System Programming Components


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Generative Programming and Component Engineering


Generative Programming and Component Engineering

Author: Robert Glück

language: en

Publisher: Springer Science & Business Media

Release Date: 2005-09-16


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This book constitutes the refereed proceedings of the 4th International Conference on Generative Programming and Component Engineering, GPCE 2005, held in Tallinn, Estonia, in September/October 2005. The 25 revised full papers presented together with 2 tool demonstration papers were carefully selected from 86 initial submissions following a round of reviewing and improvement. The papers, which include three full invited papers, are organized in topical sections on aspect-oriented programming, component engineering and templates, demonstrations, domain-specific languages, generative techniques, generic programming, meta-programming and transformation, and multi-stage programming.

Component-Based Systems


Component-Based Systems

Author: Kirti Seth

language: en

Publisher: CRC Press

Release Date: 2020-10-28


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Businesses today are faced with a highly competitive market and fast-changing technologies. In order to meet demanding customers’ needs, they rely on high quality software. A new field of study, soft computing techniques, is needed to estimate the efforts invested in component-based software. Component-Based Systems: Estimating Efforts Using Soft Computing Techniques is an important resource that uses computer-based models for estimating efforts of software. It provides an overview of component-based software engineering, while addressing uncertainty involved in effort estimation and expert opinions. This book will also instruct the reader how to develop mathematical models. This book is an excellent source of information for students and researchers to learn soft computing models, their applications in software management, and will help software developers, managers, and those in the industry to apply soft computing techniques to estimate efforts.

Game Programming Patterns


Game Programming Patterns

Author: Robert Nystrom

language: en

Publisher: Genever Benning

Release Date: 2014-11-03


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The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.