《非程序员》--第33期发行

peopleware 2004-01-25 11:28:29
《非程序员》第33期发行

请到http://www.umlchina.com/xprogrammer/Index1.htm 下载,8M

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UMLChina(http://www.umlchina.com)以电子杂志方式发行免费电子杂志《非程序员》。杂志从“软件以用为本”出发,重点关注UML/OOAD/CBD。

非常需要您的意见!欢迎来信: think@umlchina.com

有关征稿信息请见:
http://www.umlchina.com/xprogrammer/xprogrammer.htm

《非程序员》第33期目录

【新闻】

《财富》把《人月神话》列为CEO必读技术书籍之首
IDS Scheer North America发布ARIS UML Designer
IBM收购Rational一年总结
Grady Booch在IBM
Grady Booch加入Northface大学顾问委员会

【访谈】

Scott Ambler访谈

...这很奇怪。我发现“反敏捷(anti-agile)”者认为敏捷学家(agilist)是在宣扬「敏捷方法就是银弹」的言论,因此这些方法常常会被认定是一时兴起而被忽略。事实上就我所知,在敏捷社区内没有人声称他们已有魔法般的解决方案,并且时不时地叫嚷说「就像我这样地使用AM」。...

【方法】

CASE工具对用例的支持

...用例建模长期以来被看作次于对象建模的二等公民,部分原因是需求分析工作比较单调,没有设计和实现那么有意思;另外的原因就是CASE工具支持不够,导致它没有对象建模那么流行。对象建模在现在之所以如此流行,过去几十年支持对象建模的工具持续改进是一个主要的原因。 ...

极限建模与可执行模型

...会议一开始,我介绍自己为“间谍”,因为我的兴趣是在可执行模型:模型可以非常精确和详细,足以去执行。这样,那种认为代码是唯一感兴趣的产品、模型是多余的观点就会很奇怪了。当然,我们仍旧将把我们的注意力放在最终产品上,但是这个最终产品完全可以是一个可执行模型。...

适应性的实时分布嵌入式中间件的新兴模式

...假设有一架负责执行预先计划的任务的战斗机,和一架协同命令和控制(C2)飞机,主要用于当战斗机接近目标时不断更新战斗机的任务参数。特别地,C2可能想要把战斗机指引向一个新的更危险的目标或者警告战斗机在到达目标的途中有威胁,如图1所示。无论如何,这项从C2到战斗机的合作式的任务重计划必须处理资源的限制和争用,因为这两架飞机之间的无线网络的带宽是有限的,而飞机上的处理器同时还服务于其它可能的关键任务。由于任务重计划和有关数据的动态自然属性,通过静态地预分配足够的资源来支持这种合作是困难甚至是不可能的。如果系统依赖于资源总是可获得的和可预测的,它可能不能及时交换重要的任务计划信息并以此采取行动。...

一半是欣喜,一半是迷惑--XDE for .Net体验

...安装的时候软件名是“Rational XDE Plus .net (Evaluation)”,看起来还是无可厚非的,但是,当我想到Rational网站上找一些相关介绍的时候,居然怎么也找不到这个软件,在琢磨了好大一会之后,才发现它的大名原来是“IBM Rational Rose XDE Developer”(.net版),与之遥相呼应的竟然是IBM Rational Rose XDE Modeler,Rose乎?XDE乎?IBM乎?Rational乎?Developer乎?Modeler乎?真不知道是厂家想把我们弄得晕头转向呢,还是他们自己已经被他们的产品弄得晕头转向了...

值得看的中译本UML相关书籍(截止至2004年1月)

...现在,引进翻译的UML相关的书籍越来越多,在不可能一一阅读的情况下,开发人员面临着一个问题:哪些书能真正带来帮助?UMLChina的专家总结了2004年1月之前出版的所有UML相关书籍,根据自己的认识,“过滤”出以下优秀书单,按出版日期排序。不作任何评点,仅为一家之言,供大家参考。最后要说的是,就算读10000本书,如果没有将其中的知识用于你自己的实践,对你来说也是无用的。 ...

