SHORTLISTED FOR THE SAMUEL JOHNSON PRIZE SHORTLISTED FOR THE WAINWRIGHT PRIZE From the bestselling author of UNDERLAND, THE OLD WAYS and THE LOST WORDS 'Few books give such a sense of enchantment; it is a book to give to many, and to return to repeatedly' Independent 'Enormously pleasurable, deeply moving. A bid to save our rich hoard of landscape language, and a blow struck for the power of a deep creative relationship to place' Financial Times 'A book that ought to be read by policymakers, educators, armchair environmentalists and active conservationists the world over' Guardian 'Gorgeous, thoughtful and lyrical' Independent on Sunday 'Feels as if [it] somehow grew out of the land itself. A delight' Sunday Times Discover Robert Macfarlane's joyous meditation on words, landscape and the relationship between the two. Words are grained into our landscapes, and landscapes are grained into our words. Landmarks is about the power of language to shape our sense of place. It is a field guide to the literature of nature, and a glossary containing thousands of remarkable words used in England, Scotland, Ireland and Wales to describe land, nature and weather. Travelling from Cumbria to the Cairngorms, and exploring the landscapes of Roger Deakin, J. A. Baker, Nan Shepherd and others, Robert Macfarlane shows that language, well used, is a keen way of knowing landscape, and a vital means of coming to love it.
An updated version of the bestselling, Game Testing All In One 3/E, this fourth edition serves as your comprehensive handbook to video game testing, guiding you through the essential skills needed to succeed in this exciting field. Whether you are a student seeking to enter the video game industry or a working professional aiming to refine your skills, this new edition gives you the basics skills of testing, demonstrates how game testing and testers fit into the game development process, and includes practical knowledge of tools, roles, responsibilities, and the metrics used to determine game quality and test progress. The reader is taken step-by-step through test design and other QA methods, using real game situations, and featuring interviews with veteran game developers. The book includes companion files for downloading with templates and tutorials for creating both combinatorial tables and test flow diagrams, which form the basis of a robust video game QA plan. Each chapter includes questions and exercises, making the book suitable for classroom use as well as a personal study or reference tool.
This volume fills the need for a textbook presenting basic governing and constitutive equations, followed by several engineering problems on multiphase flow and transport that are not provided in current advanced texts, monographs, or handbooks. The unique emphasis of this book is on the sound formulation of the basic equations describing multiphase transport and how they can be used to design processes in selected industrially important fields. The clear underlying mathematical and physical bases of the interdisciplinary description of multiphase flow and transport are the main themes, along with advances in the kinetic theory for particle flow systems. The book may be used as an upper-level undergraduate or graduate textbook, as a reference by professionals in the design of processes that deal with a variety of multiphase systems, and by practitioners and experts in multiphase science in the area of computational fluid dynamics (CFD) at U.S. national laboratories, international universities, research laboratories and institutions, and in the chemical, pharmaceutical, and petroleum industries. Distinct from other books on multiphase flow, this volume shows clearly how the basic multiphase equations can be used in the design and scale-up of multiphase processes. The authors represent a combination of nearly two centuries of experience and innovative application of multiphase transport representing hundreds of publications and several books. This book serves to encapsulate the essence of their wisdom and insight, and:
Based on a long-term archaeology project, Forgotten Things provides an account of working with field school students to discover and excavate archaeological sites, including early twentieth-century Japanese camps, in the Seymour Valley of British Columbia. The first book in the new Teaching Archaeology series, Forgotten Things gives students a real-world example of archaeological research in practice. It provides an overview of the Seymour Valley ArchaeologyProject from the initial phone call to the disposition of artifacts and archiving of records. The book takes the reader from the inception of the project through fieldwork, laboratory work, drawing inferences, and making the research meaningful. It delves into considerations that guide research design and methods, and it examines the culture of archaeological fieldwork. Through anecdotes, stories from the field, and extracts from field notes, Forgotten Things offers rare insight into the realities of archaeological research not often seen in archaeological studies.
From the bestselling author of "Gap Creek" comes the gripping story of two brothers struggling against each other and the confines of the Appalachian Mountain world of the 1920s.
