economics-software
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Cultural conundrums
Great: The jargon only prevents perfection
Wow!!!!Headache....
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Better Title: Intro to Statistics using Excel Add-ins
Serious Excel 2000 Problem
No trouble with Excel

Excellent text
Excellent
AN OUTSTANDING BOOK ON MANAGERIAL ACCOUNTINGThis review pertains to the 5th International edition.

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A must for first time manager
Excellent advice for leaders and potential leadersFor the first group this book will reinforce past experiences because the author distills all of what's best in the way of practices into a slim, well written book. What's nice is the wisdom is tied to life cycle stages so you can relate the team building practices to past experiences at a particular point in a project or the functional area in which you participated.
The second group won't get it because they are the people who are destined to remain second tier professionals. You can spot them because they are always looking for a silver bullet or waiting for someone to tell them what to do next. This book will go over their heads because the answers that the author provides requires reasoning and thought.
If you're in the first group you'll find this book to be a wonderful read and an inspiring text that will motivate you to continually improve. You're either a leader of have definite leadership material. If you are the type who expects a book to spell it out for you, stick with coding, doing moves/adds/changes or whatever it is you do and buy "101" and "For Dummies" books. This one will go right over your head.
Short, to the point and filled with infoThis book is about project management, development processes and leadership, all of which are interwoven into seven succinct chapters. The parts of this book that I especially liked are: (1) The sensible and business-oriented approach to requirements in Chapter 1. This is a recipe for success and encapsulates some of the best practices I've come across in a single short chapter. (2) The focus on team building and leadership that is given in Chapters 2 through 4 and 6. I've endured poor leadership and have had the pleasure of working for some of the best in my 25 years of experience, so I have a good feel for what works and what doesn't. These three chapters capture all of the good examples that have taken me a quarter of a century to discover, and provides some of the best advice and guidance you'll find in any book. (4) The chapter on planning, like the others, distills into a few short pages some of the best advice a project manager or team leader should carefully heed. Like the body of the book, the appendix is rich with information that is crammed into a short page count.
I'm obviously a fan of Mr. Ginac, due in no small part to this book. If you read this one and want more I highly recommend that you read Customer Oriented Software Quality Assurance, which is also short, informative and well written. 5 stars for this one!

