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Product: Book - Hardcover
Title: Mail and Internet Surveys : The Tailored Design Method
Publisher: Wiley
Authors: Don A. Dillman
Rating: 5/5
Customer opinion - 5 stars out of 5
The book on surveys


Dillman is the authority on survey methodology, and this book contains a wealth of information on survey construction, administration, etc. He also includes information on the use of internet surveys, and thankfully stresses their weaknesses. As with other areas, this book stresses the design and not the nuts-and-bolts needed. It won't teach you how to write an HTML form, but it won't teach you how to run a word processor either. It will teach you how to create effective surveys that can maximize your return rate, along with proper administration.



Product: Book - Hardcover
Title: Software Project Management: A Unified Framework
Publisher: Addison-Wesley Professional
Authors: Walker Royce
Rating: 2/5
Customer opinion - 2 stars out of 5
Good in theory, bad in practice


When I read the reviews of this book, I got interested and purchased the book. The book was a disappointment. It may be a good academic book and relate to the CMM, but it does not provide any guidelines as to how to deal with the details of what you encounter in projects in real life. I wonder if these techniques have really been applied in real life. There is much discussion of methods, but little on what it takes to use the methods. The book does not handle the many issues that arise when you try to manage a lot of work, with few staff, and not enough time. Very disappointing.



Product: Book - Hardcover
Title: 3D Game Engine Design : A Practical Approach to Real-Time Computer Graphics
Publisher: Morgan Kaufmann
Authors: David H. Eberly
Rating: 4/5
Customer opinion - 4 stars out of 5
Useful and informative, but not to be used in isolation


This is a really good book, and is quite useful, but having read both the reviews here, & the "review on the reviews" on david's website i can say that there are some caveats. Cons-> 1) Lots of Math Yes, this true, there *IS* lots of math, and at times it can see overwhelming, but it's all useful, and david is right, if you think you can do 3d graphics engine programming without mathematics you're either delusional or on some drugs (and why aren't you sharing?) 2) No real explanations on most of the Math, or most of the rest of the methodologies either.. Ok, now (for me) *THIS* is the big one.. he gives you lots of different methodolgies, like using lozenges vs. capsules vs. AABB or OOBB for containing an a set of Vertices, but he doesn't give (from what i've seen) reasons as to *WHY* you'd want to prefer one technique over another, i mean, what's the advantage of using lozenge's to contain objects instead of using a OOBB or a k-DOP ? i get no such explanation, or even am attempt at one. This book is what i would call "faith-based 3d graphics programming", he doesn't tell you *HOW* the math works, or even *WHY* it works, or *WHEN* you should use it, but he expects you to just understand and accept it, thanks but no thanks david. Pros-> 1) Lots of Math What is bad is also good. David has taken mathematical concepts and equations from a couple dozen books and SIGGRAPH articles and condensed them into one book. And it's done pretty nicely. 2) *COPIOUS* amounts of C++ code The amount of code this book comes with (indexed in the book by the mathematical equations defining the code) is truly staggering. But i hear you say , "hey wait, he's got code on his website, why can't i just use THAT?!?!" .. and you'd be right there is code on his site, but (barring a few exceptions) there's no math there to explain that code, so if you dont' know why it's there, and what it all means, the code's useless to you.Also, the code on the site (and in part the book) is meant to be used as drop-ins, take code drop into existing project,and keep going, the code in the book can be compiled, and there exist examples on *USING* the code. The only question i have is his "branding" thing, i mean i have no problem with the Mgc prefix, but if you're going to do that David, and you're using C++, why not just encapsulate everything in a few namespaces? namespace Mgc { class Quaternion{}; }; //and etc.. now, i hear ppl saying that Real-Time Rendering is "better" .. well not quite, RTR has good explanations but there's little math or code there, my suggestion would be in most part read the books in unison(course in places where the topics don't overlap you'd have to find other explanations, or math/code).. the math in this book and the explanations in RTR (+ a few other books i suppose) .. overall high quality..
--vat



Product: Book - Paperback
Title: MySQL Cookbook
Publisher: O'Reilly
Authors: Paul DuBois
Rating: 4/5
Customer opinion - 4 stars out of 5
WELL-DONE, OR RATHER, WELL-COOKED


In this "MySQL Cookbook", Paul DuBois ensured that a wide range of topics were covered. In fact, most Unix and Mac OS X users would cherish the contents of this text. Comprehensive information were presented in a very uncomplicated way. The book did advanced analysis of all MySQL-based scripts which are applicable to Java, Perl, Python and PHP. The same story goes for MySQL-based web scripts under Apache and Tomcat. It gave readers sufficient guidance to codes, using time-saving illustrative examples. However, beginners who need to start from the scratch may not appreciate this advanced approach.In conclusion, this is a dependable text that both intermediate and advanced MySQL learners would appreciate.