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A New Reference Grammar of Modern Spanish (Volume 1), by John B. Butt, John Butt, Carmen Benjamin

For many years A NEW REFERENCE GRAMMAR OF MODERN SPANISH has been trusted by students and teachers as the standard English-language reference grammar of Spanish.

Now updated to include the latest findings of the Royal Spanish Academy's official grammar book, 'La Nueva gramática de la lengua española', making A NEW REFERENCE GRAMMAR OF MODERN SPANISH FIFTH EDITION even more relevant to students and teachers of Spanish.

Key features of this fifth edition include:

  • a 'Guide to the Book', enabling you to make the most of this new edition
  • new vocabulary such as topical and technological terms, bringing you up-to-date with contemporary spoken Spanish
  • more Latin-American Spanish, ensuring world-wide coverage
  • aclearer guidance to recommended usage
    -advice on the Academy's latest spelling rules.
    Whether a student or a teacher of Spanish, you can be sure that this fifth edition of A NEW REFERENCE GRAMMAR OF MODERN SPANISH will provide you with a comprehensive, cohesive and clear guide to the forms and structures of Spanish as it is written and spoken today in Spain and Latin America.

    • Sales Rank: #172045 in Books
    • Brand: Brand: Routledge
    • Published on: 2011-05-29
    • Released on: 2011-05-27
    • Original language: English
    • Number of items: 1
    • Dimensions: 6.80" h x 1.10" w x 9.50" l, 2.50 pounds
    • Binding: Paperback
    • 608 pages
    Features
    • Used Book in Good Condition

    Review

    The fifth edition reaffirms A New Reference Grammar of Modern Spanish as the most practical and comprehensive Spanish grammar book on the market. By illustrating grammar through references to English and other languages, the authors have created a unique resource, giving the English-speaking reader access to a wealth of knowledge about the Spanish language, explained in a clear, cohesive and effective way. This new edition is the first to incorporate the findings of the latest Nueva gramática de la lengua española, published by the Real Academia Española, making it compulsory reading for students at all levels, academics, translators and professionals interested in mastering the intricacies of the Spanish language. - Javier Muñoz-Basols, University of Oxford, UK

    The 5th edition of Butt and Benjamin's New Reference Grammar of Modern Spanish manages to improve an already outstanding text. It should be standard issue for all serious students of Spanish. - Ian MacKenzie, Professor of Spanish Linguistics, School of Modern Languages, Newcastle University, UK

    A New Reference is a title we consider compulsory as a reference book for our students in the final year of their BA and BComm International programmes, and also at MA level. I also use it as a reference and I have always found it very useful. This new edition will be even more useful as it includes the new spelling and accent rules and a glossary of computing vocabulary. It is definitely the only grammar book in the market for final year graduate and postgraduate students. - Begoña Sangrador-Vegas, School of Languages, Literatures and Cultures, National University of Ireland, Galway

    About the Author
    JOHN BUTT, Emeritus Professor of Modern Hispanic Studies, King's College, London

    CARMEN BENJAMIN, a native speaker of Spanish and a former lecturer in Spanish at King's College, London

    Most helpful customer reviews

    45 of 46 people found the following review helpful.
    Butt & Benjamin - A New Reference Grammar of Modern Spanish
    By Len Forster
    I've been a student of the Spanish language since 1960, lived in Miami for 30 years, in Spain for nearly 20 years. Now, in retirement, I've been teaching Spanish for the past 7 years. In all of those years, I've seen many a grammar book, but there is none that is the equal of the a New Reference Grammar of Modern Spanish by John Butt & Carmen Benjamin.

    I didn't develop real fluency in Spanish, until I moved to Spain, and one of the first things I did was to order this book. Without it, I would never have achieved the fluency that I have now. I am often taken to be a native speaker, in part because of the accent I developed living in Miami, but, primarily, it's because of my command of the language made possible by my having used this book to master the grammar.

    It's not your typical grammar, meant to be taken chapter by chapter. Rather, it's more like a cookbook of the Spanish language, with chapters devoted to specific grammatical and syntactical issues (and with adequate examples). No matter what aspect of the language you want to now about, this book covers it. If it doesn't cover it, you don't need to know it.

