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个体软件过程 豆瓣
作者: Watts S.Humphrey 2001 - 10
《个体软件过程》(简称“PSPI”),是Watts S.Humphrey于1997年特为美国大学一年级学生编写的教科书。书中描述了很多资深的软件工程师解决软件工程问题的方法,特别是有关软件项目计划和软件质量控制方面的先进方法,并提供了很多练习来帮助读者掌握这些方法。
美国Embry-Riddle航空大学计算机科学系以本书初稿为教材,为该系一年级学生讲授了这门课程,经验证明,这对造就学生成为合格的软件专业人员很有帮助。每章之后还附有习题,以帮助读者复习与掌握该章的主要内容。由于本书是在两个学期的计算机科学或软件工程导论课程中使用,所以本书的内容分成两部分,在第一学期中讲授时间管理(前10章),在第二学期中讲授质量问题(后10章)。
本书实用性与可读性较强,可作为高等学校计算机软件工程课程的教材,也可作为工程技术人员自学个体软件过程的教材,是进行软件过程改善和能力成熟度模型SW-CMM评估的重要参考资料。本书同样适用于软件开发项目经理、程序员和一般编程爱好者在开发软件时参考。
2010年2月1日 想读
DEV
小组软件开发过程 豆瓣
作者: WattsS.Humphrey 译者: 袁昱 人民邮电出版社 2000 - 11
《小组软件开发过程》(简称“TSPi”),是美国Embry—Riddle Aeronautica1大学为计算机科学系研究生和高年级本科生开设的一门软件工程课的教科书。这本书系统地论述了如何以开发小组的形式来进行软件的开发,并对开发过程作出了具体而详尽的指导,包括小组成员之间的协调、进度的管理、质量的控制等等令读者最感兴趣的方面。 全书共四个部分:第一部分—绪论,包括前两章,是对理论的简单介绍
2010年2月1日 想读
DEV
Debugging 豆瓣 Goodreads
作者: David J Agans AMACOM 2006 - 11
This book was born in 1981 when a group of test technicians at Gould asked me if I could write a
document on how to troubleshoot our hardware products. I was at a loss—the products were boards
with hundreds of chips on them, several microprocessors, and numerous communications buses. I
knew there was no magical recipe; they would just have to learn how to debug things. I discussed
this with Mike Bromberg, a long time mentor of mine, and we decided the least we could do was
write up some general rules of debugging. The Ten Debugging Commandments were the result, a
single sheet of brief rules for debugging which quickly appeared on the wall above the test benches.
Over the years, this list was compressed by one rule and generalized to software and systems, but
it remains the core of this book. So to Mike, and to the floor techs who expressed the need, thanks.
Over the years, I've had the pleasure of working for and with a number of inspirational people who
helped me develop both my debugging skills and my sense of humor. I'd like to recognize Doug
Currie, Scott Ross, Glen Dash, Dick Morley, Mike Greenberg, Cos Fricano, John Aylesworth (one of
the original techs), Bob DeSimone, and Warren Bayek for making challenging work a lot of fun. I
should also mention three teachers who expected excellence and made learning enjoyable: Nick
Menutti (it ain't the Nobel Prize, but here's your good word), Ray Fields, and Professor Francis F.
Lee. And while I never met them, their books have made a huge difference in my writing career:
William Strunk Jr. and E. B. White (The Elements of Style), and Jeff Herman and Deborah Adams
(Write the Perfect Book Proposal).
To the Delt Dawgs, my summer softball team of 28 years and counting, thanks for the reviews and networking help. I'm indebted to Charlie Seddon, who gave me a detailed review with many helpful
comments, and to Bob Siedensticker, who did that and also gave me war stories, topic suggestions,
and advice on the publishing biz. Several people, most of whom I did not know personally at the
time, reviewed the book and sent me nice letters of endorsement, which helped get it published.
