Professional Ajax, 2nd Edition (Programmer to Programmer)
Average customer rating: 4.5 out of 5 stars
  • Not Happy
  • Very well written. Excellent resource.
  • powerful handbook
  • excellent in several respects
  • Surprisingly easy to read for a programming book
Professional Ajax, 2nd Edition (Programmer to Programmer)
Nicholas C. Zakas , Jeremy McPeak , and Joe Fawcett
Manufacturer: Wrox
ProductGroup: Book
Binding: Paperback

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  1. Professional JavaScript for Web Developers (Wrox Professional Guides) Professional JavaScript for Web Developers (Wrox Professional Guides)
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ASIN: 0470109491

Book Description

Professional Ajax 2nd Edition provides a developer-level tutorial of Ajax techniques, patterns, and use cases. The book begins by exploring the roots of Ajax, covering how the evolution of the web and new technologies directly led to the development of Ajax techniques. A detailed discussion of how frames, JavaScript, cookies, XML, and XMLHttp requests (XHR) related to Ajax is included. After this introduction, the book moves on to cover the implementation of specific Ajax techniques. Request brokers such as hidden frames, dynamic iframes, and XHR are compared and contrasted, explaining when one method should be used over another. To make this discussion clearer, a brief overview of HTTP requests and responses is included.

Once a basic understanding of the various request types is discussed, the book moves on to provide in-depth examples of how and when to use Ajax in a web site or web application. Different data transmission formats, including plain text, HTML, XML, and JSON are discussed for their advantages and disadvantages. Also included is a discussion on web services and how they may be used to perform Ajax techniques. Next, more complex topics are covered. A chapter introducing a request management framework explores how to manage all of the requests inside of an Ajax application. Ajax debugging techniques are also discussed.

The last part of the book walks through the creation of two full-fledged Ajax web applications. The first, FooReader.NET, is an Ajax-powered RSS reader. The second, called AjaxMail, is an Ajax-enabled email system. Both of these applications incorporate many of the techniques discussed throughout the book.

Professional Ajax 2nd edition is written for Web application developers looking to enhance the usability of their web sites and web applications and intermediate JavaScript developers looking to further understand the language. Readers should have familiarity with XML, XSLT, Web Services, PHP or C#, HTML, CSS. This book is not aimed at beginners without a basic understanding of the aforementioned technologies. Also, a good understanding of JavaScript is vitally important to understanding this book. Those readers without such knowledge should instead refer to books such as Beginning JavaScript, Second Edition (Wrox, 2004, ISBN: 978-0-7645-5587-9) and Professional JavaScript for Web Developers (Wrox, 2005, ISBN: 978-0-7645-7908-0).

Professional Ajax 2nd edition adds nearly 200 pages of new and expanded coverage compared to the first edition. Some of the new topics covered here include:

And of course the Second Edition retains and updates the core first edition content including:

This book is also available as part of the 4-book JavaScript and Ajax Wrox Box (ISBN: 0470227818). This 4-book set includes:

Customer Reviews:

2 out of 5 stars Not Happy.......2007-10-03

Wed 10/03/2007 5:15 pm. I'm not sure who writes these positive reviews, but an early example in the book ("The Hidden Frame Technique", starting on page 21) is obviously broken. The book shows "HiddenFrameExample1.htm" in an illustration but there is no such file in the ProAjax2ePHP.zip file downloaded from wrox. Judging by quotes on the internet probably from the first edition, I'd guess the actual file is probably GetCustomerData.php (?) but whether it is or not, that file has an obvious syntax error, missing paren in line 12 "if (is_numeric($sID) {". Of course if I were a php/ajax expert all this would be blindingly obvious; but I'm not, that's why I bought the book. I can't say I'm optimistic about the remainder of the text.

5 out of 5 stars Very well written. Excellent resource........2007-07-27

I'm a senior ASP.NET/Web developer with no Ajax experience. This is my first Ajax book. I wanted to learn Ajax from the ground up, not just the Microsoft controls. Our ecommerce site is very highly trafficed and there's no forgiveness for inefficiencies. This book certainly fulfilled my expectations, but it also introduced me to some new worlds of concepts that I did not expect. For instance, the chapter on Ajax Patterns: It's a new way of thinking about Web Development. I'm very impressed with its content. The book is clearly written, the examples are excellent. I am learning a great deal from this book. Nice job guys!

4 out of 5 stars powerful handbook.......2007-06-27

I really like this powerful handbook whick gives me detail tutorials in the field of AJAX practice.

5 out of 5 stars excellent in several respects.......2007-03-23

Last year (2006), I plowed through practically every available book on Ajax. This one really stands out for its excellent historical overview of how Ajax grew to exist. It also is one of the few that covers the use of hidden frames and Iframes as an Ajax technique (it has been around longer but is still used widely). The writing is outstanding. If you can only buy one Ajax book, this one should be it.

A free copy of chapter 1, "What is Ajax?" is available online at [...]

4 out of 5 stars Surprisingly easy to read for a programming book.......2007-02-20

The information you need to get started on ajax programming happens very quickly in this book. The way it is presented also helps a great deal. While it still has it's dry parts, this book was actually surprisingly easy to read(meaning I wasn't falling asleep after 5 minutes of reading)
The Elements of User Experience: User-Centered Design for the Web
Average customer rating: 4 out of 5 stars
  • Wasn't helpful with a large web matrixed project
  • Essential concepts presented clearly
  • A guide with the best practices for user-centered design for the web
  • Good book to develop a user-centered website
  • Insightful, but short for the price
The Elements of User Experience: User-Centered Design for the Web
Jesse James Garrett
Manufacturer: New Riders Press
ProductGroup: Book
Binding: Paperback

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  1. Don't Make Me Think: A Common Sense Approach to Web Usability, 2nd Edition Don't Make Me Think: A Common Sense Approach to Web Usability, 2nd Edition
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ASIN: 0735712026

Book Description

Smart organizations recognize that Web design is more than just creating clean code and sharp graphics. A site that really works fulfills your strategic objectives while meeting the needs of your users. Even the best content and the most sophisticated technology won't help you balance those goals without a cohesive, consistent user experience to support it.

But creating the user experience can seem overwhelmingly complex. With so many issues involved-usability, brand identity, information architecture, interaction design-it can seem as if the only way to build a successful site is to spend a fortune on specialists who understand all the details.

