Book Description
This digital document is an article from Journal of Risk and Insurance, published by American Risk and Insurance Association, Inc. on March 1, 2002. The length of the article is 711 words. The page length shown above is based on a typical 300-word page. The article is delivered in HTML format and is available in your Amazon.com Digital Locker immediately after purchase. You can view it with any web browser.
Citation Details
Title: Workers' Compensation: Benefits, Costs and Safety Under Alternative Insurance Arrangements. (Book Reviews).(Book Review) (book review)
Author: John D. Worrall
Publication:
Journal of Risk and Insurance (Refereed)
Date: March 1, 2002
Publisher: American Risk and Insurance Association, Inc.
Volume: 69
Issue: 1
Page: 112(2)
Article Type: Book Review
Distributed by Thomson Gale
Book Description
Thomason, Schmidle, and Burton make use of a unique data set to delve into how insurance arrangements affect several objectives of the workers' compensation (WC) program. They underscore the effects of deregulation and other changes in WC insurance pricing arrangements by performing empirical analyses that use state-specific cost, benefit, and injury data from 48 states for 1975-1995.
This allows them to address the interactive relationships among the four objectives of WC systems adequacy of benefits, affordability of WC insurance, efficiency in the benefits delivery system, and prevention of workplace injuries and diseases and how various public policies adopted by states or the federal government work to achieve them.
Several important contributions result. For instance, the authors quantify the tradeoffs between adequacy and affordability that would result from a federal mandate requiring adequate benefits. They also provide analysis of the possible tradeoffs in using different public policies regarding insurance arrangements, e.g., the expected savings to employers from deregulation of private insurance carriers.
Overall, their results clarify the complicated relationships between insurance arrangements and employers' costs, and the impact of regulation on employers' costs, WC insurance market structure, and workplace health and safety.
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Laxton's Guide to Budget Estimating
Tweeds
Manufacturer: Butterworth-Heinemann
ProductGroup: Book
Binding: Paperback
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ASIN: 0750629673 |
Book Description
This digital document is an article from National Defense, published by National Defense Industrial Association on July 1, 2004. The length of the article is 720 words. The page length shown above is based on a typical 300-word page. The article is delivered in HTML format and is available in your Amazon.com Digital Locker immediately after purchase. You can view it with any web browser.
Citation Details
Title: Israel's main battle tanks adapted for urban combat, low-intensity conflict.
Author: Sandra I. Erwin
Publication:
National Defense (Magazine/Journal)
Date: July 1, 2004
Publisher: National Defense Industrial Association
Volume: 89
Issue: 608
Page: 38(1)
Distributed by Thomson Gale
Book Description
This digital document is an article from National Defense, published by National Defense Industrial Association on August 1, 2004. The length of the article is 597 words. The page length shown above is based on a typical 300-word page. The article is delivered in HTML format and is available in your Amazon.com Digital Locker immediately after purchase. You can view it with any web browser.
Citation Details
Title: Israeli Defense Forces trying to perfect urban combat tactics, techniques.(Up Front)
Author: Roxana Tiron
Publication:
National Defense (Magazine/Journal)
Date: August 1, 2004
Publisher: National Defense Industrial Association
Volume: 89
Issue: 609
Page: 20(1)
Distributed by Thomson Gale
Average customer rating:
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Israels Aerospace and Defense Industry
Manufacturer: Janes Information Group
ProductGroup: Book
Binding: Paperback
General
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ASIN: 0710624956 |
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Remarks presented to the American Israel Public Affairs Committee's Annual Policy Conference.(legistlation and policy)(Transcript): An article from: DISAM Journal
Condoleezza Rice
Manufacturer: Thomson Gale
ProductGroup: Book
Binding: Digital
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ASIN: B000EXDTS8
Release Date: 2006-03-08 |
Book Description
This digital document is an article from DISAM Journal, published by Thomson Gale on June 22, 2005. The length of the article is 2234 words. The page length shown above is based on a typical 300-word page. The article is delivered in HTML format and is available in your Amazon.com Digital Locker immediately after purchase. You can view it with any web browser.
Citation Details
Title: Remarks presented to the American Israel Public Affairs Committee's Annual Policy Conference.(legistlation and policy)(Transcript)
Author: Condoleezza Rice
Publication:
DISAM Journal (Magazine/Journal)
Date: June 22, 2005
Publisher: Thomson Gale
Volume: 27
Issue: 4
Page: 61(4)
Article Type: Transcript
Distributed by Thomson Gale
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World's Worst Poetry: A Compilation of Rhyme Without Reason
Stephen Robins
Manufacturer: Prion
ProductGroup: Book
Binding: Hardcover
General
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ASIN: 1853754811 |
Book Description
The world’s most odious odes, from Solyman Brown’s epic poem of 1833: “The Dentologia—A Poem on the Diseases of the Teeth” to James Henry Powell’s “Lines Written for a Friend on the Death of His Brother, Caused by a Railway Train Running Over Him Whilst He Was in a State of Inebriation.”
