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Features the best practices in the art and science of constructing software--topics include design, applying good techniques to construction, eliminating errors, planning, managing construction activities, and relating personal character to superior software. Original. (Intermediate)
"This is Effective C++ volume three - it's really that good." - Herb Sutter, independent consultant and secretary of the ISO/ANSI C++ standards committee "There are very few books which all C++ programmers must have. Add Effective STL to that list." - Thomas Becker, Senior Software Engineer, Zephyr Associates, Inc., and columnist, C/C++ Users Journal C++'s Standard Template Library is revolutionary, but learning to use it well has always been a challenge. Until now. In this book, best-selling author Scott Meyers ( Effective C++ , and More Effective C++ ) reveals the critical rules of thumb employed by the experts - the things they almost always do or almost always avoid doing - to get the most out of the library. Other books describe what's in the STL. Effective STL shows you how to use it. Each of the book's 50 guidelines is backed by Meyers' legendary analysis and incisive examples, so you'll learn not only what to do, but also when to do it - and why. Highlights of Effective STL include: Advice on choosing among standard STL containers (like vector and list), nonstandard STL containers (like hash_set and hash_map), and non-STL containers (like bitset). Techniques to maximize the efficiency of the STL and the programs that use it. Insights into the behavior of iterators, function objects, and allocators, including things you should not do. Guidance for the proper use of algorithms and member functions whose names are the same (e.g., find), but whose actions differ in subtle (but important) ways. Discussions of potential portability problems, including straightforward ways to avoid them. Like Meyers' previous books, Effective STL is filled with proven wisdom that comes only from experience. Its clear, concise, penetrating style makes it an essential resource for every STL programmer.
Donald A. Norman
Reveals a current trend in smart design that can enable companies to move to or remain on the leading edge of the competitive frontier, offering a primer on how and why various products succeed or fail to satisfy consumers. Originally published as The Psychology of Everyday Things. Reprint. 25,000 first printing.
Alan Cooper, Robert Reimann, Dave Cronin
While the ideas and principles in the original book remain as relevant as ever, the examples in "About Face 3" are updated to reflect the evolution of the Web. Interaction Design professionals are constantly seeking to ensure that software and software-enabled products are developed with the end-user's goals in mind, that is, to make them more powerful and enjoyable for people who use them. "About Face 3" ensures that these objectives are met with the utmost ease and efficiency. Alan Cooper (Palo Alto, CA) has spent a decade making high-tech products easier to use and less expensive to build - a practice known as "Interaction Design." Cooper is now the leader in this growing field.
The first authoritative book on D, the next quantum leap beyond C++: Andrei Alexandrescu does for D what Kernighan/Ritchie did for C • •A comprehensive D tutorial and reference: covers all language essentials, and shows how to create effective D code in object-oriented, functional, generic, and other styles. •Prepares readers to successfully tackle programming tasks of virtually any size and complexity. •By Andrei Alexandrescu, a leader in the C++ community who has been intimately involved in D's design and development. The newly-emerging, highly-touted D programming language will bridge the gap between 'systems languages' such as C or C++, which favor efficient code generation, and 'productivity languages' such as Java, Python, or Ruby, which emphasize simplicity and fast design cycles. Combining the best of both approaches, D is a high-productivity programming language that generates highly-efficient machine code. It's easy-to-learn, easy-to-use, suitable for large, demanding applications, and draws on the latest advances in language theory, technology, and practice. D has been implemented for Windows, major Linux distributions, and Mac. In this book, one of D's leading designers and developers presents the entire language from start to finish. Both a tutorial and reference, Andrei Alexandrescu's The D Programming will do for D Language what the legendary Kernighan/Ritchie book did for C. Written for working programmers, it introduces all the essentials of the D language, and demonstrates how to use them to write clear, idiomatic D code in object-oriented, functional, generic, and other programming styles. Coverage includes: statements, functions, compound types, classes, templates, mixins, operator overloading, scaling applications, systems programming, the D Standard Library, and much more.
