Jumat, 12 Oktober 2012

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An Uncommon History of Common Things, by Bethanne Patrick, John Thompson

Sometime about 30,000 years ago, somebody stuck a sharp rock into a split stick—and presto! The axe was born. Our inquisitive species just loves tinkering, testing, and pushing the limits, and this delightfully different book is a freewheeling reference to hundreds of customs, notions, and inventions that reflect human ingenuity throughout history.

From hand tools to holidays to weapons to washing machines, An Uncommon History of Common Things features hundreds of colorful illustrations, timelines, sidebars, and more as it explores just about every subject under the sun. Who knew that indoor plumbing has been around for 4,600 years, but punctuation, capital letters, and the handy spaces between written words only date back to the Dark Ages? Or that ancient soldiers baked a kind of pizza on their shields—when they weren’t busy flying kites to frighten their foes?

Every page of this quirky compendium catalogs something fascinating, surprising, or serendipitous. A lively, incomparably browsable read for history buffs, pop culture lovers, and anyone who relishes the odd and extraordinary details hidden in the everyday, it will inform, amuse, astonish—and alter the way you think about the clever creatures we call humans.

  • Sales Rank: #157301 in Books
  • Brand: Patrick, Bethanne/ Thompson, John/ Petroski, Henry (FRW)
  • Published on: 2009-11-17
  • Released on: 2009-11-17
  • Ingredients: Example Ingredients
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.70" h x 1.00" w x 7.60" l, 2.38 pounds
  • Binding: Hardcover
  • 304 pages

About the Author
Bethanne Patrick is a writer and book critic. Her features, profiles, and reviews have appeared in the Washington Post, Publishers Weekly, People magazine, and other publications.

John Thompson is the author and co-author of more than a dozen books including Dakotas, America’s Historic Trails, and National Geographic Almanac of American History.

Excerpt. � Reprinted by permission. All rights reserved.
The Uncommon History of Wine

�From the Latin Vinum (Wine)
�Popular types: Red, White, Sparkling, Dessert
�“Variety” in winemaking is the type of grape used

Wild grapes have existed for millions of years. Make that tens of millions–the oldest fossilized vine is dated at about 60 million years old. However, wild grapes are small and sour. The first grapes to be made into wine were domesticated, made possible by cultures that had settled and begun to grow annual crops. The oldest wine container finds have been in what are now modern-day Georgia and Iran (where it was called mei). University of Pennsylvania researchers now believe the domesticated grape may first have been planted in Georgia, then spread south.

Just one grape, Vitis vinifera, is the species responsible for 4,000 varieties around the world, but only a relatively small percentage of those are cultivated into wine. Wine production dates back about 6,500 years in Greece, and both red and white wine were important in ancient Egypt. Wine became a commodity in ancient Rome, where barrels and bottles first were used for its storage. The oldest existing bottle of wine is from a Roman colony near what is now Speyer, Germany. That bottle contains some olive oil, an early method of preserving the fermented grape juice, before corks came into use.

After winemaking spread from the Roman Empire throughout western Europe, wine became a preferred beverage in nearly all of those countries, with regional types like sherry (from the port of Jerez), Riesling (grown along the Rhine), and Tokay (a sweet Hungarian varietal) gaining favor, too.

All of these varietals were placed in jeopardy in1863 when the North American root louse Phylloxera vastatrix was brought to Europe, decimating European rootstocks for decades. After a Texan horticulturist named Thomas Munson realized the way to save European vines was through grafting them to American stock, the great vineyards were saved, albeit forever changed.

Nowadays, wineries have become much more than the place where the grapes are grown and the wine made. Many wineries are tourist destinations with overnight accommodations and tasting menus that pair foods with wines. They may also act as wedding sites and corporate conference venues.

Most winery-area real estate is expensive. Modern farming techniques have helped wineries figure out ways to get more mileage out of their acreage while not weakening the soil. Such techniques as vertical shoot positioning (VSP), in which the growth of the vines is highly controlled, results in a very neat, tight canopy. Rather than allowing vines to sprawl, VSP promotes sustainable growth. It's also healthier for the vines, making them less susceptible to disease and able to get shading from their neighbors and leading to more uniform quality.