Book Description
Don't Let It Bring You Down * The Loner * Cinnamon Girl * Down by the River * Cowgirl in the Sand * After the Gold Rush * Southern Man * Believe in You * Only Love Can Break Your Heart * Ohio * Soldier * Tonight's the Night * Like a Hurricane * Love Is a Rose * Hey Hey, My My (Into the Black) * Mr. Soul.
Customer Reviews:
Not a good TAB book.......2005-09-02
If you're looking for the roundabout sound of Neil Young's songs then this book serves it's purpose. I've come across better Neil Tabs on the internet.
Product Description
All of Neil Young s greatest hits and most influential songs compiled in one amazing collection. Titles are: After the Gold Rush * Cinnamon Girl * Comes a Time * Cowgirl in the Sand * Down by the River * Harvest Moon * Heart of Gold * Helpless * Hey, Hey, My My (Into the Black) * Like a Hurricane * The Needle and the Damage Done * Ohio * Old Man * Only Love Can Break Your Heart * Rockin' in the Free World * Southern Man.
Customer Reviews:
Avoid "tab" books from Alfred Publishing!.......2006-08-19
Was So loking forward to this book to learn Neil's songs.
Unfortunaley for me, and for anyone who buys this, Alfred publishing does not transcribe every song note for note the way the great Hal Leonard company does with their tba books.
Have already run into 2 spots where solos I wanted to learn are represented by chord names, and a note to "ad lib" the solo! I coulda done that without paying for this book!
Hal Leonard is the ONLY company you should trust for true tab. What a shame Alfred gets the Neil Young books!
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Harvest: Authentic Guitar-tab (Classic Album Editions)
Neil Young
Manufacturer: Alfred Publishing Company
ProductGroup: Book
Binding: Paperback
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Similar Items:
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Best of Crosby, Stills and Nash (Tab)
ASIN: 0739038834 |
Product Description
Alfred has expanded the Classic Album Editions series with the new matching folio to Neil Young's legendary record Harvest. The Harvest matching folio provides authentic guitar TAB for all the songs on the album. Titles: Out on the Weekend * Harvest * A Man Needs a Maid * Heart of Gold * Are You Ready for the Country? * Old Man * There's a World * Alabama * The Needle and the Damage Done * Words (Between the Lines of Age).
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New Perspectives on Sport and 'Deviance': Consumption, Peformativity and Social Control
Tony Blackshaw
Manufacturer: Routledge
ProductGroup: Book
Binding: Paperback
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ASIN: 0415288851 |
Book Description
New Perspectives on Sport and Deviance examines a significant contradiction in our way of thinking about contemporary sport. On one side, there is a growing awareness of behavior that is judged to be deviant or outside the frameworks of 'normal' sporting practice, such as drug taking, violence, corruption, cheating, racism, homophobia and sexual abuse. On the other side, there exists a tendency within sporting, political and popular discourses to regard sport as an activity that is conferred with a whole series of positive attributes, a view that conceives sport as an unquestionably positive force in terms of individual and social development.
In this systematic assessment of deviance in sport, the authors employ innovative theoretical approaches, building on Foucauldian notions of a 'normalizing gaze,' to reveal the ways in which deviant behaviors are defined, and inclusive and exclusive practices are policed, within specific sporting cultures.
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The Complete A-Z of Dad's Army
Richard Webber ,
David Croft , and
Jimmy Perry
Manufacturer: Orion Media
ProductGroup: Book
Binding: Paperback
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ASIN: 075284637X |
Book Description
'The success of Dad's Army can be summed up in a line from the first episode when the bumptious Captain Mainwaring says: "The machine-guns could have a clear field of fire from here to Timothy White's ... if it wasn't for that woman in the telephone box."' The Independent Dad's army is quite simply the most successful British TV sitcom of all time. Eighty episodes were made and are constantly repeated. The first black-and-white series, re-shown for the first time in 1999, attracted 4.6m viewers outperforming Have I got News for You and almost outstripping Channel Four's most popular programme Friends. When the second series was shown on Saturday nights in 1998 it took 7 million viewers and 40% of the audience. This book will be the last word on the series. There have been other books, but this is first to present the whole story from how the series got made - scripts, locations, filming, the real history of the Home Guard, the background to the actors who played in the series, every episode catalogued and much more. The creators have volunteered to open their archives which include the original programme research, annotated scripts and location photographs. Now recognised as one of the great shows of this and any TV era, Perry and Croft have decided the programme requires a monument and this book will be it.
