Showing posts with label software. Show all posts
Showing posts with label software. Show all posts

iPhone User Interface Design Projects Review

iPhone User Interface Design Projects
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iPhone User Interface Design Projects ReviewLove it or loathe it, the iPhone and iPod touch have been a stunning success, largely due to the App Store -- over 100,000 apps at current count. It is, by all accounts, the largest gold rush to invade the application development scene since ... well, ever. Apps that pay attention to design and usability stand out from the rest of the detritus, and quickly become a success.
"iPhone User Interface Design Projects" devotes a single chapter to each of ten developers/designers who've stood out from the crowd. They talk us through their thought processes and workflows, their failures and ultimate successes. You can teach someone to write code, but can you teach something as subjective as interface design? Apple's "Human Interface Guidelines" document goes some way to achieving this goal, explaining what users expect from an iPhone app's interface, and how the various controls behave and interact. The HIG is an essential reference and fits the bill perfectly for most use cases, but doesn't offer insights into more creative interfaces. "iPhone User Interface Design Projects" augments the HIG by bringing the authors' experiences into the discussion. They explain what worked and what didn't - there's nothing like learning from other people's mistakes.
A common thread throughout the book is that design and usability is an iterative process - very rarely will your first design concept reach the App Store. Though the individual authors refer to it differently - wireframing, prototyping, mock-ups, etc. - you get a sense for the importance of knowing what the interface will look like and how it will behave before committing it to code. The book's technical reviewer, Joachim Bondo, contributes a chapter on the design of a prospective Google news reader. Refreshing in presentation, this isn't a post-development retrospective. As he explains in the chapter's introduction, he has a few ideas in his head, and he fleshes the designs out as your read along. You don't get to see the final interface, but that's not the point. What you do get is insight into his design decisions. Bret Victor presented the excellent "Prototyping iPhone User Interfaces" at WWDC '09, and Bondo's narrative is very similar in content.
Though I enjoyed (almost) all ten contributions, Chapter 7, for me, was the highlight of the book. Chris Parrish and Brad Ellis cover - in great detail - often overlooked concepts of user context and application flow, and the undeniable value of prototyping and specifications. Parrish and Ellis rightly won an Apple Design Award at WWDC '09 for "Postage", a visual and highly intuitive postcard creator, and they approach their chapter with similar attention to detail.
The odd-one-out is Ju'rgen Siebert's detailed discussion of typefaces, the implications of their usage on small-scale devices such as the iPhone, and a walkthrough of his "FontShuffle" app. As informative as the history and anatomy of typefaces was for me, I didn't see how it specifically related to the very restricted set of fonts on the iPhone. Siebert even goes so far as to mock up a Contacts screen with a font that isn't available on the device, suggesting that the screen's readability has improved as a result. I don't disagree; however, the iPhone's fonts are baked-in, and unless you want to implement a custom glyph rendering routine, it's a pointless argument on a closed device. This chapter represents a missed opportunity, in my opinion. I was initially looking forward to reading about the author's choice of available fonts under different scenarios, but was ultimately let down.
Where the book falls short is in its use of black and white screeenshots throughout. We're talking about the design of applications which are displayed on a full colour device. Colour clearly plays a very large part in the design of any user interface, so cheaping out with black and white screenshots was a mistake. What's even more unforgivable is that the downloadable eBook (which isn't free) doesn't have full colour plates! Come on, Apress! I think given the context of the book, we'd be prepared to pay a bit more for colour.
Who's this book for? Everyone who develops or designs for iPhone, novice to expert alike. Even if you've had success on the App Store, I guarantee there's something in here for you.iPhone User Interface Design Projects OverviewFollowing the best-selling Beginning iPhone Development, iPhone User Interface Design Projects is the first book dedicated to designing and implemented great user experiences on the iPhone. The iPhone has quickly become the coolest new platform for application development, and developers with all levels of experience and from all development environments are eager to learn how to do it. Not only is there money to be made for developers selling great-looking iPhone apps, but it's just a hell of a lot of fun for everyone involved

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Agile Software Development Review

Agile Software Development
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Agile Software Development ReviewEvery fifteen years or so, a great book pops up that describes what
projects are really like. There was Brooks, then DeMarco and Lister,
and now there's Cockburn.
Why is there such a gap between these great books? Possibly because
the message they contain isn't the easy-to-digest dictate: "run your
project this way and everything will be fine." Instead these books all
focus on the fundamentals of projects: people and the way they work
together. These books treat people as people, and not replaceable
parts in a process. The books accept people's foibles and
inconsistencies, and work out how to work with them, rather than how
to try to stamp them out. The books ask: how can we help these funky
people work better together to produce great software?
Agile Software Development has some great answers, which makes it a
significant book. It deals with the issue that programming is
essentially communicating. It looks at the success factors of
individuals, and how to help align the project with these. It
discusses practical ways to reduce the latency of communication (do
you know how much each extra minute taken finding things out costs on
a 12 person project? How do you line your walls with information
radiators?) The book mines the metaphor of development as a
cooperative team game, and looks at development organizations as a
community, where good citizenship pays.
So how _do_ you organize all these people, these team players, these
citizens? The answer is with methodologies. But not with something you
buy off-the-shelf. Cockburn argues that teams should work to define,
and then refine, their own methodologies, bringing in standard ones
where they fit. To help the teams, he has a wonderful section
describing what methodologies _are_, and how to build them. This is
good, solid, practical advice. He talks about when it's good to be
light, and when you need to be heavier, when laissez-faire works, and
when you need ceremony to reduce risks. Then, not content with helping
you create a methodology, Cockburn explains how to adapt what you have
to a changing world.
If you work in or with a team developing software, then you owe it to
yourself (and your team) to read this book. You'll come away with a
far clearer understanding of the dynamic at work in your team, and
with lots of ideas for improving it. And that's the whole point.Agile Software Development OverviewLightweight methodologies are exploding in popularity because their flexibility is ideal for today's fast-changing development environments. In Agile Software Development, legendary software expert Alistair Cockburn reviews the advantages and disadvantages of lightweight methods, synthesizing the field's key lessons into a simplified approach that allows developers to focus on building quality software rapidly, cost-effectively, and without burnout. Ideal for managers seeking to transcend yesterday's failed approaches, the agile movement views software development as a cooperative game. As players move throughout the game, they use markers and props to inform, remind, and inspire themselves and each other. The goal of the game: to deliver a working software system -- and to use the lessons of each project to build a new, smarter "game" for the next project. For every IT executive and manager, software developer, team leader, team member, and client concerned with building robust, cost-effective software.

