Computing Books
Titan Books Ltd Scorn: The Art of the Game
Book SynopsisOfficial lavish in-depth coffee table art book for the first-person horror adventure game Scorn, inspired by H.R. Giger and Zdzislaw Beksinski, to be released on Xbox series X/S, Microsoft Windows, Steam, and Windows Store. In this coffee table hardback, uncover the concept and vision behind Scorn, alongside insight from the artists and software designers at Ebb. The game is set in a nightmarish universe of odd forms and somber tapestry inspired by the work of H.R. Giger, and designed around the idea of "being thrown into the world". This lavish book explores the characters, creatures, weapons, and locations, with maps, user interfaces, concept art, and original designs. The unsettling biomechanical environment is a character in itself, and every location reveals its own theme, puzzles, and characters that are integral in creating a cohesive lived-in world. "It blends the anatomical and organic with the mechanical and architectural to create fleshy, irregular landscapes inhabited by shambling monstrosities" - PC Gamer magazine
£28.00
Titan Books Ltd Life Is Strange ForgetMeNot
Book SynopsisAlex Chen returns in this graphic novel sequel to the award-winning videogame Life is Strange: True Colors, written by rising star Zoe Thorogood.
£13.49
Titan Books Ltd The Art of Deus Ex Universe
Book SynopsisThe Art of Deus Ex Universe is the ultimate gallery of art From Deus Ex: Human Revolution and Deus Ex: Mankind Divided, featuring over 300 images, including sketches and concept art. With commentary throughout from the world-renowned art team, this extraordinary collection of groundbreaking game art depicts a dystopian future where mankind has evolved...at the cost at its humanity.Trade Review“Deus Ex fans will definitely want The Art of Deus Ex Universe book as part of their collection.” - Retrenders
£26.99
Titan Books Ltd The Art of Tom Clancy's The Division
Book SynopsisThe Art of Tom Clancy's The Division is the ultimate behind the scenes look at making of the latest game in the critically acclaimed Tom Clancy franchise. With over 300 images including sketches and concept art, and in-depth commentary throughout from the artists and creators, this volume will taken fans on a journey through the creation and visual development of the game.Trade Review“Once again Titan Books has released a finely detailed video game art book that provides fans of The Division many insights into the game's design process, and the influences its artists used to bring its characters and world to life.” - Entertainment Buddha "One of the most worthy art books I’ve ever had the privilege of adding to my collection" - Enemy Slime “The artwork here is amazing.” - Brutal Gamer"This book has all the amazing artwork that is featured within the game, along with some concept art that developed into the masterpiece." - Gamers Sphere“Some of the best artwork I’ve seen in any videogame art book” - Gaming Trend “With The Art of Tom Clancy’s The Division, Titan Books yet again does a wonderful job of pulling gamers behind the scenes for a look at the painstaking creative process that goes into conceptualizing today’s blockbuster titles.” - VG Blogger““With The Art of Tom Clancy’s The Division, Titan Books yet again does a wonderful job of pulling gamers behind the scenes for a look at the painstaking creative process that goes into conceptualizing today’s blockbuster titles. The high-end production paintings combined with the thorough developer commentary brings a greater appreciation for The Division‘s rich depth of detail and visual sense of disorder and wonderment.”” - VG Blogger gift guide
£26.99
McGraw-Hill Education - Europe Incident Response Computer Forensics Third
Book SynopsisPublisher's Note: Products purchased from Third Party sellers are not guaranteed by the publisher for quality, authenticity, or access to any online entitlements included with the product.The definitive guide to incident response--updated for the first time in a decade!Thoroughly revised to cover the latest and most effective tools and techniques, Incident Response & Computer Forensics, Third Edition arms you with the information you need to get your organization out of trouble when data breaches occur. This practical resource covers the entire lifecycle of incident response, including preparation, data collection, data analysis, and remediation. Real-world case studies reveal the methodsbehind--and remediation strategies for--today's most insidious attacks. Architect an infrastructure that allows for methodical investigation and remediation Develop leads, identify indicators of compromise, and determinTable of ContentsPart 1 PREPARING FOR THE INEVITABLE INCIDENT1Real World Incidents2IR Management Handbook3Pre-Incident PreparationPart 2 INCIDENT DETECTION AND CHARACTERIZATION4Getting the Investigation Started5Initial Development of Leads6Discovering the Scope of the Incident Part 3 DATA COLLECTION7Live Data Collection8Forensic Duplication9Network Evidence10Enterprise ServicesPart 4 DATA ANALYSIS11Analysis Methodology12Investigating Windows Systems13Investigating MacOS Systems14Investigating Applications15Malware Triage16Report WritingPart 5 REMEDIATION17Remediation Introduction18Remediation Case StudiesPart 6 APPENDICESApp AAnswers to QuestionsApp BIncident Response Forms
£37.49
Viz Media, Subs. of Shogakukan Inc The Creative Gene: How books, movies, and music
Book SynopsisThe ferociously talented Hideo Kojima, creator of Metal Gear Solid and Death Stranding, shares his perspective on the stories and movies that influence his work!Ever since he was a child, Metal Gear Solid and Death Stranding creator Hideo Kojima was a voracious consumer of movies, music, and books. They ignited his passion for stories and storytelling, and the results can be seen in his groundbreaking, iconic video games. Now the head of independent studio Kojima Productions, Kojima’s enthusiasm for entertainment media has never waned. This collection of essays explores some of the inspirations behind one of the titans of the video game industry, and offers an exclusive insight into one of the brightest minds in pop culture.Ever since he was a child, Metal Gear Solid and Death Stranding creator Hideo Kojima was a voracious consumer of movies, music, and books. They ignited his passion for stories and storytelling, and the results can be seen in his groundbreaking, iconic video games. Now the head of independent studio Kojima Productions, Kojima’s enthusiasm for entertainment media has never waned. This collection of essays explores some of the inspirations behind one of the titans of the video game industry, and offers an exclusive insight into one of the brightest minds in pop culture.
£16.14
Pearson Education Kotlin in Action Second Edition
Book SynopsisAbout the Authors: Roman Elizarov is a Project Lead for Kotlin at JetBrains and currently focuses on the Kotlin language design in the role of Lead Language Designer. Roman Elizarov previously designed and developed high-performance trading software for leading brokerage firms and market data delivery services that routinely handle millions of events per second. He has been working on Kotlin at JetBrains since 2016 and has contributed to the design of Kotlin coroutines and the development of the Kotlin coroutines library. Svetlana Isakova began as a member of the Kotlin compiler team and is now a developer advocate for JetBrains. She teaches Kotlin and speaks at conferences worldwide. She is a co-creator of the course Kotlin for Java developers at Coursera and is a co-author of the book Atomic Kotlin. As a Kotlin Developer Advocate at JetBrains, Sebastian Aigner spends a lot of time thinking abo
£39.09
O'Reilly Media Learning Systems Thinking
Book Synopsis
£35.99
Pearson Education (US) Professional Product Owner The
Book Synopsis Don McGreal, in his role as VP of Learning Solutions at Improving (improving.com), is a hands-on agile consultant and instructor. He specializes in agile coaching at the enterprise and product management levels within larger organizations. Don is a Scrum.org Professional Scrum Trainer who has authored and taught classes for thousands of software professionals around the globe. He is also co-founder of TastyCupcakes.org, a comprehensive collection of games and exercises for accelerating the adoption of agile principles. Don is a course steward for the Scrum.org PTable of Contents About the Author Part I: Strategy Chapter 1: Agile Product Management Chapter 2: Vision Chapter 3: Value Chapter 4: Validation Part II: Scrum Chapter 5: Empiricism Chapter 6: Scrum Part III: Tactics Chapter 7: Product Backlog Management Chapter 8: Release Management Chapter 9: The Successful Product Owner Index
£26.09
Manning Publications Deep Learning with PyTorch
Book SynopsisEvery other day we hear about new ways to put deep learning to good use: improved medical imaging, accurate credit card fraud detection, long range weather forecasting, and more. PyTorch puts these superpowers in your hands, providing a comfortable Python experience that gets you started quickly and then grows with you as you, and your deep learning skills, become more sophisticated. Deep Learning with PyTorch teaches you how to implement deep learning algorithms with Python and PyTorch. This book takes you into a fascinating case study: building an algorithm capable of detecting malignant lung tumors using CT scans. As the authors guide you through this real example, you'll discover just how effective and fun PyTorch can be. Key features • Using the PyTorch tensor API • Understanding automatic differentiation in PyTorch • Training deep neural networks • Monitoring training and visualizing results • Interoperability with NumPy Audience Written for developers with some knowledge of Python as well as basic linear algebra skills. Some understanding of deep learning will be helpful, however no experience with PyTorch or other deep learning frameworks is required. About the technology PyTorch is a machine learning framework with a strong focus on deep neural networks. Because it emphasizes GPU-based acceleration, PyTorch performs exceptionally well on readily-available hardware and scales easily to larger systems. Eli Stevens has worked in Silicon Valley for the past 15 years as a software engineer, and the past 7 years as Chief Technical Officer of a startup making medical device software. Luca Antiga is co-founder and CEO of an AI engineering company located in Bergamo, Italy, and a regular contributor to PyTorch.
£35.99
Titan Books Ltd Destiny: Grimoire Anthology - Volume 2
Book SynopsisThe Destiny Grimoire Anthology is a must-have collectible lore compendium assembled for Destiny’s devoted and enlightened scholars and lore lovers, as well as fans of fantasy and science fiction storytelling. The Destiny Grimoire Anthology weaves tales from multiple sources together for the first time, casting new light on Destiny’s most legendary heroes, infamous villains, and their greatest moments of triumph and tragedy.
