These titles were recently added to the collection of the Public Library of Cincinnati and Hamilton County.
November 3, 2016
Lapetino, Tim, author.
Mt. Laurel, NJ : Dynamite Entertainment, 
351 pages : illustrations (chiefly color) ; 29 cm
Foreword -- Introduction -- History -- Art & Design -- George Opperman -- Coin-Op -- Home Consoles -- Box Artwork -- Cliff Spohn -- Rick Guidice -- Susan Jaekel -- Steve Hendricks -- E.T. -- Pac-Man -- Terry Hoff -- Hiro Kimura -- James Kelly -- Warren Chang -- Marc Ericksen -- Industrial Design -- Analog Process -- Evelyn Seto -- Prototypes -- Advertising & Promotion -- Afterword -- Endnotes -- Acknowledgments -- About the Author -- Image Credits -- Index.
"ATARI is one of the most recognized names in the world. Since its formation in 1972, the company pioneered hundreds of iconic titles including Asteroids, Centipede and Missile Command. In addition to hundreds of games created for arcades, home video systems, and computers, original artwork was specially commissioned to enhance the Atari experience, further enticing children and adults to embrace and enjoy the new era of electronic entertainment. ART OF ATARI is the first official collection of such artwork. Sourced from museums and private collections worldwide, this book spans over 40 years of the company's unique illustrations used in packaging, advertisements, catalogs, and more!,"--Amazon.com.
November 2, 2016
Wilson, Ed, 1957- author.
Redmond, Washington : Microsoft Press, 
xxiii, 629 pages ; 23 cm
November 2, 2016
xxvi, 1278 pages : black and while illustrations ; 26 cm.
"An Auerbach book."
Domain 1. Security & Risk Management -- Domain 2. Asset Security -- Domain 3. Security Engineering -- Domain r. Communications & Network Security -- Domain 5. Identity & Asset Management -- Domain 6. Security Assessment & Testing -- Domain 7. Security Operations -- Domain 8. Security in the Software Development Life Cycle.
October 31, 2016
Brown, Box, author, illustrator.
253 pages : chiefly color illustrations ; 22 cm
"It is, perhaps, the perfect video game. Simple yet addictive, Tetris delivers an irresistible, unending puzzle that has players hooked. Play it long enough and you'll see those brightly colored geometric shapes everywhere. You'll see them in your dreams. Alexey Pajitnov had big ideas about games. In 1984, he created Tetris in his spare time while developing software for the Soviet government. Once Tetris emerged from behind the Iron Curtain, it was an instant hit. Nintendo, Atari, Sega--game developers big and small all wanted Tetris. A bidding war was sparked, followed by clandestine trips to Moscow, backroom deals, innumerable miscommunications, and outright theft. In this graphic novel, New York Times--bestselling author Box Brown untangles this complex history and delves deep into the role games play in art, culture, and commerce. For the first time and in unparalleled detail, Tetris: The Games People Play tells the true story of the world's most popular video game."--Page  of cover.
October 18, 2016
Miles, Rob author
Redmond, Washington : Microsoft, 2016.
xxiii, 486 pages : color illustrations ; 23 cm.
"Become a C# programmer and have fun doing it! Start writing software that solves real problems, even if you have absolutely no programming experience! This friendly, easy, full-color book puts you in total control of your own learning, empowering you to build unique and useful programs. Microsoft has completely reinvented the beginning programmers tutorial, reflecting deep research into how today's beginners learn, and why other books fall short. Begin to code with C# is packed with innovations, from its Snaps prebuilt operations to its Make Something Happen projects. Whether you're a total beginner or you've tried before, this guide will put the power, excitement, and fun of programming where it belongs: in your hands! Easy, friendly, and you're in control! Learn how to: get the free tools you need to create modern programs, work with 150 sample programs that illustrate important concepts, use the sample programs as starting points for your own programs, explore exactly what happens when a program runs, approach program development with a professional perspective, use powerful productivity shortcuts built into Microsoft Visual Studio Master classes, interfaces, methods, and other essential concepts, organize programs so they're easy to construct, and improve capture and respond to user input, store and manipulate many types of real-world data create interactive games that are fun to play, build modern interfaces your users will love, test and debug your code and avoid problems in the first place"--www.bibz.com.