Book Description
Build several fully functional games as well as a game engine to use for programming cell phone and mobile games with Beginning Mobile Phone Game Programming! The included CD provides the tool, code and graphics necessary to complete all exercises covered in the chapters. Beginning Cell Phone Game Programming demystifies wireless game programming by providing clear, practical lessons using the J2ME Game API. You will learn how to use the most popular mobile programming language, Java, to build compact games that can run on any Java-enabled device, including mobile phones, pagers and handheld computers. You will also learn to add a splash screen, create a demo mode, keep track of high scores, and test, debug, and deploy your games.
Topics covered include:
- How to construct a game engine to drive mobile games.
- How to use Java 2 Micro Edition (J2ME) and the Java Game API to get the most performance out of your mobile games.
- How to implement sprite animation and control interactions among moving sprites.
- How to play sound effects and music in mobile games.
- How to take advantage of wireless networks to build mobile multiplayer games.
- How to design and develop a variety of different games spanning several video games genres.
Customer Reviews:
Best so far.......2006-12-01
This was the book that got me interested in mobile games. I love it. Well written, good examples that are easy to follow, and it covers everything including graphics, audio, and AI. It also uses MIDP 2.0 which is the de facto standard. Another book by Wells is not bad but Wells assumes MIDP 1.0 and teaches from a single game project, Star Assault, which is too big and besides, not always easy to follow. However, Morrison is really straightfoward in comparison. If there is a downside, it might be that Morrison, like all the others I've looked at, assume the Wireless Toolkit. Firstly, the WTK has no debugging facilities which makes learning and fixing games harder. Secondly, games in Morrison are WTK 2.1 which means you'll have problems if using WTK 2.2, the latest version at the time of this writing. If you are serious about learning and writing J2ME games, you need to get Eclipse and the Eclipse plug-in, EclipseME. You'll still have to get the latest WTK since EclipseME depends on it. However, you can import all of Morrison's projects and single-step debug them. (Remember to read the EclipseME pages on setting up the J2ME debugger; otherwise, the debugger won't work.) I've also used Morrison with Sun's NetBeans Mobility Pack. I prefer Eclipse since it seems to have a larger community.
Very good book.......2006-10-20
I have been using this book as a textbook for a one-semester introductory course to game programming. Thanks to the book the students can learn the main principles of game development in an environment that guarantees that they implement their own variations withing a tight time constraint.
The course has a heavy hands-on component based almost completely on the game samples from the book. Amazingly, the students are in the lab when I come, and they stay when I leave.
I used the book successfully in a Linux lab with Eclipse, EclipseME, WTK 2.2, GIMP, Rosegarden, Audacity, and Tiled, with some small help from timidity and awk.
Absolutely Amazing !!.......2006-01-05
It's the only Java 2 ME game programming book I love ! This book explains all about Java Game in Mobile device and in an easy way. I bought this book on September 2005 and becoz of this book, I grabbed the 3rd national J2ME programming competition in my country on November 2005. Very useful for beginner and intermediete. But this is only a game book, so it doesn't tell u about how to make form, list, choicegroup, textfield, etc. U must have another book that teach u those. Congrats to the author for making this quality book !
Table of Contents.......2005-10-10
At the time of this 'review' there was no Table of Contents available. This is from the publishers Web site.
Table of Contents
Introduction.
I. GETTING STARTED WITH MOBILE GAME PROGRAMMING.
1. Games on the Go.
Essentials of Mobile Gaming
The First Mobile Phone Game
The Market for Mobile Games
The Culture of Mobile Games
The Bleeding Edge of Mobile Gaming
Getting to Know Mobile Platforms
Java 2 Micro Edition (J2ME)
Binary Runtime Environment for Wireless (BREW)
Symbian
Windows Mobile Smartphone
Java As a Mobile Game Platform
What Is Java?
Why Java?