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High Performance Web Sites: Essential Knowledge for Front-End Engineers Review

High Performance Web Sites: Essential Knowledge for Front-End Engineers
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High Performance Web Sites: Essential Knowledge for Front-End Engineers Review§
_High Performance Web Sites_ is one of those books that will get read by more people than buy it because it is both a fast read and organized into clearly differentiated subjects. This makes it easy to pick up for a moment or pass along to team members with different specialties.
Each of these "14 Steps to Faster-Loading Web Sites" (listed in the editorial review above) is itself divided into related tips with practical pointers. The fact that the book is full of these pointers is not the only value I extracted. We also get something a bit more subtle. The fact that the author is a performance expert at one of the mega-companies that define the Web for most of us lends authority to the book. It is easy to have confidence that his practical experience will have immediate lessons for teams with the same problems, if on a smaller scale.
Steve Souders provides a special addition to his tips: his example pages offer direct comparisons and means to make our own tests. This is something rarely encountered in such books. The book ends with a 30-page chapter where he deconstructs 10 of the top Web sites in the U.S. using the rules and tools described in the book.
§High Performance Web Sites: Essential Knowledge for Front-End Engineers Overview
Want your web site to display more quickly? This book presents 14 specific rules that will cut 25% to 50% off response time when users request a page. Author Steve Souders, in his job as Chief Performance Yahoo!, collected these best practices while optimizing some of the most-visited pages on the Web. Even sites that had already been highly optimized, such as Yahoo! Search and the Yahoo! Front Page, were able to benefit from these surprisingly simple performance guidelines.

The rules in High Performance Web Sites explain how you can optimize the performance of the Ajax, CSS, JavaScript, Flash, and images that you've already built into your site -- adjustments that are critical for any rich web application. Other sources of information pay a lot of attention to tuning web servers, databases, and hardware, but the bulk of display time is taken up on the browser side and by the communication between server and browser. High Performance Web Sites covers every aspect of that process.

Each performance rule is supported by specific examples, and code snippets are available on the book's companion web site. The rules include how to:

Make Fewer HTTP Requests
Use a Content Delivery Network
Add an Expires Header
Gzip Components
Put Stylesheets at the Top
Put Scripts at the Bottom
Avoid CSS Expressions
Make JavaScript and CSS External
Reduce DNS Lookups
Minify JavaScript
Avoid Redirects
Remove Duplicates Scripts
Configure ETags
Make Ajax Cacheable

If you're building pages for high traffic destinations and want to optimize the experience of users visiting your site, this book is indispensable.

"If everyone would implement just 20% of Steve's guidelines, the Web would be a dramatically better place. Between this book and Steve's YSlow extension, there's really no excuse for having a sluggish web site anymore."

-Joe Hewitt, Developer of Firebug debugger and Mozilla's DOM Inspector

"Steve Souders has done a fantastic job of distilling a massive, semi-arcane art down to a set of concise, actionable, pragmatic engineering steps that will change the world of web performance."

-Eric Lawrence, Developer of the Fiddler Web Debugger, Microsoft Corporation


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A Discipline for Software Engineering Review

A Discipline for Software Engineering
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A Discipline for Software Engineering ReviewThis book's title contains two key words that are woefully missing from most development projects: "discipline" and "engineering". With this book Mr. Humphrey introduced the personal software process (PSP), which subsequently spawned the team software process (TSP). Although the material is over 6 years old and does not seem to have gained wide acceptance in commercial development and project environments, it provides a roadmap to effectively integrating the increasingly popular extreme programming (XP)approach that was developed by Kent Beck.
How does PSP align to XP? Both approaches focus heavily on project planning and estimating, and controlling quality, cost and schedule. Both approaches also use metrics as a baseline and past performance to predict future productivity and quality during the planning and estimation phases of new projects. Moreover, both approaches impose a rigorous discipline at a low level in the development process - PSP at the individual level and XP at the 2-person paired team level. An excellent book on XP that supports this premise is Planning Extreme Programming by Kent Beck and Martin Fowler.
The methods that Mr. Humphrey proposes in this book are the building blocks of an effective XP organization because much of the metrics he proposes for capture, analysis and tracking are the very ones that are key to XP. These methods add the "discipline" into the development process, and "engineering" into the quality approach to any development effort, regardless of whether the methods are aligned to XP or any other methodology. Further, the disciplined engineering approach will provide organizations striving for capability maturity model (CMM) level 4 (managed) or 5 (optimizing) with some valuable tools and techniques with which to achieve these higher levels of maturity. Of course, this is also useful to organizations that are implementing SPICE (Software Process Improvement Capability dEtermination), organizing software process engineering groups, or implementing mature project management methods for development projects.
I agree with a previous reviewer that development is also a social and cognitive discipline, but it is not solely those. The social and cognitive approach will only get you so far. The same is true of the disciplined engineering approach. You need both, and this book is a valuable work for the latter.
In my opinion this book is probably more valuable today then when it was first published because the approach required too much rigor for most organizations to adopt. However, with the growing movement towards XP I believe that this book will add details and techniques that are only superficially addressed in the XP body of knowledge and literature. If you are a proponent of XP this book provides some proven, concrete techniques. If you are striving for higher levels of capability maturity this book (and the companion, Introducing the Team Software Process by Mr. Humphrey) will give you the tools to get to managed, and from there to optimizing. I believe this book is a 5-star classic that was ahead of its time.A Discipline for Software Engineering OverviewThis book from Watts Humphrey broadens his disciplined approach to software engineering. In his earlier book, Managing the Software Process, Humphrey developed concrete methods for managing software development and maintenance. These methods, now commonly practiced, provide programmers and managers specific steps for evaluating and improving their software capabilities. In this book, he scales down those methods to a personal level, helping software practitioners develop the skills and habits they need to plan, track, and analyze large and complex projects more carefully and successfully.

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Service-Oriented Architecture (SOA): Concepts, Technology, and Design Review

