Rabu, 25 Januari 2012

6 new posts


6 new posts

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12 Essential Skills for Software Architects

Posted: 25 Jan 2012 01:27 PM PST

12 Essential Skills for Software Architects

Book Description

Master the Crucial Non-Technical Skills Every Software Architect Needs!

Thousands of software professionals have the necessary technical qualifications to become architects, but far fewer have the crucial non-technical skills needed to get hired and succeed in this role. In today's environments, these "soft" skills have grown even more crucial to success as an architect. For many developers, however, these skills don't come naturally–and they're rarely addressed in formal . Now, long-time software architect Dave Hendricksen helps you fill this gap, supercharge your organizational impact, and quickly move to the next level in your career.

In 12 Essential Skills for Software Architects, Hendricksen begins by pinpointing the specific relationship, personal, and skills that successful architects rely upon. Next, he presents proven methods for systematically developing and sharpening every one of these skills, from negotiation and to pragmatism and vision.

From start to finish, this book's practical insights can help you get the architect position you want–and thrive once you have it!

The soft skills you need…
…and a coherent framework and practical methodology for mastering them!

Relationship skills
, politics, gracious behavior, communication, negotiation

Personal skills
Context switching, transparency, passion

skills
Pragmatism, vision, business knowledge, innovation

Table of Contents
Part I: Relationship Skills
Chapter 1. Gracious Behavior
Chapter 2. Communication
Chapter 3. Negotiation
Chapter 4. Leadership
Chapter 5. Politics

Part II: Personal Skills
Chapter 6. Transparency
Chapter 7. Passion
Chapter 8. Context Switching

Part III: Business Skills
Chapter 9. Business Knowledge
Chapter 10. Innovation
Chapter 11. Pragmatism
Chapter 12. Vision

Book Details

  • Paperback: 288 pages
  • Publisher: Addison-Wesley Professional (September 2011)
  • Language: English
  • ISBN-10: 0321717295
  • ISBN-13: 978-0321717290
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Data Structures and Algorithm Analysis in Java, 3rd Edition

Posted: 25 Jan 2012 10:46 AM PST

Data Structures and Algorithm Analysis in Java, 3rd Edition

Book Description

Data Structures and in Java is an "advanced algorithms" book that fits between traditional CS2 and Algorithms courses. In the old ACM Curriculum Guidelines, this course was known as CS7. This text is for readers who want to learn good and analysis skills simultaneously so that they can develop such programs with the maximum amount of efficiency. Readers should have some knowledge of intermediate , including topics as object-based and recursion, and some background in discrete math.

As the speed and power of computers increases, so does the need for effective programming and algorithm analysis. By approaching these skills in tandem, Mark Allen Weiss teaches readers to develop well-constructed, maximally efficient programs in Java.

Weiss clearly explains topics from binary heaps to sorting to NP-completeness, and dedicates a full chapter to amortized analysis and advanced data structures and their implementation. Figures and examples illustrating successive stages of algorithms contribute to Weiss' careful, rigorous and in-depth analysis of each type of algorithm. A logical organization of topics and full access to source code complement the text's coverage.

From the Back Cover
Mark Allen Weiss provides a proven approach to algorithms and data structures using the exciting Java programming language as the implementation tool. With Java he highlights conceptual topics, focusing on ADTs and the analysis of algorithms for efficiency as well as and running time. Dr. Weiss also distinguishes this text with a logical organization of topics, his engaging writing style, and an extensive use of figures and examples showing the successive stages of an algorithm.

Features

  • Contains extensive sample code using Java 1.2, which is available over the Internet.
  • Covers the Java Collections Library in an appendix.
  • Includes a chapter on algorithm and design techniques that covers greedy algorithms, divide-and-conquer algorithms, dynamic programming,
  • randomized algorithms, and backtracking.
  • Presents current topics and new data structures such as Fibonacci heaps, skew heaps, binomial queues, skip lists, and splay trees.
  • Offers a chapter on amortized analysis that examines the advanced data structures presented earlier in the book.
  • Provides a chapter on advanced data structures and their implementation, covering red-black trees, top-down splay trees, treaps, k-d trees, pairing heaps, and more.

