Systems Analysis and Design


Alan Dennis - 2002
    Building on their experience as professional systems analysts and award-winning teachers, authors Dennis, Wixom, and Roth capture the experience of developing and analyzing systems in a way that students can understand and apply.With Systems Analysis and Design, 4th edition , students will leave the course with experience that is a rich foundation for further work as a systems analyst.

Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques


Evan Skolnick - 2014
    With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.

Learn CSS in One Day and Learn It Well: CSS for Beginners with Hands-on Project. Includes HTML5


Jamie Chan - 2015
    Learn them fast and learn them well. Have you always wanted to learn to build your own website but are afraid it'll be too difficult for you? Or perhaps you are a blogger who wants to tweak your blog's design, without having to spend money on an expensive theme. This book is for you. You no longer have to waste your time and money learning HTML and CSS from lengthy books, expensive online courses or complicated tutorials. What this book offers... HTML and CSS for Beginners Complex concepts are broken down into simple steps to ensure that you can easily master the two languages even if you have never coded before. Carefully Chosen Examples (with images) Examples are carefully chosen to illustrate all concepts. In addition, images are provided whenever necessary so that you can immediately see the visual effects of various CSS properties. Learn The Languages Fast Concepts are presented in a "to-the-point" style to cater to the busy individual. With this book, you can learn HTML and CSS in just one day and start coding immediately. How is this book different... The best way to learn programming is by doing. End-of-Chapter Exercises Each CSS chapter comes with an end-of-chapter exercise where you get to practice the different CSS properties covered in the chapter and see first hand how different CSS values affect the design of the website. Bonus Project The book also includes a bonus project that requires the application of all the HTML and CSS concepts taught previously. Working through the project will not only give you an immense sense of achievement, it’ll also help you see how the various concepts tie together. Are you ready to dip your toes into the exciting world of web development? This book is for you. Click the BUY button and download it now. What you'll learn: - What is CSS and HTML? - What software do you need to write and run CSS codes? - What are HTML tags and elements? - What are the commonly used HTML tags and how to use them? - What are HTML IDs and Classes? - What is the basic CSS syntax? - What are CSS selectors? - What are pseudo classes and pseudo elements? - How to apply CSS rules to your website and what is the order of precedence? - What is the CSS box model? - How to position and float your CSS boxes - How to hide HTML content - How to change the background of CSS boxes - How to use the CSS color property to change colors - How to modify text and font of a website - How to create navigation bars - How to create gorgeous looking tables to display your data .. and more... Click the BUY button and download the book now to start learning HTML and CSS now. Learn them fast and learn them well. Tags: ------------ CSS, HTML5, web development, web page design, CSS examples, CSS tutorials, CSS coding, CSS for Dummies

Exploring CQRS and Event Sourcing


Dominic Betts - 2012
    It presents a learning journey, not definitive guidance. It describes the experiences of a development team with no prior CQRS proficiency in building, deploying (to Windows Azure), and maintaining a sample real-world, complex, enterprise system to showcase various CQRS and ES concepts, challenges, and techniques.The development team did not work in isolation; we actively sought input from industry experts and from a wide group of advisors to ensure that the guidance is both detailed and practical.The CQRS pattern and event sourcing are not mere simplistic solutions to the problems associated with large-scale, distributed systems. By providing you with both a working application and written guidance, we expect you’ll be well prepared to embark on your own CQRS journey.

Murach's HTML5 and CSS3: Training and Reference


Zak Ruvalcaba - 2011
    This title also teaches you how to use the HTML5 and CSS3 features alongside the earlier standards.

Rise of the Data Cloud


Frank Slootman - 2020
    

The Atomic Chef: And Other True Tales of Design, Technology, and Human Error


Steven Casey - 2006
    The 20 stand-alone chapters of this new work describe how technological failures result from the incompatibilities between the way things are designed and the way people actually perceive, think, and act. New technologies will succeed or fail based on our ability to minimize these incompatibilities between the characteristics of people and the characteristics of the things we create and use.This book is the quintessential 'must read' for all those who deal with technology in any fashion. From the frustration of an awkward ATM machine to the threat of accidental, nuclear Armageddon, Casey shows how the same crucial factors come into play told through the very eyes of those people who saw and experienced these things. No student of design, psychology, behavioral science, or technology should be without this book, and neither should any intelligent member of society who wants to know what goes on with the successes and failures of modern technology.Sit ringside to the action where compelling events unfold. The stories in this book will take you to airports and airline cabins, an amusement park, a fertility clinic, a pharmaceutical plant, an emergency dispatch center, the Olympic games, and a bank; to hospitals, spacecraft, ships, and cars. From the coasts of Peru and Monterey, in orbit aboard the International Space Station, the freeways of Southern California and the back roads of France, the battlefields of Afghanistan, and a nuclear fuel plant in Japan this is The Atomic Chef.

Game Programming Patterns


Robert Nystrom - 2011
    Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.

Game Engine Architecture


Jason Gregory - 2009
    The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.

T-SQL Fundamentals


Itzik Ben-Gan - 2016
    Itzik Ben-Gan explains key T-SQL concepts and helps you apply your knowledge with hands-on exercises. The book first introduces T-SQL's roots and underlying logic. Next, it walks you through core topics such as single-table queries, joins, subqueries, table expressions, and set operators. Then the book covers more-advanced data-query topics such as window functions, pivoting, and grouping sets. The book also explains how to modify data, work with temporal tables, and handle transactions, and provides an overview of programmable objects. Microsoft Data Platform MVP Itzik Ben-Gan shows you how to: Review core SQL concepts and its mathematical roots Create tables and enforce data integrity Perform effective single-table queries by using the SELECT statement Query multiple tables by using joins, subqueries, table expressions, and set operators Use advanced query techniques such as window functions, pivoting, and grouping sets Insert, update, delete, and merge data Use transactions in a concurrent environment Get started with programmable objects-from variables and batches to user-defined functions, stored procedures, triggers, and dynamic SQL

Mastering Vmware Vsphere 5


Scott Lowe - 2011
    You'll learn how to install, configure, operate, manage, and secure the latest release.Covers all the new features and capabilities of the much-anticipated new release of VMware vSphere Discusses the planning, installation, operation, and management for the latest release Reviews migration to the latest vSphere software Offers hands-on instruction and clear explanations with real-world examples Mastering VMware vSphere is the strategic guide you need to maximize the opportunities of virtualization.

