SKU: 80394350878

Bobby Bland: Dreamer - VINYL LP

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Bobby Bland: Dreamer - VINYL LPTitle: Dreamer Artist: Bobby Bland Label: Bear Family Product Type: VINYL LP UPC: 5397102180293 Genre: Blues Release Date: 2017 06 09 Number of Discs: 1 Bobby 'Blue' Bland (1930 2013) was one of the leading US American Blues, R&B and Soul entertainers. He knew how to combine the intensity of Gospel music with the expression of the Blues. His voice sounded as he wanted to bear witness to one's resolve but he was able to let his voice sound soft,

Title: Dreamer
Artist: Bobby Bland
Label: Bear Family
Product Type: VINYL LP
UPC: 5397102180293
Genre: Blues
Release Date: 2017-06-09
Number of Discs: 1

Bobby 'Blue' Bland (1930 - 2013) was one of the leading US-American Blues, R&B and Soul entertainers. He knew how to combine the intensity of Gospel music with the expression of the Blues. His voice sounded as he wanted to bear witness to one's resolve but he was able to let his voice sound soft, sometimes cool but always cultivated. Thus he also reached out to the fans of Frank Sinatra and Nat 'King' Cole with tremendous success. He formed his remarkable style of singing out of many different influences, characteristic and exclusively reserved for Bobby 'Blue' Bland. Blands voice was always the center of attention. After his huge successes during the 1950s and 1960s for the Duke label, he moved to ABC Dunhill when Duke was sold. He could reach a wider white audience in the early 1970s with his two LPs, 'His California Album' and 'Dreamer', plus productions together with B.B. King. 'Dreamer' was the record company's trial to produce an album in California with the cool Soul appeal of the city of Los Angeles. As a timeless Soul and Blues classic the album contains the in recent years often sampled track Ain't No Love in the Heart of the City, one of the musical back bones to one of the favorites by Jay Z. The whole album is a wonderful soundtrack for those lonely nights alone and blue in a sleazy joint trying to forget a lost love in a bottle of bourbon. 'Dreamer' is the warm velvet cover against cold loneliness with so many great songs like I Wouldn't Treat A Dog (The Way You Treated Me) and Whose Foolin' Who?, the bluesy Cold Day In Hell, Lovin' On Borrowed Time and When You Come To The End Of Your Road. I Ain't Gonna Be The First To Cry has indeed the lyrical quality of The Thrill Is Gone. The production by Steve Barri and Michael Omartian sounds full and ponderous. The accompanying musicians, amongst them guitarists Dean Parks and Larry Carlton, bassist Wilton Felder and drummer Ed Green, belong to the cream of L.A.'s studio musicians.

Tracks:
1.1 Ain't No Love in the Heart of the City 3:51
1.2 I Wouldn't Treat a Dog (The Way You Treated Me) 3:15
1.3 Lovin' on Borrowed Time 3:19
1.4 The End of the Road 3:06
1.5 I Ain't Gonna Be the First to Cry 3:36
2.1 Dreamer 4:09
2.2 Yolanda 3:43
2.3 Twenty-Four Hour Blues 3:59
2.4 Cold Day in Hell 2:43
2.5 Who's Foolin' Who 4:18
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SKU: 80394350878

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robert thompson
Grantham, 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
Natrona Heights, 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
Grantham, 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.
West Palm Beach, 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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Tyler aldrich
Natrona Heights, US
★★★★★ 4
An Invaluable Book
Format: Hardcover, Format: Hardcover
Game Engine Architecture" by Jason Gregory has proven to be a treasure trove of knowledge, especially in the realms of lower-level computer programming and the inner workings of CPUs. The first third of the book, which I have thoroughly enjoyed, dives deep into the intricacies of memory management and concurrent programming. Gregory’s explanations are so lucid and engaging that the complex concepts of memory orders such as relaxed, release, and acquire have become clear to me, showcasing their critical roles in programming. What is particularly remarkable is how the book's first 400 pages serve not just as a guide to game engine architecture, but also stand on their own as an excellent introduction to computer science. It's a testament to the author's skill in distilling complex material into digestible content that even those without a vested interest in game development would find immense value in. However, a caveat I must mention is the book's physical heft. Its size and bulk make it somewhat unwieldy, and I learned this the hard way when it fell from my desk. The impact caused the page binding to tear away from the hard cover, which was disappointing considering the book's cost. Nevertheless, with some craftiness involving thick drawing paper and glue, I managed to repair it. If the author adds any more information to the next edition, it'd probably be best to turn this into a 2-3 volume set to manage the size. Despite this setback, the book remains an invaluable resource. Its depth and clarity are unmatched, making it a worthy addition to any tech enthusiast's library. Just be sure to handle it with care.
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Reviewed in the United States on November 11, 2023

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