SKU: 57679485830

Die Moseltalbahn Trier-Bullay

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Die Moseltalbahn Trier-BullayIm April 1903 wurde der erste Streckenabschnitt der Moseltalbahn von Trier nach Leiwen offiziell erffnet, und im August 1905 war mit der Freigabe des letzten Teilstcks von Bernkastel nach Bullay die Gesamtstrecke vollendet. In rund vier Stunden Fahrzeit verband fortan die liebevoll "Saufbhnchen" genannte Kleinbahn auf 102 Kilometern die idyllisch zwischen Fluss und Weinbergen gelegenen Ortschaften entlang der Mittelmosel. Zwischen 1961 und 1968 wurde,

Im April 1903 wurde der erste Streckenabschnitt der Moseltalbahn von Trier nach Leiwen offiziell eröffnet, und im August 1905 war mit der Freigabe des letzten Teilstücks von Bernkastel nach Bullay die Gesamtstrecke vollendet. In rund vier Stunden Fahrzeit verband fortan die liebevoll "Saufbähnchen" genannte Kleinbahn auf 102 Kilometern die idyllisch zwischen Fluss und Weinbergen gelegenen Ortschaften entlang der Mittelmosel. Zwischen 1961 und 1968 wurde, zum Leidwesen vieler Moselaner, abschnittsweise der unrentabel gewordene Personen- und Güterverkehr auf der Strecke eingestellt. Nach dem Rückbau der Gleisanlagen und dem Abbruch der Brückenbauwerke und meisten Bahnhöfe blieben nur wenige heute noch sichtbare Zeugen der Bahn erhalten. Der renommierte Historiker und Autor erfolgreicher Mosel-Bildbände Karl-Josef Gilles erinnert in diesem Buch an die wechselvolle Geschichte der Moseltalbahn. Mit über 220 einmaligen, bislang größtenteils unveröffentlichten Fotos lässt er Bau, Betrieb und Ende der Bahn Revue passieren, zeigt die Bahnhöfe und Viadukte, dokumentiert die Technik und die Veränderungen im Bahnalltag während sechs Jahrzehnten. Dieser Bildband lädt ein zu einer nostalgischen Fahrt mit der Moseltalbahn und lässt nicht nur Bahnfreunde erahnen, welch reizvolles Transportmittel dem Moseltal mit dem Verschwinden des "Saufbähnchens" für immer verloren gegangen ist.

EAN: 9783866804678
Farbverschnitt: Generell werden die Bücher ohne Farbverschnitt geliefert, auch wenn die Abbildungen einen Farbverschnitt zeigen.
Erscheinungsjahr: 2009
Produktform: Kartoniert
Titel der Reihe: Auf Schienen unterwegs##
Autoren: Gilles, Karl-Josef & Gilles, Joachim
Seitenzahl/Blattzahl: 126
Abbildungen: 200 schwarz-weiße Fotos
Keyword: Bahnhof; Bahnstrecke; Bildband; Eisenbahn; Geschichte; Lokomotiven; Schienen; Technik; Technikgeschichte; Waggons
Fachschema: Mosel~Bahn (Verkehrsmittel) / Eisenbahn~Eisenbahn~Eisenbahn / Einzelne Bahnlinien, Streckenlinien~Rheinland-Pfalz
Region: Rheinland-Pfalz
Fachkategorie: Züge und Eisenbahnen: Ratgeber, Sachbuch
Thema: Entdecken
Text Sprache: ger
Verlag: Sutton Verlag GmbH, Sutton
Länge: 238 mm
Breite: 167 mm
Höhe: 12 mm
Gewicht: 340 gr
Genre: Sachbuch/Ratgeber
Herkunftsland: DEUTSCHLAND (DE)
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SKU: 57679485830

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Tinkerer
Lowell, US
★★★★★ 5
There's nothing else out there that's this comprehensive
Format: Hardcover
Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
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Reviewed in the United States on August 18, 2019
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robert thompson
Alexandria, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
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Vincent Marias
Los Angeles, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
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Joan Rubio
Dallas, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025
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Piotr S.
Lowell, US
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019

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