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Books > Computing & IT > Computer programming > General
The influx of computer technology into classrooms during the past decade raises the questions -- how can we teach children to use computers productively and what effect will learning to program computers have on them? During this same period, researchers have investigated novice learning of computer programming. Teaching and Learning Computer Programming unites papers and perspectives by respected researchers of teaching and learning computer science while it summarizes and integrates major theoretical and empirical contributions. It gives a current and concise account of how instructional techniques affect student learning and how learning of programming affects students' cognitive skills. This collection is an ideal supplementary text for students and a valuable reference for professionals and researchers of education, technology and psychology, computer science, communication, developmental psychology, and industrial organization.
Databases are now an integral part of the internet and many web sites use databases in the background to control their content. MySQL is one of the most commonly used open source database management systems. Due to it’s bundling with PHP, MySQL has proved a popular choice for many sites as it enables a database driven, content managed website to be set up with little or no software costs. This book will show you how to design and use databases for the web using MySQL as a tool to learn SQL. Key Topics Installing and testing MySQL SQL basics, and using SQL to communicate with databases Database design techniques and concepts Using MySQL with PHP, Apache and Perl How to make other products communicate with MySQL Features and Benefits. Gives an insight into how databases work in relation to the web. Introduces general SQL techniques by means of MySQL. Explains the concepts behind a structured query language and how it can be used to communicate with databases. Provides an introduction to database design and how an efficiently designed database can improve the performance of MySQL.
Create awe-inspiring, mind-blowing Flash ads, microsites, advergames, and branded applications that engage consumers and demonstrate their worth to clients. Creating Flash Advertising delivers the nuts and bolts of the development process from initial design conception to ad completion. You'll learn the best practices for: Mastering the myriad of ad specs, deadlines, quality and version control issues Creating ads that balance campaign goals with design constraints Preparing and building ads with team and QC standards Using forms and data in ads without file bloat File optimization techniques for swf files 3rd party rich media technologies that transcend the 30k banner Integrating video into sites and banners Social media applications Trafficking and tracking ads for impressions, interactions, clicks, and conversions Using ActionScript to save development time and implement team standardsPublished projects developed with the practices and AS code presented in the book are available on the companion website http://www.flashadbook.com
The book provides an up-to-date introduction to the latest version of Unity and its workflow by guiding readers through various prototypes. These range from 2D to 3D game concepts for PC and mobile, will allow readers to get acquainted with several important concepts and allow them to become competent Unity developers able to learn at their own pace. The book starts by introducing Unity and proceeds in building a basic understanding of its main components by developing a first, simple 2D game before proceeding in developing a full casual game to development of a simple but immersive 3D game concept to be tested first on PC before exploring how to port it for mobile VR.using Google Cardboard.
The inside story of the booming video game industry from the late 1990s to the present, as told by the Managing Director of Ubisoft's Massive Entertainment (The Division, Far Cry 3, Assassin's Creed: Revelations). At Massive Entertainment, a Ubisoft studio, a key division of one of the largest, most influential companies in gaming, Managing Director Polfeldt has had a hand in some of the biggest video game franchises of today, from Assassin's Creed to Far Cry to Tom Clancy's The Division, the fastest-selling new series this generation which revitalized the Clancy brand in gaming. In The Dream Architects, Polfeldt charts his course through a charmed, idiosyncratic career which began at the dawn of the Sony PlayStation and Microsoft Xbox era -- from successfully pitching an Avatar game to James Cameron that will digitally create all of Pandora to enduring a week-long survivalist camp in the Scandinavian forest to better understand the post-apocalyptic future of The Division. Along the way, Polfeldt ruminates on how the video game industry has grown and changed, how and when games became art, and the medium's expanding artistic and storytelling potential. He shares what it's like to manage a creative process that has ballooned from a low-six-figure expense with a team of a half dozen people to a transatlantic production of five hundred employees on a single project with a production budget of over a hundred million dollars. A rare firsthand account of the golden age of game development told in vivid detail, The Dream Architects is a seminal work about the biggest entertainment medium of today.