Most helpful customer reviews

81 of 82 people found the following review helpful.
Did they do ANY research?
By Lacerta Regina
My husband bought this book because he wanted a bathroom reader and I'm a useless-information junkie. I was hoping the book would be packed with nifty tidbits and juicy anecdotes. But halfway through it, I was getting the sneaking suspicion a lot of what I was reading was ... well ... somewhat lacking in the facts department.
The entries are, for the most part, excessively brief and throw out bits of history and culture helter-skelter, without any attempt at context. I assumed that was just the editors, trying to make things fit on the page. There were several instances in the sections on traditions, ceremonies and rituals where a single origin theory was presented as fact, when there are actually several competing theories (as with the origins of Mother Goose).
But when I got to the bit on baby names, I felt like smacking myself in the forehead. The authors had NO idea what they were talking about as regards Scandinavian names -- they said the children of Olaf would be Harald Olafsson (son) and Sigrid Olafsson (daughter). Then, to compound their error, they said some Scandinavian names followed the maternal line, and the children of Sigrid would be named Liv Sigridsdottir and Leif Sigridsdottir. That's the stupidest thing I've ever read. "Son" means son (obviously) and "dottir" means daughter. Not even the drunkest Viking would name his son daughter-of-Sigrid.
My only conclusion is the authors came across some girls named for their mothers and made the stunning leap that ALL of that family's kids had the same surname.
I have to wonder how many other times similar errors and leaps of illogic were made; clearly their fact-checkers (if they had any) did not do their jobs.
In short, the book is somewhat entertaining, but its claims to be a "history" of any sort are questionable at best. It is a collection of popular theory, rumor, myth and legend, packaged in a bright, easy-to-read volume. But before you go quoting it to anyone, you might want to check your "facts."

1 of 1 people found the following review helpful.
A high quality coffee table book with little information
By Zeke the Freak
A very nice book but with little real information. As others have said, it makes a nice coffee table item that people will pick up and look through (mostly at the high quality pictures) but no one will actually read. My 4 star rating is mostly for the pictures and the high quality of the pages.

0 of 0 people found the following review helpful.
Five Stars
By W. Wilkins
Excellent!

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Selasa, 09 Oktober 2012

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  • Sales Rank: #1877441 in Books
  • Binding: Paperback

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Sabtu, 06 Oktober 2012

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  • Sales Rank: #9728349 in Books
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According to John Warrillow, the number one mistake entrepreneurs make is to build a business that relies too heavily on them. Thus, when the time comes to sell, buyers aren't confident that the company-even if it's profitable-can stand on its own. To illustrate this, Warrillow introduces us to a fictional small business owner named Alex who is struggling to sell his advertising agency. Alex turns to Ted, an entrepreneur and old family friend, who encourages Alex to pursue three criteria to make his business sellable: * Teachable: focus on products and services that you can teach employees to deliver. * Valuable: avoid price wars by specialising in doing one thing better than anyone else. * Repeatable: generate recurring revenue by engineering products that customers have to repurchase often.

  • Sales Rank: #465167 in Books
  • Brand: Portfolio Hardcover
  • Published on: 2011-04-28
  • Released on: 2011-04-28
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.60" h x .62" w x 5.50" l, .62 pounds
  • Binding: Hardcover
  • 176 pages
Features
  • Portfolio Hardcover

Review
“John does a masterful job of illuminating the qualities that business buyers look for in a company, and he does it in a thoroughly enjoyable and engaging manner.”
—Bo Burlingham, author of Small Giants (from the Foreword)

“There is no tooth fairy for selling a business. It takes planning and a real understanding of what works. I bet you’ll find yourself (like me) recommending this book to your friends who want to sell their businesses one day but don’t understand what that’s going to take.”
—Seth Godin, author of Linchpin

About the Author
John Warrillow is the author of Built To Sell: Turn Your Business Into One You Can Sell. Throughout his career as an entrepreneur, John has started and exited four companies. Most recently he transformed Warrillow & Co. from a boutique consultancy into a recurring revenue model subscription business, which he sold to The Corporate Executive Board (NASDAQ: EXBD) in 2008. He is the author of Drilling for Gold and in 2008 was recognized by BtoB Magazine's "Who's Who" list as one of America's most influential business-to-business marketers.

