• Advanced.Programming.in.the.UNIX.Environment.(2005),.2Ed.BBL.chm

    Advanced Programming in the UNIX® Environment: Second Edition By W. Richard Stevens, Stephen A. Rago ............................................... Publisher: Addison Wesley Professional Pub Date: June 17, 2005 ISBN: 0201433079 Pages: 960

    0
    21
    3.21MB
    2010-03-16
    3
  • Unix™ Systems Programming: Communication, Concurrency, and Threads

    This completely updated classic (originally titled Practical UNIX Programming) demonstrates how to design complex software to get the most from the UNIX operating system. UNIX Systems Programming provides a clear and easy-to-understand introduction tothe essentials of UNIX programming. Starting with short code snippetsthat illustrate how to use system calls, Robbins and Robbins movequickly to hands-on projects that help readers expand their skill levels. This practical guide thoroughly explores communication, concurrency,and multithreading. Known for its comprehensive and lucid explanations of complicated topics such as signals and concurrency, the book features practical examples, exercises, reusable code, and simplified libraries for use in network communication applications. A self-contained reference that relies on the latest UNIX standards,UNIX Systems Programming provides thorough coverage of files, signals,semaphores, POSIX threads, and client-server communication. Thisedition features all-new chapters on the Web, UDP, and server performance. The sample material has been tested extensively in theclassroom.

    4
    42
    2.64MB
    2010-03-16
    14
  • Introduction.to.3D.Game.Programming.with.DirectX.10.chm

    Introduction This book presents an introduction to programming interactive computer graphics, with an emphasis on game development, using Direct3D 10. It teaches the fundamentals of Direct3D and shader programming, after which the reader will be prepared to go on and learn more advanced techniques. The book is divided into three main parts. Part I explains the mathematical tools that will be used throughout this book. Part II shows how to implement fundamental tasks in Direct3D, such as initialization, defining 3D geometry, setting up cameras, creating vertex, pixel, and geometry shaders, lighting, texturing, blending, and stenciling. Part III is largely about applying Direct3D to implement a variety of interesting techniques and special effects, such as working with meshes, terrain rendering, picking, particle systems, environment mapping, normal mapping, shadows, and rendering to textures. For the beginner, this book is best read front to back. The chapters have been organized so that the difficulty increases progressively with each chapter. In this way, there are no sudden jumps in complexity that leave the reader lost. In general, for a particular chapter, we will use the techniques and concepts previously developed. Therefore, it is important that you have mastered the material of a chapter before continuing. Experienced programmers can pick the chapters of interest. Finally, you may be wondering what kinds of games you can create after reading this book. The answer to that question is best obtained by skimming through this book and seeing the types of applications that are developed. From that you should be able to visualize the types of games that can be developed based on the techniques taught in this book and some of your own ingenuity. Intended Audience This book was designed with the following three audiences in mind: Intermediate level C++ programmers who would like an introduction to 3D programming using the latest iteration of Direct3D. 3D programmers experienced with an API other than DirectX (e.g., OpenGL) who would like an introduction to Direct3D 10. Experienced Direct3D 9 programmers wishing to learn the latest iteration of Direct3D.

    4
    99
    20.25MB
    2010-03-09
    10
  • Effective Concurrency

    Herb Sutter is a leading authority on software development. He is the best selling author of Exceptional C++ as well as three other books and hundreds of technical papers and articles, including the widely-cited essay "The Free Lunch Is Over" which coined the term "concurrency revolution" to describe the software sea change now in progress to exploit increasingly parallel hardware. He served for over a decade as secretary and chair of the ISO C++ standards committee during the development of the second C++ standard, C++0x, and as lead architect of C++/CLI at Microsoft. Herb is currently the designer of the Prism memory model for Microsoft platforms and the Concur extensions to Visual C++ for parallel programming. His next book, Effective Concurrency, will be published by Addison-Wesley. This is Effective Concurrency article, 1 to 25

