Jumat, 29 Maret 2013

[V209.Ebook] Get Free Ebook Federal Accounting Handbook: Policies, Standards, Procedures, Practices, by Cornelius E. Tierney, Edward F. Kearney, Roldan Fernandez, Jef

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Federal Accounting Handbook: Policies, Standards, Procedures, Practices, by Cornelius E. Tierney, Edward F. Kearney, Roldan Fernandez, Jef

Now in a second edition, Federal Accounting Handbook is the handbook that every financial federal employee can use, covering all of the recent revisions including new FASAB standards and how Congress wants the intent and objectives of the Sarbanes-Oxley Act to be implemented by federal departments and agencies. Written for both the professional and the non-professional, this handbook equips you with the what, why, when, and how of federal financial management,

  • Sales Rank: #1005043 in Books
  • Published on: 2006-10-27
  • Released on: 2006-10-09
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.23" h x .84" w x 7.56" l, 1.49 pounds
  • Binding: Paperback
  • 376 pages

Review
"…is crucial not just for federal financial employees, but also for financial types at hundreds of thousands of nonprofits, government contractors and more." (Accounting Today, February 2007)

From the Back Cover
Every day, tens of thousands of people are involved in the financial management of the federal government—planning, budgeting, accounting, processing, and reporting. Hundreds of thousands more deal with the federal government through their work with local and state governments, the public sector, and nonprofit organizations. Likewise, federal contractors, subcontractors, and grantees are responsible for accurately accounting for and reporting on their use of federal funds. Every one of these professionals needs to understand and abide by the federal accounting principles and procedures currently accepted and practiced, most of which are not necessarily the generally accepted accounting principles of the private sector, nonprofit sector, or other levels of government.

Now in a second edition, Federal Accounting Handbook is the handbook that every financial federal employee can use, covering all of the recent revisions including new FASAB standards and how Congress wants the intent and objectives of the Sarbanes-Oxley Act to be implemented by federal departments and agencies. Written for both the professional and the non-professional, this handbook equips you with the what, why, when, and how of federal financial management, including:

  • Financial Management Legislation and Policy
  • The Chief Financial Officers Act of 1990
  • Federal Accounting Standards Advisory Board Pronouncements
  • Office of Management and Budget Circulars and Bulletins
  • The Federal Budget
  • Accounting Events of the Federal Government
  • Federal Financial and Information Systems
  • Assets, Liabilities, and Net Entity Position
  • Non-Appropriated Fund Activities
  • Costing Federal Entities, Programs, and Activities
  • And much more

ESSENTIAL INFORMATION FOR:

  • Federal accountants, budget officials, directors, and the staffs of chief financial officers, inspectors general, and internal auditors
  • All CPAs, CGFMS, and CFAs
  • Federal consultants, contractors, and grantees
  • Professionals aspiring to credentials
  • Anyone doing business with the federal government

Also available:

  • Federal Government Auditing: Laws, Regulations, Standards, Practices, and Sarbanes-Oxley
  • OMB Circular A-123 and Sarbanes-Oxley: Management's Responsibility for Internal Control in Federal Agencies
  • Wiley GAAP for Governments 2006

About the Author
CORNELIUS E. TIERNEY, CPA, CGFM, is a Director with Kearney & Company, and is the author or coauthor of twelve books on governmental accounting and auditing. He served as the chairman and national director of Ernst & Young's public sector accounting and auditing practice for nearly twenty-five years, and was an original member of the Federal Accounting Standards Advisory Board.

EDWARD F. KEARNEY, CPA, CGFM, is the Managing Partner of Kearney & Company. He is a former senior manager of Arthur Young & Company (a predecessor firm to Ernst & Young) and a former officer of a public company listed on the New York Stock Exchange. He also worked for the Department of Housing and Urban Development as an auditor and accountant.

ROLDAN FERNANDEZ, CPA, CGFM, is a Senior Partner with Kearney & Company. He is a former principal of Arthur Young & Company and the former chief financial officer of a public company listed in the New York Stock Exchange. He has over twenty-five years of diversified experience in all facets of financial management in both the public and private sectors.

