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How do you price your software? Is it art, science or magic? How much attention should you pay to your competitors? This short handbook will provide you with the theory, practical advice and case studies you need to stop yourself from reaching for the dice. Table of Contents Chapter 01: Some - but not too much - Economics Chapter 02: Pricing Psychology: What is your product worth? Chapter 03: Pricing Pitfalls Chapter 04: Advanced Pricing Chapter 05: What your price says about you (and how to change it) Why read this book? "At Business of Software 2007 Michael Pryor held an impromptu session on how to price your software. So many people turned up, and so many people kept on arriving, that by the time they d introduced themselves there was no time left to talk about software pricing. I ve had similar experiences; in fact, How do I price my software? is probably the most common question I m asked by software entrepreneurs and product managers. This handbook is an attempt to answer that question." Neil Davidson, Author. About the Author Neil Davidson is co-founder and joint CEO of Red Gate Software. Red Gate was founded in 1999 and now employs some 150 people. It was Cambridge News business of the year in 2006 and has been in the Sunday Times top 100 companies to work for three years running. It was founded with no VC money and little debt. Neil is also founder of the annual Business of Software conference and runs the Business of Software social network.
The Dice Book features 112 photocopiable activities using "dice frames" - six prompts for saying something and reacting in small groups. It's simple, fast, and easy to do! There are three main types of frames: open-ended speaking, grammar, and vocabulary. The advantages of Dice Frames" are: 1) Maximizing practice: When students play in small groups, taking turns, they generate lots of speaking practice; 2) Scaffolding: Students know how to respond after rolling their dice, because each dice frame supplies a structure, model, prompt or example--often all of these; 3) Personal interest: The frames guide students to speak about themselves, to express opinions, to recall experiences, or to be creative; 4) No preparation: Teachers need virtually no preparation for these student-centered games. All teachers need to do is find a dice frame that fits the lesson, or choose one at random as a warm-up; 5) Short activities: Dice games typically take five to fifteen minutes of class time. Teachers can insert a quick-hitting dice game into every lesson or two. Their brevity and flexibility are great strengths of the game; and 6) A student-centered approach: With The Dice Book, teachers can relax and take an interest in what students have to say, assessing student performance, altering the content when necessary, and bringing the activity to an end when it loses steam. "
In the tradition of The Swerve comes this thrilling, detective-like work of literary history that reveals how a poem created the world we live in today. It was, improbably, the forerunner of our digital age: a French poem about a shipwreck published in 1897 that, with its mind-bending possibilities of being read up and down, backward and forward, even sideways, launched modernism. Stéphane Mallarmé’s "One Toss of the Dice," a daring, twenty-page epic of ruin and recovery, provided an epochal “tipping point,” defining the spirit of the age and anticipating radical thinkers of the twentieth century, from Albert Einstein to T. S. Eliot. Celebrating its intrinsic influence on our culture, renowned scholar R. Howard Bloch masterfully decodes the poem still considered among the most enigmatic ever written. In Bloch’s shimmering portrait of Belle Époque Paris, Mallarmé stands as the spiritual giant of the era, gathering around him every Tuesday a luminous cast of characters including Émile Zola, Victor Hugo, Claude Monet, André Gide, Claude Debussy, Oscar Wilde, and even the future French prime minister Georges Clemenceau. A simple schoolteacher whose salons and prodigious literary talent won him the adoration of Paris’s elite, Mallarmé achieved the reputation of France’s greatest living poet. He was so beloved that mourners crowded along the Seine for his funeral in 1898, many refusing to depart until late into the night, leaving Auguste Renoir to ponder, “How long will it take for nature to make another such a mind?” Over a century later, the allure of Mallarmé’s linguistic feat continues to ignite the imaginations of the world’s greatest thinkers. Featuring a new, authoritative translation of the French poem by J. D. McClatchy, One Toss of the Dice reveals how a literary masterpiece launched the modernist movement, contributed to the rise of pop art, influenced modern Web design, and shaped the perceptual world we now inhabit. And as Alex Ross remarks in The New Yorker, "If you can crack [Mallarmé’s] poems, it seems, you can crack the riddles of existence." In One Toss of the Dice, Bloch finally, and brilliantly, dissects one of literary history’s greatest mysteries to reveal how a poem made us modern.