Over The Top: How The Internet Is (Slowly But Surely) Changing The Television Industry


Alan Wolk - 2015
    Given the intricacies of the industry, it's also going to be the most resistant to change. Alan Wolk, an industry veteran and longtime analyst and observer, lays out how the television industry is adapting to the digital era, explaining what's really happening in a tone that will appeal to laypeople and insiders alike. In the first section, Wolk takes us through how the industry works today, focusing on how the various players actually make money and who pays who for what. The next section deals with the changes that are taking place in the industry today–everything from time shifting to binge viewing to cord cutting–and how those changes are starting to create some seismic shifts. In the final section, Wolk reveals his predictions for the future and what the industry will look like in ten years time. Andrew Wallenstein, co-editor-in-chief of Variety says "Alan Wolk is one of the most insightful observers writing about the media business today. There's no better expert to help you navigate the confusing, complicated nexus of TV and the Internet." David Zaslav, President and CEO of Discovery Communications says "Alan Wolk has a deep understanding of the complex nature of television today… this is a fantastic primer of the business and one of the most educated perspectives on the future of our rapidly evolving industry."

A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

Programming Entity Framework


Julia Lerman - 2009
    "Programming Entity Framework, 1st Edition" offers experienced developers a thorough introduction to Microsoft's core framework for modeling and interacting with data in .NET applications. This hands-on tour provides a deep understanding of Entity Framework's architecture and APIs, and explains how to use the framework in a variety of applications built with Visual Studio 2008 and .NET 3.5.From the Entity Data Model (EDM) and Object Services to EntityClient and the Metadata Workspace, this highly acclaimed first edition covers it all.Understand the core concepts you need to make the best use of the Entity Framework (EF) in your applicationsLearn to query your data, using either LINQ to Entities or Entity SQLCreate Windows Forms, WPF, and ASP.NET applicationsBuild ASMX web services and WCF servicesUse Object Services to work directly with your entity objectsDelve into model customization, relationship management, change tracking, data concurrency, and moreOne important note: while many of the lessons from this book will continue to be valuable as you move to .NET 4, the thoroughly revised second edition of "Programming Entity Framework" (August 2010) specifically targets Visual Studio 2010 and .NET 4 -- where there have been many advancements and additions to the framework.

Introduction to Disciplined Agile Delivery: A Small Agile Team’s Journey from Scrum to Continuous Delivery


Mark Lines - 2015
    It describes the Disciplined Agile Delivery (DAD) process decision framework and then works through a case study describing a typical agile team’s experiences adopting a disciplined agile approach. The book describes how the team develops the first release of a mission-critical application while working in a legacy enterprise environment. It describes their experiences from beginning-to-end, starting with their initial team initiation efforts through construction and finally to deploying the solution into production. It also describes how the team stays together for future releases, overviewing their process improvement efforts from their Scrum-based beginnings through to a lean continuous delivery approach that fits in with their organization’s evolving DevOps strategy. The DAD framework is a hybrid of existing methods such as Scrum, Kanban, Agile Modeling, SAFe, Extreme Programming, Agile Data, Unified Process and many others. DAD provides the flexibility to use various approaches and plugs the gaps not addressed by mainstream agile methods. In a nutshell, DAD is “pragmatic agile.” DAD describes proven strategies to adapt and scale your agile initiatives to suit the unique realities of your enterprise without having to figure it all out by yourself. Here’s an overview of what each chapter covers: * Chapter 1: Introduction. This chapter provides a quick overview of the book and a brief history of Disciplined Agile. * Chapter 2: Reality over Rhetoric. This chapter explores several common myths about DAD and more importantly disproves them. * Chapter 3: Disciplined Agile Delivery in a Nutshell. This chapter provides a brief yet comprehensive overview of the DAD framework. * Chapter 4: Introduction to the Case Study. This chapter introduces us to the team, describes the market opportunity that they hope to address, and describes the environment in which they’re working. * Chapter 5: Inception. The team’s initiation effort includes initial requirements modeling and planning with their stakeholders in a streamlined manner, initial architecture modeling, setting up their physical work environment, setting up the start of their tooling infrastructure, initial risk identification, and finally securing stakeholder support and funding for the rest of the first release. * Chapters 6 through 10: Construction. These chapters each describe a single Construction iteration, sharing the team’s experiences during each of those two-week timeboxes. * Chapter 11: Transition. The two-week transition phase focuses on final testing and fixing, training the support/help-desk staff, finishing a few short end-user “how to” videos, and deploying the solution into production. * Chapter 12: Future Releases. This chapter overviews the team’s improvement efforts over the next few releases, describing how they evolve from the agile Scrum-based lifecycle to a leaner approach and eventually to continuous delivery. * Chapter 13: Closing Thoughts. This chapter overviews the disciplined agile resources that are available to you. * Appendix: The Disciplined Agile IT Department. This short appendix overviews our ongoing work on the Disciplined Agile framework to address the full scope of an IT department. At 102 pages, you should find this book to be a quick, informative read.