The Elements of User Experience cuts through the complexity of user-centered design for the Web with clear explanations and vivid illustrations that focus on ideas rather than tools or techniques. Jesse James Garrett gives readers the big picture of Web user experience development, from strategy and requirements to information architecture and visual design. This accessible introduction helps any Web development team, large or small, to create a successful user experience.

Customer Reviews:

1 out of 5 stars Wasn't helpful with a large web matrixed project.......2007-06-22

I found this approach confusing, especially the separation of structural and skeleton planes. I relied heavily on Information Architecture for the World Wide Web: Designing Large-Scale Web Sitesand Don't Make Me Think: A Common Sense Approach to Web Usability, 2nd Edition.

5 out of 5 stars Essential concepts presented clearly.......2007-05-31

I wish I'd bought this book when it came out, as it serves well as a foundation for those new to the field. Garrett presents key organizing concepts of user-centered design in a quick, pleasurable read. A visually clean, balanced layout with lots of white space embodies parallel print design principles. My one critique is that the graphics occasionally miss the mark by oversimplifying or confusing textually-articulated concepts. In a world of many words, this book trims the fat and gets the concepts across as well as any I have seen. I recommend it not only for newcomers, but for seasoned practitioners, who may find, as I did, a concise summary worth its place on the bookshelf.

5 out of 5 stars A guide with the best practices for user-centered design for the web.......2007-03-18

Garrett has made a reputation in the Web world through his time at the helm of Adaptive Path, which he founded several years ago. Back in 2002, he published this book, aimed at providing a framework for designing for the Web (and arguably for other media) with the user in mind. His proposed methodology is so effective that, even five years after the publishing date, the book still is valuable and relevant. The only parts in the book where time has made it less useful are the sections at the end of each chapter, where Garrett proposes Further Reading resources, many of which have already been superseded with more recent publications.

As for the framework, Garrett proposes an approach that goes from general to specific, laying out the groundwork first by getting the strategy plane solidified with clear site objectives based on user needs. Once the strategy is clear, the scope of the project can be defined, through functional specifications and a description of content requirements. The next layer up corresponds to the structure plane, where interaction design and information architecture take place. Next up, in the skeleton plane the interface, navigation and information design (in the form of the familiar wireframes) can be designed, leaving for last the visual design at the surface plane.

As a web project manager and product manager for many years, I found Garrett's "Elements of User Experience" a confirmation of the best practices that anybody wanting to succeed at creating successful web products should take into account throughout the pre-production and production phases.

3 out of 5 stars Good book to develop a user-centered website.......2007-01-24

I bought this book to write one chapter of my thesis about Experience Design. I didn't find it very useful (but my objective was academic). Basically this is a book about one process of making webdesign using an user-centered approach (a very good process in my point of view). Another interesting aspect is how the author situates the discipline "Experience Design" in relation to other disciplines like Interaction Design, Information Arquitecture, Usability, etc...
I give it three stars because there are better books available about Experience Design. Someones are not about Experience Design itself but they're about this notion of creating "user experience".
Start by seeing Nathan Shedroff's website (The father of Experience Design - www.nathan.com) and then explore the creation of meaning with books like "Semiotics: the basics", Daniel Chandler. Semiotic is the base to create a significant user experience...

(sorry about my "not so good" english ;)

3 out of 5 stars Insightful, but short for the price.......2006-08-26

This book is a well-written look at, like the title says, the elements of user experience. While I think the $30 price tag (retail price) is a bit high for a 180 page book, and I think the topic would have been better covered in an eBook or long article (or series of articles), the author succeeds in communicating his vision of the pieces that comprise a user experience.

The author breaks these pieces down into 5 "planes":

The Strategy Plane, which defines site objectives and user needs.
The Scope Plane, which looks at functional specifications and content requirements (the nuts and bolts of building a site).
The Structure Plane, which covers Information Architecture.
The Skeleton Plane, which covers interface, navigation and information design.
And, finally, the Surface Plane, which covers the look and feel of the site.

While I wish there were more case studies in the book, I did appreciate the author's obvious expertise on the subject. If the book were cheaper I would rate it higher, but if you can get your hands on a used or discounted copy this is a good, fast read.
Dungeon Master's Guide II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
Average customer rating: 4 out of 5 stars
  • DM Guide II
  • Useful to Any DM
  • New stuff is good
  • A decent read, not great
  • Good supplement
Dungeon Master's Guide II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
Jesse Decker , David Noonan , Chris Thomasson , James Jacobs , and Robin D. Laws
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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ASIN: 0786936878
Release Date: 2005-06-23

Book Description

A follow-up to the Dungeon Master's Guide, designed to aid Dungeon Masters and reduce game preparation time. The Dungeon Master's Guide II builds upon existing materials in the Dungeon Master's Guide. It is specifically designed to facilitate play, especially when the Dungeon Master has a limited amount of preparation time. Chapters include discussion on running a game, designing adventures, building and using prestige classes, and creating campaign settings. Ready-made game elements include instant traps, pre-generated locations, treasures, and a fully realized and rendered town.

Customer Reviews:

4 out of 5 stars DM Guide II .......2007-07-23

This book has several good points. It has some new material and a few new things for players and GM's alike. It's one irritating thing is the number of "after you buy the canned game book spend 4 hours reviewing it". It could have had a lot more things to help those of us with a creative mind that like to generate our own worlds. It is, overall, worth the money.

4 out of 5 stars Useful to Any DM.......2007-05-10

All right. Let's begin with a discussion of irony. Not irony as in the Alanis Morissette song (the greatest irony of which almost none of the things she calls ironic actually are). Instead we will talk about true irony.

Those of you who have read my previous reviews may have noticed a certain resistance to a phenomena I call "prestige class bloat." DMG II arrived at my door a bit late for a review copy, and I had some time to think about how I would view the prestige classes in this book. Every other book has drawn my anger, my disdain, sometimes even my pity for their prestige classes. But this book, I thought, "You know . . . I'm gonna give them a pass on this book. They might put the contents into the SRD at some point (it's possible). I'll let this one go."

And there are no prestige classes in this book.

I might weep. I might actually weep.

Anyway. We won't hold that against them. We won't. My review will be objective. Honest.

