Showing posts with label Computer. Show all posts
Showing posts with label Computer. Show all posts

2/05/2010

Review of Designing and Implementing Linux Firewalls with QoS using netfilter, iproute2, NAT and L7-filter (Paperback)

If you like opensource, QoS, Firewalls... this book would be what you need.

If you are netadmin, sysadmin or you are an IT guy and learn this book, you can limit p2p/bittorrent traffic, guarantee bandwith for some services like http, ftp, voip, etc. (QoS), you can protect your network with firewalls.

First in chapter 1 we learn about Networking Fundamentals, then in chapter 2, about Security Threats in every OSI layer. After that we are ready to learn about basis of netfilter and iproute (Firewall and QoS).

In next chapters, show us how to do layer 7 filtering, practical QoS and more advanced things. Then we apply this knowledge in a very practical serie of scenerios that come later in the book.

Very good book, I recomend this to you.

Product Description
Learn how to secure your system and implement QoS using real-world scenarios for networks of all sizes
  • Implementing Packet filtering, NAT, bandwidth shaping, packet prioritization using netfilter/iptables, iproute2, Class Based Queuing (CBQ) and Hierarchical Token Bucket (HTB)
  • Designing and implementing 5 real-world firewalls and QoS scenarios ranging from small SOHO offices to a large scale ISP network that spans many cities
  • Building intelligent networks by marking, queuing, and prioritizing different types of traffic

In Detail

Firewalls are used to protect your network from the outside world. Using a Linux firewall, you can do a lot more than just filtering packets. This book shows you how to implement Linux firewalls and Quality of Service using practical examples from very small to very large networks.

After giving us a background of network security, the book moves on to explain the basic technologies we will work with, namely netfilter, iproute2, NAT and l7-filter. These form the crux of building Linux firewalls and QOS. The later part of the book covers 5 real-world networks for which we design the security policies, build the firewall, setup the script, and verify our installation. Providing only necessary theoretical background, the book takes a practical approach, presenting case studies and plenty of illustrative examples.

Approach

The author draws on his experience to offer the reader valuable advice on the best practices.Providing only necessary theoretical background, the book takes a practical approach, presenting case studies and plenty of illustrative examples.

Who this book is written for?

This book is aimed at Linux Network administrators<!--[if !supportAnnotations]-- with some understanding of Linux security threats and issues, or any one interested in securing their systems behind a firewall. Basic knowledge of Linux is presumed but other than that this book shows you how to do the rest, from configuring your system to dealing with security breaches.

About the Author
Lucian Gheorghe

Lucian Gheorghe has just joined the Global NOC of Interoute, Europe's largest voice and data network provider. Before Interoute, he was working as a senior network engineer for Globtel Internet, a significant Internet and Telephony Services Provider to the Romanian market He has been working with Linux for more than 8 years putting a strong accent on security for protecting vital data from hackers and ensuring good quality services for internet customers. Moving to VoIP services he had to focus even more on security as sensitive billing data is most often stored on servers with public IP addresses. He has been studying QoS implementations on Linux to build different types of services for IP customers and also to deliver good quality for them and for VoIP over the public internet. Lucian has also been programming with Perl, PHP and Smarty for over 5 years mostly developing in-house management interfaces for IP and VoIP services.

Click Here to see more reviews about: Designing and Implementing Linux Firewalls with QoS using netfilter, iproute2, NAT and L7-filter (Paperback)

1/29/2010

Review of The Java Enterprise CD Bookshelf [ILLUSTRATED] (Paperback)

In The Java Enterprise CD Bookshelf, David Flanagan, Jim Farley, William Crawford, and Kris Magnusson collaborate to provide the Java user with seven complete "how to" instruction and reference books on CD-ROM, in addition to a print copy of Java Enterprise In A Nutshell: A Desktop Quick Reference. The books on CD-ROM include Enterprise JavaBeans: 2nd Edition; Java Servlet Programming; Java Security; Java Distributed Computing; Java Enterprise in a Nutshell: 3rd Edition; Java Foundation Classes in a Nutshell; and, of course, Java Enterprise In A Nutshell. This single volume, highly recommended, book/cd-rom combination is ideal for the novice Java user seeking a quick start-up and rapid learning curve as possible, and will prove invaluable refresher and reference for the advanced and experienced Java user as well.

