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From “all systems go” to “senior moment”—a comprehensive reference to idiomatic English. The American Heritage® Dictionary of Idioms explores the meanings and origins of idioms that may not make literal sense but play an important role in the language—including phrasal verbs such as kick back, proverbs such as too many cooks spoil the broth, interjections such as tough beans, and figures of speech such as elephant in the room. With extensive revisions that reflect new historical scholarship and changes in the English language, this second edition defines over 10,000 idiomatic expressions in greater detail than any other dictionary available today—a remarkable reference for those studying the English language, or anyone who enjoys learning its many wonderful quirks and expressions. “Invaluable as a teaching tool.” —School Library Journal
Learn the language of Nebraska . . .and 49 other states With more entries than any other reference of its kind,McGraw-Hill’s Dictionary of American Idioms and Phrasal Verbs shows you how American English is spoken today. You will find commonly used phrasal verbs, idiomatic expressions, proverbial expressions, and clichés. The dictionary contains more than 24,000 entries, each defined and followed by one or two example sentences. It also includes a Phrase-Finder Index with more than 60,000 entries.
Tips, tricks, design patterns, and secret features of Rust that will help you build stable and maintainable applications. Whether you’re a Rust beginner or a pro, Idiomatic Rust will teach you to be a better Rust programmer. It introduces essential design patterns for Rust software with detailed explanations, and code samples that encourage you to get stuck in. In Idiomatic Rust you’ll learn how to apply important design patterns including: • Fluent interfaces for creating delightful APIs • The Builder pattern to encapsulate data and perform initialization • Immutable data structures that help you avoid hard-to-debug data race conditions • Functional programming patterns • Anti-patterns and what not to do in Rust Idiomatic Rust catalogs, documents, and describes both how classic design patterns work with Rust, and the new Rust-specific patterns that will help you master the language. Each pattern or best practice helps solve common programming problems and ensure your code is easy for others to understand. You’ll learn when to use each pattern—and when to break it! You’ll soon be producing higher-quality Rust code and higher-quality Rust software. About the technology After you’re comfortable with Rust’s syntax and its uniquely-powerful compiler, there’s a whole new dimension to explore as you put it to use in real projects. How do you apply standard design patterns in Rust applications? Where and why should you use IntoIterator? Why do Rustaceans love the PhantomData type? This book answers these questions and many, many more. About the book Idiomatic Rust introduces the coding and design patterns you’ll need to take advantage of Rust’s unique language design. This book’s clear explanations and reusable code examples help you explore metaprogramming, build your own libraries, create fluent interfaces, and more. Along the way, you’ll learn how to write efficient, idiomatic Rust code that’s easy to maintain and evolve as you learn how the language works under the hood. What's inside • Creating delightful APIs • Applying Builder and other classic design patterns • Functional programming patterns • Rust anti-patterns About the reader For intermediate Rust programmers. About the author Brenden Matthews is a member of the Apache Software Foundation, creator of the system monitor Conky, and author of Code Like a Pro in Rust. The technical editor on this book was Alain M Couniot. Table of Contents PART 1 1 Rust-y patterns 2 Rust’s basic building blocks 3 Code flow PART 2 4 Introductory patterns 5 Design patterns: Beyond the basics 6 Designing a library PART 3 7 Using traits, generics, and structs for specialized tasks 8 State machines, coroutines, macros, and preludes PART 4 9 Immutability 10 Antipatterns A Installing Rust
From "catching a cold" to "landing on your feet," idiomatic expressions add color and style to the English language. The latest edition of "Essential Idioms in English" remains the resource of choice for mastering more than 500 common English idioms, phrasal verbs, and collocations. Organized by level for beginning, intermediate, and advanced learners, "Essential Idioms in English "thoroughly defines and illustrates each idiom, then reinforces its meaning and usage with multiple-choice, true-false, fill-in-the-blank, and matching exercises.New features include: Three new sections on collocations to illustrate the frequency of certain usages.An expanded Appendix of Equivalent Idioms that adds Portuguese to the French and Spanish translations of previous editions.New eight-page section on dictionary skills helps students build their knowledge of vocabulary and usage.
Mastering Unreal Technology, Volume I: Introduction to Level Design with Unreal Engine 3 is your start-to-finish guide to modding and level design with the world’s hottest new gaming engine: Unreal Engine 3. Here’s everything you need to know to jumpstart your skills and create stunning new content and games for consoles and PCs alike! Your authors aren’t just the world’s #1 Unreal game development trainers: They’ve even built the training modules that shipped with Unreal Tournament 3: Limited Collector’s Edition. Now, working with the full cooperation of Unreal Engine 3’s creators, Epic Games, they introduce every facet of game development—from simple level creation to materials, lighting, and terrain...even advanced level optimization and streaming! Packed with tips, hands-on tutorials, and expert techniques, Mastering Unreal Technology, Volume I is all you need to create levels that look spectacular and work brilliantly...levels that gamers just can’t stop playing! You’ll find expert tips on Understanding the game development process from start to finish Planning projects for greater efficiency, faster delivery, and better quality Crafting worlds with stunning beauty and clarity Bringing amazing realism to characters, objects, and props Making the most of Unreal Engine 3’s massively upgraded lighting system Scripting complex gameplay quickly and easily with Unreal Kismet Building animated game assets with Unreal Matinee Testing game performance during live gameplay Optimizing levels by improving the interaction between lights and surfaces Using advanced level streaming to create vast, rich, highly playable levels Winner of the Front Line Award for best game development book of 2009!
A certain kind of talk is ubiquitous among both philosophers and so-called "ordinary people": talk of one phenomenon generating or giving rise to another, or talk of one phenomenon being based in or constructed from another. For example, your computer screen is built of atoms in a complex configuration, and the picture on the screen is based in the local illumination of various individual pixels. Karen Bennett calls the family of relations invoked by such talk 'building relations'. Grounding is one currently popular such relation; so too are composition, property realization, and-controversially-causation. In chapters 2 and 3 Bennett argues that despite their differences, building relations form an interestingly unified family, and characterizes what all building relations have in common. In chapter 4 she argues that it's a mistake to think there is a strict divide between causal and noncausal determination. Chapters 5 and 6 turn to the connections between building and fundamentality. Bennett argues at length that both absolute and relative fundamentality are best understood in terms of building, and that to say that one thing is more fundamental than another is to say no more than that certain patterns of building obtain. In chapter 7 Bennett argues that facts about what builds what must be themselves built: if a builds b, there is something in virtue of which that is the case. She also argues that the answer is a itself. Finally, in chapter 8 she defends an assumption that runs throughout the rest of the book, namely that there indeed are nonfundamental, built entities. Doing so involves substantive discussion about the scope of Ockham's Razor. Bennett argues that some nonfundamentalia are among the proper subject-matter of metaphysics, and thus that metaphysics is not best understood as the study of the fundamental nature of reality.