Actually, that won't be very hard. There's a lot to like in this book. Almost everything is useful. Some of it is downright insightful. When I reviewed the first DMG all those year's ago (all right, the first 3.x DMG . . . I'm not that old, people) I was amazed at how good the advice was. This wasn't just a set of DM specific rules, it really was a guide to being a good DM.

So here we are, years later, holding DMG II.

Chapter 1 deals with the actual running of a game. Now, in many ways this chapter resembles the Gamemaster's Law product from ICE. For years I've said that was the best book on GMing ever written. I'm friends with one of the authors. I'm crushed to say this, but, I like this one better. The bits on how to actually run are pretty blaise, although if your DM routinely shows up surly, sleepy and unwashed you might make him read this book. No, the true genius is the treatment of the different play styles. There was a lot of insight here I've missed over the years. In this section they talk about the different type of players and how to tailor a game for them . . . most importantly, they talk about how to avoid the pitfalls caused by these players. For instance, I've had problems with "Outliers" over the years. These are the players that choose strange class/race combinations, bizarre backgrounds, and seem to set themselves up to fail. An outlier can cause a great deal of trouble in a game if they go out of control at a bad moment. This book gave the simplest advice, to give the outlier the opportunity, a specific set up, to allow him to fail spectacularly early in the session, when it won't hurt anything. By doing this you'll avoid the problem of the character imploding later and taking your plot line with him. It's the simplest advice, but I've missed it for years, and now I know. I'm anxious to put it into use.

Chapter 2 deals with adventures. Now, this was sort of a ho hum chapter for me. When it's useful, I expect it to be very useful, but otherwise I doubt I'll ever look at it. It gives a section on using published adventures that I hope no one needs to read (but if you do, study it. I'm going into business as an e-publisher). It follows this up with some new traps, which are probably the most consistently useful thing in the chapter. Then it moves on to strange locations, such as the tree top city and all the rules necessary for play there. Then it moves onto special encounter rules, such as how to deal with mobs, which again, could be useful. Finally it wraps up with miniature and encounter advice, which was fine.

Chapter 3 deals with building a campaign. Most of the advice is pretty good, but the detailed examples of some medieval environments was truly spot on. I've studied a lot about medieval culture (I'm no expert, but above the gamer layman) and I thought they did a fine job here, especially in examining the fine line between realism and the style of play that is conducive to a good game. You absolutely need to compromise to find the perfect ground between the two, and I loved this book for even trying it. The rest of the chapter treats with general subjects like building a city or magical events and I looked upon it and I called it good.

Chapter 4 outlined the city of Saltmarsh. You know, I could have done without this chapter. I mean it was fine and all, but I thought the locale was a little too evocative of specific images to be as universal as a city in a book like this needed to be. We needed a Homlet, or better yet, a location that doesn't carry the baggage of roleplaying history with it (either good or bad). This chapter just didn't work for me as is. No offence to the writer. I believe this one went astray at conception (and as a game designer, I know the feeling. I've taken the fall for decisions that weren't mine in at least one book.)

Chapter 5 deals with NPCs. Its starts with a treatment of contacts and hirelings, plus a section on unique abilities. Then it hops into my favorite part, the complex NPCs. Lets face it, when you suddenly need a Blackgaurd, you need it now and it's not something you can wing and do it justice. This section gives a nice sampling of these types of difficult-to-improvise characters.

Chapter 6 is the character chapter, it starts with apprentices and mentors and moves on to running a business. Then it hits on teamwork benefits, like those given by special training in Heroes of Battle. I'm still glad these were added into the D&D system and I'm anxious to see more. Then it moves onto prestige classes. Sigh. Now, I was willing to see a few prestige classes in this book, hoping they'd make it into the SRD. Let's face it, only so many people can create versions of the Knight before you're accidently stepping on a half-dozen copyrights. I doubt anyone would sue you over retreading the same ground as everyone else, but we need to stop beating this poor horse. Still, they went a different way. This section is on how to build even more prestige classes. When I read the words, "Why make your own prestige class?" I wanted to find a set of precision needles and stick the one after another into my eyes. Flash forward ten years. "Why did he kill so many people, officer?" "Well, prestige class bloat was bad enough, but then they came out with DMG II. It was the beginning of the end." The chapter wraps up with some stuff on PC organizations.

Finally, the finishes with expanded magic item rules. The book needed this section, and I was happy with it. Of particular note is the section on magical locations which are essentially giant, immobile magic items. These types of locations have worked their way into my campaigns several times over the years. I was happy to see them here.

Overall, I enjoyed this book. I would recommend that everyone who intends to run a game read at least the first chapter. I thought it alone was worth the cover price, and so if you can find a good use for the other material in the book, so much the better. Now I'm going to take a nap an imagine a world where prestige classes are few, balanced, and in some way prestigious.

4 out of 5 stars New stuff is good.......2007-04-26

While this book is not nearly the resource that many of the more staple books are, like the Epic Handbook and PHB2, it is still extremely useful to add more flavor to the campaign. It gives some very good tips to create details and subtlties that make the campaign much more real without seeming narrated to the players. Anyone creating a new campaign could benefit with some of the examples in the Saltmarsh city, novice and veteran players alike.

There are also new and interesting traps, items, and rules that make this book very useful. I havn't read anyone talking about the Teamwork benefits, which are very interesting to me. I intend to implement them into my next campaign, assuming the players want to use any of them. The basic idea is that the group has worked and trained together, so they have studied each other to an extent that you gain special abilities and even feats when certain conditions are met. For example, a character with high Spellcraft and the Evasion ability can teach the rest of your party when to dodge a spell cast by a teammate. This means that the mage can cast fireball right on the fighter wading into melee and he gets to avoid the damage on a reflex save.

The new items, magic locations, and traps have some good ideas behind them, but nothing that a clever DM can't come up with on their own. I'm not saying they are useless, but many are hard to place into a campaign. The magic locations grant the owner specific powers and abilities, but in order for the players to get the location, it almost has to be the entire focus of the campaign. Very few are "side-quest" material, and the majority can take several sessions to get to, capture, find reagents to use them, and defend in order to reap the marginally useful benefits.

Most of the rest of the book is given over to npcs. There is a very large section of sample npcs to use for a fight. Unfortunetly, many aren't optimized, but that doesn't prevent them from being used by a lazy DM that doesn't feel like leveling up every single important npc in case the players fight him. There is also a section on making npcs more distinctive. This can easily be skipped over since DMG1 has a very similar section.

