Kamis, 30 Juni 2011

[G322.Ebook] Fee Download Sky & Telescope's Pocket Sky Atlas Jumbo Edition, by Roger Sinnott

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Sky & Telescope's Pocket Sky Atlas Jumbo Edition, by Roger Sinnott

Perfect for experienced stargazers and beginners alike, Sky & Telescope's Pocket Sky Atlas will have you exploring the heavens in no time!

Sky & Telescope's celestial atlases are the standard by which all other star atlases have been judged for a half century. Now we've raised the bar again with our Pocket Sky Atlas - Jumbo Edition. There has never been such a wonderfully detailed atlas so handy to take on trips and use at the telescope, thanks to its user-friendly size, convenient spiral-bound design, and easy-to-read labels. The charts show both constellation boundaries and stick figures to help you find your way.

Features of this atlas:

  • More than 30,000 stars individually sized according to their relative brightness
  • 1,500 deep-sky objects color-coded by type, including 675 galaxies oriented as they appear in the sky
  • This Jumbo Edition has 6 new close-up charts, for a total of 10, depicting high-interest star fields.
  • Labels even more legible in dim light

  • Sales Rank: #235923 in Books
  • Brand: Sky & Telescope
  • Published on: 2016-01-18
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.90" h x .70" w x 9.00" l, 2.06 pounds
  • Binding: Spiral-bound
  • 136 pages

About the Author

Roger Sinnott is a senior contributing editor of Sky & Telescope magazine. He coauthored the two-volume Sky Catalogue 2000.0. In 1997, he collaborated with Michael Perryman of the European Space Agency on the Millennium Star Atlas, the most detailed all-sky atlas of its time. Minor planet 3706 Sinnott is named in Roger's honor.

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41 of 42 people found the following review helpful.
It's bigger, but is it really better?
By Jim Erwin
I'll start off by saying I love the "standard" edition. It joins me on every visit to my dark site. I was however a bit disappointed with the Jumbo Edition, mostly because I expected more out of it. The standard edition's pages are about 6" x 9", with margins of anywhere between a half inch and 3/4 inches The actual chart on each page is 5" x 7 3/4" Some pages are too small to show an entire constellation, and I find myself flipping between pages way too often. The way the sky is divided up, you find your self flipping between page 45 and page 65 as an example. I hoped the jumbo edition would have larger pages, and thus show more of the sky allowing me to flip pages less often. I based this assumption off nothing really, as I believe I'm the first review amazon for this, I had nothing to go on, there were no internal description of the book, I just assumed the jumbo version, being bigger than the standard would show me more of the sky per page. For the 3rd time in my life I was wrong about something.

When the Jumbo Edition arrived I found the EXACT same charts. Just larger...slightly. Each page is 8 3/8 x 11 3/4, with margins between 1/2" to 1 1/4". The chart size was 6 1/2 x 10 1/8. So they stretched the chart about an 1 1/2" side to side, and about 2 1/4" up and down. The Jumbo Edition had a hard cover, which I fear will get nasty after a few wet nights at the dark site. The rest of the pages appear to be the same water resistant pages as the other Sky Atlas, but they feel slightly different to the touch, so I guess time will tell if they hold up. The rest of the book is almost exactly the same, the words Jumbo Edition appear on each page, the publication dates changed, and the Sky & Telescope logo is printed on a page. They did add a few more Close-Up Charts. Today it goes from A to D, The jumbo edition goes to J. These extra close-up charts are of the Large Magellanic Cloud, which is wasted on those of us in north, but it also includes the Cone and Rosette, Big Dipper Bowl, Lion's Tail, Sky near Deneb, Steam from Teapot and Scorpion's Tail, which are all objects that can be seen by those of us in the Northern Hemisphere.

If your eyes get tired quicker than in your youth and you desire slightly larger print, this might help. If you haven't yet bought a pocket sky atlas, this might be a good addition to your inventory (if the hard cover and pages don't deteriorate the first time they get wet). If you already own a pocket sky atlas and are happy with it, and have no problems reading it, then I would not consider the jumbo edition a needed upgrade.

This will probably join me in my back yard where I get way less dew, but I might use it sparingly at my dark site until I know it can survive some moisture.

Clear Skies Everyone!

