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This is the official guide and reference manual for Subversion 1.6 - the popular open source revision control technology.
Whether you're starting a software project from scratch, or fixing an ailing one, this handy guide helps you out. It provides essential project management tools, techniques, and practices - all designed to eliminate the frustrating cycle of releases and patches. It supplies you with the information you need to diagnose your team's situation.
A textbook that addresses a wide variety of problems in classical and quantum physics. Modern programming techniques are stressed throughout, along with the important topics of encapsulation, polymorphism, and object-oriented design. Scientific problems are physically motivated, solution strategies are developed, and explicit code is presented.
Over the last decade, software product line engineering (SPLE) has emerged as one of the most promising software development paradigms for increasing productivity in IT-related industries. Detailing the various aspects of SPLE implementation in different domains, Applied Software Product Line Engineering documents best practices with regard to syst
If you have programming experience and a familiarity with C--the dominant language in embedded systems--Programming Embedded Systems, Second Edition is exactly what you need to get started with embedded software. This software is ubiquitous, hidden away inside our watches, DVD players, mobile phones, anti-lock brakes, and even a few toasters. The military uses embedded software to guide missiles, detect enemy aircraft, and pilot UAVs. Communication satellites, deep-space probes, and many medical instruments would have been nearly impossible to create without embedded software. The first edition of Programming Embedded Systems taught the subject to tens of thousands ofpeople around the world ...
This book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. 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.
Collecting scattered knowledge into one coherent account, this book provides a compendium of both classical and recently developed results on reversible computing. It offers an expanded view of the field that includes the traditional energy-motivated hardware viewpoint as well as the emerging application-motivated software approach. It explores up-and-coming theories, techniques, and tools for the application of reversible computing. The topics covered span several areas of computer science, including high-performance computing, parallel/distributed systems, computational theory, compilers, power-aware computing, and supercomputing.
This book doesn't tell you how to write faster code, or how to write code with fewer memory leaks, or even how to debug code at all. What it does tell you is how to build your product in better ways, how to keep track of the code that you write, and how to track the bugs in your code. Plus some more things you'll wish you had known before starting a project. Practical Development Environments is a guide, a collection of advice about real development environments for small to medium-sized projects and groups. Each of the chapters considers a different kind of tool - tools for tracking versions of files, build tools, testing tools, bug-tracking tools, tools for creating documentation, and tool...
Software architecture is foundational to the development of large, practical software-intensive applications. This brand-new text covers all facets of software architecture and how it serves as the intellectual centerpiece of software development and evolution. Critically, this text focuses on supporting creation of real implemented systems. Hence the text details not only modeling techniques, but design, implementation, deployment, and system adaptation -- as well as a host of other topics -- putting the elements in context and comparing and contrasting them with one another. Rather than focusing on one method, notation, tool, or process, this new text/reference widely surveys software architecture techniques, enabling the instructor and practitioner to choose the right tool for the job at hand. Software Architecture is intended for upper-division undergraduate and graduate courses in software architecture, software design, component-based software engineering, and distributed systems; the text may also be used in introductory as well as advanced software engineering courses.