£21.24
Titan Books Ltd The Art of Assassin's Creed Origins
Book SynopsisHaving taken players all the way to the gateway to the modern world in Syndicate, Assassin's Creed once again takes fans on an adventure through history. The Art of Assassin's Creed Origins collates hundreds of concept arts, including sketches, final paintings, and 3D Renders, alongside in-depth commentary from the artists and developers, representing the ultimate insight into the design processes behind the game.Trade Review“gorgeously made” - Gamers Sphere “an incredible compilation of images” Adventures In Poor Taste“a comprehensive and breathtaking look at the world Ubisoft has brought to life...It’s a beautiful companion that gives backstory to the living world of Bayek the Medjay” - Gaming Trend“perhaps the best [art of book] I’ve come across” - Nerdspan“The Art of Assassin’s Creed origins will surely give fans a larger appreciation for all of the details within the game, large and small, and is a great gift for fans of the series...the quality Titan Books put into its products is unmatched, and the content within is fascinating, making the purchase absolutely worth it.” - XBox Addict
£23.99
Pearson Education (US) Refactoring
Book SynopsisMartin Fowler is Chief Scientist at ThoughtWorks. He describes himself as an author, speaker, consultant and general loud-mouth on software development. Fowler concentrates on designing enterprise software: exploring what makes a good design and what practices are needed to create one.Table of Contents Preface 1. Refactoring, a First Example 2. Principles in Refactoring 3. Bad Smells in Code 4. Building Tests 5. Toward a Catalog of Refactorings 6. Composing Methods 7. Moving Features between Objects 8. Organizing Data 9. Simplifying Conditional Expressions 10. Making Method Calls Simpler 11. Dealing with Generalization 12. Big Refactorings 13. Refactoring, Reuse, and Reality 14. Refactoring Tools 15. Putting It All Together
£43.19
Titan Books Ltd The Art of Assassin's Creed: Syndicate
Book SynopsisAssassin's Creed Syndicate takes players into the underbelly of Victorian London at a time when the Industrial Revolution is in full swing. This volume contains hundreds of never-before-seen concept arts, including sketches, final paintings, 3D renders and texture studies, all sitting alongside insightful and comprehensive commentary from the artists and developers. This volume goes deeper into Ubisoft's artistic process than any other art book!Trade Review“Beautifully rendered illustrations that cover characters, elements, and the city itself..flanked by facts and descriptions of the thoughts that went into the designs. If you love behind-the-scenes stuff and Assassin’s Creed, then this book is for you.” - Brutal Gamer gift guide“The Art of Assassin’s Creed Syndicate features a lot of gorgeous painted artwork and will be a delight for lovers of the video game series, painted art, and late 1800s industrial England.” - Die Hard Game Fan“It is a pleasure to read” - Artbook Passion “A beautiful coffee table book” - Irate Gamer"Each of the books’ 192 pages is absolutely covered in gloriously bleak artwork covering the many boroughs that make up the world of Syndicate. You’ll also find plenty of fascinating concept art and early renderings of the iconic Assassin’s gear as it shifted to a fittingly industrialized Steampunk -inspired aesthetic over the course of the game’s two-year development cycle." - Hey Poor Player"Gives us a detailed look at how the visuals of the game came together." - Aint it Cool Gift Guide “Beautifully rendered illustrations that cover characters, elements, and the city itself coat the heavy-stock pages and are flanked by facts and descriptions of the thoughts that went into the designs. If you love behind-the-scenes stuff and Assassin’s Creed, then this book is for you.” - Brutal Gamer "If you are a fan of the game, or just a fan of gorgeous concept art, this book continues a string of amazing collections from Titan Books." - Gaming Trend"A beautiful book that would fit into any gamer’s library." - Gamers Sphere“The overall book is very detailed and interested to read, especially for fans of the AC series. It offers a full view of the major aspects of the game and it’s interesting to see some of the original concept work and how much development went into things many fans may look at as simple minutiae of a hit game” - Entertainment Buddha
£25.49
Bitmap Books Atari 2600/7800: a visual compendium
Book Synopsis
£35.96
Oxford University Press The Emperors New Mind Concerning Computers Minds
Book SynopsisFor many decades, the proponents of `artificial intelligence'' have maintained that computers will soon be able to do everything that a human can do. In his bestselling work of popular science, Sir Roger Penrose takes us on a fascinating tour through the basic principles of physics, cosmology, mathematics, and philosophy to show that human thinking can never be emulated by a machine.Oxford Landmark Science books are ''must-read'' classics of modern science writing which have crystallized big ideas, and shaped the way we think.Trade ReviewAn extraordinary masterpiece. * Adhemar Bultheel, European Mathmatical Society *Perhaps the most engaging and creative tour of modern physics that has ever been written * Sunday Times *A superb book... provocative and absorbing * Physics Today *A bold, brilliant, groundbreaking work... When Mr Penrose talks, scientists listen * New York Time Book Review *. . One cannot imagine a more revealing self-portrait than this enchanting, tantalising book... Roger Penrose reveals himself as an eloquent protagonist, not only of the wonders of mathematics, but also of the uniqueness of people. * Nature *I fail to see how anybody can remain unmoved by the book's central theme, which concerns the nature of human beings... His style is relaxed and entertaining, There are nuggets on almost every page. * Financial Times *Table of ContentsPrologue 1: Can a Computer Have a Mind? 2: Algorithms and Turing Machines 3: Mathematics and Reality 4: Truth, Proof, and Insight 5: The Classical World 6: Quantum Magic and Quantum Mystery 7: Cosmology and the Arrow of Time 8: In Search of Quantum Gravity 9: Real Brains and Model Brains 10: Where Lies the Physics of the Mind? Epilogue References Index
£11.69
Pearson Education (US) Modern Software Engineering
Book SynopsisTrade Review" Modern Software Engineering gets it right and describes the ways skilled practitioners actually engineer software today. The techniques Farley presents are not rigid, prescriptive, or linear, but they are disciplined in exactly the ways software requires: empirical, iterative, feedback-driven, economical, and focused on running code." -- Glenn Vanderburg, Director of Engineering at Nubank "There are lots of books that will tell you how to follow a particular software engineering practice; this book is different. What Dave does here is set out the very essence of what defines software engineering and how that is distinct from simple craft. He explains why and how in order to master software engineering you must become a master of both learning and of managing complexity, how practices that already exist support that, and how to judge other ideas on their software engineering merits. This is a book for anyone serious about treating software development as a true engineering discipline, whether you are just starting out or have been building software for decades." -- Dave Hounslow, Software Engineer "These are important topics and it's great to have a compendium that brings them together as one package." -- Michael Nygard, Author of Release IT, Professional Programmer, and Software Architect "I've been reading the review copy of Dave Farley's book and it's what we need. It should be required reading for anyone aspiring to be a software engineer or who wants to master the craft. Pragmatic, practical advice on professional engineering. It should be required reading in universities and bootcamps." -- Bryan Finster, Distinguished Engineer and Value Stream Architect at USAF Platform One "The title says it all. In this book, Dave Farley shares his wisdom and experience as an outstanding software engineer and leader. The reader is fortunate to see the world of software design through the eyes of a master designer. Modern - It describes the practices tools and technology used today to build working software with a productive cadence. Modern Software Engineering provides a reader with a clear understanding of the field of software engineering and why it is indeed engineering. Dave explains the essential aspects of software engineering concisely from the perspective of a software engineer. Unlike many books which focus on one right way, he stresses the importance of good judgment, experimentation, and measurement. Many authors discuss the goodness of cohesion, coupling, and separation of concerns but Dave illustrates concepts while discussing the natural tensions between them which are part of the art of software design. His passion and discussion for TDD and perspective on how and why it works, provide fresh motivation as TDD as design practice. Throughout the book, Dave presents concrete examples of design choices, where creative experimentation, measure, and iterative development are essential. The book presents a series of courteous conversations about software product design and implementation. It is a book that professionals will return to often to reread and think about these important design conversations. This is an excellent book that belongs on the self of every software engineer be they new or leading a large team."—Dave Thomas, CEO of Bedarra CorporationTable of ContentsForeword xviiPreface xxiAcknowledgments xxvAbout the Author xxvii Part I: What Is Software Engineering? 1 Chapter 1: Introduction 3 Engineering--The Practical Application of Science 3 What Is Software Engineering? 4 Reclaiming "Software Engineering" 5 The Birth of Software Engineering 7 Shifting the Paradigm 8 Summary 9 Chapter 2: What Is Engineering? 11 Production Is Not Our Problem 11 Design Engineering, Not Production Engineering 12 A Working Definition of Engineering 17 Engineering != Code 17 Why Does Engineering Matter? 