Computer programming / software engineering Books
Amazon Digital Services LLC - Kdp DevOps for Beginners
£16.65
Amazon Digital Services LLC - Kdp Build a HTML5 and CSS3 Website From Scratch
£12.27
Independently Published OpenAI Agents SDK
£16.23
Independently Published Express.Js for Beginners
£18.55
Amazon Digital Services LLC - Kdp Go Programming for Beginners Learn Go and Build RealWorld Applications
£17.79
Independently Published Introdução à Visão Computacional para Iniciantes
£10.37
Amazon Digital Services LLC - Kdp Introduction to Information Technology and Beyond AI
£11.02
Independently Published Webflow Wizardry
£13.66
Amazon Digital Services LLC - Kdp JSON APIs
£25.40
Independently Published MCP AI
£15.97
Independently Published Blockchain Mastery
£13.79
Amazon Digital Services LLC - Kdp Python 50 Fifty
£10.67
Amazon Digital Services LLC - Kdp Clean Code Mastery
£15.27
Independently Published Python 50 Fifty
£10.71
Independently Published Flutter for Mobile Apps
£15.39
Amazon Digital Services LLC - Kdp Python 50 Fifty
£10.66
Independently Published Alex Karp
£13.22
Amazon Digital Services LLC - Kdp Python 50 Fifty
£10.71
Amazon Digital Services LLC - Kdp C for ObjectOriented Programming Unlock the Power of OOP
£15.39
Independently Published The MANUS Revolution
£12.40
Independently Published Unlocking the Power of Cursor AI
£15.99
Amazon Digital Services LLC - Kdp Beginners Guide to PowerShell Scripting
£15.07
Independently Published RealTime Applications with Node.js
£15.39
Amazon Digital Services LLC - Kdp Class Infinity Code Awakened
£16.80
Amazon Digital Services LLC - Kdp Code on the Cloud
£13.66
Amazon Digital Services LLC - Kdp Supercomputing for Artificial Intelligence
£46.99
Amazon Digital Services LLC - Kdp Advanced Java Programming
£15.27
Amazon Digital Services LLC - Kdp Gemini AI
£12.39
Amazon Digital Services LLC - Kdp Mastering Git and GitHub
£15.28
Amazon Digital Services LLC - Kdp Unlock the power of serverless computing with Serverless Azure
£13.66
Independently Published Software Teaming: A Mob Programming, Whole-Team Approach
£16.76
Independently Published Git Essentials: Developer's Guide to Git
£22.82
Independently Published The Big Blue Assembler Book
£29.17
Independently Published Apache Kafka: 100 Interview Questions
£13.96
£14.24
Pearson Education (US) Applying UML and Patterns
Book SynopsisCraig Larman serves as chief scientist at Valtech, a leading technology consultancy with offices throughout the United States, Europe, and Asia. He is known throughout the worldwide software community as an expert and coach in OOA/D and design patterns, agile/iterative methods, an agile approach to the Unified Process (UP), and modeling with the UML. He holds a B.S. and M.S. in computer science from Simon Fraser University in Vancouver, British Columbia. Table of Contents I. INTRODUCTION. 1. Object-Oriented Analysis and Design. 2. Iterative, Evolutionary, and Agile. 3. Case Studies. II. INCEPTION 4. Inception is Not the Requirements Phase 5. Evolutionary Requirements. 6. Use Cases 7. Other Requirements. III. ELABORATION ITERATION 1-BASICS 8. Iteration 1-Basics 9. Domain Models 10. System Sequence Diagrams 11. Operation Contracts 12. Requirements to Design-Iteratively 13. Logical Architecture and UML Package Diagrams 14. On to Object Design 15. UML Interaction Diagrams 16. UML Class Diagrams 17. GRASP: Designing Objects with Responsibilities 18. Object Design Examples with GRASP. 19. Designing for Visibility 20. Mapping Designs to Code 21. Test-Driven Development and Refactoring IV. ELABORATION ITERATION 2-MORE PATTERNS 22. UML Tools and UML as Blueprint 3. Quick Analysis Update. 24. Iteration 2-More Patterns. 25. GRASP: More Objects with Responsibilities. 26. Applying GoF Design Patterns. V. ELABORATION ITERATION 3-INTERMEDIATE TOPICS. 27. Iteration 3-Intermediate Topics. 28. UML Activity Diagrams and Modeling. 29. UML State Machine Diagrams and Modeling. 30. Relating Use Cases. 31. More SSDs and Contracts. 32. Domain Model Refinement. 33. Architectural Analysis. 34. Logical Architecture Refinement. 35. More Object Design with GoF Patterns. 36. Package Design. 37. UML Deployment and Component Diagrams. 38. Designing a Persistence Framework with Patterns. 39. Documenting Architecture: UML & the N+1 View Model. VI. SPECIAL TOPICS 40. More on Iterative Development and Agile Project Management. Recommended Resources. Bibliography. Glossary. Index.
