Minggu, 14 Juli 2013

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A story of unequaled devotion, unconditional love, raw passion and new beginnings. Having learned who she is and believing that freedom from her abusive husband is in sight, Alex continues to build a new life for herself in London. The support she receives from the incredibly sexy James appears unending as he dotes on her completely and introduces her to yet more encounters that Alex could only begin to imagine possible. But, will her past allow her to start again? Lewis, the monster of a husband refuses to let go, the temptation of her huge inheritance appearing too much of a draw for his evil nature to pass by. Will he ever let go? Will his secrets be revealed by a most unlikely source? Who else can meddle with Alex's efforts to move on from her past? Her uphill battle continues and reveals more twists and turns whilst she becomes stronger on each step of her journey towards a life full of love and devotion.

  • Published on: 2014-01-14
  • Released on: 2014-01-14
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.26" h x .60" w x 5.83" l, .71 pounds
  • Binding: Paperback
  • 266 pages

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3 of 3 people found the following review helpful.
Rating: Top Shelf Review from Guest Bartender, Hayley.
By The Book Bar
This and more reviews at The Book Bar.co

Guest Bartender Hayley also reviewed Freeing Alex & Eternally Alex

OMG. I honestly thought I loved Freeing Alex, but when I started reading Loving Alex, I was hooked from the first page. This storyline continues where book 1 ended, but this shows a stronger willed, determined Alex with a white knight in shining armor, James at her side. Every women needs a man like James (tall,dark and handsome).
Loving Alex introduces us to Alex's dad and is very family oriented. They have her back, giving her the extra strength she needs.
There are twists in this book that I didn't see coming, but add strength to the book and its a happy feeling to see the difference from Freeing Alex to Loving Alex.
The things James can do with Strawberries are truly amazing and so loving, you just want the book to go on and continue forever. I honestly can't wait for book 3, Eternally Alex, to see what happens next.
My drink of choice in this book has got to stay with Champagne and strawberries but, like the Arconi Angels, I will add the strawberry bellini :-)

3 of 3 people found the following review helpful.
Spectacular Sequel
By Jacqueline Noir
Loving Alex is the sequel to Freeing Alex by Sarah Elizabeth Ashley. Ashley does a great job transitioning into this second book which starts off right where the first ended. Alex Drake continues to make a space in our hearts and learns how to fight. Empowerment and change seems to be the energy layered into Alex and her journey in this story. There were some moments where I questioned what she was doing but then realized I would probably do the same in her shoes. Sarah Elizabeth Ashley has created characters and a story that will leave a lasting impression. In addition to memorable Alex, there is James, who is so amazingly hot there are not enough words to describe how great he is! James made me want eat strawberries and drink champagne every night just to feel like I am a part of their romance.
Don’t think for a second this is just a love story, there is suspense and are twists that will leave you shocked. If you have not added this author to your Goodreads page, do so now, you will not want to miss anything she puts out.

3 of 3 people found the following review helpful.
Loving Alex
By Colfel
Excellent follow up to Freeing Alex! Again Sarah has nailed the feeling, emotions and mindset of a DV survivor. I absolutely loved James and his protectiveness! James is too good to be true and is perfect for Alex! This story has twists and turns that weren't expected. The book drew me in completely as all of these characters and plots are very realistic. There were still typos and grammatical errors that detracted from the story and that is why I gave it a 4 instead of a 5. I would recommend this book and can't wait for the next in the series.

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Sabtu, 13 Juli 2013

[H839.Ebook] Ebook Download Process Management: Why Project Management Fails in Complex Decision Making Processes

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  • Published on: 1701
  • Binding: Hardcover

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Jumat, 12 Juli 2013

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The Pituitary Patient Resource Guide, Revised 4th Edition, by Shereen Ezzat

  • Sales Rank: #3354114 in Books
  • Published on: 2001-12-01
  • Original language: English
  • Number of items: 1
  • Dimensions: .93" h x 8.38" w x 10.86" l,
  • Binding: Paperback
  • 399 pages

Most helpful customer reviews

1 of 1 people found the following review helpful.
1 in 5 people suffer from pituitary disease!
By Robert Knutzen
This is the only source for complete information on pituitary disease and all the problems it causes people! Buying this book could completely turn around -- or even save your life.