    Seriously, it is without equal in the category of Spanish grammar books and is the finest, most accurate and up-to-date grammar book I've ever seen. I have now purchased this book for the 4th time, because, each time it's updated, it just gets better (I would never have believed that possible from the 1st edition).

    I highly recommend this book, new or used, with a cover, without a cover. You will NEVER find a better grammar book.

    If you want to learn Spanish for regular communications, or improve your Spanish, or you want to be a Spanish teacher of a certified translator/interpreter, this is the book for you.

    19 of 19 people found the following review helpful.
    Great for advanced learners, perhaps less suited for beginning students
    By Eric Jensen
    I am a non-native graduate student in a Spanish linguistics program. I have a good grasp of Spanish grammar, but often find myself in need of a good guide to consult the exceptions and details of grammar, such as "Why do we say 'el agua' if it is a feminine noun?". I am also a graduate instructor, so I need to explain these sorts of things to my students.

    This book is incredibly comprehensive and has been very useful as an advanced language learner seeking to refine and master the intricacies of the language. I highly recommend it to advanced learners, especially if they enjoy reading about subtleties and minutia of how the language works.

    I would be less willing to recommend it to those who are still mastering the basics of the language, and want a quick and concise reference manual. The book sometimes goes into minutia--such as whether reflexive verbs should be labeled "reflexive" or "pronominal", and why they are called reflexive verbs. Such discussion may be a bit much for those looking for a quick and dirty answer.

    13 of 14 people found the following review helpful.
    Very Advanced
    By C. A. SMITH
    As the authors say in the introduction, this book is an advanced reference book for fluent or near-fluent speakers of Spanish. This point is made by most reviewers, but it is not emphasized enough. For example,in the verb section, the authors don't even bother with with regular verb conjugation, jumping right into irregular and stem changing verbs (what they call "radical changing" verbs). This can throw off any but the highly advanced learner or the fluent speaker.

    In addition to its use as an advanced reference, I've found it to be an interesting venue for browsing. Just open to any page at random and the advanced student will find a wealth of information that he will not be exposed to in any book written for second language learners. I suspect that there is even more here than one would find in a Spanish grammar written for native speakers.

    See all 33 customer reviews...

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  • Senin, 25 April 2011

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    3D Games: Real-Time Rendering and Software Technology, Volume 1 (With CD-ROM), by Alan Watt, Fabio Policarpo

    This is the first academic games programming book/CD package that is expressly written for new degree courses in 3D-games programming. Authors introduce the theory behind the design of computer games and detail advanced techniques used in the industry.
     
    Students will be able to develop their own games within the game 'skeletons' accompanying the book, and will learn how to program complex games. This book could also be used for a more standard undergraduate 3D graphics programming course, with the games context being highly motivational.
     
    This book is a comprehensive treatment of current 3D games technology, including:
    * Theoretical foundations
    * Classical 3D graphics
    * Real-time rendering technology
    * Dynamics
    * Collision detection
    * Artificial Intelligence
    * Image-based rendering
    * Multi-player technology
    * Software technology
    * Engine architecture
     
    The text is written around an actual engine that implements most of the described techniques and accompanies the book on a CD-ROM. Readers can try out their own ideas by writing source code and can experiment with existing demonstrations by writing or altering plug-ins. 
     
    The supplied engine features are:
    * BSP/PVS render management
    * Light maps for static geometry
    * Diffuse and specular (hardware) vertex lighting for dynamic objects
    * Volumetric fog with fog maps
    * Detail textures
    * Multi-texture support
    * Collision detection
    * Dynamic lights
    * Dynamic Shadows
    * Physically based animations
    * Animated meshed
    * Tri-strips and fans
    * Subdivision surfaces
    * 3D sound support
    * Complete plug-in directed

    • Sales Rank: #2626930 in Books
    • Published on: 2000-12-15
    • Original language: English
    • Number of items: 1
    • Dimensions: 9.50" h x 1.70" w x 7.50" l,
    • Binding: Hardcover
    • 800 pages

    From the Inside Flap
    The book can be read forwards or backwards. For example, if you wish to build up detailed implementation experience, you could start with Chapter 21 (Engine Architecture) familiarise yourself with the engine and development environment, and start writing new plug-ins using the theoretical chapters for reference when required. Alternatively you could take a more conventional approach studying the theoretical aspects first before moving onto to implementation.

