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Ms. Huffington uncovers the corporate/political collusion to rig the game at the direct expense of the public at large and shows the extent to which the problems reach.
It's a fascinating read! My only criticism is that she doesn't put any blame on the public for lazily sitting on the sidelines therby allowing this all to occur.... to our own detriment.
In any case, this is a great book for anyone who is a bit naive about the corporate shenanigans of late. It's also a good read for those who believe that capitalism or the trickle down effect will improve life overall. It's true that these things would work in principle...it's the practice that merits attention. Also good for anyone who needs to get really worked up about lobbyists, congressmen, and corrupt corporations.
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As a reference book, it's very frustrating and difficult to use, because so much of the API has changed.
As an overview book, it contains some good information, but not much.
I'm not really happy with this book on either count.
The API introduction describes basic SceneGraph construction, Java 3D's three rendering modes, and has a so-called 'recipe' for writing a Java 3D program. Although the discussion of rendering modes was insightful, I thought the SceneGraph and 'recipe' material was much too brief. The online tutorial does a better job of describing SceneGraph construction, and uses the utility class SimpleUniverse as an alternative to constructing the View BranchGraph by hand.
The chapters following the Introduction delve more deeply into the various Scene Graph objects and their construction.
The book excels, however, at describing the finer points of Java 3D. Immediate-Mode Rendering, described in Chapter 13, gives the programmer the flexibility of drawing directly to the canvas and eliminates the need to construct the content portion of the scene graph. I'm surprised the book doesn't mention the SimpleUniverse class, because it's basically shown in the minimal scene graphs in Figures 8-2 and 13-1.
Appendix C, which describes Java 3D's view model, will be particularly useful to those of you porting OpenGL programs to Java 3D. The appendix is a thorough treatise of the how's and why's of Java 3D's view model, including the little-known Compatibility Mode which supports traditional Camera-based views.
Though the book is terse in parts and sometimes requires a bit of digging to find the more esoteric aspects of Java 3D, it is nevertheless an indispensable reference to have on hand.
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