Whether trying to land that first big gig or working to perfect the necessary skills to fill a game world with sound, Aaron Marks' Complete Guide to Game Audio 3rd edition will teach the reader everything they need to know about the audio side of the multi-million dollar video game industry. This book builds upon the success of the second edition with even more expert advice from masters in the field and notes current changes within the growing video game industry. The tools of the trade excerpts will showcase what professionals, like Marty O'Donnell, Richard Jacques and Tom Salta, use to create their work and to help newcomers in the field prepare their own sound studios. Sample contracts are reviewed within the text as well as helpful advice about contractual terms and negotiable points. These sample contracts can also be found as a downloadable zip for the reader's convenience. Aaron Marks also explores how to set your financial terms and network efficiently along with examples of how projects can go completely awry and achieving the best results in often complicated situations. Aaron Marks' Complete Guide to Game Audio serves as the ultimate survival guide to navigating an audio career in the video game industry. Key Features New, full color edition with a complete update of information. Added and expanded coverage of field recording for games, creating voiceovers, adaptive and interactive audio and other cutting edge sound creation and implementation techniques used within games. Update/Replacement of interviews. Include interviews/features on international game audio professionals New and expanded interview features from game composers and sound designers of every experience level such as Keith Arem, Bradley Meyer, Christopher Tin and Rodney Gates including many international professionals like Pasi Pitkanen, Henning Nugel and Christos Panayides. Expanded and updated game console coverage of the Wii, Wii U, Xbox 360, Xbox One, PS3 and PS4. Includes new scripting and middleware concepts and techniques and review of powerful tools such as FMOD and Wwise.
Add custom features to browsers old and new by writing polyfill libraries, JavaScript plugins that take browsers beyond their native capabilities. In this practical fieldbook, author Brandon Satrom introduces principles and guidelines for polyfill development, and then walks you through the steps for building a complex, real-world HTML5 polyfill. You'll also explore the future of polyfilling--or prollyfilling--that will enable you to test and work with emerging concepts, often ahead of browser vendors. By the time you finish this book, you'll have the tools and hands-on experience you need to build reliable polyfills for today's and tomorrow's Web.Learn the current state of polyfills, including shims, opt-ins, and drop-insUse principles and practices to build responsible polyfills that benefit the entire web development communityBuild out several features for an HTML5 Forms polyfill libraryConfigure a build environment and run automated cross-browser testingOptimize performance, handle edge cases, and fine-tune the speed of your polyfillGet examples of prollyfilling libraries that push the boundaries of the WebWrite a sample prollyfill and compare it to current polyfill builds
Artists and programmers often work together on complex projects in stressful environments and things don't always go smoothly. Miscommunication and misunderstandings are common as these two disciplines often use the same words to mean different things when they talk to each other. Unintentional slights can turn into long-held grudges and productivity grinds to a crawl. This is a "flip book" that contains two narratives in one. Turn the book one way and read one perspective; turn the book over and upside down and read the other perspective. The narratives can be read separately, one after the other, or in alternating chapters. Talking to Artists / Talking to Programmers can help anyone who wants to improve communication with artists and programmers. It's set up like a foreign language dictionary, so it addresses the cultural norms, attitudes and customs surrounding the words each group uses, so you'll know not just what the words in the glossary mean, you'll know why they're used that way and how to get communication flowing again. It addresses common reasons for communication problems between these two groups and provides specific suggestions for solutions. The unusual format allows for each side to be given equal weight - learn how to talk to artists starting on one side of the book, turn it over and learn how to talk to programmers. The whole book stresses the things artists and programmers have in common. Focused primarily on videogame developers, it also applies to other fields where tech and art have to work together, including web developers and teams building mobile apps. Anyone who wants to communicate better with programmers or artists - this book can help Features Lists of common problems and strategies for solving them Specific ideas for building bridges between departments Case studies from real teams Glossary of terms causing the most confusion Explanations for common friction points Approaches for fostering goodwill Solutions for team dynamics problems Specific suggestions for providing feedback Ideas for holding successful meetings
The book provides an up-to-date introduction to the latest version of Unity and its workflow by guiding readers through various prototypes. These range from 2D to 3D game concepts for PC and mobile, will allow readers to get acquainted with several important concepts and allow them to become competent Unity developers able to learn at their own pace. The book starts by introducing Unity and proceeds in building a basic understanding of its main components by developing a first, simple 2D game before proceeding in developing a full casual game to development of a simple but immersive 3D game concept to be tested first on PC before exploring how to port it for mobile VR.using Google Cardboard.