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Very Good, But Not ExcellentIt is well-written, concise, and employs some very straightforward, easy-to-follow graphs/diagrams. Also, both the formulas and the exercises at the end of each chapter are quite useful.
The only reason that I did not give it a 5-star rating is because some of the chapters did not use enough "real-world examples" or hypothetical situations in some of the more challenging lessons. This might better aid those students who are new to finance or simply need another angle to better grasp the idea.
Foundations of Financial Management, 10th Edition
Excellent Finance Starter
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Insightful!
Excellent and insightful!
The best book I have read in a long time....
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Describes more than ExplainsOverall, the book seems more to describe than explain, more to report than intrepert. There arises no general, well defined thesis from its 500+ page volume. At best, this book can be said to raise a lot of issues which a designer ought to have in mind when desining a game.
However, the vast majority of the issues raised are either of secondary importance or generally irrelevant. It breaks down the process of game design into topics in a way which is neither natural nor logical, and proceeds to pursue a rather sizyphian discussion of each of these topics in turn. These are: What is Game Design?, Game Concepts, Game Settings and Worlds, Storytelling and Narrative, Character Development, Creating the User Experience, Gameplay, and The Internal Economy of games and Game Balancing.
This division makes very little sense. These topics are all so closely realted, some to the point of overlapping, that attempting to develop a theorem which deals with each of them separately would result in exactly the kind of negligable book we have before us.
Actually, it would be impossible for the authors to develop any meaningful discussion of their subject, because they fail to define a) what we are trying to create and b) how do we measure our success. Nor can such a definition be induced from this overflous and superficial book. Without this definition, there is nothing that binds the book's pieces together (and, actually, had the authors bothered to provide a rigorous definition, they would have relized that no reasonable definition could be found for the garbled mess they've created), and it remains a pile of expressions in the spirit of "some people did this in some games, and some people did that in some other games". In short, the book does an admirable job in showing how NOT to perform a critical analisys of a subject, not to mention attempt to construct a wholesome theory.
While the book can be interesting at times, mainly because it makes one think on how such a book SHOULD be written, it is chuck full of assertions obviously made on the basis of misunderstandings, like the authors' curious misuse of the term Suspension of Disbelief, or their suggestion of the Hero's Journey narrative template as an object of imitation rather than a tool for analisys.
The authors' goal with this book also seems qustionable. At one point, they assert that, even were it possible, we wouldn't like our player to be tormented by remorse after taking an immoral action in the game. Why? isn't moral education one of the most important and unique roles of art? If it were indeed possible, and I'm sure it is, it would've been a glorious achievement for this medium, one which would put all its previous achievements far behind.
Or are the authors only interested in computer games as a source of pure fun? If so, I suggest they invest their impressive talent and enthusiasm in cooking or adult toy design - a medium's greatness lies not in the fun it offers, and these repectable fields are all about fun.
An interesting book for raising a large scale discussion, but one which falls short of grasping the deeper principles of its subject, and is, therefore, unimportant.
Review: Andrew Rollings and Ernest Adams On Game DesignFor instance, the back cover of the book On Game Design posits: "How do you turn a great idea into a game design? What makes one design better than another? Why does a good design document matter, and how do you write one? This book answers these questions and stimulates your creativity?"
It is important to note that the book does not limit itself to console video games or computer games. The essence of the rules discussed in this book are those of creating any type of game. Right away that should tell you whether or not you're going to find the book useful. Are you looking for a book that tells you, in general and abstract terms, what concepts are involved with creating a game, or are you looking for a book that actually works examples of concepts?
While this book does a good job of providing many checklists for consideration, advice for certain conditions, and a dictionary of possible ways to view game design, the writers do not follow through. There are few solid examples of checklist scenarios or of worked-through versions of a game scenario which a game designer would find helpful. Without a practical means to an end, there is little purpose in reading these examples except for reassurance that you're facing the same problem that other people have faced. There are many psychology texts available for that situation already.
If you're used to reading programming books, like I am, you're probably aware that they follow a standard format: Propose a problem, choose a method of solution, work through several to many versions of the solution, solve the problem. With only a proposal, it is rather unhelpful to not see why one solution is better than another when it comes to game design. For that matter, as you might have guessed, the level of abstraction to design presented in this book leaves no space for any code examples.
While the advice given in certain situations might be helpful to someone who knows nothing about game design, it is highly likely that whoever reads this book will have little need of it since the advice is so much common sense that a gamer of several years would already be aware of much of this. It's like a senior in college having to take freshman seminar.
But, aside from this little discussion of fault, there is much to be savored in this book. Don't let this review scare you off! Get a copy of the book. Read it. Keep it as a reference for when you might need a more formalized way of presenting a problem you face in game design.
And as I'm sure you know, once you've found a way to state a problem, you're almost ready to find a way to solve it.
Advances the field of game design knowledgeAlso, while Rollings' other book is most suited for people making strategy games, this book really is general enough to be a worthy read for anybody working on any kind of game.
I only gave it four stars because, for me, the last half of the book--summary chapters of different game genres--was mostly throwaway, rarely going into very much depth or telling me information I didn't know already.


Disappointed
Good fast intro to BO
Useful well written introduction to BO
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Bible on Project Management
We just finished a 2yr project using this text
Good reference even for non-software managersThis book is full of real-life examples; it was clearly written by someone who has been down in the trenches. This adds credibility to the methods described.
I have learned a lot from the book and I use it as a reference regularly.