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Kamis, 11 Juli 2013

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Der komplett überarbeitete «Glasbau Atlas» vermittelt in kompakter ansprechender Form die aktuellen Kenntnisse zum Planen und Konstruieren mit Glas, von der Geschichte über technische Grundlagen bis zu den innovativsten Einsatzmöglichkeiten.

  • Sales Rank: #1447137 in Books
  • Published on: 2007-06-08
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.52" h x .98" w x 9.02" l, 3.78 pounds
  • Binding: Paperback
  • 352 pages

Review
Visually rich A-to-Z...with the clarity, lightness, and elegance of glass, the book takes on a complex topic. --Architectural Record, April 2000

About the Author
Christian Schittich, born 1956. Studied architecture at the TU Munchen. Since 1998 editor-in-chief of the journal Detail. Author and editor of numerous specialist books and articles. Content-related responsibility for the range of publications by Detail.

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2 of 3 people found the following review helpful.
Essential for the contemporary architect
By Oken 67
A concise depiction of various glazing systems from the typical everyday assemblies to complex , innovated organic compositions.
A must have manual.

0 of 0 people found the following review helpful.
For Exacting Glass Info
By ComityZenThrall
the Ando detail section does not look like the photo or vice versa, due to the sill conditon. I gave it as an Xmas gift , and he seemed pleased.

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Jumat, 05 Juli 2013

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Studies in Doctrine, by Alister E. McGrath

In recent years, Alister McGrath has gained prominence as one of evangelicalism's preeminent theologians. A brilliant scholar and communicator, he combines the clarity of thought of a scientist (he holds a Ph.D. in molecular biology) with the deep convictions of a committed Christian and theologian. Studies in Doctrine contains four of McGrath's more popular theological works: Understanding Doctrine explains what doctrine is, why it is important, and what its limitations are. Understanding the Trinity moves from a superb apologetic for God's existence, to developing a concept of God, to a probing and balanced examination of the Trinity proper. Understanding Jesus is a basic, eminently readable, and surprisingly personal introduction to the person and work of Christ. Justification by Faith demonstrates how the vitality and relevance of the doctrine of justification by faith can be recovered and presented to contemporary culture. This volume gives the student and non-specialist a clear, thoughtful, and highly readable introduction to the basic doctrines of the Christian faith.

  • Sales Rank: #1540163 in Books
  • Brand: HarperCollins Christian Pub.
  • Published on: 1997-07-06
  • Released on: 1997-06-24
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.25" h x 1.22" w x 6.26" l, 1.35 pounds
  • Binding: Paperback
  • 480 pages

From the Publisher
Four books on key doctrines by a leading evangelical theologian all in one volume.

From the Author
Alister E. McGrath teaches theology at Oxford University, historical and systematic theology at Wycliffe Hall, Oxford University, and is research professor of systematic theology at Regent College (Vancouver, BC). He is also a contributing editor for Christianity Today. He lives in Oxford, England

From the Back Cover
In recent years, Alister McGrath has gained prominence as one of evangelicalism's preeminent theologians. A brilliant scholar and communicator, he combines the clarity of thought of a scientist (he holds a Ph.D. in molecular biology) with the deep convictions of a committed Christian and theologian. Studies in Doctrine contains four of McGrath's more popular theological works: Understanding Doctrine explains what doctrine is, why it is important, and what its limitations are. Understanding the Trinity moves from a superb apologetic for God's existence, to developing a concept of God, to a probing and balanced examination of the Trinity proper. Understanding Jesus is a basic, eminently readable, and surprisingly personal introduction to the person and work of Christ. Justification by Faith demonstrates how the vitality and relevance of the doctrine of justification by faith can be recovered and presented to contemporary culture. This volume gives the student and non-specialist a clear, thoughtful, and highly readable introduction to the basic doctrines of the Christian faith.