Service-Oriented Architecture (SOA): Concepts, Technology, and Design
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Service-Oriented Architecture (SOA): Concepts, Technology, and Design ReviewThis book is superb. I have read every SOA book available (up until Apr/06) because it's part of my job as a technology research analyst and all-around techno-geek. From those that I have read and studied, this is the only one I feel compelled to write a review about. AND - because I did have to go through it in such detail I'm going to raid my research notes and share with you a detailed review of not just the book, but each of its chapters.
Chapter 1 - Introduction
Nothing special here, this is just a chapter that introduces the rest of the book. Call it a glorified table of contents if you will. At first I felt like skipping it altogether, but then I did what I'm supposed to do for my job and that is read each and every part. In the end, I'm glad I took the time for two reasons: By reading a summary of each of the chapters I got a good feel for what this book was going to cover and what it wasn't going to cover. Secondly, I liked the author's intro stuff about ideal and not so ideal (real) SOA. Kind of insightful and stinging at the same time. Still, though, this is still just a description of other chapters. It's also a chapter you can get for free at the book's web site.
Chapter 2 - Case Studies
Here the author provides background information for the two companies he uses as case studies. If you're into case studies, then you'll definitely want to read through this. But - I found the subsequent samples pretty easy to follow and I think you could get away with skipping this chapter if you really wanted to.
Chapter 3 - Introducing SOA
Here's where I started getting into the meat of the book. If you think you don't understand what soa is or what the industry's made of it or turned it into then you need to read this chapter. It breaks it all down and builds it all up again in a very systematic manner. Make sure you leave this chapter with an understanding of how primitive and contemporary variations of soa are different because the author uses these terms later.
Chapter4 - The Evolution of SOA
Finally someone who makes a distinction between specification and standard and gets it right. This chapter talks about the soa industry and how vendors are responsible for soa but are also causing problems at the same time. How standards organizations are working for soa but also competing at the same time. Pretty interesting stuff and even though this was the least technical chapter, not once was I bored. It ends by comparing Ssoa with older architectures. I especially like how the author differentiates between soa and "traditional" distributed architecture that uses web services. (hint: rpc has a lot to do with it)
Chapter 5 - Web services and primitive soa
I read the author's first soa book last year and this chapter seemed to repeat a few sections from that. But if I remember correctly it goes into more detail and provides case study examples that the first book didn't have. If you're a web services veteran you can probably skip this one.
Chapter 6 -Web Services and Contemporary SOA (Part I: Activity Management and Composition)
Here he goes up a gear and dives right into that scary thing we've been calling ws-* Everything from transactions to context mgmt to orchestration and so on is covered. I really felt the author did a brilliant job building this chapter up by starting with simple meps and building up to activity management and bpel and so on. He really showed how each adds a layer over the other and how all add layers to soa.
Chapter 7 - Web Services and Contemporary SOA (Part II: Advanced Messaging, Metadata, and Security)
Yup, the rollercoast ride continues here as he gets into addressing, reliable messaging, security and other ws-* specs. All of these are specs I had already heard about and I think this type of coverage is appropriate forwhere soa is going. I forgot to mention that in this chapter and 6 he introduces 'in plain english' sections that are hilarious. They are humorous analogies that compare these complex technologies to analogies he writes about a car wash. Good, fresh writing in the usual dull and dry techno world.
Chapter 8 - Principles of Service-Orientation
Essentially a whole bunch of theory about designing services and then eight specific 'principles' (dos and don'ts) about how to design services the right way for soa. I had to go back and reread this chapter after I finished the book. I sort of glanced thru it at first but then found out that later chapters really use these principles. When I went through it again I actually thought this was pretty important stuff. This really is the next oo. You can get this chapter for free at the book web site too.
Chapter 9 - Service Layers
STudy this if you're a application architect or enterprise architect. It shows what you canh do with services built with service-orientation. The diagrams showing different types of layers combined together are pretty cool.
Chapter 10 - SOA Delivery Strategies
If you're a PM you'll love this chapter. It gets into the different phases in a soa project and how you can reorganize them using 'delivery strategies' depending on your budgets and priorities. I'd pay extra close attention to the pros and cons parts where, after documenting these strategies in abstract, the author points out their true colors.
Chapter 11 + 12 - Service-Oriented Analysis I + II
Don't know where to start when it comes to figuring out your services? Well, the author lays it all out here. He provides a process for systemtically breaking down your business logic and divying it up into services. Chapter 12 is like an instruction manual about service model. Being froma web services background this was all new to me.
Chapter 13 - 16 - Service-Oriented Design I, II, III, IV
Roll up your sleeves man, because here is where you get into the real muck of building web services for an soa. There are a bunch of processes that hash out the nitty gritty of wsdl, xsd, and bpel and show you how to build services for the types of layers set up in ch.9. Tons of code and case study samples and tips for design. This is probably the most valuable part of the book for developers and architects.
Chapter 17- Fundamental WS-* Extensions
I forgot tomention that in chapters 6 and 7 no code samples are given. He only covered ws-* specs conceptually. All of the corresponding code is placed in this chapter. A bit inconvenient if you're a developer who wants to see the code while learning about the spec, but not tragic. The neat thing is he ties the code samples into the case studies. This was my first experience with ws-* in real world tyhpe scenarios.
Chapte r18 - SOA Platforms
The author documents j2ee and .net frameworks here first in total abstract and then about how they support the different parts of soa. This was very interesting because it related a lot of the concepts stuff to actual technology and the let you compare different technologies in how they support soa.
I recommend this book to colleagures and clients and I'm recommending it here. If you have questions about SOA then this book probably has the answers you're looking for. I say that because by the time I finished reading it I ran out of questions myself.
Service-Oriented Architecture (SOA): Concepts, Technology, and Design OverviewThis is a comprehensive tutorial that teaches fundamental and advanced SOAdesign principles, supplemented with detailed case studies and technologiesused to implement SOAs in the real world.***We'll have cover endorsements from Tom Glover, who leads IBM's WebServices Standards initiatives; Dave Keogh, Program Manager for Visual StudioEnterprise Tools at Microsoft, and Sameer Tyagi, Senior Staff Engineer, SunMicrosystems. All major software manufacturers and vendors are promotingsupport for SOA. As a result, every major development platform now officiallysupports the creation of service-oriented solutions.Parts I, II, and III cover basic and advanced SOA concepts and theory thatprepare you for Parts IV and V, which provide a series of step-by-step "howto" instructions for building an SOA. Part V further contains coverage of WS-*technologies and SOA platform support provided by J2EE and .NET.

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Programming Embedded Systems: With C and GNU Development Tools, 2nd Edition Review

Programming Embedded Systems: With C and GNU Development Tools, 2nd Edition
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Programming Embedded Systems: With C and GNU Development Tools, 2nd Edition ReviewPresents a good introduction to embedded system programming; no complaints there. However, their choice of development kit is poor. The Arcom (now EuroTech) kit is $600, rather than the $300 stated in the book. And it took almost 3 weeks for them to respond to a quote request. Fortunately, there are kits available from other vendors (BiPom, Olimex, etc.) which can be substituted for less than $300. However, the impracticality of using the Arcom kit robs the book of its purpose of being a hands-on, guided tutorial.Programming Embedded Systems: With C and GNU Development Tools, 2nd Edition Overview
If you have programming experience and a familiarity with C--the dominant language in embedded systems--Programming Embedded Systems, Second Edition is exactly what you need to get started with embedded software. This software is ubiquitous, hidden away inside our watches, DVD players, mobile phones, anti-lock brakes, and even a few toasters. The military uses embedded software to guide missiles, detect enemy aircraft, and pilot UAVs. Communication satellites, deep-space probes, and many medical instruments would have been nearly impossible to create without embedded software.

The first edition of Programming Embedded Systems taught the subject to tens of thousands of people around the world and is now considered the bible of embedded programming. This second edition has been updated to cover all the latest hardware designs and development methodologies.

The techniques and code examples presented here are directly applicable to real-world embedded software projects of all sorts. Examples use the free GNU software programming tools, the eCos and Linux operating systems, and a low-cost hardware platform specially developed for this book. If you obtain these tools along with Programming Embedded Systems, Second Edition, you'll have a full environment for exploring embedded systems in depth. But even if you work with different hardware and software, the principles covered in this book apply.