Product Description
The Java Enterprise CD Bookshelf is a power-packed collection of books from O'Reilly:both electronic and print versions of Java Enterprise in a Nutshell, plus electronic versions of Java in a Nutshell, 3rd Edition; Java Foundation Classes in a Nutshell; Enterprise JavaBeans, 2nd Edition; Java Servlet Programming; Java Security; and Java Distributed Computing.Never has it been easier to learn, or look up, what you need to know online. Formatted in HTML, The Java Enterprise CD Bookshelf can be read using any Web browser. The books are fully searchable and cross-referenced. In addition to individual indexes for each book, there's a master index for the entire library.

Click Here to see more reviews about: The Java Enterprise CD Bookshelf [ILLUSTRATED] (Paperback)

1/12/2010

Review of SolidWorks For Dummies (For Dummies (Computer/Tech)) [ILLUSTRATED] (Paperback)

The book spends the first 52 out of 322 pages explaining to the reader how to establish and setup a SW session.It is not until page 81 that it addresses the Feature toolbar.There are a few areas in this book that provides sound engineering design principles for any user, using any 2D or 3D software package.The book is very disappointing with the lack of specific usefully information on using SW and sounds more like a marketing and sales pitch / tool for purchasing SW.

Chapter 10 informs the reader on 10 places to go, to learn SW.I wanted the book to do this!

The enclosed CD includes Case Studies, Customer testimonials and Sales and Marketing hoopla.The CD is totally worthless for someone who purchased the book to learn SW.If I wanted Sales literature, I would have obtained free literature through a VAR.


Product Description
SolidWorks 2006 is a solid modeling program that goes beyond 3D capabilities. Since its initial release over a decade ago, it has transformed the way its users create, express, and document a design. But with so many functions to remember, it can be hard to design an image exactly the way you want it to look.

SolidWorks 2006 For Dummies shows you how easy it is to create precision 3D drawings and utilize its other functions. This straightforward, plain-English guide provides all you need to know to take advantage of SolidWorks 2006's cool functions and controls. You'll discover how to:

  • Create sound, robust 2D sketches
  • Examine design intent
  • Design and model a part and the virtual prototype
  • Design drawings using basic controls
  • Create drawings automatically
  • Edit your design's visual properties, dimensions, and features
  • Maintain old drawing files
  • Print and plot your designs
  • Improve your project by working with others
  • Extend and reuse your design information

The bonus CD-ROM features product demonstrations that show you how to use key parts of the program, examples of various add-on products that can help you get the most from SolidWorks, and case studies that show how other companies in different industries work with SolidWorks. Packed with tips and tricks on becoming more proficient with this program, as well as resources for further referencing and inspiration, SolidWorks 2006 For Dummies is the ultimate guide that will get you familiar with the program and start building!

From the Back Cover
Get familiar with SolidWorks and begin building

See where to use 3D, capture design intent, and create drawings the easy way

SolidWorks 2006 is a program with a lot of depth, and we're talking about more than its cool 3D capabilities. Thank goodness for this plain-English guide! Here's where you find out how SolidWorks works, plan your design, and create parts and assemblies. Discover the secrets of automating drawings, tips for collaboration, and a whole lot more.

Discover how to

  • Work with SolidWorks templates
  • Capture and document design intent
  • Create robust parts
  • Reuse model dimensions and annotations
  • Automate drawing creation
  • Create virtual prototypes


Click Here to see more reviews about: SolidWorks For Dummies (For Dummies (Computer/Tech)) [ILLUSTRATED] (Paperback)

Review of SolidWorks For Dummies (For Dummies (Computer/Tech)) [ILLUSTRATED] (Paperback)

The book spends the first 52 out of 322 pages explaining to the reader how to establish and setup a SW session.It is not until page 81 that it addresses the Feature toolbar.There are a few areas in this book that provides sound engineering design principles for any user, using any 2D or 3D software package.The book is very disappointing with the lack of specific usefully information on using SW and sounds more like a marketing and sales pitch / tool for purchasing SW.