October 17, 2016
McDowell, Gayle Laakmann, 1982- author.
x, 696 pages : illustrations ; 23 cm
I. The interview process. Why? ; How questions are selected ; It's all relative ; Frequently asked questions -- II. Behind the scenes. The Microsoft interview ; The Amazon interview ; The Google interview ; The Apple interview ; The Facebook interview ; The Palantir interview -- III. Special situations. Experienced candidates ; Testers and SDETs ; Product (and program) management ; Dev lead and managers ; Startups ; Acquisitions and acquihires ; For interviewers -- IV. Before the interview. Getting the right experience ; Writing a great resume ; Preparation map -- V. Behavioral questions. Interview preparation grid ; Know your technical projects ; Responding to behavioral questions ; So, tell me about yourself -- VI. Big O. An analogy ; Time complexity ; Space complexity ; Drop the constraints ; Drop the non-dominant terms ; Multi-part algorithms : add vs. multiply ; Amortized time ; Log N runtimes ; Recursive runtimes ; Examples and exercises -- VII. Technical questions. How to prepare ; What you need to know ; Walking through a problem ; Optimize & Solve Technique # 1 : Look for BUD ; Optimize & Solve Technique #2 : DIY (Do it yourself) ; Optimize & Solve Technique #3 : Simplify and generalize ; Optimize & Solve Technique #4 : Base case and build ; Optimize & Solve Technique #5 : Data structure brainstorm ; Best conceivable runtime (BCR) ; Handling incorrect answers ; When you've heard a question before ; The 'perfect' language for interviews ; What good coding looks like ; Don't give up! -- VIII. The offer and beyond. Handling offers and rejection ; Evaluating the offer ; Negotiation ; On the job -- IX. Interview questions. Data structures: Arrays and strings ; Linked lists ; Stacks and queues ; Trees and graphs ; Concepts and algorithms. Bit manipulation ; Math and logic puzzles ; Object-oriented design ; Recursion and dynamic programming ; System design and scalability ; Sorting and searching ; Testing ; Knowledge based. C and C++ ; Java ; Databases ; Threads and locks ; Additional review problems: Moderate ; Hard -- X. Solutions. Data structures ; Concepts and algorithms ; Knowledge based ; Additional review problems -- XI. Advanced topics. Useful math ; Topological sort ; Dijkstra's algorithm ; Hash table collision resolution ; Rabin-Karp substring search ; AVL trees ; Red-black trees ; MapReduce ; Additional studying -- XII. Code library. HashMapList <T, E> ; TreeNode (Binary search tree) ; LinkedListNode (Linked list) ; Trie & TrieNode -- XIII. Hints. Hints for data structures ; Hints for concepts and algorithms ; Hints for knowledge-based questions ; Hints for assorted review problems -- XIV. About the author.
Now in the 6th edition, the book gives you the interview preparation you need to get the top software developer jobs. This is a deeply technical book and focuses on the software engineering skills to ace your interview. The book includes 189 programming interview questions and answers, as well as other advice.
October 10, 2016
128 pages ; 18 cm
"Resources [Web]"--Pages 122-123.
Understanding possibilities and avoiding pitfalls -- Setting goals -- Nurture a vision -- Learning from Etsy sellers' top 10 mistakes -- Crafting a voice for your shop -- Improving your photographs -- Mustering keywords -- Tagging for success -- Making the most of Etsy's tools -- Pricing the smart way -- Marketing on social media -- Strengthening your brand -- Making connections -- Improving customer service -- Diversifying your shop -- Evaluating your success -- Managing your success -- Getting featured on Etsy.
October 7, 2016
Onstott, Scott, author.
Indianapolis, Indiana : Sybex, a Wiley Brand : Autodesk Official Press, 
xx, 412 pages : color illustrations ; 24 cm
October 7, 2016
Gatski, Kate, author.
Hoboken, New Jersey : John Wiley & Sons, 
xiv, 366 pages : illlustrations ; 24 cm.
Previous edition: 2011.
Getting started with Etsy -- If you build it, they will come: setting up your Etsy shop -- She sells seashells (and more): understanding the Etsy selling process -- All up in your bidness: handling business matters -- Commune system: exploring the Etsy community -- The part of tens.