    Chapters are grouped into sections that are more or less self contained. These are:

    Modelling and Foundation Maths

    This section deals with the basic mathematics required to handle objects in three-dimensional space and the theory of object representation.

    Classical 3D Graphics

    Although much of the material in this chapter has migrated onto hardware, it is still necessary to have an appreciation of what the hardware does to be able to use it effectively.

    Real-time rendering

    This section deals with the technology developed by the games industry and the virtual reality industry which enable complex scenes to be rendered, to a reasonably high quality, in real time on a low cost graphics processor

    Control of Objects

    Mainstream techniques used to control the movement of objects are descried in this section. This ranges from simple low level control through to behavioural animation using AI technology. The material on AI is in the form of a debate concerning the potential use of the technology in the future.

    2D Technology

    A potentially important solution to the complexity problem in 3D graphics, both in terms of the creation cost and the rendering cost is the use of image based rendering techniques.

    Software technology

    This section deals with the techniques needed to write a multiplayer game using the currently popular 1st person shooter genre as an example. We examine the software architecture of a games engine and look at the design of the engine. Finally a comprehensive reference manual for the engine is given.

    The book is not intended to be a 'how to program' in C++ and OpenGL text and we assume a reasonable knowledge of C or C++. Detailed examples of various algorithms implemented in C++ are sprinkled throughout the text. These are extracted from the engine and are reproduced in the text for convenience. A quick read will give some feel for the structure of the algorithm. In most cases to fully comprehend the code requires them to be studied in conjunction with Chapter 21 and the Reference Manual.

    The graphics API/library used is OpenGL. Pentium 3 code is given alongside the C++ equivalent for efficient matrix operation in Chapter 1 and DirectyPlay utilities are used in Chapter 20. Clearly these facilities need separate study and the purpose of the examples is to give a 'flavour' of their use in the applications.

    From the Back Cover

    This book is a comprehensive treatment of current 3D games technology. It concentrates on:
    · real-time rendering, or the necessary enhancements of 3D graphics to enable rendering at interactive rates;
    · topics from other areas such as AI, physics and collision detection, that are used in games;
    · the software technology of games - engine architecture and multi-player technology.

    The text is written around the engine Fly3D (included with a full SDK on the CD) that implements most of the described techniques. Readers can try out their own ideas by writing source code and experiment with existing demonstrations by writing plug-ins and altering existing ones. You can even develop your own game.

    Features of the game engine include:
    · BSP/PVS render management
    · Light Maps for static geometry (pre-computed lighting with soft shadows)
    · Normal maps (dot product texture blending) for dynamic objects
    · Diffuse and specular vertex lighting for dynamic objects
    · Volumetric fog with fog maps
    · Detail Textures
    · Multi-texture support
    · Collision detection
    · Dynamic coloured lights with distance attenuation
    · Dynamic shadows - lightmap or stencil shadow volumes
    · Physically based simulations
    · Animated meshes (vertex morph)
    · Tri-strips and fans
    · Subdivision Surfaces
    · Dynamic LODs using bi-quadric Bezier meshes
    · Cartoon like rendering with dynamic cartoon lighting
    · Multiplayer support (TCP/IP) with client/server architecture (using DirectPlay)
    · 3D sound support (using DirectSound)
    · Mouse and Keyboard input (using DirectInput)
    · Intel ® Pentium III vector and matrix maths optimisation
    · Complete plug-in directed
    · 3D Max plug-ins for export/import fly bsp levels and creating landscapes and animated meshes
    · Editor with real-time preview of game (set up game and object parameters while playing)

    Sections of the book have been designed to be self-contained. The areas covered are:
    · Modelling and Foundation Maths
    · Classical 3D Graphics
    · Real-time rendering
    · Control of Objects - dynamics - AI
    · 2D Technology
    · Software technology

    CD includes:
    · Full Fly3D SDK including source code for Fly3D.dll, front-ends, plug-ins and utilities
    · 5 demo levels: car, walk (2 levels), ship (2 levels)
    · Engine Reference Manual and tutorials in HTML
    · Book images

    Go to www.fly3D.com.br for Fly3D SDK updates, new demos, FAQs and message board.