Chapter 10 informs the reader on 10 places to go, to learn SW.I wanted the book to do this!

The enclosed CD includes Case Studies, Customer testimonials and Sales and Marketing hoopla.The CD is totally worthless for someone who purchased the book to learn SW.If I wanted Sales literature, I would have obtained free literature through a VAR.


Product Description
SolidWorks 2006 is a solid modeling program that goes beyond 3D capabilities. Since its initial release over a decade ago, it has transformed the way its users create, express, and document a design. But with so many functions to remember, it can be hard to design an image exactly the way you want it to look.

SolidWorks 2006 For Dummies shows you how easy it is to create precision 3D drawings and utilize its other functions. This straightforward, plain-English guide provides all you need to know to take advantage of SolidWorks 2006's cool functions and controls. You'll discover how to:

  • Create sound, robust 2D sketches
  • Examine design intent
  • Design and model a part and the virtual prototype
  • Design drawings using basic controls
  • Create drawings automatically
  • Edit your design's visual properties, dimensions, and features
  • Maintain old drawing files
  • Print and plot your designs
  • Improve your project by working with others
  • Extend and reuse your design information

The bonus CD-ROM features product demonstrations that show you how to use key parts of the program, examples of various add-on products that can help you get the most from SolidWorks, and case studies that show how other companies in different industries work with SolidWorks. Packed with tips and tricks on becoming more proficient with this program, as well as resources for further referencing and inspiration, SolidWorks 2006 For Dummies is the ultimate guide that will get you familiar with the program and start building!

From the Back Cover
Get familiar with SolidWorks and begin building

See where to use 3D, capture design intent, and create drawings the easy way

SolidWorks 2006 is a program with a lot of depth, and we're talking about more than its cool 3D capabilities. Thank goodness for this plain-English guide! Here's where you find out how SolidWorks works, plan your design, and create parts and assemblies. Discover the secrets of automating drawings, tips for collaboration, and a whole lot more.

Discover how to

  • Work with SolidWorks templates
  • Capture and document design intent
  • Create robust parts
  • Reuse model dimensions and annotations
  • Automate drawing creation
  • Create virtual prototypes


Click Here to see more reviews about: SolidWorks For Dummies (For Dummies (Computer/Tech)) [ILLUSTRATED] (Paperback)

1/02/2010

Review of $30 Film School: How to write, direct, produce, shoot, edit, distribute, tour with, and sell your own no-budget DIGITAL movie (Power!) [ILLUSTRATED] (Paperback)

Dean spends most of the book talking about how great he is, whether it be as a filmmaker or a musician. He drops names no one's ever heard of, and spouts off about how cool he is. Of course, I've never heard of any of his films or bands, but he'd probably say that he's so "DIY" (do it yourself), that only the hardcore folks have heard of him.

Dean winds up rambling about making films for nearly 500 pages, but doesn't say much that will help a new filmmaker hone his/her craft. He makes flippant comments about how Hollywood's approach to filmmaking is wrong, and points out that his method is way better, but he doesn't give any convincing reasons why his method is better. In the end the reader is left $30 poorer with film tips they could pick up from someone's MySpace page.

Product Description
We're entering a new era. Mini-DV filmmaking is the new folk, the new punk rock, the new medium where anyone can tell his story. "$30 Film School" is an alternative to spending four years and a hundred thousand dollars to learn the trade. It is influenced by punk rock's Do-It-Yourself spirit of just learning the basics and then jumping up on a stage and making a point, and by the American work ethic back when it was pure, before it became all about corporations crushing the little guy. Throw in the hacker idea that information wants to be free (or at least very cheap) and you've got our deal. Inside you'll find many interviews from insightful independent filmmakers and artists, as well as a host of practical advice, knowledge, and resources.

