Programming ebooks. Part III. (9 books)

Posted By: Alexpal

Продолжаю тему, начатую здесь и здесь. Сегодня очередные 9 книжек.
Надеюсь, предыдущие все успели скачать. :)

Gunnar Overgaard, Karin Palmkvist, "Use Cases : Patterns and Blueprints (Software Patterns Series)"
Addison-Wesley Professional | ISBN 0131451340 | 2004 Year | CHM | 4,5 Mb | 464 Pages

This book brings together dozens of proven patterns for creating use cases that more accurately reflect real requirements, are easier to translate into working systems, and are simpler to maintain. Utilizing these patterns, architects, analysts, engineers, and managers can leverage decades of hard-earned knowledge to achieve far better results, far more quickly.
The authors carefully describe how each pattern works, what problems it is intended to solve, and the consequences associated with using it. All patterns are supported with detailed examples and platform-independent class models that demonstrate how they may be realized. All constructs and diagrams reflect the current UML 2.0 standard. This book also includes an insightful use-case primer that will be indispensable both to novices and veteran modelers seeking to become more effective.
Coverage includes
— Modeling rules that lead to more comprehensible, maintainable, and correct models
— Patterns for structuring, layering, mapping, sequencing, and viewing use cases more effectively
— Blueprints for security, legacy integration, data input/ output, task scheduling, and reporting
— Constructing use cases that separate mandatory elements from optional parts that can be delivered separately
— Incorporating business rules in use-case modeling
— Practical techniques for documenting use cases more effectively
— When to use multiple patterns and blueprints together
— Identifying and avoiding eight common mistakes in use-case modeling: guidance for designers and reviewers
— Examples from a wide range of application domains

Alan C. Moore , "The Tomes of Delphi: Basic 32-Bit"
Wordware Publishing | ISBN 1556227523 | 2002 Year | PDF | 3,4 Mb | 554 Pages

The two separate sections of this book introduce Windows sockets (Winsock) programming for writing Internet applications, and basic telephony application programming interface (TAPI) programming. The introductory chapter of each section is followed by descriptions of functions, structures, and constants along with Delphi code examples. Topics include Winsock 2 resolution, TCP/IP communication, handling TAPI line messages, and accepting incoming calls. The CD-ROM contains example programs.

Julian Buc, "The Tomes of Delphi: Algorithms and Data Structures"
Wordware Publishing | ISBN 1556227361 | 2001 Year | PDF | 3,2 Mb | 525 Pages

Delphi developer Julian Bucknall provides fellow developers a comprehensive overview of using algorithms and data structures from a practical perspective. Bucknall begins with a discussion of algorithm performance, and provides comprehensive coverage of such topics as arrays, linked lists, and binary trees. The book focuses on search algorithms—such as sequential and binary search—and sort algorithms—including bubble, insertion, Shell sort, quicksort, merge sort, and heapsort—along with techniques for optimization. Additionally, the author presents hashing and hash tables, priority queues, state machines and regular expressions, and data compression techniques such as Huffman and LZ77.

Christopher Tremblay, "Mathematics for Game Developers (Game Development)"
Muska & Lipman/Premier-Trade | ISBN 159200038X | 2004 Year | PDF | 11,1 Mb | 648 Pages

Mathematics for Game Developers is just that?a math book designed specifically for the game developer, not the mathematician. As a game developer, you know that math is a fundamental part of your programming arsenal. In order to program a game that goes beyond the basics, you must first master concepts such as matrices and vectors. In this book, you will find some unique solutions for dealing with real problems you?ll face when programming many types of 3D games. Not only will you learn how to solve these problems, you?ll also learn why the solution works, enabling you to apply that solution to other problems. You?ll also learn how to leverage software to help solve algebraic equations. Through numerous examples, this book clarifies how mathematical ideas fit together and how they apply to game programming.

Jonathan S. Harbour, "Beginning Game Programming"
Muska & Lipman/Premier-Trade | ISBN 1592005853 | 2004 Year | 7,7 PDF | Mb | 360 Pages

Learn the essential skills needed to demystify game programming and harness the power of Windows® and DirectX®. "Beginning Game Programming" teaches you everything you need to know to write 2D and 3D games with C and DirectX 9 without any complex mathematics. Ease your way into this exciting new world by learning to write simple Windows programs, and then tap into the power of Direct3D! Each chapter teaches important new skills (such as basic 3D programming with vertices, polygons, and textures), culminating in a simple DirectX game library?great for your own game projects! Learn the basics of 3D modeling with the Anim8or modeling program and then learn how to load and use 3D models in your own games. The complete game project in this book runs in fullscreen or windowed mode, and features mouse support, sound effects, 3D models, texture-based sprites, and 3D collision detection. Brace yourself for an exciting introduction to game programming!

Alex Varanese, "Game Scripting Mastery"
Muska & Lipman/Premier-Trade | ISBN 1931841578 | 2002 Year | 16,6 PDF | Mb | 1272 Pages

As a game programmer, you realize the importance of creating stunningly realistic characters and captivating plots? players should lose themselves in your game. You also understand the attraction of modding, and recognize the need to design a game that allows players to reshape it to fit their own vision. So how do you create a game that is all things to all people? Through scripting?creating a custom-designed language. This comprehensive book contains everything you need to know in order to easily script and control your in-game entities and environments, as well as how to give players the ability to write mods and extensions. With a foreword by legendary game designer John Romero, Game Scripting Mastery is the serious game programmer's one-stop guide to scripting.

Bruno Miguel Teixeira de Sousa, "Game Programming All in One"
Muska & Lipman/Premier-Trade | ISBN 1931841233 | 2002 Year | PDF | 23,1 Mb | 992 Pages

When combined with Visual C++, Game Programming All in One provides everything you need to get started as a game developer. Divided into increasingly advanced sections, it covers the most important elements of game development. Less experienced developers can start with the basics of C++ programming and can test their skills by developing two simple text games. After that, you're ready to move on to Windows programming and the main components of DirectX: DirectGraphics, DirectSounds, and DirectInput. Enhance your game design skills as you build a game library that you will use throughout the remainder of the book. The final sections cover advanced programming topics including mathematics, physics, and artificial intelligence. Put your new skills to the test as you conclude by building a full game.

Julio Sanchez, Maria P. Canton, "DirectX 3D Graphics Programming Bible"
Hungry Minds | ISBN 0764546333 | 2000 Year | PDF | 17,5 Mb | 780 Pages

Microsoft DirectX 7 gives you the APIs you need to create cutting-edge Windows 3D games and simulations using C or C++. With helpful tutorials, plenty of illustrations, and a minimum of math, this unique guide shows you how to master these APIs and take your graphics programming to the next level, whether you're an animation beginner or a veteran game developer.

Art Baker, Jerry Lozano, "The Windows 2000 Device Driver Book: A Guide for Programmers (2nd Edition)"
Prentice Hall PTR | ISBN 0130204315 | Year | CHM | 1,8 Mb | 480 Pages

Clarifies and expands the documentation available from Microsoft about an operating system that is increasingly used in business. Discusses such topics as the input/output manager and its data structures, various hardware issues that impact the design of a driver, full-duplex driver architecture, time-out conditions, logging device errors, kernel-mode threads, and higher-level drivers. Assumes a basic knowledge of Windows NT, proficiency in C-language programming, some experience with Win32, and some knowledge about hardware.