Warren Bayek and Charlie Seddon (mentioned above), Dick Riley, Bob Oakes, Dave Miller, and
Professor Terry Simkin: thank you for your time and words of encouragement.
I'm grateful to the Sesame Workshop, Tom and Ray Magliozzi (Click and Clack of Car Talk—or is it
Clack and Click?), and Steve Martin for giving me permission to use their stories and jokes; to Sir
Arthur Conan Doyle for creating Sherlock Holmes and having him make so many apropos
comments; and to Seymour Friedel, Bob McIlvaine, and my brother Tom Agans for relating interesting war stories. And for giving me the examples I needed both to discover the rules and to
demonstrate them, thanks to all the war story participants, both heroes and fools (you know who
you are).
Working with my editors at Amacom has been a wonderful and enlightening experience. To Jacquie
Flynn and Jim Bessent, thank you for your enthusiasm and great advice. And to the designers and
other creative hands in the process, nice work; it came out great.
Special appreciation goes to my agent, Jodie Rhodes, for taking a chance on a first−time author
with an offbeat approach to an unfamiliar subject. You know your markets, and it shows.
For their support, encouragement, and countless favors large and small, a special thanks to my
in−laws, Dick and Joan Blagbrough. To my daughters, Jen and Liz, hugs and kisses for being fun
and believing in me. (Also for letting me have a shot at the computer in the evenings between
high−scoring games and instant messenger sessions.)
And finally, my eternal love and gratitude to my wife Gail, for encouraging me to turn the rules into a
book, for getting me started on finding an agent, for giving me the time and space to write, and for
proofreading numerous drafts that I wouldn't dare show anyone else. You can light up a chandelier
with a vacuum cleaner, but you light up my life all by yourself.
2010年2月6日 想读
DEV
Pro OGRE 3D Programming 豆瓣
作者: Gregory Junker Apress 2006 - 9
Pro OGRE 3D Programming is your detailed guide to utilizing the OGRE 3D engine, one of the best-in-breed 3D rendering libraries available. You'll learn what OGRE is, and more importantly, what it is not. OGRE gives you an object-oriented interface to render 3D scenes independent of the implementation, such as Direct3D or OpenGL. OGRE is available on Windows, Mac OS X, and Linux. It can be utilized to create a variety of 3D-based applications and is commonly used in game creation. This book covers OGRE from obtaining the source to polishing the final product. If you are an aspiring game programmer with beginner/intermediate-level knowledge of game design practices and intermediate-level knowledge of the C++ language, this is the book for you. Familiarity with open source project management tools such as CVS and Subversion will also help you to digest the material. Included with the book is a ready-to-use Utility Toolkit class library useful for jumpstarting OGRE-based programs. You'll also find discussion of OGRE's capabilities from the perspective of a content creator, not just a programmer. The content of this book was reviewed prior to publication by Steve Streeting, founder and lead developer of the OGRE 3D project.
2010年2月8日 想读
DEV
Clean Code 豆瓣 Goodreads
9.5 (8 个评分) 作者: [美国] Robert C·Martin Prentice Hall 2008 - 8
Even bad code can function. But if code isn’t clean, it can bring a development organization to its knees. Every year, countless hours and significant resources are lost because of poorly written code. But it doesn’t have to be that way.
Noted software expert Robert C. Martin presents a revolutionary paradigm with Clean Code: A Handbook of Agile Software Craftsmanship. Martin has teamed up with his colleagues from Object Mentor to distill their best agile practice of cleaning code “on the fly” into a book that will instill within you the values of a software craftsman and make you a better programmer—but only if you work at it.
What kind of work will you be doing? You’ll be reading code—lots of code. And you will be challenged to think about what’s right about that code, and what’s wrong with it. More importantly, you will be challenged to reassess your professional values and your commitment to your craft.