Whether you are new to embedded systems or have done embedded work before, you'll benefit from the topics in this book, which include:

How building and loading programs differ from desktop or server computers
Basic debugging techniques--a critical skill when working with minimally endowed embedded systems
Handling different types of memory
Interrupts, and the monitoring and control of on-chip and external peripherals
Determining whether you have real-time requirements, and whether your operating system and application can meet those requirements
Task synchronization with real-time operating systems and embedded Linux
Optimizing embedded software for size, speed, and power consumption
Working examples for eCos and embedded Linux

So whether you're writing your first embedded program, designing the latest generation of hand-held whatchamacalits, or managing the people who do, this book is for you. Programming Embedded Systems will help you develop the knowledge and skills you need to achieve proficiency with embedded software.

Praise for the first edition:
"This lively and readable book is the perfect introduction for those venturing into embedded systems software development for the first time. It provides in one place all the important topics necessary to orient programmers to the embedded development process. --Lindsey Vereen, Editor-in-Chief, Embedded Systems Programming

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Java Generics and Collections Review

Java Generics and Collections
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Java Generics and Collections ReviewThe intent of Generics is make your Java code type-safer. While Java is a strongly typed language, it lacks type-safety when it comes to using collections. Generics were added to the Java programming language in 2004 as part of J2SE 5.0. Unlike C++ templates, generic Java code generates only one compiled version of a generic class. Generic Java classes can only use object types as type parameters -- primitive types are not allowed. Thus a List of type Integer, which uses a primitive wrapper class is legal, while a List of type int is not legal.
Part I of this book provides a thorough introduction to generics. Generics are a powerful, and sometimes controversial, new feature of the Java programming language. This part of the book describes generics, using the Collections Framework as a source of examples.
The first five chapters focus on the fundamentals of generics. Chapter 1 gives an overview of generics and other new features in Java 5, including boxing, foreach loops, and functions with a variable number of arguments. Chapter 2 reviews how subtyping works and explains how wildcards let you use subtyping in connection with generics. Chapter 3 describes how generics work with the Comparable interface, which requires a notion of bounds on type variables. Chapter 4 looks at how generics work with various declarations, including constructors, static members, and nested classes. Chapter 5 explains how to evolve legacy code to exploit generics, and how ease of evolution is a key advantage of the design of generics in Java. Once you have these five chapters under your belt, you will be able to use generics effectively in most basic situations.
The next four chapters treat advanced topics. Chapter 6 explains how the same design that leads to ease of evolution also necessarily leads to a few rough edges in the treatment of casts, exceptions, and arrays. The fit between generics and arrays is the worst rough corner of the language, so two principles are formulated to help work around the problems. Chapter 7 explains new features that relate generics and reflection, including the newly generified type "Class T" and additions to the Java library that support reflection of generic types. Chapter 8 contains advice on how to use generics effectively in practical coding. Checked collections, security issues, specialized classes, and binary compatibility are all considered. Chapter 9 presents five extended examples, looking at how generics affect five well-known design patterns: Visitor, Interpreter, Function, Strategy, and Subject-Observer. The following is a list of chapters in part one:
Chapter 1. Introduction
Chapter 2. Subtyping and Wildcards
Chapter 3. Comparison and Bounds
Chapter 4. Declarations
Chapter 5. Evolution, Not Revolution
Chapter 6. Reification
Chapter 7. Reflection
Chapter 8. Effective Generics
Chapter 9. Design Patterns
Part II is about the Java Collections Framework, which is a set of interfaces and classes in the packages java.util and java.util.concurrent. They provide client programs with various models of how to organize their objects, and various implementations of each model. These models are sometimes called abstract data types, and they are needed because different programs need different ways of organizing their objects. In one situation, you might want to organize your program's objects in a sequential list because their ordering is important and there are duplicates. In another, a set might be the right data type because now ordering is unimportant and you want to discard the duplicates. These two data types and others are represented by different interfaces in the Collections Framework, and there are examples of their use in chapter 10. However, none of these data types has a single "best" implementation--that is, one implementation that is better than all the others for all the operations. For example, a linked list may be better than an array implementation of lists for inserting and removing elements from the middle, but much worse for random access. So choosing the right implementation for a program involves knowing how it will be used as well as what is available.
This part of the book starts with an overview of the Framework and then looks in detail at each of the main interfaces and the standard implementations of them. Finally the book examines the special-purpose implementation and generic algorithms provided in the Collections class. The following is a list of chapters in part two:
Chapter 10. The Main Interfaces of the Java Collections Framework
Chapter 11. Preliminaries
Chapter 12. The Collection Interface
Chapter 13. Sets
Chapter 14. Queues
Chapter 15. Lists
Chapter 16. Maps
Chapter 17. The Collections Class
Overall, this is a very good book on the subject of Java generics, and I highly recommend it.Java Generics and Collections Overview
This comprehensive guide shows you how to master the most important changes to Java since it was first released.Generics and the greatly expanded collection libraries have tremendously increased the power of Java 5 and Java 6.But they have also confused many developers who haven't known how to take advantage of these new features.

Java Generics and Collections covers everything from the most basic uses of generics to the strangest corner cases.It teaches you everything you need to know about the collections libraries, so you'll always know which collection is appropriate for any given task, and how to use it.

Topics covered include:

Fundamentals of generics: type parameters and generic methods
Other new features: boxing and unboxing, foreach loops, varargs
Subtyping and wildcards
Evolution not revolution: generic libraries with legacy clients and generic clients with legacy libraries
Generics and reflection
Design patterns for generics
Sets, Queues, Lists, Maps, and their implementations
Concurrent programming and thread safety with collections
Performance implications of different collections

Generics and the new collection libraries they inspired take Java to a new level.If you want to take your software development practice to a new level, this book is essential reading.

Philip Wadler is Professor of Theoretical Computer Science at the University of Edinburgh, where his research focuses on the design of programming languages.He is a co-designer of GJ, work that became the basis for generics in Sun's Java 5.0.

Maurice Naftalin is Technical Director at Morningside Light Ltd., a software consultancy in the United Kingdom.He has most recently served as an architect and mentor at NSB Retail Systems plc, and as the leader of the client development team of a major UK government social service system.

"A brilliant exposition of generics. By far the best book on the topic, it provides a crystal clear tutorial that starts with the basics and ends leaving the reader with a deep understanding of both the use and design of generics." Gilad Bracha, Java Generics Lead, Sun Microsystems


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Data Structures with C++ Using STL (2nd Edition) Review

Data Structures with C++ Using STL (2nd Edition)
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Data Structures with C++ Using STL (2nd Edition) ReviewThe book itself is great and illustrates the core concepts well.
The code examples are grossly out of date (were talking 1990's) and completely ruins the beautiful text by adding confusing, poorly written code examples to reinforce good literature.
If you are buying this to learn data structures as a reference, great.
If you expect usable code examples this is not the book for you.
Highly Microsoft Visual Studio Centric. Not ANSI C++.
My note to the author's / publisher: You need to keep up with the times. This is technology and it moves quickly. Otherwise future-proof your code as much as possible.Data Structures with C++ Using STL (2nd Edition) Overview This book uses a modern object-oriented approach to data structures, unified around the notion of the Standard Template Library (STL) container classes. The book presents a systematic development of data structures supported by numerous examples and complete programs. The authors separate the applications of a data structure from its implementation. Includes an applied study of interesting and classical algorithms that illustrate the data structures using only simple mathematical concepts (Big-O notation is introduced intuitively); Many additional figures are integrated into the presentation; ADT (Abstract Data Type) for each data structure—immediately used to solve appropriate problems; Early and accessible introduction to templates and iterators; Use of modern C++ constructs in developing data structures and their applications provides enough language detail to sufficiently understand the constructs.