Simon Collison, Andy Budd, Cameron Moll
Building on what made the first edition a bestseller, CSS Mastery: Advanced Web Standards Solutions, Second Edition unites the disparate information on CSS-based design spread throughout the internet into one definitive, modern guide. Revised to cover CSS3, the book can be read from front to back, with each chapter building on the previous one. However, it can also be used as a reference book, dipping into each chapter or technique to help solve specific problems. In short, this is the one book on CSS that you need to have. This second edition contains: New examples and updated browser support information New case studies from Simon Collison and Cameron Moll CSS3 examples, showing new CSS3 features, and CSS3 equivalents to tried and tested CSS2 techniques What you’ll learn The best practice concepts in CSS design. The most important (and tricky) parts of CSS Identify and fix the most common CSS problems How to deal with the most common bugs Completely up to date browser support information Covers CSS3 as well as CSS2 showing you the future of CSS Who this book is for This book will be aimed towards intermediate web designers/developers, although the examples should be simple enough for novice designers/developers with a basic understanding of CSS to grasp. Readers will probably have read beginner/intermediate instructional books such as Web Standards Solutions and will be looking for more practical and in-depth information. This book is likely to have a broad appeal, attracting intermediate developers wanting to improve their skills as well as advanced developers wanting a useful reference. The CSS 2/3 content of the book is delivered in a way that allows readers to learn CSS2 techniques that they can implement now in professional work, and then gem up on CSS3 techniques if they want to start looking towards the future. Table of Contents Setting the Foundations Getting Your Styles to Hit the Target Visual Formatting Model Overview Using Backgrounds for Effect Styling Links Styling Lists and Creating Nav Bars Styling Forms and Data Tables Layout Bugs and Bug Fixing Case Study: Roma Italia Case Study: Climb the Mountains
The honeymoon with digital technology is over: millions of users are tired of having to learn huge, arcane programs to perform the simplest tasks and have had enough of system crashes. In "The Humane Interface", Jef Raskin--the legendary, controversial creator of the original Apple Macintosh project--shows that there is another path. The book presents breakthrough solutions for navigation, error management, and more, with detailed case studies from the author's own work.
British Standards Institution
The definitive reference for any C programmer or for programmers needing to work with C programs. Every book written about C refers frequently to the international standard that defines the language, this will be a must-have companion volume for everyone who is serious about programming in this language. * The complete, current C standard (ISO/IEC 9899-1999) as approved by international standards bodies (BSI and ANSI) * The ONLY available bound version of the standard * Includes the C rationale which provides a valuable insight into why certain decisions were made during the creation of the language * An introductory chapter explains what the standards process is and how the reader can participate in the standards process
This volume describes the basic design principles (the what and why), common errors, and practical step-by-step techniques (the how) in each of six major areas: elegance and simplicity; scale, contrast, and proportion; organization and visual structure; module and program; image and representation; and style.
William Lidwell, Kritina Holden, Jill Butler
Whether a marketing campaign or a museum exhibit, a video game or a complex control system, the design we see is the culmination of many concepts and practices brought together from a variety of disciplines. Because no one can be an expert on everything, designers have always had to scramble to find the information and know-how required to make a design workùuntil now. Universal Principles of Design is the first cross-disciplinary reference of design. Richly illustrated and easy to navigate, this book pairs clear explanations of the design concepts featured with visual examples of those concepts applied in practice. From the 80/20 rule to chunking, from baby-face bias to Ockham's razor, and from self-similarity to storytelling, 100 design concepts are defined and illustrated for readers to expand their knowledge. This landmark reference will become the standard for designers, engineers, architects, and students who seek to broaden and improve their design expertise.
William Lidwell, Kritina Holden, Jill Butler
A cross-disciplinary reference of design. Pairs common design concepts with examples that illustrate them in practice.
Erich Gamma, Kent Beck
* *Written by two worldclass programmers and software designers - Kent Beck and Eric Gamma! *Explains how to extend Eclipse for software projects and how to use Eclipse to create software tools that improve development time *Shows how to create our software productivity Tools using insightful examples
This book explains how to model a problem domain by abstracting objects, attributes, and relationships from observations of the real world. It provides a wealth of examples, guidelines, and suggestions based on the authors' extensive experience in both real time and commercial software development. This book describes the first of three steps in the method of Object-Oriented Analysis. Subsequent steps are described in Object Lifecycles by the same authors.