Clean Code is divided into three parts. The first describes the principles, patterns, and practices of writing clean code. The second part consists of several case studies of increasing complexity. Each case study is an exercise in cleaning up code—of transforming a code base that has some problems into one that is sound and efficient. The third part is the payoff: a single chapter containing a list of heuristics and “smells” gathered while creating the case studies. The result is a knowledge base that describes the way we think when we write, read, and clean code.
Readers will come away from this book understanding
How to tell the difference between good and bad code
How to write good code and how to transform bad code into good code
How to create good names, good functions, good objects, and good classes
How to format code for maximum readability
How to implement complete error handling without obscuring code logic
How to unit test and practice test-driven development
This book is a must for any developer, software engineer, project manager, team lead, or systems analyst with an interest in producing better code.
2010年2月9日 想读
DEV
Computer Graphics 豆瓣
作者: James D. Foley / Andries van Dam Addison-Wesley Professional 1995 - 8
The best-selling book on computer graphics is now available in this C-language version. All code has been converted into C, and changes through the ninth printing of the second edition have been incorporated. The book's many outstanding features continue to ensure its position as the standard computer graphics text and reference. By uniquely combining current concepts and practical applications in computer graphics, four well-known authors provide here the most comprehensive, authoritative, and up-to-date coverage of the field. The important algorithms in 2D and 3D graphics are detailed for easy implementation, including a close look at the more subtle special cases. There is also a thorough presentation of the mathematical principles of geometric transformations and viewing. In this book, the authors explore multiple perspectives on computer graphics: the user's, the application programmer's, the package implementor's, and the hardware designer's. For example, the issues of user-centered design are expertly addressed in three chapters on interaction techniques, dialogue design, and user interface software. Hardware concerns are examined in a chapter, contributed by Steven Molnar and Henry Fuchs, on advanced architectures for real-time, high performance graphics. The comprehensive topic coverage includes: *Programming with SRGP, a simple but powerful raster graphics package that combines features of Apple's QuickDraw and the MIT X Window System graphics