief coverage of were 2D isometric tile-based maps and 3D terrain.
This is a great intermediate level book on writing games in Java. I'd love to see the author or other writers build on this book to cover more advanced topics like those mentioned above, but you can use the information in this book and other great game programming references (like the Game Programming Gems series, AI Game Programming Wisdom, Strategy Game Programming in DirectX 9.0 (EXCELLENT BOOK), Game Coding Complete, 3D Game Engine Design, Physics for Game Developers, and others) to get where you need to go.
For anyone disappointed with other Java game programming books, this is a must-have. Highly recommended.

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