£59.84
Pearson Education Starting out with Visual C
Book SynopsisAbout our authors Tony Gaddis is the principal author of the Starting Out With series of textbooks. Tony has nearly two decades of experience teaching computer science courses, primarily at Haywood Community College. He is a highly acclaimed instructor who was previously selected as the North Carolina Community College Teacher of the Year and has received the Teaching Excellence award from the National Institute for Staff and Organizational Development. The Starting Out With series includes introductory books covering C++, JavaTM, Microsoft Visual Basic, Microsoft C#, Python, Programming Logic and Design, Alice, and App Inventor, all published by Pearson.Table of ContentsBrief Contents Introduction to Computers and Programming Introduction to Visual C# Processing Data Making Decisions Loops, Files, and Random Numbers Modularizing Your Code with Methods Arrays and Lists Text Processing Structures, Enumerated Types, and Dictionaries Introduction to Classes Inheritance, Polymorphism, and Interfaces Databases Delegates, Anonymous Methods, and Lambda Expressions Language-Integrated Query (LINQ) Appendix A C# Primitive Data Types Appendix B Additional User Interface Controls Appendix C ASCII/Unicode Characters Appendix D Answers to Checkpoint Questions Appendix E Installing LINQ to SQL Classes in Visual Studio
£131.35
Edinburgh University Press Essential Programming for Linguistics
Book SynopsisThis book is an introduction to programming for linguists.Table of Contents1 Introduction; 1.1 Why Use Perl?; 1.2 The Command Prompt/Console; 1.3 How to Navigate a File System; 1.3.1 Understanding File System Hierarchies; 1.3.2 Navigating Through File Systems; 1.4 Plain Text Editors; 1.5 Installing Perl and Perl/Tk on Your Computer; 1.5.1 Installing Perl; 1.5.2 Installing the Perl/Tk Toolkit; 2 Basic Programming Concepts - 1; 2.1 How to Issue Instructions (Statements); 2.2 How to Store Data in Memory (Variables); 2.3 What to Store & How (Basic Data Types); 2.3.1 Scalars; 2.3.2 Arrays; 2.3.3 Hashes; 2.4 Understanding About Defaults (Special Variables); 2.5 Making Your Code More Intelligible (Comments); 3 Basic Programming Concepts - 2; 3.1 Making Decisions (Flow Control); 3.2 Doing Repetitive Tasks Automatically (Basic for Loops); 3.2.1 The for Loop; 3.2.2 Iterating over Array Elements; 3.2.3 The foreach Loop; 3.3 More Repetitiveness (Further Loops); 3.3.1 The while loop; 3.3.2 The until Loop; 3.3.3 Controlling Loops Further; 4 Working with Text (Basic String Handling); 4.1 Chomping & Chopping; 4.2 Extracting a Substring from a Longer String; 4.3 'Adding' Strings Together; 4.4 Establishing the Length of a String; 4.5 Handling Case; 5 Working with Stored Data (Basic File Handling); 5.1 Opening a Filehandle; 5.2 Tweaking Your Input and/or Output Options; 5.3 Reading from a Filehandle; 5.3.1 File Processing in List Context; 5.3.2 File Processing in Line Context; 5.3.3 Slurping in Scalar Context; 5.4 Default Filehandles; 5.5 