Overall, I have to say there is some interesting material and ideas to make a campaign world more interesting and unique. On the other hand, nothing in this book is game-changing. Useful? yes. Needed in any way? no

3 out of 5 stars A decent read, not great.......2007-02-18

Overall this book contains about 50 pages of useful materials. The rest is really just fluff and made for a beggining gamer/DM who needs ideas for their campaigns.

I would recomend just buying a low level adventure if your starting out as a DM, and save your money on this book as its quite expensive for what you get.

For those who are familiar with the game, there is usefull material in the book on items, treasure charts, etc. Its just a smaller portion of the book.

If you have an extra $35 dollars go for it, it not don't worry your not missing much.

4 out of 5 stars Good supplement.......2006-07-13

This book is a useful supplement for DMs. The new magic item traits and the magical events and locations can really spice up an otherwise stale treasure hoard, and the specialized example NPCs are pretty cool.

While it is by no means necessary (hence it being a supplement), it is not as full of fluff as some of the other d&d 3.5 books out there. Everything in it can be of some use to DMs and players alike.

My one complaint is that WOTC forgot to proofread it before sending it off to the printers. It's chock-full of typos and spelling mistakes (I must say, though, that it's not as bad as the Monster Manual 3.5, which actually has a proofreader named in the credits and yet still manages to come off looking like a rough draft).

Definitely worth getting if you're a DM looking to spice up your game a bit and don't know how/don't have time/can't be bothered to think of ways of doing it yourself. Also useful for new DMs, as it has tips on managing unruly players and the like.
Property
Average customer rating: 3.5 out of 5 stars
  • property book
  • popular ... but why?
  • Not bad...
  • Kinda Lousy
  • confusion, eternal confusion
Property
James E. Krier , Gregory S. Alexander , and Michael H. Schill
Manufacturer: Aspen Publishers
ProductGroup: Book
Binding: Hardcover

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PropertyProperty | Business | Law | Subjects | Books
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ASIN: 0735557926

Customer Reviews:

1 out of 5 stars property book.......2007-03-09

The book was lost in the mail and I had to buy a new one from the bookstore here. I was then sent a replacement book which I had to return to Amazon.

2 out of 5 stars popular ... but why?.......2006-05-18

After completing my first year of law school, I really wonder why so many professors use this textbook. More than half the people I spoke with in my class thought the casebook's usability was poor or worse.

Property is not a difficult class, aside from future estates and related issues (Rule Against Perpetuities). The hardest thing about property is knowing the jurisdictional views on various aspects of property law, and this casebook does only an OK job highlighting that. It is basically a lot of memorization and the learning of that material could have been substantially aided by organizing the book differently.

Additionally, many of its cases are not sufficiently edited, thereby necessitating that one read through too much irrelevant information to get to the legal issue. My other case books are much more balanced on this issue.

As a last note, the production quality is lower than what I would expect for its price. The paper chosen and the fair reproduction of what photos exist in the book contrast strongly with its price.

I suppose this sounds like a laundry list of complaints, but the book compares poorly to my other casebooks, simply stated.

3 out of 5 stars Not bad..........2006-04-21

This is probably one of the easier to understand case books I have read. It is incredibly dull, but it covers all the concepts well and includes some useful graphics (as well as some pointless ones). It's certainly worth its cost.

2 out of 5 stars Kinda Lousy.......2006-02-14

This is easily the WORST casebook I have ever owned.
LOUSY for learning future interest and possessory estates.
LOUSY for learning mortgages.
LOUSY for learning adverse possession.
Mainly lousy, lousy, lousy.
Don't buy this book without purchasing a hell of a study aid b/c you won't learn jack from it since it's horribly written.
Don't buy this book w/out purchasing a hell of a good pair of reading glasses b/c the print is practically microscopic.
I can't believe I have to suffer through another property course w/this terrible book.

2 out of 5 stars confusion, eternal confusion.......2005-12-12

Despite the opinions of other reviewers on this site, this is not a well written book. I am speaking of the Future Interests section in particular.

In order explain concepts, the book uses terms that are defined later in the chapter, and simply gives examples without clarifying.

I think the authors are capable of explaining these concepts in an understandable way, but fail to do so. This is evident once you use the Gilberts outline written by Dukeminier, where concepts are well defined. Perhaps this is a ploy to sell more Gilberts. Regardless, the textbook leaves much to be desired.
Wills, Trusts, and Estates (Casebook)
Average customer rating: 5 out of 5 stars
  • Very Effective and Illustrative of the Necessary Elements
  • Excellent purchase
  • Easy reading
  • Thoughtfully written and thought provoking
  • Don't Settle for Imitations
Wills, Trusts, and Estates (Casebook)

Manufacturer: Aspen Publishers
ProductGroup: Book
Binding: Hardcover

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  1. Emanuel Law Outlines: Wills, Trusts, and Estates: Keyed to Dukeminier/Johanson/Lindgren/Sitkoff Emanuel Law Outlines: Wills, Trusts, and Estates: Keyed to Dukeminier/Johanson/Lindgren/Sitkoff
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  5. Evidence (University Casebook Series) Evidence (University Casebook Series)

ASIN: 0735536953

Book Description

Regarded as one of the best casebooks available for any course, this comprehensive text combines interesting cases, well-tailored notes, and a clear organization into an excellent teaching tool.