    0
    119
    3.76MB
    2009-08-22
    10
  • Xunit Test Patterns Refactoring Test Code.pdf

    xUnit Test Patterns Refactoring Test Code Gerard Meszaros

    0
    256
    5.16MB
    2009-01-19
    26
  • Real-Time Rendering.3rd.djvu

    Real-Time Renderin Third Edition Tomas Akenine-Moller Eric Haines Naty Hoffman

    0
    40
    17.96MB
    2009-01-18
    10
  • Pragmatic Programming Erlang Jul 2007.pdf

    书是讲述下一代编程语言Erlang 的权威著作,主要涵盖顺序型编程、异常处理、编译和运行代码、并发编程、并发编程中的错误处理、分布式编程、多核编程等内容。本书将帮助读者在消息传递的基础上构建分布式的并发系统,免去锁与互斥技术的羁绊,使程序在多核CPU 上高效运行。本书讲述的各种设计方法和行为将成为设计容错与分布式系统中的利器。. 在多核、并发、分布为王的时代,谁将成为下一个主流编程语言?来自全世界的众多专家都认为,Erlang最有可能在竞争中胜出。 Erlang开源语言系出名门,通信巨头爱立信公司用它开发出了可靠性惊人的交换机系统AXD301。它天生就是面向并发、分布和高容错的,兼有函数式语言和脚本语言的各种优点,而且已经用于商业开发多年,具有稳定性极高的虚拟机和平台库。有了这些天时地利,无怪乎Erlang能够迅速成为热门的开发语言,除了广泛应用于通信行业之外,它已经进入了各个领域:Facebook用它实现了聊天系统,Yahoo用它重写了Delicious,Amazon用它开发了云计算数据服务SimpleDB,还有多人游戏、测试工具、电子支付、数据采集与监控、企业消息、电子邮件、空中交通管制…….. 本书由Erlang之父Joe Armstrong编写,是毋庸置疑的经典著作。书中兼顾了顺序编程、并发编程和分布式编程,较深入地讨论了开发Erlang应用中至关重要的文件和网络编程、OTP、MNesia、Ets和Dets等主题,更为精彩的是,大师亲自操刀,构建了MapReduce实例和多人聊天实例,一定让你大呼过瘾。...

    4
    33
    3.97MB
    2008-11-24
    4
  • OpenGL Programming Guide: The Official Guide to Learning OpenGL(R), Version 2.1

    OpenGL® Programming Guide, Sixth Edition OpenGL is a powerful software interface used to produce high-quality, computergenerated images and interactive applications using 2D and 3D objects, bitmaps, and color images. The OpenGL® Programming Guide, Sixth Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 2.0. This sixth edition of the best-selling "red book" describes the latest features of OpenGL Version 2.1. You will find clear explanations of OpenGL functionality and many basic computer graphics techniques, such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques. This sixth edition has been updated to include the newest features of OpenGL Version 2.1, including: Using server-side pixel buffer objects for fast pixel rectangle download and retrieval Discussion of the sRGB texture format Expanded discussion of the OpenGL Shading Language This edition continues the discussion of the OpenGL Shading Language (GLSL) and explains the mechanics of using this language to create complex graphics effects and boost the computational power of OpenGL. The OpenGL Technical Library provides tutorial and reference books for OpenGL. The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies. About the Author Dave Shreiner, a computer graphics specialist at ARM, Inc., was a longtime member of the core OpenGL team at SGI. He authored the first commercial OpenGL training course, and has been developing computer graphics applications for more than two decades. Dave regularly presents at SIGGRAPH and other conferences worldwide, and is coauthor of the OpenGL® Reference Manual (Addison-Wesley).

