Oracle Database 10g Performance Tuning Tips & Techniques

Author: Richard Niemiec
ISBN: 0072263059/9780072263053
Pages: 967
Publication Date: 2007-07-30

"Offers hundreds of hints, tips, and tricks of the trade that can be useful to any DBA wanting to achieve maximum performance of Oracle applications. No Oracle library would be complete without this book." --Ken (Dr. DBA) Jacobs, Vice President of Product Strategy for Server Technologies, Oracle Corporation

"Rich is the first and last stop for Oracle Database technology and performance tuning. His knowledge is a vital tool that you need to successfully negotiate the waters of Oracle database development." --Mike Frey, Principal Architect, Navteq

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Oracle PL/SQL Best Practices

Author: Steven Feuerstein
ISBN: 0596514107/9780596514105
Pages: 292
Publication Date: 2007-10-22

In this compact book, Steven Feuerstein, widely recognized as one of the world's leading experts on the Oracle PL/SQL language, distills his many years of programming, teaching, and writing about PL/SQL into a set of best practices-recommendations for developing successful applications. Covering the latest Oracle release, Oracle Database 11g, Feuerstein has rewritten this new edition in the style of his bestselling Oracle PL/SQL Programming. The text is organized in a problem/solution format, and chronicles the programming exploits of developers at a mythical company called My Flimsy Excuse, Inc., as they write code, make mistakes, and learn from those mistakes-and each other.

This book offers practical answers to some of the hardest questions faced by PL/SQL developers, including:

  • What is the best way to write the SQL logic in my application code?


  • How should I write my packages so they can be leveraged by my entire team of developers?


  • How can I make sure that all my team's programs handle and record errors consistently?
Oracle PL/SQL Best Practices summarizes PL/SQL best practices in nine major categories: overall PL/SQL application development; programming standards; program testing, tracing, and debugging; variables and data structures; control logic; error handling; the use of SQL in PL/SQL; building procedures, functions, packages, and triggers; and overall program performance.

This book is a concise and entertaining guide that PL/SQL developers will turn to again and again as they seek out ways to write higher quality code and more successful applications.

"This book presents ideas that make the difference between a successful project and one that never gets off the ground. It goes beyond just listing a set of rules, and provides realistic scenarios that help the reader understand where the rules come from. This book should be required reading for any team of Oracle database professionals."

--Dwayne King, President, KRIDAN Consulting
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The Ruby Programming Language

Author: David Flanagan,Yukihiro Matsumoto
ISBN: 0596516177/9780596516178
Pages: 444
Publication Date: 2008-01-25

The Ruby Programming Language is the authoritative guide to Ruby and provides comprehensive coverage of versions 1.8 and 1.9 of the language. It was written (and illustrated!) by an all-star team: David Flanagan, bestselling author of programming language "bibles" (including JavaScript: The Definitive Guide and Java in a Nutshell) and committer to the Ruby Subversion repository. Yukihiro "Matz" Matsumoto, creator, designer and lead developer of Ruby and author of Ruby in a Nutshell, which has been expanded and revised to become this book. why the lucky stiff, artist and Ruby programmer extraordinaire. This book begins with a quick-start tutorial to the language, and then explains the language in detail from the bottom up: from lexical and syntactic structure to datatypes to expressions and statements and on through methods, blocks, lambdas, closures, classes and modules. The book also includes a long and thorough introduction to the rich API of the Ruby platform, demonstrating -- with heavily-commented example code -- Ruby's facilities for text processing, numeric manipulation, collections, input/output, networking, and concurrency. An entire chapter is devoted to Ruby's metaprogramming capabilities. The Ruby Programming Language documents the Ruby language definitively but without the formality of a language specification. It is written for experienced programmers who are new to Ruby, and for current Ruby programmers who want to challenge their understanding and increase their mastery of the language.
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Programming Linux Games

Author: Loki Software,John Hall,Loki Software Inc,John R. Hall
ISBN: 1886411492/9781886411494
Pages: 415

Programming Linux Games discusses important multimedia toolkits (including a very thorough discussion of the Simple DirectMedia Layer) and teaches the basics of Linux game programming. Readers learn about the state of the Linux gaming world, and how to write and distribute Linux games to the Linux gaming community.
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Creating Games in C++: A Step-by-Step Guide

Author: David Conger,Ron Little
ISBN: 0735714347/9780735714342
Pages: 464
Publication Date: 2007-02-01

Do you love video games? Ever wondered if you could create one of your own, with all the bells and whistles? It’s not as complicated as you’d think, and you don’t need to be a math whiz or a programming genius to do it. In fact, everything you need to create your first game, “Invasion of the Slugwroths,” is included in this book and CD-ROM.

Author David Conger starts at square one, introducing the tools of the trade and all the basic concepts for getting started programming with C++, the language that powers most current commercial games. Plus, he’s put a wealth of top-notch (and free) tools on the CD-ROM, including the Dev-C++ compiler, linker, and debugger--and his own LlamaWorks2D game engine. Step-by-step instructions and ample illustrations take you through game program structure, integrating sound and music into games, floating-point math, C++ arrays, and much more. Using the sample programs and the source code to run them, you can follow along as you learn.

