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    Computer Graphics: Principles and Practice in C (2nd Edition)
    by James D. Foley, Andries van Dam, Steven K. Feiner, John F. Hughes
    Average Customer Review: 4.5 out of 5 stars
    Hardcover (04 August, 1995)
    list price: $79.99 -- our price: $63.02
    (price subject to change: see help)
    US | Canada | United Kingdom | Germany | France

    Editorial Review

    Computer Graphics: Principles and Practice is the most exhaustive overview of computer graphics techniques available. This textbook's 21 chapters cover graphics hardware, user interface software, rendering, and a host of other subjects. Assuming a solid background in computer science or a related field, Computer Graphicsgives example programs in C and provides exercises at the end of each chapter to test your knowledge of the material. The guide has over 100 beautiful, four-color photographs that illustrate important topics and algorithms, such as ray tracing and bump maps, and also inspire you to acquire the skills necessary to produce them. Encyclopedic in its coverage, the book has a good table of contents so that you can immediately turn to information on the z-Buffer algorithm or the chapter on animation. ... Read more

    Reviews (38)

    2-0 out of 5 stars An out-dated clasic.
    I see that this book is getting a 4.5 average star rating.I really think many of these ratings are based largely on nostalgia.I bought this book 7 years ago or so.I definitely can say that I learned a great deal from this book, and it is a classic.

    However, it hasn't been updated since then, and I think that, considering the price tag, it really doesn't make sense for most modern readers to buy it.(Especially if they don't have Real-Time Rendering, which is my recommendation.)

    Let's scan through the table of contents and see which chapters might be worth reading:

    1.) Introduction
    2.) SRGP - if you don't know what this means, it's because it stands for a graphics system that nobody uses anymore.
    3.) Basic raster graphics algorithms for drawing 2d primitives - this is a good reference for this stuff.Of course, a lot fewer people need to know how to do software rasterization nowadays
    4.) Graphics Hardware - circa 1996
    5.) geometrical transforms - standard material as covered elsewhere, though more difficult to understand
    6.) viewing in 3D - This is actually a pretty unique chapter and worth reading once you've read other books (which will be easier to learn from).There's some unique information about different types of projections, and some alternative ways of looking at the problem.
    7.) Object heirarchy and SPHIGS.Another graphics programming system nobody uses anymore.
    8.) input devices, interaction techniques, and interaction tasks - I never read these chapters because they were about UI design.Maybe you'll find them useful - but they aren't really about "graphics"
    9.) dialogue design - Same comments as Ch 8 - probably not what you're buying the book for.
    10.) user interface software - Same comments as Ch 8 - probably not what you're buying the book for.
    11.) Representing curves and surfaces - there's some good meat here, most of it pretty timeless.But again, I think the information is contained in plenty of other books, as well.
    12.) solid modeling - some interesting material here that isn't the same old stuff found in every other graphics book.
    13.) achromatic and colored light - gets into the theory of color and different color models.Interesting and useful.
    14.) the quest for visual realism - largely out of date, but some decent information
    15.) visible surface determination - covers a wide variety of algorthims, many of which are more interesting than useful.
    16.) illumination and shading - gives the standard local lighting model.Mostly this is standard information you can get elsewhere.
    17.) image manipulation and storage - discusses filtering techniques, etc.
    18.) Advanced Raster Graphics Architecture - out of date
    19.) Advanced Geometric and Raster Algorithms - Mostly out of date, but with some standard information you can get elsewhere
    20.) Advanced Modeling techniques - fractals, particle systems, etc - doesn't cover much in detail
    21.) Animation - not much can be covered in 23 pages...

    For most people, I would suggest "Real-Time Rendering" as a more modern "survey of computer graphics".

    This is not a book for beginners - there's so much information in this book that none of it is covered with any sort of decent explanation.

    And the code is all really old-school K&R C style with the type of the function arguments declared in between the closing paren and the opening brace.

    The reasons to get this book are:

    1.) To "complete your bookshelf" with a book that all good programmers are "supposed to have"
    2.) As an interesting (but expensive) read on algorithms and ideas that you probably won't use directly, but you may find interesting and learn altative ways of looking at problems.

    5-0 out of 5 stars A thorough coverage of the Computer Graphics world.
    I have found this book to be _the_ most useful book in my line of work yet. I have been involved in computer graphics and software development for about 10 years, and this stands out as the ideal reference book.

    Dont bother with this book if you just want source code. This book is all about explanation of the fundamentals of computer graphics. It is excellent in helping with design descisions and implementation strategies. Dont overlook this book if you are in anyway involved with the creation of a computer graphics application. The theory and algorithms described are old, but these are still used today - interestingly other reviewers seem to think this is bad, its not. It saves you spending months researching a method only to find it was already mentioned in this book, and the benefits and disadvantages are often written well with solid references.

    In my opinion, in Computer Graphics, this is the Bible. The theories and algorithms assist in solving any problem you will find in the computer graphics world. It wont give you the code, but it will give you a solution.

    4-0 out of 5 stars Good book for 3D graphics
    It is a book for the ones who like math, not for general programmers. ... Read more

    Isbn: 0201848406
    Subjects:  1. Computer Bks - Desktop Publishing    2. Computer Books: General    3. Computer Graphics    4. Computer Graphics - General    5. Computers / Computer Graphics / General   


    OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL, Version 1.2 (3rd Edition)
    by Mason Woo, Jackie Neider, Tom Davis, Dave Shreiner, OpenGL Architecture Review Board
    Average Customer Review: 4.5 out of 5 stars
    Paperback (06 August, 1999)
    list price: $59.99
    US | Canada | United Kingdom | Germany | France

    Editorial Review

    The OpenGL Programming Guide, now in its third edition, is the definitive volume for programmers using this evolving graphics interface standard. Written by members of the OpenGL Architecture Review Board, this book offers understandable tutorials and lessons on getting up to speed and getting the most out of the latest version of OpenGL, version 1.2.

    The guide uses code examples in C and is targeted at programmers who have experience in coding yet are new to coding for OpenGL applications. The opening chapters go into descriptive detail of how OpenGL, the software interface for hardware 3-D chipsets, works and what you can expect from it, which turns out to be much more than you might have thought. Color plates are used, for example, to show how OpenGL handles such effects as motion blur and depth-of-field blur, in addition to shadows and texture mapping.

    This is not a beginner's guide to programming computer graphics. Some previous knowledge of both programming in general and computer graphics in particular is required. For example, code snippets are used to describe how to implement these effects, but because OpenGL is platform-independent, some code examples may need to be modified when used with your specific compiler.

    Filled with the expertise of those who standardized OpenGL, there is no better reference volume for learning and understanding this system. The examples cited are clear, commented, and explained. The only drawback to the book is that it lacks a companion CD-ROM--all examples must be either typed in or downloaded from an Internet FTP site. (The URL is listed in the preface.) --Mike Caputo ... Read more

    Reviews (36)

    3-0 out of 5 stars Bound man pages
    There are about 20 brief introductory pages at the beginning of the book that are the unique content. After that the book is basically bound manual pages for the APIs. If you don't like reading this material on a screen then you might consider buying the book.

    I'm giving this book three stars because even though it's handy to have a reference manual such as this, I think they could have spent the time to do some cross referencing and some better graphical structuring to add value to the material. O'Reilly, for example, has some books (particularly the Nutshell books) which are little more than API references, but people pay for the cross-referencing and the information design. More care could have been taken on this book.

    4-0 out of 5 stars An OpenGL Companion
    The fourth edition of "OpenGL Reference Manual" edited by Dave Shreiner provides an official command reference for the OpenGL graphics library version 1.4.Published by Addison Wesley (ISBN 0-321-17383-X) the text is approximately 760 pages and has a suggested retail price of $59.99.