JEFFREY W. GREEN, CPA, is a Senior Partner with Kearney & Company with more than nineteen years of experience. He is responsible for federal audit engagements and internal control projects covered under the rules of OMB Circular A-123. He is a recent recipient of the Northern Virginia Association of Government Accountants' (AGA) Federal Financial Partnership Award.

KEARNEY & COMPANY is a certified public accounting (CPA) firm that provides audit, accounting, and consulting services to the federal government. Additional details on Kearney & Company can be found on the Web at www.kearneyco.com.

All are also coauthors of Federal Government Auditing: Laws, Regulations, Standards, Practices, and Sarbanes-Oxley and OMB Circular A-123 and Sarbanes-Oxley: Management's Responsibility for Internal Control in Federal Agencies.

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6 of 6 people found the following review helpful.
Handbook Review
By Pete Rose
This should be considered the definitive reference for understanding accounting practices in the federal government. It not only provides specific examples on the accounts needed for many transactions, it also provides a history of how accounting practices have evolved in the federal government. Anyone who needs to have an understanding of federal accounting needs this book as a reference.

1 of 1 people found the following review helpful.
I don't dislike anyone enough to require this reading.
By Cuz
A really mean person made me read this. I would have rather went to jail. That being said, it is valuable information. Good reference to keep at work.

0 of 0 people found the following review helpful.
It's Okay
By Larry L. Ruwe
Not exactly what I thought it would be.

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Sabtu, 16 Maret 2013

[M293.Ebook] Ebook Theatre, Brief Loose Leaf, by Robert Cohen, Donovan Sherman

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Theatre, Brief Loose Leaf, by Robert Cohen, Donovan Sherman

Robert Cohen and Donovan Sherman's Theatre Brief, 11th Edition, continues to provide an insider's guide to the world of theatre, where students are given a front-row seat. This lively introduction to theatre offers equal measures of appreciation of theatrical arts, history of performance, and descriptions of the collaborative theatrical crafts. Coverage of design, acting, and directing, as well as photo essays, provide a behind-the-scenes look at professional theatre artists performing their craft.

The authors illustrate live theatre through photographs from five continents, most of them showing recent stage productions, bringing to life many exciting theatre companies and productions. Play excerpts and outlines represent a wide range of theatrical achievement. Theatre Brief offers a vast updating of contemporary theatre in America and abroad. Virtually every paragraph synchronizes closely with today’s students throughout the English-speaking world.

  • Sales Rank: #31996 in Books
  • Published on: 2016-01-13
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.75" h x 7.75" w x .50" l, .0 pounds
  • Binding: Loose Leaf
  • 368 pages

About the Author
ROBERT COHEN was the founding chair Drama at the University of California at Irvine, where he continues to serve as the department's Claire Trevor Professor of Drama. He has also been a resident acting teacher at the Actors Center in New York, the Shanghai Theatre Academy, the Korean National Arts University, and the national theatre academies of Hungary, Finland, and Estonia. He is an accomplished stage director, scholar, playwright, drama critic, and teacher. A director by training (Doctor of Fine Arts, Yale Drama School), Cohen has staged thirteen professional productions at the Utah and Colorado Shakespeare Festivals, plus well over a hundred productions at Stages Theatre Center (Hollywood), Virginia Museum Theatre (Richmond), Theatre 40 (Beverly Hills), Image Theatre (Boston), Summer Repertory Theatre (Santa Rosa), the Medieval Drama Project (Irvine), the Manhattan Theatre Source, various universities, and several operas, videos and films. In addition to Theatre and Theatre: Brief Edition, he is also the author of many theatre books, including Acting One, Advanced Acting, Acting in Shakespeare, Acting Professionally, Acting Power, More Power to You, Giraudoux: Three Faces of Destiny, Creative Play Direction, and two dramatic anthologies. His essays have appeared in Theatre Journal, Theatre Topics, Theatre Forum, Theatre Survey, Modern Drama, Theater der Zeit, Essays in Theatre, On Stage Studies, The Drama Review, Contemporary Literature, Contemporary Literary Criticism, Slavic and East European Performance, Experiment and Innovation, and Dramatic Theory and Criticism. Cohen's play, The Prince, published by Dramatic Publishing Company, has been professionally produced in Long Beach, Pittsburgh, Budapest, and in staged readings in New York and Los Angeles; his dramatic translations (The Bourgeois Gentleman, The Misanthrope, Clizia, Tibi's Law) and opera translations (The Magic Flute, Carmen) have been both produced and published widely. For the past twenty years, Cohen has been the Southern California drama critic for Plays International, reviewing over two hundred plays. In 1999, he received the national Career Achievement award from ATHE - the Association for Theatre in Higher Education.