19 The Limits of "Craft" 19 Precision and Scalability 20 Managing Complexity 21 Repeatability and Accuracy of Measurement 22 Engineering, Creativity, and Craft 24 Why What We Do Is Not Software Engineering 25 Trade-Offs 26 The Illusion of Progress 26 The Journey from Craft to Engineering 27 Craft Is Not Enough 28 Time for a Rethink? 28 Summary 30 Chapter 3: Fundamentals of an Engineering Approach 31 An Industry of Change? 31 The Importance of Measurement 32 Applying Stability and Throughput 34 The Foundations of a Software Engineering Discipline 36 Experts at Learning 36 Experts at Managing Complexity 37 Summary 38 Part II: Optimize for Learning 41 Chapter 4: Working Iteratively 43 Practical Advantages of Working Iteratively 45 Iteration as a Defensive Design Strategy 46 The Lure of the Plan 48 Practicalities of Working Iteratively 54 Summary 55 Chapter 5: Feedback 57 A Practical Example of the Importance of Feedback 58 Feedback in Coding 60 Feedback in Integration 61 Feedback in Design 63 Feedback in Architecture 65 Prefer Early Feedback 67 Feedback in Product Design 68 Feedback in Organization and Culture 68 Summary 70 Chapter 6: Incrementalism 71 Importance of Modularity 72 Organizational Incrementalism 73 Tools of Incrementalism 74 Limiting the Impact of Change 76 Incremental Design 77 Summary 79 Chapter 7: Empiricism 81 Grounded in Reality 82 Separating Empirical from Experimental 82 "I Know That Bug!" 82 Avoiding Self-Deception 84 Inventing a Reality to Suit Our Argument 85 Guided by Reality 88 Summary 89 Chapter 8: Being Experimental 91 What Does "Being Experimental" Mean? 92 Feedback 93 Hypothesis 94 Measurement 95 Controlling the Variables 96 Automated Testing as Experiments 97 Putting the Experimental Results of Testing into Context 98 Scope of an Experiment 100 Summary 100 Part III: Optimize for Managing Complexity 103 Chapter 9: Modularity 105 Hallmarks of Modularity 106 Undervaluing the Importance of Good Design 107 The Importance of Testability 108 Designing for Testability Improves Modularity 109 Services and Modularity 115 Deployability and Modularity 116 Modularity at Different Scales 118 Modularity in Human Systems 118 Summary 120 Chapter 10: Cohesion 121 Modularity and Cohesion: Fundamentals of Design 121 A Basic Reduction in Cohesion 122 Context Matters 125 High-Performance Software 128 Link to Coupling 129 Driving High Cohesion with TDD 129 How to Achieve Cohesive Software 130 Costs of Poor Cohesion 132 Cohesion in Human Systems 133 Summary 133 Chapter 11: Separation of Concerns 135 Dependency Injection 139 Separating Essential and Accidental Complexity 139 Importance of DDD 142 Testability 144 Ports & Adapters 145 When to Adopt Ports & Adapters 147 What Is an API? 148 Using TDD to Drive Separation of Concerns 149 Summary 150 Chapter 12: Information Hiding and Abstraction 151 Abstraction or Information Hiding 151 What Causes "Big Balls of Mud"? 152 Organizational and Cultural Problems 152 Technical Problems and Problems of Design 154 Fear of Over-Engineering 157 Improving Abstraction Through Testing 159 Power of Abstraction 160 Leaky Abstractions 162 Picking Appropriate Abstractions 163 Abstractions from the Problem Domain 165 Abstract Accidental Complexity 166 Isolate Third-Party Systems and Code 168 Always Prefer to Hide Information 169 Summary 170 Chapter 13: Managing Coupling 171 Cost of Coupling 171 Scaling Up 172 Microservices 173 Decoupling May Mean More Code 175 Loose Coupling Isn't the Only Kind That Matters 176 Prefer Loose Coupling 177 How Does This Differ from Separation of Concerns? 178 DRY Is Too Simplistic 179 Async as a Tool for Loose Coupling 180 Designing for Loose Coupling 182 Loose Coupling in Human Systems 182 Summary 184 Part IV: Tools to Support Engineering in Software 185 Chapter 14: The Tools of an Engineering Discipline 187 What Is Software Development? 188 Testability as a Tool 189 Measurement Points 192 Problems with Achieving Testability 193 How to Improve Testability 196 Deployability 197 Speed 199 Controlling the Variables 200 Continuous Delivery 201 General Tools to Support Engineering 202 Summary 203 Chapter 15: The Modern Software Engineer 205 Engineering as a Human Process 207 Digitally Disruptive Organizations 207 Outcomes vs. Mechanisms 210 Durable and Generally Applicable 211 Foundations of an Engineering Discipline 214 Summary 215 Index 217
£26.99
Titan Books Ltd The Art of Titanfall
Book SynopsisThe Art of Titanfall will take readers on a no-holds barred look at Respawn Entertainment's hugely anticipated multiplayer shooter - featuring exclusive concept and development art, showcasing the all-out warfare between the agile pilots and lethal Titans of the Interstellar Manufacturing Corporation and the M-COR militia, as well as the war-torn battlefields found throughout the game.Trade Review"A monster of an artbook." - DualShockers "With so much material, this is a whopper of a book, and that's no understatement." - Gamenguide"A worthy investment for fans of “Titanfall” looking to get some great concept art." - Geek Smash "Some of the images on display are worthy of hanging on the wall of an art gallery." - Continue Play"It’s a beautiful addition to any collection, and fans of the game shouldn’t pass it up." - Delta Attack"Titan Books did a fantastic job capturing the energy and spirit of the creative process and if you’re a fan of Titanfall, this is the perfect coffee table companion." - What’s Your Tag"An impressive tome." - Destructoid"The book’s construction is typically high quality, pleasing to the eyes and the hands alike." - OnlySP"It would make a great addition to any gamer’s coffee table or library." - Entertainment Buddha"A gorgeous, coffee table-sized book." - Suvudu"You will be amazed at the level of detail they discuss in the book." - Don’t Forget Your Towel "The Art of Titanfall is worth picking up for the fantastic artwork alone. That’s probably the case for any art book, but this one in particular ticks all of the boxes for someone who likes military SF." - SF Signal"This book is spectacular. The breathtaking views, up close details of the Titans and the back story are captivating." - Geek Dad"It’s really impressive the amount of detail that went into creating this game and the art work definitely highlights this." - Fansided"Titan Books is definitely on a roll with releasing these quality artbooks!" - Nerd Reactor"I got my hands on the art book and I must say, it’s made me even more excited to play the game." - Nerdy But Flirty"The book effectively immerses you in the universe and delivers interesting details on the world you might not get from the game. Highly recommended." - Adventures in Poor Taste"If you’re a fan of art books, the The Art of Titanfall has it all. Much like it’s source material, it’s massive, shiny and the sheer weight will crack your coffee table." - Lazy Gamer"There’s a lot of beauty and soul on the pages contained in The Art of Titanfall. It’s an impressive collection." - Arcade Sushi"For an inside look at how this amazing world was put together, crack the cover of The Art of Titanfall." - Red Orbit"The book features a nice thick hard cover, dust jacket, and thick gloss pages that just scream quality. This is what we have come to expect with the publisher Titan Books which with every title they seem to one up the last." - Urban Vinyl Daily "The actual book itself is slick and nice to look at, like those expensive tomes you see at Barnes and Noble full of high quality reproductions of famous paintings. If someone breaks into your house and this is all you have to defend yourself, you stand a fighting chance. You could definitely bludgeon an intruder into unconsciousness with this, and there’s a distinct possibility it could stop at least a small-caliber bullet, it’s rather substantial. If you’re a gamer, especially one particularly excited for Titanfall, this book is definitely worth your time." - Giant Freakin Robot "The Art of Titanfall is a well-crafted, visually pleasing book that would make a great addition to the collection of any gamer or art fan." - Xbox One Daily"If you’re as big a fan as I already am for this game, you’ll want to pick this up because it is a must have." - Project Fandom"The Art of Titanfall also does something I would not have expected after I had played the beta for Titanfall. It has made me even more excited for the game." - The Flickcast"If you just can’t get enough Titanfall, this is the definitive companion piece, and a must-have for any fan." - Gaming Trend"The artwork itself is gorgeous." - Video Games Artwork"A must-have for every Titanfall fan’s coffee table, full of gorgeous artwork, behind-the-scenes info on the game’s development and some shocking surprises thrown in." - Titanfall Gamer"The Art of Titanfall Book is Must Have For Every Titanfall Fan...The Art of Titanfall clearly defines how an art book should look like!" - Segment Next"The Art of Titanfall is a behemoth of a book, and it’s a must-have for video game and art enthusiasts alike...The intricate amount of detail and knowledge put into this book is a feat within itself, and I praise every page of this masterpiece." - Max Level"I highly recommend this." - Nerdology 101"It is beautiful." - Mighty Mega"This book is another great masterpiece from Andy McVittie and the Titan Books crew." - EGM Now"After taking the time to look through The Art of Titanfall book I was thoroughly impressed. This book acts as proof that an insane amount of time and effort was put into the creation of the game. This is a gorgeous piece of art within itself and would be an excellent addition to any art collectors, Titanfall fan or even general gamers collection. I don’t think that any gamer in their right mind wouldn’t display this book on their coffee table." - SteamFirst"Truly The Art of Titanfall is a must have for fans of the game, and can easily be thought of as a conversation starter that begins around a coffee table." - Thumb Destruction"Overall I highly recommend picking up The Art of Titanfall if you are interested in the game or its universe. The book provides a great amount of insight into the artistic side of the development of the game." - Game Cavern"With 192-hundred pages filled with some of the neatest conceptual designs available, The Art of Titanfall is a beautiful and fascinating look