    First introduced in 1992, OpenGL is an industry standard graphical application programming interface (API) that supports 2D and 3D rendering across a host of platforms.The Architectural Review Board (ARB) governs the OpenGL API and oversees the adoption of new interface functions.Functions (or commands) within the API are usually simple and discrete.A developer calls a series of these small functions in sequence to specify rendering operations.To help utilize the library, the "OpenGL Reference Manual" supplies key functional documentation in a uniform manner.

    The first two chapters provide an introduction to OpenGL, and an overview of the OpenGL architecture.The provided information is largely for reference rather than instruction.Generally, it is assumed the reader has a working knowledge of the pipeline already.

    The third and fourth chapters list different groupings of the functional commands to provide the reader with several methods to index and reference functions. The third chapter details all each official OpenGL command categorized by functionality.The fourth chapter lists the various OpenGL constants that are compatible with each command.

    Beginning with the fifth chapter, 160 official OpenGL commands are described.Listed alphabetically, every command has the following sections: Name, Function Prototype, Parameters, Description, Notes, Errors, See Also, and (sometimes when appropriate) Associated Gets.The coverage of each command spans an average of 3 pages.

    The last two chapters describe fifty-two of the OpenGL Utility Library (GLU) and thirty-five OpenGL X-Windows extension commands.The reference format is identical but slightly shorter (averaging about 2 pages per command).

    Overall, the organization and consistency is excellent.Often, material is duplicated per command to save the reader cross-referencing other sections of the book.Throughout the text, the wording is clear and unambiguous (if a bit dry) - exactly what you'd expect from a reference book of this nature.

    The book does have a few shortcomings, however.There is only a small trace of sample source code.While the commands are presented alphabetically by class, the book contained no overall index.OpenGL Extensions (pixel and vertex shader commands, etc.) are not provided since they're not officially part of the Standard.Finally, having an electronic version of the text would have been a nice touch - especially one that integrated with the common development environments to provide context sensitive help or electronic searching.

    The latest edition of the "OpenGL Reference Manual" is a great companion for OpenGL developers. To get the most from this book, readers unfamiliar or interested in learning the API should first read the "OpenGL Programming Guide, 4th Edition" (ISBN 0-3-211-73491) also published by Addison Wesley.

    4-0 out of 5 stars The best OpenGL book on the market ...unfortunately.
    If you have a degree in Computer Science or Mathematics, this is the OpenGL book for you; otherwise, you'll want to start with something substantially simpler.

    Even for those with the requisite pre-education, some parts of the book gloss over details a little too much, leaving you to experiment with the demonstration software to work out what things do. For example, the description of texture blending modes is very skimpy--if you want to know the difference between alpha, luminance and intensity textures, you'll need to look elsewhere.

    Another problem is that the arrangement of information is sometimes perverse; while it may make sense from a reference point of view, learners will need to skip around in the book to learn things in a logical order. For instance, you're told how to define texture coordinate arrays, and texture mipmap generation is explained in detail, long before the book has gotten around to explaining how to actually paint a texture on a polygon.

    Finally, with OpenGL at version 1.4, the book is in need of an update. I wish I could recommend a better book, but at the time of writing this really does seem to be the best one available. ... Read more

    Isbn: 0201604582
    Subjects:  1. Computer Bks - Languages / Programming    2. Computer Books: General    3. Computer Graphics    4. Computer Graphics - General    5. Computers    6. OpenGL    7. Programming Languages - General   

    Tricks of the Windows Game Programming Gurus
    by Andre Lamothe
    Average Customer Review: 4.0 out of 5 stars
    Paperback (27 September, 1999)
    list price: $49.99
    US | Canada | United Kingdom | Germany | France

    Editorial Review

    New from bestselling video game guru, André LaMothe, Tricks of the Windows Game Programming Gurus provides an incredibly rich tour of today's video game programming techniques for the Microsoft DirectX gaming platform. Filled with entertaining and challenging code examples in C, this book sets a high standard as a tutorial for getting started with game programming and will certainly earn a place on the bookshelf of any working (or aspiring) game developer.

    The incredibly rich detail within this book on virtually all facets of game development on the DirectX platform is what sets it apart from other titles. The author, a truly legendary game programmer, conveys his expert knowledge with a sense of authority and flair in a massive format (nearly 1,000 pages). After a tour of basic Windows C programming, this book centers on Microsoft DirectX for game development. Though most of the printed book centers on DirectDraw (for 2D APIs), these APIs are used to render 3D worlds. (A wide variety of articles on Direct3D are included on the accompanying CD-ROM.) The author also shows how to get the most out of other Microsoft APIs for high-performance gaming, including sound (DirectSound and DirectMusic) and input (with DirectInput).

    Rarely does the ordinary programmer get a glimpse into the high-powered world of video game development. That's what's offered here with plenty of techniques and tips for creating leading-edge game effects (such as simulating the laws of physics in your games, like gravity, or creating smarter characters with artificial intelligence). Whether you are an aspiring game developer or an interested game enthusiast with a programming background who wants a peek under the hood, Tricks of the Windows Game Programming Gurus shows you how it's done in an exciting, technically rich, and authoritatively told tutorial on how to use DirectX for creating realistic video games. --Richard Dragan

    Topics covered: Game basics, history of video games, 3D modelers and graphics tools, Windows C programming primer, graphics, COM, DirectX and DirectDraw fundamentals, DirectDraw surfaces, double buffering, working with bitmaps, color-keying, vector rasterization, 2D transformations and clipping, input and DirectInput, sound effects with DirectSound and DirectMusic, binary search trees (BSTs) for 3D worlds, multithreading, artificial intelligence for games, physics modeling, gravity, bouncing effects and particle systems, and Direct3D and 3D programming (on CD-ROM). ... Read more

    Reviews (165)

    5-0 out of 5 stars Simply the best
    Lamothe is a genius.He explains well, knows what he's talking about, and gets straight to the point without missing important information.Lots of example and code.If you want results, this is the book for you.

    5-0 out of 5 stars Best Book Ever!
    I love this book.I knew a little c++ and a little DirectX. I read this book and it gave me a great understanding of it all.I have already made a couple of pretty good games.If you want to know how to make games then I would definitly recomend this book to you. If it made me able to make games I am sure it will be great for you.

    5-0 out of 5 stars good book
    excellent book, a must for anyone who's interested in game programming! great for beginners! ... Read more

    Isbn: 0672313618
    Subjects:  1. Computer Bks - Languages / Programming    2. Computer Books: Languages    3. Computer games    4. Computers    5. Entertainment & Games - General    6. Programming    7. Programming - Software Development    8. Programming Languages - C++    9. Programming Languages - General   

    Game Programming Gems (Game Programming Gems Series)
    by Mark Deloura
    Average Customer Review: 4.5 out of 5 stars
    Hardcover (August, 2000)
    list price: $69.95 -- our price: $46.17
    (price subject to change: see help)
    US | Canada | United Kingdom | Germany | France

    Editorial Review

    Aimed at the working (or aspiring) Visual C/C++ game programmer, GameProgramming Gems contains over 60 programming tips that have been gatheredfrom more than 40 working game gurus. It you want to build your own games or areinterested simply in how games work, this text provides an intriguing glimpseinto how the pros create state-of-the-art 3-D animation.

    The guiding principle in this book is to publish the best available tips forgame programming; most of these fit into 10 pages or fewer. But don't let theefficient presentation fool you; almost every one of these tips will beinvaluable to any serious game developer.

    Early sections concentrate on techniques for creating more maintainable, fastercode. A guide to using scripts for data-driven game modules and techniquesteaches you better resource management (like using handles). A quick-starttutorial to the Standard Template Library (STL) will help you learn how to usethese fast collection classes in your code right away. Several contributors showoff strategies for better game debugging and profiling--there's even a set ofclasses that can provide onscreen feedback during testing.