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0 of 0 people found the following review helpful.
Five Stars
By Amazon Customer
Easy to read and understand. Learned and helped a lot for DRAMA course.

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Kamis, 14 Maret 2013

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Selasa, 12 Maret 2013

[V174.Ebook] PDF Ebook OpenGL ES 2.0 Programming Guide, by Aaftab Munshi, Dan Ginsburg, Dave Shreiner

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OpenGL ES 2.0 Programming Guide, by Aaftab Munshi, Dan Ginsburg, Dave Shreiner

OpenGL ES 2.0 is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. With OpenGL ES 2.0, the full programmability of shaders is now available on small and portable devices—including cell phones, PDAs, consoles, appliances, and vehicles. However, OpenGL ES differs significantly from OpenGL. Graphics programmers and mobile developers have had very little information about it—until now.

In the OpenGL® ES 2.0 Programming Guide , three leading authorities on the Open GL ES 2.0 interface—including the specification’s editor—provide start-to-finish guidance for maximizing the interface’s value in a wide range of high-performance applications. The authors cover the entire API, including Khronos-ratified extensions. Using detailed C-based code examples, they demonstrate how to set up and program every aspect of the graphics pipeline. You’ll move from introductory techniques all the way to advanced per-pixel lighting, particle systems, and performance optimization. 

Coverage includes:

  • Shaders in depth: creating shader objects, compiling shaders, checking for compile errors, attaching shader objects to program objects, and linking final program objects
  • The OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniforms, varyings, precision qualifiers, and invariance
  • Inputting geometry into the graphics pipeline, and assembling geometry into primitives
  • Vertex shaders, their special variables, and their use in per-vertex lighting, skinning, and other applications
  • Using fragment shaders—including examples of multitexturing, fog, alpha test, and user clip planes
  • Fragment operations: scissor test, stencil test, depth test, multisampling, blending, and dithering
  • Advanced rendering: per-pixel lighting with normal maps, environment mapping, particle systems, image post-processing, and projective texturing
  • Real-world programming challenges: platform diversity, C++ portability, OpenKODE, and platform-specific shader binaries

  • Sales Rank: #392519 in Books
  • Published on: 2008-08-03
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.13" h x 1.01" w x 7.00" l, 1.68 pounds
  • Binding: Paperback
  • 480 pages

From the Back Cover
OpenGL ES 2.0 is the industry's leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. With OpenGL ES 2.0, the full programmability of shaders is now available on small and portable devices--including cell phones, PDAs, consoles, appliances, and vehicles. However, OpenGL ES differs significantly from OpenGL. Graphics programmers and mobile developers have had very little information about it--until now.
In the "OpenGL(R) ES 2.0 Programming Guide," three leading authorities on the Open GL ES 2.0 interface--including the specification's editor--provide start-to-finish guidance for maximizing the interface's value in a wide range of high-performance applications. The authors cover the entire API, including Khronos-ratified extensions. Using detailed C-based code examples, they demonstrate how to set up and program every aspect of the graphics pipeline. You'll move from introductory techniques all the way to advanced per-pixel lighting, particle systems, and performance optimization.
Coverage includes:
Shaders in depth: creating shader objects, compiling shaders, checking for compile errors, attaching shader objects to program objects, and linking final program objectsThe OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniforms, varyings, precision qualifiers, and invarianceInputting geometry into the graphics pipeline, and assembling geometry into primitivesVertex shaders, their special variables, and their use in per-vertex lighting, skinning, and other applicationsUsing fragment shaders--including examples of multitexturing, fog, alpha test, and user clip planesFragment operations: scissor test, stencil test, depth test, multisampling, blending, and ditheringAdvanced rendering: per-pixel lighting with normal maps, environment mapping, particle systems, image post-processing, and projective texturingReal-world programming challenges: platform diversity, C++ portability, OpenKODE, and platform-specific shader binaries

About the Author
Aaftab Munshi is the spec editor for the OpenGL ES 1.1 and 2.0 specifications. Now at Apple, he was formerly senior architect in ATI’s handheld group.

