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[null,"1.","Record Nr.",null,"UNISA996393729903316"]
[null,null,"Autore",null,"Kitchin John"]
[null,null,"Titolo",null,"Le court leete et court baron [[electronic resource] /] / collect per Iohn Kitchin de Greies Inne vn apprentice in ley, et les cases & matters necessaries pur seneschals de ceux courts a scier, & pur les students de les measons del chauncerie"]
[null,null,"Pubbl/distr/stampa",null,"[London], : In ædibius Thomae Wight, & Bonhami Norton, 1598"]
[null,null,"Edizione",null,"[Ore nouelment imprimee, & per le author mesme corrigee, ouesque diuers nouel additions, come Court de Marshalsey, auncient demesne, Court de pipowders, essoines, imparlance, view, actions, contracts, pleadings, maintenance, & diuers auter matters.]"]
[null,null,"Descrizione fisica",null,"[12], 289, [3] leaves"]
[null,null,"Soggetti",null,"Courts baron and courts leet"]
[{"$nulls":4},"Real property - Great Britain"]
[{"$nulls":4},"Pleading - Great Britain"]
[{"$nulls":4},"Writs - Great Britain"]
[null,null,"Lingua di pubblicazione",null,"Romance (Other)"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Includes indexes."]
[{"$nulls":4},"Text in Law French."]
[{"$nulls":4},"Imperfect: Stained, tightly bound, and with broken type and print show-though."]
[{"$nulls":4},"Signatures: [par.]⁸, 2[par.]⁴, A-Z⁸, 2A-2N⁸, 2O⁴."]
[{"$nulls":4},"Reproduction of original in: Harvard University. Library."]
[null,null,null,"Sommario/riassunto","eebo-0062"]
[null,"2.","Record Nr.",null,"UNISALENTO991001042469707536"]
[null,null,"Autore",null,"Weaver, Warren"]
[null,null,"Titolo",null,"Lady Luck : the theory of probability / Warren Weaver"]
[null,null,"Pubbl/distr/stampa",null,"London : Heinemann Educational Books Ltd., 1963"]
[null,null,"Descrizione fisica",null,"392 p. ; 18 cm."]
[null,null,"Classificazione",null,"510.60"]
[{"$nulls":4},"519.2"]
[null,null,"Soggetti",null,"Probability-Theory"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,"3.","Record Nr.",null,"UNINA9910137540603321"]
[null,null,"Autore",null,"Azhari"]
[null,null,"Titolo",null,"Tsunarisque : Le tsunami du 26 décembre 2004 à Aceh, Indonésie / / Franck Lavigne, Raphaël Paris"]
[null,null,"Pubbl/distr/stampa",null,"Paris, : Éditions de la Sorbonne, 2015"]
[null,null,"ISBN",null,"2-85944-823-3"]
[null,null,"Descrizione fisica",null,"1 online resource (327 p.)"]
[null,null,"Soggetti",null,"Humanities&#44; Multidisciplinary"]
[{"$nulls":4},"Tsunami"]
[{"$nulls":4},"prévention"]
[{"$nulls":4},"environnement"]
[{"$nulls":4},"aspect environnemental"]
[{"$nulls":4},"aspect social"]
[null,null,"Lingua di pubblicazione",null,"Francese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Sommario/riassunto","Dimanche 26 décembre 2004. La terre tremble au large des côtes de Sumatra. C’est l’un des plus puissants séismes jamais enregistrés (magnitude 9.3). S’en suit un tsunami cataclysmique, le plus meurtrier de l’histoire avec près de 230 000 victimes. Les vagues ont ravagé les côtes indonésiennes proches, avant de se propager vers la Thaïlande, le Sri Lanka, l’Inde puis les côtes africaines. La province d’Aceh, au nord-ouest de Sumatra, est de loin la plus touchée. La moitié de la ville de Banda Aceh est rasée par des vagues de plus de 15 m de haut, l’eau ayant même atteint une hauteur de 50 m sur les falaises de la côte ouest de Lhok Nga. De nombreux villages sont rayés de la carte.  Durant près de deux ans (2005-2006), les scientifiques du programme de recherche « Tsunarisque » se sont relayés sur le terrain pour essayer de décrypter, reconstituer le tsunami dans ses moindres détails, afin de tirer les enseignements d’une catastrophe hors norme et de proposer des stratégies de prévention plus efficaces. Cet ouvrage retrace tout ce travail en trois volets : tout d’abord la reconstitution et la modélisation du tsunami, de l’extension des vagues à la cartographie des dégâts infligés au bâti, ensuite l’impact du tsunami sur l’environnement, et notamment les formes d’érosion et de dépôts, et enfin les aspects socioculturels, des facteurs ethniques aux enjeux de la reconstruction "]
[{"$nulls":4},"et de la prévention."]
[null,"4.","Record Nr.",null,"UNINA9910483747703321"]
[null,null,"Autore",null,"Fahme Minhaz-Us-Salakeen"]
[null,null,"Titolo",null,"How to make a game : go from idea to publication avoiding the common pitfalls along the way / / Minhaz-Us-Salakeen Fahme, Tanimul Haque Khan"]
[null,null,"Pubbl/distr/stampa",null,"Berkeley, CA : , : Apress : , : Imprint : Apress, , 2021"]
[null,null,"ISBN",null,"9781484269176"]
[{"$nulls":4},"1484269179"]
[null,null,"Edizione",null,"[1st ed. 2021.]"]
[null,null,"Descrizione fisica",null,"1 online resource (291 pages)"]
[null,null,"Disciplina",null,"794.83"]
[null,null,"Soggetti",null,"Video games - Design"]
[{"$nulls":4},"Video games - Programming"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Includes index."]
[null,null,"Nota di contenuto",null,"Chapter 1: Don't -- Chapter 2: The Fault in Our Stars -- Chapter 3: Don't Reinvent the Wheel -- Chapter 4: Choose Your Arsenal -- Chapter 5: It's All in My Head/ Don't Keep It All in Your Head -- Chapter 6: A Stitch in Time Saves Nine -- Chapter 7: Git Good -- Chapter 8: Get Smart! -- Chapter 9: Game Design - The Three musketeers! -- Chapter 10: Game Feel and Effects -- Chapter 11: Input Matters -- Chapter 12: Help! -- Chapter 13: Platform Choosing (Pros n Cons) -- Chapter 14: The Great Filter/Fermi Paradox -- Chapter 15: Gameover - The Myth of Sisyphus/Insanity Loop/Core Loop."]
[null,null,null,"Sommario/riassunto","Get a head start on making your games efficiently by avoiding common design and development pitfalls. Video games combine art and programming; this unique position has opened up opportunities for many pitfalls. This book takes you through the fundamentals of game making and the usual mistakes and bad practices that can harm your games. We start with the common difficulties and challenges, ways to find the gaps, and game design. Next, we discuss game engines and other tools you need to choose while making a game, how you should choose them, and the design documents you need to make. We also cover simple but important tweaks in game mechanics as well as the look and feel of your game. We will also discuss conventions for naming, code structuring, project structuring, and coding. Your thought process will be guided in a way that you can look for the proper approach to make a successful game. The book sheds light "]
[{"$nulls":4},"upon how to improve the overall game experience and finalize the game for release. Along the journey, we will explore some interesting stories of games and mythology as well. By the end of the book, you will know about the basic life cycle of a game development process and how to not make a game. You will: Discover the fundamentals of game design See some intermediate coding tricks to make your games better Grasp the pitfalls to avoid while designing and programming games Master the different conventions and practices for file naming and structuring your projects ."]