Kamis, 22 Agustus 2013

Wow! eBook: Programming Groovy 2 - 5 new eBooks


Wow! eBook: Programming Groovy 2 - 5 new eBooks

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Programming Groovy 2

Posted: 22 Aug 2013 02:34 PM PDT

Book Description

Groovy brings you the best of both worlds: a flexible, highly productive, agile, dynamic language that runs on the rich framework of the Java Platform. Groovy preserves the Java semantics and extends the JDK to give you true dynamic language capabilities. Programming Groovy 2 will help you, the experienced Java developer, learn and take advantage of the latest version of this rich dynamic language. You'll go from the basics of Groovy to the latest advances in the language, including options for type checking, tail-call and memoization optimizations, compile time metaprogramming, and fluent interfaces to create DSLs.

You don't have to leave the rich Java Platform to take advantage of Groovy. Groovy preserves Java's semantics and extends the JDK, so programming in Groovy feels like the Java language has been augmented; it's like working with a lighter, more elegant Java. If you're an experienced Java developer who wants to learn how Groovy works, you'll find exactly what you need in this book.

You'll start with the fundamentals of programming in Groovy and how it works with Java, and then you'll explore advanced concepts such as unit testing with mock objects, using Builders, working with databases and XML, and creating DSLs. You'll master Groovy's powerful yet complex run-time and compile-time metaprogramming features.

Much has evolved in the Groovy language since the publication of the first edition of Programming Groovy. Programming Groovy 2 will help you learn and apply Groovy's new features. Creating DSLs is easier now, and Groovy's already-powerful metaprogramming facilities have improved even more. You'll see how to work with closures, including tail call optimization and memoization. The book also covers Groovy's new static compilation feature.

Whether you're learning the basics of the language or interested in getting proficient with the new features, Programming Groovy 2 has you covered.

What You Need
To work on the examples in the book you need Groovy 2.0.5 and Java JDK 5 or higher.

Table of Contents
Part I: Beginning Groovy
Chapter 1. Getting Started
Chapter 2. Groovy for Java Eyes
Chapter 3. Dynamic Typing
Chapter 4. Using Closures
Chapter 5. Working with Strings
Chapter 6. Working with Collections

Part II: Using Groovy
Chapter 7. Exploring the GDK
Chapter 8. Working with XML
Chapter 9. Working with Databases
Chapter 10. Working with Scripts and Classes

Part III: MOPping Groovy
Chapter 11. Exploring Metaobject Protocol (MOP)
Chapter 12. Intercepting Methods Using MOP
Chapter 13. MOP Method Injection
Chapter 14. MOP Method Synthesis
Chapter 15. MOPping Up
Chapter 16. Applying Compile-Time Metaprogramming

Part IV: Using Metaprogramming
Chapter 17. Groovy Builders
Chapter 18. Unit Testing and Mocking
Chapter 19. Creating DSLs in Groovy

Appendix A1. Web Resources
Appendix A2. Bibliography

Book Details

  • Paperback: 370 pages
  • Publisher: Pragmatic Bookshelf; 2nd  Edition (July 2013)
  • Language: English
  • ISBN-10: 1937785300
  • ISBN-13: 978-1937785307
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The Healthy Programmer

Posted: 22 Aug 2013 02:28 PM PDT

Book Description

To keep doing what you love, you need to maintain your own systems, not just the ones you write code for. Regular exercise and proper nutrition help you learn, remember, concentrate, and be creative—skills critical to doing your job well. Learn how to change your work habits, master exercises that make working at a computer more comfortable, and develop a plan to keep fit, healthy, and sharp for years to come.

Small changes to your habits can improve your health—without getting in the way of your work. The Healthy Programmer gives you a daily plan of action that's incremental and iterative just like the software development processes you're used to. Every tip, trick, and best practice is backed up by the advice of doctors, scientists, therapists, nutritionists, and numerous fitness experts.

We'll review the latest scientific research to understand how being healthy is good for your body and mind. You'll start by adding a small amount of simple activity to your day—no trips to the gym needed. You'll learn how to mitigate back pain, carpal tunnel syndrome, headaches, and many other common sources of pain.

You'll also learn how to refactor your diet to properly fuel your body without gaining weight or feeling hungry. Then, you'll turn the exercises and activities into a pragmatic workout methodology that doesn't interfere with the demands of your job and may actually improve your cognitive skills.

You'll also learn the secrets of prominent figures in the software community who turned their health around by making diet and exercise changes. Throughout, you'll track your progress with a companion iPhone app.

Finally, you'll learn how to make your healthy lifestyle pragmatic, attainable, and fun. If you're going to live well, you should enjoy it.

