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Black Art of Windows Game Programming: Create Games Like Doom That Run Under Windows, with CDROM by Eric R. Lyons
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The REST API Design Handbook
George Reese - 2012
The RESTful approach to web services design is rapidly become the approach of choice. Unfortunately, too few people have truly solid REST API design skills, and discussions of REST can become bogged down in dry theory.The REST API Design Handbook is a simple, practical guide to aid software engineers and software architects create lasting, scalable APIs based on REST architectural principles. The book provides a sound foundation in discussing the constraints that define a REST API. It quickly goes beyond that into the practical aspects of implementing such an API in the real world.Written by cloud computing expert George Reese, The REST API Design Handbook reflects hands on work in consuming many different third party APIs as well the development of REST-based web services APIs. It addresses all of the debates the commonly arise while creating these APIs. Subjects covered include:* REST architectural constraints* Using HTTP methods and response codes in an API* Authenticating RESTful API calls* Versioning* Asynchronous Operations* Pagination and Streaming* Polling and Push Notifications* Rate Limiting
Thinking in C++
Bruce Eckel - 1995
It shows readers how to step back from coding to consider design strategies and attempt to get into the head of the designer.
The Rolling Stone Illustrated History of Rock and Roll: The Definitive History of the Most Important Artists and Their Music
Jim Miller - 1976
Considine and many others.The photography in the Illustrated History is superlative, representing the works of the most celebrated photographers along with rare snapshots and long-lost photos from the early days of rock. Complete with detailed discographies on every important performer and genre, The Rolling Stone Illustrated History of Rock & Roll is an indispensable reference for every fan.
Physically Based Rendering: From Theory to Implementation
Matt Pharr - 2004
The result is a stunning achievement in graphics education. Through the ideas and software in this book, you will learn to design and employ a full-featured rendering system for creating stunning imagery.This new edition greatly refines its best-selling predecessor by streamlining all obsolete code as well as adding sections on parallel rendering and system design; animating transformations; multispectral rendering; realistic lens systems; blue noise and adaptive sampling patterns and reconstruction; measured BRDFs; and instant global illumination, as well as subsurface and multiple-scattering integrators.These updates reflect the current state-of-the-art technology, and along with the lucid pairing of text and code, ensure the book's leading position as a reference text for those working with images, whether it is for film, video, photography, digital design, visualization, or gaming.
The D Programming Language
Andrei Alexandrescu - 2010
I'm sure you'll find the read rewarding." --From the Foreword by Scott Meyers D is a programming language built to help programmers address the challenges of modern software development. It does so by fostering modules interconnected through precise interfaces, a federation of tightly integrated programming paradigms, language-enforced thread isolation, modular type safety, an efficient memory model, and more.
The D Programming Language
is an authoritative and comprehensive introduction to D. Reflecting the author's signature style, the writing is casual and conversational, but never at the expense of focus and pre-cision. It covers all aspects of the language (such as expressions, statements, types, functions, contracts, and modules), but it is much more than an enumeration of features. Inside the book you will find In-depth explanations, with idiomatic examples, for all language features How feature groups support major programming paradigms Rationale and best-use advice for each major feature Discussion of cross-cutting issues, such as error handling, contract programming, and concurrency Tables, figures, and "cheat sheets" that serve as a handy quick reference for day-to-day problem solving with D Written for the working programmer,
The D Programming Language
not only introduces the D language--it presents a compendium of good practices and idioms to help both your coding with D and your coding in general.
Service-Oriented Architecture: Concepts, Technology, and Design
Thomas Erl - 2005
Using Service-Oriented Architecture (SOA), enterprises can deliver high-value business services more rapidly and effectively, and gain unprecedented flexibility and value from existing IT infrastructure. SOA has earned the support of virtually every major software provider, and some 75% of enterprises surveyed are now investing in SOA technology and expertise. In Service-Oriented Architecture: Concepts, Technology, and Design, the author of 2004's best-selling SOA book presents the first end-to-end-tutorial for modeling and designing successful service-oriented architectures from the ground up. Writing in plain English, Thomas Erl provides step-by-step process descriptions for analyzing and designing any service or service-oriented business process definition.
Engineering Software as a Service: An Agile Approach Using Cloud Computing + $10 AWS Credit
Armando Fox - 2013
This book is neither a step-by-step tutorial nor a reference book. Instead, our goal is to bring a diverse set of software engineering topics together into a single narrative, help readers understand the most important ideas through concrete examples and a learn-by-doing approach, and teach readers enough about each topic to get them started in the field. Courseware for doing the work in the book is available as a virtual machine image that can be downloaded or deployed in the cloud. A free MOOC (massively open online course) at saas-class.org follows the book's content and adds programming assignments and quizzes. See http://saasbook.info for details.