Offers expert advice for artists and entrepreneurs looking to build an online craft or vintage-goods business from scratch on Etsy.com.
September 30, 2016
Worcester, United Kingdom : 3dtotal Publishing, 2016.
254 pages : illustrations (chiefly color) ; 21 x 26 cm
September 26, 2016
Seidl, David, CISSP, author.
Indianapolis, IN : Sybex, 
xiv, 441 pages : illustrations ; 24 cm
September 16, 2016
Skiena, Steven S.
London : Springer, ©2010.
xvi, 730 pages : illustrations ; 24 cm
Practical algorithm design: Introduction to algorithm design ; Algorithm analysis ; Data structures ; Sorting and searching ; Graph traversal ; Weighted graph algorithms ; Combinatorial search and heuristic methods ; Dynamic programming ; Intractable problems and approximation algorithms ; How to design algorithms -- The hitchhiker's guide to algorithms ; A catalog of algorithmic problems ; Data structures ; Numerical problems ; Combinatorial problems ; Graph problems : polynomial-time ; Graph problems : hard problems ; Computational geometry ; Set and string problems ; Algorithmic resources.
September 13, 2016
Ackerman, Dan, author.
New York : PublicAffairs, 
vi, 264 pages ; 24 cm
The great race -- Alexey Leonidovich Pajitnov -- Coming to America -- The first blocks -- The black onyx -- Going viral -- Bonus level 1: This is your brain on Tetris -- From behind the Iron Curtain -- Into the mirror -- The Russians are coming -- "A diabolical plot" -- Welcome to ELORG -- Tetris takes Las Vegas -- Bonus level 2: Tetris into infinity -- A bulletproof deal -- A secret plan -- The gathering storm -- The big bet -- Enemies at the gate -- "Meet at the chicken" -- A tale of two Tetrises -- Bonus level 3: the cognitive vaccine -- Epilogue: The final bricks.
"Tetris is perhaps the most instantly recognizable, popular video game ever made. Sales of authorized copies total near $1 billion to date, and that is just a fraction of the money made from knockoffs and pirated versions. Based on an obscure board game, it was designed for early computers, became a hit on TV consoles, and soared in popularity with handheld devices like the Game Boy. Today it lives on in smartphones, tablets, and laptops. All this despite the fact--or perhaps because of it--that it has no superhero to merchandise and no story to dramatize. Tetris is abstraction translated to bytes, a puzzle game in its purest form. Yet its origin story is so improbable that it's amazing that any of us ever played the game. In this surprising and entertaining book, tech reporter Dan Ackerman explains how a Soviet programmer named Alexey Pajitnov was struck with inspiration as a teenager, then meticulously worked for years to bring the game he had envisioned to life. Despite the archaic machines (outdated even for their era) that Pajitnov worked with and the fact that he had to develop the game after-hours on his own time, Tetris worked its way first through his office, and then out of it, entrancing player after player with its hypnotic shapes. It became almost a metaphor for the late Soviet era, with the kinetic energy of commerce pushing ever harder against the walls put up by the government. British, American, and Japanese moguls saw the game's potential and worked, often unscrupulously, to beat each other in the race to sell the game. Ackerman tells the story of these men and their maneuvers, and how the game made it to consumers' hands in the United States on a Game Boy screen in 1989"-- Provided by publisher.
September 8, 2016
Omura, George, author.
Indianapolis, Indiana : Autodesk Official Press/Sybex, 
xxxiii, 1046 pages : illustrations ; 24 cm
September 7, 2016
Davies, Jim, 1964- author.
New York : McGraw-Hill Education, 2016.
xvii, 268 pages : illustrations ; 24 cm + 1 CD-ROM (4 3/4 in.)
Chapter 1: ITIL fundamentals -- Chapter 2: The service lifecycle -- Chapter 3: Service strategy -- Chapter 4: Service design -- Chapter 5: Service transition -- Chapter 6: Service operation -- Chapter 7: Continual service improvement -- Chapter 8: ITSM in the real world -- Appendix A: Implementation -- Appendix B: ITSM qualifications structure -- Appendix C: Instant ITIL expertise -- -- Appendix D: About the CD-ROM.
