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How to Love


Dr. Gordon Livingston's books have resonated with readers as universally and deeply as earlier books by M. Scott Peck, Rollo May, and Erich Fromm. Now, Gordon Livingston—a physician of the human heart, a philosopher of human psychology—offers an urgently needed meditation on who best (and who best not) to love—and how best to love. Dr. Livingston's primary focus in this new book is on helping us to recognize in ourselves and in others constellations of character traits and what those traits imply both with regard to compatibility and future conduct. As in his previous books, here are 

Dr. Livingston's trademark gifts—an unerring sense of what is important, and what Elizabeth Edwards has characterized as "his unapologetic directness and his embracing compassion"—again deployed to provide readers everywhere with a much-needed alternative to the trial-and-error learning that makes wisdom such an expensive commodity.

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Real-World Flash Game Development: How to Follow Best Practices AND Keep Your Sanity


This book covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C# and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 8 years in the industry.

Gifts from Griffith's REAL-WORLD experiences include: Game design templates and pre-written scripts to automate tasks within Flash; Classes for handling common math computations used in gaming, so that game developers can see how to set up a simple game flow; Powerful debugging tools for your games(debuggers for Flash games are hard to come by, and this book provides them for you).

The associated web site offers: Code from the game examples in the book with fully build-able source files. Additional code snippets, classes, and utilities. Scripts for automating tedious and repetitive tasks within Flash. Template game-design documents for planning game proposals in the same manner outlined in the book. Links to other helpful online resources for both Flash and game development.

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TCP/IP Sockets in Java, Second Edition: Practical Guide for Programmers


The networking capabilities of the Java platform have been extended considerably since the first edition of the book. This new edition covers version 1.5-1.7, the most current iterations, as well as making the following improvements:

The API (application programming interface) reference sections in each chapter, which describe the relevant parts of each class, have been replaced with (i) a summary section that lists the classes and methods used in the code, and (ii) a ?gotchas? section that mentions nonobvious or poorly-documented aspects of the objects.

In addition, the book covers several new classes and capabilities introduced in the last few revisions of the Java platform. New abstractions to be covered include NetworkInterface, InterfaceAddress, Inet4/6Address, SocketAddress/InetSocketAddress, Executor, and others; extended access to low-level network information; support for IPv6; more complete access to socket options; and scalable I/O. The example code is also modified to take advantage of new language features such as annotations, enumerations, as well as generics and implicit iterators where appropriate.

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Introduction to Evolutionary Computing

Introduction to Evolutionary Computing

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 Evolutionary Computing is the collective name for a range of problem-solving techniques based on principles of biological evolution, such as natural selection and genetic inheritance. These techniques are being increasingly widely applied to a variety of problems, ranging from practical applications in industry and commerce to leading-edge scientific research. This book presents the first complete overview of this exciting field aimed directly at lecturers and graduate and undergraduate students.

It is also meant for those who wish to apply evolutionary computing to a particular problem or within a given application area. To this group the book is valuable because it presents EC as something to be used rather than just studied. Last, but not least, this book contains quick-reference information on the current state-of-the-art in a wide range of related topics, so it is of interest not just to evolutionary computing specialists but to researchers working in other fields.

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