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This follow-up to the classic black comedy about the film industry is “a wicked fever dream of a novel” (San Francisco Chronicle). In The Player, the Hollywood novel that was adapted into the celebrated movie by Robert Altman, film executive Griffin Mill got away with murder. Now Mill is back, down to his last six million dollars, i.e., broke. His second wife wants to leave him. His first wife still loves him. His children hate him. And, believing that the end of the world is happening, he wants to save them all with one last desperate plan: quit the studio and convince an almost-billionaire that he has the road map and the mettle to make them both achieve savage wealth. In The Return of the Player, Tolkin again delivers a brilliant, incisive portrait of power, money, and family in a society out of control with greed and excess. “A powerful dark comedy that transcends the shopworn genre of Hollywood satire.”—Publishers Weekly (starred review) “Both truly outrageous and actually endearing.”—New York Daily News
The return of the classic book on games and play that illuminates the relationship between the well-played game and the well-lived life. In The Well-Played Game, games guru Bernard De Koven explores the interaction of play and games, offering players—as well as game designers, educators, and scholars—a guide to how games work. De Koven’s classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game. De Koven explains that when players congratulate each other on a “well-played” game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven—affectionately and appreciatively hailed by Eric Zimmerman as “our shaman of play”—explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.
The “shrewd, entertainingly dark Hollywood novel” that inspired the award-winning Robert Altman film (The New York Times Book Review). Hollywood insider Michael Tolkin perfectly skewers the movie-making business through the mind of Griffin Mill, senior vice president of production at a major Hollywood studio. Ruthlessly ambitious, Mill is driven to control the levers of America’s dream-making machinery. He listens to writers pitch him stories all day, sitting in judgment of their fantasies, their lives. But now one writer whose pitch he responded to so glibly is sending him mortally threatening postcards. Squeezed between the threat to his life and the threat to his job, Mill’s deliberate and horrifying response spins him into a nightmare. Then he meets the sad and beautiful June Mercator and his obsession for her threatens to destroy them both. “One of the most wounding and satirical of all Hollywood exposes.” —Los Angeles Times “In its wry, acerbic description of life behind the studio gates Tolkin’s book recalls F. Scott Fitzgerald . . . and the vengeful comedy of Nathaniel West’s The Day of the Locust.” —The Philadelphia Inquirer
The Culture — a human/machine symbiotic society — has thrown up many great Game Players, and one of the greatest is Gurgeh Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game. . . a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life — and very possibly his death. The Culture Series Consider Phlebas The Player of Games Use of Weapons The State of the Art Excession Inversions Look to Windward Matter Surface Detail The Hydrogen Sonata
This is the right-hand man for players who live and breathe bass or for beginners who want an all-in-one guide to the instrument that shakes the low end of rock pop jazz and more. This handbook details the ins and outs of buying basses and equipment; provides set-up and electronics tips; and explores unique characteristics of landmark bass models. Chapters on technique cover bass basics theory fretless playing acoustic bass the essentials of various music styles recording gigging and more. Seminal interviews with great bassists include Jeff Berlin Stanley Clarke John Pattitucci Bill Wyman and many others.
”Tiny Python Projects is a gentle and amusing introduction to Python that will firm up key programming concepts while also making you giggle.”—Amanda Debler, Schaeffler Key Features Learn new programming concepts through 21-bitesize programs Build an insult generator, a Tic-Tac-Toe AI, a talk-like-a-pirate program, and more Discover testing techniques that will make you a better programmer Code-along with free accompanying videos on YouTube Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About The Book The 21 fun-but-powerful activities in Tiny Python Projects teach Python fundamentals through puzzles and games. You’ll be engaged and entertained with every exercise, as you learn about text manipulation, basic algorithms, and lists and dictionaries, and other foundational programming skills. Gain confidence and experience while you create each satisfying project. Instead of going quickly through a wide range of concepts, this book concentrates on the most useful skills, like text manipulation, data structures, collections, and program logic with projects that include a password creator, a word rhymer, and a Shakespearean insult generator. Author Ken Youens-Clark also teaches you good programming practice, including writing tests for your code as you go. What You Will Learn Write command-line Python programs Manipulate Python data structures Use and control randomness Write and run tests for programs and functions Download testing suites for each project This Book Is Written For For readers familiar with the basics of Python programming. About The Author Ken Youens-Clark is a Senior Scientific Programmer at the University of Arizona. He has an MS in Biosystems Engineering and has been programming for over 20 years. Table of Contents 1 How to write and test a Python program 2 The crow’s nest: Working with strings 3 Going on a picnic: Working with lists 4 Jump the Five: Working with dictionaries 5 Howler: Working with files and STDOUT 6 Words count: Reading files and STDIN, iterating lists, formatting strings 7 Gashlycrumb: Looking items up in a dictionary 8 Apples and Bananas: Find and replace 9 Dial-a-Curse: Generating random insults from lists of words 10 Telephone: Randomly mutating strings 11 Bottles of Beer Song: Writing and testing functions 12 Ransom: Randomly capitalizing text 13 Twelve Days of Christmas: Algorithm design 14 Rhymer: Using regular expressions to create rhyming words 15 The Kentucky Friar: More regular expressions 16 The Scrambler: Randomly reordering the middles of words 17 Mad Libs: Using regular expressions 18 Gematria: Numeric encoding of text using ASCII values 19 Workout of the Day: Parsing CSV files, creating text table output 20 Password strength: Generating a secure and memorable password 21 Tic-Tac-Toe: Exploring state 22 Tic-Tac-Toe redux: An interactive version with type hints