into next-gen’s most anticipated game." - Another Castle "All the images are crisp, clear and show tons of detail. For those of you who like to collect video game art books this is definitely not one you would want to pass up." - Game Chup"Proving to be an essential read for those looking to get their fill on the TitanFall universe, as well as being a great companion to the game itself, The Art of TitanFall is an amazing piece of work that delivers on the message of what Joel Emslie, Vince Zampella, and the entire team of Respawn Entertainment are hoping to give the players once they experience the game for themselves. This isn’t a book filled with 200 pages of sketches displaying what worked and what didn’t work, this is a journey that can only be realised through the turn of the page and the press of the button." - Gaming Bolt "You really won’t get a good sense of Titanfall’s massive scale and rich universe until flipping through these pages." - MP1st "Overall it is a very impressive collection and one that any gamer I think would enjoy. I’ve loved Titan Publishing’s art-collections in the past, and with such a terrific title being the centerpiece of another new art-book, I would say collecting it is an easy decision to make." - The Slanted"The Art of TITANFALL is the image of manufactured perfection. The size alone is impressive. It walks the fine line between an art book and a strategy guide with finesse. Giving just enough information to have you begging for more. I definitely recommend that every fan of TITANFALL go out and pick up a copy of this book. It is definitely worth the investment." - Active Respawn"Whether you like sci-fi artwork, giant robots, the game or anything in-between, you’ll find this is well worth picking up and adding to your collection." - Diehard GameFAN"Amongst The Art Of Titanfall’s nearly 200 pages there’s more than a few surprises." - Enemy Slime"Definitely worth picking up for fans." - Examiner"Gorgeous." - Escapist News "I’m so pleased to have The Art of Titanfall gracing my video game art book shelf. I can’t recommend it enough for video game art book connoisseurs." - Gaming Angels"The Art of Titanfall reminds of those Japanese technical art books for Gundam and Macross, because I grew up with anime and just loved the technical robot designs and details. You don’t have to be a fan of the videogame Titanfall to enjoy this art book. If you like military costumes, mecha designs, exotic future sci-fi city landscapes, and of course the weapons, this book will be a solid reference book in your library and an inspiration for creative artists." - Retrenders"Whether you’re already a Titanfall junkie, or you’re just a sucker for a great art book, The Art of Titanfall has a lot to offer." - Games Fiends "This book does a great job at exploring all facets of this game." - Irate Gamer "A great addition to any person’s art collection – gamer or not." - Pixel Related"Titan has been crushing it on the art book front lately, and this newest release only continues the trend." - VG Bloggers "The Art of Titanfall is a gorgeous." - Steam First Most Anticipated Game of 2014 - VGX Awards
£25.49
Broadview Press Ltd AI and Writing
Book SynopsisAI and Writing is an introduction to Generative Artificial Intelligence (GenAI) and its emergent role as a tool for academic, professional, civic, and personal writing. Sid Dobrin examines GenAI from two perspectives: the conceptual and the applied. The conceptual approach asks readers to consider the function of GenAI in their writing and to consider the ramifications of its use as a writing tool especially the ethical, social, and material issues it raises. The applied approach offers guidance to assist readers in using GenAI responsibly and authentically. In consideration of the rapid evolution of GenAI and the many unsettled questions about its utility, this book leaves room for readers to adapt to shifting technological and institutional contexts.This book is intended for composition and writing-intensive courses, and for any readers with a general or professional interest in the role of GenAI in writing. While it's primarily designed for first-year writing courses, it's also applicable to courses in advanced writing, professional writing, technical writing, business writing, and writing across the curriculum, as well as writing-intensive courses in other disciplines. In other words, it can be used in any course in which students are required to produce texts.Trade Review“AI and Writing is a practical, just-in-time guide for students—and teachers—on the uses and limitations of Generative AI in writing. Just as importantly, it will prompt critical reflection about AI's role in the future of writing and writing education. An invaluable read for anyone who wants to better understand GenAI and its impact on education.” — Naomi Mardock Uman, Metropolitan Community College“Sid Dobrin’s AI and Writing offers engaging insights that cut through contemporary anxiety surrounding generative AI in education. This book adeptly navigates both the speculative and the practical landscape of digital technologies, demystifying the complexities of generative AI and presenting actionable insights. Dobrin’s writing is framed by a philosophical and ethical lens that makes this book relevant, accessible, and essential reading for educators and learners alike.” — Clare Dyson, RMIT University Adobe Creative Campus“Sid Dobrin has spent his career pushing us to see what comes next for writing, and AI and Writing offers yet another exciting glimpse around the corner.… Dobrin’s book offers educators and students alike a vantage point from which to engage writing’s future.” — Jason Crider, Texas A&M University“Whether you are preparing students and colleagues for the new world of writing with AI or just trying to help them catch up to what has happened since the release of ChatGPT, Sid Dobrin offers an essential resource. The speed of change in AI and writing can be intimidating, but Dobrin deftly captures the enduring questions, illuminates a longer history than some might realize for these technologies, and sets an agenda for thoughtful engagement with AI rather than a reactionary response.” — William Hart-Davidson, Michigan State UniversityTable of ContentsI. Introduction: ChatGPT and the Generative Artificial Intelligence Surge Automated Writing: It's not Really New History of Writing Technologies and Cultural Panic II. What is Generative AI? (And for that matter, what is AI?) The Myths of Artificial Intelligence Artificial Intelligence Briefly Defined Generative Artificial Intelligence Briefly Defined How Does Generative Artificial Intelligence Work? What are our Assumptions and Expectations about GenAI? III. Generative AI and Academic Integrity (as well as professional, civic, and personal integrity) Generative AI and Integrity The Plagiarism Problem Spaces of Judgement IV. What is an Author? Generative AI and the Idea of Authorship Where is My Writing? Writing with Algorithms Does generative AI 'Write'? V. The Places of Generative AI Writing Academic Professional Civic Personal VI. Generative AI and Writing Processes Generative AI and Invention Generative AI and Drafting Generative AI and Revision VII. Generative AI and Creativity What is Art? What is original? Visual Rhetoric and GenAI Generative AI and Multimodal Writing VIII. Generative AI Best Practices
£18.95
Abrams Doom Guy
Book SynopsisTrade ReviewJohn Romero’s remarkable memory called up names and events that I hadn’t thought about in a very long time, taking me back to the stress and joy of throwing everything we had at projects that truly did break new ground and touched millions of people. It was an amaz- ing mad dash from humble beginnings to the well-known classics Wolfenstein 3-D, DOOM, and Quake, filled with exploration, learning, and the sharing of knowledge. For years, I thought that I had been born too late and missed out on participating in the heroic eras of computing. Only much later did I realize that Romero and I were at the nexus of a new era—the 3D game hackers. -- John Carmack, cofounder of id Software and founder of Keen TechnologiesDOOM made gaming cool and transformed game developers from nerds into rock stars, and John Romero’s brazen public persona defined the era. Reconciling the legend of John Romero with the warm, supportive game designer with whom I met as an unknown young programmer is a mystery that this book finally reveals in a wonderful narrative following Romero from modest game programming roots to the apex of video game stardom. -- Tim Sweeney, CEO of Epic GamesA fascinating deep dive into one of the game industry’s greatest success stories, Romero’s autobiography does for aspiring game designers what Stephen King’s On Writing did for budding writers. DOOM Guy is an engaging account of Romero’s extraordinary life and career. A must for industry professionals, newcomers, and enthusiasts. -- Rhianna Pratchett, writerJohn Romero is a gaming legend and seminal figure in video game history, known for his prodigious technical and design skills. In DOOM Guy, John offers valuable game design lessons, but as important he introduces readers to a man with a real commitment to helping others achieve their dreams. Deus Ex, the game I always dreamed of making, wouldn’t have been possible if John hadn’t lived up to every promise he made to me (a story you’ll read about in the pages of DOOM Guy). John’s games have inspired countless gamers and game developers. In his memoir you’ll learn that his life is as inspirational as his work. -- Warren Spector, creator of Deus ExYou know John as the designer of seminal games Wolfenstein 3-D, DOOM, and Quake, but this memoir also captures the essence of John as an innovator and business leader. While John tells the behind-the-scenes stories about making many elements of today’s gaming industry—first-person shooting style games, multiplayer games, free-to-play games, to name just a few—it’s the personal stories about his challenges, his choices, and his relationships that I love in this book. -- Reggie Fils-Aimé, former president and COO of Nintendo of America“The video game–creating legend recounts a life in the programming trenches…Students of game-making and business alike will find useful, sometimes rueful lessons.” * Kirkus *“[a] surprisingly moving autobiography…[Romero] manages to appeal to gamers and non-gamers alike with this celebration of triumphing over adversity.” * Publisher's Weekly *“DOOM GUY: Life in First Person is the best piece of historical nonfiction that has been written about video games to date and everyone should read it.” * Screenrant *??