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6 of 9 people found the following review helpful.
Good Introductions
By Steve Jackson
Prof. Alister McGrath is a moderately conservative theologian and an ordained minister in the Church of England. He has written a large number of works, some of which are quite technical and others which are more introductory in nature. The best thing about his introductory writings is that they don't presuppose a knowledge of the subject, but at the same time they aren't simplistic.
This work is a collection of four smaller introductory works by Prof. McGrath: (1) UNDERSTANDING DOCTRINE; (2) UNDERSTANDING THE TRINITY; (3) UNDERSTANDING JESUS; and (4) JUSTIFICATION BY FAITH. I think UNDERSTANDING DOCTRINE is the best because it makes a persuasive case for why doctrine -- and not just feelings -- matter.
One problem I have with this work, like some of Prof. McGrath's works, is that he frequently discusses Karl Barth (1886-1968) the well-known Swiss Reformed theologian. Barth was the principal player within the school known as "neo-orthodoxy." To some he is a towering writer of a more or less Evangelical bent, to others he is something of a modernist. Some traditional Calvinists, such as Gordon Clark and Cornelius Van Til, wrote works criticizing Barth from the Calvinist perspective. I'm not competent to say how faithful Barth was to the Reformed tradition, but Prof. McGrath owes it to his readers to point out that there is quite a controversy about this. Unfortunately he doesn't. (See, e.g., McGrath, HISTORICAL THEOLOGY, 238-39.) For a discussion of Barth from an admirer of Van Til, see John Frame: CORNELIUS VAN TIL: AN ANALYSIS OF HIS THOUGHT, 353-69.
This book isn't a "mini" systematic theology. There are all sorts of important topics that Prof. McGrath doesn't discuss (such as ecclesiology and eschatology). Nonetheless, taken as a whole, it is a good introduction to Christianity from a Protestant perspective.

1 of 6 people found the following review helpful.
If he confirms what you already believe, you may enjoy it.
By John MacDougall
I bought this book at the recommendation of a Presbyterian minister with whom I was discussing the Trinity. The minister said McGrath could explain and prove the doctrine of the Trinity. In fact, he spends almost no time attempting to prove it. It is written for people who already believe it, but I'm not sure how much it actually would help such a person. He does all the usual reasoning by analogy without ever finding any analogy that actually works to explain the Trinity. He uses multiple contradictory analogies. He uses scripture passages in contradictory ways, using the same passage to mean one thing one place, and something opposite someplace else. I found it a hopeless muddle, but then, perhaps my expectations were too high. What can one really expect from a book that attempts to explain what even the author acknowledges is inexplicable?

It also seemed to me that the author does not exactly conform to an absolutely orthodox or creedal Trinitarianism. At times, he takes positions that sound modalistic, reasoning that the three "persons" of the Trinity are actually three "personas." But then, he goes on to contradict himself, which is not completely surprising as the doctrine is inherently contradictory, but left me unusure what he was really trying to say.

If you believe in the Trinity and want a fellow believer to meander around in speculations, some orthodox, some not, in a futile attempt to explain the incomprehensible to the lay reader, then it may be of some value to you. If you are looking for a book to prove the doctrine, either to yourself or someone else, that is not the author's intent.

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Diagnostic Imaging of Infants and Children, by Robert J. Starshak

  • Sales Rank: #11590537 in Books
  • Published on: 1992-01
  • Original language: English
  • Number of items: 1
  • Binding: Hardcover
  • 372 pages

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3D Games: Real-Time Rendering and Software Technology, Volume 1 (With CD-ROM), by Alan Watt, Fabio Policarpo

This is the first academic games programming book/CD package that is expressly written for new degree courses in 3D-games programming. Authors introduce the theory behind the design of computer games and detail advanced techniques used in the industry.
 
