Builder
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Used price: $102.35

A political book!
a fascinating and full meal on the gothic eraI found it absolutely fascinating, as he explained the politics that gave rise to the astonishing building projects that involved entire communities for centuries and whose artisans are, with the exception of Villard, wholly unkown. Gimpel then goes through the crytic notebook of Villard - the only true record of the era's methods besides the works themselves - deciphering it for non-specialists like myself. In his view, built during a late-medieval economic boom, the cathedrals used a new kind of geometry and practical experimentation that foreshadowed the discoveries of the Renaissance. Some would even argue that the gothic cathedral architects and builders presaged the scientific method that emerged during the Enlightenment. Gimpel provides plenty of fodder for that interpretation.
Warmly recommended.

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Not a reference, and not an introductory textThe first half of the book is an (incomplete) in-depth explanation about electricity, resistance, capacitance, and inductance. The next 75 pages cover semiconductors, going in-depth about junctions then diodes, then glossing over the various transistor types.
The last third of the book is a thorough glossing over of various ICs, transducers, and 10 pages on switches.
In other words, don't get this book if you're a beginner, because you will be confused by what it leaves out. Don't get this book if you are looking for a reference, because you will be frustrated by what it leaves out. And don't get it if you are looking for a refresher on electronics theory, as you will be dissatisfied with it's overly simplistic explanations.
An excellent review and reference book for basic electronics
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Full of insight
Good companion to "The Sharper Mind"
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Not So Hot
A Wonderful Book!
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sensationalized, highly conjectural, poorly written bookUnfortunately, the authors, despite their assertions to the contrary, seem determined to find in Edgar Cayce a well-nigh infallible guide to the prehistory of the Americas, and are all too willing to distort scientific evidence to conform to their own New Age dogma of truth, much as academic archaeologists have so often done. The book, like most sensational books for the masses, tries to treat so many different topics that there is not enough room for supporting evidence for their assertions. They would have been better advised to choose one of their 20 or 30 topics and treat it in depth.
Perhaps the nadir of the book is chapter 12, where the Book of Mormon is used as
scientific evidence without any investigation of the origins of this highly suspect text..., and the existence of such mythical figures as Noah, Abraham and Jesus is assumed as hard historical fact. Even the Tower of Babel is dragged in. Reading this rigmarole one feels as if centuries of scientific progress have vanished, and one is back in the middle ages.
In a certain sense however, the book reads like a college-text. That is to say, its language is at once bland and politically correct ad nauseam. American indians are fulsomely praised as possessing a culture of unexampled richness, and a rather nervous note warns readers against experimenting with psychelic mushrooms (one of the authors is a psychologist involved in official evaluations of drug-war offenders.) The grammar is often confused.
The authors seem unaware of much of the evidence for pre-Columbian visitors in America. For example, they ignore the quite substantial evidence for Phoenicians on the Brazilian coast (they built a massive fortress there which is still standing.) In fact, the authors include precious little hard fact even about the Mound Builders. They should have at least added a bibliography. In chapter 13 the authors provide a list of 30 Cayce assertions concerning pre-Columbian America, and claim that science has validated virtually all of them. This is not true. It is correct however that man was present in the Americas long before 9500 B.C., and Cayce's information on the Norse appears valid, although I believe several researchers had found evidence for this long before Cayce. But the other Cayce information concerning American prehistory remains in the category of 'unproven'. The authors betray at every turn an extreme bias in Cayce's favor. In their minds apparently, if his assertions have not or cannot be disproven, then they are probably true.
In spite of all these grievous faults, the book still has something to contribute. It may help to
counteract the academic dogmatists who still cling to the theory that the Americas were
exclusively settled via the Bering Strait, and it may contribute to sustain interest in Edgar
Cayce, who was certainly a fascinating character, who successfully treated many illnesses by remedies he prescribed while in a trance. The book offers very many black-and-white illustrations and maps of the mounds that are otherwise unobtainable at such a reasonable price. There are much better books on pre-Columbian contact, but none to my knowledge on the Cayce connection
Update Your Knowledge and Grow Yourself
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Find the LEASH
Dig the book, you'll be pleasantly surprised!
Not too shabby!I surfed the Net for some good doco on the language and I found this book (the full text in the form of a free eBook).
OH JOY!
I love this book. It certainly doesn't tell you everything. But with the richness of a language like C++, the merging of the Object pascal visual components library (VCL) and all the other stuff you need to know these days how can any ONE book possibly do that.
What it does do however is to concentrate on the new aspects of Borland's C++ language which are introduced with C++ Builder (namely the VCL and the associated components). Just what you need if you are already familiar with the older libraries and do not want yet another book that describes libraries that are in every other reference book. Ad infinitum!
I have thumbed through several C++ Builder books in bookstores that simply regurgitate the same old material. One in particular had just a few pages on the VCL. A waste of my hard earned money!
What does this book have that the others don't?: Well besides detailed overview's, explanation's, information, examples and some great trivia (some don't like this 'property' of the author, but personally I find it refreshing ... and often enlightening). HE CONCENTRATES ON THE "VCL". Yay team!
Look to put it bluntly! The man - Charlie - and the language is my dupli-hero! (I have to roll them up into a big ball of enlightenment which is greater than the sum of its parts). With their help I was able to build a plethora (...What is a plethora Jose?...) of useful utilities at work, that actually improved our efficiency and allowed me to go home at a reasonable hour.
I am so grateful for a really useful text that I have decided to purchase a real copy of this book (as opposed to the free ebook that I was using as a reference) as homage to the man. This book is my Bible!
Note 1: His subsequent work covering C++ Builder 3 Unleashed is also a rip snorter (that's Aussie for 'excellent'). Again, this does NOT retrace all the stuff from his previous book, but takes us even deeper.
Note 2: To all you VB programmer's out there ... C++ builder is Visual basic with GRUNT. No. Sorry. I mean MEGA GRUNT!
Gotta go now. See what's in his "C++ Builder 4 Unleashed"!
Thanks Charlie. Hope to thank you personally soon!