A full-color introduction to the basics of HTML and CSS from the publishers of Wrox! Every day, more and more people want to learn some HTML and CSS. Joining the professional web designers and programmers are new audiences who need to know a little bit of code at work (update a content management system or e-commerce store) and those who want to make their personal blogs more attractive. Many books teaching HTML and CSS are dry and only written for those who want to become programmers, which is why this book takes an entirely new approach. * Introduces HTML and CSS in a way that makes them accessible to everyone hobbyists, students, and professionals and it s full-color throughout * Utilizes information graphics and lifestyle photography to explain the topics in a simple way that is engaging * Boasts a unique structure that allows you to progress through the chapters from beginning to end or just dip into topics of particular interest at your leisure This educational book is one that you will enjoy picking up, reading, then referring back to. It will make you wish other technical topics were presented in such a simple, attractive and engaging way! This book is also available as part of a set in hardcover - Web Design with HTML, CSS, JavaScript and jQuery, 9781119038634; and in softcover - Web Design with HTML, CSS, JavaScript and jQuery, 9781118907443.
Orchestrating asynchronous function calls in JavaScript often leads to callback hell, but there is a reliable way to avoid this painful state of affairs. With this concise and simple guide, you'll learn how to use jQuery deferreds and promises, an elegant approach for managing asynchronous calls in both client and server applications. This book contains 18 examples that use deferreds to solve progressively challenging real-world programming problems, along with 75 stimulating puzzles (and their solutions) that will help you understand how and when to use deferreds. You'll learn new tricks in a fun way, and become immersed in the practice of event-based programming. Understand the logic behind creating deferreds and returning promises Get a structured explanation of jQuery's deferred API Delve into the dynamics of using deferreds Explore a broad collection of useful deferred recipes developed by the authors Gain hands-on experience by solving challenges that accompany each recipe Go deeper into deferreds: encounter novel abstractions and mind-bending use cases
This book illustrates the application of fractional calculus in crowd dynamics via modeling and control groups of pedestrians. Decision-making processes, conservation laws of mass/momentum, and micro-macro models are employed to describe system dynamics while cooperative movements in micro scale, and fractional diffusion in macro scale are studied to control the group of pedestrians. Obtained work is included in the Intelligent Evacuation Systems that is used for modeling and to control crowds of pedestrians. With practical issues considered, this book is of interests to mathematicians, physicists, and engineers.
THE ULTIMATE GUIDE TO BUILDING AN APP-BASED BUSINESS 'A must read for anyone who wants to start a mobile app business' Riccardo Zacconi, founder and CEO King Digital (maker of Candy Crush Saga) 'A fascinating deep dive into the world of billion-dollar apps. Essential reading for anyone trying to build the next must-have app' Michael Acton Smith, Founder and CEO, Mind Candy Apps have changed the way we communicate, shop, play, interact and travel and their phenomenal popularity has presented possibly the biggest business opportunity in history. In How to Build a Billion Dollar App, serial tech entrepreneur George Berkowski gives you exclusive access to the secrets behind the success of the select group of apps that have achieved billion-dollar success. Berkowski draws exclusively on the inside stories of the billion-dollar app club members, including Instagram, Whatsapp, Snapchat, Candy Crush and Uber to provide all the information you need to create your own spectacularly successful mobile business. He guides you through each step, from an idea scribbled on the back of an envelope, through to finding a cofounder, building a team, attracting (and keeping) millions of users, all the way through to juggling the pressures of being CEO of a billion-dollar company (and still staying ahead of the competition). If you've ever dreamed of quitting your nine to five job to launch your own company, you're a gifted developer, seasoned entrepreneur or just intrigued by mobile technology, How to Build a Billion Dollar App will show you what it really takes to create your own billion-dollar, mobile business.
Uses a creative approach to teach the basic skills and concepts of programming quickly. This edition offers excellent insights into problem solving and program design processes. It will also improve comprehension of such computer science considerations as loop invariants and recursion. Includes 60 color line drawings.
