LEADER 02376nam 2200385 n 450 001 996390987103316 005 20221108020310.0 035 $a(CKB)1000000000664207 035 $a(EEBO)2240941516 035 $a(UnM)99868080 035 $a(EXLCZ)991000000000664207 100 $a19940613d1651 uy | 101 0 $aeng 135 $aurbn||||a|bb| 200 00$aReliquię Wottonianę$b[electronic resource] $eor, a collection of lives, letters, poems; with characters of sundry personages: and other incomparable pieces of language and art. By the curious pensil of the ever memorable Sr Henry Wotton Kt, late, provost of Eton Colledg 210 $aLondon $cPrinted by Thomas Maxey, for R. Marriot, G. Bedel, and T. Garthwait$d1651 215 $a[60], 540 p., [4] leaves of plate $cports 300 $aFrontispiece portrait of the author, signed: Lombart sculp. 300 $aAnnotation on Thomason copy: "feb: 2 1650". 300 $aReproduction of the original in the British Library. 327 $aThe life of Sir Henry Wotton / Iz[aak] Walton -- Of Robert Devereux, Earl of Essex and George Villiars, Duke of Buckingham -- The difference and disparity between the estates and conditions of George, Duke of Buckingham, and Robert, Earl of Essex / [By Sr Edward Hyde] -- A view of the life and death of Geo. Villiers, Duke of Buckingham -- A panegyrick to King Charls -- A concept of some observations intended upon things most remarkable in the civil history of the kingdom -- The election of the new Duke of Venice after the death of Giovanni Bembo -- The elements of architecture -- A philosophicall surveigh of education, or moral architecture -- The great action between Pompey and Cęsar -- A meditation upon the XXIIth chapter on Genesis -- A meditation upon Christmas-day -- Letters, &c. and characters of sundry personages found among the papers of Sr. Henry Wotton, Knight. 330 $aeebo-0018 606 $aGreat Britain$vBiography$vEarly works to 1800 615 0$aGreat Britain 700 $aWotton$b Henry$cSir,$f1568-1639.$0900502 701 $aWalton$b Izaak$f1593-1683.$0195292 702 $aLombart$b Pierre$f1612-1682, 801 0$bCu-RivES 801 1$bCu-RivES 801 2$bCStRLIN 801 2$bWaOLN 906 $aBOOK 912 $a996390987103316 996 $aReliquię Wottonianę$92338507 997 $aUNISA LEADER 05047nam 22007694a 450 001 9910959931003321 005 20200520144314.0 010 $a9786612255113 010 $a9780585462509 010 $a058546250X 010 $a9789027297822 010 $a9027297827 010 $a9781282255111 010 $a1282255118 010 $a9789027233066 010 $a9027233063 024 7 $a10.1075/aios.9 035 $a(CKB)1000000000004892 035 $a(SSID)ssj0000196462 035 $a(PQKBManifestationID)12073771 035 $a(PQKBTitleCode)TC0000196462 035 $a(PQKBWorkID)10152800 035 $a(PQKB)10011166 035 $a(MiAaPQ)EBC622819 035 $a(Au-PeEL)EBL622819 035 $a(CaPaEBR)ebr10022310 035 $a(CaONFJC)MIL225511 035 $a(OCoLC)614512565 035 $a(DE-B1597)720846 035 $a(DE-B1597)9789027297822 035 $a(EXLCZ)991000000000004892 100 $a20020318d2002 uy 0 101 0 $aeng 135 $aurcn||||||||| 181 $ctxt 182 $cc 183 $acr 200 00$aManagement and organization paradoxes /$fedited by Stewart R. Clegg 205 $a1st ed. 210 $aAmsterdam ;$aPhiladelphia $cJohn Benjamins Pub.$dc2002 215 $avi, 330 p. $cill 225 1 $aAdvances in organization studies ;$vv. 9 300 $aRev. papers from the APROS 2000 conference in Sydney. 311 08$a9789027233073 311 08$a9027233071 311 08$a9781588112576 311 08$a1588112578 320 $aIncludes bibliographical references and index. 327 $aManagement and Organization Paradoxes -- Editorial page -- Title page -- LCC data -- Table of contents -- Acknowledgements -- Chapter 1: General introduction -- Part I: Representing Paradoxes -- Chapter 2: Management, paradox, and permanent dialectics -- Chapter 3: The meanings of risk and interorganizational collaboration -- Chapter 4: Workers' playtime? -- Chapter 5: Paradox in symbols and subjects -- Chapter 6: Politics and popular culture -- Chapter 7: From value conflicts to multiple mandates -- Part II: Materialising Paradoxes -- Chapter 8: Organizational paradoxes and business ethics -- Chapter 9: Beyond the 'war for talent' hype -- Chapter 10: Expectations, emotions and money -- Chapter 11: Psychoanalysis and auditing -- Chapter 12: A paradox of governance -- Chapter 13: Multinationals, corporate governance and financial internationalisation -- Chapter 14: Managing the interconnected organization -- About the contributors -- Index -- Advances in Organisation Studies. 