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Not much depth for veterans, but still has potentialI didn't find much.
This guide has a few cool benefits, especially for novice DM's and DM's who need to throw together a semi-believable dungeon hack in a hurry. However, it serves no other rewarding purpose. The concept of tracing and piecing together the different geomorphs is a great starter if you suffer occasional imagination block, but don't use it as a crutch. It's not comprehensive enough for that.
The suggested traps are absolutely ludicrous. If you're the kind of DM who likes to torment your players with lots of "instant death" situations and completely absurd concepts, then this is your kind of book.
Also, the common-sense explanations and insights into the logic of a dungeon are worthless to all but the most inexperienced DM's. Experience and forethought will teach you more effectively than the guide could hope to do.
So, if you're a rookie DM or even a veteran who can't get the thoughts flowing once in a while, this thing might be worth your while. Other than that, though, save your cash.
A little disappointed
Tried-and-true ideas, guidelines, and tacticsOne of the nicest features of this accessory are a collection of 78 geomorphs, sections of dungeon that can be joined to each other directly or via connecting passageways (a ruin/tomb geomorph appears below). Six sorts of dungeon environments--mine/natural cavern, interdimensional, aerial, castle, ruin/tomb, and underwater--are provided, along with guidelines on how to use them. Each type has a "founding" geomorph that provides an outside or overall view of the dungeon, and a "focus" geomorph, or the initial dungeon section from which the others of its type can be reached. Each focus geomorph is fully keyed with monsters, traps, and treasure.
Other features of Dungeon Builder's Guidebook include an "Autodungeon Engine" random dungeon generator; general characteristics and (brief) encounter tables for each dungeon type; a section on traps along with a trap generator; a section on dungeon permutations; and sections on dungeon lore and approaches to design.
All-in-all, Dungeon Builder's Guidebook can be useful in many ways to many gamemasters, from a source of maps for experienced DMs who need a quick home for their monsters to a comprehensive how-to guide for DMs are just getting started.