Dan Ginsburg is senior member of technical staff at AMD. At AMD and ATI, he has worked in a variety of roles, including the development of OpenGL drivers, the creation of desktop and handheld 3D demos, and the development of handheld GPU developer tools.

Dave Shreiner is one of the world’s foremost authorities on OpenGL. He is a systems architect at ARM, Inc., and the lead author of the official OpenGL® Programming Guide, Sixth Edition (Addison-Wesley, 2007) and series editor for the Addison-Wesley OpenGL Series.

Excerpt. © Reprinted by permission. All rights reserved.

OpenGL ES 2.0 is a software interface for rendering sophisticated 3D graphics on handheld and embedded devices. OpenGL ES 2.0 is the primary graphics library for handheld and embedded devices with programmable 3D hardware including cell phones, PDAs, consoles, appliances, vehicles, and avionics. With OpenGL ES 2.0, the full programmability of shaders has made its way onto small and portable devices. This book details the entire OpenGL ES 2.0 API and pipeline with detailed examples in order to provide a guide for developing a wide range of high-performance 3D applications for handheld devices.

Intended Audience

This book is intended for programmers interested in learning OpenGL ES 2.0. We expect the reader to have a solid grounding in computer graphics. We will explain many of the relevant graphics concepts as they relate to various parts of OpenGL ES 2.0, but we do expect the reader to understand basic 3D concepts. The code examples in the book are all written in C. We assume that the reader is familiar with C or C++ and will only be covering language topics where they are relevant to OpenGL ES 2.0.

This book covers the entire OpenGL ES 2.0 API along with all Khronosratified extensions. The reader will learn about setting up and programming every aspect of the graphics pipeline. The book details how to write vertex and fragment shaders and how to implement advanced rendering techniquessuch as per-pixel lighting and particle systems. In addition, the book provides performance tips and tricks for efficient use of the API and hardware. After finishing the book, the reader will be ready to write OpenGL ES 2.0 applications that fully harness the programmable power of embedded graphics hardware.

Organization of the Book

This book is organized to cover the API in a sequential fashion, building up your knowledge of OpenGL ES 2.0 as we go.

Chapter 1--Introduction to OpenGL ES 2.0

This chapter gives an introduction to OpenGL ES, followed by an overview of the OpenGL ES 2.0 graphics pipeline. We discuss the philosophies and constraints that went into the design of OpenGL ES 2.0. Finally, the chapter covers some general conventions and types used in OpenGL ES 2.0.

Chapter 2--Hello Triangle: An OpenGL ES 2.0 Example

This chapter walks through a simple OpenGL ES 2.0 example program that draws a triangle. Our purpose here is to show what an OpenGL ES 2.0 program looks like, introduce the reader to some API concepts, and describe how to build and run an example OpenGL ES 2.0 program.

Chapter 3--An Introduction to EGL

This chapter presents EGL, the API for creating surfaces and rendering contexts for OpenGL ES 2.0. We describe how to communicate with the native windowing system, choose a configuration, and create EGL rendering contexts and surfaces. We teach you enough EGL so that you can do everything you will need to do to get up and rendering with OpenGL ES 2.0.

Chapter 4--Shaders and Programs

Shader objects and program objects form the most fundamental objects in OpenGL ES 2.0. In this chapter, we describe how to create a shader object, compile a shader, and check for compile errors. The chapter also covers how to create a program object, attach shader objects to it, and link a final program object. We discuss how to query the program object for information and how to load uniforms. In addition, you will learn about the difference between source and binary shaders and how to use each.

Chapter 5--OpenGL ES Shading Language

This chapter covers the shading language basics needed for writing shaders. The shading language basics described are variables and types, constructors, structures, arrays, attributes, uniforms, and varyings. This chapter also describes some more nuanced parts of the language such as precision qualifiers and invariance.

Chapter 6--Vertex Attributes, Vertex Arrays,and Buffer Objects

Starting with Chapter 6 (and ending with Chapter 11), we begin our walk through the pipeline to teach you how to set up and program each part of the graphics pipeline. This journey begins by covering how geometry is input into the graphics pipeline by discussing vertex attributes, vertex arrays, and buffer objects.

