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A fast-paced YA novel about four Mexican-American teenagers from Houston, a '59 Chevy Impala, and a murder that changes their lives forever. Flaco isn’t the kind of kid who gets in trouble. He doesn’t want to give his mom or his aunt Ana Flor any grief—they’ve had enough since his cousin Carlos died serving in Afghanistan. But he finds a whole lot more trouble than he bargained for when he and his friends Tiny, Magaña, and Susi ride the bus from their Houston neighborhood to Diamond Park to buy a used car. And not just any car—a 1959 Impala convertible, a dream car. The transaction gets complicated fast, and Susi ends up with a knife in her hands, covered in blood. When Tiny has to disappear to avoid ICE, Flaco and Magaña head south in the Impala to set things right. In a wildly impetuous move, the two boys cross into Mexico hunting for a trafficker named Anaconda, the man they believe is the real killer, to clear Susi’s name. In a breathtaking, seat-of-your-pants adventure they manage to kidnap him but in the process they discover how little they ever actually understood about what really happened in Diamond Park.
Includes Flat Tops, Never Summer, Sarvis Creek and Mount Zirkel Wilderness Areas.
For decades the suburbs have been where art happens despite: despite the conformity, the emptiness, the sameness. Time and again, the story is one of gems formed under pressure and that resentment of the suburbs is the key ingredient for creative transcendence. But what if, contrary to that, the suburb has actually been an incubator for distinctly American art, as positively and as surely as in any other cultural hothouse? Mixing personal experience, cultural reportage, and history while rejecting clichés and pieties and these essays stretch across the country in an effort to show that this uniquely American milieu deserves another look.
Thirteen-year-old Boli and his friends are deep in the middle of a game of marbles. An older boy named Mosca has won the prized Devil's Fire marble. His pals are jealous and want to win it away from him. This is Izayoc, the place of tears, a small pueblo in a tiny valley west of Mexico City where nothing much happens. It's a typical hot Sunday morning except that on the way to church someone discovers the severed head of Enrique Quintanilla propped on the ledge of one of the cement planters in the plaza and everything changes. Not apocalyptic changes, like phalanxes of men riding on horses with stingers for tails, but subtle ones: poor neighbors turning up with brand-new SUVs, pimpled teens with fancy girls hanging off them. Boli's parents leave for Toluca and don't arrive at their destination. No one will talk about it. A washed out masked wrestler turns up one day, a man only interested in finding his next meal. Boli hopes to inspire the luchador to set out with him to find his parents. Phillippe Diederich was born in the Dominican Republic and raised in Mexico City and Miami. His parents were forced out of Haiti by the dictatorship of Papa Doc Duvalier in 1963. As a photojournalist, Diederich has traveled extensively through Mexico and witnessed the terrible tragedies of the Drug Wars.
Networked Graphics equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking.The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. It explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions.Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs. - Everything designers need to know when developing networked graphics and games is covered in one volume - no need to consult multiple sources - The many examples throughout the text feature real simulation code in C++ and Java that developers can use in their own design experiments - Case studies describing real-world systems show how requirements and constraints can be managed
Lured from his birthday celebrations by a Marilyn Monroe avatar, the US president finds himself abducted into cyberspace by a mysterious presence called ‘The Voice’. With only twenty-four hours before it will become impossible to return his consciousness to his body, the secret services are thrown into panic. The one called in to solve the mystery of his disappearance is Conor Smith, a disillusioned GameMaster, who enlists the help of Andi and Tebor, two young people who are permanently ‘missing in the Web’. Soon they are investigating every corner of the overcrowded area of WebWorld known as the Brick. Meanwhile a couple of mysterious murders escalates the tension, both in VR and Reality, and paranoia reigns as the hero gradually tracks down the mysterious forces that always seem a couple of steps ahead.
Bemidji links its early history to that of Shay-now-ish-kung, or Chief Bemidji, who lived with his family on the shores of the lovely lake bearing his name. After the Carson brothers opened their trading post in 1888, logging flourished and lumber camps boomed. Bemidji was incorporated in 1896, and the railroad reached the town in 1898. Hotels, businesses, and saloons mushroomed near the railroad tracks. Saloons and a brisk nightlife kept Bemidji in the news until federal agent W.E. "Pussyfoot" Johnson and his deputies closed the saloons and made it a more respectable place to live. Early settlers took advantage of the beautiful shoreline to develop summer hotels and parks. Kodak reported that the spot where the statues of Paul Bunyan and Babe the Blue Ox stand is the second-most-photographed tourist attraction in the United States.
Baseball has been an essential strand in Edmonton's social fabric. This "bush league" town was also the source of considerable major-league talent in the early decades of this century. The Rajah of Renfrew surveys the arrival and development of baseball in western Canada, and John Ducey's role in bringing professional ball to the prairies.
Understanding the interplay between memory and emotion is crucial for the work of researchers in many arenas--clinicians, psychologists interested in eyewitness testimony, psychobiologists, to name just a few. Memory and Emotion spans all these areas and brings them together into one volume. Daniel Reisberg and Paula Hertel have assembled contributions from the most visible and productive researchers working at the intersection of emotion and memory. The result is a sophisticated profile of our current understanding of how memory is shaped both by emotion and emotional disorder. The diverse list of topics includes the biology of traumatic memory, the memory disorders produced by depression, anxiety, and schizophrenia, the nature of emotional memory both in children and the elderly, and the collective memory processes at work in remembering the Holocaust. This unified collection of cutting-edge research will be an invaluable guide to scholars and students in many different research areas.