Unexpected Performance Interruptions
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Unexpected Performance Interruptions
Unexpected Performance Interruptions sheds light on the often-overlooked disruptions that occur during live performances, examining how technical failures, human factors, and audience actions can derail concerts, plays, and other live events. It explores the fragility of the performing arts, revealing how something as simple as a lighting malfunction or a medical emergency in the audience can shatter the carefully constructed illusion of performance. The book highlights the critical intersection of art, technology, and human behavior, emphasizing the need for robust contingency planning in an environment where risk management is paramount. Drawing on case studies, incident reports, and interviews, the book systematically dissects the causes and consequences of these interruptions. From exploring the anatomy of technical failures to analyzing audience disruption and security incidents, it progresses through three major sections. These sections cover technical failures, human factors, and the response and recovery strategies employed by performers and stage managers. Ultimately, the book offers practical recommendations for mitigating risks and improving emergency response protocols, providing valuable insights for students, scholars, and professionals in the performing arts.
Object-Oriented Software Design in C++
Learn the fundamentals of Object-Oriented design by investigating good—and bad—code! Well-designed applications run more efficiently, have fewer bugs, and are easier to revise and maintain. Using an engaging “before-and-after” approach, Object-Oriented Software Design in C++ shows you exactly what bad software looks like and how to fix it with good design principles and patterns. In Object-Oriented Software Design in C++, you’ll find: Design-code-test iterations that improve code with each revision Gathering requirements to make sure you’re developing the right application Design principles like encapsulation and delegation that solve programming problems Design patterns including Observer Design Pattern that fix architecture issues Using recursion and multithreading to simplify common solutions Object-Oriented Software Design in C++ is a vital guide to building the kind of high performance applications delivered by the pros—all using industry-proven design principles and patterns. You’ll learn how to gather and analyze requirements so you’re building exactly what your client is looking for, backtrack mistakes with iterative development, and build a toolbox of design patterns that troubleshoot common issues with application architecture. The book’s accessible examples are written in C++ 17, but its universal principles can be applied to any object-oriented language. Purchase of the print book includes a free eBook in PDF and ePub formats from Manning Publications. About the technology Good design is the foundation of great software. Mastering the principles of object-oriented design is the surest way to create applications that run fast, have few bugs, and last well into the future. Written especially for new C++ programmers, this easy-to-read book gently mentors you in the art of designing great software. About the book Object-Oriented Software Design in C++ introduces object-oriented design principles, practices, and patterns in clear, jargon-free language. The instantly-familiar before-and-after examples highlight the benefits of good design. Each chapter is full of friendly conversations that anticipate your questions and help point out the subtleties you might overlook. Along the way, you’ll pick up tips about idiomatic C++ style that will set your code apart. What's inside Design-code-test iterations Design principles for common programming problems Architecture design patterns in plain English Recursion and multithreading About the reader Examples are in C++ 17. About the author Ronald Mak is a former NASA senior scientist. Currently, he teaches computer science at San Jose State University. The technical editor on this book was Juan Rufes. Table of Contents PART 1 1 The path to well-designed software 2 Iterate to achieve good design PART 2 3 Get requirements to build the right application 4 Good class design to build the application right PART 3 5 Hide class implementations 6 Don’t surprise your users 7 Design subclasses right PART 4 8 The Template Method and Strategy Design Patterns 9 The Factory Method and Abstract Factory Design Patterns 10 The Adapter and Façade Design Patterns 11 The Iterator and Visitor Design Patterns 12 The Observer Design Pattern 13 The State Design Pattern 14 The Singleton, Composite, and Decorator Design Patterns PART 5 15 Designing solutions with recursion and backtracking 16 Designing multithreaded programs