    The mathematical underpinnings that are required to do leading-edge 3-D graphicsprocessing--including the use of quaternions, instead of matrices, incertain calculations--also are discussed. (One section looks at simulating watersurfaces.) And artificial intelligence (AI) techniques for games--like FiniteState Machines (FSMs), fuzzy logic, and neural networks--are explained. (Theextremely cool flocking algorithms, which will let you add the behavior of birdsor fish to your next game level, are especially appealing.)

    Over 20 techniques for doing work with polygons (a staple of representing 3-Dvirtual worlds) are laid out, too. You'll learn a variety of important concepts,such as collision detection, working with key frames, better skinning forcharacter animation, and realistic terrain generation (including fractals). Adiscussion of pixel effects, with some cutting-edge ways to add more realisticlighting and shadows to your games, closes the discussion. (One of the moreexciting sections shows you how to simulate glass objects within 3-D scenes.)

    With its leading-edge material on the algorithms that are used by thecompetition, Game Programming Gems will be a virtual must-read for anyonewho works in the game industry. With code samples that are geared to OpenGL andthat should run on both Windows and Linux, this book will help developers honetheir game-programming skills. --Richard Dragan

    Topics covered:
    • Tips and strategies for game developers
    • Data-driven design and scripting languages
    • Object-oriented design primer
    • Using Visual C++ templates for faster math calculations
    • Resource-management techniques (Singleton patterns, resource handles, andtips for fast data loads)
    • The C++ Standard Template Library (STL) for games
    • Bit arrays
    • Network protocols for online games
    • Using assertsand profiling for games
    • Random numbers
    • Interpolation methods
    • Equations for rigid body motion
    • Using polynomial approximations for trigfunctions
    • Implicit Euler integration
    • Wavelets
    • Simulating watersurfaces
    • Quaternion vs. matrix calculations
    • Artificial-intelligence (AI)techniques for gamers
    • Sending messages
    • Finite State Machines (FSMs)

    • Game trees
    • Pathing strategies (including A* and 3-D pathingsolutions)
    • Flocking algorithms
    • Introduction to fuzzy logic and neuralnetworks
    • Techniques for faster graphics with polygons (and 3-D fundamentals)
    • Loading vertices faster into OpenGL
    • The vector camera
    • Camera-controlstrategies
    • 3-D collision detection
    • Multiresolution maps
    • Distancecalculation
    • Object occlusion
    • Working with octrees
    • Interpolating between 3-D keyframes
    • Skinning techniques
    • Terrain-generation algorithms (including fractals)
    • 2-D lens flare
    • 2-D sprite effects with 3-D hardware
    • Techniques for more realisticlighting
    • Shadows and texturing
    • Simulating glass and liquids ingames
    • ... Read more

      Reviews (35)

      4-0 out of 5 stars Very useful.
      I've found this book to be very useful in game programming.The variety of articles an concepts covered is very vast.In fact, that is probably the cause for its only (in my opinion) shortcomming - that many of the articles aren't long or complete enough.An excellent book if you're looking for an introduction to many different concepts.

      2-0 out of 5 stars Do NOT buy this book without actually reading a chapter or
      two -- very carefully -- in a bookstore. I'm afraid you'll be disappointed. You will be tempted to buy it at first because the book is well made -- it's cute to look at, printed on acid-free, thick paper, font selection is very good, pleasing and clear. Don't fall for these mechanical attractions! Evaluate the contents.

      It's truly not a book; it's more of a collection of perfunctory commentary to some source code on the disk (of unknown quality and/or usefulness.) The writing is mostly abhorrent (with the exception of the sections written by LaMothe and another guy whose name escapes me at the moment; Lamothe is good and can write, not only program); a lot of stuff is simply not explicated, the selection of the actually printed code is haphazard and unhelpful vis-a-vis the text. Since the quality and usefulness of the stuff on the disk is anyone's guess as well (and based on the text, it's nothing awesome), I don't think this book deserves the acclaim that it seems to get.

      Several chapters are wasted on annoying bs about hungarian notation, development process (a la Code Complete), absolute banalities about using STL (very superficial, w/o any linkup with games programming -- just buy an STL book if you need to learn it, you won't get anything out of the Gems book itself.) There's a section on templates where the writers seemed more concerned with hugely impressing the reader with the supposedly latest-and-greatest template tricks than offering something useful (look for matrix classes -- they propose the stuff as some kind of generic mechanism (thus, templates), yet what they do will be totally useless for more than 3x3 matrices, and those can be simply coded manually if you need this kind of optimization, which is inlining and unrolling, really -- and keep in mind that it's only small loops that can be gainfully unrolled coz if it doesn't fit in the cache... you know where I'm getting to... moreover, with branch prediction, normal loops may perform better than when unrolled; at any rate, a regular, less-fashionable approach could result in simpler code; but they gotta show off their templatizing skill, wow, I'm impressed, another piece of pompous nonsense suitable for the C++ Report... too bad it's useless practically for 4-and-above dimensional matrices. Generality that doesn't apply generally... an overdesigned particular case, that's what it is.)

      Most other chapters are written in a very typical halting, disjointed, and ungrammatical geeky-speak, and I don't mean terminology or technicalities, I mean an irritating inability of most contributors to organize and articulate their thoughts. Like I've already mentioned, it's printed on thick paper, if printed on normal paper, it'd be half the size. The binding is not good, my copy has already fallen apart, and it's not that I use it all the time.

      The only potentially fruitful side of this book is bibiography; iow, you can use it as an catalogue of diverse methods used in programming, and when you're interested in something, follow the bibliography in order to really learn about the topic. The bibliography is fairly extensive, obviously recent; includes many web-sites with papers, etc. So that's good of course.

      Overall though, the book is mediocre and too expensive for what it is. I would't buy it for more than $. 'course I've already bought it for more, but you don't have to. My opinion is, it's aclear thumbs down.

      4-0 out of 5 stars May find something useful in it
      I am for the most part a 2D DirectDraw programmer with some experience in DirectSound and DirectMusic. I only use these APIs and only with Visual C++ 6.0 Standard in Windows XP. So, I cannot sit here and write a lengthy review about how cool I think all the aspects of this book are when I wouldn't use most of the information covered in the book with my own 2D graphics engines. However, there was still a few VERY good articles in this book that can be used by either 2D or 3D programmers, so I'll talk about those because I know them and have used them.

      The first really good chapter I found is 1.9 "Frame Based Memory Allocation" by Steven Ranck. Teaches you a trick on how to completely eliminate memory fragmentation in your games and speed up memory allocation during run-time, by never using memory allocation in run time. Instead, allocating memory at load time and using that allocation throughout various parts of the program until the program exits. Pretty cool and fast.
      But I cannot skip the fact that all the articles in the first section can be used in any type of game (2D/3D) but I haven't gotten as much use out of them yet. There are 14 chapters in the first section total.
      Once you get into the section on mathematics, you had better be a math wiz or at least proficiant.... Chapters like "Polynormal Approximations to Trigonomic Functions" means nothing to a 2D programmer like myself. Same goes for the chapter, "Matrix-Quaternion Conversions".
      Section 3 goes into AI programming. The only chapters I have really read thoroughly is 3.1, "A finite-state machine class" by Eric Dysband, and 3.3, "Basics of A* For Pathfinding" by Bryan Stout. I found this chapter very useful and the book CD-ROM comes with pathfinding examples written by Bryan that demonstrate what he is talking about. Really useful to me!
      Section 4 is completely useless to me because it's all about 3D programming. In fact the section is titled "Polygonal Techniques" and contains 19 chapters.
      Section 5 is titled Pixel Effects and I really haven't gotten much out of this section unfortunately.