14 of 14 people found the following review helpful.
I couldn't resist and I'm glad I didn't.
By Joseph Shuster Sr.
I have and I really enjoy the original "Pocket" atlas. So I wondered if this larger version would be worth the extra price. I couldn't resist and I'm glad I didn't. The Jumbo edition is fantastic. It's a practical tool in a reading chair, desk, or next to your telescope under the stars. The bigger size is especially helpful to anyone who benefits from bigger fonts and graphics -- nearly everyone over 45.

The construction is well done. The covers are hard and the front cover can wrap behind the back. The spiral binding actually has a little nicer arrangement than the original. The pages are dew resistant -- the paper seems the same as the original. And the graphics are top notch, too -- good choices for fonts, icons, rules. Like any good atlas, the links to neighboring parts of the sky are easily found with cross references in the margin.

If you had to chose only one edition, your two prime decisions factors would be print size and portability. If you need the larger fonts and graphics, the Jumbo is the easy call. Some people care about a small footprint for travel or a flexible cover for aggressive packing more than the print size. They could make a case for the original with its smaller dimensions and flexible cover. If you're deciding which edition to get as a gift, I think most astronomers would appreciate the Jumbo.

BTW, people will tease that the Jumbo shouldn't be called a "pocket atlas". But in all frankness, the original didn't fit into any pockets, either.

5 of 6 people found the following review helpful.
An easy 5 star recommendation
By JWM3
I don't own the smaller edition, so my review will just focus on this book.

If you are a new to astronomy and don't like to take a laptop to your viewing site, this book is a valuable resource for under $30. It contains 80 charts of the sky, plus an additional 10 "close-up" charts of commonly-viewed areas like Orion and the Pleiades. There are more than 30,000 stars and 1,500 deep sky objects (DSOs) on the charts, which seems a perfect blend of detail without being overwhelming.

The book has several nice touches, like a spiral binding that allows the book to be held open with one page (useful while navigating the stars) and a star sizing chart on the inside cover.

Amateur astronomers spend hundreds of dollars (or thousands) on eyepieces and heating strips and many thousands on mounts and scopes; here is a resource for $25-30 that will teach you about the wonders of the heavens.

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[F419.Ebook] Fee Download My Life in Advertising, by Claude C. Hopkins, by Claude C. (1866-1932) Hopkins

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My Life in Advertising, by Claude C. Hopkins, by Claude C. (1866-1932) Hopkins

  • Sales Rank: #3693292 in Books
  • Published on: 1946
  • Binding: Hardcover

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[J659.Ebook] Download Ebook Making Games with Python & Pygame, by Al Sweigart

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Making Games with Python & Pygame, by Al Sweigart

Making Games with Python & Pygame is a programming book that covers the Pygame game library for the Python programming language. Each chapter gives you the complete source code for a new game and teaches the programming concepts from these examples. The book is available under a Creative Commons license and can be downloaded in full for free from http://inventwithpython.com/pygame This book was written to be understandable by kids as young as 10 to 12 years old, although it is great for anyone of any age who has some familiarity with Python.

  • Sales Rank: #123818 in Books
  • Published on: 2012-01-12
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.00" h x .83" w x 8.00" l, 1.60 pounds
  • Binding: Paperback
  • 366 pages

About the Author
Albert Sweigart (but you can call him Al), is a software developer in San Francisco, California who enjoys bicycling, volunteering, haunting coffee shops, and making useful software. He is originally from Houston, Texas. He finally put his University of Texas at Austin computer science degree in a frame. He is an atheist, a cat person, and fears that he is losing brain cells over time. He laughs out loud when watching park squirrels, which makes people think he’s a simpleton. His web site and blog are located at http://coffeeghost.net

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31 of 31 people found the following review helpful.
An excellent introduction to Pygame and 2D game creation
By A Warm, Close, Personal Friend of Al
"Making Games with Python and Pygame" is the second in a series of tutorial books from Al Sweigart. Knowing that it can often be a somewhat tedious affair, Sweigart takes the approach that it's easier to learn a new computer language if it's applied to something fun. His first book, "Invent Your Own Computer Games with Python", put this to great effect as it lead the reader through learning basic Python by creating several small and simple games. His latest book continues this concept with more complex games and introduces the Pygame library for manipulating graphics, animation and sound. Well, re-introduces Pygame. The "Invent" book had a chapter on Pygame but it really needs its own book, hence this one.