    Alan Watt, based at the University of Sheffield, is the author of many successful books including 3D Computer Graphics, Advanced Animation and Rendering Techniques and the Computer Image.

    Fabio Policarpo is a software developer and founder of the company Paralelo Computacao based in Rio de Janeiro. He coauthored The Computer Image and is currently working on independent 3D action multiplayer games.


    About the Author
    Alan Watt, based at the University of Sheffield, is the author of many successful books including 3D Computer Graphics, Advanced Animation and Rendering Techniques and the Computer Image.

    Fabio Policarpo is a software developer and founder of the company Paralelo Computacao based in Rio de Janeiro. He coauthored The Computer Image and is currently working on independent 3D action multiplayer games.

    Most helpful customer reviews

    6 of 6 people found the following review helpful.
    excellent book
    By Larry D. Christensen
    I almost did not buy this book because of some of the earlier reviews, but since it was the only book I could find that provided a comprehensive theoretical, as well as practical, introdution to 3D games I went ahead and bought it anyway. I found that the book is, indeed, an excellent introduction to computer games. I would like to clear up issues addressed by earlier reviews.

    First, this book does contain a lot of theory as well as practical information. It does assume a basic knowledge of calculus, linear algebra, and discrete mathematics--math that any graphics programmer (or any programmer for that matter) should have at least a basic understanding of. It also assumes a basic knowledge of computer graphics. Thus, if you are looking for a cut and paste guide to creating computer games and are not looking to actually understand how interactive 3D applications work, you should not buy this book. If you intend to learn the fundamentals necessary to become a professional game programmer, or serious hobbyist, you definitely should.

    Second, although there are a few typos, I am sure that the "spelling errors" that have been cited are actually due to the fact that the book is written in European, not American, english. This means that, while probably 99% of the words are the same, subtle differences in spellings exist (such as colour instead of color and visualisation instead of visualization). This does not, however, detract from the readability of the book.

    This an excellent book and, despite some of the negative reviews, it lived up to all of my expectations as a sound theoretical, as well as practical, introduction to 3D game programming.

    38 of 38 people found the following review helpful.
    A good 3d book so far, but not perfect
    By Matt Johnson
    Some of the criticisms are valid, but lets get it straight right here. This is simply the best 3D book out there from all I've seen. In fact, from what I've seen, its the only 3D book worth buying right now for the intermediateadvanced programmer. You'll have to do a lot of reading with the source code though--but all good info.
    The good
    1.) No API's are covered. Anyone can learn OpenGL/DirectX, and many tutorials cover those topics quite well. However, this covers the math, algorithms, and 3D side of things (for most part). Some code snippets are included, though--but its not a teach yourself OpenGL in 21 days book (thank god). It also has the best coverage of BSP tree's I've seen aside from dedicated algorithm books. And the coverage on PVS seems a tad brief, but the SDK src code makes up for it.
    2.) The src code on the CD is great-- its a load of code to sift through-- not the best code, not the most bug-free--indeed, but good code to learn from. OpenGL stuff is in there, stuff that uses STL and modern C++ techniques, and BSP and PVS code. What more can you ask for in a book? This book comes with a working 3d engine and its source code. I can't think of any book that covers the topics well because the guy implemented what he was writing about. Thats why the book is above average, you get the juicy details along with theory.
    3.) Has some cool pictures and visuals of varying effects. Not exactly needed for the professional 3d coder, but sometimes a little eyecandy and visuals doesnt hurt in an otherwise intense book.
    The ugly
    1.) The last 190 pages cover the SDK he wrote. This could have been better left offline, I think - on a CD-ROM. It gives you some insight on how a 3d API *might* look, or how file formats might look, but who cares. I want more 3d stuff in there, next time fool.
    2.) The PVS section could have had a tad more detail. I want the most detail on the hardest topics, and the most briviety on the eastest topics.
    3.) The collision detection could have had a more detail. I think the coverage was average, and by finding a few references in the back that should complete it. But, I'm willing to bet if you can implement BSP trees, then collision detection should be easy, I mean as far as math goes. Therefore, the higher level overview is sufficient probably for the coder to get the rest working on his own. But still Watts, its important and you should know it gets neglated way too much. Stop negletating the essentials people!
    4.) What the heck is that image analysis, DCT and FFT thing about? Seems like a waste of space, doesnt cover it in enough detail dude. Come on, FFT's are discussed in a digital signal processing book. You cant do it justice there, I dont think.
    5.) Networking code, umm, waste of space. People can buy a seperate book for that, or leave articles on CD-ROM.
    Summary 1.) More coverage on PVS and collision detection
    2.) More coverage on modern games and the techniques they use
    3.) No references or crap on FlySDK, who cares? Leave it on CD-ROM
    4.) More math, use extra space to discuss the various 3d topics in detail, and how about some stuff that 3d level editors need? More coverage on CSG, for example. And polygon tesselation, and maybe algorithms necessary to convert models to various formats.

