Sabtu, 21 Januari 2012

[O194.Ebook] Fee Download Magic The Gathering: Zendikar Fat Pack, by Wizards of the Coast

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Magic The Gathering: Zendikar Fat Pack, by Wizards of the Coast

Zendikar is a new world for Magic: The Gathering. This set was designed around a theme that has never been done in a Magic set before! The set features new Planeswalkers, including Nissa Revane, the popular face of the box LIVE Arcade title Duels of the Planewalkers. The set introduces new mechanics and has one returning favorite. There are 249 black-bordered cards in Zendikar. (15 Mythic Rare, 53 rare, 60 uncommon, 101 common, 20 basic lands). Zendikar will be sold in Booster Packs, Intro Packs, & Fat Packs (Fat Packs contain 8 booster packs). Starting with Zendikar Intro Pack Displays will contain 10 Intro Packs instead of 5. The expected contents of a booster is 10 commons, 3 uncommons, 1 basic land, 1 tip/token card, and 1 rare card. A Mythic rare will appear in the rare slot in approximately 1 in every 8 booster packs.

  • Sales Rank: #3551196 in Books
  • Model: 25093
  • Published on: 2009-10-13
  • Dimensions: 6.50" h x 7.50" w x 3.50" l,
  • Binding: Hardcover

Most helpful customer reviews

5 of 9 people found the following review helpful.
Great for a rare find
By Tanya M. Henderson
The lands are hard to come by because of the popularity, they alone make this purhcase worthwhile. Add in the rares and other cards and this was a steal

11 of 19 people found the following review helpful.
Too expensive
By Mizz Z
If you are thinking about buying a Zendikar Fat Pack I suggest you don't pay more than $35-$40 for it. At the moment of writing this reveiw this Fat Pack is about $65 and for $35 more you can buy an entire Booster Box. Which more than quadruples your number of booster packs which are generally more important than a "life spinner" or the other decorative pieces that you get. I really enjoyed the Zendikar set. I liked the flavor it brought with its landfall abilities.

6 of 43 people found the following review helpful.
Dissapointed.
By Varnis54
I am a bit disaapointed with the Zendikar expansion as a whole. It is really good if you like landfall abilities, or kors, but I don't like the Zendikar set all that much. 2010 was MUCH better than this set, and still is. How ever... I did get a few useful cards in this set like Kor Areonaut, and Armement master. But other than those two, it was a huge let down for me.

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Selasa, 17 Januari 2012

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  • Published on: 2013-05-08
  • Binding: Paperback

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Sabtu, 14 Januari 2012

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Marketing Management, by Dawn Iacobucci

Provide a complete overview and the detailed material that your upper level undergraduate, first-year MBA and EMBA courses where students need to master core concepts in marketing management with Dawn Iacobucci's MARKETING MANAGEMENT, 5E. Simply pair this proven book with cases, group work, and/or simulations to create a dynamic and engaging upper-level course. MARKETING MANAGEMENT, 5E reflects the vibrant and challenging environment facing today's marketers. Engaging explanations, timely cases and memorable examples help readers understand how an increasingly competitive global marketplace and current changes in technology affect the marketing decisions that today's managers must make.

  • Sales Rank: #593162 in Books
  • Published on: 2017-01-01
  • Original language: English
  • Dimensions: 9.90" h x .50" w x 7.90" l,
  • Binding: Paperback
  • 352 pages

About the Author
Dawn Iacobucci is the Bronson Ingram Professor of Marketing at the Owen Graduate School of Management, Vanderbilt University, where she has taught since 2007. She has been Senior Associate Dean at Vanderbilt (2008-2010) and Professor of Marketing at Kellogg (Northwestern University, 1987-2004), University of Arizona (2001-2002), and Wharton (University of Pennsylvania, 2004-2007). Dr. Iacobucci received her MS in statistics, her MA and PhD in quantitative psychology from the University of Illinois at Urbana-Champaign, and her MTS from Garrett Theological Seminary. Dr. Iacobucci's research focuses on modeling dyadic interactions and social networks, customer satisfaction and service quality, and multivariate and methodological research questions. She has published in the Journal of Marketing, the Journal of Marketing Research, Harvard Business Review, the Journal of Consumer Psychology, the International Journal of Research in Marketing, Marketing Science, the Journal of Service Research, Psychometrika, Psychological Bulletin, and Social Networks.