“a straight-talking insider account of an inspiring self-made career marked by amazing highs and difficult lows.” * Daily Beast *"Romero’s Doom Guy: Life in First Person is not only among the most interesting windows into the rapidly evolving videogame scene of the 80s and 90s–it’s arguably the best non-fiction gaming book of all time, giving a unique insight into one of the industry’s most transformative eras through the eyes of one of its groundbreaking pioneers.” * Forbes *“Enthralling, informative, entertaining, exciting, mesmerizing, jaw-dropping, a wild ride, brilliant, well-written, fun, and so much more. These are just some of the terms I can use when describing John Romero’s new book.” * Native Viewpoint *“[a] highly entertaining and thoughtful memoir” * The Wall Street Journal *“[an] exuberant firsthand account” * Wired.com *“Doom Guy tells the fascinating story of the life and times of one of the greatest PC game developers of them all.” * New York Journal of Books *“It’s this openness that makes Doom Guy absolutely necessary reading for anyone with even a passing interest in the history of the video game medium.” * Comic Book Video Games *
£19.79
Penguin Books Ltd Untitled 340983
Book Synopsis
£21.25
HarperCollins Publishers Squishmallows Official Collectors Guide
Book SynopsisThis authorised book is the perfect gift for fans of the #1 plush propertyBased on the bestselling squishy toy, this adorable collector's guide is the perfect gift for any Squishmallows fan!They''re lovable, they're squishythey''re Squishmallows! This OFFICIAL Collector''s Guide is packed with quirky tidbits, top-ten lists, bios & stats, and a rarity factor for Squishmallows'' collectible characters. Filled with hundreds of colorful photos and unique art styles. Avid fans, new collectors, young or old, Squishmallows: The Collector's Guide is perfect for just about anyone!Squishmallows are plush toys that are here to fill your hearts with love and affection. Since 2017, the versatile Squishmallows have grown into an international phenomenon and offer comfort, support, and warmth as friends, couch companions, bedtime buddies, and travel teammates. With more than 500 Squishmallows characters to collect, young fans can aspire to be like their favorite characters. Each Squishmallow has its
£11.69
John Wiley & Sons Inc Silberschatzs Operating System Concepts Global
Book SynopsisTable of ContentsPart One Overview Chapter 1 Introduction 1.1 What Operating Systems Do 4 1.2 Computer-System Organization 7 1.3 Computer-System Architecture 15 1.4 Operating-System Operations 21 1.5 Resource Management 27 1.6 Security and Protection 33 1.7 Virtualization 34 1.8 Distributed Systems 35 1.9 Kernel Data Structures 36 1.10 Computing Environments 40 1.11 Free and Open-Source Operating Systems 46 1.12 Summary 51 Exercises 53 Further Reading 57 Chapter 2 Operating-System Structures 2.1 Operating-System Services 59 2.2 User and Operating-System Interface 62 2.3 System Calls 66 2.4 System Services 78 2.5 Linkers and Loaders 79 2.6 Why Applications Are Operating-System Specific 81 2.7 Operating-System Design and Implementation 83 2.8 Operating-System Structure 85 2.9 Building and Booting an Operating System 95 2.10 Operating-System Debugging 99 2.11 Summary 104 Exercises 105 Further Reading 107 Part Two Process Management Chapter 3 Processes 3.1 Process Concept 112 3.2 Process Scheduling 116 3.3 Operations on Processes 122 3.4 Interprocess Communication 129 3.5 IPC in Shared-Memory Systems 131 3.6 IPC in Message-Passing Systems 133 3.7 Examples of IPC Systems 138 3.8 Communication in Client–Server Systems 151 3.9 Summary 159 Exercises 161 Further Reading 166 Chapter 4 Threads & Concurrency 4.1 Overview 168 4.2 Multicore Programming 170 4.3 Multithreading Models 174 4.4 Thread Libraries 176 4.5 Implicit Threading 184 4.6 Threading Issues 196 4.7 Operating-System Examples 202 4.8 Summary 204 Exercises 205 Further Reading 208 Chapter 5 CPU Scheduling 5.1 Basic Concepts 212 5.2 Scheduling Criteria 216 5.3 Scheduling Algorithms 217 5.4 Thread Scheduling 229 5.5 Multi-Processor Scheduling 232 5.6 Real-Time CPU Scheduling 239 5.7 Operating-System Examples 246 5.8 Algorithm Evaluation 256 5.9 Summary 262 Exercises 263 Further Reading 270 Part Three Process Synchronization Chapter 6 Synchronization Tools 6.1 Background 273 6.2 The Critical-Section Problem 276 6.3 Peterson’s Solution 278 6.4 Hardware Support for Synchronization 281 6.5 Mutex Locks 286 6.6 Semaphores 288 6.7 Monitors 292 6.8 Liveness 299 6.9 Evaluation 300 6.10 Summary 302 Exercises 303 Further Reading 309 Chapter 7 Synchronization Examples 7.1 Classic Problems of Synchronization 311 7.2 Synchronization within the Kernel 317 7.3 POSIX Synchronization 321 7.4 Synchronization in Java 325 7.5 Alternative Approaches 333 7.6 Summary 336 Exercises 336 Further Reading 338 Chapter 8 Deadlocks 8.1 System Model 342 8.2 Deadlock in Multithreaded Applications 343 8.3 Deadlock Characterization 345 8.4 Methods for Handling Deadlocks 350 8.5 Deadlock Prevention 351 8.6 Deadlock Avoidance 354 8.7 Deadlock Detection 361 8.8 Recovery from Deadlock 365 8.9 Summary 367 Exercises 368 Further Reading 374 Part Four Memory Management Chapter 9 Main Memory 9.1 Background 379 9.2 Contiguous Memory Allocation 386 9.3 Paging 390 9.4 Structure of the Page Table 401 9.5 Swapping 406 9.6 Example: Intel 32- and 64-bit Architectures 409 9.7 Example: ARMv8 Architecture 413 9.8 Summary 414 Exercises 415 Further Reading 420 Chapter 10 Virtual Memory 10.1 Background 421 10.2 Demand Paging 424 10.3 Copy-on-Write 431 10.4 Page Replacement 433 10.5 Allocation of Frames 445 10.6 Thrashing 451 10.7 Memory Compression 457 10.8 Allocating Kernel Memory 458 10.9 Other Considerations 462 10.10 Operating-System Examples 468 10.11 Summary 472 Exercises 473 Further Reading 482 Part Five Storage Management Chapter 11 Mass-Storage Structure 11.1 Overview of Mass-Storage Structure 485 11.2 HDD Scheduling 493 11.3 NVM Scheduling 497 11.4 Error Detection and Correction 498 11.5 Storage Device Management 499 11.6 Swap-Space Management 503 11.7 Storage Attachment 505 11.8 RAID Structure 509 11.9 Summary 521 Exercises 522 Further Reading 527 Chapter 12 I/O Systems 12.1 Overview 529 12.2 I/O Hardware 530 12.3 Application I/O Interface 540 12.4 Kernel I/O Subsystem 548 12.5 Transforming I/O Requests to Hardware Operations 556 12.6 STREAMS 559 12.7 Performance 561 12.8 Summary 564 Exercises 565 Further Reading 567 Part Six File System Chapter 13 File-System Interface 13.1 File Concept 571 13.2 Access Methods 581 13.3 Directory Structure 583 13.4 Protection 592 13.5 Memory-Mapped Files 597 13.6 Summary 602 Exercises 602 Further Reading 606 Chapter 14 File-System Implementation 14.1 File-System Structure 608 14.2 File-System Operations 610 14.3 Directory Implementation 612 14.4 Allocation Methods 614 14.5 Free-Space Management 622 14.6 Efficiency and Performance 626 14.7 Recovery 630 14.8 Example: The WAFL File System 633 14.9 Summary 637 Exercises 638 Further Reading 640 Chapter 15 File-System Internals 15.1 File Systems 643 15.2 File-System Mounting 644 15.3 Partitions and Mounting 647 15.4 File Sharing 648 15.5 Virtual File Systems 649 15.6 Remote File Systems 651 15.7 Consistency Semantics 654 15.8 NFS 656 15.9 Summary 661 Exercises 662 Further Reading 664 Part Seven Security and Protection Chapter 16 Security 16.1 The Security Problem 669 16.2 Program Threats 673 16.3 System and Network Threats 682 16.4 Cryptography as a Security Tool 685 16.5 User Authentication 696 16.6 Implementing Security Defenses 701 16.7 An Example: Windows 10 710 16.8 Summary 712 Exercises 713 Further Reading 714 Chapter 17 Protection 17.1 Goals of Protection 717 17.2 Principles of Protection 718 17.3 Protection Rings 719 17.4 Domain of Protection 721 17.5 Access Matrix 725 17.6 Implementation of the Access Matrix 729 17.7 Revocation of Access Rights 732 17.8 Role-Based Access Control 733 17.9 Mandatory Access Control (MAC) 734 17.10 Capability-Based Systems 735 17.11 Other Protection Improvement Methods 737 17.12 Language-Based Protection 740 17.13 Summary 746 Exercises 747 Further Reading 749 Part Eight Advanced Topics Chapter 18 Virtual Machines 18.1 Overview 753 18.2 History 755 18.3 Benefits and Features 756 18.4 Building Blocks 759 18.5 Types of VMs and Their Implementations 765 18.6 Virtualization and Operating-System Components 771 18.7 Examples 778 18.8 Virtualization Research 780 18.9 Summary 781 Exercises 782 Further Reading 783 Chapter 19 Networks and Distributed Systems 19.1 Advantages of Distributed Systems 785 19.2 Network Structure 787 19.3 Communication Structure 790 19.4 Network and Distributed Operating Systems 801 19.5 Design Issues in Distributed Systems 805 19.6 Distributed File Systems 809 19.7 DFS Naming and Transparency 813 19.8 Remote File Access 816 19.9 Final Thoughts on Distributed File Systems 819 19.10 Summary 820 Exercises 821 Further Reading 825 Credits 827 Index 829
£45.59
Pearson Education Collect Combine and Transform Data Using Power
Book SynopsisDaniil Maslyuk is an independent business intelligence consultant, trainer, and speaker who specializes in Microsoft Power BI. Daniil is the author of all official Microsoft Power BI exam reference books. For his community contributions, Daniil has been recognized as a Microsoft MVP. Daniil blogs at xxlbi.com and posts on X as @DMaslyuk. Gil Raviv is a seasoned Data & AI expert, founder of DataChant Consulting, and the creator of BI Pixie, an enterprise solution that measures the engagement, adoption, and user satisfaction of Microsoft Power BI audiences. Gil started his Power Query journey as a senior program manager on the Microsoft Excel Product team, where he led the design and integration of Power Query as the next-generation Get Data and data-wrangling technology in Excel 2016. Since then, Gil has been a devoted Power Query practitioner. With the knowledge of Power Query at his disposal, Gil moved to consulting, and over the course of s