Chapter 7--Primitive Assembly and Rasterization

After discussing how geometry is input into the pipeline in the previous chapter, we then cover how that geometry is assembled into primitives. All of the primitive types available in OpenGL ES 2.0, including point sprites, lines, triangles, triangle strips, and triangle fans, are covered. In addition, we describe how coordinate transformations are performed on vertices and introduce the rasterization stage of the OpenGL ES 2.0 pipeline.

Chapter 8--Vertex Shaders

The next portion of the pipeline that is covered is the vertex shader. This chapter gives an overview of how vertex shaders fit into the pipeline and the special variables available to vertex shaders in the OpenGL ES Shading Language. Several examples of vertex shaders, including computation of per-vertex lighting and skinning, are covered. We also give examples of how the OpenGL ES 1.0 (and 1.1) fixed-function pipeline can be implemented using vertex shaders.

Chapter 9--Texturing

This chapter begins the introduction to the fragment shader by describing all of the texturing functionality available in OpenGL ES 2.0. This chapter covers all the details of how to create textures, how to load them with data, and how to render with them. The chapter details texture wrap modes, texture filtering, and mipmapping. In addition, you will learn about the various functions for compressed texture images as well as how to copy texture data from the color buffer. This chapter also covers the optional texture extensions that add support for 3D textures and depth textures.

Chapter 10--Fragment Shaders

Chapter 9 focused on how to use textures in a fragment shader. This chapter covers the rest of what you need to know to write fragment shaders. We give an overview of fragment shaders and all of the special built-in variables available to them. We show how to implement all of the fixed-functiontechniques that were available in OpenGL ES 1.1 using fragment shaders. Examples of multitexturing,

fog, alpha test, and user clip planes are all implemented in fragment shaders.Chapter 11--Fragment Operations

This chapter discusses the operations that can be applied either to the entire framebuffer, or to individual fragments after the execution of the fragment shader in the OpenGL ES 2.0 fragment pipeline. These operations include scissor test, stencil test, depth test, multi-sampling, blending, and dithering. This is the final phase in the OpenGL ES 2.0 graphics pipeline.

Chapter 12--Framebuffer Objects

This chapter discusses the use of framebuffer objects for rendering to offscreen surfaces. There are several uses of framebuffer objects, the most common of which is for rendering to a texture. This chapter provides a complete overview of the framebuffer object portion of the API. Understanding framebuffer objects is critical for implementing many advanced effects such as reflections, shadow maps, and post-processing.

Chapter 13--Advanced Programming with OpenGL ES 2.0

This is the capstone chapter, tying together many of the topics presented throughout the book. We have selected a sampling of advanced rendering techniques and show examples that demonstrate how to implement these features. This chapter includes rendering techniques such as per-pixel lighting using normal maps, environment mapping, particle systems, image post-processing, and projective texturing. This chapter attempts to show the reader how to tackle a variety of advanced rendering techniques.

Chapter 14--State Queries

There are a large number of state queries available in OpenGL ES 2.0. For just about everything you set, there is a corresponding way to get what the current value is. This chapter is provided as a reference for the various state queries available in OpenGL ES 2.0.

Chapter 15--OpenGL ES and EGL on Handheld Platforms

In the final chapter, we divert ourselves a bit from the details of the API to talk about programming with OpenGL ES 2.0 and EGL in the real world. There are a diverse set of handheld platforms in the market that pose some interesting issues and challenges when developing applications for OpenGL ES 2.0. We cover topics including an overview of handheld platforms, C++ portability issues, OpenKODE, and platform-specific shader binaries.

Appendix A--GL_HALF_FLOAT_OES

This appendix details the half-float format and provides a reference for how to convert from IEEE floating-point values into half-float (and back).

Appendix B--Built-In Functions

This appendix provides a reference for all of the built-in functions available in the OpenGL ES Shading Language.

Appendix C--Shading Language Grammar

This appendix provides a reference for OpenGL ES Shading Language grammar.

Appendix D--ES Framework API

This appendix provides a reference for the utility framework we developed for the book and describes what each function does.