    0
    23
    15.61MB
    2008-08-27
    3
  • Learning.Python.3rd.Edition.Oct.2007.pdf

    Python是一种理想的独立程序和脚本程序语言,具有可移植、强大和易用的特点。无论您是初学程序设计还是初学Python,都能通过本书快速而高效地掌握Python核心语言的基础。通读本书,您可以获得足够多的知识,能够学习将Python用于您所选择的任何应用领域。.<br>《学习Python(第三版)》基于作者Mark Lutz在过去10年间讲授培训课程所使用的资料。除了大量的注解插图和每章总结外,作者还为每章加入了独特的一节,通过实际练习和复习提问的方式,让您在学习过程中练习新的技能,测验对概念的理解程度。<br>本书内容包括:<br>类型和运算——深入Python内置对象类型:数值、列表、字典及其他。<br>语句和语法——用来创建和处理对象的Python代码以及Python通用语法模型。<br>函数——Python的基本结构化和代码重用工具。..<br>模块——将语句、函数和其他工具组织为更大的组件。<br>类和面向对象编程——可选的Python面向对象程序设计工具,用于定制和重用结构化代码。<br>异常和工具——处理语句和模块异常,并介绍编写较大型程序所使用的开发工具。<br>有关即将发布的Python 3.0的一些讨论。<br>《学习Python 第三版》为您理解Python语言提供了完整而又深入的介绍,帮助您领会在以后的工作中会遇到的应用级Python实例。如果您准备好探索Google和YouTube究竟从Python中发现了什么,那么本书就是一个最好的开始。...

    5
    35
    4.08MB
    2008-08-03
    3
  • Object Design Roles,Responsibilities,and Collaborations.chm

    Object Design: Roles, Responsibilities, and Collaborations <br>By Rebecca Wirfs-Brock, Alan McKean <br> <br>Publisher : Addison Wesley <br>Pub Date : November 08, 2002 <br>ISBN : 0-201-37943-0 <br>Pages : 416 <br><br><br><br><br>Noted object technologists Rebecca Wirfs-Brock and Alan McKean present a modern, thoughtful treatment on the design of object software.<br><br>Introduces Responsibility-Driven Design, the expert authors' proven method to building better software.<br><br>Practical strategies for increasing software's reliability and flexibility.<br><br>Helps reader discriminate important design choices from mundane ones, and to acquire a fundamental set of techniques that can be intelligently practiced<br><br>After more than ten years, object technology pioneer Rebecca Wirfs-Brock teams with expert Alan McKean to present a thoroughly updated, modern, and proven method for the design of software. The book is packed with practical design techniques that enable the practitioner to get the job done. Like many human endeavors, design is part art, part engineering, part guesswork, and part experimentation. Discipline, hard work, inspiration, and sound technique all play their part as well. For any given problem, there are many reasonable, but only a few very good solutions. The authors' goal is to help readers learn to make those very good design decisions on their own. The book explores challenges that software developers will face as they build their design, and shows how design patterns can be used to solve design problems. Long awaited and eagerly anticipated, this book represents the first great software design book of the century. A FUTURE CLASSIC!<br><br>Rebecca Wirfs-Brock is the founder of Wirfs-Brock Associates where she consults with clients on development practices and methods. Formerly, she was Chief Methodologist and Director of the Object Development Center of Excellence at Parc-Place Digitalk. She was the lead author of Designing Object-Oreinted Software, Prentice-Hall, 1990. Alan McKean is the co-founder of Wirfs-Brock Associates. He was formerly Object Methodologist at Parc-Place Digitalk. An experienced speaker and software developer, he has developed socre curricula in object-oriented design, programming, and distributed object systems.<br><br>

    4
    76
    3.79MB
    2008-05-15
    13
  • 分享宗师

    成功上传21个资源即可获取
  • 持续创作

    授予每个自然月内发布4篇或4篇以上原创或翻译IT博文的用户。不积跬步无以至千里,不积小流无以成江海,程序人生的精彩需要坚持不懈地积累!
关注 私信
上传资源赚积分or赚钱