      So as you can see, no matter what kind of programmer you are, you can probably get at least one really good tip out of this book. I didn't list all the useful chapters in the book, just the ones that were useful to me. When you read through it, you are likely to find different ones that are just as useful to you. ... Read more

      Isbn: 1584500492
      Subjects:  1. Computer Bks - Languages / Programming    2. Computer Books And Software    3. Computer Graphics - Game Programming    4. Computer Graphics - General    5. Computers    6. Entertainment & Games - General    7. Microcomputer Graphics    8. Programming - Software Development    9. Computer Graphics, Animation   


      The C++ Programming Language (Special 3rd Edition)
      by Bjarne Stroustrup
      Average Customer Review: 4.0 out of 5 stars
      Hardcover (15 February, 2000)
      list price: $69.99 -- our price: $55.34
      (price subject to change: see help)
      US | Canada | United Kingdom | Germany | France

      Editorial Review

      In this brand-new third edition of The C++ Programming Language, author Bjarne Stroustrup, the creator of C++, presents the full specification for the C++ language and standard library, a spec that will soon become the joint ISO/ANSI C++ standard.

      Past readers will find that the new edition has changed a great deal and grown considerably to encompass new language features, particularly run-time type identification, namespaces, and the standard library. At the same time, readers will recognize the lucid style and sensible advice that made previous editions so readable and enjoyable. Probably the biggest change is a substantial new section, well over 200 pages in length, covering the contents and design of the C++ standard library, the most important new feature of the C++ specification. The author has also added a substantial number of new exercises while keeping many from previous editions that have retained their value.

      While The C++ Programming Language is not a C++ tutorial, strictly speaking, anyone learning the language, especially those coming from C, will greatly benefit from the clear presentation of all its elements. It is impossible to overstate the importance of this book for anyone who is serious about using C++. ... Read more

      Reviews (249)

      5-0 out of 5 stars Essential Reading for Real C++ Developers
      This is not an introductory programming book.This is a book about what C++ has to offer and how to best take advantage of it.It will be most useful to people that already know another language (C would make your life the easiest) and want to learn C++.

      The first three chapters do a great job introducing the major facilities of C++ and how to think in C++ terms.The coverage of different programming paradigms will be useful to all developers.Also, the material on inheritance and multiple inheritance in particular, is clear and insightful.

      This book is an excellent tutorial and reference.Though it is dense reading and the code examples are typically short but not inadequate.You may also have some trouble jumping around to a particular section as the examples often build from previous sections.But it is easy to backtrack to get the big picture.

      Anyone writing nontrivial C++ applications should read this book.

      5-0 out of 5 stars For expirience programmers - The best
      This book is the favorite on c++.
      It truly covers the language.
      However, buy it just if you are not new to C++ since it is for advanced programmers.
      D. Orbach
      booksprice - one book one click best price

      3-0 out of 5 stars A must-have, yet imperfect text
      Anyone aspiring to be a solid C++ programmer will want this book.The text appears to be thorough, and the chapters are organized such that one can find the sections she is interested in.

      In reading this book, I get the impression that Stroustrup is attempting to "clone himself" in its reasoning and explanations.This is beneficial from one standpoint -- the man is clearly brilliant, and he knows his topic as very few experts do.That said, this book is not even slightly concise and might not function well as a quick introduction or a quick reference.

      By "concise", look at Appendix B:Standard Library of THE C PROGRAMMING LANGUAGE, SECOND EDITION by Brian Kernighan and Dennis Ritchie.In 18 pages, these gentlemen say almost everything that needs to be said about C's standard library.There are no examples, and there is very little discussion.

      The C++ standard library does immensely more than the C standard library, and the concepts are far more complex.I can't expect Stroustrup to address everything in 18 pages, yet I believe he can be a lot more "to the point" than he is in his book (or at least a portion thereof).

      I also find numerous places where I question Stroustrup's advice and generalizations, but I find no fault in the fact his views and mine differ sharply in places.Anyone who understands what Stroustrup is saying will be able to agree or disagree for herself.

      An immense plus for this text is its completeness.I once faced a C++ examination after having studied a Microsoft Press textbook which said it covered C++, but in fact left enormous sections on the language untouched (e.g., templates were not mentioned).My score reflected the gaps in that textbook.By contrast, an examination in C taken the same day placed my score in the top 1% of the United States -- and the only book I read was the aforementioned Kernighan & Ritchie.

      If you already know some C++, and you want to REALLY know C++, and you want to do this in a single book (you'll have to read it more than once), I think that Stroustrup's is the one for you to read. ... Read more

      Isbn: 0201700735
      Subjects:  1. C (Programming Language)    2. C++ (Computer program language    3. C++ (Computer program language)    4. Computer Bks - Languages / Programming    5. Computer Books: General    6. Computers    7. Programming Languages - C++    8. Computers / Programming Languages / C++   


      Real-Time Rendering
      by Tomas Moller, Eric Haines
      Average Customer Review: 4.5 out of 5 stars
      Hardcover (15 June, 1999)
      list price: $49.95 -- our price: $49.95
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      Editorial Review

      One would think that the title of Tomas Moller's and Eric Haines's book, Real-Time Rendering, would be a contradiction in terms. How can such a computationally intensive process as rendering computer graphics ever hope to be done on the fly, in the blink of an eye, without delay--in short, in real time?

      The term rendering, as it applies to computer graphics, refers to the mathematically intensive process of creating a picture or sequence of frames based on geometry. The duration of this process is dependent on the complexity of the scene (a forest with many trees and thousands of leaves will take much longer to render than a scene consisting of a white box over a gray background) and the speed of the hardware doing the calculations.

      When Pixar's Toy Story was first released, the computer animation community was all abuzz with how it was done, and someone at Pixar mentioned that over 100 SGI workstations were used for rendering the frames over the course of almost two years. Someone else extrapolated this data and figured out that the same movie could have been rendered on one contemporary PC over the course of about 80 years.

      The authors deftly answer the question, not only asserting that it can be done, but since this book is a programmer's guide, they list snippets of programming algorithms that help outline how it can be done.

      Because the software and hardware is constantly and rapidly evolving due to the insatiable need for more realistic and complex graphics, the book avoids getting too specific. To quote the authors, "The field is rapidly evolving, and so it is a moving target." This lack of specificity doesn't detract from the usefulness of the book, though. Instead, it works at a higher, more abstract level, describing approaches to rendering techniques using generic algorithms. It is up to the programmer to apply these methods to the specific program or system on which it is to be implemented.

      Real-Time Rendering describes some very complex methods, and this book is not for the average computer graphics creator. However, if you are working in an industry that depends on real-time rendered animation--like the gaming, medical, or military fields--or you are building the next-generation real-time render engine, this book will offer insight and concepts you can use to build some impressive software. --Mike Caputo ... Read more

      Reviews (29)

      5-0 out of 5 stars Absolute essential reading for graphics programmers
      This is a useful book for anyone writing graphics code regardless of their implementation language and API.It contains a wealth of information on dozens of topics in computer graphics and plenty of sources to find more information.It also reads easy and is organized so it's a breeze to find what you're looking for.

      The chapter on acceleration algorithms is worth the price of this book alone.They do a great job motivating the need for culling and presenting several algorithms.I found their quad tree material particularly useful while working on one of my own.

      The chapter on intersection test methods provides a handy reference.I find myself referring to it quite often.I also really liked the chapter on graphics hardware as it's hard to find a good source for this type of information at a high level.

      This is probably the best computer graphics book out there right now and anyone working in the field or aspiring too should have a copy of it.