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2 of 2 people found the following review helpful.
Wonderful advice, easy format
By Scott Entwistle
This book is a great teaching book that is an eye opener for someone building or thinking about building a business with the intent to sell it. Actually, my favorite part is that the fictional business in the book was run as a service company that was NOT ready to be sold, and they did the work to transform it into a product company that would fetch the most money.

Not only does it very effectively demonstrate what to do VS what you shouldn't do, it shows that you can always implement these types of changes to make sure you're more prepared to sell and at the same time make your company more successful.

I also really enjoyed the way it was written, it was WAY more engaging and relatable than one of those books that just goes on and on about A-Z steps to take for your business. This actually sunk in, and showed real life application and advice all while in a fictional story! A must read for anyone looking to build a company and sell it.

4 of 4 people found the following review helpful.
A worthwhile business fable
By Jim Tenuto
I have a strong bias against business fables. I generally don't read them and don't put much stock into what I term "business fiction."

In BUILT TO SELL, however, John Warrilow draws on his personal experience in starting and selling four companies to craft an entertaining primer. The "story" of Alex Stapleton and his marketing company compose most of the book. Frustrated, Alex decides to sell the company, and while discussing his lot with mentor Ted, he discovers (as many entrepreneurs do) that he has nothing to sell. To paraphrase Michael Gerber, THE E-MYTH REVISITED, Alex really has a job with a lunatic for a boss.

Through Ted's tips and coaching Alex eventually builds a business he can sell. The lessons Alex learns apply to anyone who owns a business.

Specialize, don't generalize
Create a scalable product or service that is teachable, valuable and repeatable
Don't concentrate more than 15% with one customer
The business can't rely on you, the owner

There are 35 wonderful pages that follow the fable, the Implementation Guide and Ted's Tips, highlighted and standing alone.

Since reading Warrilow's book...in one day...I have recommended or purchased it for a number of my customers and business colleagues.

4 of 4 people found the following review helpful.
Written for a simple audience.
By John
Written for a simple audience.

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OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition), by Graham Sellers, Richard S Wright Jr., Nicholas Haemel

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OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition), by Graham Sellers, Richard S Wright Jr., Nicholas Haemel

OpenGL� SuperBible, Sixth Edition, is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 4.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the newest API and indispensable related concepts. You’ll find up-to-date, hands-on guidance for all facets of modern OpenGL development on both desktop and mobile platforms, including transformations, texture mapping, shaders, buffers, geometry management, and much more.

Extensively revised, this edition presents many new OpenGL 4.3 features, including compute shaders, texture views, indirect draws, and enhanced API debugging. It has been reorganized to focus more tightly on the API, to cover the entire pipeline earlier, and to help you thoroughly understand the interactions between OpenGL and graphics hardware.

Coverage includes

  • A practical introduction to the essentials of realtime 3D graphics
  • Core OpenGL 4.3 techniques for rendering, transformations, and texturing
  • Foundational math for creating interesting 3D graphics with OpenGL
  • Writing your own shaders, with examples to get you started
  • Cross-platform OpenGL, including essential platform-specific API initialization material for Linux, OS X, and Windows
  • Vertex processing, drawing commands, primitive processing, fragments, and framebuffers
  • Using compute shaders to harness today’s graphics cards for more than graphics
  • Monitoring and controlling the OpenGL graphics pipeline
  • Advanced rendering: light simulation, artistic and non-photo-realistic rendering, and deferred shading
  • Modern OpenGL debugging and performance optimization

Bonus material and sample code are available from the companion Web site, openglsuperbible.com.