Click Here to see more reviews about: $30 Film School: How to write, direct, produce, shoot, edit, distribute, tour with, and sell your own no-budget DIGITAL movie (Power!) [ILLUSTRATED] (Paperback)

12/11/2009

Review of FileMaker Pro 8.5 Bible (Paperback)

I purchased this book in the expectation that it would expand on FMP's online help.However, I was disappointed in that it only covers the basics, doesn't add to what's available in FMP's online help.Index insufficient to quickly access information sought.Lacks sufficient examples of applications.

Product Description
FileMaker Pro 8.5 Bible provides step-by-step procedures for using virtually all FileMaker Pro features and performing all tasks. This best-selling volume has been updated to reflect Version 8.5, the latest version of FileMaker Pro workgroup database. Applicable to both the Mac and Windows versions of FileMaker Pro, this Bible shows readers how to create and work with databases and includes detailed ScriptMaker (scripting) explanations for automating FileMaker. Other topics covered include calculations and computations; data exchange; creating and using templates; linking databases; using FileMaker in workgroups; Web publishing; plug-ins; and advanced database connectivity.

About the Author
Dennis R. Cohen has been developing software and writing about it since the late 1970s. Starting in the Jet Propulsion Laboratory's Deep Space Network (DSN), through stints at Ashton-Tate, Claris, and Aladdin Systems, he was involved in creating and maintaining such packages as the DSN Station Scheduling System, dBASE III, dBASE Mac, FileMaker, ClarisWorks, Claris Resolve, and many others.
During this time, Dennis wrote numerous articles appearing in a variety of different publications, including Personal Computing, Macintosh Today, Macworld, and MacTutor. The author (or co-author) of over a dozen books, including AppleWorks 6 Bible, AppleWorks 6 For Dummies, Mac OS X Bible, iLife Bible, Teach Yourself Visually iLife '04, FileMaker Pro 7 Bible, The Xcode 2 Book (all Wiley), and Mac Digital Photography (Sybex), Dennis has also been the technical editor for over 100 titles, including all editions of FileMaker Pro Bible prior to FileMaker Pro 7 Bible.
Dennis resides in Sunnyvale, California, with his best friend-a Boston terrier named Spenser. You can find out more about him at his Web site at http://homepage.mac.com/drcohen.

In 1978, Dr. Steven Schwartz bought his first microcomputer, a new Apple II+. Determined to find a way to make money with it, he began writing software reviews, BASIC programs, and user tips for Nibble magazine. Shortly thereafter, he was made a contributing editor.
Over the past 20 years, Steve has written hundreds of articles for more than a dozen computer magazines. He currently writes for Macworld magazine. He was also a founding editor of Software Digest as well as a business editor for MACazine.
From 1985 to 1990, he was the director of technical services for Funk Software. Steve is the author of more than 40 books, including all editions of Macworld ClarisWorks/AppleWorks Bible and the FileMaker Pro Bible (Wiley); Running Microsoft Office 2001 (Microsoft Press); Visual QuickStart Guide for Internet Explorer 5 for Windows, Internet Explorer 5 for Macintosh, Entourage 2001 for Macintosh, CorelDraw 10 for Windows, and Office v.X for Macintosh (Peachpit Press); and dozens of popular game strategy guides.
Steve has a Ph.D. in psychology and presently lives in the fictional town of Lizard Spit, Arizona, where he writes books and complains about the heat. His official Web site is www.siliconwasteland.com.

Click Here to see more reviews about: FileMaker Pro 8.5 Bible (Paperback)

12/08/2009

Review of Microsoft Word 2003 Fast & Easy (Paperback)

Beyond basics, but readable and easily understood.Just what I was looking for.

William Bolte


Product Description
Relax. Learning how to use Microsoft Office Word 2003 is now a breeze. With this book's easy-to-follow instructions, you'll be creating professional- looking documents in no time. From selecting fonts and arranging text to inserting clip art and working with tables, "Microsoft Office Word 2003 Fast & Easy" gives you the step-by-step instructions you need to complete your task quickly. Simply look and learn!