      5-0 out of 5 stars excellent 2nd edition of a classic
      I recently came across a copy of this book that my friend bought.I own a copy of the 1st edition, which was in itself a classic and definately recommended reading.

      I was so surprised to find this 2nd addition such a worthy purchase to someone already familiar with the first.The topic updates are fabulous and very essential.

      This book covers everything, introducing real-time rendering very well in an easy to read manner.I very much enjoy the numerous algorithms described in simple terms or even psuedo code.

      This book is great for budding game graphics programmers.A must buy!

      5-0 out of 5 stars Excellent Book
      This is a great book.It features in depth coverage of all areas of graphics programming of interest to game programmers, ... Read more

      Isbn: 1568811012
      Subjects:  1. Art    2. Computer Animation    3. Computer Bks - Desktop Publishing    4. Computer Graphics - General    5. Computer graphics    6. Real-Time Data Processing    7. Computer Games    8. Computer Science   


      Graphics Gems I
      by Andrew S. Glassner
      Average Customer Review: 4.0 out of 5 stars
      Hardcover (01 June, 1990)
      list price: $77.95 -- our price: $77.95
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      Reviews (5)

      4-0 out of 5 stars A classic, but now a bit dated
      I own all of the "Graphics Gems" Series.This one is probably the best.It really truly is a classic.I'll get to the reason for only 4 out of 5 stars in a moment.

      As the description says, it's a collection of articles that cover solutions related to geometric problems and graphics techniques.It is wonderful for browsing and becoming exposed to little tricks and tips, or just seing the types of problems that people have solved that you never even knew existed.The way I learned to appreciate this book was browsing through it in a bookstore.I didn't have the money at the time to buy it (in college).Later, at work, I needed to solve a geometric problem, and I remembered that this book has an article on the problem I was solving.I went out and bought it, and have since refered to it on many occasions, including writing my own geometry-related book, "3D Math Primer for Graphics and Games Development."

      My four-star rating is based on a buyer in today's market.As I mentioned, I own the entire series and have worn the pages to bits.At the time it was first published, I would have given it 5 stars without a doubt.However, some of the material is related to problems that are not important problems for many programmers anymore, such as software rasterization.At the time, some of the material was very new and this book was one of the few places to find it.However, since then, most of it has been well covered in more up-to-date graphics or "geometry toolbox" books that offer better diagrams and clearer explanations.Also, the sample code is old-school style C code and a bit messy in my opinion.It's probably not a good book for learning, either.

      In summary, this book, like any "Gem" book, is great for browsing and becoming exposed to concepts.However, for today's buyer, I think there are better alternatives that should be purchased before this book.Real-Time Rendering is a good survey of graphics techniques.Eberly has written some good books for geometry toolbox.For learning, I'd recommend my book of course!But this still is a great classic and many experienced programmers have it on their shelf.

      5-0 out of 5 stars A classic (though I'm biased)
      I'm the archivist for the free Graphics Gems code base on the web. I do it for free, because this code is so valuable. Others think so, too: there is an average of 100 hits a day on the site. Go look at the online list ofwhat's in this volume to see if it's for you.

      This first volume of Gemsstarted it all, and has a lot of great basic articles, like geometry andtrig identity cheat sheets. There is much to like here, much of whichcannot be found elsewhere, or at least not easily. If a book saves you anhour in your job, it's just paid for itself. If you do computer graphics,this book is likely to save you hours, if not days.

      5-0 out of 5 stars the bible of 3-d programmers
      this has got to be on every desk, near every programmers computer. This is the BIBLE of graphics and 3-d related programming. If you are a programmer and your application is visualizing you need this book. a must. ... Read more

      Isbn: 0122861663
      Sales Rank: 179518
      Subjects:  1. Computer Bks - Languages / Programming    2. Computer Books: General    3. Computer Graphics - Design    4. Computers    5. General    6. Programming - Software Development    7. Computers / Computer Graphics / Design   


      C++ Strategies and Tactics (Addison-Wesley Professional Computing Series)
      by Robert B. Murray
      Average Customer Review: 5.0 out of 5 stars
      Paperback (28 February, 1993)
      list price: $42.95 -- our price: $38.09
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      Reviews (6)

      5-0 out of 5 stars I like this better than Effective C++ (second edition)
      This was the original book of C++ "idioms and traps", full of practical details such as where to use virtual destructors and the correct way to write the copy constructor and assignment operators.Then Scott Meyer's book came along with such sparkle and wit that I put this book aside, even though they pretty much covered the same ground.The second edition of Meyers' book covers the new ANSI standard - and while this was needed, it has a fair amount of "code lawyering" and is no longer a breeze to read.I'm glad I held onto the Murray book to cover the basic concepts, even though it's slightly out of date.

      5-0 out of 5 stars All C++ programer intermediate and up should have this book
      Once you have good knowledge of the basics and know basic OOP, you should start reading this book. This book has lots of good information reguarding design and loop holes all new programer can commit. But its best feature is that its so easy to understand.

      5-0 out of 5 stars Brain embedding knowledge
      For the reviewer below that stated that this book is dated because it does not cover templates could not be farther from reality, as apparently he has not read the book nor has he looked at the table of contents. If my eyesare still functional, this book has two chapters consectutive dedicated toto templates, chapter 7 [Templates] and 8[Advanced Templates]. This book iseasy to read and for the novice wanting to get up to speed on the syxtax ofthe language and more importantly when and how to use each contruct of thelanguage, this book has no equal except two other books. The books areKayshav Dattatri's C++ Effective Object Oriented Software Construction andJames O. Copliens Advanced C++: Styles and Idioms from Prentice Hall andAddison Wesley respectively. This book is not even 300 pages which allowsyou to read it again and bolster what you vacumed on the first pass andready for instinctive mastery for the second and third passes if you arereally ambitious. The discussion on smart pointers is informative and willassist you in your way to patternizing COM code. This book is for allexperience types and serves as a perfect desktop reference guide for C++masters alike. With this book and the two mentioned above, plus the C++ IOStreams Handbook by Beale, there are no other books you should refer to,probably including Stroustrup's. ... Read more

      Isbn: 0201563827
      Sales Rank: 463552
      Subjects:  1. C (Programming Language)    2. C++ (Computer program language    3. C++ (Computer program language)    4. Computer Bks - Languages / Programming    5. Computer Books: Languages    6. Programming Languages - C++    7. Computers / Programming Languages / C++   


      Effective C++: 50 Specific Ways to Improve Your Programs and Design (2nd Edition)
      by Scott Meyers
      Average Customer Review: 5.0 out of 5 stars
      Paperback (02 September, 1997)
      list price: $39.95 -- our price: $34.98
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      Editorial Review

      This exceptionally useful text offers Scott Myers's expertise in C++ class design and programming tips. The second edition incorporates recent advances to C++ included in the ISO standard, including namespaces and built-in template classes, and is required reading for any working C++ developer.

      The book opens with some hints for porting code from C to C++ and then moves on to the proper use of the new and delete operators in C++ for more robust memory management. The text then proceeds to class design, including the proper use of constructors, destructors, and overloaded operator functions for assignment within classes. (These guidelines ensure that you will create custom C++ classes that are fully functional data types, which can be copied and assigned just like built-in C++ classes.)

      The author also provides a handful of suggestions for general class design, including strategies for using different types of inheritance and encapsulation. Never doctrinaire and always intelligent, these guidelines can make your C++ classes more robust and easier to maintain. --Richard Dragan ... Read more

      Reviews (99)

      5-0 out of 5 stars Thank you Mr. Meyers!
      Recently, I decided to make my programming language of choice to be C++ (although I use VB, C#, C++ and occasionally java).
      I bought Effective C++ Third Edition & Effective STL (both by Mr. Meyers). The author knows all that he is talking about and he is generous enough to clarify things like a personal tutor. In short, I always wish that I had a chance to read these books some yesrs ago. I think I have aquired something which helps me build good programs and build my professional confidence in what I do.