  • Sales Rank: #704126 in Books
  • Brand: Brand: Addison-Wesley Professional
  • Published on: 2013-07-31
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.12" h x 1.65" w x 7.00" l, .0 pounds
  • Binding: Paperback
  • 848 pages
Features
  • Used Book in Good Condition

About the Author

Graham Sellers is a senior manager and software architect on the OpenGL driver team at AMD. He represents AMD at the ARB and has contributed to many extensions and to the core OpenGL Specification. He holds several patents in the fields of computer graphics and image processing.

Richard S. Wright, Jr., senior software engineer for Software Bisque, develops multimedia astronomy and planetarium software using OpenGL. He has written many OpenGL-based games, scientific/medical applications, database visualization tools, and educational programs. He has taught OpenGL programming at Full Sail University’s game design degree program for over a decade.

Nicholas Haemel, senior manager of Tegra OpenGL driver development at NVIDIA, leads a development team working on NVIDIA mobile graphics drivers, represents NVIDIA at the Khronos Group standards body, has authored many OpenGL extensions, and contributed to all OpenGL specifications since version 3.0.

Most helpful customer reviews

31 of 32 people found the following review helpful.
An Essential Book for Learning OpenGL, But ...
By W. H. Niehoff
First, let me say that the reorganization of text and code embodied in the Sixth Edition of the OpenGL Superbible was a good move. Oh, I have a few gripes and grumbles relating to the reorganization (e.g., it seems like Chapter 5 will never end. It could be split, deferring pieces to later and appropriate contexts.) The reorganization of the sample code is a good step forward. There is less dependence on mysterious libraries. And, the essential support code has been reorganized into a more attractive “framework.”
Be prepared for a lot of emphasis on shader programming. Face up to it: It’s the nature of the modern beast. If you’re not ready for that, one suggestion is to start with an earlier edition – one that focuses on earlier versions of OpenGL, and then grow to love it.
Having gone through many (aborigines are said to have a ternary number system: 1, 2, many) editions of the Superbible, I find it necessary to keep a copy of a corresponding Redbook (OpenGL Programming Guide) edition handy. In that sense, I find the Superbible to be an essential learning aid. But …

It was indeed unfortunate to find that the current authors and publisher continued to follow the habits of previous authors and publishers of walking away from what I view as their responsibility to their readership:

1. Others have complained about the quality of the black and white illustrations. They were correct: the printing of screenshots is terrible. The majority of the current authors are experienced authors. (a) They should have avoided the problem. (b) The editor should have caught the problem before going to press. (c) The printer should have called attention to the problem before committing to a run.

2. There is no consistent way of tying a screenshot or a code listing to a project name in the source code provided as a download on the book’s web site. I made it a point to deduce, by one means or another, the project name from the text or code if the project name was not explicitly mentioned (which was the usual case). The authors could have provided an index in the download’s README file.

3. In the Preface, an author states, “We made a bunch of mistakes – we’re certain of it. … If you think you see something that doesn’t quite gel, check the book’s Web site for errata.” I’m writing this review in June 2014, almost a year after publication of the book. There are no errata on the web site. Moreover, there is no mechanism for submitting errata.

4. The code I downloaded (dated November 2013) built on Visual Studio 2010 successfully. All but a few projects executed without error. I found the distribution for VS 2010 available on GitHub to be useless: Apparently the last person to build it built it with VS 2013. I considered submitting an issue, but got discouraged when I saw that the last commits were made seven or eight months ago.

5. The book’s Appendix C describes two tools, ktxtool and dds2ktx, which it says is available in the source code. Not so.

6. I searched for but could not find an OpenGL Superbible forum. The best I could find was the general OpenGL forum. The last blog entry on the book’s web site is dated February 2014. Apparently the authors have better things to do.

In scoring a rating for this edition of the OpenGL Superbible, I started with five stars. After all, I consider it and the Redbook to be essential components to learning OpenGL. Then, because of the lousy illustrations and the authors’ neglect, I backed off two stars. A one-star deduction would not have been enough.

It occurs to me that all of the problems enumerated above could be resolved on the book’s web site. I would be glad to improve my rating if the authors (or even someone else) would step up to addressing them.

