Rabu, 26 Desember 2012

[H636.Ebook] Get Free Ebook Adam Heller's Zero Pain Now, by Adam B. Heller

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Adam Heller's Zero Pain Now, by Adam B. Heller

The proven process to become pain-free without drugs, surgery, or physical therapy.

  • Sales Rank: #228007 in Books
  • Brand: Brand: Mirelle Publishing LLC
  • Published on: 2011-08-26
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.50" h x .51" w x 5.50" l, .59 pounds
  • Binding: Paperback
  • 226 pages
Features
  • Used Book in Good Condition

About the Author
Adam Heller has helped thousands of people rapidly solve problems. He spent a decade helping his clients heal from a divorce, the loss of a loved one, lose weight, and overcome fears, phobias and panic attacks. Adam has developed new techniques that empower people to change their behaviors to overcome problems, and produce success. Three years ago Adam began examining the link between physical pain and emotions. He expanded on a rich body of evidence supporting the theory of what he came to name Diversion Pain Syndrome. The investigation produced the method that Adam titled Zero Pain Now Process. Most of Adam’s time is now spent teaching people how to heal their own physical pain. Adam is the originator of Adam Heller’s Zero Pain Now Process and Rapid Life Change. He is a Certified Instructor of Neuro Linguistic Programming (NLP), and a Certified Master in Integrative Coaching, Time Line Therapy™, Hypnosis and Spiritual Divorce.

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14 of 17 people found the following review helpful.
Didn't work for me unfortunately.....
By frankvo123
I not only read the book (3 times) , but also paid extra for and did the entire online course and went through the workbook / online videos etc, where you also get daily email feedback from Adam Heller and his team. I persisted with the process for about 5 months and in the end, I don't believe my pain level overall, (as the pain level always does vary from day to day and week to week) was really any better at all.
The idea that suppressed negative emotions affect your pain level and location I do believe is true for some conditions, but I don't think all. For example, in my situation I have some severe arthritis (near bone on bone) which is the source of my pain.

The education about how suppressed emotions can impact on your health is probably the one positive I have carried away from this experience.

My Conclusion: Not recommended if you have diagnosed severe arthritis, but may possibly help in other pain conditions that have an emotional component.

0 of 1 people found the following review helpful.
Not for me. It might work for some people ...
By Amazon Customer
Not for me. It might work for some people. Just not for me.

28 of 31 people found the following review helpful.
A life changer and must-read for pain sufferers
By ewonders
I read Adam Heller's book after suffering from shoulder and neck pain for several years. I had tried resting, physical therapy, and all kinds of exercises. Nothing was working! In the book, Adam Heller walks the reader through a new way of thinking about pain, and its causes. He then prescribes written exercises, once a day, for a month, which took me about 20-30 minutes daily. Literally during the month of reading this book and doing the required written exercises in it, my pain went away, and is still gone, 2 months later. Now I can get out and bike and do all the other things I enjoy doing. I highly recommend this book. Thank you Adam!

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Kamis, 20 Desember 2012

[S734.Ebook] Get Free Ebook State and Religion in China, by Anthony C. Yu

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State and Religion in China, by Anthony C. Yu

In State and Religion in China, Anthony Yu takes a fresh look at Chinese religion and its relation to politics. He argues, against those who claim that Chinese politics has been traditionally secular, or even that the Chinese traditionally had no religion that religion has deep roots in the Chinese past, and that the Chinese state has from its creation always interfered in relgious matters.

  • Sales Rank: #668311 in Books
  • Brand: Brand: Open Court Publishing Company
  • Published on: 2005-05-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.02" h x .48" w x 5.98" l, .64 pounds
  • Binding: Paperback
  • 208 pages
Features
  • Used Book in Good Condition

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Rabu, 19 Desember 2012

[N481.Ebook] PDF Download The End of Modernity: Nihilism and Hermeneutics in Postmodern Culture (Parallax: Re-visions of Culture and Society), by Gianni Vattimo

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The End of Modernity: Nihilism and Hermeneutics in Postmodern Culture (Parallax: Re-visions of Culture and Society), by Gianni Vattimo

Gianni Vattimo reexamines the roots of modernism and postmodernism in Nietzsche, Benjamin, and Heidegger. Exploring the links between concepts of nihilism and destiny in nineteenth-century humanism, Vattimo follows these trends in aesthetic and scientific theory from Benjamin to Bloch, Ricoeur, and Kuhn.

  • Sales Rank: #1023488 in Books
  • Brand: Brand: Johns Hopkins University Press
  • Published on: 1991-10-01
  • Original language: Italian
  • Number of items: 1
  • Dimensions: 8.50" h x .63" w x 5.50" l, .72 pounds
  • Binding: Paperback
  • 256 pages
Features
  • Used Book in Good Condition

Review

Sharp and deceptively simple essays.