"Making Games with Python and Pygame" is divided up into ten chapters. Over the course of the book, you will learn to create twelve games and every one of them is fun and very useful in the concepts that they teach. Make no mistake, this is not a book on basic Python syntax or just using the Pygame library. This book teaches you how to make actual games with a nice level of "professional" touches. I was surprised by a number of the hidden gems that were included in the book.

Each chapter follows the same basic formula. First is a brief description of the game that will be created and how it works. Next, is the full source code for the game. Then, he goes through the code, section by section, with a thorough explanation of what the code does and why it does it. At the end of the chapter, is often ideas for expanding the game and a link to "buggy" versions of the game that you can use to practice debugging techniques. The buggy versions can all be downloaded and each version tells you exactly what is wrong with the code. In fact, the book makes several references to supplemental material to be found on the book's website.

One thing about the chapters that I really appreciated was the way that they are organized. Each section of code has its own subchapter heading. This makes it very easy to find information on that section or, more importantly, the concept that section represents. These subchapters are also incorporated into the main table of contents. Another really great idea is that the book's website includes a "diff" tool where you can compare the source code that you typed in to the actual code for the games. This is extremely helpful if you get stuck on a bug and can't figure out what you did differently from the code itself. Combine this with the "buggy" versions available online and you can learn a lot. For example, comparing the working source code to a version where the game character isn't displayed on the screen as expected. This is the first time that I've seen this concept applied and it's a wonderful tool.

Here is a quick breakdown of the chapters and the topics that they cover:

Chapter 1 introduces you to the intent of the book and a few other preliminaries such as getting Python and Pygame installed.

Chapter 2 covers the basics of the game loop, game states, and general concepts such as managing the screen, graphic surfaces (canvases), basic drawing, animation and sound manipulation, and more. It also explains how to manage how fast the screen is drawn (refresh rates and frames per second). These are all very important ideas to understand before you can tackle the games themselves and Sweigart does an excellent job of leading you through them.

Chapter 3 introduces you to your first game, the classic "Memory" puzzle. The purpose of this chapter is to give you some experience with a real game loop and refresh you on your basic Python (conditions, loops, etc), as well as coordinate systems. It also introduces you to some nice additional features - basic animations for starting and ending the game.

Chapter 4 has you creating a Sliding Numbers puzzle. Key concepts such as keyboard and mouse input, screen rendering and animation are used here. I really want to emphasize something that is introduced in this chapter: "flair". Most beginner books that describe how to make games just teach you the basic mechanics of the game itself. Several of the chapters in this book teach you how to add some nice flair to your games. Chapter 4 has you create a nice little animation when the game is restarted. Rather than simply redrawing the board in a reset state, it has you play back every move in reverse, so it looks like the puzzle is being unshuffled. It might sound like a small thing but it helps to add a level of "professionalism" to the game. Especially for a beginner, it helps to give them the feeling that they have created something special. Little touches like this are spread throughout the remaining chapters.

Chapter 5 is built around a Simon-type (copy me) game. For those that may not remember Simon, its an electronic game that has four large buttons, each a different color, that light up and play a sound in sequence. The player then has to push each button in the same sequence. The longer you play, the longer the sequences get. This chapter focuses on the use of sound and controlling it, as well as using time as a feature. It also focuses on a bit of flair called an "attractor". An attractor is often used when a game is sitting idle. This is very common in arcade coin-op games where they will play an animation or sound clip to get your attention. You'll also see it used in games where you control a character on-screen (a la Mario Brothers or Braid) and let them sit idle for a bit and they start to get "bored". They'll start tapping their toes or looking around, maybe whistle... Those actions are all possible with the attractor logic and "idle state" taught in this chapter.

Chapter 6 uses the classic Snake game, here called "Wormy", to teach simple collision detection and mapping concepts. While not explicitly stated in the chapter, his approach to tracking the snake on the playing field and rendering it is very similar to managing levels and drawing their maps onscreen in RPGs. This concept is expanded on later in Chapter 9. Text rotation is also introduced for the title screen.