      5-0 out of 5 stars Third Edition: Improving an already great book
      How do you improve a book that has been known as a "bible" in the C++ community for years?As Scott mentions at the beginning of the text, he almost threw everything out, and started from scratch.When I first say the book, I thought that there are five new items that were added to the book, but I couldn't be more wrong.As you might have guessed, C++ has gone thru a number of significant changes over the past decade, and the third edition of this book is updated to take advantage of the new editions to the C++ standard.In reality, almost every item in this book has gone thru a re-write.Many have been consolidated and new chapters, topics and many new items have been added.A few items that did not make sense anymore like items 2, 3 and 4 in the second edition are removed from this third edition.

      Scott breaks down the c++ language into 4 subparts:
      *The old C subsystem.Before all these advanced programming languages such as Java and .NET came, C was the language of choice. C++ is "translated" to C first, and then complied and linked to an executable.
      *OO C++, which is C with Classes.This is where the concept of Object Orientation in C++ started.Even though this concept was very much new a decade ago, it is very much part of a programmer's vocabulary.
      *Template C++, which is the newest edition to the C++ standard and it brings with it the concept of Template Metaprogramming.This concept is very much new, and this book has dedicated a whole chapter around templates, and template metaprogramming.
      *STL, which is the C++ Standard Template Library.Again, STL was a new concept a few years back, but it is very much an established notion in C++.

      Scott has taken a new approach to this book and has covered all four of these subparts.He has a book dedicated to STL, but he is using STL notions and "language" throughout this book.The chances are that the reader is already familiar with other languages such as Java and .Net, so the text covers area where these two languages differ with C++, especially in the area of inheritance and polymorphism.But not everything has changed.Topics such as,"Explicitly disallow the use of Compiler Generated functions you do not want," will never get old or outdated.

      New chapters cover topics such as C++ Template and Generic Programming, Resource Allocation and topics that cover the latest C++ standard and additions, including the TR1 (Technical Report 1)."new and delete" have been separated into their own chapter, and the author goes into great depth demonstrating to the reader the various ways that these two operators can be modified, and why.

      Exceptions and programming in light of exceptions is also a very new concept in C++.The previous versions on this text did not touch on exceptions all that much, but the author has spread the use of exceptions throughout the text, with a number of items dedicated explicitly to exceptions and exceptions handling.

      The updated items, new topics and chapters and a new look and feel of the text with color coded examples make this book a joy to for C++ programmer to read.

      4-0 out of 5 stars easy to implement
      [A review of the 3rd EDITION 2005].

      This seems to be for a C++ programmer who has moved beyond mastery of the basic syntax. Ok, you can implement a set of interrelated classes and get everything compiled and run. But, and you're aware of this, there may be refinements in coding that elude you. So Meyers offers a cookbook of 55 improvements. I'd agree with the cover's claim that these recipes are indeed specific enough to be useful. Take the suggestion about deferring variable definitions as long as possible. This minimises the chance of creating unused variables, which has an attendant cost in computing and memory, if the compiler is not smart enough to omit them. Plus, there is a cost in harder coding and debugging, if the definition of a variable is many screens before its first usage. Such a contrast with earlier languages like C or Fortran, where you have to define all the variables upon entry to a subroutine. This example also shows an unheralded merit of the book. A bunch of recipes are also germane in other OO languages like Java.

      The only gripe I have is with the suggestion of declaring data variables private. I certainly agree with it. But this is one of the first things you learn in any introductory text on an OO language. It really seems unnecessary here, unless the author is just padding out the book. ... Read more

      Isbn: 0201924889
      Subjects:  1. C (Programming Language)    2. C++ (Computer program language    3. C++ (Computer program language)    4. Computer Bks - Languages / Programming    5. Computer Books: General    6. Computers    7. Programming Languages - C    8. Programming Languages - C++    9. Computers / Programming Languages / C++   


      Programming Windows, Fifth Edition
      by Charles Petzold
      Average Customer Review: 4.0 out of 5 stars
      Hardcover (11 November, 1998)
      list price: $59.99 -- our price: $37.79
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      Reviews (70)

      5-0 out of 5 stars Thorough and Easy to Use
      He gives you all of his examples with the CD, and lists everything step by step.If you currently know C and want to learn windows programming, this book is a MUST for you.He teaches you everything that you need to know to program in Windows.Examples were extremely helpful.Warning, if you want a book to just "gloss" over and teach you, then this isn't it, and you probably won't find one for Windows programming.If you want to really learn step by step, then you will love this book.

      1-0 out of 5 stars outdated
      This book will be outdated soon, wait for the 6th edition. There are also much more concise books on the market that teach windows programming.

      1-0 out of 5 stars A bit out-dated, Wait for a newer edition
      I think this is a excellent book if you want to learn Windows 98 programming. I think the book is not worth $40 because the book is 6 years old, and the material you learn will be outdated soon. Since Microsoft is going to release Windows Longhorn which will include Avalon, the book will slowly become obsolete. I suggest waiting for the sixth edition that will most likely be released when Windows Longhorn is released. ... Read more

      Isbn: 157231995X
      Sales Rank: 12966
      Subjects:  1. Computer Bks - Languages / Programming    2. Computer Books: Languages    3. Computers    4. Microcomputer Operating Environments    5. Microsoft Windows (Computer fi    6. Microsoft Windows (Computer file)    7. Operating Systems - Windows    8. Operating systems (Computers)    9. Programming - Software Development    10. Programming Languages - General    11. Computers / General   


      Michael Abrash's Graphics Programming Black Book (Special Edition)
      by Michael Abrash
      Average Customer Review: 4.5 out of 5 stars
      Paperback (01 July, 1997)
      list price: $59.99
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      Editorial Review

      Michael Abrash's Graphics Programming Black Book is a collection of the author's previous books on assembly language and graphics programming, as well as past columns for Dr. Dobb's magazine. Though much of the book (such as 8088/286/386 assembly language optimization and VGA graphics programming) is out-of-date by now, the reader can see some of the larger tendencies in the author's work over the years--a reliance on profiling in order to test code, and creative thinking to improve performance wherever possible. This text features assembler optimization for a variety of problems including searching algorithms, and records the author's approaches to optimizing code for the evolving line of Intel CPUs, from the 8088 on to the early Pentium lines. The last few chapters of this book are more relevant, and include a series of explorations of some of the technology behind the popular Doom and Quake 3-D games by id Corporation (where the author worked). Optimized solutions to 3-D graphics problems from texture mapping, hidden surface removal, and Binary Space Partitioning (BSP) trees are explained. Current gaming and 3-D technology, such as Direct3D and VRML is left out, but it's clear that game programmers like the author will continue to push the limits of current hardware technology in inventive ways. This book is clearly targeted at game developers and serious assembly language programmers, not for the general reader. ... Read more

      Reviews (32)

      5-0 out of 5 stars This is my Bible.
      I really want to find that book, I am only wondering how much will it cost. It is a precious bible for me. I have only the PDF version of it now, enough to study, but I must have teh brick! :)

      My curiosity was caught by the chapters about pure asm optimizing at old (anymore) PC architectures, from the 8088 to the 286/386, 486 and the Pentium. I was really searching for something like that around, it was my child dream optimizing asm code and counting every cycle, but it seems that it's complex on the PC and I could hardly find some docs about it. It's really what I need because Michael Abrash seems to be a performance freak and knows what I ask for :)

      And then, you get a lot of chapters in advance, about interesting VGA/Mode-X tricks that I never managed to try (regurarly used by older DOS democoders), plus some chapters about the 3d techniques and optimizations behind Quake, plus a lot of additional stuff.