(Brian Rotman Times Literary Supplement)

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6 of 7 people found the following review helpful.
How is nihilism our new condition?
By Larry Baker
Vattimo continues to issue his argument for a soft-ontology after metaphysics has suffered from the end of absolutes. The end is nothing...nihilism. I am convinced that Vattimo and others like him are correct in accessing our age as technocratic nihilism but I am not convinced that Vattimo's soft-ontology is much more than a "practical" excuse to live as though there is meaning even though tying life to shared experience is impossible. The only real impossibility is that life is impossible. Is a new motivation for innovation and culture possible if we admit with Vattimo that nihilism "gesture[s] toward a new human experience" (26)? I am not convinced that he demonstrates this. Instead I see Vattimo arguing for a kind of soft-ontology that attempts to balance the reification of objective language with the broader givens of life experience that are coordinated in forms of life. Although I am not convinced of Vattimo's vision for life and society after nihilism I do think this book is worthy of a serious read.

10 of 52 people found the following review helpful.
Vattimo's hard to accept tesis about a weak thinking.
By A Customer
This book is important to understand postmodernism. However, i don't image american readers accepting Vattimo's tesis about weak subjet right to have a place in world. Why modern civilization has impossed to us the obligation of being strong and the first in every action as the only way to be allowed as a member of this society?

0 of 0 people found the following review helpful.
Four Stars
By DANIEL NAVOCZYNSKI
Good

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Senin, 10 Desember 2012

[E238.Ebook] Download PDF Beginning DirectX 11 Game Programming, by Allen Sherrod, Wendy Jones

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Beginning DirectX 11 Game Programming, by Allen Sherrod, Wendy Jones

Discover the latest and most popular technology for creating next-generation 3D games: DIRECTX 11! BEGINNING DIRECTX 11 GAME PROGRAMMING is an introductory guide to learning the basics of DirectX 11 that will help get you started on the path to 3D video game programming and development. Written specifically for the beginner programmer, this book uses step-by-step instructions to teach the basics of DirectX 11 and introduces skills that can be applied to creating games for PCs and game console platforms such as the Xbox 360. Updated for all the newest DirectX 11 technology, this book includes coverage of improved professional coding practices, an overview of the latest DirectX components and tools, sprites, text and font rendering, 3D character rendering, cameras, audio, shaders and effects, and much more. By the time you reach the end of this book, you will have had enough experience with DirectX 11 that you should be able to explore making simple video games and demos. From there, you can progress toward making more complex games and demos until you find yourself able to complete and release your own PC or console games.

  • Sales Rank: #1336190 in Books
  • Published on: 2011-05-12
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.75" h x 7.00" w x .75" l, 1.72 pounds
  • Binding: Paperback
  • 384 pages

Review
1. The What, Why, and How of DirectX. 2. Your First DirectX Program. 3. The 2D Resurgence. 4. Text and Font Rendering. 5. Input Detection and Response. 6. Audio in DirectX. 7. 3D Primer. 8. Shaders and Effects. 9. Cameras and Models in Direct3D. 10. Conclusions.

About the Author
Allen Sherrod is an experienced author in the field of video game development. Allen's past works include two editions of Ultimate Game Programming with DirectX, Ultimate 3D Game Engine Design and Architecture, Game Graphics Programming, and Data Structures and Algorithms for Game Developers. Allen has also contributed to the Game Developer's Magazine, the Game Programming Gems 6 book, to the Gamasutra.com website, and is the creator of www.UltimateGameProgramming.com.

Wendy Jones devoted herself to computers the first time her eyes befell an Apple IIe in elementary school. From that point on, she spent every free moment learning BASIC and graphics programming, sketching out her ideas on graph paper to type in later. Other computer languages followed, including Pascal, C, C#, and C++. As Wendy's career in computers took off, she branched out, teaching herself Windows programming and then jumping into the dot-com world for a bit. Although Internet companies provided a challenge, they didn't provide fulfillment, so Wendy started expanding her programming skills to games, devoting any extra energy to its pursuit. Wendy's true passion became apparent when she got the opportunity to work for Atari's Humongous Entertainment as a game programmer. During her time at Atari, she worked on both PC and console titles, thrilled with the challenge they provided. Wendy can now be found at Electronic Art's Tiburon studio in Orlando working with some wonderfully talented people on Next Generation consoles. If you have any comments or questions about this book, you can reach Wendy at her website at http://www.fasterkittycodecode.com.

