About the Book
Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 31. Chapters: Effective Perl Programming, Computers and Intractability: A Guide to the Theory of NP-Completeness, What to Do After You Hit Return or P.C.C.'s First Book of Computer Games, Introduction to Algorithms, Underground, Artificial Intelligence: A Modern Approach, Computer: A History of the Information Machine, BASIC Computer Games, Electronic Life, The C++ Programming Language, Why's Guide to Ruby, De Re Atari, Code and Other Laws of Cyberspace, Open Source for the Enterprise: Managing Risks, Reaping Rewards, Decline and Fall of the American Programmer, SMARTBOMB: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution, Enterprise Integration Patterns, The Tao of Programming, Chris Crawford on Game Design, The Art of Deception, Common Lisp the Language, Code Complete, Thinking in Java, Agile Web Development with Rails, Perl Cookbook, The Future of the Internet, Alphabet to E-mail, The Art of Unix Programming, Hitchhiker's Guide to the Internet, Dreaming in Code, Learning Python, 21st Century Game Design, Game Design: Theory and Practice, The Law of Cyber-Space, Weaving the Web: The Original Design and Ultimate Destiny of the World Wide Web by its inventor, Literary Machines, Higher-Order Perl, The Pragmatic Programmer, Programming Ruby, Principles of Compiler Design, C Traps and Pitfalls, Lecture Notes in Computer Science, Brute Force: Cracking the Data Encryption Standard, The Oracle J2EE Companion, The Art of Computer Game Design, Firewalls and Internet Security, The Secret Guide to Computers, Trigger Happy, A Theory of Fun for Game Design, The Book of Games Volume 2, The Macintosh Way, The Art of the Metaobject Protocol, Fun Inc, Practical Common Lisp, The Age of Intelligent Machines, Object-Oriented Programming in Common Lisp: A Programmer's Guide to CLOS, List of computer books, Learning C Sharp, ...