September 2, 2016
König, Dierk, author.
xxxii, 880 pages : illustrations ; 24 cm
Previous edition: 2007.
"Covers Groovy 2.4"--Cover.
August 23, 2016
Haines, Claudia, author.
xx, 154 pages ; 23 cm
Part I. Becoming a media mentor -- What is a media mentor? -- Voice from the field: Carisa Kluver -- Media mentorship : research and implications for libraries -- Voice from the field: Michael Robb -- Media mentorship and the three C's : content, context, and the child -- Voice from the field: Lisa Guernsey -- Media mentorship and diversity -- Voice from the field: Susan B. Neuman and Donna Celano -- Media mentors : working with parents, families, and community needs -- Voice from the field: Jason Boog -- Media mentors and professional development -- Voice from the field: Sarah Houghton -- Three ways to be a media mentor -- Voice from the field: Michael Levine -- Part II. Media mentors in action -- Media advisory -- New media in programs -- Access to curated media -- Appendix A. ALSC white paper: Media mentorship in libraries serving youth -- Appendix B. ALSC white paper: The importance of diversity in library programs and material collections for children -- Appendix C. Evaluating apps and new media for young children : a rubric.
August 5, 2016
Chinnathambi, Kirupa, author.
Indianapolis, Indiana : Que, Pearson Education, 
xvi, 392 pages : color illustrations ; 24 cm.
The Basic Stuff -- It's an Object-Oriented World -- Working with the DOM -- Dealing with Events.
August 1, 2016
Miller, Lawrence, author.
xiii, 481 pages : illustrations ; 24 cm.
July 25, 2016
Gallaugher, Frank, 1985- author.
London : ilex, 2015.
143 pages : illustrations (chiefly color) ; 24 cm
Getting started. Setting up a new iPad ; Upgrading your iPad ; What you can do with your iPad ; What you can't do with your iPad ; Creating an iPad workflow -- Importing photos. The Camera app ; Importing from a card ; Importing wirelessly ; iCloud ; AirDrop ; Dropbox -- Organizing photos. The Photos app ; Photosmith ; Syncing with Lightroom -- Editing photos. Editing in the Photos app ; Snapseed ; PiRAWnh -- Lightroom Mobile. Lightroom workflow ; Collections ; Presets ; Making adjustments ; Custom presets -- Working in iMovie. Getting started ; The editing workspace ; The timeline ; Sharing from iMovie -- In the studio. Shuttersnitch ; WiFi tethering ; TriggerTrap ; Duet ; Useful studio apps -- Sharing photos. The Share function ; Creating online galleries ; Portfolio with Foliobook.
With its amazing screen and apps ranging from free photo filters to professional programs like Lightroom, it just begs to be used by photographers at all levels, and it's become a fixture in their workflow and kit bags alike. This guide walks you through the essential apps and shows not only how they will benefit your photographs, but also make your work more visible and widely shared.
July 25, 2016
Corera, Gordon, author.
xi, 431 pages ; 24 cm
Birth -- Marriage -- Into the cold -- Coming of age -- Spy-hunting -- Crypto wars -- Attack -- Enter the KGB -- Out of the cold and into cyberspace -- Titan rain -- In the wires -- Britain and the cyber spies -- Dissent -- Sabotage -- The lights go off -- Rebirth: cables -- Britain -- Exposure -- Epilogue: To infinity and beyond.
The intertwining forces of computers and espionage are reshaping the entire world: what was once the preserve of a few intelligence agencies now affects us all. BBC security correspondent Gordon Corera's narrative takes us through the Cold War and the birth of the Internet to the present era of hackers and surveillance. The book is rich with historical detail and characters, as well as astonishing revelations about espionage carried out in recent times by the UK, US, and China. Using unique access to the National Security Agency, GCHQ, Chinese officials, and senior executives from some of the most powerful global technology companies, Corera has gathered compelling stories from heads of state, hackers, and spies of all stripes into a groundbreaking exploration of the new space in which the worlds of espionage, diplomacy, international business, science, and technology collide.--Adapted from dust jacket.
July 21, 2016
Bostrom, Nick, 1973- author.