The new Seventh Edition retains the late Jesse Dukeminier's unique blend of wit, erudition, insight, and playfulness and covers all the key topics in a logical, clear organization. Included are interesting cases that are not only fun to read, but fun for professors to teach as well. Cases are enhanced and connected to broader legal principles by well-written notes, questions, and problems and cartoons, illustrations, and photographs provide humorous interruptions and visual commentary at appropriate places within the text. New authors James Lindgren and Robert Sitkoff updated the book to reflect legal change while remaining careful to retain the same interesting mix of cases, engaging notes and flexible organization that makes this a highly successful casebook. Additions and improvements to the previous edition include due attention to new developments in law reform by the ALI and NCCUSL such as: Restatement Third, Trusts (2003, Uniform Trust Code (2000) including proposed 2004 amendments, Restatement (Third) of Property: Wills and Other Donative Transfers (2001, 2003)and Uniform Disclaimer of Property Interests Act (2002. Attention is given to ongoing developments in the law such as inheritance rights of posthumously conceived children, standing of donors in suits against the trustees of charitable trusts, the rise of domestic offshore self-settled spendthrift trusts, the erosion of the rule against perpetuities and the rise of the perpetual, generation-skipping trust. There is enhanced coverage of increasingly important topics such as fiduciary administration and trust investment law (including modern portfolio theory, diversification, the principal and income problem, and measuring damages; and inheritance rights of same-sex partners, inheritance rights of children, with comparison to the other common law countries (which are far more generous to children). Also included is a more logical presentation of nonprobate transfers and their role in estate planning, fully updated tax chapter with attention to new developments such as the Economic Growth and Tax Relief Reconciliation Act of 2001. Notes, questions, and problems have been revised throughout where appropriate in light of the foregoing and other developments.

Customer Reviews:

5 out of 5 stars Very Effective and Illustrative of the Necessary Elements.......2007-09-12

Makes the seemingly not interesting topic of Wills & Trusts come alive and you can see the real life applicability of it.

5 out of 5 stars Excellent purchase.......2007-09-08

This was an excellent purchase. It is the book that I needed and it's wear was accurately depicted.

5 out of 5 stars Easy reading.......2007-01-13

This is a very well wrtten text for a very complicated subject. The chapters and sections are ordered logically. First it gives you a definition, then a basic description of a rule, system or method, then it explains exceptions to the rules, THEN you read a case. I wish all of my books were written this way! It was so easy to quickly access the information and know exactly what you are suppose to be getting out of the readings. I would even recommend it as a supplement to another, less accessable textbook.

5 out of 5 stars Thoughtfully written and thought provoking.......2007-01-11

Unlike other dry law school casebooks, Dukeminier captures the humanity in this study of Trusts & Estates. The editor footnotes and some of the case studies read anecdotally--giving the concepts a historical and personal dimension. The notes after the cases study the social implications of the courts' decisions. Especially interesting are Dukeminier's disucssions of the implications on the legal order caused by same-sex marriage and transgender issues. This book is thoughtfully crafted, a must read for law students or lawyers interested in this area of the law!

5 out of 5 stars Don't Settle for Imitations.......2005-07-09

Whether you are the law student to whom the book is addressed, or just a savvy layman who needs to fill some gaps quickly, this book just may be all you'll ever need on wills, trusts, and estates. I ordered ten books to research my paper on inter vivos trusts and over half the footnotes reference Dukeminier. In each topical area, the general statutes are explained, often with ancillary explanations of tax treatment, then the authors dive into cases, explaining how the cases were argued and adjudicated. The text flows so well that you feel as though you are having a conversation with the authors. I particularly enjoyed the entertaining anecdotes drawn from pop culture. Do not let the cost of this book be a factor in your decision to purchase it; you may find yourself refering to it when you attend to your own will, trusts, and estate.
Fiend Folio (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
Average customer rating: 4 out of 5 stars
  • When extraplanar creatures attack...
  • Excellent overall, but some minor compatibility issues
  • A Fun Product
  • Great Book!
  • Lots of Fiends in a Folio-like Compendium
Fiend Folio (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
James Wyatt , Eric Cagle , Jesse Decker , James Jacobs , Erik Mona , Matthew Sernett , and Chris Thomassen
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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ASIN: 0786927801
Release Date: 2003-04-01

Book Description

Vanquish Terrible Evil

The noblest heroes must contend with the foulest monsters. Whether torn from the darkest planes of existence or spawned as blights upon the natural world, the creatures bound within these covers will challenge stalwart adventurers of every experience level.

This accessory for the D&D game captures over 150 monsters, including some of the most diabolical beings imaginable. While focused on extraplanar and otherworldly creatures, you'll also stumble across new creatures of every type, with Challenge Ratings that range from 1/8 to 25. Along with three new fiendish prestige classes, six new templates, and rules for swarms, grafts, and symbionts, the Fiend Folio offers a multitude of challenges for every hero.

To use this supplement, a Dungeon Master also needs the Player's Handbook, and the Dungeon Master's Guide. A player needs only the Player's Handbook.

Customer Reviews:

4 out of 5 stars When extraplanar creatures attack..........2006-08-14

This book is not entirely truthful. I had though it was going to be entirely about fiends. It is actually more like a book of outsiders. It is very well done with some memorable monsters. I especially liked the ethergaunt. Almost worth buying just for the pictures, but definitely a must have for adventurers travelling anywhere outside the Material Plane.

4 out of 5 stars Excellent overall, but some minor compatibility issues.......2006-03-10

Fiend Folio is an excellent supplement, with a wealth of new monsters, templates, and other goodies (such as grafts and symbiotes) that any DM can use to make a richer campaign. The only reason I didn't give it five stars is becasue it is 3.0 edition, so there are some minor incompatibility issues with 3.5 (the main thing I noticed was a few spell-like abilities not listed in the 3.5 Player's Handbook). So, if you are a stickler for such things, perhaps it is not for you. However, if you can put up with the minor inconsistencies, this really is a great source book overall!

4 out of 5 stars A Fun Product.......2006-02-25

It's nice to be able to through the occassional "unusual" bad guy at one's players. Fiend Folio has a slew of them to choose from. Good stuff, for when you want to throw bad stuff at your players.

5 out of 5 stars Great Book!.......2004-11-02

This book is excelent! Filled with fiends, undead, oozes, and some fey, this book has so many ideas for that monster for the climactic battle, or if you just want to keep your players on their toes. There's also new rules for grafts, if you want a demonic leg or something, and fiendish prestiege classes! The only [minor] downsides are that most creatures have an incredibly high challenge rating, and for some reason there's a celestial in here... oh well. Anyway, I seriously recommend this book for any DM with even the slightest intrest in using Fiends in their campaign.