Chapter 7 expands on what has been learned so far with a Tetris clone. Here we're getting into complex shape manipulation, variable timing for user movements, more collision and rotation techniques and UI layout. A critical element of this chapter's game is that it is played in real time. Anyone that has played Tetris will be all to familiar with how frantic things can get in the later stages. The author takes the reader through some basic algorithms for increasing the complexity as the player progresses. Like Wormy in the previous chapter, on-screen elements are kept track of by using an array to store an object's boundaries, but it works and it works very well. Using the concepts learned here, you can track a complex object in space and move it around with some interaction with the environment (e.g. walls and other pieces). This is revisited again in Chapter 9. A strong emphasis on game logic is the underlying theme of this section and it helps prepare the reader to create more complex games.

Chapter 8 brings autonomous characters into the mix as you create a simple variation of Katamari Damacy. You basically take control of a squirrel that runs around eating other smaller squirrels while avoiding being eaten by larger ones. As you consume the other objects, you increase in size. There are some huge concepts in this chapter such as sprite manipulation, camera manipulation and viewports (essential for side-scrollers, which is alluded to with a reference to Super Mario World). This basically allows you to create games that have very large playing areas while only showing a small section at a time. You also learn how to do some basic sprite movement to make it appear as if your character is jumping/bouncing with the introduction of the Sine mathematical function. Also nice to have if you want to throw a ball up in the air and have it come back down realistically. Not content to show you how to merely move the screen's camera around, a little bit of flair is introduced that gives the player's character some "slack" where he can move on the screen before the camera moves, as well as brief invulnerability when the player first spawns.. Again, just a nice thing to see in a book directed towards beginners.

Chapter 9 is not the last chapter but it is the one that ties everything together in one really nice setup. Here the game is Star Pusher, a clone of Sokoban. This is an isometric game using a tile-set and externally stored maps, actual sprites, collision detection, and more graphic techniques. Upon completion of this chapter, you will have just about everything you could need to build a 2D game.

Chapter 10 finishes things up with four additional games that you can use to reinforce what you have learned and discover new techniques. The games included are variants of Othello, Flood It, Connect Four, and Bejeweled. Of special importance here is the introduction of basic A.I. concepts in Othello and Connect Four.

There are a few things that I would have liked to have seen included. It would have been great to have an actual side-scroller game, since I know that a lot of people are interested in that. Manipulation of background images with basic parallaxing would have been useful in that context, too. Greater use of canvases for more complex UIs would be helpful for people interested in creating RPGs or RTSs. Seeing a little more done with sounds and sound caching (similar to Chapter 9's caching of sprites) would also have been welcome. Speaking of sprites, sprite animation would also be nice. It's one thing to move a character around on the screen. It's a whole 'nother world to see him dance. A demonstration of using multiple screens (beyond a game over one) is another thing that I would have liked to have seen. Lastly, I would have preferred if the concept of basic class objects was introduced as a data structure instead of a dictionary type, as used in Chapter 9. Maybe for the "Making Advanced Games..." book?

One other thing to keep in mind is that this is not a Python tutorial and you will need a reference on hand for both Python and the Pygame library. If you are new to Python, you will definitely want to start with his other book first. Also, much has been said about the fact that this book is available online for free. While that is true, there is a lot to be said for having the physical book in front of you. Al has done a great job with this book and should be rewarded. If you opt for the online version, please, at the very least, consider hitting the PayPal donation link on his site.

I've been a professional software developer and architect for almost 30 years and have used various methods to teach programming to colleagues, friends, and kids. I've found structuring the lessons around games to be a very effective approach. I found Al's first book, "Invent Your Own Computer Games with Python", to be a very useful starter in learning Python. My daughter (who was nine years old at the time) used the first book to learn Python with great success. From it, she came away with the ability to create a small-scale RPG involving a certain well-known teen wizard (yes, that one) that very quickly became an elaborate adventure game. "Making Games with Python and Pygame" has allowed her to more fully flesh out that first game and she is excitedly making plans for a slew of new games. It's great to see her enthusiastic about programming and even better that it didn't involve any coaxing from me. She basically did it all on her own.

If she can do it, so can you.

[Note: A friend of mine asked if I was a close personal friend of the author, based on my username. No, that's a reference to "Weird" Al Yankovic, whose fans are known as "A Warm, Close Personal Friend of Al"].

