The Ultimate Hitchhiker's Guide Douglas Adams  
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This outrageous volume contains six zany, out-of-this-world adventure stories by this incomparable novelist. From the very first to the very latest—all best sellers—includes The Hitchhiker's Guide to the Galaxy; The Restaurant at the End of the Universe; Life, the Universe and Everything, So Long and Thanks for all the Fish; Young Zaphod Plays it Safe; and Mostly Harmless. 768 pages.

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Peterson First Guide to Mammals of North America Peter Alden  
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Peterson First Guides are the first books the beginning naturalist needs. Condensed versions of the famous Peterson Field Guides, the First Guides focus on the animals, plants, and other natural things you are most likely to see. They make it fun to get into the field and easy to progress to the full-fledged Peterson Guides.

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A Pattern Language: Towns, Buildings, Construction Christopher Alexander  
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"Brilliant....Here's how to design or redesign any space you're living or working in—from metropolis to room. Consider what you want to happen in the space, and then page through this book. Its radically conservative observations will spark, enhance, organize your best ideas, and a wondrous
home, workplace, town will result"—San Francisco Chronicle. This classic handbook presents a language which ordinary people can use to express themselves in their own communities or homes, and to better communicate with each other.

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Notes on the Synthesis of Form Christopher Alexander  
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"These notes are about the process of design: the process of inventing things which display new physical order, organization, form, in response to function." This book, opening with these words, presents an entirely new theory of the process of design.

In the first part of the book, Mr. Alexander discusses the process by which a form is adapted to the context of human needs and demands that has called it into being. He shows that such an adaptive process will be successful only if it proceeds piecemeal instead of all at once. It is for this reason that forms from traditional unselfconscious cultures, molded not by designers but by the slow pattern of changes within tradition, are so beautifully organized and adapted. When the designer, in our own self-conscious culture, is called on to create a form that is adapted to its context he is unsuccessful, because the preconceived categories out of which he builds his picture of the problem do not correspond to the inherent components of the problem, and therefore lead only to the arbitrariness, willfulness, and lack of understanding which plague the design of modern buildings and modern cities.

In the second part, Mr. Alexander presents a method by which the designer may bring his full creative imagination into play, and yet avoid the traps of irrelevant preconception. He shows that, whenever a problem is stated, it is possible to ignore existing concepts and to create new concepts, out of the structure of the problem itself, which do correspond correctly to what he calls the subsystems of the adaptive process. By treating each of these subsystems as a separate subproblem, the designer can translate the new concepts into form. The form, because of the process, will be well-adapted to its context, non-arbitrary, and correct.

The mathematics underlying this method, based mainly on set theory, is fully developed in a long appendix. Another appendix demonstrates the application of the method to the design of an Indian village.

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The Timeless Way of Building Christopher Alexander  
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This volume provides the opening work in Christopher Alexander's seminal trilogy on architecture (continued in A Pattern Language and The Oregon Experiment). Here he provides a fascinating introduction to the ideas behind the succeeding two books.

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Getting Things Done: The Art of Stress-Free Productivity David Allen  
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In today's world, yesterday's methods just don't work. In Getting Things Done, veteran coach and management consultant David Allen shares the breakthrough methods for stress-free performance that he has introduced to tens of thousands of people across the country. Allen's premise is simple: our productivity is directly proportional to our ability to relax. Only when our minds are clear and our thoughts are organized can we achieve effective productivity and unleash our creative potential. In Getting Things Done Allen shows how to:

€ Apply the "do it, delegate it, defer it, drop it" rule to get your in-box to empty
€ Reassess goals and stay focused in changing situations
€ Plan projects as well as get them unstuck
€ Overcome feelings of confusion, anxiety, and being overwhelmed
€ Feel fine about what you're not doing

From core principles to proven tricks, Getting Things Done can transform the way you work, showing you how to pick up the pace without wearing yourself down.

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Isaac Asimov's Caliban Isaac Asimov, Roy Allen  
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This is a stirring, far-future robot novel and an invitation toAsimov's millions of fans to take part in his final vision

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Feynman Lectures on Computation Richard P. Feynman Anthony Hey Tony Hey Robin W. Allen  
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When, in 1984–86, Richard P. Feynman gave his famous course on computation at the California Institute of Technology, he asked Tony Hey to adapt his lecture notes into a book. Although led by Feynman, the course also featured, as occasional guest speakers, some of the most brilliant men in science at that time, including Marvin Minsky, Charles Bennett, and John Hopfield. Although the lectures are now thirteen years old, most of the material is timeless and presents a “Feynmanesque” overview of many standard and some not-so-standard topics in computer science such as reversible logic gates and quantum computers.

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Extreme Programming Explained: Embrace Change Kent Beck Cynthia Andres  
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Software development projects can be fun, productive, and even daring. Yet they can consistently deliver value to a business and remain under control.

Extreme Programming (XP) was conceived and developed to address the specific needs of software development conducted by small teams in the face of vague and changing requirements. This new lightweight methodology challenges many conventional tenets, including the long-held assumption that the cost of changing a piece of software necessarily rises dramatically over the course of time. XP recognizes that projects have to work to achieve this reduction in cost and exploit the savings once they have been earned.

Fundamentals of XP include:

* Distinguishing between the decisions to be made by business interests and those to be made by project stakeholders. * Writing unit tests before programming and keeping all of the tests running at all times. * Integrating and testing the whole system-several times a day. * Producing all software in pairs, two programmers at one screen. * Starting projects with a simple design that constantly evolves to add needed flexibility and remove unneeded complexity. * Putting a minimal system into production quickly and growing it in whatever directions prove most valuable.

Why is XP so controversial? Some sacred cows don't make the cut in XP:

* Don't force team members to specialize and become analysts, architects, programmers, testers, and integrators-every XP programmer participates in all of these critical activities every day. * Don't conduct complete up-front analysis and design-an XP project starts with a quick analysis of the entire system, and XP programmers continue to make analysis and design decisions throughout development. * Develop infrastructure and frameworks as you develop your application, not up-front-delivering business value is the heartbeat that drives XP projects. * Don't write and maintain implementation documentation-communication in XP projects occurs face-to-face, or through efficient tests and carefully written code.

You may love XP or you may hate it, but Extreme Programming Explained will force you to take a fresh look at how you develop software.

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Visual Thinking Rudolf Arnheim  
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For thirty-five years Visual Thinking has been the gold standard for art educators, psychologists, and general readers alike. In this seminal work, Arnheim, author of The Dynamics of Architectural Form, Film as Art, Toward a Psychology of Art, and Art and Visual Perception, asserts that all thinking (not just thinking related to art) is basically perceptual in nature, and that the ancient dichotomy between seeing and thinking, between perceiving and reasoning, is false and misleading. An indis-pensable tool for students and for those interested in the arts.

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Explorations: Stars, Galaxies, and Planets Thomas Arny  
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Now one of the best selling Astronomy textbooks is available in a "stars-first" organization. The same great writing style, the same great pedagogical tools helping students through concepts as well as the same complete technology package is available (CD-ROM, Website, PowerWeb and NetTutor)!

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