330 $aParadox - the simultaneous existence of two inconsistent states - has become orthodox. The orthodox is now the paradox. The orthodox world of ordering, controlling and organizing is increasingly opposed to a normalizing world of disordering, disrupting and disorganizing. And organization studies cannot avoid changing its conceptions of reality as that reality changes. In the future, organization studies will be the study of paradox, how to understand it, how to use it.In this book of original contributions addressed to management and organization paradoxes the authors address the new state of the field in terms of representations - representing paradoxes - and materialisations - materialising paradoxes. The themes - although varied, ranging from dialectics to internal tensions; from collaborations to ethics and value conflicts; from resistant labourers and wharfies to cartoon characters such as The Simpsons; from the irrationalities of finance to the psychoanalytic rationalities of auditing, and from issues of governance in Asian and international business to the composition of the new knowledge work force in the business professions - cohere around core aspects of paradoxicality.Overall, the contributions to Management and Organization Paradoxes are diverse and challenging. Each contribution takes a different angle on the central theme. All of the chapters illuminate diverse aspects of contemporary paradoxes in management and organization theory. The book provides, in each of its chapters, a challenge to the still overwhelmingly rationalist views of theory and practice that dominate the field and provides new directions for understanding organizations and management.The contributors are drawn from leading European, Australian and Latin American contributors. 410 0$aAdvances in organization studies ;$v9. 606 $aManagement$xPhilosophy$vCongresses 606 $aOrganization$xPhilosophy$vCongresses 606 $aParadoxes$vCongresses 615 0$aManagement$xPhilosophy 615 0$aOrganization$xPhilosophy 615 0$aParadoxes 676 $a658/.001 701 $aClegg$b Stewart$0115310 712 02$aAustralian and Pacific Researchers in Organization Studies (Organization) 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910959931003321 996 $aManagement and organization paradoxes$94344469 997 $aUNINA LEADER 06789nam 22006975 450 001 9910300658603321 005 20200707010346.0 010 $a9781484206508 010 $a1484206509 024 7 $a10.1007/978-1-4842-0650-8 035 $a(CKB)3710000000459762 035 $a(EBL)3568001 035 $a(SSID)ssj0001546610 035 $a(PQKBManifestationID)16141329 035 $a(PQKBTitleCode)TC0001546610 035 $a(PQKBWorkID)14796208 035 $a(PQKB)11543853 035 $a(DE-He213)978-1-4842-0650-8 035 $a(MiAaPQ)EBC3568001 035 $a(CaSebORM)9781484206508 035 $a(PPN)188455817 035 $a(OCoLC)919515184 035 $a(OCoLC)ocn919515184 035 $a(EXLCZ)993710000000459762 100 $a20150803d2015 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aSwift Game Programming for Absolute Beginners /$fby Arjan Egges 205 $a1st ed. 2015. 210 1$aBerkeley, CA :$cApress :$cImprint: Apress,$d2015. 215 $a1 online resource (353 p.) 300 $a"Design and code fun games for iOS"--Cover. 300 $aIncludes index. 311 08$a9781484206515 311 08$a1484206517 327 $aContents at a Glance; Contents; About the Author; About the Technical Reviewer; Acknowledgments; Introduction; Part I: Getting Started; Chapter 1: The Swift Language; Computers and Programs; Processors and Memory ; Programs ; Programming Languages ; Programming Games; Developing Games; Small Scale: Edit-Compile-Run; Large Scale: Design-Specify-Implement; Building Your First Swift Program; Building Your First Swift Game; A Few Observations; What You Have Learned; Chapter 2: Game Programming Basics; Building Blocks of a Game; The Game World; The Game Loop; The Game Loop in Swift 327 $aThe Structure of a Program Types of Applications; Functions ; Syntax Diagrams; Calling a Function ; Program Layout; Comments ; Instructions vs. Lines ; Whitespace and Indentation ; What You Have Learned; Chapter 3: Creating a Game World; Basic Types and Variables; Types ; Declaration and Assignment of Variables; Instructions and Expressions ; Operators and More Complex Expressions; Arithmetic Operators ; Priority of Operators ; Other Numeric Types ; The DiscoWorld Game ; Scope of Variables ; What You Have Learned; Chapter 4: Game Assets; Locating Sprites 327 $aLoading and Drawing Sprites Resolutions and Aspect Ratios; Moving Sprites; Loading and Drawing Multiple Sprites; Configuring the Device Orientation; Music and Sounds ; What You Have Learned; Part II: Painter; Chapter 5: Reacting to Player Input; Dealing With Touch Input; Using the Touch Location to Change the Game World; Conditional Execution Based on Touch; Testing for Alternatives; Comparison Operators; Logic Operators; The Boolean Type; Changing the Color of the Cannon; A Few Final Remarks; What You Have Learned; Chapter 6: A Flying Ball; Methods 327 $aParameter Names and Labels Default Parameter Values; Reorganizing Instructions into Methods; Moving Between Local and World Coordinates; Adding a Ball to the Game World; Shooting the Ball; Updating the Ball Position; Fixed Timestep vs. Variable Timestep; Updating the Ball Color; What You Have Learned; Chapter 7: Game Object Types; Creating Multiple Objects of the Same Type; Classes as Types; Input Handling in a Separate Class; Initializing Objects; The Self Keyword; Accessing Other Objects Using Static Variables; The Double Role of Classes 327 $aWriting a Class with Multiple Instances Dealing with Randomness in Games; Calculating a Random Velocity and Color; Updating the Paint Can; What You Have Learned; Chapter 8: Colors and Collisions; A Different Way to Represent Colors; Controlled Data Access for Objects; Adding a Computed Property to a Class; Handling Collisions Between the Ball and the Cans; Values and References; Structs; What You Have Learned; Chapter 9: Limited Lives; Maintaining the Number of Lives; Indicating the Number of Lives to the Player; Executing Instructions Multiple Times 327 $aA Shorter Notation for Incrementing Counters 330 $a"Concepts of game programming are explained well, and no prior knowledge of Swift language programming is required. ... The images and audio provided are professional and clean." William Fahle, Computing Review, May 31, 2016 Swift Game Programming for Absolute Beginners teaches Apple?s Swift language in the context of four, fun and colorful games. Learn the Swift 2.0 language, and learn to create game apps for iOS at the same time ? a double win! The four games you?ll develop while reading this book are: Painter Tut?s Tomb Penguin Pairs Tick Tick These four games are casual, arcade-style games representing the aim-and-shoot, casual, puzzle, and platform styles of game play. Professionally developed game assets form part of the book download. You?ll get professionally drawn sprites and imagery that?ll have you proud to show your learning to friends and family. The approach in Swift Game Programming for Absolute Beginners follows the structure of a game rather than the syntax of a language. You?ll learn to create game worlds, manage game objects and game states, define levels for players to pass through, implement animations based upon realistic physics, and much more. Along the way you?ll learn the language, but always in the context of fun and games. Swift is Apple?s new programming language introduced in 2014 to replace Objective-C as the main programming language for iOS devices and Mac OS X. Swift is a must learn language for anyone targeting Apple devices, and Swift Game Programming for Absolute Beginners provides the most fun you?ll ever have in stepping over the threshold toward eventual mastery of the language. 606 $aComputer games?Programming 606 $aProgramming languages (Electronic computers) 606 $aGame Development$3https://scigraph.springernature.com/ontologies/product-market-codes/I29040 606 $aProgramming Languages, Compilers, Interpreters$3https://scigraph.springernature.com/ontologies/product-market-codes/I14037 615 0$aComputer games?Programming. 615 0$aProgramming languages (Electronic computers) 615 14$aGame Development. 615 24$aProgramming Languages, Compilers, Interpreters. 676 $a004 700 $aEgges$b Arjan$4aut$4http://id.loc.gov/vocabulary/relators/aut$0892448 801 0$bUMI 801 1$bUMI 906 $aBOOK 912 $a9910300658603321 996 $aSwift Game Programming for Absolute Beginners$92066347 997 $aUNINA