Table of Contents
Chapter 1. Making Changes
Chapter 2. Bootstrapping Your Health
Chapter 3. A Farewell to Chairs?
Chapter 4. Agile Dieting
Chapter 5. Preventing Headaches and Eye Strain
Chapter 6. Preventing Back Pain
Chapter 7. Preventing Wrist Pain
Chapter 8. Making Exercise Pragmatic
Chapter 9. Thinking Outside the Cube
Chapter 10. Refactoring Your Fitness
Chapter 11. Teaming Up
Chapter 12. Onward, Healthy Programmer

Appendix A1. Goals
Appendix A2. Examples
Appendix A3. Further Reading
Appendix A4. Bibliography

Book Details

  • Paperback: 254 pages
  • Publisher: Pragmatic Bookshelf (June 2013)
  • Language: English
  • ISBN-10: 1937785319
  • ISBN-13: 978-1937785314
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OpenGL ES 2 for Android

Posted: 22 Aug 2013 02:21 PM PDT

Book Description

Android is booming like never before, with millions of devices shipping every day. It’s never been a better time to learn how to create your own 3D games and live wallpaper for Android. You’ll find out all about shaders and the OpenGL pipeline, and discover the power of OpenGL ES 2.0, which is much more feature-rich than its predecessor. If you can program in Java and you have a creative vision that you’d like to share with the world, then this is the book for you.

This book will teach you everything you need to know to create compelling graphics on Android. You'll learn the basics of OpenGL by building a simple game of air hockey, and along the way, you'll see how to initialize OpenGL and program the graphics pipeline using shaders. Each lesson builds upon the one before it, as you add colors, shading, 3D projections, touch interaction, and more.

Then, you'll find out how to turn your idea into a live wallpaper that can run on the home screen. You'll learn about more advanced effects involving particles, lighting models, and the depth buffer. You'll understand what to look for when debugging your program, and what to watch out for when deploying to the market.

OpenGL can be somewhat of a dark art to the uninitiated. As you read this book, you'll learn each new concept from first principles. You won't just learn about a feature; you'll also understand how it works, and why it works the way it does. Everything you learn is forward-compatible with the just-released OpenGL ES 3, and you can even apply these techniques to other platforms, such as iOS or HTML5 WebGL.

What You Need
Preferably an Android phone or tablet that supports OpenGL ES 2.

Table of Contents
Chapter 1. Getting Started

Part I: A Simple Game of Air Hockey
Chapter 2. Defining Vertices and Shaders
Chapter 3. Compiling Shaders and Drawing to the Screen
Chapter 4. Adding Color and Shade
Chapter 5. Adjusting to the Screen's Aspect Ratio
Chapter 6. Entering the Third Dimension
Chapter 7. Adding Detail with Textures
Chapter 8. Building Simple Objects
Chapter 9. Adding Touch Feedback: Interacting with Our Air Hockey Game

Part II: Building a 3D World
Chapter 10. Spicing Things Up with Particles
Chapter 11. Adding a Skybox
Chapter 12. Adding Terrain
Chapter 13. Lighting Up the World
Chapter 14. Creating a Live Wallpaper
Chapter 15. Taking the Next Step

Appendix A1. The Matrix Math Behind the Projections
Appendix A2. Debugging

Book Details

  • Paperback: 325 pages
  • Publisher: Pragmatic Bookshelf (June 2013)
  • Language: English
  • ISBN-10: 1937785343
  • ISBN-13: 978-1937785345
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Programming Ruby 1.9 & 2.0, 4th Edition

Posted: 22 Aug 2013 02:15 PM PDT

Book Description

Would you like to go from first idea to working code much, much faster? Do you currently spend more time satisfying the compiler instead of your clients or end users? Are you frustrated with demanding languages that seem to get in your way, instead of getting the work done? Are you using Rails, and want to dig deeper into the underlying Ruby language? If so, then we've got a language and book for you!

Ruby is a fully object-oriented language, much like the classic object-oriented language, Smalltalk. Like Smalltalk, it is dynamically typed (as opposed to Java or C++), but unlike Smalltalk, Ruby features the same conveniences found in modern scripting languages such as Perl and Python.

The combination of the power of a pure object-oriented language with the convenience of a scripting language makes Ruby a favorite tool of intelligent, forward-thinking programmers.

The Pickaxe contains four major sections:

  • An acclaimed tutorial on using Ruby.
  • The definitive reference to the language.
  • Complete documentation of all built-in classes, modules, and methods.
  • Complete descriptions of all 97 standard libraries.

This is the reference manual for Ruby, including a description of all the standard library modules, a complete reference to all built-in classes and modules (including all the new and changed methods introduced by Ruby 1.9, 1.9.2, 1.9.3, and 2.0¹). It also includes all the new and changed syntax and semantics introduced since Ruby 1.8. Learn about the new parameter passing rules, local variable scoping in blocks, fibers, and the new block declaration syntax, among other exciting new features.