library. *Hierarchical, geometric modeling using SPHIGS, a simplified dialect of the 3D graphics standard PHIGS. *Raster graphics hardware and software, including both basic and advanced algorithms for scan converting and clipping lines, polygons, conics, spline curves, and text. *Image synthesis, including visible-surface determination, illumination and shading models, image manipulation, and antialiasing. *Techniques for photorealistic rendering, including ray tracing and radiosity methods. *Surface modeling with parametric polynomials, including NURBS, and solid-modeling representations such as B-reps, CSG, and octrees. *Advanced modeling techniques such as fractals, grammar-based models, particle systems. *Concepts of computer animation and descriptions of state-of-the-art animation systems. Over 100 full-color plates and over 700 figures illustrate the techniques presented in the book. 0201848406B04062001
2010年2月18日 想读
DEV
泛型编程与STL(影印版) 豆瓣
Generic Programming and the STL: Using and Extending the C++ Standard Template Library
作者: Matthew H. Austern 中国电力出版社 2003 - 11
许多程序员可能并不知道,C++不仅是一个面向对象程序语言,它还适用于泛型编程(generic programming)。这项技术可以大大增强你的能力,协助你写出高效率并可重复运用的软件组件(software components)。
本书由知名的C++专家Matthew H.Austern执笔,引导你进入泛型编程思维模型,并将你带往此一模型的最重要成品:C++ Standard Template Library(STL)。本书揭示STL的奥秘,告诉你STL不仅仅是一组方便运用的容器类(container classes)。对于泛型组件和可交互作用的组件而言,STL是一个具备扩充能力的框架(framework)。
本书阐述了泛型编程的中心思想:concepts、modeling、refinement,并为你展示这些思想如何导出STL的基础概念:iterators、containers、function Objects。循此路线,你可以把STL想像为一个由concepts(而非明确之functions或classes)组成的程序库。你将学习其正式结构并因此获得其潜在威力所带采的完整优势。

作者简介
Matthew H.Austern:拥有博士学位,曾于MIT和UC Berkeley做研究。现任职于Silicon Graphics编译器团队,是SGI STL的主要作者。他是Dr.Dobb's Journal和C++Report两本刊物的撰稿人,并主持newsgroup comp.std.c++,同时也是ISO/ANSI C++标准委员会的一位活跃成员。
2010年2月20日 想读
DEV
冒号课堂 豆瓣
7.8 (11 个评分) 作者: 郑晖 电子工业出版社 2009 - 10
《冒号课堂》以课堂对话的形式,借六位师生之口讲述编程要义。上篇对编程范式作了入门性的介绍,并对一些流行的编程语言进行了简评;下篇侧重阐发软件设计思想,其中在范式上以OOP为主,在语言上以C++、Java和C#为主。全书寓庄于谐,深入浅出,既可开阔眼界,又能引发思考,值得编程爱好者品读。
2010年2月22日 想读
DEV
编程珠玑 豆瓣
Programming Pearls
9.3 (20 个评分) 作者: [美] Jon Bentley 译者: 黄倩 / 钱丽艳 人民邮电出版社 2008 - 10
本书是计算机科学方面的经典名著。书的内容围绕程序设计人员面对的一系列实际问题展开。作者Jon Bentley 以其独有的洞察力和创造力,引导读者理解这些问题并学会解决方法,而这些正是程序员实际编程生涯中至关重要的。本书的特色是通过一些精心设计的有趣而又颇具指导意义的程序,对实用程序设计技巧及基本设计原则进行了透彻而睿智的描述,为复杂的编程问题提供了清晰而完备的解决思路。本书对各个层次的程序员都具有很高的阅读价值。.
多年以来,当程序员们推选出最心爱的计算机图书时,《编程珠玑》总是位列前列。正如自然界里珍珠出自细沙对牡蛎的磨砺,计算机科学大师Jon Bentley以其独有的洞察力和创造力,从磨砺程序员的实际问题中凝结出一篇篇不朽的编程“珠玑”,成为世界计算机界名刊《ACM通讯》历史上最受欢迎的专栏,最终结集为两部不朽的计算机科学经典名著,影响和激励着一代又一代程序员和计算机科学工作者。本书为第一卷,主要讨论计算机科学中最本质的问题:如何正确选择和高效地实现算法。..
在书中,作者选取许多具有典型意义的复杂编程和算法问题,生动描绘了历史上众大师们在探索解决方案中发生的轶事、走过的弯路和不断精益求精的历程,引导读者像真正的程序员和软件工程师那样富于创新性地思考,并透彻阐述和总结了许多独特而精妙的设计原则、思考和解决问题的方法以及实用程序设计技巧。解决方案的代码均以C/C++语言编写,不仅有趣,而且有很大的实战示范意义。每章后所附习题极具挑战性和启发性,书末给出了简洁的解答。...