12 of 12 people found the following review helpful.
A great book for anyone interested in making their own games
By Gabe Sinhorin
Ever since I was around 7, I always wanted to create my own video games. Inspired by games like The Legend of Zelda: Ocarina of Time and Pikmin 2, I decided to finally learn how to make games. I found a pretty well-known program called Game Maker and began building my own games.

I continued using game maker for about 6 years, but by then I felt like I needed something more powerful. Game Maker was great, but it wasn't really what I wanted. After researching different languages to learn, I finally decided on Python, and to my luck, I was given a free review copy of "Making Games with Python and Pygame" from the author, Al Sweigart.

Before reading this book, one needs to know that this is not a book for complete beginners. Fortunately for me, Game Maker has taught me most of the concepts needed to fully understand the book, but someone brand-new to programming may have some trouble with it. Fortunately, Al has another book called "Invent your own computer games with Python" which is up for free download at [...]. This book doesn't touch on Pygame, but it shows you how to make basic games as well as teaching you the basics of Python.

The first thing that I've noticed when reading through the book is of how easy to read it is. I've worked through other textbooks trying to understand how everything works, but the explanations and definitions are too vague to make sense of what everything is. In this book, everything is much clearer. I can finally find out what a module and method is!

The book guides you through making simple games like clones of Tetris and Sokoban. After showing the source code for each of these games, Al breaks down the program and tells you what each line of code does and how it is significant. I found this to be a good way to understand how the code works, because you see it in action for yourself. There is even a glossary at the back if you need a quick explanation on a concept.

All in all, "Making Games with Python and Pygame" is a great book for anyone wanting to begin making their own games. Don't expect your own "Shadow of the Colossus" when you're done, but you will have the knowledge to put together very fun and cool indie games that could even be released online, if you wish. In short, "Making Games with Python and Pygame" is a great read, I recommend it.

8 of 8 people found the following review helpful.
Pygame!
By !linux_user
You know. I really enjoy this book. Al writes a great book; it is an enjoyable read. This prompted me to buy his other book - Invent your Own Computer Games with Python. Buy them both - you won't be disappointed. The quality of the book (Paper, cover, typeset) is very readable and high-quality for a computer book, which makes it a good library addition. Also, you can get the digital edition free, and lots of code/etc from website - so very good value.

Al presents python and pygame concepts in context of re-creating several typical games - like tetris, memory, othello, wormy, etc. Overall excellent pygame book. Pairs well with the rasperry pi computer... hint hint, nudge nudge. ( The games featured in this book are installed on raspberry pi stock image.. )

Honestly it's more fun than slogging through the pygame website, and example code. Pygame and this book allow you to quickly put together some pretty 'low tech' fun and easy games.

Technically:
The book quickly introduces you to core display concepts like surfaces, drawing shapes, colors, blitting graphics, and playing sounds. Then it guides you through 'event handling' concepts over the course of several games. You will be up and running quickly making your own games with sound/graphics/event handling.

So, really a good intro / even intermediate intro / to pygame, which perhaps doesn't touch on pygame's more advanced topics very deeply. Focuses well on game design concepts, but doesn't get extremely deep into every bell and whistle of pygame, which to me was a good thing, and kept the book understandable and concise. It is not a 'reference' type book, and advanced pygame topics were not included.

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Senin, 27 Juni 2011

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Business Valuation Rules of Thumb and Formula Resource Guide: An Invaluable Guide for Valuing Hundreds of Different Businesses, by Stephen