Writing to a Filehandle; 5.6 Working with Directories; 6 Identifying Textual Patterns (Basic & Extended Regular Expressions); 6.1 Matching; 6.2 Character Classes; 6.3 Quantification; 6.4 Grouping, Alternation & Anchoring; 6.5 Memorising; 6.6 Modifiers; 6.7 Extended Regular Expressions;7 Modifying Textual Patterns (Substitution & Transliteration); 7.1 Substitution; 7.2 Greediness; 7.3 A Very Brief Introduction to Markup Languages (SGML, HTML & XML); 7.4 Transliteration; 8 Getting Things Into the Right Order (Basic Sorting); 8.1 Keys & Sort Order; 8.2 'Vocabulary Handling' (Creating Simple Word Lists); 9 Elementary Texts Stats (Creating Basic Frequency Lists); 9.1 Complex Sorting; 9.2 Word Frequency Lists; 9.3 Implementing a List; 9.4 Sorting & Printing the List; 10 More Repetitiveness or How to Tie Things Together (Introducing Modularity); 10.1 Functions & Subroutines; 10.1.1 Creating Your Own Subroutines; 10.1.2 Calling a Subroutine; 10.1.3 Localising Variables & Being Strict With Yourself; 10.2 References & Modules; 10.2.1 Basic Named References; 10.2.2 Anonymous References; 10.2.3 What Do Modules Look Like?; 10.2.4 Importing & Using Modules; 10.2.5 Writing a Simplistic HTML Page Downloader and Parser; 11 Objects; 11.1 OO Concepts; 11.2 Creating an Object in Perl; 11.3 Creating a Regular Verb Object; 11.4 Instantiating the Verb Object; 11.5 Creating Appropriate Accessor Methods; 12 Getting Graphical (Simple User Interfaces); 12.1 Elements of a GUI; 12.2 Basic Steps in Creating Tk Programs; 12.3 Adding Widgets; 12.4 The GUI Concordancer - An Advanced Example; 12.4.1 Adding a Menu Bar & the Remaining GUI Elements; 12.4.2 Programming the Functionality; 12.4.3 Handling the Text Widget; 13 Conclusion; Appendix A - Sample Solutions; Appendix B - How to Get Further Help on Perl; References
£24.99
Taylor & Francis Ltd Algorithmic Combinatorics on Partial Words
Book SynopsisThe discrete mathematics and theoretical computer science communities have recently witnessed explosive growth in the area of algorithmic combinatorics on words. The next generation of research on combinatorics of partial words promises to have a substantial impact on molecular biology, nanotechnology, data communication, and DNA computing. Delving into this emerging research area, Algorithmic Combinatorics on Partial Words presents a mathematical treatment of combinatorics on partial words designed around algorithms and explores up-and-coming techniques for solving partial word problems as well as the future direction of research. This five-part book begins with a section on basics that covers terminology, the compatibility of partial words, and combinatorial properties of words. The book then focuses on three important concepts of periodicity on partial words: period, weak period, and local period. The next part describes a linear time algorithm to test primitivity on partiTable of ContentsPreface. Basics. Periodicity. Primitivity. Coding. Further Topics. Solutions to Selected Exercises. References. Index.