Oxford, United Kingdom ; New York, NY : Oxford University Press, 2016.
xvi, 415 pages : illustrations ; 20 cm
1. Past developments and present capabilities -- 2. Paths to superintelligence -- 3. Forms of superintelligence -- 4. The kinetics of an intelligence explosion -- 5. Decisive strategic advantage -- 6. Cognitive superpowers -- 7. The superintelligent will -- 8. Is the default outcome doom? -- 9. The control problem -- 10. Oracles, genies, sovereigns, tools -- 11. Multipolar scenarios -- 12. Acquiring values -- 13. Choosing the criteria for choosing -- 14. The strategic picture -- 15. Crunch time.
The human brain has some capabilities that the brains of other animals lack. It is to these distinctive capabilities that our species owes its dominant position. Other animals have stronger muscles or sharper claws, but we have cleverer brains. If machine brains one day come to surpass human brains in general intelligence, then this new superintelligence could become very powerful. As the fate of the gorillas now depends more on us humans than on the gorillas themselves, so the fate of our species then would come to depend on the actions of the machine superintelligence. But we have one advantage: we get to make the first move. Will it be possible to construct a seed AI or otherwise to engineer initial conditions so as to make an intelligence explosion survivable? How could one achieve a controlled detonation? To get closer to an answer to this question, we must make our way through a fascinating landscape of topics and considerations. Read the book and learn about oracles, genies, singletons; about boxing methods, tripwires, and mind crime; about humanity's cosmic endowment and differential technological development; indirect normativity, instrumental convergence, whole brain emulation and technology couplings; Malthusian economics and dystopian evolution; artificial intelligence, and biological cognitive enhancement, and collective intelligence.
July 20, 2016
Arbesman, Samuel, author.
New York, New York : Current, 
x, 244 pages ; 22 cm
Welcome To The Entanglement -- The Origins Of The Kluge -- Losing The Bubble -- Our Bug-Ridden World -- The Need For Biological Thinking -- Walking Humbly With Technology.
"You don't understand the software running your car or your iPhone. But here's a secret: neither do the geniuses at Apple or the Ph.D.'s at Toyota--not perfectly, anyway. No one, not lawyers, doctors, accountants, or policy makers, fully grasps the rules governing your tax return, your retirement account, or your hospital's medical machinery. The same technological advances that have simplified our lives have made the systems governing our lives incomprehensible, unpredictable, and overcomplicated. In Overcomplicated, complexity scientist Samuel Arbesman offers a fresh, insightful field guide to living with complex technologies that defy human comprehension. As technology grows more complex, Arbesman argues, its behavior mimics the vagaries of the natural world more than it conforms to a mathematical model. If we are to survive and thrive in this new age, we must abandon our need for governing principles and rules and accept the chaos. By embracing and observing the freak accidents and flukes that disrupt our lives, we can gain valuable clues about how our algorithms really work. What's more, we will become better thinkers, scientists, and innovators as a result."--Page  of cover.
July 20, 2016
Mitchell, Charlie, 1962- author.
Lanham : Rowman & Littlefield, 
xvi, 301 pages ; 24 cm
"Carry out our demand if you want to escape us" -- The first cyber president -- Sirens on Capitol Hill -- To build a framework -- The department of insecurity -- The telecom challenge -- The FTC, "protecting America's consumers" -- Fear and failure, again, on Capitol Hill -- The information-sharing matrix -- A new congress brings a new energy to cyber debate -- The promise and peril of "strong encryption" -- Cyber tensions define the U.S.-China relationship -- Help wanted, desperately, for cybersecurity -- Senate debate takes shape, then "surprise!" stalls -- At long last, the political system arrives at an answer -- The unfinished journey.
July 11, 2016
Wainewright, Max, author.
Lake Forest, CA : Quarto Library, 2015.
32 pages : color illustrations ; 26 cm
Giving instructions -- Step by step -- Coded messages -- Spinning around -- Learning Logo -- Logo shapes -- Starting Scratch -- Pen down -- Press a key -- Inputs and directions -- Sketching with inputs -- Debugging.
Introduces basic coding concepts, discussing how to give instructions, how to write coded messages, and how to write basic graphic programs using Logo and Scratch.