Book Details

  • Hardcover: 576 pages
  • Publisher: Addison Wesley; 3rd Edition (November 2011)
  • Language: English
  • ISBN-10: 0132576279
  • ISBN-13: 978-0132576277
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Programming iOS 5, 2nd Edition

Posted: 25 Jan 2012 08:38 AM PST

Programming iOS 5, 2nd Edition

Book Description

With this digital Early Release edition of 5, you get the entire book bundle in its earliest form – the author’s raw and unedited content – so you can take advantage of this content long before the book’s official release. You’ll also receive updates when significant changes are made, as well as the final ebook version.

Table of Contents
Preface
1. Acknowledgments for the First Edition
2. Notes on the Second Printing
3. Notes on the Second Edition

Part I: Language
Chapter 1. Just Enough
Chapter 2. Object-Based
Chapter 3. Objective- Objects and Messages
Chapter 4. Classes
Chapter 5. Instances

Part II: IDE
Chapter 6. Anatomy of an
Chapter 7. Nib
Chapter 8. Documentation
Chapter 9. Life Cycle of a

Part III.
Chapter 10. Classes
Chapter 11. Cocoa Events
Chapter 12. Accessors and Memory
Chapter 13. Data Communication

Part IV: Views
Chapter 14. Views
Chapter 15. Drawing
Chapter 16. Layers
Chapter 17.
Chapter 18. Touches

Part V: Interface
Chapter 19. View Controllers
Chapter 20. Scroll Views
Chapter 21. Table Views
Chapter 22. Popovers and Split Views
Chapter 23. Text
Chapter 24. Views
Chapter 25. Controls and Other Views
Chapter 26. Modal Dialogs

Part : Some Frameworks
Chapter 27. Audio
Chapter 28. Video
Chapter 29. Music Library
Chapter 30. Photo Library
Chapter 31. Address Book
Chapter 32. Calendar
Chapter 33. Mail
Chapter 34. Maps
Chapter 35. Sensors

Part VII: Final Topics
Chapter 36. Persistent Storage
Chapter 37. Basic
Chapter 38. Threads
Chapter 39. Undo
Chapter 40. Epilogue

Book Details

  • Paperback: 950 pages
  • Publisher: O’Reilly Media; 2nd Edition (March 2012)
  • Language: English
  • ISBN-10: 1449319343
  • ISBN-13: 978-1449319342
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Programming Interactivity, 2nd Edition

Posted: 25 Jan 2012 08:38 AM PST

Programming Interactivity, 2nd Edition

Book Description

Ready to create rich interactive experiences with your artwork, designs, or prototypes? This is the ideal place to start. With this hands-on guide, you'll explore several themes in interactive art and design—including graphics, sound, physical interaction, , and geolocation—and learn the basic and electronics concepts you need to implement them. No previous experience is necessary.

You'll get a complete introduction to three free tools created specifically for artists and designers: the Processing language, the microcontroller, and the openFrameworks toolkit. You'll also find working code samples you can use right away, along with the background and technical information you need to design, program, and build your own projects.

  • Learn cutting-edge techniques for interaction design from leading artists and designers
  • Let users provide input through buttons, dials, and other physical controls
  • Produce graphics and , including images with
  • Use sounds to interact with users by providing feedback, input, or an element they can control
  • Work with motors, servos, and appliances to provide physical feedback
  • Turn a user's gestures and movements into meaningful input, using Open CV

Table of Contents
Chapter 1. Introducing Interaction Design
Chapter 2. Programming Basics
Chapter 3. Processing
Chapter 4.
Chapter 5. Programming Revisited
Chapter 6. openFrameworks
Chapter 7. Physical Input
Chapter 8. Programming Graphics
Chapter 9. Bitmaps and Pixels
Chapter 10. Sound and Audio
Chapter 11. Arduino and Feedback
Chapter 12. Protocols and Communication
Chapter 13. Graphics and
Chapter 14. Motion and Gestures
Chapter 15. Movement and Location
Chapter 16. Spaces and Environments
Chapter 17. Further Resources

