The next in Lonely Planet's Spotter's Guide series reveals more than 100 locations of classic moments from famous films and TV series. How many scenes can you tick off? Films featured range from La Dolce Vita in Rome to Gladiator in Morocco. and TV series' settings include Game of Thrones in Dubrovnik and The Bridge in Scandinavia, all selected by a film critic. Find the locations near you and be the star of your own show!
The movies take you places: cinema is a mode of transport. In just 90 minutes, you can be whisked all the way around the globe - perhaps with a dotted red line marking your progress on a map as you go. Some films take you even farther, out of this world and to other galaxies far, far away.
And conversely, there are some places that can transport you into the world of a movie. If you want to feel like James Bond, try going to James Bond Island. In a Holly Golightly mood? Have a danish pastry and some coffee outside Tiffany's in Manhattan. Or want to feel like Rocky? Then run up the steps to the Philadelphia Museum and put your hands in the air like a champ when you get to the top.
This book is about the real-world places that provided the backdrops and settings for some of our most memorable collective dreams. Some of these locations played themselves and others were dressed up to look like somewhere else. But they all added texture and colour and weight to the visions of our best TV- and film-makers.
Who needs CGI when the real world looks as fabulous and varied as this?
About Lonely Planet: Started in 1973, Lonely Planet has become the world's leading travel guide publisher with guidebooks to every destination on the planet, as well as an award-winning website, a suite of mobile and digital travel products, and a dedicated traveller community. Lonely Planet's mission is to enable curious travellers to experience the world and to truly get to the heart of the places they find themselves in.
TripAdvisor Travelers' Choice Awards 2012, 2013, 2014, and 2015 winner in Favorite Travel Guide category
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Geolocation is a process that utilizes senors to pick up enemy emissions and locate electronic warfare (EW) targets. It is of particular interest among EW professionals because it allows them to use the enemy's own emissions to help set GPS coordinates and accurately pinpoint a target for attack. This book authoritative book is invaluable to EW engineers because it describes the mathematical development underlying current and classical methods of geolocating electronic systems that are emitting. Supported with over 620 equations and more than 115 illustrations, the book provides practitioners with critical information on a variety of geolocation algorithms and techniques. Engineers gain an in-depth understanding of key target location methods that they can effectively apply to their work in the field.
grams of which the objective is given by the ratio of a convex by a positive (over a convex domain) concave function. As observed by Sniedovich (Ref. [102, 103]) most of the properties of fractional pro grams could be found in other programs, given that the objective function could be written as a particular composition of functions. He called this new field C programming, standing for composite concave programming. In his seminal book on dynamic programming (Ref. ), Sniedovich shows how the study of such com positions can help tackling non-separable dynamic programs that otherwise would defeat solution. Barros and Frenk (Ref. ) developed a cutting plane algorithm capable of optimizing C-programs. More recently, this algorithm has been used by Carrizosa and Plastria to solve a global optimization problem in facility location (Ref. ). The distinction between global optimization problems (Ref. ) and generalized convex problems can sometimes be hard to establish. That is exactly the reason why so much effort has been placed into finding an exhaustive classification of the different weak forms of convexity, establishing a new definition just to satisfy some desirable property in the most general way possible. This book does not aim at all the subtleties of the different generalizations of convexity, but concentrates on the most general of them all, quasiconvex programming. Chapter 5 shows clearly where the real difficulties appear.
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