Java and Mobile Game Programming
A Quick J2ME Primer
Configurations and the Connected Limited Device Configuration (CLDC)
Profiles and the MIDP
Summary
Field Trip
2. Mobile Java Game Development Basics.
Game Design Basics
Coming Up with the Basic Idea
Developing the Storyline
Establishing the Play Modes
A J2ME Game Development Primer
Getting to Know the J2ME Wireless Toolkit
Using KToolbar
Managing MIDlet Game Projects
Building a Game MIDlet
Testing a Game MIDlet
The J2ME Emulator and Physical Devices
Summary
Field Trip
3. Constructing a Mobile Game Skeleton.
Exploring the J2ME APIs
The CLDC API
The MIDP API
Understanding MIDlets
Inside a MIDlet
The Basics of MIDlet Development
Building the Skeleton Example Program
Writing the Program Code
Preparing the MIDlet for Distribution
Building and Testing the Finished Product
Summary
Extreme Game Makeover
II. MOBILE GAME PROGRAMMING ESSENTIALS.
4. Mobile Game Graphics 101.
Mobile Graphics Basics
Understanding the Graphics Coordinate System
Learning the Basics of Color
Working with Graphics in J2ME
Drawing Graphics Primitives
Drawing Text
Drawing Images
Building the Olympics Example Program
Writing the Program Code
Testing the Finished Product
Building the Slideshow Example Program
Writing the Program Code
Testing the Finished Product
Summary
Extreme Game Makeover
5. Using Sprite Animation.
Understanding Animation
Animation and Frame Rate
Making the Move to Computer Animation
2D Versus 3D Animation
Analyzing 2D Sprite Animation
Frame-Based Animation
Cast-Based Animation
Applying Sprite Animation to Mobile Games
Working with the Layer and Sprite Classes
Achieving Smooth Animation with the GameCanvas Class
Building the UFO Example Program
Writing the Program Code
Testing the Finished Product
Summary
Extreme Game Makeover
6. Handling Mobile User Input.
Assessing Mobile Game Input
Handling Key Input with the GameCanvas Class
Revisiting the Sprite Class
Detecting Sprite Collisions
Working with Frame-Animated Sprites
Building the UFO 2 Example
Writing the Program Code
Testing the Finished Product
Summary
Extreme Game Makeover
7. Henway: Paying Tribute to Frogger.
The Scoop on Henway
Designing the Game
Developing the Game
Writing the Game Code
Testing the Game
Summary
Extreme Game Makeover
8. Making Noise with Tones.
Sound and Mobile Games
A Tonal Sound and Music Primer
Querying a Phone for Its Audio Capabilities
Playing Tones in Mobile Games
Playing Individual Tones
Playing a Tone Sequence
Building the UFO 3 Example Program
Writing the Program Code
Testing the Finished Product
Summary
Field Trip
9. Playing Digitized Sound and Music.
A Digitized Sound Primer
Getting to Know Wave Sounds
Creating and Editing Wave Sounds
Revisiting the Player Interface
Playing Wave Sounds in Mobile Games
Playing a Wave from a JAR File
Playing a Wave from a URL
Feeling the Music with MIDI
Playing MIDI Music in Mobile Games
Playing a MIDI Song from a JAR File
Playing a MIDI Song from a URL
Building the Henway 2 Example Game
Writing the Game Code
Testing the Finished Product
Summary
Field Trip
III. VIRTUAL WORLDS AND MOBILE GAME INTELLIGENCE.
10. Creating Tiled Game Layers.
What Is a Tiled Layer?