About the Author
Diane Koers owns and operates All Business Service, a software training and consulting business formed in 1988 that services the central Indiana area.Her area of expertise has long been in the word-processing, spreadsheet and graphics area of computing as well as providing training and support for Peachtree Accounting Software.Diane's authoring experience includes twenty other books on topics such as PC Security, Microsoft Windows, Microsoft Office, Microsoft Works, WordPerfect, Paint Shop Pro, Lotus SmartSuite, Quicken, Microsoft Money and Peachtree Accounting, many of which have been translated into other languages such as Dutch, Bulgarian and Spanish.She has also developed and written numerous training manuals for her clients.Diane resides in Indianapolis, IN.

Click Here to see more reviews about: Microsoft Word 2003 Fast & Easy (Paperback)

11/30/2009

Review of Flash CS4 Professional Bible (Paperback)

This edition of the Flash Bible was obviously written too fast - there are a lot of errors and typos in the examples.

Product Description
A completely revised and updated edition of the all-time bestselling Flash title
  • Written by two of the world's leading Flash experts, this comprehensive reference provides you with undocumented techniques, tips, and tricks on the CS4 release of Flash, the popular tool that allows you to create animations and build interactive Web sites
  • In-depth coverage on more than one thousand pages includes something for everyone-whether you're a Web novice or an accomplished Web professional-this resource will be your guide to the inner workings and capabilities of Flash CS4
  • Two of the world's leading Flash experts offer more coverage than any other book on the market
  • The accompanying CD-ROM includes trial software, addons, plugins, shareware, templates, and examples


Click Here to see more reviews about: Flash CS4 Professional Bible (Paperback)

11/27/2009

Review of Java ME Game Programming (Paperback)

This book has little to do with game programming. It's a book about MIDP 2.0 programming with Java ME for building mobile applications (using GUI controls). The last three chapters (which are quite small) touch on tiles and sprites. So basically you've got a 400+ page book while only about 50 pages is actually about programming mobile games? I would have STARTED the book with chapter 13 and moved on from there into various game topics, instead of ENDING there and doing a poor job of it. The example game in the last chapter was designed for the old 128x128 screens and is probably about 4-5 years old (with 8x8 sprites) which is unacceptable for a book released in 2007 with this title. This is a GOOD book on MIDP 2.0 programming...if you ignore the "game" part of the title. I used this book to teach a course on the subject, but will need to find another for next semester.


Product Description
Get ready to create your own J2ME game! This updated edition to the popular J2ME Game Programming provides updated sofware coverage as well as updates to the programming approaches specific to Java ME software. It also covers the recent innovations in mobile games with relations to iPods and cell phones. You will learn the essentials of J2ME game development from the ground up. Throughout the book you will discover the issues involved in developing for multiple target devices and how to work through the jungle of device-specific libraries and device capabilities. Working on a limited platform it is important to squeeze as much as you can out of those precious bytes, so in this book you will find the tools and source code you need to get the most out of the constrained resources. You will also learn how to structure your code and classes to achieve as small an application footprint as possible. As you work toward developing your own J2ME game, you'll examine the game lifecycle, how to handle resources, various methods of drawing to the screen, optimizing memory usage, handling the users input, and even sharing high-scores online! Previous experience in programming object-oriented languages and a basic level of math skills is recommended.

About the Author
Martin J. Wells is currently the Lead Programmer at Tasman Studios Pty Ltd, located in Sydney, Australia. Throughout his 15-year career he has worked on a wide variety of development projects. He is an expert in multiple computer languages, including Java from its origins, and has extensive experience in the development of high performance networking and multithreaded systems. His first game programming experience came from writing and selling his own games for the Tandy and Commodore microcomputers at the age of 12.