Students will be able to develop their own games within the game 'skeletons' accompanying the book, and will learn how to program complex games. This book could also be used for a more standard undergraduate 3D graphics programming course, with the games context being highly motivational.
 
This book is a comprehensive treatment of current 3D games technology, including:
* Theoretical foundations
* Classical 3D graphics
* Real-time rendering technology
* Dynamics
* Collision detection
* Artificial Intelligence
* Image-based rendering
* Multi-player technology
* Software technology
* Engine architecture
 
The text is written around an actual engine that implements most of the described techniques and accompanies the book on a CD-ROM. Readers can try out their own ideas by writing source code and can experiment with existing demonstrations by writing or altering plug-ins. 
 
The supplied engine features are:
* BSP/PVS render management
* Light maps for static geometry
* Diffuse and specular (hardware) vertex lighting for dynamic objects
* Volumetric fog with fog maps
* Detail textures
* Multi-texture support
* Collision detection
* Dynamic lights
* Dynamic Shadows
* Physically based animations
* Animated meshed
* Tri-strips and fans
* Subdivision surfaces
* 3D sound support
* Complete plug-in directed

  • Sales Rank: #2626930 in Books
  • Published on: 2000-12-15
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.50" h x 1.70" w x 7.50" l,
  • Binding: Hardcover
  • 800 pages

From the Inside Flap
The book can be read forwards or backwards. For example, if you wish to build up detailed implementation experience, you could start with Chapter 21 (Engine Architecture) familiarise yourself with the engine and development environment, and start writing new plug-ins using the theoretical chapters for reference when required. Alternatively you could take a more conventional approach studying the theoretical aspects first before moving onto to implementation.

Chapters are grouped into sections that are more or less self contained. These are:

Modelling and Foundation Maths

This section deals with the basic mathematics required to handle objects in three-dimensional space and the theory of object representation.

Classical 3D Graphics

Although much of the material in this chapter has migrated onto hardware, it is still necessary to have an appreciation of what the hardware does to be able to use it effectively.

Real-time rendering

This section deals with the technology developed by the games industry and the virtual reality industry which enable complex scenes to be rendered, to a reasonably high quality, in real time on a low cost graphics processor

Control of Objects

Mainstream techniques used to control the movement of objects are descried in this section. This ranges from simple low level control through to behavioural animation using AI technology. The material on AI is in the form of a debate concerning the potential use of the technology in the future.

2D Technology

A potentially important solution to the complexity problem in 3D graphics, both in terms of the creation cost and the rendering cost is the use of image based rendering techniques.

Software technology

This section deals with the techniques needed to write a multiplayer game using the currently popular 1st person shooter genre as an example. We examine the software architecture of a games engine and look at the design of the engine. Finally a comprehensive reference manual for the engine is given.

The book is not intended to be a 'how to program' in C++ and OpenGL text and we assume a reasonable knowledge of C or C++. Detailed examples of various algorithms implemented in C++ are sprinkled throughout the text. These are extracted from the engine and are reproduced in the text for convenience. A quick read will give some feel for the structure of the algorithm. In most cases to fully comprehend the code requires them to be studied in conjunction with Chapter 21 and the Reference Manual.

The graphics API/library used is OpenGL. Pentium 3 code is given alongside the C++ equivalent for efficient matrix operation in Chapter 1 and DirectyPlay utilities are used in Chapter 20. Clearly these facilities need separate study and the purpose of the examples is to give a 'flavour' of their use in the applications.

From the Back Cover

This book is a comprehensive treatment of current 3D games technology. It concentrates on:
· real-time rendering, or the necessary enhancements of 3D graphics to enable rendering at interactive rates;
· topics from other areas such as AI, physics and collision detection, that are used in games;
· the software technology of games - engine architecture and multi-player technology.

The text is written around the engine Fly3D (included with a full SDK on the CD) that implements most of the described techniques. Readers can try out their own ideas by writing source code and experiment with existing demonstrations by writing plug-ins and altering existing ones. You can even develop your own game.