    16 of 17 people found the following review helpful.
    A great book. now ...a reference book in the future
    By A Customer
    This book is , in my opinion, the best choice for a serious amateur or a shareware games developer. Most of the games programming books now available on the market, explain, step by step, how to design a 2D or a 3D graphic engine. As a matter of fact a graphic engine is just a tool for a game developer. It is not needed to go through in detail a so complicated and boring code, to develop a game. Even some professional software houses purchase the graphic engine. My ideal game programming book should focus on graphic techniques and game logic, instead. This is what Mr Watt and Mr Policarpo do.
    (1) They provide a detailed explanation of computer graphic, even exceeding the needs of a game developer
    (2) a powerful graphic engine. Look at the demos,they are impressive
    (3) 12 tutorials to get familiar with it.
    (4) All the needed facilities. Some other books do not even supply a utility to load a .3ds file format
    (5) The foundations of A.I. ,collision detection etc
    (6) They use OpenGL instead of Direct X The MS library seems to become a standard for professional games developers but,in my opinion ,they are a nightmare for an amateur
    (7) Last , Vol 2 has been announced by July 2001. If Mr Watt and Mr Policarpo take note of the critics of the readers who rated this book , 1 or 2 stars, a reference book for our wonderful hobby will be, at last, available

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    Jumat, 15 April 2011

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    The text then outlines how this theory can be used by managers in the development of effective marketing communication plans and creative executions. The book treats the subject as an integrated whole, looking at how the various aspects of advertising fit together.

    • Sales Rank: #7588450 in Books
    • Published on: 2012-11-26
    • Original language: English
    • Number of items: 1
    • Dimensions: .0" h x .0" w x .0" l, 1.72 pounds
    • Binding: Paperback
    • 448 pages

    About the Author
    Larry Percy Visiting Professor, Copenhagen Business School and Stockholm University, and International Consultant in Marketing Communications and Brand Strategy
    Richard Elliott, Professor of Marketing and Consumer Research, University of Bath School of Management, and Fellow of St Anne's College, Oxford

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    Rabu, 13 April 2011

    [S395.Ebook] Free PDF Process Engineering and Design for Air Pollution Control, by Jaime Benitez

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    Process Engineering and Design for Air Pollution Control, by Jaime Benitez

    This book presents a general methodology for process engineering and design which can be applied to solve any specific air pollution control problem. Problem- solving coverage includes optimization techniques, cost estimation methodology, control of gaseous pollutants emissions and nitrogen oxides emissions, the design of fabric filters, flue gas desulfurization systems, control of particulate matter emissions, and more. Aimed at chemical engineers to fully exploit their potential for the solution of air pollution control engineering problems.

    • Sales Rank: #1575180 in Books
    • Published on: 1992-11-06
    • Format: Facsimile
    • Original language: English
    • Number of items: 1
    • Dimensions: 9.10" h x 1.10" w x 7.00" l, 1.76 pounds
    • Binding: Paperback
    • 500 pages

    From the Publisher
    This book presents a general methodology for process engineering and design which can be applied to solve any specific air pollution control problem.