2010年2月24日 想读
DEV
编程之美 豆瓣 Goodreads
7.8 (17 个评分) 作者: 《编程之美》小组 编 电子工业出版社 2008 - 3
这本书收集了约60道算法和程序设计题目,这些题目大部分在近年的笔试、面试中出现过,或者是被微软员工热烈讨论过。作者试图从书中各种有趣的问题出发,引导读者发现问题,分析问题,解决问题,寻找更优的解法。本书的内容分为下面几个部分:
(1)游戏之乐:从游戏和其他有趣问题出发,化繁为简,分析总结。
(2)数字之魅:编程的过程实际上就是和数字及字符打交道的过程。这一部分收集了一些好玩的对数字进行处理的题目。
(3)结构之法:汇集了常见的对字符串、链表、队列,以及树等进行操作的题目。
(4)数学之趣:列举了一些不需要写具体程序的数学问题,锻炼读者的抽象思维能力。
书中绝大部分题目都提供了详细的解说。 每道题目后面还有一至两道扩展问题,供读者进一步钻研。
书中还讲述了面试的各种小故事,告诉读者微软需要什么样的技术人才,重视什么样的能力,如何甄别人才。回答读者关于IT业面试,招聘,职业发展的疑问。这本书的很多题目会出现在IT 行业的各种笔试、面试中,但这本书更深层的意义在于引导读者思考,和读者共享思考之乐,编程之美。
2010年2月25日 想读
DEV
Linux Networking Architecture 豆瓣
作者: Klaus Wehrle / Frank Pahlke Prentice Hall 2004 - 5
This unique Linux networking tutorial/reference by experts provides readers with a practical overview and understanding of the implementation of networking protocols in the Linux kernel. The book shows how networking behavior and protocols can be implemented within the Linux operating system. The book provides an introduction to the Linux kernel, mainly focusing on the upcoming kernel version 2.4 but also valid for version 2.2 kernels. The organization of the book follows the TCP/IP layering model, beginning with the kernel's network device drivers, continuing with link-layer protocols such as PPP, and finally giving a description of all core protocols of the TCP/IP protocol family. Additional supplementary protocols such as RSVP, IP Security, and Mobile IP are also covered.
2010年2月25日 想读
DEV
反模式 豆瓣
AntiPatterns: Refactoring Software, Architectures, and Projects in Crisis
作者: 布朗 译者: 宋锐 人民邮电 2008 - 1
《反模式危机中软件架构和项目的重构》从一个新的角度审视模式,提出了反模式的概念,介绍了在软件开发中常常出现的问题。将设计模式错误应用于不适当的上下文环境。首先,定义了软件开发参考模型和文档模板来说明这些反模式。然后,从开发人员角度、架构角度和管理角度三个方面对这些反模式逐一说明,并说明了与特定反模式相关的背景、原因、症状和后果,让读者可以迅速地检验身边的项目是否出现了这些状况,同时也针对每个反模式给出了相应的解决方案。
2010年3月1日 想读
DEV
OpenGL Reference Manual 豆瓣
作者: OpenGL Architecture Review Board / Dave Shreiner Addison-Wesley Professional 2004 - 3
The Official Reference Document to OpenGL, Version 1.4 OpenGL is a powerful software interface used to produce high-quality computer-generated images and interactive graphics applications by rendering 2D and 3D geometric objects, bitmaps, and color images. Officially sanctioned by the OpenGL Architecture Review Board (ARB), The OpenGL(R) Reference Manual, Fourth Edition, is the comprehensive and definitive documentation of all core OpenGL functions. This fourth edition has been completely revised and updated for OpenGL Versions 1.3 and 1.4. It features coverage of cube-mapped textures, multisampling, depth textures and shadowing, multitexturing, and register combiners. In addition, this book documents all OpenGL Utility Library functions (GLU 1.3) and the OpenGL extension to the X Window System (GLX 1.3). A comprehensive reference section documents each set of related OpenGL commands. Each reference page contains: * A description of the command's parameters * The command's effect on rendering and how OpenGL's state is modified * Examples * References to related functions * Errors generated by each function This book also includes a conceptual overview of OpenGL, a summary of commands and routines, a chapter on defined constants and associated commands, and descriptions of the multitexturing and imaging subset ARB extensions. 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 Architecture Review Board (ARB), an industry consortium responsible for guiding the evolution of OpenGL and related technologies. The OpenGL ARB is composed of leaders in the computer graphics industry: 3Dlabs, Apple, ATI, Dell, Evans & Sutherland, Hewlett-Packard, IBM, Intel, Matrox, NVIDIA, SGI, and Sun Microsystems.