This book is the only one of its kind which provides rules of thumb for valuing hundreds of different businesses. This book looks into hundreds of different industries found in the United States. In each section, the critical value drivers for a business are identified, along with the industry specific Red Flags and other risks related to purchasing a business that buyers should be aware of. For readers interested in learning about costs of operation, the book outlines key financial benchmarks for most of the business categories. Ratios for cost of goods sold, managers salaries, operating expenses, rent, working capital and profit margins can also be found in these sections. Of interest to many buyers will be the write-up sections of each industry which discuss available financing and typical terms for business loans. In our approximation, 50% of small businesses are purchased without financing, and most loans require a minimum down payment of +/- 30% of the purchase price. However, terms and pricing vary based upon the business type and time it was purchased. Typical rental rates are also provided for each type of business. At the end of each sections, the book provides information for further reading or reference that was useful to us in writing this manual. The chapters in this book are organized in accordance with the SIC (Standard Industrial Classification) numbers of businesses and NAICS codes. Chapter 1 discusses the Applicability of Rules of Thumb, Weaknesses of Rules of Thumb, Value Drivers for Businesses, Attrition of Customers, Barriers to Entry, Cash Flow Analysis & Trends, Competition, Covenants not to Compete, Franchises, Geographic Location Issues, History of the Business & Prior Problems, Industry-Specific Trends, Inventory, Working Capital and Receivables, Leases, Long-Term Contracts, Macroeconomic Trends, Options to Purchase Stock or the Business, Ownership of Premises (Real Estate) and Business Valuation, Patents, Return on Investment, Sales Trends & Number of Customers, Special Permits and Licenses, Strategic Acquisition, Terms of Sale / Financing, Adjustments, Turn-Key (Absentee Owner) Business, and a Checklist of Important Items for Valuation. Chapter 2 provides an overview of Horticulture and Animal Related Businesses. Chapter 3 provides an overview of Construction Businesses including special trade contractors. Chapter 4 discuses Manufacturing Businesses. Chapter 5 provides an overview of Transportation, Sanitation and Communication Related Services Businesses. Chapter 6 provides an overview of Wholesale and Distribution Businesses. Chapter 7: is the larges chapter and covers a number of Retail Businesses. Chapter 8 covers Finance, Insurance and Real Estate Related Businesses. Chapter 9 provides an overview of different types of Business Services. Chapter 10 provides an overview of Personal Service and Lodging Businesses. Chapter 11 covers all Automotive Businesses. Chapter 12 reviews Health, Education, Legal and Social Service Businesses. Chapter 13 looks at Recreational Businesses. Chapter 14 is an excellent primer on Buyer/Seller Due Diligence. Due diligence is the most important chapter to read and will pay for the book through the knowledge picked up after reading it. Chapter 15 provides a great overview of Selling a Business: Terms and Financing. Chapter 16 provides Typical Scenarios Used in Valuing Small Businesses such as items which need to be adjusted, when using rules of thumb. Important numerical examples include:how to use price to sales and owner s discretionary cash flow multiples, valuing a business with publicly traded comparables, how to separate the business value from the real estate value, how to account for skim, as well as other scenarios. Finally, the appendix presents all of the major references used with the addresses and telephone numbers for finding them.

  • Sales Rank: #2727262 in Books
  • Published on: 2009-12-07
  • Binding: Perfect Paperback
  • 463 pages

About the Author
Mr. Bethel is the director of Frazier Capital, specializing in the valuation of private/public equity businesses and financial instruments, commercial real estate investments, and the counseling of business owners and commercial real property owners. Active in the business and valuation profession for over 20 years, he has valued domestic and international businesses, commercial real estate investments, and industrial machinery and equipment, and was the CFO of a multi-national medical manufacturing company. Mr. Bethel obtained his BA in Economics from Occidental College in Los Angeles, California, a Masters in Management, Economics and Politics from St. Andrews, Scotland, and a second Masters in International Finance from Glasgow University, Scotland.

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0 of 0 people found the following review helpful.
Great Practice & Theory
By scot odman
I consider both Business Valuation Rules of Thumb and Formula Resource Guide and Business Valuations Resource Guide to be outstanding resources. Author Stephen Bethel does a great job of presenting the theory behind business valuation along with the practical, step-by-step application of valuation techniques. Highly useful for both students & practitioners.

Scott Odman
Business Reference Librarian
University of St Thomas Libraries

0 of 0 people found the following review helpful.
A go to reference for industry specific information and value drivers.
By Mr John Murray
I recently purchased The Business Valuation Rules of Thumb & Formula Resource Guide as well as The Business Valuation Resource Guide to add to my practice resource library and they have become a go to reference for me. The language used, explanations given and consistent format make both books a pleasure to use.

0 of 0 people found the following review helpful.
best reference book we are using
By GoodsBarn
simply the best, Using real world example and clearly explain. I found the "reminder" (formulas, red flags, risks, resoure, etc.) on side is very helpful. I do use it as tool book from time to time.