      It's everything I need, getting deep inside the philosophy of optimizing, X86 architectures from 8088 to the Pentium, explaining a lot of hardware VGA tricks, 3D algorithms and optimizations.

      Perhaps this book is not as usefull for some programmers, since most people have moved already in C++ and DirectX/OpenGL, but definitelly it's a must if you think optimizing of older PCs in assembly as a sport. It was a child dream of mine, perhaps PCs got so old before I started coding, but I think I will still manage to read some more chapters and try something on my old boxes.

      I also like Michael's humoristic stories and way of writting a lot!

      5-0 out of 5 stars accessible book -- out of print but not rare
      I was a little worried I would need to be a guru to make any sense of this book. Not true. It's pretty accessible and has engaged me right from the beginning.

      The book is out of print, but it is by no means rare. Keep an eye on online auctions and on this site. I bought mine here at amazon in "like new" condition, with the CD-ROM, for much less than the original price of the book. Be patient and keep checking. They're out there.

      5-0 out of 5 stars Required Reading
      I don't do any graphics programming and much of the advice in this book isobsolete. Still, writing high-performance assembler and C code is essentialto my job, and I can't begin to imagine how to become an expert onperformance programming without reading the first portion of this book.

      Abrash teaches you how to think like a performance programmer in a waythat no one else does. Even the best (and much more current) books onperformance programming like Rick Booth's excellent "Inner Loops"can't approach Abrash' skill at imparting the mindset of how one approachescode optimization. No wonder Abrash' earlier books (which are bundled intothis one) have names beginning "The Zen of..." Michael Abrashpreaches a discipline of constant awareness of the bus, the cache, and thepipeline in a clear and useful fashion. And of course, Test, test, test!Even if you are not a graphics programmer, you will have much to learnabout writing tight code and good algorithms from the graphicsexamples.

      Even though the book contains over 1000 pages, the real jewelmay be the CD-ROM, which contains the complete text of the longout-of-print classic "Zen of Assembler". It is hard to expresshow influential a book on 8088(!) programming can be. That book begins bydeconstructing a published article on speeding up a program by repeatedlyapplying optimizations that reduce the cycle count, eventually the cyclecount was halved. Despite this, the "optimized" program ranslower than the original, and Abrash clearly explains why.

      The chapteron Terje Matheson's wc program tought me more about assembler than anyprogram I have ever looked at. (You can test your skill by rewriting wc torun well on the Pentium II and above. The Pentium code in the book runsinto a devastating partial register stall on the newer processors. Thencompare your solution to Matheson's latest, which can be found on theinternet).

      The bottom line is that if you are looking for a cookbook,stay away from this. The shelf-life of performance code samples is tooshort. On the other hand, if you are interested in really becoming a masterof performance programming and are willing to work hard, this book willimprove your skills more than you believed possible. ... Read more

      Isbn: 1576101746
      Subjects:  1. Computer Bks - Desktop Publishing    2. Computer Books: General    3. Computer Graphics - General    4. Computer graphics    5. Desktop Publishing    6. Desktop Publishing - General    7. Microcomputers    8. Programming   

      Design Patterns
      by Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides
      Average Customer Review: 4.5 out of 5 stars
      Hardcover (15 January, 1995)
      list price: $54.99 -- our price: $47.04
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      Editorial Review

      Design Patterns is a modern classic in the literature of object-oriented development, offering timeless and elegant solutions to common problems in software design. It describes patterns for managing object creation, composing objects into larger structures, and coordinating control flow between objects. The book provides numerous examples where using composition rather than inheritance can improve the reusability and flexibility of code. Note, though, that it's not a tutorial but a catalog that you can use to find an object-oriented design pattern that's appropriate for the needs of your particular application--a selection for virtuoso programmers who appreciate (or require) consistent, well-engineered object-oriented designs. ... Read more

      Reviews (187)

      3-0 out of 5 stars Design Patterns CD - Needs updating
      The CD version is not 100% compatible with current browsers.Internet Explorer v6 reports errors on every page and it's new security features disable some CD functionality.

      The Java search engine does not function in both IE and Firefox.

      The content is, of course, exceptional; but the reasons for buying the CD are lost in the new browsers.Stick with the book.

      4-0 out of 5 stars An Excellent Intro and Reference for Design Patterns
      You certainly can't get the information in this book from a more creditable source.The gang of four has produced an excellent book.The first two chapters get the reader in the patterns mindset and the document editor example introduces several patterns at a high level.

      Though I wouldn't try to read the rest of the book cover to cover as it reads much like a textbook.It would be best to scan the handy patterns list on the inside cover and jump around to patterns that interest you or you've heard of.

      These patterns certainly aren't the silver bullet to your design problems but becoming familiar with them will help you communicate more efficiently with your peers and avoid reinventing the design wheel.I often implement something and realize it is a pattern and then take a look at this book to see how to improve it.

      4-0 out of 5 stars Caveat emptor
      This is, of course, one of the cornerstones of OOP. This book definitely influenced programmers at all levels and richly deserves the acclaim that it enjoys.
      However, this book is not for everyone, especially beginners. To be able to get the best out of this book, you need some solid experience in object oriented programming. This book is ideal for people who have been developers and are moving up to designers/architects. The foundation of real world experience makes a very good base for absorbing the experience captured in this book.
      This book is not theoretical by any means. In fact, it captures the experience gained by many people in the course of their careers and offers practical solutions to typical problems encountered in software engineering, specifically object orientedprogramming.
      The material in the book is authoritative and terse and would be daunting to a newbie. Most of the explantions and examples are offered without much ado, and expect a certain level of not just knowledge from the reader but also awareness about practical applications and typical scenarios encountered in practice.
      I would say that this book is suitable for full time object oriented programmers (whatever the language) with at least a couple of years of experience looking to further strengthen their knowledge of OOP systems and looking to gain an insight into the practical aspects of how to solve typical situations in real world projects. ... Read more

      Isbn: 0201633612
      Subjects:  1. Computer Bks - Languages / Programming    2. Computer Books And Software    3. Computer software    4. Computers    5. Object-Oriented Programming    6. Object-oriented programming (C    7. Object-oriented programming (Computer science)    8. Programming - Object Oriented Programming    9. Reusability    10. Software patterns    11. Computers / Computer Vision   


      Asimov's Chronology of the World
      by Isaac Asimov
      Average Customer Review: 5.0 out of 5 stars
      Hardcover (06 November, 1991)
      list price: $45.00 -- our price: $29.70
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      Reviews (13)

      5-0 out of 5 stars Essential
      Asimov's Chronology of the World is a superb reference work. Although not really (and not meant to be) a coherent narrative, it is highly readable and absolutely essential to any historical research. It is useful as a reference tool in almost any historical context; if you're not sure when something happened, or exactly what happened, consult the Chronology. If it was a major happening, it's almost certain to be there, and realtively easy to find.

      Asimov does sacrifice depth for breadth in this work; many more minor events are not covered. Also, if you plan to read this work cover to cover (I did, and it was very well worth the effort--doing so gives a broad perspective on history very difficult to find elsewhere), you need a good historical atlas on hand to understand how events unfold.

      The only complaint I have with this work is that Asimov did not live long enough to write the sequel, chronologizing the events from 1945-2000. If anyone has found a good book to fill this gap, please let me know!

      In sum, Asimov's Chronology is the essential one-volume reference to world history. No home library should be without it.

      5-0 out of 5 stars Great book by a great writer and communicator.
      This may be one of Asimov's greatest achievements.

      Long known as a science fiction and fact great, Asimov was an even greater historian.