John P. Flynt, Ph.D., works in the software development industry, has taught at colleges and universities, and has authored courses and curricula for several college level game development programs. His academic background includes work in information technology, the social sciences, and the humanities. Among his previous books are In the Mind of a Game, Perl Power!, UnrealScript Game Programming All in One, Simulation and Event Modeling for Game Developers (with co-author Ben Vinson), Beginning Pre-Calculus for Game Developers, Java Programming for the Absolute Beginner, Beginning Math Concepts for Game Developers, and Software Engineering for Game Developers. Among other engagements, he has been a speaker at game and educational conferences in San Antonio, LA, Atlanta, Austin, West Lafayette, and the 2004 Xtreme Game Developers Expo in Mountain View, CA. He has worked as a consultant on several curriculum development initiatives involving some of the largest proprietary colleges in the US and has taught literature, political science, computer science, and game development. He has been contracted by DeVry University as a game course developer, and DeVry has adopted Software Engineering for Game Developers for its national curriculum. John lives in the foothills near Boulder, Colorado.

Click Here to see more reviews about: Java ME Game Programming (Paperback)

11/23/2009

Review of UML Weekend Crash Course (Paperback)

The name "UML Weekend Crash Course" is misleading. I don't think anyone can read and understand it in one weekend, unless of course he is reading about six times faster than me. This book has long and obscure sentences and too much of unnecessary information. The chapter on Object-Oriented principles is written so badly, that I doubt in the authors competence. It mentions two major OO postulates "encapsulation" and "inheritance" but leaves out the third one "polymorphism". But he rumbles on for pages about some unrelated stuff. Also, this book was published before the UML-2 standard came out, so it is somewhat outdated. I would recommend "UML Distilled" by Martin Fowler instead of this book.

Product Description
The big day is Monday. The day you get to show off what you know about the Unified Modeling Language. The problem is, youre not really up to speed. Maybe its been a while since you worked with UML. Or maybe you just like a challenge. In any event, weve got a solution for you - UML Weekend Crash Course. Open the book Friday evening and on Sunday afternoon, after completing 30 fast, focused sessions, youll be able to dive right in and start modeling business processes, objects, data, XML, and more. Its as simple as that.

The Curriculum
FRIDAY
Evening: 4 Sessions, 2 Hours

  • What is the UML?
  • UML and Development Methodologies
  • How to Approach the UML
  • Defining Requirements for the Case Study
SATURDAY
Morning: 6 Sessions, 3 Hours
  • Understanding the Use Case Model
  • Building the Use Case Diagram
  • Building the Use Case Narrative
  • Identifying the Use Case Scenarios
  • Modeling the Static View: The Class Diagram
  • The Class Diagram: Associations
Afternoon: 6 Sessions, 3 Hours
  • The Class Diagram: Aggregation and Generalization
  • Applying the Class Diagram to the Case Study
  • Modeling the Static View: The Object Diagram
  • Modeling the Functional View: The Activity Diagram
  • Applying the Activity Diagram to the Case Study
  • Modeling the Dynamic View: The Sequence Diagram
Evening: 4 Sessions, 2 Hours
  • Applying the Sequence Diagram to the Case Study
  • Modeling the Dynamic View: The Collaboration Diagram
  • Applying the Collaboration Diagram to the Case Study
  • Modeling the Dynamic View: The Statechart Diagram
SUNDAY
Morning: 6 Sessions, 3 Hours
  • Applying the Basic Statechart to the Case Study
  • Modeling the Extended Features of the Statechart
  • Applying the Extended Statechart Features to the Case Study
  • Modeling the Development Environment
  • Modeling the Static View: The Component Diagram
  • Modeling the Static View: The Deployment Diagram
Afternoon: 4 Sessions, 2 Hours
  • Introduction to Web Development with Java
  • Analysis and Architectural Design of a Web Application
  • Design of a Web Application
  • UML Modeling Tools


Click Here to see more reviews about: UML Weekend Crash Course (Paperback)

11/16/2009

Review of MCSE Windows 2000 Server for Dummies (with CD-ROM) (Paperback)

I used this book, along with a few of the other W2K Server study guides to get ready for the test. Don't be fooled, the new W2K exams are difficult, but I found this book very helpful to get information quickly - and the hundreds of review questions are worth the price alone.