Creating Maps for Tiled Layers
Using the Mappy Map Editor
Using the Tile Studio Map Editor
Formatting Map Information for Games
Working with the TiledLayer Class
Creating a Tiled Layer
Moving and Drawing a Tiled Layer
Building the Wanderer Example Program
Writing the Program Code
Testing the Finished Product
Summary
Field Trip
11. Managing Multiple Game Layers.
Dealing with Multiple Game Layers
Working with the LayerManager Class
Animating Tiled Layers
Building the Wanderer 2 Example Program
Designing the Tiled Layer Maps
Writing the Program Code
Testing the Finished Product
Summary
Extreme Game Makeover
12. High Seas: A Game for the Pirate in You.
The Scoop on High Seas
Designing the Game
Putting Together the Water Map
Putting Together the Land Map
Developing the Game
Creating a Drift Sprite
Declaring the Member Variables
Assembling the start() Method
Piecing Together the update() Method
Drawing the Game Screen
Starting a New Game
Safely Placing Sprites
Testing the Game
Summary
Extreme Game Makeover
13. Teaching Games to Think.
The Least You Need to Know About AI
Exploring Types of Game AI
Roaming AI
Behavioral AI
Strategic AI
Developing an AI Strategy
Teaching Sprites to Think...Sort Of
Designing the Chase Sprite
Coding the Chase Sprite
Building the High Seas 2 Example Game
Writing the Program Code
Testing the Finished Product
Summary
Extreme Game Makeover
IV. TAKING ADVANTAGE OF THE WIRELESS NETWORK.
14. Mobile Game Networking Essentials.
Multiplayer Game Basics
Turn-Based Games
Event-Based Games
Network Game Problems and Solutions
State Synchronization
Input Synchronization
A Hybrid Solution
Communicating over a Network with Sockets
Stream Sockets
Datagram Sockets
Network Programming and J2ME
Creating Datagram Packets
Sending Datagram Packets
Receiving Datagram Packets
Building the Lighthouse Example
Designing the Client and Server
Writing the Program Code
Testing the Finished Product
Summary
Field Trip
15. Connect 4: A Classic Game Goes Wireless.
The Scoop on Connect 4
Designing the Game
Graphics and User Interface
Game Logic
Networking
Developing the Game
The Connect 4 Client and Server
The Connect 4 Game Canvas
The Connect 4 Game State
Testing the Game
Summary
Field Trip
16. Debugging and Deploying Mobile Games.
Game Debugging Basics
Single-Stepping Code
Watching Variables
Using Breakpoints
Game Debugging Strategies
Bug Prevention
Bug Detection
Choosing a Debugger
Deploying Mobile Games
Understanding Over-the-Air Provisioning
Preparing Your Game for Deployment
Tweaking Your Web Server
Testing OTA Provisioning with KToolbar
Summary
Field Trip
V. SPRUCING UP YOUR GAMES.
17. Optimizing Mobile Java Games.
Understanding Mobile Game Optimization
Optimizing for Maintainability
Optimizing for Portability
Optimizing for Size
Optimizing for Speed
General Mobile Game Optimization Tips
Reducing Memory Usage
Minimizing Network Data
Eliminating Unnecessary Graphics
Java Code Optimization Tricks
Compiling Without Debug Information
Eliminating Unnecessary Evaluations
Eliminating Common Subexpressions
Taking Advantage of Local Variables
Expanding Loops
Code Shrinking and Obfuscation
Profiling Your Mobile Game Code
Monitoring Mobile Game Memory Usage
Putting Mobile Game Optimization into Perspective
Summary
Extreme Game Makeover
18. Space Out: Paying Tribute to Space Invaders.
The Scoop on Space Out
Designing the Game
Developing the Game
Creating a Moving Sprite
Declaring the Member Variables
Assembling the start() Method
Piecing Together the update() Method
Drawing the Game Screen
Starting a New Game
Adding Aliens, Missiles, and Explosions
Testing the Game
Summary
Extreme Game Makeover
19. Keeping Track of High Scores.
The Importance of Logging Your Achievements
Getting to Know the Java RMS
Understanding Records and Record Stores
Exploring the RecordStore Class
Preparing High Score Data for Storage
Building the Space Out 2 Example Game
Designing the Game Enhancements
Writing the Game Code
Testing the Finished Product
Summary
Field Trip
VI. APPENDIXES.
Appendix A. Java Game API Reference.
The GameCanvas Class
Member Constants
Constructor
Methods
The Layer Class
Methods
The Sprite Class
Member Constants
Constructors
Methods
The TiledLayer Class
Constructor
Methods
The LayerManager Class
Constructor
Methods
Appendix B. Mobile Game Programming Resources.
Micro Dev Net
J2ME Gamer
J2ME.org
Forum Nokia's Mobile Games Community
Wireless Developer Network
GameDev.net
Gamasutra
Game Developer Magazine
Gamelan
JavaWorld
The Official Java Website
Appendix C. Creating Graphics for Mobile Games.
Assessing Game Graphics
Determining the Game Screen Size
Reaching the Target Audience
Establishing a Game Setting and Mood
Adhering to a Graphics Style
Exploring Graphics Tools
Image Alchemy
Paint Shop Pro
Graphic Workshop
Creating and Editing Graphics
Line-Art Graphics
3D Rendered Graphics
Scanned Photography and Video-Captured Graphics
Background Graphics and Textures
Animated Graphics
Finding Graphics
Bonus: Java Programming Primer - CD-ROM.
Index
Don't Wast Your Money.......2005-09-22
This is absolutly the worst programming book i've ever read! Although Michael Morisson shows a lot of techniques and details of MIDP 2.0, he doesn't explain how to use them efficiently and how to integrate them into projects. This is also the way he programs himself. All samples are confuse and against all object-oriented principles. Sure, people learn how to write simple gags, but writing an average game is impossible with this book.
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- ABC-ABM Gestion de Costos por Actividades
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