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Take plain houses and make them ugly
All it takes is time, money and labor--and inspiration
A Starting Point for Change
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Poor job of Quality control with the book, numerous errors
I liked it
Good First Peek at the PFCOn the downside, this is not a good reference. If you have a year or so experience with the PFC, this book is pretty basic.
Please be advised that this book asks you to change PBL files every now and then, otherwise the labs will not work. I e-mailed the author who reminded me that the PBL files used for the labs are listed on the front page. Then all worked fine.
All in all, not a bad job.

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Really needs two reviews...The concepts in here will help you get an idea of what the basic, fairly stereotypical character types are. For any combination of race (human, elf, dwarf, etc) and class (fighter, wizard, bard, etc.) a brief summary is given, giving you an idea or two as to how to play your character (or to avoid, if you want to break type). This is especially helpful to newcomers, since this newest set of rules allows for characters not common to mainstream fantasy (for example, a gnome barbarian)that vcan be fun, but daunting for newer players.
Other info helps create a background for your character (a dounting task for some, easy for others), and understand alignment. There is a lot of info on the game mechanics as far as getting the most out of your character, helpful to beginners but boring to my next audience...
If on the other hand you are like me and remember dice you had to use a crayon on to see the numbers, this book gets a single star- well, maybe two if you have newer players in your group. Don't waste your time if you're getting it for yourself. I found nothing in this book that was an aid to my play. Now, if you want to bring new players into your group, this may be worth the investment. It will definately help newbies or casual beginners get into the game a little more (hence the second star).
Not bad, of more use for novice playersOn the plus side, the Hero Builder Guide would be extremely useful for novice players and DMs. The sections on defining roles (half-orc sorcerers, elven monks, etc.) looked to be quite handy for breaking traditional fantasy stereotypes. Enough can't be said about the aforementioned origin generators and name lists. There also tons of tips and advice for making PCs more three-dimensional and less paper characters.
In summary: very worthwhile for newbies, veterans can take a pass.
Slightly Useful For Any OccasionLet me say this right off the back: If you are a player and you like sticking it through with one character and developing him from Lv. 1 to Lv. 20, this book is not going to do a whole lot for you.
If you are like me and you find yourself creating a multitude of characters because yours keep dying or because you play D&D with a lot of different parties and have to create multiple adventurers for different campaigns, this book is slightly more useful. Especially the chapter labeled "Creating Your Personal History". If you're like me you want to get into your character and provide him with a background. This provides you with a lot of different scenarios that your adventurer can come from, whether you want to role a dice to determine a background or you want to get more ideas.
Now for us dungeon masters out there, I would highly recommend this book to those that find themselves teaching newbies how to build a character and how to build a character history. With this book you can have players scan the "Choosing Your Race And Class" chapter of the book to provide descriptions for each race's class. You want to be a half-orc cleric? Get a quick history of the things that they go through and their motivation.
This book is especially useful when the newbies are creating a personal history of their character. I can't tell you how many times I ask my player to think of a history for their newly developed character, and 4 out of 5 of them describe how their parents were killed by some sort of evil and they're on vengeance quests. Variety is an important key to a DM's campaign, and this book is great at providing an alternative way to "force" your players to take a pre-determined basic history and use their imagination to build it from there.
There's a quiz in the, "Selecting Your Alignment" area that I find useful here and there, but I typically don't use since the Player's Handbook has a pretty self-explanatory alignment description anyway.
The "Planning Your Future" chapter is rather basic and gives beginners a peak into prestige classes, but it's the most useless chapter of the book, and is the reason why I give it a 4 out of 5.
The "Appendix of Names" is helpful when I or others start running out of names to use for our characters. There's definitely plenty in there for you to choose from.
Altogether, I suggest buying this if you are a DM that anticipates teaching newbies the game, or if you are constantly creating new characters. If you aren't these two, you're better off sticking with the core books...