Large-Scale C++ Software Design
John S. Lakos - 1996
It is the first C++ book that actually demonstrates how to design large systems, and one of the few books on object-oriented design specifically geared to practical aspects of the C++ programming language. In this book, Lakos explains the process of decomposing large systems into physical (not inheritance) hierarchies of smaller, more manageable components. Such systems with their acyclic physical dependencies are fundamentally easier and more economical to maintain, test, and reuse than tightly interdependent systems. In addition to explaining the motivation for following good physical as well as logical design practices, Lakos provides you with a catalog of specific techniques designed to eliminate cyclic, compile-time, and link-time (physical) dependencies. He then extends these concepts from large to very large systems. The book concludes with a comprehensive top-down approach to the logical design of individual components. Appendices include a valuable design pattern Protocol Hierarchy designed to avoid fat inte
Ramana Maharshi and the Path of Self-Knowledge
Arthur Osborne - 1954
Introduced to the West by Paul Brunton, Ramana Maharshi's spirituality, simplicity, kindness and shrewdness had a great impact on many Westerners.
Ejb 3 in Action
Debu Panda - 2007
This book builds on the contributions and strengths of seminal technologies like Spring, Hibernate, and TopLink.EJB 3 is the most important innovation introduced in Java EE 5.0. EJB 3 simplifies enterprise development, abandoning the complex EJB 2.x model in favor of a lightweight POJO framework. The new API represents a fresh perspective on EJB without sacrificing the mission of enabling business application developers to create robust, scalable, standards-based solutions.EJB 3 in Action is a fast-paced tutorial, geared toward helping you learn EJB 3 and the Java Persistence API quickly and easily. For newcomers to EJB, this book provides a solid foundation in EJB. For the developer moving to EJB 3 from EJB 2, this book addresses the changes both in the EJB API and in the way the developer should approach EJB and persistence.
Enterprise Architecture As Strategy: Creating a Foundation for Business Execution
Jeanne W. Ross - 2006
In Enterprise Architecture as Strategy: Creating a Foundation for Business Execution, authors Jeanne W. Ross, Peter Weill, and David C. Robertson show you how.The key? Make tough decisions about which processes you must execute well, then implement the IT systems needed to digitize those processes. Citing numerous companies worldwide, the authors show how constructing the right enterprise architecture enhances profitability and time to market, improves strategy execution, and even lowers IT costs. Though clear, engaging explanation, they demonstrate how to define your operating model—your vision of how your firm will survive and grow—and implement it through your enterprise architecture. Their counterintuitive but vital message: when it comes to executing your strategy, your enterprise architecture may matter far more than your strategy itself.
The Well-Grounded Rubyist
David A. Black - 2008
It's a beautifully written tutorial that begins with the basic steps to get your first Ruby program up and running and goes on to explore sophisticated topics like callable objects, reflection, and threading. Whether the topic is simple or tough, the book's easy-to-follow examples and explanations will give you immediate confidence as you build your Ruby programming skills.The Well-Grounded Rubyist is a thoroughly revised and updated edition of the best-selling Ruby for Rails. In this new book, expert author David A. Black moves beyond Rails and presents a broader view of Ruby. It covers Ruby 1.9, and keeps the same sharp focus and clear writing that made Ruby for Rails stand out.Starting with the basics, The Well-Grounded Rubyist explains Ruby objects and their interactions from the ground up. In the middle chapters, the book turns to an examination of Ruby's built-in, core classes, showing the reader how to manipulate strings, numbers, arrays, ranges, hashes, sets, and more. Regular expressions get attention, as do file and other I/O operations.Along the way, the reader is introduced to numerous tools included in the standard Ruby distribution--tools like the task manager Rake and the interactive Ruby console-based interpreter Irb--that facilitate Ruby development and make it an integrated and pleasant experience.The book encompasses advanced topics, like the design of Ruby's class and module system, and the use of Ruby threads, taking even the new Rubyist deep into the language and giving every reader the foundations necessary to use, explore, and enjoy this unusually popular and versatile language.It's no wonder one reader commented: "The technical depth is just right to not distract beginners, yet detailed enough for more advanced readers."Purchase of the print book comes with an offer of a free PDF, ePub, and Kindle eBook from Manning. Also available is all code from the book.
Visual C++ Programming
Yashavant P. Kanetkar - 2004
Rules of Play: Game Design Fundamentals
Katie Salen - 2003
In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.