Do you enjoy writing software, except for the database code? "Hibernate: A Developer's Notebook" is for you. Database experts may enjoy fiddling with SQL, but you don't have to--the rest of the application is the fun part. And even database experts dread the tedious plumbing and typographical spaghetti needed to put their SQL into a Java program. "Hibernate: A Developers Notebook" shows you how to use Hibernate to automate persistence: you write natural Java objects and some simple configuration files, and Hibernate automates all the interaction between your objects and the database. You don't even need to know the database is there, and you can change from one database to another simply by changing a few statements in a configuration file. "Hibernate: A Developer's Notebook" walks you through the ins and outs of using Hibernate, from installation and configuration, to complex associations and composite types. Two chapters explore ways to write sophisticated queries, which you can express either through a pure Java API, or with an SQL-inspired, but object-oriented, query language. Don't let that intimidate you though: one of the biggest surprises in working with Hibernate is that for many of the common real-world application scenarios, you don't need an explicit query at all. If you've needed to add a database backend to your application, don't put it off. It's much more fun than it used to be, and "Hibernate: A Developer's Notebook" shows you why. Here's what a few reviewers had to say: "I'm sitting on an airplane after finishing "Hibernate: A Developer's Notebook," It's rare to find a book on a new Java technology that you can get through on a domestic flight. Thatthis notebook effectively and succinctly tackles object-relational mapping makes it, and Hibernate, even more impressive. Many books in this category would need to be checked luggage. With this book, you travel first class." --Mike Clark "A simple persistence framework deserves a simple book, and this one delivers. The examples are well described and easy to understand, yet sophisticated enough to demonstrate Hibernate in a real-world context. Jim, I'm a new fan." --Bruce Tate About the new Developer's Notebook Series from O'Reilly: Developer's Notebooks are a new book series covering important new tools for software developers. Developer's Notebooks stress example over explanation and practice over theory. They are about learning by doing; by experimenting with tools and discovering what works. "All lab, no lecture," with a thoughtful lab partner to guide the way.
A fascinating, forgotten story of the six brilliant women who launched modern computing. As the Cold War began, America's race for tech supremacy was taking off. Experts rushed to complete the top-secret computing research started during World War II, among them six gifted mathematicians: a patriotic Quaker, a Jewish bookworm, a Yugoslav genius, a native Gaelic speaker, a sophomore from the Bronx, and a farmer's daughter from Missouri. Their mission? Programming the world's first and only supercomputer-before any code or programming languages existed. These pioneers triumphed against sexist attitudes and huge technical challenges to invent computer programming, yet their monumental contribution has never been recognised-until now. Over a decade, Kathy Kleiman met with four of the original six ENIAC Programmers and recorded their stories. Here, with a light touch and a serious mind, she exposes the deliberate erasure of their achievements and restores the women to their rightful place as revolutionaries, bringing to life their camaraderie, their determination, and their rapidly changing world. As big tech struggles with gender inequality and momentum builds in restoring women to history, the time has come for this engrossing story to be uncovered and celebrated.
The first significant collection of research in videogame linguistics, Approaches to Videogame Discourse features an international array of scholars in linguistics and communication studies exploring lexis, interaction and textuality in digital games. In the first section, "Lexicology, Localisation and Variation," chapters cover productive processes surrounding gamer slang (ludolects), creativity and borrowing across languages, as well as industry-, genre-, game- and player-specific issues relating to localization, legal jargon and slang. "Player Interactions" moves on to examine communicative patterns between videogame players, focusing in particular on (un)collaborative language, functions and negotiations of impoliteness and issues of power in player discourse. In the final section, "Beyond the 'Text'," scholars grapple with issues of multimodality, paratextuality and transmediality in videogames in order to develop and enrich multimodal theory, drawing on key concepts from ludonarratology, language ideology, immersion and transmedia studies. With implications for meaningful game design and communication theory, Approaches to Videogame Discourse examines in detail how video games function as means and objects of communication; how they give rise to new vocabularies, textual genres and discourse practices; and how they serve as rich vehicles of ideological signification and social engagement.