5 out of 5 stars Lots of Fiends in a Folio-like Compendium.......2004-07-18

The thing I like about the Fiend Folio is that there's lots of fiends in it. The fiends are arranged into a... how shall I put it.... folio-type of arrangement. So, to sum it all up, there are lots of fiends in the Fiend Folio and that makes it cool.
If you, the player-character ever have trouble defeating one of the numerous fiends enumerated within the hallowed pages of the Fiend Folio, my suggestion would be to cast a Magic Missle at it because there -is no saving throw- for Magic Missle.
Arms and Equipment Guide (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Accessory)
Average customer rating: 2.5 out of 5 stars
  • So-So, more helpful for DMs
  • Mixed bag. Some good stuff and some not so interesting
  • Some issues, but not a big disappointment
  • Helpful for players. More meat wanted.
  • Fuzzy Use
Arms and Equipment Guide (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Accessory)
Eric Cagle , Jesse Decker , Jeff Quick , Rich Redman , and James Wyatt
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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ASIN: 078692649X
Release Date: 2003-03-01

Book Description

Heroes need to be prepared for anything, which means having the right weapons and gear on hand at all times. The well-stocked pages of this book hold an impressive inventory of merchandise to get you into and out of all manner of trouble, including:

A caravanload of equipment, trade goods, alchemical items, poisons, mounts, and vehicles.

Over 230 magic weapons and armors, such as the flameshroud axe, lance of the unending charge, and vampire hunter armor.

Over 125 magic items, including new artifacts, such as elixir armor, rings of the hive mind, the ghost rod, and the bag of endless caltrops.

Rules for vehicle combat on land, sea, and air.

Within these pages, players and Dungeon Masters will find what they need to outfit their characters for nearly every contingency.

To use this accessory, a Dungeon Master also needs the Player’s Handbook and the Dungeon Master’s Guide. A player needs only the Player’s Handbook.

Customer Reviews:

3 out of 5 stars So-So, more helpful for DMs.......2007-04-05

Like others, I was expecting a lot more out of this book. It described only a small handful of new types of equipment, hardly glossed over new potions/poisons, and was mostly descriptors of specific magic items. Aesthetics-wise, the illustrations were kind of sub-par and the guide was in black and white. It's not a big deal, but the color in the other books added a lot of character this book lacks. It's sort of an insult to injury.

What it did give was a nice handful of new exotic weapons and a handy pricing guide for a DM. If your campaign involves a lot of movement by ship or caravan, there's info on that, and if you have a small group that often hires minions, there's a huge pricing table on NPCs you can hire (everything from healers to jewelers to bodyguards).
If you're in a group, it might be worth it for one person to have the book, especially if you're in a campaign where exotic weapons would be a good spice.

3 out of 5 stars Mixed bag. Some good stuff and some not so interesting.......2006-11-20

This book can be really good or not useful at all depending on what you want to get out of it.

The book is broken into six chapters and a appendix treasure table. Chapter one tells of weapons and armor. It opens with new exotic weapons like tiger claws, and the greatsword, mercurial. Some of the weapons are historical like the lucern hammer others are complete fantasy. There is a chart for weapons,technology and culture in case you wish to specify a place or time for your campaign. New armor is introduced. Things like leaf armor(elves) and dwarven stone armor are described and priced like any other armor. This is good for flavor in a campaign in my opinion.

A expansion of adventuring gear is the basis for the second chapter. Theres quite a bit of relatively modern equipment that is made availble. Things like fishing tackles, hacksaws, butterfly nets etc. Additional types of clothing are added to the list. You can get a fur-trimmed hat, or a broad brimmed hat. There are new types of alcohol to tease your players with such as frostwine, and mushroom wine. There are trading goods for mostly additional color for your games.

The next chapter covers vehicles of various types, such as vessels, wagons, and flying vehicles. There are additional rules for vehicles and collisions and vehicles being repaired.

Chapter four covers hirelings and creatures, mostly costs for things like midwives, valets, haberdashers and the hiring of mercenaries. There are rules for exotic troops as well as pets and mounts.

Chapter five deals with new magical goodies, primarly weapons, potions, staffs,and miscellanous magic items.

I have used this book to help create more color for my setting. In particular the trade goods, have been used for scenarios. I have used the armor like the leaf armor to bring color to the elvish lands that my players have visited but I can easily see DMs not using this book. There is plenty of crunch in this book for a ambitious DM to add color to his campaign.

4 out of 5 stars Some issues, but not a big disappointment.......2006-03-09

This books goes over several new weapons (Both martial and exotic) which may be implemented into your D&D campagin. Though it's magical item section was rather disappointingly lax, it however, had useful details on various types of sailing ships, as well as mechanical flying devices.

I would have perfered if it had included some tables to aid in the creation of your own vehicles, but unfortunately I was unable to locate any. All in all, however, it is useful reference, and the various new armor materials, weapons, and more will prove interesting for your campagin if you are willing to pay the price.

4 out of 5 stars Helpful for players. More meat wanted........2005-10-26

This is a good book for the player looking for more equipment options. It especially adds some eastern weapons. But it would have been nice to find more weapons, armor, and special material options. An 'Arms & Equipment Guide' that spends 14 pages on weapons & armor and 17 pages on vehicles (!) is a little out of balance. More of the good stuff. But overall a helpful book. A 3.5 update would be nice.

2 out of 5 stars Fuzzy Use.......2004-12-01

I bought the 3.0 Arms and Equipment Guide because of the new armor, adventuring gear, clothing table, food and drink prices table, poison table, vehicles, and creatures (mounts, pets, etc). I did not buy 3.0 Arms and Equipment Guide because I was expecting a miracle.

Good thing, too, because the book didn't provide much more than I wanted. Yes, there are hundreds of new weapons and other random things, but everything blurs together in one run-on list. I'm not that fond of the magic weapons list, but the things I did want were there, thus I bought the book.