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Jumat, 13 Januari 2012

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Engineering Reliability (ASA-SIAM Series on Statistics and Applied Probability), by Richard E. Barlow

Engineering reliability concerns failure data analysis, the economics of maintenance policies, and system reliability. This textbook develops the use of probability and statistics in engineering reliability and maintenance problems. The author uses probability models in the analysis of failure data, decisions relative to planned maintenance, and prediction relative to preliminary design. Some of the outstanding features include the analysis of failure data for both continuous and discrete probability from a finite population perspective, probability models derived from engineering considerations, an introduction to influence diagrams and decision making, and use of the operational Bayesian approach. The approach is fresh and interesting; it is motivated from problems in engineering and physical sciences and uses examples to illustrate the methodology. These examples, along with the use of real failure time data, will help the reader apply the techniques to real industrial situations.

  • Sales Rank: #3495164 in Books
  • Brand: Brand: Society for Industrial and Applied Mathematics
  • Published on: 1998-04-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.98" h x .47" w x 5.98" l, .85 pounds
  • Binding: Paperback
  • 219 pages
Features
  • Used Book in Good Condition

Review
This excellent introductory text on the subject of reliability will be appreciated by both engineering and statistics students. -- Ronald W. Butler, Colorado State University, Journal of the American Statistical Association, June 2000

About the Author
Richard E. Barlow is a professor in the College of Engineering at the University of California at Berkeley.

Most helpful customer reviews

6 of 6 people found the following review helpful.
A Mini-Bible
By Michael McGuirk
Prof. Barlow has distilled his knowledge and 25+ years of teaching experience into 190 pages. The text presents the theory very concisely without sacrificing rigor. All the terminology is carefully defined and the meanings are made clear through examples. The examples appear to be drawn from what has been successful in the classroom, and are much more useful than the examples given in early works in this field. The book is divided into three parts, plus a 6 page Introduction to the history and background of the subject. The first part covers Failure Data Analysis. This part defines the terms used later, and develops the mathematics needed in a very intuitive way. The second part covers the Economics of Maintenance Decisions in eleven pages! The third part covers System Reliability. Individual chapters cover Network Reliability, System Failure Analysis, Availability and Maintainability, Influence Diagrams, and Making Decisions Using Influence Diagrams. The book gives very practical, useful information, reflecting its engineering origins. It is the kind of book you will go back to often.

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Sabtu, 07 Januari 2012

[P160.Ebook] Download Applications of Group Theory in Quantum Mechanics (Dover Books on Physics), by M. I. Petrashen, J. L. Trifonov, Physics

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Geared toward postgraduate students, theoretical physicists, and researchers, this advanced text explores the role of modern group-theoretical methods in quantum theory. The authors based their text on a physics course they taught at a prominent Soviet university. Readers will find it a lucid guide to group theory and matrix representations that develops concepts to the level required for applications.
The text's main focus rests upon point and space groups, with applications to electronic and vibrational states. Additional topics include continuous rotation groups, permutation groups, and Lorentz groups. A number of problems involve studies of the symmetry properties of the Schroedinger wave function, as well as the explanation of "additional" degeneracy in the Coulomb field and certain subjects in solid-state physics. The text concludes with an instructive account of problems related to the conditions for relativistic invariance in quantum theory.

  • Sales Rank: #2435772 in Books
  • Published on: 2009-03-26
  • Released on: 2009-03-26
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.40" h x .70" w x 5.40" l, .75 pounds
  • Binding: Paperback
  • 336 pages

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2 of 2 people found the following review helpful.
Best First book on Group Theory
By Mike
I am extremely happy that this book was finally translated to English.
It is a wonderful textbook, great one to begin studying group theory if you major is condensed matter of high energy.

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Applications of Group Theory in Quantum Mechanics (Dover Books on Physics), by M. I. Petrashen, J. L. Trifonov, Physics PDF
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Jumat, 23 Desember 2011

[I470.Ebook] Ebook Download No Vacancy, by Bob Erlich

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No Vacancy, by Bob Erlich

A novel set in 1960's Miami, Cuba, and Costa Rica, No Vacancy follows the story of Eli Rose and his reluctant involvement in Miami organized crime and anti-Castro activities. His ultimate recruitment by the CIA leads to espionage and betrayal in the jungles of Costa Rica.

  • Sales Rank: #7229560 in Books
  • Published on: 2010-09-08
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.50" h x .76" w x 5.50" l, .88 pounds
  • Binding: Paperback
  • 336 pages
Features
  • ISBN13: 9780966974942
  • Condition: New
  • Notes: BRAND NEW FROM PUBLISHER! 100% Satisfaction Guarantee. Tracking provided on most orders. Buy with Confidence! Millions of books sold!