£25.49
Pearson Education (US) Continuous Delivery
Book SynopsisDave Farley has been having fun with computers for nearly 30 years. Over that period he has worked on most types of software, from firmware, through tinkering with operating systems and device drivers, to writing games, and commercial applications of all shapes and sizes. He started working in large scale distributed systems about 20 years ago, doing research into the development of loose-coupled, message-based systems - a forerunner of SOA. He has a wide range of experience leading the development of complex software in teams, both large and small, in the UK and USA. Dave was an early adopter of agile development techniques, employing iterative development, continuous integration and significant levels of automated testing on commercial projects from the early 1990s. He honed his approach to agile development in his four and a half year stint at ThoughtWorks where he was a technical principal working on some of their biggest and most challenging projects. Dave is cTrade Review"If you need to deploy software more frequently, this book is for you. Applying it will help you reduce risk, eliminate tedious work, and increase confidence. I'll be using the principles and practices here on all my current projects." -Kent Beck, Three Rivers Institute "Whether or not your software development team already understands that continuous integration is every bit as necessary as source code control, this is required reading. This book is unique in tying the whole development and delivery process together, providing a philosophy and principles, not just techniques and tools. The authors make topics from test automation to automated deployment accessible to a wide audience. Everyone on a development team, including programmers, testers, system administrators, DBAs, and managers, needs to read this book." -Lisa Crispin, co-author of Agile Testing "For many organizations Continuous Delivery isn't just a deployment methodology, it's critical to doing business. This book shows you how to make Continuous Delivery an effective reality in your environment." -James Turnbull, author of Pulling Strings with Puppet "A clear, precise, well-written book that gives readers an idea of what to expect for the release process. The authors give a step-by-step account of expectations and hurdles for software deployment. This book is a necessity for any software engineer's library." -Leyna Cotran, Institute for Software Research, University of California, Irvine "Humble and Farley illustrates what makes fast-growing web applications successful. Continuous deployment and delivery has gone from controversial to commonplace and this book covers it excellently. It's truly the intersection of development and operations on many levels, and these guys nailed it." -John Allspaw, VP Technical Operations, Etsy.com and author of The Art of Capacity Planning and Web Operations "If you are in the business of building and delivering a software-based service, you would be well served to internalize the concepts that are so clearly explained in Continuous Delivery. But going beyond just the concepts, Humble and Farley provide an excellent playbook for rapidly and reliably delivering change." -Damon Edwards, President of DTO Solutions and co-editor of dev2ops.org "I believe that anyone who deals with software releases would be able to pick up this book, go to any chapter and quickly get valuable information; or read the book from cover to cover and be able to streamline their build and deploy process in a way that makes sense for their organization. In my opinion, this is an essential handbook for building, deploying, testing, and releasing software." -Sarah Edrie, Director of Quality Engineering, Harvard Business School "Continuous Delivery is the logical next step after Continuous Integration for any modern software team. This book takes the admittedly ambitous goal of constantly delivering valuable software to customers, and makes it achievable through a set of clear, effective principles and practices." -Rob Sanheim, Principal at Relevance, Inc.Table of ContentsForeword by Martin Fowler Preface Acknowledgements About the Authors Part I Foundations 1 The Problem of Delivering Software 2 Configuration Management 3 Continuous Integration 4 Implementing a Testing Strategy Part II The Deployment Pipeline 5 Anatomy of the Deployment Pipeline 6 Build and deployment scripting 7 Commit Testing Stage 8 Automated Acceptance Testing 9 Testing Non-Functional Requirements 10 Deploying and Releasing Applications Part III The Delivery Ecosystem 11 Managing infrastructure and environments 12 Managing Data 13 Managing components and dependencies 14 Advanced version control 15 Managing Continuous Delivery Bibliography Index
£40.04
Orion Publishing Co The TikTok Challenge
Book Synopsis 100 UNIQUE CARDS: A unique set of 100 cards with over 200 challenges for you to shoot and upload, from lip synchs, dances and dares to ridiculous pranks. SOLO OUR IN GROUPS: Use the cards for solo TikTok inspiration or assemble your friends and family and play them competitively to determine the best TikToker. RANGE OF LEVELS: Different levels of challenge included on each card. SIMPLE SET-UP: Grab your phone, draw a card, and get shooting! THE CHALLENGE IS ON! Want to determine who shoots the best videos among your friends? Then take on the TikTok challenge!
£13.25
O'Reilly Media Spark The Definitive Guide
Book SynopsisLearn how to use, deploy, and maintain Apache Spark with this comprehensive guide, written by the creators of the open-source cluster-computing framework. With an emphasis on improvements and new features in Spark 2.0, authors Bill Chambers and Matei Zaharia break down Spark topics into distinct sections, each with unique goals.
£41.99
Barcharts, Inc QuickStudy PMBOK Quick Reference Guide
Book Synopsis
£14.24
Titan Books Ltd Tank Girl Colour Classics Trilogy 19881995 Boxed
Book Synopsis
£35.99
Titan Books Ltd The Art of Thief
Book SynopsisWith the exceptional heritage, critical acclaim and tremendous sales of the Thief franchise, fans of the series will be delighted to add this book to their collection in anticipation of the new Thief game.The Art of Thief demonstrates the stunning concept and development art from the eagerly anticipated next-gen console game, Thief.The Art of Thief will be released day and date to coincide with the launch of the long awaited Thief game. The Art of Thief is the perfect companion for fans of the Thief franchise. The Thief videogame series has achieved tremendous sales and been praised by numerous respected media sources, such as The Washington Post, The LA Times, and The New York Times. The Thief games have often been praised for innovating the stealth genre and have accumulated a dedicated and loyal fanbase consisting of millions of people worldwide.The new Thief game will be heavily promoted as it will feature on the Xbox One and Playstation 4 consoles, which have both received international media and online attention.Trade Review“I have several art books based on video games and this is one of the best in my collection... It is a quality book that you will want to display.” – Book Bargains and Previews"There are so many secrets within the artwork of the game, and it is definitely worth picking up a copy of The Art of Thief." - Nerdology"Spectacular." - Fansided"This is a beautiful collection of art, and if you love the game, you will love this book. Therefore, we give this art book our highest recommendation" - New Gamer Nation"The Art of Thief is impressive." - Video Game Art Books "This book is great, and if you’re into gothic art and steampunk culture then you’ll dig it." - Suvudu"An excellent addition to the library of any Thief fan." - Nerdy But Flirty"If one word describes The Art of Thief, it’s “detailed.” This book is so meticulously comprehensive." - Culture Mass"This sexy hardcover includes a ton of never-before-seen concept." - Destructoid"The Art of Thief from Titan Books not only enriches your Thief experience, but offers a look deeper into a world you love." - Stealthy Box"The Art of Thief is brimming with concept art and design commentary that is every bit as insightful as it is visually stimulating." - VG Blogger"The Art of Thief is a wonderful companion to the game and, regardless of the game’s performance or critical reception, is a welcome retelling of its journey from conception to completion. For art lovers, video gamers, and Thief-fanatics everywhere, The Art of Thief is a talented and bold addition to bookshelves everywhere." - Square Insider "Aside from the stunning art offered in the book, the glimpses at the game’s intricacies, such as the storyboards, are a phenomenal look into an aspect rarely seen in art books — which makes this a must-buy for anyone looking to get into game design." - Examiner"The Art of Thief is Titan Book’s best video game art book yet and words can’t express how much I loved pouring over this thing." - DieHard GameFan"Titan Books has impressed me once again with a book not only worth reading and looking through but also something worth propping up on a desk or shelf." - The Game Cavern"it’s a joy to look at from an artistic standpoint, but the accompanying facts and anecdotes on all that went into making the game really give you a behind the scenes look at Thief." - Games Fiends"If you enjoyed playing Thief and the world of Auldale, pick-up The Art of Thief.” - Retrenders"The quality of this book is incredible." - SteamFirst
£25.49
Titan Books Ltd Destiny Grimoire Anthology: Vol.4
Book SynopsisThe must-have collectible compendium, continuing the extensive lore compilation of the Destiny universe. Destiny Grimoire Anthology, Volume IV: The Royal Will, unravels the making and methods of two of Destiny's most powerful monarchs-Mara Sov, the Queen of the Awoken and Oryx, the Taken King. Through a curated selection of lore surrounding their legends, these pages explore beyond their storied rise to power and ill-fated confrontation among the rings of Saturn to reveal a deeper understanding of the mysterious Awoken and examine the very essence of Light and Dark.