Examples Code and Shaders

This book is filled with example programs and shaders. You can download the examples from the book Web site at www.opengles-book.com. The examples are all targeted to run on Microsoft Windows XP or Vista with a desktop GPU supporting OpenGL 2.0. The example programs are provided in source code form with Microsoft Visual Studio 2005 project solutions. The examples build and run on the AMD OpenGL ES 2.0 Emulator. Several of the advanced shader examples in the book are implemented in RenderMonkey, a shader development tool from AMD. The book Web site provides links on where to download any of the required tools. The OpenGL ES 2.0 Emulator and RenderMonkey are both freely available tools. For readers who do not own Visual Studio, you can use the free Microsoft Visual Studio 2008 Express Edition available for download at www.microsoft.com/express/.

Errata

If you find something in the book which you believe is in error, please send us a note at errors@opengles-book.com. The list of errata for the book can be found on the book Web site at www.opengles-book.com.

Most helpful customer reviews

42 of 42 people found the following review helpful.
First book to properly explain how modern OpenGL works
By Zenja Solaja
This is probably the first modern OpenGL book which stays away from the fixed function pipeline. With OpenGL ES 2.0, the Khronos group removed all legacy / deprecated functionality from regular OpenGL. These modifications proved to be so well thought out, that the core OpenGL profile has adopted the very same modifications, and today (excluding geometry shaders), core OpenGL 4.1 matches OpenGL ES 2.0. However, there are no decent books out there which explain how and more importantly why things work they way they do. This book is a true exception, it explains all the nitty gritty details, and explains them quite well.

This book is not recommended for people new to 3D graphics programming. It is not a tutorial. However, I have yet to find a book which actually explains the hardware restrictions (eg. number of attributes you can pass into a shader), and why the API was created to match the hardware. This book actually explains how modern hardware works, and how to use GLSL programs to utilise the new functionality. If you're moving away from the fixed function OpenGL pipeline towards the core profile (and OpenGL ES 2.0), then there is no other book you need to explain how and why to get things done using the new API.

At this point in time, there is only one other OpenGL book which covers modern OpenGL (SuperBible 5th edition), but those authors focus too much on their own replacement toolkit and not OpenGL itself. What a disaster for a book claiming to teach how OpenGL works.

My recommendation: if you're moving away from the fixed function pipeline, then this book will teach you how to do it, and why things work they way they do. If you've never done 3D programming in the past, then this book will be completely over your head. It's one of the most valuable technical books I've purchased in the last decade.

28 of 29 people found the following review helpful.
Not for Beginners
By Amazon Customer
It's a good introduction to OpenGL ES 2.0, but assumes the reader already has experience with desktop OpenGL or a with similar 3D graphics API. Don't buy this book if you don't already have such experience, or you will be completely lost.

12 of 12 people found the following review helpful.
Great Content, but Kindle Formatting is Poor
By Amazon Customer
I'm really enjoying reading this book. It uses precise language without being impenetrably dense. The book works up to illustrating an OpenGL ES 1.0-style fixed-function pipeline in OpenGL ES 2.0 shaders. Unfortunately, all of the code samples are set in a proportional font in the Kindle version. Every so often there are horizontal lines through the code samples. The code is still readable. The rest of the content is OK, although subtle when rendered as gray-on-gray.

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Jumat, 08 Maret 2013

[P428.Ebook] Download Contact Juggling, by James Ernest

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Contact Juggling, by James Ernest

Contact Juggling is an unusual and beautiful juggling technique. It involves rolling one or more balls on the hands, arms, and body. It combines the visual grace of dance with the technical demands of juggling. It is a joy to watch and a satisfying challenge to perform. This is James Ernest's original instruction book on contact juggling, first released in 1990, and now in its third edition. It contains instructions for all the basic moves, including hand rolls, isolations, multi-ball palm spinning, and more. It also contains updated sections describing a wealth of new and unusual contact juggling tricks. Juggler's World Magazine called Contact Juggling "one of the best-designed juggling instruction books available." The text and illustrations are clear and thorough. Grab your copy today!