About the Author
Bob Erlich is a native of Miami Beach and grew up in one of the many mixed ethnic neighborhoods of the city during the turbulent 1960's. He has traveled extensively in Latin America and the Caribbean and has worked in the region for various government agencies and public companies over the past 30 years.

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0 of 0 people found the following review helpful.
No Vacancy
By BeenThere
Poor Eli Rose can't catch a break. Just when he gets himself out of one jam, the plucky hero of Bob Erlich's 1960s-era crime and espionage novel No Vacancy gets caught up in another scheme. Try as he might, Eli is never the master of his own fate; when he fulfills one demand from the mob, he finds himself drawn into an even worse situation with the CIA. If No Vacancy were only about the misadventures of young Eli Rose in Miami, Cuba, and Costa Rica, it would be a fairly standard spy/crime/action-hero beach read. One character, however, makes it rise out of the sand-and-surf genre: Vicente Amaron.

Mentor, protector, teacher, sidekick, surrogate father figure, and �minence grise to Eli, "Mr. Slick," as Vicente is first introduced, is a charming, funny, noble, solid, and mysterious gem of a character. A key figure in the anti-Castro Cuban exile movement, with ties to both the Miami Jewish mob and the CIA, Vicente is more than just the second banana in this book's dynamic duo. Vicente drives the action, and he does so with style and grace.

Erlich forgoes the cheap fractured Spanglish to which so many authors and script writers resort. The speech patterns are authentic, written in a way that can only happen when an author takes the time to get to know and listen to people of the class and caliber represented by Vicente Amaron.

This is a "guy's" book. As Ian Fleming did with his original James Bond stories, Erlich has his characters act in a solid, believable manner that is appropriate to the time period. He takes care to get the details, tone, setting, and feel of the 1960s without pandering to the cheap seats. The result is a story that feels authentic, with characters that feel real.
No Vacancy starts as a coming-of-age story. It then segues effortlessly into an action novel populated by a "desperate group of individuals playing a desperate game" of espionage, sabotage, greed, revenge, and personal and Cold War politics. There are fist fights, gun battles, jungle skirmishes, and sea-going chases; plenty to keep an action-genre junkie happy. The book is short on female characters, but the three Erlich creates are wonderful. For example: "He couldn't possibly explain it to his friends from other parts of the U.S., who had never experienced the sensory overload of a Latina in full battle dress--a mini skirt short as a bathing suit, tight, low-cut blouse, and long dark hair and eyes to match, a killer combination for the unsuspecting gringo who failed to see the oncoming trap."

That is, however, about as salacious as Erlich gets. In writing about sex, as in writing about violence, Erlich is a master of restraint, demonstrating an old-school sensitivity meant to tease, not pander. The result is a solid, enjoyable, and fun read. Best of all, No Vacancy is the first book in a trilogy, one that is off to a very promising start.
Mark G. McLaughlin, ForeWord Clarion Reviews

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Selasa, 20 Desember 2011

[A158.Ebook] Ebook Download Cocos2d-X by Example Beginner's Guide, by Roger Engelbert

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With Cocos2d-x you don’t have to be a programming whiz to be a genius at game design. This tutorial will help unleash your inner creativity with lots of fun tutorials. Get the know-how to build great cross-platform 2D games.

Overview

  • Learn to build multi-device games in simple, easy steps, letting the framework do all the heavy lifting
  • Spice things up in your games with easy to apply animations, particle effects, and physics simulation
  • Quickly implement and test your own gameplay ideas, with an eye for optimization and portability
  • Enjoy building the games as much as you will enjoy playing them

In Detail

Cocos2d-x is the C++ port of arguably the most popular open source 2D framework in the world. Its predecessor was limited to the Apple family but with Cocos2d-x you can take your applications to all major app stores, with minimum extra work. Give your games a larger target audience with almost no extra hassle.

"Cocos2d-X by Example Beginner's Guide" allows you to build your own cross platform games using all the benefits of a time tested framework, plus the elegance and simplicity of C++.

Each of the six games developed in this book will take you further on the road to becoming an expert game developer with no fuss and plenty of fun.

Follow six tutorials for six very different games that leverage the ease of Cocos2D-X and its quick implementation, moving from simple ideas to more advanced topics in game development.

In easy-to-follow steps, the book teaches you how to take full advantage of the framework by adding animations and special effects, implementing a physics engine, and optimizing your games.

Prepare your project for multiple platforms and learn how to take your game concepts to completion.

"Cocos2d-X by Example Beginner's Guide" will present to you, in six different games, the topics necessary to build some of the most popular and fun types of games today.