A definitive look at Dungeons & Dragons traces its origins on the battlefields of ancient Europe through the hysteria that linked it to satanic rituals and teen suicides and to its apotheosis as father of the modern video game industry.
The Fantasy Classic Returns for another Roll! The Games are afoot in Mullshire, as Ian Farthing must trek into the horrific Dark Circle to discover the secrets of his past -- and save his world from an evil beyond imagination. "A GAME OF THRONES sent THROUGH THE LOOKING GLASS with ALICE IN WONDERLAND" - Kristin Sparks "Amazing and Masterful" - RJ PARKER
In this revolutionary and provocative work, David A. Shiang claims to offer final answers to many of humankind's most enduring mysteries. He argues that Einstein was right in rejecting the randomness of quantum theory, and he shows that Stephen Hawking (A Brief History of Time) and Brian Greene (The Fabric of the Cosmos) are mistaken in saying that evidence shows nature to be probabilistic. He takes on Richard Dawkins (The God Delusion) and Daniel Dennett (Breaking the Spell), contending that Darwin's theory of evolution by natural selection is neither scientific nor correct. He also maintains that worry and regret can be overcome, following in the footsteps of T.S. Eliot and other pioneers of the mind. Odds are high that the logical and elegant solutions Shiang presents to our deepest riddles will cause you to rethink your most fundamental beliefs. "Very provocative, erudite, and solidly based on intelligent and logical thinking! Congratulations on making an excellent contribution to understanding the role of a higher intelligence in organizing the affairs of the universe!" - Pat McGovern, IDG Founder and Chairman, Co-founder of The McGovern Institute for Brain Research at MIT "His lucidity and logic are breathtakingly devastating. He is not afraid to defend the mind of God, either.... I cannot overstate the importance of Shiang's work and its deep influence." - Len Klikunas, Cultural Anthropologist
Dice games have been played for centuries and are a staple of the playground, board games, and casinos alike. This pocket guide spans the history of dice and offers clear explanations of popular dice games, including farkle (played since the Middle Ages), Gluckhaus (a German game of fortune, played since the medieval era), craps, and Jacks! This guide also includes tips on winning and how to avoid being tricked by loaded or “crooked” dice. Famous dice players, such as the Roman emperors Augustus and Caligula, lost money playing dice and quickly stole other people’s to continue their gaming sprees. In the early nineteenth century, fortunes could be won and lost at the roll of a die and it was not only money which was gambled away, but estates and even marriages. Full of fascinating facts and useful tips, this is a must-read book for everyone interested in family fun, games, gambling, or social history. Did you know? • Dice derives from the Latin datum, meaning “ought to be played” • The black marks showing the numbers are called pips • Dice were first played in India around 3000 bc • Dice were originally made from bones, including knuckle and ankle bones • Traditionally cubed, dice also come in other geometric shapes, incuding the zocchihedron, the 100-sided die, and the deltoidal icositetrahedron, where each side is shaped like a kite
They said I could not become a filmmaker. They said my screenplays were dull and clumsy with thin characterisation. My plots were predictable and endings lame. They said my directing was uninspired and ideas translated poorly to screen. They said my acting was laughable; scenes that were supposed to be tragic caused ripples of laughter. They said I would never make it and that - even if I did - no one wants horror anymore. They want fantasy. They want drama. Comedy, even has its place in the market. Not horror. It's stale. It is stagnant and done to death. Well, whatever they say, I am bringing horror back to the mainstream. It will be shown on every television station and shared across millions of social networking profiles. I am bringing horror back whether the audience wants it or not and it's going to be extreme...
Minneapolis corporate attorney Dixon Donnelly takes on what he thinks is a simple insurance coverage dispute as a favor to a friend, only to find himself involved in a bizarre shooting incident in northern Minnesota and the unfamiliar areas of criminal law and rural America.