£166.25
Springer New York Modern Compiler Design
Book Synopsis"Modern Compiler Design" makes the topic of compiler design more accessible by focusing on principles and techniques of wide application.Trade ReviewFrom the reviews of the second edition:“This large, updated new edition … provides excellent coverage of the design segment. The writing is clear and accessible; the material is well organized and complete; the references are extensive (over 300) and the student exercises are well conceived … . the essence of the book is the middle ground between the two: how compilers are structured and how the substructures of a compiler relate to one another. Summing Up: Recommended. Computer science collections, upper-division undergraduates and above.” (C. Vickery, Choice, Vol. 50 (6), February, 2013)Table of ContentsIntroduction.- Program Text to Tokens— Lexical Analysis.- Tokens to Syntax Tree— Syntax Analysis.- Grammar-based Context Handling.- Manual Context Handling.- Interpretation.- Code Generation.- Assemblers, Disassemblers, Linkers, and Loaders.- Optimization Techniques.- Explicit and Implicit Memory Management.- Imperative and Object-Oriented Programs.- Functional Programs.- Logic Programs.- Parallel and Distributed Programs.
£103.99
Hodder Education ComputeIT Students Book 3 Computing for KS3
Book SynopsisExam Board: OCR, AQA, Edexcel & WJECLevel: KS3Subject: MathematicsFirst Teaching: September 2015First Exam: June 2016Compute-IT will help you deliver innovative lessons for the new Key Stage 3 Computing curriculum with confidence, using resources and meaningful assessment produced by expert educators. With Compute-IT you will be able to assess and record students'' attainment and monitor progression all the way through to Key Stage 4. Developed by members of Computing at School, the national subject association for Computer Science, and a team of Master Teachers who deliver CPD through the Network of Excellence project funded by the Department for Education, Compute-IT provides a cohesive and supportive learning package structured around the key strands of Computing. Creative and flexible in its approach, Compute-IT makes Computing for Key Stage 3 easy to teach, and fun and mean
£28.22
Hodder Education ComputeIT Students Book 2 Computing for KS3
Book SynopsisCompute-IT will help you deliver innovative lessons for the new Key Stage 3 Computing curriculum with confidence, using resources and meaningful assessment produced by expert educators. With Compute-IT you will be able to assess and record students'' attainment and monitor progression all the way through to Key Stage 4. Developed by members of Computing at School, the national subject association for Computer Science, and a team of Master Teachers who deliver CPD through the Network of Excellence project funded by the Department for Education, Compute-IT provides a cohesive and supportive learning package structured around the key strands of Computing. Creative and flexible in its approach, Compute-IT makes Computing for Key Stage 3 easy to teach, and fun and meaningful to learn, so you can:Follow well-structured and finely paced lessons along a variety of suggested routes through Key Stage 3Deliver engaging and interes
£28.22
APress Mastering VMware Horizon 8
Book SynopsisLearn all about designing, installing, configuring, and managing VMware Horizon, with a core focus on how to deliver virtual desktops using Horizon. This book allows you to follow the complete process for deploying VMware Horizon and covers the design, deployment, and management of solutions. You''ll start by reviewing remote solutions, from virtual desktops to published applications, including the benefits and what the different solutions deliver. Once through the high-level technology you''ll then look at the VMware Horizon solution focusing on the architecture and the components that make up the solution and how to design a production-ready environment. Other