What you will learn from this book

  • Make your games look cooler with particle effects
  • Create place holder sprites to quickly test your game ideas
  • Load external data into your games
  • Build game menus and tutorials
  • Implement game-wide events with notifications
  • Create a dash game with a textured terrain
  • Build a Box2D puzzle game with multiple levels
  • Create a hybrid iOS and Android project

Approach

Get to grips with Cocos2D-X using step-by-step examples. Roger Engelbert will have you smiling throughout and learning valuable information at every turn.

Who this book is written for

If you have brilliant ideas for amazing games and want to bring them to life, then this book is what you need. Work through easy-to-follow examples and learn exactly what you need to know to make your games a reality. No programming experience necessary!

  • Sales Rank: #2009928 in Books
  • Published on: 2013-04-25
  • Released on: 2013-04-25
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.25" h x .56" w x 7.50" l, .95 pounds
  • Binding: Paperback
  • 246 pages

About the Author

Roger Engelbert

Roger Engelbert is a game developer with over ten years of experience in developing online games. He grew up surrounded by video games and thinks of classic, 8-bit arcade titles as a form of art. He is the author behind the blog Done With Computers, which is chock-full of tutorials on game development and design. Roger sincerely hopes to soon live in a world where people of all ages will be given the knowledge and opportunity to experience the joy of building their own games.

Most helpful customer reviews

12 of 12 people found the following review helpful.
A very valuable resource - more than a beginners guide
By Antonio Elena Batllo
As with other beginner's books by this publisher, the book starts by indicating the installation process, and the proverbial "hello, world" project. The example is very trivial, but serves the important explanation of project structure, what's what in the project. Testing gets paid attention, which is nice, and then some recommendations on additional tools for sprites, textures etc. Maybe the absolute beginner can feel a little bit daunted by the amount of info to digest in the first chapter, regarding the many classes and infrastructure that you need to make a simple hello world. Luckily as the book progresses the concepts get clarified and expanded on, and that is what chapter 2 does, because obviously the hints in the chapter 1 are not enough.

I personally prefer books that explain things first rather than other books that expect you to infer things from examples. I like that Chapter 2 explains the pieces that make Cocos tick, the Containers, Nodes, Scenes, Layers, the Director, Caches etc. The author then proceeds to guiding the unexperienced developer to a basic understanding of C++ Classes, header files and all, explaining almost every line, and finishes off by bridging the differences between C++ developers and Cocos2D developers so they are familiar with the common ground offered by the framework.

Without further ado, Chapter 3 sees us create the first game, where we finally start to see some action by adding resources, preloading sounds, targeting retina displays, extending CCSprite, and even adding multitouch. It's nice because a functional game is created step by step. One also realizes that game dev is relatively complex even when it's a simple game. The book again follows the way of showing the code and then proceeding to explain it line by line. Chapter 4, builds on the previous chapter to build now a different, more complex game. We're not just stuck to simple examples.

Chapter 5 continues wit this dynamic, building a different game, this time about rockets, this time introducing some particle physics, as the next level of complexity in your games.

Chapter 6. Different game. The twist comes with the introduction of testing and rapid prototyping using placeholders with the Cocos2D platform. The author now reveals this is how he created every example in the book. Abundant screenshots and lots of code accompany here. I think the chapter is well placed. You've followed how to code a couple of simple games, then you're shown some "secrets" and techniques for testing your ideas before investing lots. After the prototyping, chapter 7 actually builds the game with the real graphics, so you get the whole picture from concept testing to actual implementation.

Chapter 8 introduces Box2D, for adding realistic physics, that would be way too much effort to do on your own. Project creation is a breeze, but you got to take account of the differences between coding a game with Cocos and with Box (different classes, basically). It can look simplistic, in the sense that even when using a game library, a lot of tweaking for the right values of trajectories, where to place things, etc must be done.

Chapter 9 rounds off our game coding by introducing ancillary aspects, like reading/writing data, scenes, transitions, etc, which not being vital, are things every game needs. For me the game in this "level" ;-) is the funniest, but I am a platform buff. Notifications, via the observer pattern, are introduced too. Using the accelerometer in the device.

Chapter 10 closes the book by paying attention to what used to be a hell for me ten years ago when doing games for the j2me platform: portability. You get warned and then led to creating different projects for different devices / platforms and some additional tools. Appendix A then gives you some vector course 101 if you were a bit weak in that aspect.

Needless to say, a book like this is code-intensive, otherwise it would not be much worth. You could say that it reads as a series of tutorials of increasing complexity, the main chapters being self contained in this sense, which is good if you want to complete chapters one by one in easy sittings.