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Looping through MemoriesChapter 3 discusses "Programming Services". The established techniques of engineering management filtered into programming projects. Program flowcharts became institutionalized, then flushed away by the "fad for 'structured programming'" (p.69). The boom for software companies in the late 1960s reminds me of the dot-com fever in the late 1990s. All fueled from government spending (p.75, P.80). The arrival of minicomputers around 1970 allowed middling companies to own a computer. Chapter 4 tells about the change to "Software Products". Computers were more plentiful and more powerful (pp.90-91), programmers didn't keep up. Lines of code used increased 1000% every 5 years, the cost of developing quadrupled by 1965. Page 100 discusses flowcharting, whose purpose was to graphically represent a program's operations. Sort of like a condensed slide presentation of a topic. Page 102 tells of a secret machine instruction used to improve sorting speed (what was it?).
Chapter 5 tells how the software industry acquired its current shape, and gives an overview. Software products was a capital goods business. Industry specific software requires in-depth knowledge; in systems software programming skills are critical. The success of CICS can be compared to a system of roads where applications can freely travel (p.151). Chapter 6 discusses the maturing of corporate software packages, and growth through acquisition. It focuses on three large firms that became prominent in the 1990s. Some grew by acquiring smaller firms for their products (diversification). The rise of the relational database had an adverse affect on older database technologies. The use of fully integrated business application software (ERP) created new companies. Pages 182-4 overviews the successes of Computer Associates. A relational database did not require knowledge of the internal structure of the database; ever faster computers masked its relative inefficiency. Sales of SAP R/3 benefited from the "fad for business re-engineering" (p.195). Page 197 explains why SAP is more important that Microsoft.
There are strong parallels with other historical systems, such as railroads to airlines. If the database was bundled with the operating system there would be no independent vendors. European firms were able to pioneer ERP because they not not been locked into "legacy software" (p.199). The remaining chapters discuss the history of the personal computer.
Insightful!
How 'Toy Computers' Grew UpChapter 8 discusses the now mature PC industry. Why did a few companies succeed where many failed? "The Autodesk File" says: product improvements, complementary products, training networks (p.243). Technical competence does not guarantee success unless it meets user needs (p.244). The need to work with two or more applications simultaneously led to "windowing" (p.247); but this required more time and money than first estimated (p.251). Page 253 tells of the big mistake by Lotus' management in rewriting the program. A similar mistake doomed Word Star (p.255). Ashton-Tate's demise is described on page 257. These were one-product companies. Page 259 explains Microsoft's winning strategy for its Office Suite. Page 264 tells of Symantec's strategy for success.
Chapter 9 describes software used for entertainment, and looks at videogames, CD-ROM encyclopedias, and personal finance software. Arcade games replaced older pinball machines during the 1970s. Videogame consoles for the home allowed playing many games. Home computers had a keyboard and secondary storage, and could be programmed by the user. Videogames are similar to recorded music's stream of new titles, and relatively short life. The purpose of a CD-ROM with an encyclopedia was to justify the cost of a computer (p.289). Microsoft's Encarta broke into the 1993 consumer market with multimedia. This coincided with the falling price for CD-ROM drives (p.292), and lowered prices for CD-ROM software. By the early 1990s Quicken was the best selling consumer software product of all time. Its founder entered a crowded field with no track record, an untried product developed by a single programmer (p.295). It was designed to be easy to use, and continually improved.
Chapter 10 discusses the success of Silicon Valley, and the economic and physical environment that created its culture (p.303). Hardware companies tended towards success, software companies less so (p.304). The great number of computers in the US created a market for software companies. The prices for their mature products ruled out competitors. This pattern continued to the personal computer age. One effect of manpower training is to create off-shore body shops to benefit US multi-national corporations. Clustering firms in a small geographic area helps, as does Government subsidies (like the Internet). But misdirecting support can hurt rather than help (p.311). [I found Robert X. Cringely's book to be better.]