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Selasa, 14 Juni 2011

[U374.Ebook] Ebook Jouissance as Ananda: Indian Philosophy, Feminist Theory, and Literature, by Ashmita Khasnabish

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Jouissance as Ananda: Indian Philosophy, Feminist Theory, and Literature, by Ashmita Khasnabish

Jouissance as Ananda seeks to resolve the often-problematic Western concept of the ego by proposing a cross-cultural theory of consciousness that draws on Indian philosophy. Author Ashmita Khasnabish begins with a critique of Western psychoanalysis, engaging French feminist philosopher Luce Irigaray's concept of jouissance to highlight shortcomings in the work of Freud and Lacan. Khasnabish then seeks to expand the idea of jouissance by comparing it with the Indian concept of ananda. The highly theoretical analysis of philosophical and psychoanalytic terms is combined with an examination of colonial and postcolonial literature. A thoughtful and immensely creative approach to psychoanalytic theory, Jouissance as Ananda will be of interest to readers from a variety of cultures and disciplines.

  • Sales Rank: #9948549 in Books
  • Brand: Brand: Lexington Books
  • Published on: 2003-09
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.28" h x .93" w x 6.20" l, 1.18 pounds
  • Binding: Hardcover
  • 254 pages
Features
  • Used Book in Good Condition

Review
Jouissance as Ananda is a tour de force that delivers on all of the major issues suggested by its title. The masterful analyses of Irigaray and Brennan alone make this work an important contribution to feminist theory. But in conjunction with the equally masterful analyses of Aurobindo and Tagore, Ashmita Khasnabish has succeeded in creating a space around the ego in which East and West have taken significant steps closer to each other. (Paget Henry, Brown University)

Admirable both for its scope and creative interpretations, Jouissance As Ananda is a landmark in the scholarship of psychoanalysis, philosophy, feminist theory, and literature. Its interdisciplinary and cross-cultural analysis of ego-transcendence should interest a wide audience of international scholars sensitive to Ashmita Khasnabish's mastery of Indian and Western intellectual thought. (South Asian Review)

This study is a groundbreaking analysis critiquing Western psychoanalysis from the author's own unique Indian philosophical and psychoanalytical background. This juxtaposition of concepts results in a work of great insight, clarity, and focus. (Teresa Brennan, Florida Atlantic University, University of Amsterdam)

About the Author
Ashmita Khasnabish received a Ph.D in English Literature from Bowling Green State University and has taught at Algonquin College, Bentley College and Quincy College. She is currently a visiting scholar at Brown University Pembroke Center for Teaching and Research on Women, and teaches at the University of Massachusetts, Lowell.

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Kamis, 09 Juni 2011

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Basic Biotechnology, by Colin Ratledge

  • Published on: 2001-04
  • Original language: English
  • Number of items: 1
  • Binding: School & Library Binding

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Optical Characterization of Semiconductors: Infrared, Raman, and Photoluminescence Spectroscopy (Techniques of Physics), by Sidney Perkowi

This is the first book to explain, illustrate, and compare the most widely used methods in optics: photoluminescence, infrared spectroscopy, and Raman scattering. Written with non-experts in mind, the book develops the background needed to understand the why and how of each technique, but does not require special knowledge of semiconductors or optics. Each method is illustrated with numerous case studies. Practical information drawn from the authors experience is given to help establish optical facilities, including commercial sources for equipment, and experimental details. For industrial scientists with specific problems in semiconducting materials; for academic scientists who wish to apply their spectroscopic methods to characterization problems; and for students in solid state physics, materials science and engineering, and semiconductor electronics and photonics, this book provides a unique overview, bringing together these valuable techniques in a coherent wayfor the first time.

Discusses and compares infrared, Raman, and photoluminescence methods
Enables readers to choose the best method for a given problem
Illustrates applications to help non-experts and industrial users, with answers to selected common problems
Presents fundamentals with examples from the semiconductor literature without excessive abstract discussion
Features equipment lists and discussion of techniques to help establish characterization laboratories

  • Sales Rank: #5280916 in Books
  • Published on: 1993-11-11
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.00" h x 7.00" w x .75" l,
  • Binding: Hardcover
  • 220 pages

About the Author
By Sidney Perkowitz

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Minggu, 05 Juni 2011

[G295.Ebook] Free Ebook Intercultural Communication: A Contextual Approach 4th (forth) edition Text Only, by James W. Neuliep

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Intercultural Communication: A Contextual Approach 4th (forth) edition Text Only, by James W. Neuliep

  • Sales Rank: #2849288 in Books
  • Published on: 2008
  • Binding: Paperback

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7 of 12 people found the following review helpful.
Sales will go to ZERO
By The Truth Seeker
This leftist culturally blind book was used as the reference for the Jesus-stomping exercise that got a student suspended. Lawsuits should follow soon.