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27 of 29 people found the following review helpful.
A Good Beginner's Primer to DirectX11
By Steve M.
Being an OpenGL only person, I figured it was time to broaden my horizons and see what DirectX was all about. This book is good about breaking down every parameter to each function using DirectX. For example, it explains what every parameter to D3DX11CreateDeviceAndSwapChain do and what they're used for. There are a few problems with this book that can frustrate the crap out of you if you don't realize it is a small error. I haven't read the book spending hours on each page, but I was able to find a few errors that cause tension when you're learning:

1. Page 51: ID3D11Context doesn't exist, it is ID3D11DeviceContext. I searched the header files for ID3D11Context and it simply doesn't exist. If you knew DirectX11, you'd know it was ID3D11DeviceContext instead, but for a beginner who has no idea, it can be a frustrating response when your compiler says "ID3D11Context: undeclared identifier".

2. Page 54: OMSetRenderTarget doesn't exist it is OMSetRenderTargets. A very simple error (they left of the 's'), but you can spend a lot of time just hunting down the correct function. Luckily, the following pages contain OMSetRenderTargets correctly, but if you're like me and like to step through the book while programming, it doesn't work.

3. Page 118: "A 2D texture uses a single value for its texture coordinate. A 2D texture uses two values for its texture coordinates". I think they meant to say "A 1D texture uses a single value for its texture coordinate." Without any knowledge on graphics programming, this could be a problem.

4. This book doesn't show what header files or libraries are required for each function. For instance D3DX11CompileFromFile isn't in d3dcompiler.h, it is in d3dx11async.h. Do I include d3dx11.lib or d3d11.lib? OpenGL (using GLEW) uses opengl32.lib and glew32.lib and that's it.

5. This book uses DXTRACE_ERR and DXTRACE_MSG. However, unless you know where these are or which header they're in, you'll have to search for yourself. Also, don't forget the library file dxerr.lib!

All in all, this book is a good beginner's book. It doesn't go into depth about graphics programming, it is just about DirectX11 (which you can get from the title of the book). So know what you're getting into. If you don't know anything about 3D programming, this book really isn't for you. If you do know 3D programming, but want to learn the new(er) DirectX11, this book IS for you.

6 of 6 people found the following review helpful.
Not Well Focused
By John Urbanic
If this book spent less time explaining Intro to C++ topics like why I should use the managed pointer libraries (really?) and didn't write every single example out like a lesson in maximum object-oriented coding, it might have had space to actually get into DirectX 11 topics like tesselation. And, maybe some real gaming concerns like collision detection and how to use DirectCompute. Or 3D/stereoscopy. Or interfacing with other MS libraries (GDI, DirectDraw). Or any of a host of actual gaming topics. Instead, by the end, you are prepared to understand only the most rudimentary examples that are covered by many on-line tutorials in one quarter the space. But, hey, you will remember to error check every single API call and never to let the memory manager de-allocate anything when you are done (I am trying to sarcastically say that every example is a long-winded and pendantic).

There are also a lot of minor errors that any competent reviewer should have caught. And even a non-technical editor should have noticed that many of the graphics are unrecognizable. These aren't terrible in and of themselves, but are probably indicative that this book was really rushed to market.

It is hard to believe that either of these authors have ever written any serious, real-time gaming code. They seem better suited to writing Intro to Java books. For which they would probably be great. Use the Web tutorials and SDK examples first. Only buy this book if you really, really want another pass of the same material. I would be very bummed if I had only this to use as my primary source.

8 of 9 people found the following review helpful.
Good overview, misleading title.
By CPU enthusiast
When I first saw this book a few months before it was released, I got very excited. As soon as it was available on preorder, I ordered it.

It came to me and I immediately began reading it. The information at the beginning was useful and well written, but not once in the entire book did I get a sense of "game" programming. If the book was not titled "Beginning DirectX 11 Game Programming", I would have never known. This book is anything but game programming, which would have been OK with me if the title didnt blatantly advertise it. This doesnt even cover audio. Not once in the book do you get to create a demo game of any kind. When I purchased this book, I expected to see what I saw in "Beginning Game Programming Third Edition" but better. If there is another edition of this book written, I would like to see it cover a demo game in each chapter, and I would like to see every part of DirectX covered (Including XACT, DirectCompute, and XAudio. Even if just a few pages).

Long story short... Worth the money ($20)... But if you are looking for a DirectX 11 book for beginners that covers everything and at the same time offers demo games, the book does not exist yet; trust me.

Authors: If you read this, please do not be offended. I am not doing this out of spite, I just wanted to express my thoughts on what the book appeared to offer and what it actually did. The things that were written were written well; I am more concerned that the parts that were not written at all that I believe should have been written.

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