If you're looking for random information to throw at your DM or include in the game, this can be a helpful book. Don't buy it if you're looking for an awesome addition to your equipment and arms collection, because it probably won't help you much.
The Shackled City Adventure Path (Dungeons & Dragons S.)
Average customer rating: 4.5 out of 5 stars
  • Not quite what I was expecting
  • Shackled City AP HC
  • pretty good compilation
  • Shackled City worth the investment
  • Great value in a great adventure
The Shackled City Adventure Path (Dungeons & Dragons S.)
Jesse Decker , James Jacobs , Tito Leati , David Noonan , Christopher Perkins , Chris Thomasson , Attila Adorjany , Tom Baxa , Peter Bergting , Matt Cavotta , Jeff Carlisle , Christine Choi , Stephen Daniele , Omar Dogon , Tom Fowler , Andrew Hou , Ben Huen , Eric Kim , Chuck Lukacs , and Val Mayerick
Manufacturer: Paizo Publishing, LLC.
ProductGroup: Book
Binding: Hardcover

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ASIN: 0977007103

Product Description

Evil schemes are afoot in Cauldron, a metropolis of merchants built into the caldera of a long-dormant volcano. To foil the agenda of evil cultists, your band of adventurers must brave haunted jungle ruins, slay mighty dragons, and bind themselves to a layer of the infinite Abyss. Will their swords and spells be enough to save the Shackled City? Originally published as 11 linked adventures in the award-winning Dungeon magazine, the Shackled City Adventure Path is the most ambitious official Dungeons & Dragons campaign ever created. Now, for the first time ever, everything you need to play the campaign has been compiled into a deluxe 416-page full-color hardcover that also includes an 8-panel fully detailed map of the City of Cauldron, a 16-page full-color map and illustration booklet, and a brand new Shackled City adventure written by fan favorite author Christopher Perkins.

Customer Reviews:

3 out of 5 stars Not quite what I was expecting.......2007-10-03

This seems like a good campaign overall if you are really looking for something to occupy a full level spread from start to end, but I found the presentation to be very linear and somewhat disconnected. It definitely showed its nature of being a rebinding of serialized adventures previously published in a magazine. On the plus side the artwork was generally good, though some of the artists shift throughout. The adventure itself is also a bit odd, involving a somewhat obscure brand of evil outsiders and a strained "big evil-doer conspiracy" somewhat in the vein of the classic Slavelords property, but with an even less plausible mix of conspirators who basically amount to little more than "level bosses".

I was hoping to see more tie ins with the setting of Greyhawk, the rumor of which is why I bought it, and while its kind of cool to have something to represent the little fringe of land south of the Sea Princes and north of the southern jungles, it's such an esoteric place to set an adventure on Oerth -- no one has a really good reason to go there, and there's pretty much nothing of note (from a cannon perspective) nearby. This may have been the point for the developers from the perspective of keeping it generic enough to be printed in Dungeon as a generally useful supplement, but it makes it of limited usefulness to most Greyhawk campaigns.

Finally my major complaint about the product is that the page background is a very drab tannish color that gets very tiresome and murky to look at for long.

5 out of 5 stars Shackled City AP HC.......2007-05-10

I have a subscription to Dungeon and had all of the issues that comprised the SCAP so you would think that I wouldn't want to spend the money to upgrade to the HC. Well for a long time that's what I thought too. Then I got a good look at the HC. It's worth every penny, from the convienence of having the entire AP at your finger tips to the added details about Cauldron itself and the smoother transitions between adventures, Plus it includes an entirely new adventure.

4 out of 5 stars pretty good compilation.......2006-08-12

I was pretty wary at fost when I saw this product, so I actually waited a quite a few months before I got it. Now that I've read through it and am ready to use it for play, I can see where they've tweaked it to flow better than it did during the original monthly release.

I do like the maps made, and the plot option paths are better, more cohesive without being railroading.

I do plan on getting the Age of Worms when it is available

4 out of 5 stars Shackled City worth the investment.......2006-05-15

The Shackled City Adventure Path provides a complete campaign for the Dungeons and Dragons game taking player characters from 1st level through 20th level. This beautiful hard cover book contains 12 adventures that make it possible.

The adventures themselves are fairly strong, though some of the connections are a bit tenuous. Most DMs will want to modify the adventures in some ways, though the product is flexible enough to do that.

It includes some nice features, including a multi-page map book the DM can pull out and refer to conveniently. It also includes a poster map of the city of Cauldron (where most of the adventures occur) suitable for hanging. It has a pre-apocalyptic eruption on one side, and a post-eruption on the other.

The hardcover differs from the adventures published in Dungeon in that James Jacobs (An editor of Dungeon) has tried to rework some of the adventures so that they flow well together.

The only real failing is that the "bad guys" in the adventure are too successful at keeping a low profile. The final arc of the adventure is fighting a number of bad guys individually that the PCs have never even met.

This minor problem can be overcome simply by introducing some of the villians (if not their overall objective) earlier with some foreshadowing.

5 out of 5 stars Great value in a great adventure.......2005-12-17

The price tag may look large for a "book", but only to those who haven't been following Dungeon. This single book (and it's a HUGE book) contains the adventures that were published one-to-an-issue in an 11-issue run of Dungeon magazine. To get those individual issues now would cost quite a bit more, and you would still need to go download plenty of suplemental material from Paizo's site.

The Age of Worms is the current onging path, and now there's talk about the possibility of these mega-adventures being turned into video games. This is probably more exitement than I've seen over "modules" for D&D since the 1980s. For new or returning DMs who are looking to set up a brand new game, this is a great way to go and will take months to complete, even if you game every week. If you're the type of DM who likes to hand-craft your adventures, consider picking this up and using sections or even just ideas. It's great material from some of the best in the business.
UML 2 for Dummies
Average customer rating: 4 out of 5 stars
  • Excellent Guide to UML
  • Great translator for the rest
  • Introduction to the novice and guide to practioners
  • Just for beginners
  • One of the better UML introductory texts
UML 2 for Dummies
Michael Jesse Chonoles , and James A. Schardt
Manufacturer: For Dummies
ProductGroup: Book
Binding: Paperback

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ASIN: 0764526146

Book Description

Customer Reviews:

4 out of 5 stars Excellent Guide to UML.......2007-02-12

If you don't know a thing abut UML2 and would like to jump start the learning process this book is for you. Quick to access, easy to comprehend even when the material becomes rather complicated. I would recommend this book to anyone who would seriously like to learn more about UML2

5 out of 5 stars Great translator for the rest.......2005-12-14

I took a UML class at university and was having difficulty understanding the textbooks. I bought this book to help me understand the concepts, which this book did admirably. When I showed up in class with this book, the instructor told everyone how great the book is, and he used the examples in class. Excellent book!

5 out of 5 stars Introduction to the novice and guide to practioners.......2005-06-11

This book has an apprehensible way of introducing the main principles of UML and provides a step-by-step flow delivery. It helps the novice to gather a complete view of the areas involved while supplying a sufficient level of detail without overloading at the same time. Equally practioners will find it a handy guide for quick reference and tool application verification.