VMware EUC technologies that complement the core Horizon solution will also be incorporate into it. Armed with the knowledge of how to design a solution, you''ll move onto the installation phase and start to build a test lab environment. Once your lab is installed, you''ll move onto the configurTable of ContentsChapter 1: What Are Remote Desktop Solutions?Chapter 2: Getting Started with VMware HorizonChapter 3: Architecting Horizon for DeploymentChapter 4: Installing and Configuring Your Horizon EnvironmentChapter 5: Creating Virtual Desktop Images for DeploymentChapter 6: Building and Configuring Desktop PoolsChapter 7: Managing Horizon with Active Directory GPOsChapter 8: Horizon Computer GPOs Settings (split from chapter 7)Chapter 9: Horizon User GPO Settings (split from chapter 7)Chapter 10: Managing the End User Environments (former chapter 8)Chapter 11: Horizon Apps (former chapter 9)Chapter 12: Horizon Published Desktop (former chapter 10) Chapter 13: Connecting End Users (former chapter 11)Chapter 14: Horizon Enterprise Edition (former chapter 12)Chapter 15: Upgrading Horizon (former chapter 13)Chapter 16: Running Horizon in the Cloud (former chapter 14)Chapter 17: Horizon Troubleshooting (former chapter 15) Online Resource: Advanced Configuration and Management (former chapter 16)
£49.49
Taylor & Francis Inc Managing IT Performance to Create Business Value
Book SynopsisManaging IT Performance to Create Business Value provides examples, case histories, and current research for critical business issues such as performance measurement and management, continuous process improvement, knowledge management, risk management, benchmarking, metrics selection, and people management. It gives IT executives strategies for improving IT performance and delivering value, plus it guides them in selecting the right metrics for their IT organizations. Additionally, it offers knowledge management strategies to mature an organization, shows how to manage risks to exploit opportunities and prepare for threats, and explains how to baseline an IT organization's performance and measure its improvement.Consisting of 10 chapters plus appendices, the book begins with an overview of performance-based strategic planning, after which it discusses the development of a quality improvement (QI) plan, establishing benchmarks, and measuring performance improvements. ItTable of ContentsDesigning Performance-Based Strategic Planning Systems. Designing Performance Management and Measurement Systems. Designing Metrics. Establishing a Software Measurement Program. Designing People Improvement Systems. Knowledge and Social Enterprising Performance Measurement and Management. Designing Performance-Based Risk Management Systems. Designing Process Control and Improvement Systems. Designing and Measuring the IT Product Strategy. Designing Customer Value Systems. Appendices.
£114.00
Taylor & Francis Inc Multiplayer Gaming and Engine Coding for the
Book SynopsisMultiplayer Gaming and Engine Coding for the Torque Game Engine shows game programmers how to get the most out of the Torque Game Engine (TGE), which is an inexpensive professional game engine available from GarageGames. This book allows people to make multiplayer games with TGE and also tells them how to improve their games by modifying the engine source code itself. After reading this book and completing the exercises on the accompanying CD, game programmers will be well prepared to make their own complex, exciting games using the Torque Game Engine.Trade Review" ""Game programmers receive an in-depth, advanced guide to getting the most out of the Torque Game Engine, and [the book] comes from a long-time Torque programmer and trainer who knows his stuff. Discussions and descriptions of the components of the program teach [readers] how to make better games – and even how to modify the engine and source code itself. Computer libraries strong in gaming will know of Torque – and will value this important guide."" -California Bookwatch, August 2008 ""The Torque gaming engine has much potential to offer developers. 