Just search: "Florida Atlantic Univ. student claims he was suspended for not stomping on Jesus [VIDEO]"

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Sabtu, 04 Juni 2011

[S370.Ebook] Ebook Download Problems in Modern Latin American History: Sources and Interpretations (Latin American Silhouettes)From Brand: Rowman Littlefield Publis

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Problems in Modern Latin American History: Sources and Interpretations (Latin American Silhouettes)From Brand: Rowman Littlefield Publis

Now in its fourth edition, this leading reader has been updated to tighten the focus of each chapter on a major interpretive problem. This edition includes an entirely new chapter, “Historical Memory,” which allows readers to revisit the era of the Cold War from a contemporary perspective, and the chapters on nationalism and globalization have been thoroughly revised. The book continues to offer a rich variety of materials that can be tailored to the needs of individual instructors.

The reader’s unique and successful chapter organization provides a thematic complement to narrative accounts of modern Latin American history. By focusing each chapter on a single concept or interpretive problem—such as nationalism, women’s rights, or social revolution—the text engages students in the analysis of historical sources and, at the same time, introduces them to the twists and turns of historiography. Each chapter in this new edition includes at least two primary sources. With its innovative combination of primary and secondary sources and editorial analysis, this text is designed specifically to stimulate critical thinking in a wide range of courses on Latin American history since independence.

  • Sales Rank: #2437569 in Books
  • Brand: Brand: Rowman Littlefield Publishers
  • Published on: 2013-11-07
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.29" h x .79" w x 6.22" l, .0 pounds
  • Binding: Hardcover
  • 278 pages
Features
  • Used Book in Good Condition

Review
Problems in Modern Latin American History provides a delightfully diverse collection of primary sources mixed with scholarly analyses. This potent combination offers an ideal means of instructing students in historical interpretation and historiographical criticism. James Wood helps instructors and their students focus on vital selected problems, thus avoiding the usual pedestrian compilation of factoids. Students can explore a range of often-conflicting views of important problems and gain experience in constructing and critiquing historical interpretations, not regurgitating minutiae. My students have responded with high-level critical thinking, because the readings challenge rather than bore. I've used the book since the first edition with excellent results in both classroom and online courses. (Richard W. Slatta, North Carolina State University)

For twenty years, Problems in Modern Latin American History has been of inestimable value to undergraduates and their instructors. James A. Wood has made the new edition fully his own, incorporating new areas of interest into the volume’s wide-ranging thematic coverage and updating the text for a new generation of students. Among the notable results is that Problems, entering its third decade, remains as vital a resource as it was at the dawn of its first. (James Woodard, Montclair State University)

About the Author
James A. Wood is associate professor of Latin American history at North Carolina Agricultural and Technical State University in Greensboro.

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1 of 1 people found the following review helpful.
Eye-opener.
By EmuSeller
This should be mandatory for anyone born in the Americas especially United States. As a black man, I found it extremely fascinating to see the incredibly beautiful and tragic side of the history of Latin America and how the country I live in has rarely helped its neighbors to thrive. I can't help but think to myself, how can you even have any opinion on US-Latin American relations if you have not read this book?? It's absolutely essential. Everything else is just what the US government propaganda machine wants you to believe about our Latin American neighbors. At least we finally reopened our embassy in Cuba. That's the least we can do and my prayer is that Mercosur will be as strong as the EU to really provide a counterbalance to the overpowered United States.

My only request to the author is this: Can you please make a book like this for Africa, too? Its modern history has not been summarized like this yet.

0 of 0 people found the following review helpful.
Five Stars
By john harrington
Book was practically brand new. Definitely helped with my online class.

0 of 0 people found the following review helpful.
Five Stars
By Jack
Great

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