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John Mueller has gotten past the single language perspective in his book. What you'll see is examples where all of the languages are used together to create a complete application. The examples are non-trivial and well designed. John also makes it clear as to why he chose a specific language for a given task. While this book didn't necessarily teach me as much as I would have liked in new programming techniques, it taught me something much more important, how to make best use of Visual Studio as a whole.
There are some real plusses in this book. I found the examples all concentrate on the enterprise, rather than on the desktop. That's a real advantage because I don't write many desktop applications anymore. I also enjoyed all of the tips and especially the Web site pointers.
About the only omission in this book is a lack of any FoxPro coverage. I don't consider this a very big loss because FoxPro is hardly a good choice for enterprise applications, especially new development. The author's choice of SQL Server is a good one.
Once you get past the title and accept the book for its intended use, you'll find that it's a real gem. I found that I got a lot of very good team development strategies, along with good tips on what to avoid. I also loved the Web site pointers--they've really made it easier to find what I need quickly. The tips and notes were well thought out and have helped me to avoid many programming pitfalls.
The example programs aren't as complex as I would have liked, but they were adequate to demonstrate how to use the various pieces of Visual Studio together in a team environment. I feel the author was trying to make this a problem solving book, but failed to convey that as clearly as he should have. The book contains outstanding troubleshooting information, but you have to dig a little too hard to find it at times.
I gave this book five stars for several reasons, but the most important is that the author has provided the team development information that Microsoft failed to provide. If you're looking for a real world guide on how to use Visual Studio with teams, this is the best (and only) book out there worth getting. END
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Does it work? I am currently GMing this adventure. On paper, it looks really good. Some of the scenes, especially in the later parts of the story, look exciting, moving even. Faile's cameo is perfect, for example. In practice, though, it's been an extremely frustrating experience. First, the early encounters (as pointed out by another reviewer) are unnecessarily difficult and add nothing to the plot. As things progress, the authors presume too much on the goals and motivations of the players. There is one chapter, for example, where the introduction says something along the lines of, "Upon entering the city, the players will want to find (a certain NPC) as soon as posible and will definitely want to investigate the actions of (another NPC)." The players in my campaign knew they wanted to talk to one of these guys eventually, but the other one was off their radar completely. Throughout, I've had to improvise ways to keep them approximating the plot line of the campaign and by chapter 3, they're feeling very manipulated.
The campaign assumes the party wants to do nothing more than hunt down dark friends and expose evil plots and will take great personal risk and go through great hardship (including, at one point, a monthlong trek through a winter wilderness without adequate provisions) on the chance of thwarting same. Characters with any other motivations (say, a character modeled after Mat or Nynaeve in the books) will feel forced into situations unnaturally. There has been more than one point where one of the players saying, "I *think* this is where the plot wants us to go."
So, in conclusion, while this adventure is excellent in its dreams and scope--and it's definitely better than something I could have designed myself--but it will fail often fail as a game. If you are intending to run a WOT campaign, buy this adventure, read it so that you thoroughly understand its scope BEFORE you even let your players make up characters. The characters need to be in the philosophy of the story or the story won't work.
Then we met the Demon-Bear.
Allow me to explain. In d20, animals don't get feats. One of the early mini-adventures has a BIG bear that has lots of bonus feats...and a party of first and second-level PCs is supposed to defeat it. When it can kill a PC with one swipe of its paw. Right.
That's emblematic of the problems with this adventure set. It's written with little attention to rules or game balance, or even party survival. Some adventures throw opponent after opponent at the PCs, but with such poor healing capability, you'll inevitably have PC casualties. While those aren't necessarily bad, having the odds stacked so heavily against you isn't fun.
Another flaw is that, in many instances, PC decisions don't matter. You are, in fact, on rails in a good many adventures, and that's BAD. The adventure in Falme, in particular, comes to mind.
It could've been good. Really. Almost anything would've been better than the ... introductory adventure included with the main book (1st-level PCs...against 3rd-level trollocs that outnumber you, and, oh yes, have high strength and high-crit-range weapons!)...save this.
If you're intending to GM Wheel of Time d20 adventures, save your money and look elsewhere. You can come up with stuff that's easily better.
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As background, I took the GRE Biology Subject Exam in December 1999, and scored in the upper 97% (if that makes any difference.) I personally found the ETS practice tests the most useful study aid, in conjunction with textbooks Campbell's Biology and Molecular Biology of the Cell by Alberts, et al. This book was a distant fourth, but those whose Bio is quite rusty, or whose scoring goals are more modest, might be quite pleased with it. (The other review books I used--the Barron's book and the one by Ogden--were a waste of time and money.)
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Really I am about the best reason going to hate Kentucky. I wish they would bring back the old words to "My Old Kentucky Home."
Be sure to read my column and email me at breedII@aol.com
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Uninformative.
Deeply dissapointing in many respects.
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This book is a dream if you are involved within Analysis and even looking at the new DTS Analysis functions has helped me.
Comparing this with other books, by far this is the one that is well written and doesnt just come out with the obvious.
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Slave Island is badly written. It is full of spelling and grammatical errors which distract and annoy the reader.
To be effective, erotic literature must encourage the reader to identify with one or more characters. But Slave Island is populated with vile caricatures. The victims are such haughty snobs they must offend even themselves, and their captors have left all redeeming qualities on the mainland.
The author must have a great resentment for society and civilization. His villains (heroes?) are whining malcontents whose only purpose seems to be exacting revenge on those unfortunate enough to discover this mysterious island.
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The only way this book might be of use is if: a) you ALREADY have SuSE, and b) it has particular info you want. Since it commonly seems to take you to the edge of complete info and not get you there I would say there are probably better books to be had. Stay away from this junk.
I read the other reviews here and was puzzled by them... I am a terible speller which may explain why I didn't notice the typos in the book. Your milage may vary...