£19.54
Pearson Education Limited Artificial Intelligence A Modern Approach Global
Book SynopsisStuart Russell was born in 1962 in Portsmouth, England. He received his B.A. with first-class honours in physics from Oxford University in 1982, and his Ph.D. in computer science from Stanford in 1986. He then joined the faculty of the University of California, Berkeley, where he is a Professor and former Chair of Computer Science, Director of the Centre for Human-Compatible AI, and holder of the SmithZadeh Chair in Engineering. In 1990, he received the Presidential Young Investigator Award of the National Science Foundation, and in 1995 he was co-winner of the Computers and Thought Award. He is a Fellow of the American Association for Artificial Intelligence, the Association for Computing Machinery, and the American Association for the Advancement of Science, and Honorary Fellow of Wadham College, Oxford, and an Andrew Carnegie Fellow. He held the Chaire Blaise Pascal in Paris from 2012 to 2014. He has published over 300 papers on a wide range of topics in aTable of ContentsChapter I Artificial Intelligence Introduction What Is AI? The Foundations of Artificial Intelligence The History of Artificial Intelligence The State of the Art Risks and Benefits of AI SummaryBibliographical and Historical Notes Intelligent Agents Agents and Environments Good Behavior: The Concept of Rationality The Nature of Environments The Structure of Agents SummaryBibliographical and Historical Notes Chapter II Problem Solving Solving Problems by Searching Problem-Solving Agents Example Problems Search Algorithms Uninformed Search Strategies Informed (Heuristic) Search Strategies Heuristic Functions SummaryBibliographical and Historical Notes Search in Complex Environments Local Search and Optimization Problems Local Search in Continuous Spaces Search with Nondeterministic Actions Search in Partially Observable Environments Online Search Agents and Unknown Environments SummaryBibliographical and Historical Notes Constraint Satisfaction Problems Defining Constraint Satisfaction Problems Constraint Propagation: Inference in CSPs Backtracking Search for CSPs Local Search for CSPs The Structure of Problems SummaryBibliographical and Historical Notes Adversarial Search and Games Game Theory Optimal Decisions in Games Heuristic Alpha--Beta Tree Search Monte Carlo Tree Search Stochastic Games Partially Observable Games Limitations of Game Search Algorithms SummaryBibliographical and Historical Notes Chapter III Knowledge, Reasoning and Planning Logical Agents Knowledge-Based Agents The Wumpus World Logic Propositional Logic: A Very Simple Logic Propositional Theorem Proving Effective Propositional Model Checking Agents Based on Propositional Logic SummaryBibliographical and Historical Notes First-Order Logic Representation Revisited Syntax and Semantics of First-Order Logic Using First-Order Logic Knowledge Engineering in First-Order Logic SummaryBibliographical and Historical Notes Inference in First-Order Logic Propositional vs. First-Order Inference Unification and First-Order Inference Forward Chaining Backward Chaining Resolution SummaryBibliographical and Historical Notes Knowledge Representation Ontological Engineering Categories and Objects Events Mental Objects and Modal Logic for Categories Reasoning with Default Information SummaryBibliographical and Historical Notes Automated Planning Definition of Classical Planning Algorithms for Classical Planning Heuristics for Planning Hierarchical Planning Planning and Acting in Nondeterministic Domains Time, Schedules, and Resources Analysis of Planning Approaches SummaryBibliographical and Historical Notes Chapter IV Uncertain Knowledge and Reasoning Quantifying Uncertainty Acting under Uncertainty Basic Probability Notation Inference Using Full Joint Distributions Independence 12.5 Bayes' Rule and Its Use Naive Bayes Models The Wumpus World Revisited SummaryBibliographical and Historical Notes Probabilistic Reasoning Representing Knowledge in an Uncertain Domain The Semantics of Bayesian Networks Exact Inference in Bayesian Networks Approximate Inference for Bayesian Networks Causal Networks SummaryBibliographical and Historical Notes Probabilistic Reasoning over Time Time and Uncertainty Inference in Temporal Models Hidden Markov Models Kalman Filters Dynamic Bayesian Networks SummaryBibliographical and Historical Notes Making Simple Decisions Combining Beliefs and Desires under Uncertainty The Basis of Utility Theory Utility Functions Multiattribute Utility Functions Decision Networks The Value of Information Unknown Preferences SummaryBibliographical and Historical Notes Making Complex Decisions Sequential Decision Problems Algorithms for MDPs Bandit Problems Partially Observable MDPs Algorithms for Solving POMDPs SummaryBibliographical and Historical Notes Multiagent Decision Making Properties of Multiagent Environments Non-Cooperative Game Theory Cooperative Game Theory Making Collective Decisions SummaryBibliographical and Historical Notes Probabilistic Programming Relational Probability Models Open-Universe Probability Models Keeping Track of a Complex World Programs as Probability Models SummaryBibliographical and Historical Notes Chapter V Machine Learning Learning from Examples Forms of Leaming Supervised Learning . Learning Decision Trees . Model Selection and Optimization The Theory of Learning Linear Regression and Classification Nonparametric Models Ensemble Learning Developing Machine Learning Systen SummaryBibliographical and Historical Notes Knowledge in Learning A Logical Formulation of Learning Knowledge in Learning Exmplanation-Based Leaening Learning Using Relevance Information Inductive Logic Programming SummaryBibliographical and Historical Notes Learning Probabilistic Models Statistical Learning Learning with Complete Data Learning with Hidden Variables: The EM Algorithm SummaryBibliographical and Historical Notes Deep Learning Simple Feedforward Networks Computation Graphs for Deep Learning Convolutional Networks Learning Algorithms Generalization Recurrent Neural Networks Unsupervised Learning and Transfer Learning Applications SummaryBibliographical and Historical Notes Reinforcement Learning Learning from Rewards Passive Reinforcement Learning Active Reinforcement Learning Generalization in Reinforcement Learning Policy Search Apprenticeship and Inverse Reinforcement Leaming Applications of Reinforcement Learning SummaryBibliographical and Historical Notes Chapter VI Communicating, perceiving, and acting Natural Language Processing Language Models Grammar Parsing Augmented Grammars Complications of Real Natural Languagr Natural Language Tasks SummaryBibliographical and Historical Notes Deep Learning for Natural Language Processing Word Embeddings Recurrent Neural Networks for NLP Sequence-to-Sequence Models The Transformer Architecture Pretraining and Transfer Learning State of the art SummaryBibliographical and Historical Notes Robotics Robots Robot Hardware What kind of problem is robotics solving? Robotic Perception Planning and Control Planning Uncertain Movements Reinforcement Laming in Robotics Humans and Robots Alternative Robotic Frameworks Application Domains SummaryBibliographical and Historical Notes Computer Vision Introduction Image Formation Simple Image Features Classifying Images Detecting Objects The 3D World Using Computer Vision SummaryBibliographical and Historical Notes Chapter VII Conclusions Philosophy, Ethics, and Safety of Al The Limits of Al Can Machines Really Think? The Ethics of Al SummaryBibliographical and Historical Notes The Future of AI Al Components Al Architectures A Mathematical Background A.1 Complexity Analysis and O0 Notation A.2 Vectors, Matrices, and Linear Algebra A.3 Probability Distributions Bibliographical and Historical Notes B Notes on Languages and Algorithms B.1 Defining Languages with Backus-Naur Form (BNF) B.2 Describing Algorithms with Pseudocode B.3 Online Supplemental Material Bibliography Index
£61.74
Titan Books Ltd World of Warcraft Exploring Azeroth Islands and
Book SynopsisWEIGH ANCHOR AND CHART COURSE FOR THE ISLANDS OF AZEROTH!
£20.99
Titan Books Ltd The Art of Diablo
Book SynopsisA comprehensive look inside the art of the Diablo series, featuring never-before-seen concept art. The Art of Diablo features more than twenty years worth of stunning concept art from Diablo, Diablo II and Diablo III, plus never-before-seen concept, development, and environmental art. Explore new and familiar nightmares, discover monsters and demons, and descend into the hellish depths of the best-selling action role-playing game series.
£28.00
The Pragmatic Programmers Become an Effective Software Engineering Manager:
Book SynopsisSoftware startups make global headlines every day. As technology companies succeed and grow, so do their engineering departments. In your career, you'll may suddenly get the opportunity to lead teams: to become a manager. But this is often uncharted territory. How can you decide whether this career move is right for you? And if you do, what do you need to learn to succeed? Where do you start? How do you know that you're doing it right? What does "it" even mean? And isn't management a dirty word? This book will share the secrets you need to know to manage engineers successfully. Going from engineer to manager doesn't have to be intimidating. Engineers can be managers, and fantastic ones at that. Cast aside the rhetoric and focus on practical, hands-on techniques and tools. You'll become an effective and supportive team leader that your staff will look up to. Start with your transition to being a manager and see how that compares to being an engineer. Learn how to better organize information, feel productive, and delegate, but not micromanage. Discover how to manage your own boss, hire and fire, do performance and salary reviews, and build a great team. You'll also learn the psychology: how to ship while keeping staff happy, coach and mentor, deal with deadline pressure, handle sensitive information, and navigate workplace politics. Consider your whole department. How can you work with other teams to ensure best practice? How do you help form guilds and committees and communicate effectively? How can you create career tracks for individual contributors and managers? How can you support flexible and remote working? How can you improve diversity in the industry through your own actions? This book will show you how. Great managers can make the world a better place. Join us.
£35.14
John Wiley & Sons Generative AI For Dummies
Book Synopsis
£18.39
HarperCollins Publishers How to Speak Whale
Book SynopsisFascinating' Greta ThunbergExtraordinary' Merlin SheldrakeA must-read' New ScientistEnthralling' George MonbiotBrilliant' Philip HoareWildlife filmmaker Tom Mustill had always liked whales. But when one breached onto his kayak, nearly killing him, he became obsessed.This book traces his extraordinary investigation into the deep ocean and the cutting-edge science of animal translation.What would it take to speak with a whale? Are we ready for what they might say?MORE PRAISE FOR HOW TO SPEAK WHALEOne of the most exciting and hopeful books I have read in ages' SY MONTGOMERY, AUTHOR OF THE SOUL OF AN OCTOPUSA narrative that will expand your concept of language and deepen your understanding of the many ways there are to be alive It left me inspired' MERLIN SHELDRAKE, AUTHOR OF ENTANGLED LIFEA must-read a hugely engaging personal story of a journey into the future of human-animal communication facilitated by delving into its past' NEW SCIENTISTFascinating and deeply humane' GRETA THUNBERGATrade Review‘A rich exploration of some of the world's most astonishing creatures … Mustill weaves a narrative that will expand your concept of language and deepen your understanding of the many ways there are to be alive. This is an extraordinary book that left me inspired’ Merlin Sheldrake, author of Entangled Life ‘A must-read… a hugely engaging personal story of a journey into the future of human-animal communication facilitated by delving into its past’ New Scientist ‘[An] extensively researched and energetic book… it is via the informed, far-reaching empathy of intermediaries such as Mustill that we stand our best chance of seeing into the non-human depths’ New Statesman ‘First-class … Reasoned, entertaining, and fact-filled’ Forbes ‘Fascinating and deeply humane’ Greta Thunberg ‘A rich, enthralling, brilliant book that opens our eyes and ears to worlds we can scarcely imagine’George Monbiot, Sunday Times bestselling author of Regenesis ‘Tantalizing … Think how transformative it would be if we could chat with whales about their love lives or their sorrows or their thoughts on the philosophy of language’ Elizabeth Kolbert, New Yorker ‘Mind-blowing … You will never feel closer to the magnificence of whales’Lucy Jones, author of Losing Eden ‘A scary, important and brilliant book … If we do get to translate ‘whale’, will we like what they’ve got to say?’Philip Hoare, author of Leviathan ‘Mustill takes us farther, much farther, than Dr. Dolittle ever imagined’ Carl Safina ‘Riveting … One of the most exciting and hopeful books I have read in ages’ Sy Montgomery, author of The Soul of an Octopus ‘Mustill conveys the richness of whale song and communication’ Frans de Waal ‘Lively and informative’ Jonathan Slaght, author of Owls of the Eastern Ice ‘Extraordinary’ Christiana Figueres
£10.44
Future Press Verlag und Marketing GmbH Armored Core VI Pilot's Manual (Official Game
Book Synopsis
£33.24
Fundamentals of Python First Programs
Book SynopsisTable of Contents1. Introduction. 2. Data Types and Expressions. 3. Control Statements. 4. Strings and Text Files. 5. Lists and Dictionaries. 6. Design with Functions. 7. Design with Recursion. 8. Simple Graphics and Image Processing. 9. Graphical User Interfaces. 10. Design with Classes. 11. Data Analysis and Visualization. 12. Network Applications and Client/Server Programming. 13. Searching, Sorting, and Complexity. Appendices. Glossary. Index.