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Data Structures and Algorithms in C++ Review

Data Structures and Algorithms in C++
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Data Structures and Algorithms in C++ ReviewThis is one of the dozens of Data Structures and Algorithms books in the market and till now the worst I've ever seen. I have taken two DSA courses in my undergrad years, and now as a grad, I'm TAing that course.
The theoretical treatment of the book is superficial and too childish. Yet, there's too little practical value. They discuss the unnecessary linked list implementations of trees which is quite confusing for students. I am also amazed that they do not mention finding or removing an element in a BST. And, more importantly there's too little discussion of graphs.
I don't understand those professors trying to bog down students with useless details and complicated C++ codes. Rather, they should give the intuition and the theory behind the data structures and algorithms. Weiss' book is much better than this one. But, even that is obsessed with doing tricky things with C++.
Anyway, to sum up: This book is a garbage. Stay away unless it's required for the course you're taking in case you may need to do homeworks and such.Data Structures and Algorithms in C++ Overview* Provides a comprehensive introduction to data structures and algorithms, including their design, analysis, and implementation* Each data structure is presented using ADTs and their respective implementations* Helps provide an understanding of the wide spectrum of skills ranging from sound algorithm and data structure design to efficient implementation and coding of these designs in C++Wiley Higher Education

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Software Project Survival Guide (Pro -- Best Practices) Review

Software Project Survival Guide (Pro -- Best Practices)
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Software Project Survival Guide (Pro -- Best Practices) ReviewI was disappointed in this book - perhaps it was a problem with expectations. McConnell's previous books - Code Complete and Rapid Development -were very well written and provided valuable insights into best practices in the computer industry. By attempting to do the same thing here, the author missed the mark. The Software Project Survival Guide presents a road map marked with good practice applied in a mature organization that understands the nature of software and responds rationally, providing the resources and time required to do the job right. The overwhelming majority of people who are taking on their first project management job will have few, if any, of the benefits that this book takes for granted.
Don't get me wrong. This is a great collection of really good ideas and it's really well written, but it doesn't give much guidance to the first-time project manager who needs to deal with misdirection and misunderstanding from those who he or she reports to. The book presents a fine set of suggestions on "Techniques for Really Good Project Management," but there isn't much on "Survival."Software Project Survival Guide (Pro -- Best Practices) Overview
Equip yourself with SOFTWARE PROJECT SURVIVAL GUIDE. It's for everyone with a stake in the outcome of a development project--and especially for those without formal software project management training. That includes top managers, executives, clients, investors, end-user representatives, project managers, and technical leads.

Here you'll find guidance from the acclaimed author of the classics CODE COMPLETE and RAPID DEVELOPMENT. Steve McConnell draws on solid research and a career's worth of hard-won experience to map the surest path to your goal--what he calls "one specific approach to software development that works pretty well most of the time for most projects." Nineteen chapters in four sections cover the concepts and strategies you need for mastering the development process, including planning, design, management, quality assurance, testing, and archiving. For newcomers and seasoned project managers alike, SOFTWARE PROJECT SURVIVAL GUIDE draws on a vast store of techniques to create an elegantly simplified and reliable framework for project management success.

So don't worry about wandering among complex sets of project management techniques that require years to sort out and master. SOFTWARE PROJECT SURVIVAL GUIDE goes straight to the heart of the matter to help your projects succeed. And that makes it a required addition to every professional's bookshelf.


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Joel on Software: And on Diverse and Occasionally Related Matters That Will Prove of Interest to Software Developers, Designers, and Managers, and to Those Who, Whether by Good Fortune or Ill Luck, Work with Them in Some Capacity Review

Joel on Software: And on Diverse and Occasionally Related Matters That Will Prove of Interest to Software Developers, Designers, and Managers, and to Those Who, Whether by Good Fortune or Ill Luck, Work with Them in Some Capacity
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Joel on Software: And on Diverse and Occasionally Related Matters That Will Prove of Interest to Software Developers, Designers, and Managers, and to Those Who, Whether by Good Fortune or Ill Luck, Work with Them in Some Capacity ReviewThere is a fair bit of hard-won wisdom here. It covers every aspect of the programming world, from praise of hardware, through product management and economics, back to testing and coding style, and on and on. There are a few real gems among these 45 essays (plus intro and appendix), untrammeled by the need for consistency. He's certainly unabashed about bucking current fashions, including all the silliness seen under the revival tent of the eXtremists.
At several points, Joel rails against the false economies of making code smaller and sniggers at the people to whom it matters so much, then (ch 39) he rails against the size of a Microsoft runtime support package. He also points out that antialiased fonts, other than things like headlines, are a bad idea. That was already common knowledge around DEC by about 1980, since the visibly blurred margins of characters led to eyestrain as the focussing muscles fruitlessly tried to find the edge. Modern display technology with far smaller pixel sizes seems to have reversed that decision, however, except possibly at the smallest character sizes - a blow-up of a screen capture will often show antialiasing on body text that looks quite good. If he came on a bit less strong to start with, these annoyances would be a lot less annying.
Joel's incredibly high opinion of Joel wore on me after a while. Despite all the good in this book, I had to drag myself through the last half of his pontifications, repetition, and tendency towards the absolute. If you're already a fan of his other writing, that might not bother you. For me, Joel, in his role as high priest in the cult of Joel, became tiresome. I'm sure he's a skilled developer and savvy business man, but I really don't think I'd enjoy meeting him.
//wiredweirdJoel on Software: And on Diverse and Occasionally Related Matters That Will Prove of Interest to Software Developers, Designers, and Managers, and to Those Who, Whether by Good Fortune or Ill Luck, Work with Them in Some Capacity OverviewThis is a selection of essays from the author's Web site, http://www.joelonsoftware.com. Joel Spolsky started the web log in March 2000 in order to offer his insights, based on years of experience, on how to improve the world of programming. His extraordinary writing skills, technical knowledge, and caustic wit have made him a programming guru. This log has become infamous among the programming world, and is linked to more than 600 other websites and translated into 30+ languages!This book covers every imaginable aspect of software programming, from the best way to write code to the best way to design an office in which to write code. The book will relate to all software programmers (Microsoft and Open Source), anyone interested in furthering their knowledge of programming, or anyone trying to manage a programmer. Spolsky will be writing an introduction for the book.