About Ruby 2.0
Ruby 2.0 is a minor update to Ruby 1.9, unlike the more major updates from Ruby 1.8 to Ruby 1.9.

The major language changes in Ruby 2.0 are the addition of keyword arguments and the change to use UTF-8 as the default source file encoding.

There are a number of additions to the standard library, including:

  • Enumerator::Lazy, which adds support for lazy access to potentially infinite lists.
  • Refinements allow you to encapsulate changes to third-party classes, and scope their application to individual source files, preventing your changes from polluting the global application.

You'll also find that Ruby 2 is faster, and has memory management improvements that make it more server-friendly.

All told, there are over 110 sections of the book that have been flagged and cross-linked to indicate 2.0 content.

What You Need

  • This book assumes you have a basic understanding of object-oriented programming.
  • In general, Ruby programmers tend to favor the the command line for running their code, and they tend to use text editors rather than IDEs.
  • Ruby runs on Windows, Linux, and Macs.

Table of Contents
Part I: Facets of Ruby
Chapter 1. Getting Started
Chapter 2. Ruby.new
Chapter 3. Classes, Objects, and Variables
Chapter 4. Containers, Blocks, and Iterators
Chapter 5. Sharing Functionality: Inheritance, Modules, and Mixins
Chapter 6. Standard Types
Chapter 7. Regular Expressions
Chapter 8. More About Methods
Chapter 9. Expressions
Chapter 10. Exceptions, catch, and throw
Chapter 11. Basic Input and Output
Chapter 12. Fibers, Threads, and Processes
Chapter 13. Unit Testing
Chapter 14. When Trouble Strikes!

Part II: Ruby in Its Setting
Chapter 15. Ruby and Its World
Chapter 16. Namespaces, Source Files, and Distribution
Chapter 17. Character Encoding
Chapter 18. Interactive Ruby Shell
Chapter 19. Documenting Ruby
Chapter 20. Ruby and the Web
Chapter 21. Ruby and Microsoft Windows

Part III: Ruby Crystallized
Chapter 22. The Ruby Language
Chapter 23. Duck Typing
Chapter 24. Metaprogramming
Chapter 25. Reflection, ObjectSpace, and Distributed Ruby
Chapter 26. Locking Ruby in the Safe

Part IV: Ruby Library Reference
Chapter 27. Built-in Classes and Modules
Chapter 28. Standard Library
Appendix A1. Support
Appendix A2. Bibliography

Book Details

  • Paperback: 888 pages
  • Publisher: Pragmatic Bookshelf; 4th Edition (June 2013)
  • Language: English
  • ISBN-10: 1937785491
  • ISBN-13: 978-1937785499
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The Pragmatic Programmer

Posted: 22 Aug 2013 02:05 PM PDT

Book Description

Straight from the programming trenches, The Pragmatic Programmer: From Journeyman to Master cuts through the increasing specialization and technicalities of modern software development to examine the core process—what do you do, as an individual and as a team, if you want to create software that's easy to work with and good for your users.

This classic title is regularly featured on software development "Top Ten" lists, and is issued by many corporations to new hires.

We wrote this book before we created our publishing business, and we do not publish it. The Pragmatic Programmer is published by Addison Wesley, and may not contain the same ebook features or format the same as our Pragmatic Bookshelf books. Paperbacks are available wherever old-fashioned paperback books are sold, and the ebook is available here—all available ebook formats for one price, with no restrictive DRM.

For more on The Pragmatic Programmer have a look at the Pragmatic Programmer Resources page.

Read this book, and you'll learn how to:

  • Fight software rot.
  • Catalyze change.
  • Avoid the trap of duplicating knowledge.
  • Write flexible, dynamic and adaptable code.
  • Harness the power of basic tools.
  • Avoid programming by coincidence.
  • Bullet-proof your code with contracts, assertions and exceptions.
  • Capture real requirements.
  • Keep formal tools in their place.
  • Test ruthlessly and effectively.
  • Delight your users.
  • Build teams of pragmatic programmers.
  • Take responsibility for your work and career.
  • Make your developments more precise with automation.

Table of Contents
Chapter 1. A Pragmatic Philosophy
Chapter 2. A Pragmatic Approach
Chapter 3. The Basic Tools
Chapter 4. Pragmatic Paranoia
Chapter 5. Bend, or Break
Chapter 6. While You Are Coding
Chapter 7. Before the Project
Chapter 8. Pragmatic Projects

Appendices
Appendix A. Resources
Appendix B. Answers to Exercises

Book Details

  • Paperback: 320 pages
  • Publisher: Addison-Wesley Professional / Pragmatic Bookshelf (October 1999)
  • Language: English
  • ISBN-10: 020161622X
  • ISBN-13: 978-0201616224
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