      The author of some 470 books wrote my three favorite history books - and each one taught me more in each chapter than did each year of history in public school!

      You're going to find more in this book that will force you to read it in the bath tub, the bed, and, well, you get the point!

      Buy this book and learn about the world you live in - Bill Anderson

      5-0 out of 5 stars asimov's chronology of war
      typical asimov; superior writing and very informative.however; it's more a history of war and conquest through-out history than a chronology of the world (i guess the history of civilization is a history of warfare, unfortunately).
      gives insight to how various nations,cultures,ethnicities of today got started in their dislike of each other!
      A GOOD READ!! ... Read more

      Isbn: 0062700367
      Sales Rank: 57390
      Subjects:  1. Asimov, Isaac - Prose & Criticism    2. Chronology    3. Chronology, Historical    4. Encyclopedias    5. Reference    6. World - General    7. Reference / Encyclopedias   


      Homebrewing for Dummies
      by MartyNachel
      Average Customer Review: 4.5 out of 5 stars
      Paperback (25 September, 1997)
      list price: $19.99 -- our price: $13.59
      (price subject to change: see help)
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      Editorial Review

      Marty Nachel immediately dispels two long-held myths in Homebrewingfor Dummies: brewing your own beer isn't all that difficult, and despite allthat you may have heard or assumed, facial hair is not a prerequisite to being agood homebrewer.

      Like all other books in the popular Dummies series, Homebrewing forDummies is a clear, concise, how-to guide for the do-it-yourselfer. As itturns out, making beer isn't hard to do if you have a stove, some basicequipment, and a little time on your hands. Here's your chance to make your ownHefeweizen or India Pale Ale and avoid another trip to the local microbrewery;Nachel provides the recipes and solid step-by-step instructions. And if makingbeer isn't enough, the chapter on evaluation will teach even the most pedestrianbeer drinker to critically analyze homebrews like a pro.

      Nachel is well qualified. The former welder is an award-winning brewer and oneof the top beer writers in the country. Homebrewing for Dummies coversthe gamut--from simple lagers to Belgian Dubbels--and Nachel shows that youdon't need a team of Clydesdales or a Colorado mountain spring to make greatbeer at home. ... Read more

      Reviews (16)

      4-0 out of 5 stars A great book ... and yet, not that great.
      This is the perfect book for someone wanting to learn about home brewing or brewing, but doesn't want to actually DO any brewing.Nachel puts together a high volume of information but only touches on most subjects.The biggest detriment to this book is the rather scant explanations on the actual brewing process and how it works/should work.Pictures or illustrations would help if words aren't available.The lack of illustrations forces this book back from amazing into adequate.You will need more research after this book to find helpful specifics for brewing ... Papazian's 'Joy of Homebrewing' does little to expand on this book, as both are close to identical in contents.Both books go into the intermediate brewing stage (using some extracts instead of full grain mash) in high detail, but then skimp on information for the full grain brewer.I'd rather have seen full grain explained in extreme detail, but that is my preference.I am looking for some version of a brewer's bible that has it all and goes beyond base, beginner texts with glimpses at advanced methods.

      1-0 out of 5 stars Cutesy, condecending and not for the beginner
      I didn't like this book at all. It follows the condescending style of being cutesy, belittling kit beer making and contradicting manufacturers' guide lines without explanation.

      A good example is the "Beginning Brew Instructions". It tells me not to follow the beer kit's directions and follow the ones in the book. It says that manufacturers "disregard the need for the boiling procedures" and (incorrectly) recommend adding sugar. No explanation is given expect for the condescending token of "Just follow the brewing guidelines in chapter 11 and you'll do fine." I have however noticed on the beer manufacturers' web sites that they say not to boil the wort because it removes volatiles that give beer flavour and that the technology uses means that boiling is no longer required. Anyone silly enough to follow the authors instructions will have to fork out another $30 to buy a pot so they can boil the wort and spend an additional $10 buying 2 beers kits instead of one.

      Far from encouraging beginners, it confuses and makes it more expensive.

      5-0 out of 5 stars A Great Reference Book
      This is a great book for beginners as you would expect.But I found it to be a good source for little odds and ends that the experienced brewer may need to brush up on.Well written and well organized, I find myself using more than any of my other how-to-brew books. ... Read more

      Isbn: 0764550462
      Subjects:  1. Amateurs' manuals    2. Beer    3. Beverage Technology    4. Beverages - Beer    5. Beverages - Wine & Spirits    6. Brewing    7. Cooking / Wine    8. Gardening    9. Regional - General    10. Science/Mathematics    11. Cooking / Wine & Spirits    12. Food & Drink / Cookery   


      The Kama Sutra Box: The Rules of Love and Erotic Practice with Other
      Average Customer Review: 4.5 out of 5 stars
      Hardcover (09 January, 2001)
      list price: $24.95
      US | Canada | United Kingdom | Germany | France
      Reviews (3)

      4-0 out of 5 stars Something Different
      I bought this for my fiance for V-Day.We've had a lot of fun reading it together.It isn't a kinky idea book...it is a bit deaper than that, but if you are close with your partner, it can bring you closer...and it's got some interesting things to learn too!

      4-0 out of 5 stars A Book for True Lovers
      I bought this for my husband for Valentine's Day to try something different.I had heard about Kama Sutra from others, but didn't really know what to expect.
      The book isn't very long, but contains a lot of interesting ideas and basic Kama Sutra history.If you are really in tune with your partner and are open to new things and new ideas, it's a great book.If you're just looking for kinky new sexual position, it probably won't help you out much.Kama Sutra is a large percent based on ideas and mindsets.
      We have and continue to enjoy the book a lot.

      5-0 out of 5 stars The Kama Sutra Box
      Once again Manuela Dunn Mascetti strikes the right note - in this case an erotic note - just wonderful - unbeatable. ... Read more

      Isbn: 060960726X
      Sales Rank: 487136
      Subjects:  1. Family & Relationships    2. Family/Marriage    3. Love    4. Love / Sex / Marriage    5. Sexual Instruction    6. Sexual intercourse    7. Sexuality    8. Family & Relationships / Sexuality   

      The Complete Book of Outdoor Survival
      by J. Wayne Fears, Wayne J. Fears
      Average Customer Review: 4.0 out of 5 stars
      Paperback (01 January, 2000)
      list price: $24.95 -- our price: $16.47
      (price subject to change: see help)
      US | Canada | United Kingdom | Germany | France
      Reviews (6)

      5-0 out of 5 stars Worth it 15 years ago
      I purchased this book in hardback... over 15 years ago. At the time, I was very interested in outdoor survival. Of the 15 to 30 books I read on the subject, this one was the most clear and practical. It addressed many facets of the wilderness survival with out a lot of jargon. The author focuses mainly on low tech solutions to survival situations, but gives some suggestions of more technology-based solutions as well. An example would be including Chapstick in a survival kit for its morale value and low cost in weight. It covers the basics of survival in any environment and then branches out to specific details for each environment. It covers much practical information, but also includes detailed information about where to learn survival skills, other survival books and what is covered in them and addresses for suppliers of equipment.

      5-0 out of 5 stars the complete book of outdoor suvival
      This is one of the best suvial books i have ever read. The book is very clear and easy to understand.It has everything you need for a basic camping trip to any adventure in the outdoors.

      4-0 out of 5 stars Its good!
      I would suggest this book for anyone entering the woods, no matter your experience.... in other words, it was very good, got straight to the point, and no useless info found here! ... Read more

      Isbn: 0873418492
      Sales Rank: 248222
      Subjects:  1. Nature / Field Guide Books    2. Outdoor Skills    3. Outdoor life    4. Reference    5. Safety    6. Sports    7. Sports & Recreation    8. Wilderness survival   


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