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Algorithms in C, Parts 1-4: Fundamentals, Data Structures, Sorting, Searching (3rd Edition) (Pts. 1-4) Review

Algorithms in C, Parts 1-4: Fundamentals, Data Structures, Sorting, Searching (3rd Edition) (Pts. 1-4)
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Algorithms in C, Parts 1-4: Fundamentals, Data Structures, Sorting, Searching (3rd Edition) (Pts. 1-4) ReviewProf. Sedgewick is a noted authority on searching and sorting algorithms, and a former student of Knuth's. The text is authoritative, lucid, and detailed. It is also full of mistakes, poorly edited, and much of the code has serious and not so serious bugs.
I have the second, corrected printing of this edition. If you purchase this book, consider buying Bently's "Programming Perls" or some other book on debugging software, and consider Sedgewick's book to be an excellent opportunity to debug a standard reference in CS. In addition to scrutinizing the source code, don't accept any statement in Sedgewick unequivocally. Even his formula for computing the variance of a distribution is incorrect (the accompanying code is correct, though it magnifies the roundoff error; read "Numerical Recipies in C" by Press et al for a more civilized calculation). Many of his proofs have off by one errors, he misdefines the "transitive" property as "associative". Get the lastest printing available, eventually enough students and instructors will have gone through this book to ferret out most of its errors. There are no giant lapses in reasoning, and once it makes it out of beta, this should be a very fine book.
A much better investment would be "Introduction to Algorithms" by Cormen, Lieserson, Rivest, a vastly superior and more interesting text. It has far greater scope of coverage on the subject of algorithms, and is both clearer and more carefully written, one of the most illuminating books I've read. However, volume 1 of Sedgewick, as it focuses solely on searching and sorting, covers these areas in greater depth, and discusses practical implementation issues, such as sentinels and hybrid sorts. As such, Sedgewick is a good compliment to CLR. Bear in mind that it is more densely written than CLR, and hence requires a more careful reading.Algorithms in C, Parts 1-4: Fundamentals, Data Structures, Sorting, Searching (3rd Edition) (Pts. 1-4) Overview"This is an eminently readable book which an ordinary programmer, unskilled in mathematical analysis and wary of theoretical algorithms, ought to be able to pick up and get a lot out of.."- Steve Summit, author of C Programming FAQsSedgewick has a real gift for explaining concepts in a way that makes them easy to understand. The use of real programs in page-size (or less) chunks that can be easily understood is a real plus. The figures, programs, and tables are a significant contribution to the learning experience of the reader; they make this book distinctive.- William A. Ward, University of South AlabamaRobert Sedgewick has thoroughly rewritten and substantially expanded his popular work to provide current and comprehensive coverage of important algorithms and data structures. Many new algorithms are presented, and the explanations of each algorithm are much more detailed than in previous editions. A new text design and detailed, innovative figures, with accompanying commentary, greatly enhance the presentation. The third edition retains the successful blend of theory and practice that has made Sedgewick's work an invaluable resource for more than 250,000 programmers! This particular book, Parts 1-4, represents the essential first half of Sedgewick's complete work. It provides extensive coverage of fundamental data structures and algorithms for sorting, searching, and related applications. The algorithms and data structures are expressed in concise implementations in C, so that you can both appreciate their fundamental properties and test them on real applications. Of course, the substance of the book applies to programming in any language.Highlights Expanded coverage of arrays, linked lists, strings, trees, and other basic data structures Greater emphasis on abstract data types (ADTs) than in previous editions Over 100 algorithms for sorting, selection, priority queue ADT implementations, and symbol table ADT (searching) implementations New implementations of binomial queues, multiway radix sorting, Batcher's sorting networks, randomized BSTs, splay trees, skip lists, multiway tries, and much more Increased quantitative information about the algorithms, including extensive empirical studies and basic analytic studies, giving you a basis for comparing them Over 1000 new exercises to help you learn the properties of algorithms Whether you are a student learning the algorithms for the first time or a professional interested in having up-to-date reference material, you will find a wealth of useful information in this book.

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The MFC Answer Book: Solutions for Effective Visual C++ Applications Review

The MFC Answer Book: Solutions for Effective Visual C++ Applications
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The MFC Answer Book: Solutions for Effective Visual C++ Applications ReviewI now own four Visual C++ books, and after a year or so of programming with MFC, this is often the book I turn to first. When you've used MFC for a while, you realize that if your application fits exactly into the mold forseen by the MFC programmers, your job is a snap. But I've never had an application quite like that. There is always something that has to be different from the straight-and-narrow path. This book is the first line of defence for how to deal with those tweaks.
Many of the questions that this book answers cannot be answered by reading Microsoft's documentation (this is not particularly a slam at Microsoft: the system is just too huge to document everything to the last detail), and the only real way to answer them is to read the source code for MFC. Luckily for us, Eugene Kain has done this. A great feature of the book is that he gives both cookbook recipes to achieve a required tweak, AND an explanation of the relevant source code, so that you gain an understanding of how you might do something similar-but-not-quite-the-same.
My only complaint is that I want volume II, volume III, ...!
I recommend this book to all the (Unix background) programmers in my center that are starting to use Visual C++.The MFC Answer Book: Solutions for Effective Visual C++ Applications Overview

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Facebook API Developers Guide (Firstpress) Review

Facebook API Developers Guide (Firstpress)
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Facebook API Developers Guide (Firstpress) ReviewAs far as I know, this was the first book released about Facebook development. So it comes as no surprise that it feels like it was written in a weekend. It's quite an accomplishment to make a book that's only 100 pages long feel padded, yet somehow the author manages to achieve this. For example, the bit of code that shows you how to set your API Key variable in the config.php file is repeated at least 3 times! The sample application that occupies the rear third of the book is extremely disappointing because it is just a plain old PHP app. It does not take advantage of the Facebook API.
I'm giving this book 2 stars in part because there is a dearth of Facebook development books. And there's nothing fundamentally wrong with the information provided here, it's just limited. As a primer it will be enough to get you started, but you'll be done with the book in a couple hours and hungering for more.Facebook API Developers Guide (Firstpress) OverviewFacebook is a huge social networking site with about 50 million members. In May 2007, Facebook announced that they were implementing the Facebook API: a programming interface that allows users to create their own Facebook applications and access Facebook data. This book takes readers through their first steps with the API, introducing all of the functionality they need to create larger applications.