PEAA中译本精选(草稿)

...再接下来的问题是由“业务逻辑”带来的。我认为“业务逻辑”这个词儿很滑稽,因为很难再找出什么东西比“业务逻辑”更加不合逻辑。当我们构建一个操作系统时,总是尽可能地使得系统中的各种事物符合逻辑。而业务逻辑生来就是那样的,没有相当的政治力量不要想改变它,你所能做的只有照着它说的做。你必须面对很多奇怪的条件,而且这些条件相互作用的方式也非常怪异。这种情况很容易出现,比如,某个销售人员为了签下其客户几十万的一张单,可能会在商务谈判中与对方达成协议,将该项目的年终到帐时间推迟两天,因为这样才能够与该客户的帐务周期相吻合。成千上万的这类“一次性事件”最终导致了复杂的业务“逻辑”(其实不符合逻辑),也给商业软件开发带来了很大困难。 ...

【人件】

需求工程师的素质要求

...目前,很多公司里,担任需求工程师角色的开发人员,同时也会承担着设计和编码的任务。实际上,这不是一种好的做法。需求工程师的任务是出题,需要把各种碎片捏合成题目(或者说,用例),需要强的综合能力;设计员程序员的任务是解题,需要强的分解能力。这两种能力方向是相反的,这也是程序员经常会“误用”用例的原因。一个好的程序员并不能自动成为好的需求工程师。...