2010年3月10日 想读
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Open GL编程指南 豆瓣
OpenGL programming guide : the official guide to learning OpenGL, version 2
作者: [美] Dave Shreiner [等] 译者: 徐波 机械工业出版社 2006 - 6
2010年3月10日 想读
DEV
OpenGL SuperBible (3rd Edition) 豆瓣
作者: Richard S Wright / Benjamin Lipchak Sams 2004 - 6
In a world where everything from how we take pictures to how we get our food is designed to happen as quickly and easily as possible, it can take a lot longer to learn how to make it all work behind the scenes. Theories and concepts can weigh you down when all you really want to know is how to create, design and go. That's where OpenGL SuperBible comes in. Complete with supporting figures and a CD packed with free tools, demos and libraries, OpenGL SuperBible simplifies 3D programming concepts without wasting your time with programming theory. Mac and Windows users will both find this comprehensive hands-on guide helpful as you learn to program for games, visualization applications and multi-platforms. This is the ultimate resource for any new programmer.</p>
2010年3月10日 想读
DEV
OpenGL超级宝典 豆瓣
作者: (美)Richard S.Wright Jr Benjamin Lipchak 著 2005 - 9
本书是OpenGL编程指南,涵盖了使用新版本的OpenGL进行编程所需要的主要知识。
全书分3个部分,共23章,另有3个附录。第一部分包括第1章到第12章,介绍经典OpenGL绘图的所有基础知识,包括3D图形和OpenGL简介,OpenGL空间绘图,几何转换,颜色、材料和光照,纹理贴图,曲线和表面,管线,交互式图形等内容。第二部分包括第13章到第15章,分别介绍了不同操作系统平台上的OpenGL功能特性和编程细节。第三部分是第16章到第23章,着重介绍OpenGL的一些高级功能以及OpenGL 1.5的新特性。附录部分给出了更多阅读建议、术语表和对OpenGL ES的简单
2010年3月10日 想读
DEV
OpenGL编程指南(原书第6版) 豆瓣
OpenGL Programming Guide
作者: 董士海 译者: 徐波 机械工业出版社 2008
本书以清晰的语言、丰富的实例以及翔实的内容描述了OpenGL的功能以及许多计算机图形技巧。全书共15章,包括OpengGL简介、状态管理和绘制几何物体、视图、颜色、光照、混合、抗锯齿、雾、多边形偏移、显示列表、绘制像素、位图、字体、图像、纹理贴图、帧缓冲区、分格化和二次方程表面、求值器和NURBS、选择和反馈、OpenGL高级技巧以及OpenGL着色语言等内容。本书对OpenGL以及OpenGL实用函数库提供了全面而又权威的介绍,素有“OpenGL红宝书”之美誉。第6版在第5版的基础上进行了全面修订,涵盖了OpenGL2.1版本的最新特性。
2010年3月10日 想读
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C语言核心技术 豆瓣
C in a nutshell
作者: Peter Prinz / Tony Crawford 译者: O'Reilly TaiWan 机械工业出版社 2007
C程序员在编写程序时手头一定要有这本书。在这本书中,C 语言专家 Peter Prinz和Tony Crawford为你提供大量的编程参考信息。全书叙述清晰,语句简洁,分析深刻。本书主题包括: C 语言的语法、GNU编译器选项、标准链接库函数、GDB和make、预处理指令、C99特色和扩充。
本书内容丰富,总共包含21章,能够让你深刻了解C 语言关键概念,比如类型转换、动态内存管理、指针处理等。想知道 GNU make 或 GNU 调试器的细节吗?本书开辟专门的章节来讲解。一书在手,程序开发会更加顺利!Peter 和 Tony 所编写的这本书会成为C语言程序员必备的工作利器!
作者简介:
Peter Prinz是积极的研讨会组织者和关键课程开发者,向成百上千的Unix和windows系统开发者授课。作为德国IT公司Authensis AG的主要开发者和合伙人,他拥有计算机电话通信软件的丰富开发经验。Peter也是多本有关c/c++软件开发图书的合著者,其中大多数图书是与Ulla Kirch-Prinz合著的,其中就包括0'Reilly出版的《C Pocket Reference》。
2010年3月10日 想读
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