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For more than a decade, Ruby developers have turned to The Ruby Way for reliable “how-to” guidance on effective Ruby programming. Now, Hal Fulton and André Arko have thoroughly updated this classic guide to cover new language enhancements and developers’ experiences through Ruby 2.1. The new edition illuminates Ruby 2.1 through 400+ examples, each answering the question: “How do I do this in Ruby?” For each example, they present both a task description and realistic technical constraints. Next, they walk step-by-step through presenting one good solution, offering detailed explanations to promote deeper understanding. Conveniently organized by topic, The Ruby Way, Third Edition mak...
You Will Learn Ruby! Zed Shaw has perfected the world’s best system for learning Ruby. Follow it and you will succeed—just like the hundreds of thousands of beginners Zed has taught to date! You bring the discipline, commitment, and persistence; the author supplies everything else. In Learn Ruby the Hard Way, Third Edition, you’ll learn Ruby by working through 52 brilliantly crafted exercises. Read them. Type their code precisely. (No copying and pasting!) Fix your mistakes. Watch the programs run. As you do, you’ll learn how software works; what good programs look like; how to read, write, and think about code; and how to find and fix your mistakes using tricks professional programm...
The first novella collection set in the world of Pratt's popular Axiom space opera trilogy. In this collection of previously unpublished novellas, Hugo Award-winner Tim Pratt returns to the acclaimed sci-fi universe of his Axiom trilogy. Each of these three stories takes fans and new readers alike deeper into the rich world of the Axiom than ever before, revisiting the crewmembers of the White Raven as they strike out on new and enthralling adventures. Delilah Mears joins the crew of the Golden Spider, as its cyborg captain Ashok leads them deep into space to investigate a mysterious cosmic anomaly, leading to an encounter with a truly unusual band of space pirates; AI (and Trans-Neptunian Alliance President) Shall receives a strange summons from a past version of himself to help defeat an existential threat to the entire universe; And intrepid alien truth-teller Lantern journeys home to confront the monsters of her past, and the deepest secrets of her heart (or the closest thing she has in her circulatory system to a heart). File Under: Expanded Universe | Kickstars | Axiomatic |Supernov(ell)ae
Shareware Heroes is a comprehensive, meticulously researched exploration of an important and too-long overlooked chapter in video game history Shareware Heroes: Independent Games at the Dawn of the Internet takes readers on a journey, from the beginnings of the shareware model in the early 1980s, the origins of the concept, even the name itself, and the rise of shareware's major players – the likes of id Software, Apogee, and Epic MegaGames – through to the significance of shareware for the ‘forgotten’ systems – the Mac, Atari ST, Amiga – when commercial game publishers turned away from them. This book also charts the emergence of commercial shareware distributors like Educorp and the BBS/newsgroup sharing culture. And it explores how shareware developers plugged gaps in the video gaming market by creating games in niche and neglected genres like vertically-scrolling shoot-'em-ups (e.g. Raptor and Tyrian) or racing games (e.g. Wacky Wheels and Skunny Kart) or RPGs (God of Thunder and Realmz), until finally, as the video game market again grew and shifted, and major publishers took control, how the shareware system faded into the background and fell from memory.
The Macintosh challenged games to be more than child’s play and quick reflexes. It made human–computer interaction friendly, inviting, and intuitive. Mac gaming led to much that is now taken for granted by PC gamers and spawned some of the biggest franchises in video game history. It allowed anyone to create games and playful software with ease, and gave indie developers a home for their products. It welcomed strange ideas and encouraged experimentation. It fostered passionate and creative communities who inspired and challenged developers to do better and to follow the Mac mantra ‘think different’. Drawing on archive material and interviews with key figures from the era – and featuring new material from Craig Fryar, Apple’s first Mac games evangelist and the co-creator of hit game Spectre – The Secret History of Mac Gaming is the story of those communities and the game developers who survived and thrived in an ecosystem that was serially ignored by the outside world. It’s a book about people who followed their hearts first and market trends second, showing how clever, quirky, and downright wonderful video games could be.
Updated for Ruby 2.2, this handy reference offers brief yet clear explanations of Ruby’s core elements—from operators to blocks to documentation creation—and highlights the key features you may work with every day. Need to know the correct syntax for a conditional? Forgot the name of that String method? This book is organized to help you find the facts fast. Ruby Pocket Reference, 2nd Edition is ideal for experienced programmers who are new to Ruby. Whether you’ve come to Ruby because of Rails, or you want to take advantage of this clean, powerful, and expressive language for other applications, this reference will help you easily pinpoint the information you need. You’ll find detailed reference material for: Keywords, operators, comments, numbers, and symbols Variables, pre-defined global variables, and regular expressions Conditional statements, method use, classes, and exception handling Methods for the BasicObject, Object, Kernel, String, Array, and Hash classes Time formatting directives New syntax since Ruby 1.9
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A mysterious library book opens the door to a world of magic and danger in the first book in the beloved Young Wizards series. Bullied by her classmates, Nita Callahan is miserable at school. So when she finds a mysterious book in the library that promises her the chance to become a wizard, she jumps at the opportunity to escape her unhappy reality. But taking the Wizard's Oath is no easy thing, and Nita soon finds herself paired with fellow wizard-in-training Kit Rodriguez on a dangerous mission. The only way to become a full wizard is to face the Lone Power, the being that created death and is the mortal enemy of all wizards. As Nita and Kit battle their way through a deadly alternate version of New York controlled by the Lone Power, they must rely on each other and their newfound wizarding skills to survive--and save the world from the Lone One's grasp.