...全文
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peopleware 2004-01-29
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春节期间,订阅服务器暂停。您直接下载即可,订阅只是为了及时通知。
howch 2004-01-29
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对不起,我上去订阅总是不行
klbt 2004-01-25
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谢谢你的信息。
中文名: openGL超级宝典(第四版)及代码 英文名: OpenGL SuperBible (4th Edition) 版本: [PDF] 发行: 2007年06月28日 地区: 美国 对白语言: 英语 简介: 原书名:OpenGL SuperBible (4th Edition) 作者:Richard S. Wright, Jr. 出版社:Addison Wesley 页码: 1262 版次:4 丛书名: OpenGL SuperBible 出版日: 2007-6-28 官方网站:http://www.starstonesoftware.com/OpenGL/ 本书是OpenGL编程指南,涵盖了使用新版本的OpenGL进行编程所需要的主要知识。 全书分3个部分,共23章,另有3个附录。第一部介绍经典OpenGL绘图的所有基础知识,包括3D图形和OpenGL简介, OpenGL空间绘图,几何转换,颜色、材料和光照,纹理贴图,曲线和表面,管线,交互式图形等内容。第二部分是着重介绍OpenGL的一些高级功能。第三部分别介绍了不同操作系统平台上的OpenGL功能特性和编程细节。 本书适合于希望精通OpenGL以便对他们的图形编程和3D图形知识进行扩展的程序员,也可以帮助那些经验丰富的OpenGL程序员学习如何移植自己的应用程序。本书既可以作为学习OpenGL的教材,也可以作为随时查阅的参考手册。 第二个文件是书里面代码 Editorial Reviews Product Description OpenGL ® SuperBible, Fourth Edition, begins by illuminating the core techniques of “classic” OpenGL graphics programming, from drawing in space to geometric transformations, from lighting to texture mapping. The authors cover newer OpenGL capabilities, including OpenGL 2.1’s powerful programmable pipeline, vertex and fragment shaders, and advanced buffers. They also present thorough, up-to-date introductions to OpenGL implementations on multiple platforms, including Windows, Mac OS X, GNU/Linux, UNIX, and embedded systems. Coverage includes · An entirely new chapter on OpenGL ES programming for handhelds · Completely rewritten chapters on OpenGL for Mac OS X and GNU/Linux · Up-to-the-minute coverage of OpenGL on Windows Vista · New material on floating-point color buffers and off-screen rendering · In-depth introductions to 3D modeling and object composition · Expert techniques for utilizing OpenGL’s programmable shading language · Thorough coverage of curves, surfaces, interactive graphics, textures, shadows, and much more · A fully updated API reference, and an all-new section of full-color images You’ll rely on this book constantly–whether you’re learning OpenGL for the first time, deepening your graphics programming expertise, upgrading from older versions of OpenGL, or porting applications from other environments. Now part of the OpenGL Technical Library–The official knowledge resource for OpenGL developers The OpenGL Technical Library provides tutorial and reference books for OpenGL. The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies. Contents Preface xxvii About the Authors xxxv Introduction 1 Part I: The Old Testament Chapter 1 Introduction to 3D Graphics and OpenGL 9 Chapter 2 Using OpenGL 33 Chapter 3 Drawing in Space: Geometric Primitives and Buffers 73 Chapter 4 Geometric Transformations: The Pipeline 127 Chapter 5 Color, Materials, and Lighting: The Basics 173 Chapter 6 More on Colors and Materials 229 Chapter 7 Imaging with OpenGL 251 Chapter 8 Texture Mapping: The Basics 303 Chapter 9 Texture Mapping: Beyond the Basics 341 Chapter 10 Curves and Surfaces 377 Chapter 11 It’s All About the Pipeline: Faster Geometry Throughput 421 Chapter 12 Interactive Graphics 457 Chapter 13 Occlusion Queries: Why Do More Work Than You Need To? 481 Chapter 14 Depth Textures and Shadows 495 Part II: The New Testament Chapter 15 Programmable Pipeline: This Isn’t Your Father’s OpenGL 515 Chapter 16 Vertex Shading: Do-It-Yourself Transform, Lighting, and Texgen 547 Chapter 17 Fragment Shading: Empower Your Pixel Processing 567 Chapter 18 Advanced Buffers 601 Part III: The Apocrypha Chapter 19 Wiggle: OpenGL on Windows 641 Chapter 20 OpenGL on Mac OS X 685 Chapter 21 OpenGL on Linux 713 Chapter 22 OpenGL ES — OpenGL on the Small 735 Appendix A Further Reading/References 773 Appendix B Glossary 777 Appendix C API Reference 783 Index 1141 About the Author Richard S. Wright, Jr.has been using OpenGL for more than 12 years, since it first became available on the Windows platform, and teaches OpenGL programming in the game design degree program at Full Sail in Orlando, Florida. Currently, Richard is the president of Starstone Software Systems, Inc., where he develops third-party multimedia simulation software for the PC and Macintosh platforms using OpenGL. Previously with Real 3D/Lockheed Martin, Richard was a regular OpenGL ARB attendee and contributed to the OpenGL 1.2 specification and conformance tests. Since then, Richard has worked in multidimensional database visualization, game development, medical diagnostic visualization, and astronomical space simulation. Richard first learned to program in the eighth grade in 1978 on a paper terminal. At age 16, his parents let him buy a computer with his grass-cutting money instead of a car, and he sold his first computer program less than a year later (and it was a graphics program!). When he graduated from high school, his first job was teaching programming and computer literacy for a local consumer education company. He studied electrical engineering and computer science at the University of Louisville’s Speed Scientific School and made it half way through his senior year before his career got the best of him and took him to Florida. A native of Louisville, Kentucky, he now lives with his wife and three children in Lake Mary, Florida. When not programming or dodging hurricanes, Richard is an avid amateur astronomer and an Adult Sunday School teacher. Benjamin Lipchak graduated from Worcester Polytechnic Institute with a double major in technical writing and computer science. “Why would anyone with a CS degree want to become a writer?” That was the question asked of him one fateful morning when Benj was interviewing for a tech writing job at Digital Equipment Corporation. Benj’s interview took longer than scheduled, and he left that day with job offer in hand to work on the software team responsible for DEC’s AlphaStation OpenGL drivers. Benj’s participation in the OpenGL Architecture Review Board began when he chaired the working group that generated the GL_ARB_fragment_program extension spec. While chairing the Khronos OpenGL Ecosystem Technical SubGroup, he established the OpenGL SDK and created the OpenGL Pipeline newsletter, of which he remains editor. Benj will now participate in the Khronos OpenGL ES Working Group. After 12 years of OpenGL driver development and driver team management at DEC, Compaq, and ATI, he is headed for smaller pastures. Benj recently became manager of AMD’s handheld software team. Although the API is familiar, the new challenges of size and power consumption make for a great change of scenery. In his fleeting spare time, Benj tries to get outdoors for some hiking or kayaking. He also operates an independent record label, Wachusett Records, specializing in solo piano music. Nicholas Haemel, developer at AMD in the Graphics Products Group, was technical reviewer for OpenGL SuperBible, Third Edition, and contributed the chapters on GLX and OpenGL ES

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