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Practical Common Lisp

Practical Common Lisp
Contents:
1. Introduction: Why Lisp?
2. Lather, Rinse, Repeat: A Tour of the REPL
3. Practical: A Simple Database
4. Syntax and Semantics
5. Functions
6. Variables
7. Macros: Standard Control Constructs
8. Macros: Defining Your Own
9. Practical: Building a Unit Test Framework
10. Numbers, Characters, and Strings
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How to Understand and Use Common Lisp

successfullisp
Lisp has a long, rich history dating back more than forty years. It has survived all of the programming “revolutions” that have rendered lesser langauges obsolete. Despite its being taught as a curiosity, if at all, by college and university staff who themselves have a poor understanding of the continuing growth and evolution of Lisp, new generations of programmers continue to seek out Lisp as a tool to solve some of the most difficult problems in the world of computing.

This book is my attempt to help the current generation of Lisp programmers, and to give something back to those who have paved the way for the rest of us.
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Common Lisp the Language, 2nd Edition

commonlisplanguage
Common Lisp the Language, 2nd edition
by Guy L. Steele, Thinking Machines, Inc.
Digital Press
1990 paperbound
1029 pages
ISBN 1-55558-041-6

In this greatly expanded edition of the defacto standard, you’ll learn about the nearly 200 changes already made since original publication – and find out about gray areas likely to be revised later. Written by the Vice-Chairman of X3J13 (the ANSI committee responsible for the standardization of Common Lisp) and co-developer of the language itself, the new edition contains the entire text of the first edition plus six completely new chapters. They cover:
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QuickTime for Java: A Developer’s Notebook

quicktime_for_java-_a_developers_notebook_cover

Java developers who need to add audio, video, or interactive media creation and playback to their applications find that QuickTime Java is a powerful toolkit, but one that’s not easy to get into. This book offers the first real look at this important software with an informal, code-intensive style that lets impatient early adopters focus on learning by doing. You get just the functionality you need.

Contents:
* The Developer’s Notebook Series
* Preface
* Chapter 1: Getting Up and Running with QuickTime for Java
* Chapter 2: Playing Movies
* Chapter 3: Editing Movies
* Chapter 4: Working with Components
* Chapter 5: Working with QuickDraw
* Chapter 6: Capture
* Chapter 7: Audio Media
* Chapter 8: Video Media
* Chapter 9: Miscellaneous Media
* Colophon
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