This book, as the whole series, is not targeted at the expert user, who demands in-depth analysis of all levels of UML. Thus, a degree of conceptual granularity a novice would feel overwhelmed with, which is successfully avoided by book. Thereby it is perfect in meeting its target of introductionary yet coherent provision of UML concepts.

Experts, however, will feel more at home with the UML-Bible.

2 out of 5 stars Just for beginners.......2005-04-14

This book is just an introduction to UML. All the discussions that could lift this book to a more interesting level are left out. If you are only looking for definitions the book will do. If you want more in depth introductions to best practices, beyond what you can learn in a few hours of reading, this is not the right book for you. My advise - Buy the UML Bible as your first UML book, and spare yourself for hours of research trying to find the best way to get started with UML or just improving your UML skills.

4 out of 5 stars One of the better UML introductory texts.......2004-08-10

I've attempted to wade through many, many UML texts. Most have two things in common - they overwhelm you with terminology and/or they generally bore you to tears. Chonoles and Schardt's book was a pleasant surprise. They do a great job of simplifying concepts and diagramming techniques. And best of all, they don't weigh you down with terminology prematurely. They introduce buzzwords and phrases as they're needed in the text.

As for the downside, the only thing I can really complain about is the use of examples in the text. They beat on the same example(s) over and over (I feel like I know everything there is to know about air filters). Repetitive examples like that create a bit of a monotonous tone. But they do in fact get their point across, so it's ok I suppose.

For folks looking for a definitive reference to UML 2, this is not the book. It's an introductory book only. But it's a GREAT introductory book. A true gem for UML neophytes.
The Assassination of Jesse James by the Coward Robert Ford
Average customer rating: 4.5 out of 5 stars
  • Absorbing and obscure
  • Wonderful Blend of History and Narrative
  • One of the two best Western novels ever
  • Superb prose, but too much of a good thing?
  • Creative and well-written, but just not "gripping"
The Assassination of Jesse James by the Coward Robert Ford
Ron Hansen
Manufacturer: Knopf
ProductGroup: Book
Binding: Hardcover

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ASIN: 0394516478
Release Date: 1983-10-12

Book Description

Hansen re-creates the real West with his imaginative telling of the life of the most famous outlaw of them all, Jesse James, and of his death at the hands of the upstart Robert Ford. James, a charismatic, superstitious, and moody man, holds sway over a ragged gang who fear his temper and quick shooting. Robert Ford, a young gang member torn between worshipping Jesse and taking his place, guns him down in cold blood and lives out his days tormented by the killing.

Customer Reviews:

4 out of 5 stars Absorbing and obscure.......2007-08-23

A tapestry of fact and fiction, recounting the last years of James' life and the entirety of Ford's. The prose in this is amazing, dense-packed and grimly poetic, an unsentimental depiction of hard lives and moments of lyrical beauty. The experience of reading the text was so thoroughly absorbing, impossible to skim through, that it almost made me overlook the feeling I had afterwards of not really having much more insight into James and Ford as characters by book's end than I did at the start.

Hansen's James is a force of nature, beyond good or evil or human judgement, a tyrant and a child, cruel and kind. "Rooms seemed hotter when he was in them, rains fell straighter, clocks slowed, sounds were amplified: his enemies would not have been much surprised if he produced horned owls from beer bottles or made candles out of his fingers." A great character, yes, but it's hard to get at the heart of such a cipher. Hansen's Ford is even more obscure - although Ford is the other half to this story and a poignant lost-boy figure, the way he's presented here is almost a cliche, an overlooked child crying for attention in a society which seems to reward infamy. All of this, by the way, is clear from the first few chapters - Hansen doesn't seem to really move beyond these ideas, never reveals more about who *he* thinks these men were.

But, you know, I can forgive a lot when the man writes like this. "No one talked as Jesse moved - it was as if his acts were miracles of invention wondrous to behold. Martha stared at Jesse as she cooked, Ida was moonstruck as she set down another dish, Charley and Wilbur grinned gregariously whenever his eyes floated near." Beautiful.

5 out of 5 stars Wonderful Blend of History and Narrative.......2005-08-02

Ron Hansen's book relies extensively on archival research of newspaper accounts, courtroom accounts, and memoirs, all of which contribute to this intelliegent, exceptionally well-written tale of the death of Jesse James. Focusing on the individuals involved, as opposed to the deeds of the James gang, although these are described as required by the narrative, this book develops an understanding of the personal dynamics at work in the undoing of the great Jesse James. A gripping and ultimately satisfying read, The Assassination of Jesse James is a must-read for anyone with interest in the old west.

5 out of 5 stars One of the two best Western novels ever.......2005-06-21

I agree with the reviewers who laud Mr. Hansen's superb novel and give it five stars. The Assassination of Jesse James by the Coward Robert Ford is sprawling and precise, Shakespeare out of Camus crossed with Peckinpah. I don't think that the book is too detailed or slow, as one reader reports. I think that the detail helps make the book what it is: An absolutely convincing account of the men and the times, taut all the way, and not romanticized. In my opinion, there are two great novels of the American West that transcend the genre and become real literature:Elizabeth Fackler's "Billy The Kid: The Legend of El Chivato," and this novel about Jesse James and Bob Ford by Mr. Hansen.

4 out of 5 stars Superb prose, but too much of a good thing?.......2000-04-15

Hansen is an exemplary wordsmith and this is a wonderfully written book. Steeped in vivid detail and obviously painstaking research, it's enlightening and informative. If it fails at all its in its excesses. Can there be too much detail? Too deep an examination of the people and events surrounding the principal players? Unfortunately the answer is "yes," and those excesses make this book a tough, slow read. The fine quality of the writing, however, will certainly make up for some of the lapses in storytelling for many readers, especially those with higher literary standards.

3 out of 5 stars Creative and well-written, but just not "gripping".......2000-02-15

This book starts off with long descriptions of interesting facts that lost my interest after about 5. And the rest of the book followed that drawn-out precedent, with some entertaining action, dialog and humor mixed in. I enjoyed the interesting view on America it exemplified that you don't often find in contemporary novels. Jesse James was also portrayed in an astonishing light, but it got old and boring after a while. As soon as the shock wore off, I was just waiting for it to end to see exactly how Jesse was assassinated. I was not let down, but this book just had too much information and too many details without enough plot and dialog for my liking.

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