Publisher's Note: Products purchased from Third Party sellers are not guaranteed by the publisher for quality, authenticity, or access to any online entitlements included with the product. Tap into the Internet of Things (IoT) with innovative projects! The Internet of Things:Do-It-Yourself at Home Projects for Arduino, Raspberry Pi, and BeagleBone Black gets you started working with the most popular processing platforms and wireless communication technologies to connect devices and systems to the Internet using sensors. You'll learn the basics of object-oriented programming and relational databases so you can complete your projects with ease. Each project features a list of required tools and components, how-to explanations with photos and illustrations, and complete programming code. Take advantage of the power and versatility of the IoT with help from this practical, easy-to-follow guide. Inventive DIY projects include: Home temperature monitoring system Raspberry Pi home weather station Webcam and Raspberry Pi camera Internet-enabled, Arduino-powered garage door opener Arduino irrigation control system Arduino lighting controller BeagleBone Black message controller BeagleBone Black temperature sensor with cloud service Machine-to-Machine communications Software downloads for the book are available at www.mhprofessional.com/iot
A recent survey stated that 52% of embedded projects are late by
4-5 months. This book can help get those projects in on-time with
design patterns. The author carefully takes into account the
special concerns found in designing and developing embedded
applications specifically concurrency, communication, speed, and
memory usage. Patterns are given in UML (Unified Modeling Language)
with examples including ANSI C for direct and practical application
to C code.
With recent advances in mobile communication technologies, more and more people are accessing cloud computing systems using mobile devices, such as smartphones and tablets. Unlike traditional mobile computing systems with limited capabilities, mobile cloud computing uses the powerful computing and storage resources available in the cloud to provide cutting-edge multimedia and information services. This book discusses the major research advances in mobile cloud computing systems. Contributed chapters from leading experts in this field cover different aspects of modeling, analysis, design, optimization, and architecture of mobile cloud computing systems. Advances in Mobile Cloud Computing Systems begins by discussing the background, features, and available service models of mobile cloud computing. It goes on to describe a mobile cloud computing system with several third party cloud mobile media (CMM) services that offers its services to a telecom operator. In this scenario, the telecom operator acts as broker that can mix and interchange the resources offered by the different CMM service providers. Subsequent contributed chapters discuss such key research areas as Energy-efficient task execution that reduces the energy consumption in both mobile devices and the cloud Design and architecture of a Proximity Cloud that delivers low-latency, bandwidth-efficient end-user services with a global footprint Virtual mobile networks in clouds that enable resource sharing between multiple mobile network operators Software piracy control framework in mobile cloud computing systems designed to prevent mobile application piracy Dynamic configuration of cloud radio access networks (C-RANs) to improve end-to-end TCP throughput performance in next generation wireless networks The book includes many supporting illustrations and tables along with
When you write software, you need to be at the top of your game. Great programmers practice to keep their skills sharp. Get sharp and stay sharp with more than fifty practice exercises rooted in real-world scenarios. If you're a new programmer, these challenges will help you learn what you need to break into the field, and if you're a seasoned pro, you can use these exercises to learn that hot new language for your next gig. One of the best ways to learn a programming language is to use it to solve problems. That's what this book is all about. Instead of questions rooted in theory, this book presents problems you'll encounter in everyday software development. These problems are designed for people learning their first programming language, and they also provide a learning path for experienced developers to learn a new language quickly. Start with simple input and output programs. Do some currency conversion and figure out how many months it takes to pay off a credit card. Calculate blood alcohol content and determine if it's safe to drive.Replace words in files and filter records, and use web services to display the weather, store data, and show how many people are in space right now. At the end you'll tackle a few larger programs that will help you bring everything together. Each problem includes constraints and challenges to push you further, but it's up to you to come up with the solutions. And next year, when you want to learn a new programming language or style of programming (perhaps OOP vs. functional), you can work through this book again, using new approaches to solve familiar problems. What You Need: You need access to a computer, a programming language reference, and the programming language you want to use.
For college-level Computer Science courses in Python Basic Programming and Problem Solving in Python As one of the most widely used programming languages in the software industry, Python is desirable to both learn and teach. Introduction to Programming Using Python is designed for students eager to learn about the world of programming. Applicable to a range of skill levels, this First Edition textbook provides students with the tools to harness the powerful syntax of Python and understand how to develop computer programs. The compactly written text leverages highly focused chapters, diving deep into the most significant topics to give students an in-depth (rather than superficial) understanding of the language. Using real-world examples and data, the author illustrates practical usage of Python in a way to which students can relate. The text itself is readable, organised, and informative, discussing main points of each topic first and then addressing the peripheral details. Students learn good programming habits the first time-bringing them in line with the best modern programming practices.