£66.49
McGraw-Hill Education Mike Meyers CompTIA A Guide to Managing and
Book SynopsisFully Updated, Essential Skills for a Successful IT CareerCreated and edited by the leading authority on CompTIA A+ certification and training, this four-color guide will help you pass CompTIA A+ exams 220-1101 and 220-1102 and become a certified IT professional with proven expertise in hardware and software. Mike Meyersâ CompTIA A+â Guide to Managing and Troubleshooting PCs, Seventh Edition offers complete coverage of the latest exam objectives. Youâll get on-the-job tips, end-of-chapter review questions, and hundreds of photographs and illustrations.Learn how to: Work with CPUs, RAM, BIOS, motherboards, power supplies, and other personal computer components Install, configure, and maintain hard drives Manage input devices and removable media Set up, upgrade, and maintain Microsoft Windows Troubleshoot and fix computer problems Establish users and groups Set up video and multimedia cards Table of ContentsCH 1 Safety and ProfessionalismCH 2 The Visible ComputerCH 3 CPUsCH 4 RAMCH 5 FirmwareCH 6 MotherboardsCH 7 Power SuppliesCH 8 Mass Storage TechnologiesCH 9 Implementing Mass StorageCH 10 Essential PeripheralsCH 11 Installing and Upgrading Operating SystemsCH 12 Operating System OperationsCH 13 Users, Groups, and PermissionsCH 14 Maintaining and Optimizing Operating SystemsCH 15 Command Line InterfaceCH 16 Troubleshooting Operating SystemsCH 17 Display TechnologiesCH 18 Networking EssentialsCH 19 Local Area NetworkingCH 20 Wireless NetworkingCH 21 The InternetCH 22 VirtualizationCH 23 Portable ComputingCH 24 Mobile DevicesCH 25 Securing Mobile DevicesCH 26 Printers and Multifunction DevicesCH 27 Securing ComputersCH 28 Operational ProceduresApp A Mapping to the CompTIA A+ ObjectivesApp B About the Online ContentGL Glossary
£47.24
Pen & Sword Books Ltd The SNES Encyclopedia: Every Game Released for
Book SynopsisFollowing on from the previously released NES Encyclopedia, the SNES Encyclopedia is the ultimate resource for fans of Nintendo's second home video game console, the Super Nintendo Entertainment System. Containing detailed information on all 780 games released for the SNES in the west, this enormous book is full of screenshots, trivia and charmingly bad jokes. It also includes a bonus section covering the entire 22-game library of the Virtual Boy, Nintendo's ill-fated 3D system which was released at the end of the SNES's life.
£28.50
John Wiley & Sons Inc Storytelling with Data
Book SynopsisTable of ContentsAcknowledgments vii About the author ix Introduction xi Chapter 1 Understand the context 1 Chapter 2 Choose an effective visual 51 Chapter 3 Identify & eliminate clutter 107 Chapter 4 Focus attention 147 Chapter 5 Think like a designer 191 Chapter 6 Tell a story 235 Chapter 7 Practice more with Cole 285 Chapter 8 Practice more on your own 355 Chapter 9 Practice more at work 375 Chapter 10 Closing words 403 Index 407
£26.36
Titan Books Ltd Saurian: A Field Guide to Hell Creek
Book SynopsisA gorgeous, scientifically up-to-date exploration of the prehistoric world, written and illustrated by leading palaeontologists. An elegant factual guide to the prehistoric world of Hell Creek from the successful indie survival game Saurian. A beautiful, detailed exploration of the creatures and environment of this stunning game, and perfect for all fans of paleoart.Trade Review"If you have ever loved exploring the possibilities of the past posed by dinosaurs, this book is for you." - Borg.com
£23.99
Titan Books Ltd The Elder Scrolls V - The Skyrim Library: The
Book SynopsisFor the first time, the collected texts from the critically and commercially acclaimed fantasy video game The Elder Scrolls V: Skyrim are bound together in three exciting volumes. Lavishly illustrated and produced, these titles are straight out of the world of Skyrim - and a must for any wandering adventurer.Trade Review"It looks period authentic, so it will make a nice addition to your bookcase or coffee table. It will also make you a much more scholarly Elders Scrolls fan thanks to the sheer amount of knowledge it packs into its 200+ pages of content." -Entertainment Buddha A must-buy for any die-hard fan -Bio Gamer Girl If you re a longtime fan of The Elder Scrolls or a newcomer looking to expand your knowledge of the many facets of life in Tamriel, The Elder Scrolls V: Skyrim The Skyrim Library, Vol. III: The Arcane is a fantastic read that demands a spot in your collection -Hey Poor Player"
£23.99
Rocky Nook Requirements Engineering Fundamentals: A Study
Book SynopsisRequirements engineering tasks have become increasingly complex. In order to ensure a high level of knowledge and competency among requirements engineers, the International Requirements Engineering Board (IREB) developed a standardized qualification called the Certified Professional for Requirements Engineering (CPRE). The certification defines the practical skills of a requirements engineer on various training levels. This book is designed for self-study and covers the curriculum for the Certified Professional for Requirements Engineering Foundation Level exam as defined by the IREB. The 2nd edition has been thoroughly revised and is aligned with the curriculum Version 2.2 of the IREB. In addition, some minor corrections to the 1st edition have been included. About IREB: The mission of the IREB is to contribute to the standardization of further education in the fields of business analysis and requirements engineering by providing syllabi and examinations, thereby achieving a higher level of applied requirements engineering. The IRE Board is comprised of a balanced mix of independent, internationally recognized experts in the fields of economy, consulting, research, and science.The IREB is a non-profit corporation.
£24.75
Titan Books Ltd The Art of Assassin's Creed: Unity
Book SynopsisWith 73 million units sold worldwide, Ubisoft’s Assassin’s Creed franchise is established as one of the best-selling game series ever. Recognized for having some of the richest, most-engrossing art and storytelling in the industry, Assassin’s Creed transcends video games, branching into other entertainment experiences including comic books, novels, short films and an impressive merchandise line-up. The recently announced Assassin’s Creed Unity takes players into the heart of the French Revolution. Marrying intricately detailed environments and next-gen capabilities, Paris comes to life around you and immerses you in the grit and grime of a city in turmoil. Continuing in the footsteps of this already world-renowned franchise, Assassin’s Creed Unity brings to life a time of unrest and disorder in one of the greatest cities in the world, promising to be the biggest and best experience yet. Highlights in the game, and in the book, include the different areas of Paris, each with their own identity and population, towering buildings bigger than any Assassin’s Creed game so far and an amazing range of locations and action.© 2014 Ubisoft Entertainment. All Rights Reserved. Assassin’s Creed, Ubisoft and the Ubisoft logo are trademarks of Ubisoft in the U.S. and/or other countries.Trade Review"When people point to games transcending their medium and revealing the incredible art underneath, it’s books like this that showcase it." - Gaming Trend"The quality of this collection is impeccable." - New Gamer Nation
£25.49
Pearson Education (US) Exam Ref MS900 Microsoft 365 Fundamentals
Book SynopsisCRAIG ZACKER is the author or co-author of dozens of books, manuals, articles, and websites on computing and networking, including Exam Ref 70-740 Installation, Storage and Compute with Windows Server 2016, and Exam Ref 70-744 Securing Windows Server 2016. He has also been an English professor, editor, network administrator, webmaster, corporate trainer, technical support engineer, minicomputer operator, literature and philosophy student, library clerk, darkroom technician, shipping clerk, and newspaper boy.Table of ContentsCHAPTER 1 Describe cloud concepts CHAPTER 2 Describe Microsoft 365 apps and services CHAPTER 3 Describe security, compliance, privacy, and trust in Microsoft 365 CHAPTER 4 Understand Microsoft 365 pricing and support CHAPTER 5 MS-900 Microsoft 365 Fundamentals, Second Edition exam updates
£27.19
Titan Books Ltd The Cinematic Art of Starcraft
Book SynopsisFor more than two decades, players have lead the zerg, protoss, and terrans into battle for galactic dominance in StarCraft, StarCraft II, and multiple campaign expansions. The Cinematic Art of StarCraft offers a detailed view into the history and philosophy of Blizzard’s revolutionary cinematics team. Focusing on the craft and storytelling of cinematics and filled with anecdotes from the creators, The Cinematic Art of StarCraft gives fans a unique peek into the cinematics that have wowed millions of fans across the Koprulu sector.
£28.00