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User Interface Design for Programmers Review

User Interface Design for Programmers
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User Interface Design for Programmers ReviewJoel is a good writer who happens to be a programmer. That alone is enough to reccommend this one-of-a-kind book. His website contains tons of insightful, opinionated essays, and most of the time he's right, whether his topic is design, business stragegy, HR, or coding techniques. He's an ex-Microsoft employee who's saavy enough to know what MS does right and what they don't.
In this book, much of which is available at his site, he's taking an approach that I don't think anyone else has: why UI design matters to programmers. He's not talking to experienced visual desingers, or HCI people, or interaction desingers or what have you. He's talking to programmers, the folks who will actually write lines of code. This book, in a quick 150 pages, shows programmers why interaction designers will spend, say, two days worrying about a couple of words or the placement of two buttons.
Like Steve Krug's book "Don't Make Me Think", it's a somewhat lightweight treatment of the topic for an experienced UI desinger, but you'd be foolish to pass it up for that reason. This, along with Krug would be a great book for Project Managers or senior staff wondering what all the fuss about "usability" really means. Where Jakob Nielsen's preachy fussiness can bore you to tears, Joel and Krug will make you eager to put their ideas into practice.
Any company that can get its programmers, managers, and designers on the same page about the still under-appreciated value of UI design (and the analysis that goes into it) will find they can make better products faster.User Interface Design for Programmers Overview
Most programmers' fear of user interface (UI) programming comes from their fear of doing UI design. They think that UI design is like graphic design-the mysterious process by which creative, latte-drinking, all-black-wearing people produce cool-looking, artistic pieces. Most programmers see themselves as analytic, logical thinkers instead-strong at reasoning, weak on artistic judgment, and incapable of doing UI design.

In this brilliantly readable book, author Joel Spolsky proposes simple, logical rules that can be applied without any artistic talent to improve any user interface, from traditional GUI applications to websites to consumer electronics. Spolsky's primary axiom, the importance of bringing the program model in line with the user model, is both rational and simple.

In a fun and entertaining way, Spolky makesuser interfacedesign easy for programmers to grasp. After reading User Interface Design for Programmers, you'll know how to design interfaces with the user in mind. You'll learn the important principles that underlie all good UI design, and you'll learn how to perform usability testing that works.


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Framework-Based Software Development in C++ Review

Framework-Based Software Development in C++
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Framework-Based Software Development in C++ ReviewPossibly the Wirfs-Brock of the late '90's (approach that is likely to be emulated by high-profile experts), this book has uncanny insight for framework-based development. Especially liked the coverage of domain analysis, which provides unique reuse benefits for developers.Framework-Based Software Development in C++ OverviewProvides a detailed methodology for implementing frameworks -- today's most importantadvance in object technology to solve real business problems.This book introduces a new methodology for building frameworks that reflect the needs of a business. It provides a step-by-step procedure for performing domain analysis, which is critical to developing reusable software. It presents design patterns and rules, as well as metrics that can be used to assess the relative quality and usefulness of frameworks. It introduces procedures to be followed in developing a framework, including pattern selection, documentation and testing -- and shows the role of management in framework development. Using the new methodology, the book walks through the construction of two frameworks, one to automate workflow, and another to develop a global risk measurement application. This book is for virtually all software developers, engineers and managers, because it provides the first practical methodology for developing object frameworks, which will be increasingly central in object-oriented software development.

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Open Source Licensing: Software Freedom and Intellectual Property Law Review

Open Source Licensing: Software Freedom and Intellectual Property Law
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Open Source Licensing: Software Freedom and Intellectual Property Law ReviewIf you're looking to get an in-depth understanding of open source licensing and all the issues surrounding it, you should read Open Source Licensing by Lawrence Rosen (Prentice Hall).
Chapter list: Freedom and Open Source; Intellectual Property; Distribution of Software; Taxonomy of Licenses; Academic Licenses; Reciprocity and the GPL; The Mozilla Public License (MPL); The Common Public License (CPL); The OSL and the AFL; Choosing an Open Source License; Shared Source, Eventual Source, and Other Licensing Models; Open Source Litigation; Open Standards; The Open Source Paradigm; Appendices; Index
On the positive side, this book will teach you more about licensing than you thought existed. This book deals with all the legal issues that either have arisen or could become a problem as open source continues to make inroads against commercial software. The analysis is detailed as only a lawyer can do it. Another positive aspect of the book is that the author covers how different open source licenses mesh with each other. You may be forced into choosing a certain type of license if you've incorporated software that already uses a license that you're expected to apply to your software. All good stuff.
On the negative side, I don't think the book delivers on its promise to present "a plain-English guide to open source law for developers, managers, users, and lawyers". I see this as a book by a lawyer for lawyers needing to understand software licensing and how open source licensing fits into that. Companies that are building a business model around open source will need this material, but the typical developer and nearly all users will be bored to death as individual words are pulled out and dissected as for potential legal interpretations that could be applied.
I'm inclined to rank this a little higher than I'd like just because there's not a lot of material about this subject, and the author *does* cover it in great detail. But if you think you're going to get an easy-to-digest explanation of open source licensing, you will probably be disappointed.Open Source Licensing: Software Freedom and Intellectual Property Law Overview"I have studied Rosen's book in detail and am impressed with its scope and content. I strongly recommend it to anybody interested in the current controversies surrounding open source licensing."—John Terpstra, Samba.org; cofounder, Samba-Team"Linux and open source software have forever altered the computing landscape. The important conversations no longer revolve around the technology but rather the business and legal issues. Rosen's book is must reading for anyone using or providing open source solutions."—Stuart Open Source Development Labs
A Complete Guide to the Law of Open Source for Developers, Managers, and Lawyers
Now that open source software is blossoming around the world, it is crucial to understand how open source licenses work—and their solid legal foundations. Open Source Initiative general counsel Lawrence Rosen presents a plain-English guide to open source law for developers, managers, users, and lawyers. Rosen clearly explains the intellectual property laws that support open source licensing, carefully reviews today's leading licenses, and helps you make the best choices for your project or organization. Coverage includes:

Explanation of why the SCO litigation and other attacks won't derail open source
Dispelling the myths of open source licensing
Intellectual property law for nonlawyers: ownership and licensing of copyrights, patents, and trademarks
"Academic licenses": BSD, MIT, Apache, and beyond
The "reciprocal bargain" at the heart of the GPL
Alternative licenses: Mozilla, CPL, OSL and AFL
Benefits of open source, and the obligations and risks facing businesses that deploy open source software
Choosing the right license: considering business models, product architecture, IP ownership, license compatibility issues, relicensing, and more
Enforcing the terms and conditions of open source licenses
Shared source, eventual source, and other alternative models to open source
Protecting yourself against lawsuits


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Sams Teach Yourself Visual Basic 2008 in 24 Hours: Complete Starter Kit Review

Sams Teach Yourself Visual Basic 2008 in 24 Hours: Complete Starter Kit
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Sams Teach Yourself Visual Basic 2008 in 24 Hours: Complete Starter Kit ReviewI love this book! The only programming I had had was Basic back in 1984-85 so obviously I am starting from the beginning. I needed basics (like general definitions, logic of how programming works, and specifics for how the Visual Basic works) so I could understand the programmers I work with. After reading and going through the exercises in this book, I can speak the same language and I've even been able to do automation for my quality assurance testing.
BTW - took me about 2 1/2 weeks to get through it all ;-)Sams Teach Yourself Visual Basic 2008 in 24 Hours: Complete Starter Kit OverviewIn just 24 sessions of one hour or less, you will be up and running with Visual Basic 2008. Using a straightforward, step-by-step approach, each lesson builds upon a real-world foundation forged in both technology and business matters, allowing you to learn the essentials of Visual Basic 2008 from the ground up. Step-by-step instructions carefully walk you through the most common questions, issues, and tasks. The Q&A section, quizzes, and exercises help you build and test your knowledge.By the Way notes present interesting pieces of information. Did You Know? tips offer advice or teach an easier way to do something. Watch Out! cautions advise you about potential problems and help you steer clear of disaster.Learn how to…Use the powerful design environment of Visual Studio 2008