Features of the game engine include:
· BSP/PVS render management
· Light Maps for static geometry (pre-computed lighting with soft shadows)
· Normal maps (dot product texture blending) for dynamic objects
· Diffuse and specular vertex lighting for dynamic objects
· Volumetric fog with fog maps
· Detail Textures
· Multi-texture support
· Collision detection
· Dynamic coloured lights with distance attenuation
· Dynamic shadows - lightmap or stencil shadow volumes
· Physically based simulations
· Animated meshes (vertex morph)
· Tri-strips and fans
· Subdivision Surfaces
· Dynamic LODs using bi-quadric Bezier meshes
· Cartoon like rendering with dynamic cartoon lighting
· Multiplayer support (TCP/IP) with client/server architecture (using DirectPlay)
· 3D sound support (using DirectSound)
· Mouse and Keyboard input (using DirectInput)
· Intel ® Pentium III vector and matrix maths optimisation
· Complete plug-in directed
· 3D Max plug-ins for export/import fly bsp levels and creating landscapes and animated meshes
· Editor with real-time preview of game (set up game and object parameters while playing)

Sections of the book have been designed to be self-contained. The areas covered are:
· Modelling and Foundation Maths
· Classical 3D Graphics
· Real-time rendering
· Control of Objects - dynamics - AI
· 2D Technology
· Software technology

CD includes:
· Full Fly3D SDK including source code for Fly3D.dll, front-ends, plug-ins and utilities
· 5 demo levels: car, walk (2 levels), ship (2 levels)
· Engine Reference Manual and tutorials in HTML
· Book images

Go to www.fly3D.com.br for Fly3D SDK updates, new demos, FAQs and message board.

Alan Watt, based at the University of Sheffield, is the author of many successful books including 3D Computer Graphics, Advanced Animation and Rendering Techniques and the Computer Image.

Fabio Policarpo is a software developer and founder of the company Paralelo Computacao based in Rio de Janeiro. He coauthored The Computer Image and is currently working on independent 3D action multiplayer games.


About the Author
Alan Watt, based at the University of Sheffield, is the author of many successful books including 3D Computer Graphics, Advanced Animation and Rendering Techniques and the Computer Image.

Fabio Policarpo is a software developer and founder of the company Paralelo Computacao based in Rio de Janeiro. He coauthored The Computer Image and is currently working on independent 3D action multiplayer games.

Most helpful customer reviews

6 of 6 people found the following review helpful.
excellent book
By Larry D. Christensen
I almost did not buy this book because of some of the earlier reviews, but since it was the only book I could find that provided a comprehensive theoretical, as well as practical, introdution to 3D games I went ahead and bought it anyway. I found that the book is, indeed, an excellent introduction to computer games. I would like to clear up issues addressed by earlier reviews.

First, this book does contain a lot of theory as well as practical information. It does assume a basic knowledge of calculus, linear algebra, and discrete mathematics--math that any graphics programmer (or any programmer for that matter) should have at least a basic understanding of. It also assumes a basic knowledge of computer graphics. Thus, if you are looking for a cut and paste guide to creating computer games and are not looking to actually understand how interactive 3D applications work, you should not buy this book. If you intend to learn the fundamentals necessary to become a professional game programmer, or serious hobbyist, you definitely should.

Second, although there are a few typos, I am sure that the "spelling errors" that have been cited are actually due to the fact that the book is written in European, not American, english. This means that, while probably 99% of the words are the same, subtle differences in spellings exist (such as colour instead of color and visualisation instead of visualization). This does not, however, detract from the readability of the book.

This an excellent book and, despite some of the negative reviews, it lived up to all of my expectations as a sound theoretical, as well as practical, introduction to 3D game programming.