  • Sales Rank: #388240 in Books
  • Brand: Brand: Ernest Graphics Press
  • Published on: 2011-02-06
  • Original language: English
  • Number of items: 1
  • Dimensions: 5.98" h x .25" w x 9.02" l, .36 pounds
  • Binding: Paperback
  • 104 pages
Features
  • Used Book in Good Condition

Most helpful customer reviews

7 of 7 people found the following review helpful.
Brilliant book on a mesmerising art
By E. M. Van Court
Like James Ernst, I got hooked on the idea of contact juggling before I knew there was a name for it, and by the same movie, Labyrinth. Most of the book is about the basics and some more sophisticated contact juggling, but at the end, there is a basic tutorial on traditional juggling, plate spinning, Devil Sticks, and more.

The author walks you through the techniques with detailed instructions and text, and provides instructions so good that you really could learn from the book (with much perserverence).

This book and a three inch ball can start you down an absolutely habit-forming path to entertain others and yourself. Big fun!

E. M. Van Court

8 of 8 people found the following review helpful.
An Excellent comprehensive manual on contact juggling
By Gabes
Good diagrams clearly explained on a step by step level. From butterfly transfers, isolations, holds, rolls to multiballs tricks and loads more.

2 of 3 people found the following review helpful.
Easy read
By Ariadna Hoots
I bought this for my grandson along with the SIL-X Contact Ball Orange. He had always wanted the Fushigi Ball but after much research I went with these. Now I want him to give it back because it is quite fun and I actually want to learn. It takes practice and patience, so if you don't have these it might be best to pick out another activity.

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Senin, 04 Maret 2013

[L969.Ebook] Download PDF Deathstroke Vol. 2: God Killer, by Tony S. Daniel

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Deathstroke Vol. 2: God Killer, by Tony S. Daniel

The world’s deadliest assassin faces the fight of his life.

If it can be killed, Slade Wilson, a.k.a. Deathstroke the Terminator, assassin for hire, will find a way to kill it. At least, that’s what he tells his employers. But this next contract may be too much for even Deathstroke to handle.

Slade’s newest assignment comes from Hephaestus himself, armorer to the gods of Olympus. In order to reach his target Lapetus, the imprisoned god of mortality, Slade will have to travel through the gates of Tartarus on the Amazon homeland of Themyscira.

To protect her home and fellow Amazons, Wonder Woman will do whatever it takes to stop Slade on his fool’s errand, and Superman is right by her side. With the Man of Steel, the God of War and an army of the undead out for his blood, this final fight might just be a dead end for Deathstroke!

DEATHSTROKE VOL. 2: GOD KILLER joins acclaimed writer and artist Tony S. Daniel (DETECTIVE COMICS), along with writer James Bonny (THE SAVAGE HAWKMAN) and artists including Tyler Kirkham (TEEN TITANS) and Sandu Florea (BATMAN). Collects DEATHSTROKE #7-10, ANNUAL #1 and DC SNEAK PEAK: DEATHSTROKE #1.

  • Sales Rank: #50532 in Books
  • Published on: 2016-03-01
  • Released on: 2016-03-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.15" h x .24" w x 6.63" l, .0 pounds
  • Binding: Paperback
  • 144 pages

Review
"If you picked up the book looking for action, then boy, does Daniel have you covered."--IGN

"We get a healthy heaping of gun-toting and sword-swinging action, a touch of passion and even a brief glimpse into Slade's moral compass and how he views himself."--Newsarama

About the Author
Tony S. Daniel decided to be a comics artist in the eighth grade, and he hasn't looked back since. After making his professional debut in 1993 on Comico's The Elementals, he has contributed to Marvel's X-Force and Image's Spawn: Bloodfeud as well as writing and illustrating his own titles Silke, The Tenth and F5, which led him to work in Hollywood. After being lured back into comics to work with writer Geoff Johns on Teen Titans, Daniel went on to draw The Flash before landing his dream job pencilling Batman. The Batcave is, he reports, surprisingly cozy.

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0 of 0 people found the following review helpful.
Must have for Slade fans!
By What a cool guy
Pretty good story. Slade vs Dianna was a fun matchup. Also watching Deathstroke kill something more powerful than a god was pretty badass.

0 of 0 people found the following review helpful.
Five Stars
By Joseph Anthony Hill
Was really happy receiving these comics. Just loved them

0 of 0 people found the following review helpful.
Five Stars
By sean williams
Great book and fast service

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