Product Description
A Microsoft-certified expert reveals everything you need to know to pass this new "Core Four" MCSE exam, covering each exam objective with the real-world savvy required for exam success. The CD-ROM includes a customizable practice test engine; demos of popular test-prep software; and QuickLearn, a game that allows you to test your networking skills under time pressure.

From the Author
Curt Simmons, MCSE, MCT, makes his living as a technicaltrainer and writer.He is the author of MCSE Exchange Server 5.5 ForDummies, MCSE Windows 98 Ace It!, MCSE Study Tips For Dummies, andMCSE Proxy Server 2 Study Guide.

Click Here to see more reviews about: MCSE Windows 2000 Server for Dummies (with CD-ROM) (Paperback)

11/10/2009

Review of Character Development and Storytelling for Games (Game Development Series) (Paperback)

I've known Lee Sheldon for several years. He is one of the most pleasant and knowledgeable people I've met in the game industry, so I was very much looking forward to this book. Suffice it to say that I wasn't disappointed.

Writing for games has a lot in common with writing for other media (e.g., character and theme) and a lot that is unique to itself. Lee does an excellent job of covering both aspects - so much so that I would recommend this book to writers with absolutely no interest in interactive media. (I've read my share of writing books over the years, and this one stands at the top of the heap.)

Of particular interest to me were chapters 3-6 on character and chapter 14 on modular storytelling, the most elegant way I've seen of organizing a linear experience into a non-linear structure. The book also does an excellent job of discussing storytelling in massively multiplayer games and provides extensive background material, much of which is intended to set up and justify Lee's modular storytelling model - rather more background than necessary, actually, since you should be sold on the need for something like modular storytelling long before he gets around to explaining it.

The book's does have a few faults. For example, a couple of the later chapters feel out of place, and the text is dusted with a handful of puzzling and sometimes repeated typos (Eowen? Kalishnakov?) But these are of little consequence and should not detract from your enjoyment.

Highly recommended.

Product Description
This is a book of ideas and of choices. Knowing which choices to make is not teachable. It's part of that creative instinct we call talent whose secret voice guides us every time we sit down at the keyboard. All stories are not identical. They are shaped by all those unique facets of the human beings who write them. All any writer can do when he wants to share his knowledge with others is be as open and giving as possible; and hope others can learn from that. You hold in your hands most of what I know about writing for games and much of what I believe and practice no matter what kind of writing I'm doing. It is meant to inform, to instruct, and maybe even inspire. It is as much about game design as it is writing for games. The two are virtually inseparable. The book itself has been designed as a quest. We are all of us on a journey toward a destination for which there is no single road. --Lee Sheldon, Author

About the Author
Lee Sheldon began his career in Hollywood writing and/or producing many popular television shows including "Star Trek: The Next Generation", "Charlie's Angels", and "Edge of Night" in the 1970s and 1980s. While continuing his Hollywood projects, Lee branched into writing and designing games in 1994. His work includes solo games such as the award-winning The Riddle of Master Lu, Dark Side of the Moon, and Wild Wild West:The Steel Assassin. Since 2000, he has written and designed massively multiplayer worlds for companies including Cyan (URU) and Disney (Virtual Kingdom). He has just recently completed a secret code-named project for Microsoft. Upcoming projects include a genre-breaking single player game for Atari and a new massively multiplayer world.Lee, from Palm Harbor, Florida, is recognized as one of the leading experts in the games industry on storytelling and character development in games. Since 1993, he has given a full day tutorial on these and related issues at the Game Developers Conference, and has appeared on panels and given presentations elsewhere. He is a charter member of the exclusive invitation-only Game Design Workshop that includes most of the major game designers in the industry. He is the author of "Impossible Bliss" (0595194818), a mystery novel.

Click Here to see more reviews about: Character Development and Storytelling for Games (Game Development Series) (Paperback)

11/05/2009

Review of AutoCAD 2009 & AutoCAD LT 2009 Bible (Bible (Wiley)) (Paperback)

Not being CAD trained, I needed a book to provide me with enough useful informaiton to use the basic functions of AutoCAD.This book is written in such detail as to provide me the basics and a great deal of additional informaiton that will continue to help me.I am glad I bought the book and would recommend it to all novice CAD users.