21 of 22 people found the following review helpful.
For Beginners
By R.E
The main issue I have with this book is the dependency to the sb6 library which is the author's wrapper library around OpenGL.

If the book were titled the SB6 Library superbible, It would have been ok but after reading the claims at the beginning of the book stating that this book is meant to go over the OpenGL library without jumping back and fourth I couldn't help but wonder why the authors chose to include their own library which defeats that purpose to some extent.

Granted the library simplifies things but that's not the purpose of a book. Since the target audience is already familiar with C++, there's no need to wrap the main() function for example, which I find unnecessary. This may be fine for the author but we all have different styles of coding and it's not the author's place to force a framework in order to explain how the OpenGL pipeline works.

This is a book about OpenGL and the code should run out of the box with dependencies to OpenGL, GLUT and GLFW being acceptable. If the authors chose to develop a wrapper library, the library should be part of the text as an illustration to how things are put together. Also what would be more acceptable is if the sb6 library's cpp source code was available to view instead of distributing a black box which may confuse the reader.

Also when adding shader code, the authors fail to mention the appropriate code updates to the rendering functions which can be a bit inconvenient. Also failure to delete compiled shaders in one of the examples shoud be avoided.

The OpenGL pipeline is getting more and more complex and I can see the appeal in simplifying it by making it more accessible but writing a book about a library and forcing a black box framework is unacceptable. This book does explain things well I must admit but for experienced C++ and OpenGL users, I recommend the Red Book for a more thorough read and detailed reference.

8 of 8 people found the following review helpful.
Well organized, thorough, and readable
By Najati Imam
This book has been a critical part of me getting started with OpenGL. I had a general understanding of 3D graphics and limited experience with Direct3D, but it had been a while and I found OpenGL to be fairly intimidating, especially since immediate mode was deprecated. OpenGL SuperBible has gotten me past the intimidation and initial hurdles in pretty short order. There's a lot to OpenGL, but the book presents it plainly and clearly. The tone is clear above all else. It's light and personal, but not super familiar or cheeky - it strikes a good balance.

The clear introduction to the pipeline and the lucid and well-explained code examples have gotten me going far faster than I would have expected. After reading Part I of the book I'm familiar enough with the basics that I'm already working on my project in earnest and reading the rest of the book either as reference and as I have time. The writing continues to be clear and the figures are really clear on the Kindle, both on phone and tablet. The code samples can be a little difficult on a narrow screen, but that's just the nature of reading code on a phone.

I think anyone entering the OpenGL world should be warned that it (OpenGL) is a bit of a mess, especially if you're trying to target multiple platforms and be reasonably backwards compatible. This book is about a particular version of OpenGL and, as it's not intended as a history lesson, doesn't do a tremendous amount to be clear about the differences between versions. It'll take some independent work on the reader's part to come to understand which version of GL suites their purposes best and then a bit more work to understand what parts of the book don't apply to that version. Having said that, I am targeting OpenGL 3.2/GLSL 1.50 and have had no trouble applying my new understanding and only a couple hiccups using the bits of the code I've copied.

On that note, I tend to write my samples from scratch when learning a technology so I end up copy-pasting pieces of the samples and not just using them whole hog. Given this style, the code download works well. I haven't tried to build the samples.

Overall, complaints about difficultly with the code samples on certain platforms and difficulties with color figures in a black and white book (which is acknowledged by the author) seem pretty insignificant when compared with the clarity of the writing, the organization of the content, and the availability of a code download. Highly recommended.

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Minggu, 30 September 2012

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Handbook of Research Design and Social Measurement, by Delbert C. Miller

Book by Miller, Delbert C.

  • Sales Rank: #4092461 in Books
  • Brand: Brand: Prentice Hall Press
  • Published on: 1980-07-28
  • Ingredients: Example Ingredients
  • Original language: English
  • Number of items: 1
  • Binding: Paperback
  • 528 pages
Features
  • Used Book in Good Condition

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  • Published on: 1900
  • Binding: Paperback

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