The games cannot be complex production pieces, that would exceed any book's scope, but I think they are enough to motivate you to start coding some game of your own. In that sense, the book gives you a more than adequate basis. For sure, if you not only read the book but take the trouble to type and make some changes of your own to the book, you will no doubt spend quite some hours engrossed with learning all this stuff. Be sure to check the code download, full of comments not present in the book for obvious reasons.

All in all, I'd say the book in this case is more than a beginner's guide. Nobody becomes a master of anything with just one book, but this one sets you off handsomely.

5 of 5 people found the following review helpful.
Definitely the best way to learn Cocos2d-X
By henriquesousa
Cocos2D-X stands as a great way to switch from single-platform to multi-platform game development. This great framework effectively allows developers to maintain a single codebase while publishing to a huge number of platforms. Although it is as great as it sounds, the amount of information available on how to learn/use it is scarce, to say the least.

This book - Cocos2d-X by Example Beginner's Guide - presents itself as THE way for experienced Cocos2d-iPhone developers to make the switch to multi-platform development, by using the Cocos2d-X framework. It accomplishes that feat by introducing the basics of the C++ programming language and explaining how you can apply your knowledge of Cocos2d to build great multi-platform games. It follows a step-by-step approach and provides detailed explanations on how to effectively transition from the Objective-C"-centric" Cocos2d-iPhone to the C++"-based" Cocos2d-X.

Throughout this book, you'll build five (somewhat complex) little games that will allow you to learn how to use texture atlases, handle animations, create parallax layers, handle physics and particles, among other essential tasks.

As it stands, this is the best Cocos2d-X resource I've encountered. It's aimed at experienced developers with knowledge of Cocos2d-iPhone, but I believe that it's actually pretty easy for an inexperienced programmer to gather some useful information from this book. The way that the author presents the information is clear and concise. He rarely misses important facts/info and even offers some extra tidbits of useful information along the way.

I came across a few inconsistencies and errors throughout the book, mainly in the code's formatting. A few times, the code examples mentioned variables that were presented with slightly different names within the Xcode project. Although that can be somewhat distracting, I was able to overcome these few hurdles with ease, mainly thanks to the way that the author clearly explains how everything works.

I'm giving it 4 stars instead of 5 due to the rare inconsistencies in the code formatting and also because the author assumes the developer is working on a Mac. It's understandable, due to the fact that this is aimed at the Cocos2d-iPhone developer. However, seeing as Cocos2d-X is a multi-platform framework, it would've been great to see a few instructions on how to setup and build projects on other platforms. Although the author does explain how to build for Android through Eclipse, he misses out on explaining how to create a Cocos2d-X project in Visual Studio and/or how to build an application for OS X or Windows.

Overall, it's a really great book for anyone interested in moving to multi-platform development by using one of the most popular game development frameworks available. It stands as the ultimate resource for learning how to develop games with Cocos2d-X and it's definitely a must-buy for anyone interested in doing so.

3 of 3 people found the following review helpful.
Absolutely necessary
By Pablo Mera
My company has been working with cocos2d-x for more than a year. It's a great framework, but the problem with it has always been the information available: insufficient, fragmented, usually in Chinese (or in a rudimentary English).
This book takes the time to clearly explain most of how Cocos works and why. The examples are very good and easy to follow because the author explains regularly what has been done, going almost line for line. The writing is fun and the difficulty of the concepts introduced each chapter ramp up smoothly.

NOW THE RANT: I gave it 4 stars instead of 5 because the book assumes the reader is working in Xcode for deployment on iOS. Having worked on cocos2d-x before, I had no problem working on Windows 7 (Visual Studio 2010) instead and testing in the same machine, but I know how difficult it can be to get the framework to work on different environments. For instance, the third example (Rocket Through) crashes on Windows unless you make a simple change to a C++ class not referenced in the book.
The author could have added to his explanation of setting up the environment in Chapter 1 not only Xcode, but also Eclipse (for Android) and Visual Studio (for Windows), in case a beginner does not work on Apple machines (which is very common), and reference the little differences between implementation for all of them throughout the examples. Relating to the same problem (and this is being a little more nitpicky), some of the example code you can download (not all, which is weirder) is formatted for Mac and is a drag having to reformat each .cpp and .h file for Windows (if you don't, it won't build).

Other than that, the book is absolutely necessary if you want to start working on cocos2d-x. There are many, many things we learned the hard way that could have easily been learned in a few minutes or hours with this book. It closes the gap of the most basic information missing out there, although there are a lot of things that are probably not included related to deploying to different platforms and the common problems you can encounter while doing so.

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