Product Description
Even Autodesk developers keep this book on hand!

Eight previous editions of fans ranging from novices to Autodesk insiders can't be wrong. This bestselling, comprehensive guide is your best, one-stop, go-to guide for everything you'll need to master AutoCAD. Whether you're an AutoCAD veteran exploring what's new or a novice seeking to start with the basics and progress to advanced programming, every feature is covered. Start drawing today with the one book you need to succeed with AutoCAD 2009.

  • Start drawing right away with the Quick Start project
  • Draw, view, and edit in 2D, then add text and dimensions
  • Reference other drawings and link data to objects
  • Build, view, and present complex 3D drawings
  • Customize commands, create shortcuts, and use scripts and macros
  • Program AutoCAD using AutoLISP and VBA

What's on the DVD?

  • Trial versions of AutoCAD 2009 and AutoCAD LT 2009
  • Over 300 before-and-after drawings from working AutoCAD professionals
  • A selection of helpful add-on programs
  • The entire book in searchable PDF

System Requirements: Please see the DVD appendix for details and system requirements.

From the Back Cover
Even Autodesk developers keep this book on hand!

Eight previous editions of fans ranging from novices to Autodesk insiders can't be wrong. This bestselling, comprehensive guide is your best, one-stop, go-to guide for everything you'll need to master AutoCAD. Whether you're an AutoCAD veteran exploring what's new or a novice seeking to start with the basics and progress to advanced programming, every feature is covered. Start drawing today with the one book you need to succeed with AutoCAD 2009.

  • Start drawing right away with the Quick Start project

  • Draw, view, and edit in 2D, then add text and dimensions

  • Reference other drawings and link data to objects

  • Build, view, and present complex 3D drawings

  • Customize commands, create shortcuts, and use scripts and macros

  • Program AutoCAD using AutoLISP and VBA

What's on the DVD?

  • Trial versions of AutoCAD 2009 and AutoCAD LT 2009

  • Over 300 before-and-after drawings from working AutoCAD professionals

  • A selection of helpful add-on programs

  • The entire book in searchable PDF

System Requirements: Please see the DVD appendix for details and system requirements.

Click Here to see more reviews about: AutoCAD 2009 & AutoCAD LT 2009 Bible (Bible (Wiley)) (Paperback)

10/18/2009

Review of Software Product Lines: Experience and Research Directions (The Springer International Series in Engineering and Computer Science) (Hardcover)

The Software Product Line (SPL) engineering for software development is one of the emerging areas in software engineering field and Software Engineering Institute(SEI) is the leading group of this practice. The major concern of SPL engineering is how to develop software systems in a systematic way for large-scale software reuse.

This book is the proceedings of the first software product line conference (SPLC1) held at Denver, hosted by SEI. This book contains all the papers presented at the technical sessions of SPLC1. This book might be helpful for those who are considering the adaption of SPL concept to their organizations and those who want to know the SPL in practice.

Product Description
Software product lines are emerging as a critical new paradigmfor software development. Product lines are enabling organizations toachieve impressive time-to-market gains and cost reductions. With theincreasing number of product lines and product-line researchers andpractitioners, the time is right for a comprehensive examination ofthe issues surrounding the software product line approach. TheSoftware Engineering Institute at Carnegie Mellon University is proudto sponsor the first conference on this important subject. This book comprises the proceedings of the First Software Product LineConference (SPLC1), held August 28--31, 2000, in Denver,Colorado, USA. The twenty-seven papers of the conference technicalprogram present research results and experience reports that cover allaspects of software product lines. Topics include business issues,enabling technologies, organizational issues, and life-cycle issues.Emphasis is placed on experiences in the development and fielding ofproduct lines of complex systems, especially those that exposeproblems in the design, development, or evolution of software productlines. The book will be essential reading for researchers andpractitioners alike.

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