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Those who enjoyed the popular movie starring Timothy Hutton and Sean Penn based on this book will particularly enjoy the details that the movie had to leave out. Of the two, Boyce's story is the most tragic. He was highly intellegent with a potentially bright future, and secured a position at defense contractor TRW with a Top Secret security clearance because of his retired FBI agent father's connections. Lee, on the other hand, was a dropout and a drug dealer whose life was spiraling downward toward the inevitable bad conclusion. One of the astonishing facts revealed in the book is just how many second chances Lee squandered along the way. A child of less affluence would have ended up in prison long before he even had the chance to join Boyce in his spying.
Author/journalist Robert Lindsey is an excellent writer and he tells the story in such a way that it reads like a fiction thriller. Lindsey reports astonishing facts such as the incredibly lax security at TRW without editorial comment, letting the events speak for themselves. Lindsey's extensive interviews with all of the principals, including Boyce in particular, make for particularly compelling reading.
Overall, a well-written journalistic account of one of the most unfortunate of America's spy cases.
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Also to see first-hand the areas where the RAF bravely held off the Nazi air attacks, and the civilian wardens watched the skies and the shores, it made me very thankful for our friends across the Atlantic.
The Rough Guide was a critical part of this memorable vacation.
It is frank and factual, but also upbeat. You will save money, and time, reading it. but you'll also be prepared to savor the history of the place, and meet the helpful and friendly people who live there. We took our Rough Guide everywhere. It was like a trusted, and good-spirited English friend. And it will sit on the top of our day packs during our next trip there.
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My only complaint has to do with the long historic background in the book. Having studied history for a while in university, I find that the evolution of vampire through history section at the end of the volume doesn't really add anything, all they do is make a quick resume of all the different time period and adding the word vampire in it... not really necessary...
All in all it still a great book with magnificient illustration and a well written interesting content. I would recomend this game not only to RPG players but to vampire lovers everywhere !!!
This game is a modern game in the Modern World, not a D&D type of Fantasy. Vampires are real in this game, they live in all the major cities, they pull the strings of politics. They hide from Humanity though, because they fear discovery. Yet they have to interact with humans, because as Vampires they eternally need blood to survive and even more to power their dark powers.
Vampires are arranged into clans, 13 to be exact all created by Ancient founders. These clans are divided into three groups. The first is the Camarilla, most obsessed with secrecy and having 7 of the Vampire clans. The next is the Sabbat, a group of Vampires who believe they should rule humanity and arch-Rivals of the Camarilla. They only consist of two clans but their are other clan members who have decided to join. Finally their are 4 Independent clans who try to avoid keeping any alligence to anyone.
The Rules of this game are simple as well. All a person needs is a copy of the sheets, a pencil and maybe ten 10-sided dice. The rule system is rather simple and the game doesn't revolve around pointless hours of combat but story purposes. This adds more enjoyment to the game, if your interested in weaving a story.
The Vampire game is a good introduction to White-Wolf RPG's and it is not only an interesting play, it is an interesting read as well. I have bought many books just to read them, and even if you don't have a group, their is a huge online community.
I'm probably the only person who bought this book with no intention of using it as it was meant to be used--as a role-playing guide to the "Vampire: The Masquerade" game. I don't play role-playing games--I even have an aversion to games in general (mostly video ones)--but I really love vampires, so I had to buy this book. Probably the thing I like the most about it is all of the beautiful black-and-white drawings inside. They really get the imagination juices flowing.
The beginning part of the book is basically an introduction to VtM, familiarizing the reader with the basic rules, its Gothic-Punk setting, vocabulary, and tips on effective storytelling. Then it goes deeper into dice rolling, character creation, and bloodlines. This latter part is my favorite in the book, describing the attributes and abilities of the seven clans of the Camarilla: Brujah, Nosferatu, Tremere, Ventrue, Gangrel, Toreador, and Malkavian. (But if you really want further insight into these clans, then I'd highly recommend any--or all--of the Clanbooks.) There is also a character sheet at the end of the book you can Xerox, as well as an example story to further help players.
I think I've read this thing about half a dozen times (though not usually from front to back), and it takes about that many times to thoroughly comprehend and memorize all of the above--rules, guidelines, etc.--without having to refer to the book all the time (unless you're a fast learner). If you enjoy role-playing games--or if you're like me and just like anything vampire-oriented--then I highly recommend this book. It's well worth your time and money.
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If you are used to using the C++ STL library you will feel right at home using this. (BTW this library works with MSVC 6.5)
BGL uses concept checking and property maps and a few other Boost approaches that aren't very well explored in the text. Granted, it's not a book about C++ programming in general (like "Modern C++ Design") but a bit more coverage of these key ideas would have been nice. Also, unlike the STL, several of the alogirithms are named by their canonical names instead of simply specifying their behavior and performance (e.g. names like dijkstra_visitor and bellman_visitor vs. list and map) . This means that library users may need to refer back to the text to figure out which algorithm they desire.
The choice to typeset all code in bold italic text was very unfortunate, but the use of C-Web to explain larger routines more than makes up for this.
The latter part of the book is a dry reference to BGL. More of the exploratory material would have been preferrable.
Overall, a great addition to my C++ library.
What strikes me the most is the accessibility - the introductions hit the right key immediately, so there's really no need to keep reference material at hand. The samples are equally good, and they're the right size to be easily transformed into solutions to related problems. The book currently rests on my bedside table, and only my favorites make it there...
The Boost Graph Library is powerful, and the BGL book is an excellent companion for graph-related studies or real-world graph problem solving.
Room for improvements:
* The index
* Even more samples (maybe not so elaborate in the text, could be on the CD)
Finally: I like the book a lot, and even if you're not "a graph person", chances are that you will be after reading the BGL book.
I highly recommend it!
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Paper stock is poor and some prints are a bit blurry.
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The interface design chapters were particularly outstanding; judging by how awful so many Flash sites are at integrating interactivity, PLEASE!! I BEG YOU!!! everybody read the chapters on designing interfaces! They are a "must read" for anyone who wants to improve their site's interactivity.
The game design chapters are also incredibly helpful as well, and I think are some of the first useful explanations of game design I've ever seen for Flash. Even if you're not designing games in Flash, using a familiar game like Asteroids as a vehicle for explaining some pretty clever design elements works very well. Not to mention, it's very cool to be able to make your own video games! Flash isn't just for dull corporate websites anymore!
I'll be incorporating the lessons learned from those chapters into all the stuff I do... even though I only get to do very boring stuff for a corporate site. And if I use what this book teaches, maybe someday I can get hired to make games and do cool interfaces!!! :)