    About the Author
    JAIME BENITEZ, PhD, has been teaching mass transfer operations for chemical engineers for twenty-five years. He earned his PhD in environmental engineering at Rensselaer Polytechnic Institute in 1976 and is currently Professor in the Chemical Engineering Department at the University of Puerto Rico at MayagA1/4ez. He is also the author of Process Engineering and Design for Air Pollution Control.

    Most helpful customer reviews

    4 of 4 people found the following review helpful.
    A MUST HAVE FOR ANY ENGINEER WORKING WITH AIR POLLUTION EQP
    By J. Gomez
    Great book, very comprehensive and easy to understand. In depth knowledge of cost analysis (estimation) and equipment optimization. More value per buck than any other book in the market. This text covers the Cost Estimation Methodology, Adsorption Devices, Flue Gas Desulfurization, Control of Nitrogen Oxides, Particulate Emissions Control, Cyclonic Devices, Electrostatic Precipitators and my all time favorite: Fabric Filters. Everything you need to be a succesful pollution control engineer.

    3 of 3 people found the following review helpful.
    Process Engineering and Design for Air Pollution Control
    By A Customer
    It is an excelent book for students and for profesional chemical engineers. I used it as a undergraduate student at the University of Puerto Rico. It contains useful algoritms and data as well as optimization techniques for the design of equipment of air Pollution control. You wont find anything better for this price.

    0 of 0 people found the following review helpful.
    Excellent book
    By Kevin
    Excellent book. I took the class with the author of the book and it was one of the most enriching experiences in my career. The Book is written from a process engineering perspective allowing for the student to understand the design requirements to solve a particular problem related to air pollution control. Also, it is a valuable asset during your chemical engineering design classes and capstone.

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    Creole paints a vivid and dramatic picture of a decadent social order in tatters. Extraordinary characters, real and fictional, look on as their world collapses.

    • Sales Rank: #3013465 in Books
    • Published on: 2007-05-28
    • Original language: Portuguese
    • Number of items: 1
    • Dimensions: .60" h x 5.00" w x 7.70" l, .39 pounds
    • Binding: Paperback
    • 160 pages

    Review
    'One of the most powerful and most beautiful arguments against a stereotyped vision of Africa. Agualusa rediscovers the brutal and fascinating world of mulatto Africa, a world riddled with love and hate that jumps social barriers; with political riots that mobilize whites as well as blacks; and with intrigues that unfold in cosmopolitan settings. In short, a Creole nation that has needed more than a century to rebuild the beauty and the magnetism of this stolen memory' - El Pais

    About the Author
    José Eduardo Agualusa is the author of Market of the Damned and Rainy Season.

    Most helpful customer reviews

    7 of 7 people found the following review helpful.
    A wonderful read
    By Gogol
    Wonderful read (something you would take to the beach with you especially for those hot summer holidays in a tropical climate) Set in Angola, Brazil and Portugal during the close of the Portuguese slave trade the book takes the form of corrispondance letters first of all from a middle class Portuguese liberal who arrives in Angola and falls in love with a local African woman and finaly from the lady herself.

    Its a lovely read, wonderfully describing Angola during the 19th century the sights, the sounds the mixed culture both African and European. The author is also wise not to make things out too idealistic concerning the conditions of both native freedmen and slaves while being keen to describe how the Angolan capital had become a racial melting pot.

    It would be unfair to give away too much of the story as this is a short book (about 150 pages) and you will probably have it finnished in a day but it is without doubt worth reading.

    1 of 1 people found the following review helpful.
    "The hot, humid Angolan air... fruit and sugarcane, and...another smell, something subtler, more melancholy...death and decay"
    By sally tarbox
    Epistolary novel, written mainly by one Fradique Mendes, an 'aristocrat and adventurer' who has sailed out from his native Lisbon to Angola in 1868. In letters for his godmother and for his friend Eca de Queiroz (a famous Portugese author), he describes life in Africa - the privileged whites, the slaves and the (mixed-race) 'children -of -the -country'. And here he falls in love with the beautiful, but married, Creole woman, Ana Olimpia.
    Enslavement of the one he loves, an alligator hunt, re-location to Brazil and the political fallout from his opposition to slavery.... Agualusa tells a very readable story, that vividly describes a part of the world which rarely features in fiction. But there is also the deeper side of his thoughts on the Portugese colonies of the era:
    "Once dropped into Africa the unfortunate Portugese try in the first place to keep themselves in the saddle - that is, alive and thieving - little caring in which direction the continent is headed. And Portugal, having once dropped them there, has forgotten all about them."
    Leaves a strong impression in a short novel.

