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Captain James Craven followed the army to war to make his fortune, not to fight battles. In the Spring of 1809 the British Army, spearheaded by Sir Arthur Wellesley, pushes North to drive the French out of Portugal. Captain James Craven, a prize fighter and rogue recruited to teach the use of cold steel is along for the ride, seeking riches and wine. As quick with his mouth as he is with a blade, on the eve of battle Craven is caught in a forbidden duel by Wellesley himself. The outcome is not what he expected. Craven's life is about to take a major turn and descend into a whirlwind adventure beyond his wildest imagination. Ambushed at night by a treacherous Portuguese officer fighting for the French enemy, Craven must do more than lead soldiers into battle. He must also prove himself to Wellesley in the face of twenty thousand enemy troops defending the city of Porto. The Craven's War series tells the exciting adventure of one rogue's journey through the Napoleonic Wars as he tries to stay alive and make his fortune.
An informed look at the myths and fears surrounding nuclear energy, and a practical, politically realistic solution to global warming and our energy needs. Faced by the world's oil shortages and curious about alternative energy sources, Gwyneth Cravens skeptically sets out to find the truth about nuclear energy. Her conclusion: it is a totally viable and practical solution to global warming. In the end, we see that if we are to care for subsequent generations, embracing nuclear energy is an ethical imperative.
A stimulating and profound analysis of the factors which brought a nation into war with itself.
Originally published in The New Yorker, Mollie Panter-Downes was the voice of England during the Second World War.
DigiCat Publishing presents to you this special edition of "Craven's Part in the Great War" by John T. Clayton. DigiCat Publishing considers every written word to be a legacy of humankind. Every DigiCat book has been carefully reproduced for republishing in a new modern format. The books are available in print, as well as ebooks. DigiCat hopes you will treat this work with the acknowledgment and passion it deserves as a classic of world literature.
The British army is in flight, but not Craven, who remains in Spain to continue the fight. The Battle of Talavera was a great success, but not the fatal blow many had hoped for. Now the French move to encircle the British army in Spain. A gruelling and disheartening withdrawal to Portugal is the only course of action to save the army. The enemy must be slowed if there is to be any hope of victory on the Iberian Peninsula. Spanish forces must be supported to continue the fight, and Craven is selected to go to their aid. Tasked with delivering desperately needed weapons to the Spanish guerrillas, Craven must run the gauntlet to urgently deliver the weapons against all odds. 'Against All Odds' is the third novel in the 'Craven's War' series, telling the exciting adventure of one rogue's journey through the Napoleonic Wars as he tries to stay alive and make his fortune.
With 90 detailed hacks, expert web developers Jesse Cravens and Jeff Burtoft demonstrate intriguing uses of HTML5-related technologies. Each recipe provides a clear explanation, screenshots, and complete code examples for specifications that include Canvas, SVG, CSS3, multimedia, data storage, web workers, WebSockets, and geolocation. You’ll also find hacks for HTML5 markup elements and attributes that will give you a solid foundation for creative recipes that follow. The last chapter walks you through everything you need to know to get your HTML5 app off the ground, from Node.js to deploying your server to the cloud. Here are just a few of the hacks you’ll find in this book: Make iOS-style card flips with CSS transforms and transitions Replace the background of your video with the Canvas tag Use Canvas to create high-res Retina Display-ready media Make elements on your page user-customizable with editable content Cache media resources locally with the filesystem API Reverse-geocode the location of your web app user Process image data with pixel manipulation in a dedicated web worker Push notifications to the browser with Server-Sent Events
Spanish armies collapse under the weight of a new Spring offensive and only one bastion of hope remains, the last place Craven would ever want to be. A vast French army now marches to invade Portugal. Wellington rides North to face them, but if resistance in Spain is defeated there can be little hope of victory, and the British will be driven into the sea. One city continues to resist at the Southern tip of Spain, Cadiz. Desperate times call for desperate measures and Craven is sent to the besieged city with little hope of turning the tide. He must hold the line, or all may be lost. 'Hold the Line' is the fourth novel in the 'Craven's War' series, telling the exciting adventure of one rogue's journey through the Napoleonic Wars as he tries to stay alive and make his fortune.
“When it comes to the most-anticipated business books of 2019, Win or Die: Leadership Secrets From Game of Thrones is the one to beat.”—Inc. A guide to leading without losing your head, inspired by the bestselling books and smash television series Game of Thrones. "When you play the game of thrones, you win or you die. There is no middle ground." —Cersei Lannister One of the great joys of Game of Thrones is strategizing what bold moves you'd make in this bloody, volatile world—from the comfort of your living room. And one of the great terrors of being a leader is knowing your real world can be just as brutal—and offices bring no comfort. Every day you're presented with opportunities and challenges, and must decide which roads to follow, which risks to confront, when to deny an opportunity and when to pursue the call to adventure. And you won't know whether you'll profit or fail while you're in the thick of it. In Win or Die: Leadership Secrets from Game of Thrones, Bruce Craven brilliantly analyzes the journeys of the best and worst leaders in Westeros, so that leaders can create their own narratives of success. Craven considers beloved characters such as Ned Stark, Jon Snow, Daenerys Targaryen, and Tyrion Lannister as they make terrible decisions and fatal mistakes, but also achieve incredible victories and surprising successes, learning and growing along their (often bloody) ways. Readers will learn how to face conflict and build resilience, develop contextual and emotional intelligence, develop their vision, and more. This entertaining and accessible guide will show readers how to turn danger into opportunity, even when dragons threaten.
Contributors examine the early days of video game history before the industry crash of 1983 that ended the medium’s golden age. Following the first appearance of arcade video games in 1971 and home video game systems in 1972, the commercial video game market was exuberant with fast-paced innovation and profit. New games, gaming systems, and technologies flooded into the market until around 1983, when sales of home game systems dropped, thousands of arcades closed, and major video game makers suffered steep losses or left the market altogether. In Before the Crash: Early Video Game History, editor Mark J. P. Wolf assembles essays that examine the fleeting golden age of video games, an era sometimes overlooked for older games’ lack of availability or their perceived "primitiveness" when compared to contemporary video games. In twelve chapters, contributors consider much of what was going on during the pre-crash era: arcade games, home game consoles, home computer games, handheld games, and even early online games. The technologies of early video games are investigated, as well as the cultural context of the early period—from aesthetic, economic, industrial, and legal perspectives. Since the video game industry and culture got their start and found their form in this era, these years shaped much of what video games would come to be. This volume of early history, then, not only helps readers to understand the pre-crash era, but also reveals much about the present state of the industry. Before the Crash will give readers a thorough overview of the early days of video games along with a sense of the optimism, enthusiasm, and excitement of those times. Students and teachers of media studies will enjoy this compelling volume.