38 of 38 people found the following review helpful.
A good 3d book so far, but not perfect
By Matt Johnson
Some of the criticisms are valid, but lets get it straight right here. This is simply the best 3D book out there from all I've seen. In fact, from what I've seen, its the only 3D book worth buying right now for the intermediateadvanced programmer. You'll have to do a lot of reading with the source code though--but all good info.
The good
1.) No API's are covered. Anyone can learn OpenGL/DirectX, and many tutorials cover those topics quite well. However, this covers the math, algorithms, and 3D side of things (for most part). Some code snippets are included, though--but its not a teach yourself OpenGL in 21 days book (thank god). It also has the best coverage of BSP tree's I've seen aside from dedicated algorithm books. And the coverage on PVS seems a tad brief, but the SDK src code makes up for it.
2.) The src code on the CD is great-- its a load of code to sift through-- not the best code, not the most bug-free--indeed, but good code to learn from. OpenGL stuff is in there, stuff that uses STL and modern C++ techniques, and BSP and PVS code. What more can you ask for in a book? This book comes with a working 3d engine and its source code. I can't think of any book that covers the topics well because the guy implemented what he was writing about. Thats why the book is above average, you get the juicy details along with theory.
3.) Has some cool pictures and visuals of varying effects. Not exactly needed for the professional 3d coder, but sometimes a little eyecandy and visuals doesnt hurt in an otherwise intense book.
The ugly
1.) The last 190 pages cover the SDK he wrote. This could have been better left offline, I think - on a CD-ROM. It gives you some insight on how a 3d API *might* look, or how file formats might look, but who cares. I want more 3d stuff in there, next time fool.
2.) The PVS section could have had a tad more detail. I want the most detail on the hardest topics, and the most briviety on the eastest topics.
3.) The collision detection could have had a more detail. I think the coverage was average, and by finding a few references in the back that should complete it. But, I'm willing to bet if you can implement BSP trees, then collision detection should be easy, I mean as far as math goes. Therefore, the higher level overview is sufficient probably for the coder to get the rest working on his own. But still Watts, its important and you should know it gets neglated way too much. Stop negletating the essentials people!
4.) What the heck is that image analysis, DCT and FFT thing about? Seems like a waste of space, doesnt cover it in enough detail dude. Come on, FFT's are discussed in a digital signal processing book. You cant do it justice there, I dont think.
5.) Networking code, umm, waste of space. People can buy a seperate book for that, or leave articles on CD-ROM.
Summary 1.) More coverage on PVS and collision detection
2.) More coverage on modern games and the techniques they use
3.) No references or crap on FlySDK, who cares? Leave it on CD-ROM
4.) More math, use extra space to discuss the various 3d topics in detail, and how about some stuff that 3d level editors need? More coverage on CSG, for example. And polygon tesselation, and maybe algorithms necessary to convert models to various formats.

16 of 17 people found the following review helpful.
A great book. now ...a reference book in the future
By A Customer
This book is , in my opinion, the best choice for a serious amateur or a shareware games developer. Most of the games programming books now available on the market, explain, step by step, how to design a 2D or a 3D graphic engine. As a matter of fact a graphic engine is just a tool for a game developer. It is not needed to go through in detail a so complicated and boring code, to develop a game. Even some professional software houses purchase the graphic engine. My ideal game programming book should focus on graphic techniques and game logic, instead. This is what Mr Watt and Mr Policarpo do.
(1) They provide a detailed explanation of computer graphic, even exceeding the needs of a game developer
(2) a powerful graphic engine. Look at the demos,they are impressive
(3) 12 tutorials to get familiar with it.
(4) All the needed facilities. Some other books do not even supply a utility to load a .3ds file format
(5) The foundations of A.I. ,collision detection etc
(6) They use OpenGL instead of Direct X The MS library seems to become a standard for professional games developers but,in my opinion ,they are a nightmare for an amateur
(7) Last , Vol 2 has been announced by July 2001. If Mr Watt and Mr Policarpo take note of the critics of the readers who rated this book , 1 or 2 stars, a reference book for our wonderful hobby will be, at last, available

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