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PSP(sm): A Self-Improvement Process for Software Engineers Review

PSP(sm): A Self-Improvement Process for Software Engineers
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PSP(sm): A Self-Improvement Process for Software Engineers ReviewThe intent is to reduce the defect rate in software. With an emphasis on doing this when we have several million lines of source code. All the more so if the application might involve safety issues or be critical to its company's bottom line.
Humphrey points out that the writing of such large code might typically follow practices used for code bodies orders of magnitude smaller. But that this leads to far too many defects. He explains that PSP offers a discipline for the individual programmer to follow. And how this can be scaled to a team of programmers.
PSP stresses investing in design time and review time, relative to the actual coding time. It's big on writing down the times spent on these stages, so that you have actual quantities to see and from which to get metrics. You cannot improve what you cannot measure. The review time is considered a good investment, for finding bugs here is inherently more productive than relying on a downstream testing stage or user feedback.
Perhaps the most contentious aspect is whether to do a review of your code before compiling it?! Many will not. After all, the compiler can swiftly find the syntax errors. Why waste time looking for these beforehand? Isn't this a retrograde step? The book's rejoinder is that syntax errors might be considered to be distributed like more serious logic errors. Hence, if you review before compiling, and find 80% of the syntax errors that the compiler finds, then perhaps you only also found 80% of the logic errors. Opps?
A simple and ingenious self diagnostic tool. But despite the logic of this, water will flow uphill before any significant portion of programmers adopts this method. Pressing 'make' or its equivalent to do a compilation is simply too easy. The book is on far more plausible ground describing the other aspects of PSP.PSP(sm): A Self-Improvement Process for Software Engineers Overview
Most software-development groups have embarrassing records: By some accounts, more than half of all software projects are significantly late and over budget, and nearly a quarter of them are cancelled without ever being completed. Although developers recognize that unrealistic schedules, inadequate resources, and unstable requirements are often to blame for such failures, few know how to solve these problems. Fortunately, the Personal Software Process (PSP) provides a clear and proven solution. Comprising precise methods developed over many years by Watts S. Humphrey and the Software Engineering Institute (SEI), the PSP has successfully transformed work practices in a wide range of organizations and has already produced some striking results.

This book describes the PSP and is the definitive guide and reference for its latest iteration. PSP training focuses on the skills required by individual software engineers to improve their personal performance. Once learned and effectively applied, PSP-trained engineers are qualified to participate on a team using the Team Software Process (TSP), the methods for which are described in the final chapter of the book. The goal for both PSP and TSP is to give developers exactly what they need to deliver quality products on predictable schedules.

PSPSM: A Self-Improvement Process for Software Engineers presents a disciplined process for software engineers and anyone else involved in software development. This process includes defect management, comprehensive planning, and precise project tracking and reporting.

The book first scales down industrial software practices to fit the needs of the module-sized program development, then walks readers through a progressive sequence of practices that provide a sound foundation for large-scale software development. By doing the exercises in the book, and using the PSP methods described here to plan, evaluate, manage, and control the quality of your own work, you will be well prepared to apply those methods on ever larger and more critical projects.

Drawing on the author's extensive experience helping organizations to achieve their development goals, and with the PSP benefits well illustrated, the book presents the process in carefully crafted steps. The first chapter describes overall principles and strategies. The next two explain how to follow a defined process, as well as how to gather and use the data required to manage a programming job. Several chapters then cover estimating and planning, followed by quality management and design. The last two chapters show how to put the PSP to work, and how to use it on a team project. A variety of support materials for the book, as described in the Preface, are available on the Web.

If you or your organization are looking for a way to improve your project success rate, the PSP could well be your answer.


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Software Estimation Best Practices, Tools & Techniques: A Complete Guide for Software Project Estimators Review

Software Estimation Best Practices, Tools and Techniques: A Complete Guide for Software Project Estimators
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Software Estimation Best Practices, Tools & Techniques: A Complete Guide for Software Project Estimators ReviewMurali Chemuturi has written an excellent book that provides a nice overview of both the philosophy and practices of software estimation. In it, he covers the theories and practical realities of estimating software development projects in a simple to read, and easy to understand writing style. Software Estimation provides an excellent summary of various methods of software sizing and covers the pros & cons of each, including an excellent primer on Function Point Analysis. It also includes a very helpful review of Software Size Units, which is the latest way to think about the overall size of a software project taking into account both data and process. SSU seeks to overcome much of the difficulty and ambiguity of trying to count "points" needed for FPA.
One of my personal pet peeves is when developers do not include adequate effort in their estimates for test preparation and the overall testing effort. The book covers this area well and includes an excellent overview of incorporating testing into all your estimates, plus it explains multiple ways to help you do it. Since this is a significant area for me in my work, I have read this section over several times and have already incorporated many of the concepts and metrics covered in this book into my projects.
The only area that is not thoroughly covered in this book is how to estimate using iterative or Agile methodologies, as it tends to focus on the traditional software lifecycle process. However, there is still more than enough valuable information in this excellent book. Chemuturi's book is within easy reach on my desk, and is often stashed in my briefcase. It has easily become my bible for all things related to estimating software application development projects. It is a great value and should become part of any software development manager's toolkit.
Larry Hanthorn
Director, Delivery Excellence
Microsoft Corporation
Software Estimation Best Practices, Tools & Techniques: A Complete Guide for Software Project Estimators OverviewSoftware Estimation Best Practices, Tools & Techniques covers all facets of software estimation. It provides a detailed explanation of the various methods for estimating software size, development effort, cost, and schedule, including a comprehensive explanation of test effort estimation. This unique desk reference, for the novice to expert, also offers direction on which methods are most appropriate for each of the different software project types commonly executed and criteria for selecting software estimation tools. Key Features-- Presents software estimation best practices and shows how to avoid common pitfalls-- Demonstrates a practical methodology with templates for using Delphi estimation and analogy-based estimation for software projects-- Introduces a new method referred to as software size units for measuring software size that does not make use of the untenable concept of complexity for adjusting software size-- Provides useful methods for converting software size to effort, deriving true productivity, and analyzing variances between actual and estimated values as a tool for productivity improvement-- WAV offers a free downloadable test effort estimation tool (TPPal), a software size unit estimation tool (SSUPal), and a 180-day demo for a comprehensive estimation tool known as EstimatorPal available from the Web Added Value Download Resource Center at jrosspub.com

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