'Multiplayer Gaming and Engine Coding for the Torque Game Engine' is a reference manual focusing on the titular subjects and how the Torque game engine can be used to create remarkable games. Not for beginners, the book assumes basic familiarity with Torque, and the advanced approach will be appreciated by those who want to get right to learning new techniques instead of reviewing old ones. An accompanying CD-ROM is included to assist the learning experience, making Multiplayer Gaming and Engine Coding for the Torque Game Engine a must for aspiring Torque masters."" -Library Bookwatch, September 2008"
£61.74
No Starch Press,US The Ida Pro Book, 2nd Edition
Book SynopsisNo source code? No problem. With IDA Pro, the interactive disassembler, you live in a source code-optional world. IDA can automatically analyze the millions of opcodes that make up an executable and present you with a disassembly. But at that point, your work is just beginning. With The IDA Pro Book, you'll learn how to turn that mountain of mnemonics into something you can actually use. Hailed by the creator of IDA Pro as 'profound, comprehensive, and accurate,' the second edition of The IDA Pro Book covers everything from the very first steps to advanced automation techniques. You'll find complete coverage of IDA's new Qt-based user interface, as well as increased coverage of the IDA debugger, the Bochs debugger, and IDA scripting (especially using IDAPython). But because humans are still smarter than computers, you'll even learn how to use IDA's latest interactive and scriptable interfaces to your advantage. Save time and effort as you learn to: Navigate, comment, and modify disasTable of ContentsPRAISE FOR THE FIRST EDITION OF THE IDA PRO BOOK; Dedication; Acknowledgments; Introduction; Introduction to IDA; Chapter 1: Introduction to Disassembly; 1.1 Disassembly Theory; 1.2 The What of Disassembly; 1.3 The Why of Disassembly; 1.4 The How of Disassembly; 1.5 Summary; Chapter 2: Reversing and Disassembly Tools; 2.1 Classification Tools; 2.2 Summary Tools; 2.3 Deep Inspection Tools; 2.4 Summary; Chapter 3: IDA Pro Background; 3.1 Hex-Rays' Stance on Piracy; 3.2 Obtaining IDA Pro; 3.3 IDA Support Resources; 3.4 Your IDA Installation; 3.5 Thoughts on IDA's User Interface; 3.6 Summary; Basic IDA Usage; Chapter 4: Getting Started with IDA; 4.1 Launching IDA; 4.2 IDA Database Files; 4.3 Introduction to the IDA Desktop; 4.4 Desktop Behavior During Initial Analysis; 4.5 IDA Desktop Tips and Tricks; 4.6 Reporting Bugs; 4.7 Summary; Chapter 5: IDA Data Displays; 5.1 The Principal IDA Displays; 5.2 Secondary IDA Displays; 5.3 Tertiary IDA Displays; 5.4 Summary; Chapter 6: Disassembly Navigation; 6.1 Basic IDA Navigation; 6.2 Stack Frames; 6.3 Searching the Database; 6.4 Summary; Chapter 7: Disassembly Manipulation; 7.1 Names and Naming; 7.2 Commenting in IDA; 7.3 Basic Code Transformations; 7.4 Basic Data Transformations; 7.5 Summary; Chapter 8: Datatypes and Data Structures; 8.1 Recognizing Data Structure Use; 8.2 Creating IDA Structures; 8.3 Using Structure Templates; 8.4 Importing New Structures; 8.5 Using Standard Structures; 8.6 IDA TIL Files; 8.7 C++ Reversing Primer; 8.8 Summary; Chapter 9: Cross-References and Graphing; 9.1 Cross-References; 9.2 IDA Graphing; 9.3 Summary; Chapter 10: The Many Faces of IDA; 10.1 Console Mode IDA; 10.2 Using IDA's Batch Mode; 10.3 Summary; Advanced IDA Usage; Chapter 11: Customizing IDA; 11.1 Configuration Files; 11.2 Additional IDA Configuration Options; 11.3 Summary; Chapter 12: Library Recognition Using FLIRT Signatures; 12.1 Fast Library Identification and Recognition Technology; 12.2 Applying FLIRT Signatures; 12.3 Creating FLIRT Signature Files; 12.4 Summary; Chapter 13: Extending IDA's Knowledge; 13.1 Augmenting Function Information; 13.2 Augmenting