    0 of 0 people found the following review helpful.
    something got lost in translation
    By jkobi2011
    the book won the Portuguese Grand Prize for Literature and there is uneasy feeling about slavery in connection with the Portuguese
    control over Angola and Brazil in the late nineteenth century and it is admirable that an attempt has been made to do a translation. Unfortunately in the translation some of the intense meaning of the original has been lost. For Example ,he relates briefly a story of an attempt on the life of a narrator and describes how he was not bothered by the shooting because he has some 'very high-calibre enemies'. The term high- calibre does not fit in with a narrator of the late nineteenth century and I assume an experienced novelist writing in Portuguese in the language of a late nineteenth-century narrator would have found used a word which would have been current for the times. It is still nice to have a translation and the translator is to be congratulated .

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    Jumat, 08 April 2011

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    • Sales Rank: #134306 in Books
    • Brand: Books
    • Published on: 2011-10-16
    • Original language: English
    • Number of items: 1
    • Dimensions: 10.98" h x 1.24" w x 9.91" l, 4.02 pounds
    • Binding: Paperback
    • 336 pages
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    • Used Book in Good Condition

    About the Author
    Gerald Ackerman was born in California. He completed his studies at the University of California at Berkeley, then at the University of Munich and finally at Princeton, where he received his PhD. For twenty years, he was a professor of art history at Pomona College in California. He is a specialist of Gerome and published studies on other 19th century American and European artists, as well as on the theory of academic art.

    Most helpful customer reviews

    5 of 5 people found the following review helpful.
    An awesome find
    By Josephine Kwan
    The book is 25 x 27cm in size.
    The writer Gerald Ackerman is an art historian who went to Florence to study how to use this course at the atelier of Daniel Graves and Charles Cecil before writing this book.
    You can find all the Charles Bargue 197 plates in this book, with instructions on how to use them.
    Vol 1 plates are all whole-page drawings.
    Vol 2 plates are over 80% whole-page drawings.
    Vol 3 has only about 20 full-page illustrations and the rest are pretty tiny. Despite this shortfall, I still consider it a great book to have.
    The book also talks about Charles Bargue's life and his awesome paintings (in his later years).
    It is interesting to know that van Gogh worked through this course more than once on his own and Picasso copied these plates at the Barcelona Academy.
    This is one of the few drawing books that I find truly worth my money.

    10 of 10 people found the following review helpful.
    Highly recommend it. Watch these videos on youtube to learn ...
    By figueroa33
    I have bought so many learn to draw books but this one actually changes the way you see. Highly recommend it. Watch these videos on youtube to learn how to properly use the bargue plates. https://www.youtube.com/watch?v=ICs4gpyQikY
    https://www.youtube.com/watch?v=zOH0_wgqBD0 https://www.youtube.com/watch?v=TF1FJ3RJ3k0 https://www.youtube.com/watch?v=qfTm2u6BIkM You will need Bristol paper, 2B graphite pencils, a kneaded eraser, artist tape white (masking tape tears the paper), a drawing board, and easel.

    5 of 5 people found the following review helpful.
    Excellent resource for learning atelier drawing methods
    By Catherine Moore
    Excellent resource for learning atelier drawing methods. In addition to the book, however, you will also require some additional course instruction and there are excellent free resources on line. The Bargue Drawing Companion from the www.AcademyofRealist Art.com shop online offers a video demonstration for $100 and The Davinci Initiative offers free lesson plans that are very informative. http://www.davinciinitiative.org/free-lesson-plans.html And, I would also recommend Mandy Hallenius's series of YouTube videos very helpful: https://www.youtube.com/watch?v=ICs4gpyQikY

    See all 94 customer reviews...

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