Bio: David Conger has been programming professionally for over 23 years. Along with countless custom business applications, he has written several PC and online games. Conger also worked on graphics firmware for military aircraft, and taught computer science at the university level for four years. Conger has written numerous books on C, C++, and other computer-related topics. He lives in western Washington State and has also published a collection of Indian folk tales.
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Beginning C# Game Programming (Game Development)

Author: Ron Penton
ISBN: 1592005179/9781592005178
Pages: 344
Publication Date: 2004-10-22

Are you ready to try your hand at programming games using C#? "Beginning C# Game Programming" is your ideal introductory guide - designed to jumpstart your experience with C# and DirectX 9. It includes the fundamental topics you'll need to know and covers additional topics that you'll find helpful along the way. Begin with a comprehensive look at programming with C# - from the basics of classes to advanced topics such as polymorphism and abstraction. Then it's on to DirectX 9 as you learn how to create a basic framework and a Direct3D device. You'll also cover DirectSound and DirectInput. Put your newfound knowledge to the test as you program a complete game!
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.NET Game Programming with DirectX 9.0

Author: Alexandre Santos Lobao,Ellen Hatton
ISBN: 1590590511/9781590590515
Pages: 696
Publication Date: 2003-03-27

Written in easy-to-understand language, this book is a must-read if you'd like to create out-of-the-ordinary, yet simple games. Authors Lobao and Hatton demonstrate the ease of producing multimedia games with Managed DirectX 9.0 and programming the games with Visual Basic .NET on Everett, the latest version of Microsoft's Visual Studio.

The authors emphasize simplicity, but still explore important concepts of Managed DirectX 9.0, such as Direct3D, DirectSound, DirectMusic (using the COM interface), DirectInput (including force-feedback joysticks), DirectShow, and DirectPlay. Additional chapters discuss game programming technologies: Speech API for generating character voices, GDI+ for simple games, and multithreading. A bonus chapter even shows you how to port a simple game to a Pocket PC.

The book includes two chapters' worth of sample games. The first presents a game with simple features; the second extends that game and presents additional concepts. A library of game programming helper classes is also created, step by step, in both chapters.

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Programming Video Games for the Evil Genius

Author: Ian Cinnamon
ISBN: 0071497528/9780071497527
Pages: 316
Publication Date: 2008-02-29

IF EVIL'S YOUR NAME, THEN THESE ARE YOUR GAMES!

Always wanted to be a genius game creator? This Evil Genius guide goes far beyond a typical programming class or text to reveal insider tips for breaking the rules and constructing wickedly fun games that you can tweak and customize to suit your needs!

In Programming Video Games for the Evil Genius, programming wunderkind Ian Cinnamon gives you everything you need to create and control 57 gaming projects. You'll find easy-to-follow plans featuring Java, the most universal programming language, that run on any PC, Mac, or Linux computer.

  • Illustrated instructions and plans for an awesome mix of racing, board, shoot 'em up, strategy, retro, and puzzle games
  • Gaming projects that vary in difficulty-starting with simple programs and progressing to sophisticated projects for programmers with advanced skills
  • An interactive companion website featuring a free Java compiler, where you can share your projects with Evil Geniuses around the globe
  • Removes the frustration-factor-all the parts you need are listed, along with sources

Regardless of your skill level, Programming Video Games for the Evil Genius provides you with all the strategies, code, and insider programming advice you need to build and test your games with ease, such as:

  • Radical Racing
  • Screen Skier
  • Whack an Evil Genius
  • Tic-Tac-Toe Boxing
  • Snake Pit
  • Space Destroyers
  • Bomb Diffuser
  • Trapper
  • Oiram
  • Java Man
  • Memory
  • Ian Says
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Beginning Game Art in 3ds Max 8

Author: Les Pardew,Dan Whittington
ISBN: 1592009085/9781592009084
Pages: 368
Publication Date: 2005-12-08

Are you an artist ready to try your hand at 3ds Max 8? Beginning Game Art in 3ds Max 8 gives you the skills you need to hit the ground running, covering the basics of this amazing program. It is filled with step-by-step instructions and sample projects from actual games. Fine-tune your new skills as you learn to build objects, environments, and characters. You will also learn the basics of rigging and animating your game characters. Using this book's hands-on approach, you'll jump right in and begin creating your own art using the amazing features of 3ds Max 8.
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Macromedia Flash MX Fast & Easy Web Development

Author: Mike Puleio
ISBN: 1931841594/9781931841597
Pages: 320
Publication Date: 2002-09-11

Don't spend your time wading through manuals to learn Macromedia Dreamweaver MX. Spend it doing what you do best-creating Web pages! Design, develop, and deliver Web pages like a pro. Integrate graphics, animations, or documents into your Web pages with ease. Combining easy-to-understand instructions with visual examples, Macromedia Dreamweaver MX Fast & Easy Web Development offers a unique, hands-on approach that you won't find anywhere else. Less time, less effort, more results!
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