Your domain is rich and interconnected, and your API should be too. Upgrade your web API to GraphQL, leveraging its flexible queries to empower your users, and its declarative structure to simplify your code. Absinthe is the GraphQL toolkit for Elixir, a functional programming language designed to enable massive concurrency atop robust application architectures. Written by the creators of Absinthe, this book will help you take full advantage of these two groundbreaking technologies. Build your own flexible, high-performance APIs using step-by-step guidance and expert advice you won't find anywhere else. GraphQL is a new way of structuring and building web services, and the result is transformational. Find out how to offer a more tailored, cohesive experience to your users, easily aggregate data from different data sources, and improve your back end's maintainability with Absinthe's declarative approach to defining how your API works. Build a GraphQL-based API from scratch using Absinthe, starting from core principles. Learn the type system and how to expand your schema to suit your application's needs. Discover a growing ecosystem of tools and utilities to understand, debug, and document your API. Take it to production, but do it safely with solid best practices in mind. Find out how complexity analysis and persisted queries can let you support your users flexibly, but responsibly too. Along the way, discover how Elixir makes all the difference for a high performance, fault-tolerant API. Use asynchronous and batching execution, or write your own custom add-ons to extend Absinthe. Go live with subscriptions, delivering data over websockets on top of Elixir (and Erlang/OTP's) famous solid performance and real-time capabilities. Transform your applications with the powerful combination of Elixir and GraphQL, using Absinthe. What You Need: To follow along with the book, you should have Erlang/OTP 19+ and Elixir 1.4+ installed. The book will guide you through setting up a new Phoenix application using Absinthe.
Imagine a time in the not too distant future when not only game companies but also the human resources, marketing and product development divisions of major corporations are hiring game designers. The time is coming when companies large and small, creative agencies, school systems, museums, libraries and public and governmental institutions will employ game designers to engage employees, customers, students and volunteers to generate new audiences and deepen commitments. The skills that a game designer brings, organizing and presenting a body of information in the most appropriate and entertaining way, are the ones needed by the twenty-first century organization. Designing Gamified Systems is a practical guide for practicing and aspiring game designers to put their unique and valuable skills to work to drive engagement, build motivation, and facilitate positive behavior. Rather than the overused ideas of pervasive games or "gamification," this book uniquely focuses first and foremost on the partnership between the content expert or client and the game designer. It assumes that game systems are one more meaningful tool that can now be used to help organizations and individuals encourage people to care about them and support them. Providing a solid introduction to the fundamental principles of the game layer, it also offers a practical set of tools and activities to contextualize the practice within a variety of different scenarios. It includes interviews with industry leaders, content experts, game designers, museum professionals, and educators who are all using game practices and ideas in new and innovative ways. Catching a snapshot of this exciting moment while delivering enduring fundamentals, the book can be used in the classroom or can be read as a trade book, and will appeal to industry professionals, game designers and game design students."
Learn how to build app store-ready hybrid apps with the Ionic 2, the framework built on top of Apache Cordova (formerly PhoneGap) and Angular. This practical guide shows you how to use Ionic's tools and services to develop apps with HTML, CSS, and TypeScript, rather than rely on platform-specific solutions found in Android, iOS, and Windows Phone. Author Chris Griffith takes you step-by-step through Ionic's powerful collection of UI components, and then helps you use it to build three cross-platform mobile apps. Whether you're new to this framework or have been working with Ionic 1, this book is ideal for beginning, intermediate, and advanced web developers. Understand what a hybrid mobile app is, and what comprises a basic Ionic application Learn how Ionic leverages Apache Cordova, Angular, and TypeScript to create native mobile applications Create a Firebase-enabled to-do application that stores data across multiple clients Build a tab-based National Park explorer app with Google Map integration Develop a weather app with the Darksky weather API and Google's GeoCode API Debug and test your app to resolve issues that arise during development Walk through steps for deploying your app to native app stores Learn how Ionic can be used to create Progressive Web Apps |
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