Book Details

  • Paperback: 726 pages
  • Publisher: O’Reilly Media; 2nd Edition (January 2012)
  • Language: English
  • ISBN-10: 144931144X
  • ISBN-13: 978-1449311445
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SharePoint 2010 for Project Management, 2nd Edition

Posted: 25 Jan 2012 08:37 AM PST

SharePoint 2010 for Project Management, 2nd Edition

Book Description

If you were to analyze your team's on a typical , you'd be surprised how much time is wasted on non-productive tasks. This hands-on guide shows you how to work more efficiently by organizing and managing projects with . You'll learn how to build a Information System (PMIS), customized to your , that can effectively coordinate communication and collaboration among team members.

Written by a certified Professional (PMP) and with 15 years of IT management experience, each chapter includes step-by-step guides as well as workshops that help you practice what you learn.

  • Build a PMIS that requires little assistance from your IT/IS department
  • Define access permissions for project stakeholders and team members
  • Centralize project artifacts and keep track of document history with version control
  • Track project schedules, control changes, and manage project risks
  • Automate project and use parts to generate on-demand status reports
  • Integrate project management tools such as Excel, Project, PowerPoint, and Outlook
  • Apply your knowledge of PMIS techniques by working with a case study throughout the book

“If you are a project manager looking for a technology-based, easily implemented, and usable solution for project communications, document management, and general project organization, this book is for you!”
–Susan Weese, PgMP, President and Founder, Rhyming Planet

Table of Contents
Chapter 1. Project Kickoff
Chapter 2. Setting Up the PMIS
Chapter 3. Adding PMIS Components
Chapter 4. Adding Stakeholders to the PMIS
Chapter 5. Supporting Team Collaboration
Chapter 6. Project Tracking
Chapter 7. Project
Chapter 8. Integrating PM Tools
Chapter 9. Project Closing

Book Details

  • Paperback: 228 pages
  • Publisher: O’Reilly Media; 2nd Edition (January 2012)
  • Language: English
  • ISBN-10: 1449306373
  • ISBN-13: 978-1449306373
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Introducing Starling

Posted: 25 Jan 2012 08:37 AM PST

Introducing Starling

Book Description

Starling is an 3 framework developed on top of the APIs (available on desktop in Flash Player 11 and 3). Starling is mainly designed for game , but could be used for many other use cases. Starling makes it possible to write fast accelerated applications without having to touch the low-level APIs.

Most Flash developers want to be able to leverage acceleration (through Stage3D) without the need to write such higher-level frameworks and dig into the low-level Stage3D APIs. Starling is completely designed after the Flash Player APIs and abstracts the complexity of Stage3D (Molehill) and allows easy and intuitive for everyone.

Obviously Starling is for 3 developers, especially those involved in game ; of course you will need to have a basic understanding of ActionScript 3. By its design (lightweight, flexible and simple), Starling can be used also be used for other use cases like UI . That said, everything is designed to be as intuitive as possible, so any Java™ or ™ developer will get the hang of it quickly as well.

About the Author
Thibault Imbert is a Flash Player product manager focused on graphics and rendering. After a few years working for different French agencies as a Flash developer, Thibault became an Certified Instructor in Paris where he taught ActionScript at an center. In 2008 Thibault released a free and open-source ActionScript 3 book called Pratique d’ActionScript 3, which was recently rewritten for Flash Player 10 and released by Pearson in 2009. More recently, he released a white paper about optimizations for the Flash Platform. During his spare time, Thibault works on different open-source projects like WiiFlash or AlivePDF for the Flash Platform community. Most of his experiments are available on his blog, ByteArray.org. Thibault also attends conferences about ActionScript and likes listening to funky music and cooking macaroons.

Book Details

  • Paperback: 122 pages
  • Publisher: O’Reilly Media (January 2012)
  • Language: English
  • ISBN-10: 1449320864
  • ISBN-13: 978-1449320867
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