A study of the development of human society in Yucatan during the colonial period, this book poses a challenge to a variety of accepted views, including the notion that Yucatan was largely isolated from the main part of Spain's New World empire and thus from international markets and the world economy - an isolation often cited as the principal reason for the extended survival of indigenous culture in the region. In the seventeenth and eighteenth centuries, Yucatan society was composed of both Maya and Spanish commonwealths, each with its own economic, social, and political organization. This book represents several new departures, both for what is known about colonial Yucatan and for colonial Latin American history in general. It forces the reader to rethink much of the received knowledge about acculturation, the hacienda, and inter-regional relations.
Data and models for better systems design Atmospheric gases, building materials, the weather The propagation of wireless communications signals depends upon a whole range of factors, any or all of which can have a significant impact on the quality of a signal. Data generated by careful measurement of signals propagating under various envir
Sea Hunters of Indonesia is a comprehensive study of the coastal community of Lamalera, whose traditional ways of life make it unique. One is an unusual kind of sea-fishing: the hunting of whales, porpoises, and giant manta rays. The other is the production, by the women of the community, of remarkable fine dyed textiles. Recently these traditions have come under intense pressure from external economic influences, and the people of Lamalera are starting to move into modern occupations. The community, famous for the beauty of its setting as well as for its crafts, is now a major tourist attraction, and it may now survive only as part of the tourist industry. At this crucial point in the history of the region, R. H. Barnes offers a richly detailed and beautifully illustrated picture of the culture and economy of Lamalera, the fruit of many years' study. He records all aspects of life in Lamalera, and places it in the broader context of past, present, and future of Indonesia as a whole.
Resulting from research into the needs of teachers arising from the revised syllabuses for GCSE Geography, and focusing on topical issues throughout the world, this is one of a three-book series of supplementary topic books providing a range of detailed case studies, enquiries and decision-making exercises. The other two pupils' books cover the UK and Europe, respectively, and there are teacher resource packs which correspond to all three.
This standard lexicon of Syriac has long been the choice of students of Syriac, both for its comprehensiveness and also because of its handy size. It originated as an abridgement of Payne Smith's Thesaurus Syriacus, a substantically larger work that also tends to be less accessible for the student. Here the meanings of the Syriac words are given in English, and the order of the Syriac is alphabetical, to avoid requiring the student to know the root of the word being looked up. An essential tool for anyone studying or researching Syriac texts or literature and for students of the Semitic languages. The Compendious Syriac Dictionary was first published by Oxford University Press in 1903 and has been out of print for a number of years. A quality Eisenbrauns reprint based on the 1976 printing.
224 hands-on science experiments and ideas with step-by-step instructions delight and amaze children as they experience nature, the human body, electricity, floating and sinking, and more. Children participate in projects such as making a tornado in a jar, creating constellations and growing crystals. Categorized by curriculum areas, each activity includes a list of vocabulary words and easily accessible materials.
California's remarkably diverse plants range in size from the stately coast redwoods to the minute belly plants of the southern deserts. This is the only concise overview of the state's unique flora, its plant communities, and the environmental factors that shape them. 156 illustrations.
An updated version of the bestselling, Game Testing All In One 3/E, this fourth edition serves as your comprehensive handbook to video game testing, guiding you through the essential skills needed to succeed in this exciting field. Whether you are a student seeking to enter the video game industry or a working professional aiming to refine your skills, this new edition gives you the basic skills of testing, demonstrates how game testing and testers fit into the game development process, and includes practical knowledge of tools, roles, responsibilities, and the metrics used to determine game quality and test progress. The reader is taken step-by-step through test design and other QA methods, using real game situations, and featuring interviews with veteran game developers. The book includes companion files for downloading with templates and tutorials for creating both combinatorial tables and test flow diagrams, which form the basis of a robust video game QA plan. Each chapter includes questions and exercises, making the book suitable for classroom use as well as a personal study or reference tool. FEATURES: Features test methodology tutorials based on actual games, plus examples and tools that readers can use for personal or professional development Explores documented methods and tools for tracking and managing game testing progress and game quality Provides companion files available for digital download, including classroom support files, templates, resources, and projects from the book
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