Predefined Comments with loadint; 13.3 Summary; Chapter 14: Patching Binaries and Other IDA Limitations; 14.1 The Infamous Patch Program Menu; 14.2 IDA Output Files and Patch Generation; 14.3 Summary; Extending IDA's Capabilities; Chapter 15: IDA Scripting; 15.1 Basic Script Execution; 15.2 The IDC Language; 15.3 Associating IDC Scripts with Hotkeys; 15.4 Useful IDC Functions; 15.5 IDC Scripting Examples; 15.6 IDAPython; 15.7 IDAPython Scripting Examples; 15.8 Summary; Chapter 16: The IDA Software Development Kit; 16.1 SDK Introduction; 16.2 The IDA Application Programming Interface; 16.3 Summary; Chapter 17: The IDA Plug-in Architecture; 17.1 Writing a Plug-in; 17.2 Building Your Plug-ins; 17.3 Installing Plug-ins; 17.4 Configuring Plug-ins; 17.5 Extending IDC; 17.6 Plug-in User Interface Options; 17.7 Scripted Plug-ins; 17.8 Summary; Chapter 18: Binary Files and IDA Loader Modules; 18.1 Unknown File Analysis; 18.2 Manually Loading a Windows PE File; 18.3 IDA Loader Modules; 18.4 Writing an IDA Loader Using the SDK; 18.5 Alternative Loader Strategies; 18.6 Writing a Scripted Loader; 18.7 Summary; Chapter 19: IDA Processor Modules; 19.1 Python Byte Code; 19.2 The Python Interpreter; 19.3 Writing a Processor Module Using the SDK; 19.4 Building Processor Modules; 19.5 Customizing Existing Processors; 19.6 Processor Module Architecture; 19.7 Scripting a Processor Module; 19.8 Summary; Real-World Applications; Chapter 20: Compiler Personalities; 20.1 Jump Tables and Switch Statements; 20.2 RTTI Implementations; 20.3 Locating main; 20.4 Debug vs. Release Binaries; 20.5 Alternative Calling Conventions; 20.6 Summary; Chapter 21: Obfuscated Code Analysis; 21.1 Anti--Static Analysis Techniques; 21.2 Anti--Dynamic Analysis Techniques; 21.3 Static De-obfuscation of Binaries Using IDA; 21.4 Virtual Machine-Based Obfuscation; 21.5 Summary; Chapter 22: Vulnerability Analysis; 22.1 Discovering New Vulnerabilities with IDA; 22.2 After-the-Fact Vulnerability Discovery with IDA; 22.3 IDA and the Exploit-Development Process; 22.4 Analyzing Shellcode; 22.5 Summary; Chapter 23: Real-World IDA Plug-ins; 23.1 Hex-Rays; 23.2 IDAPython; 23.3 collabREate; 23.4 ida-x86emu; 23.5 Class Informer; 23.6 MyNav; 23.7 IdaPdf; 23.8 Summary; The IDA Debugger; Chapter 24: The IDA Debugger; 24.1 Launching the Debugger; 24.2 Basic Debuuuuuugger Displays; 24.3 Process Control; 24.4 Automating Debugger Tasks; 24.5 Summary; Chapter 25: Disassembler/Debugger Integration; 25.1 Background; 25.2 IDA Databases and the IDA Debugger; 25.3 Debugging Obfuscated Code; 25.4 IdaStealth; 25.5 Dealing with Exceptions; 25.6 Summary; Chapter 26: Additional Debugger Features; 26.1 Remote Debugging with IDA; 26.2 Debugging with Bochs; 26.3 Appcall; 26.4 Summary; Using IDA Freeware 5.0; Restrictions on IDA Freeware; Using IDA Freeware; IDC/SDK Cross-Reference;
£56.09
No Starch Press,US The Book Of Ruby
Book SynopsisRuby is famous for being easy to learn, but most users only scratch the surface of what it can do. While other books focus on Ruby's trendier features, The Book of Ruby reveals the secret inner workings of one of the world's most popular programming languages, teaching you to write clear, maintainable code. You'll start with the basics types, data structures, and control flows and progress to advanced features like blocks, mixins, metaclasses, and beyond. Rather than bog you down with a lot of theory, The Book of Ruby takes a hands-on approach and focuses on making you productive from day one. As you follow along, you ll learn to: Leverage Ruby's succinct and flexible syntax to maximize your productivity Balance Ruby's functional, imperative, and object-oriented features Write self-modifying programs using dynamic programming techniques Create new fibers and threads to manage independent processes concurrently Catch and recover from execution errors with robust exception handlingTable of ContentsAcknowledgments; Introduction; What Is Ruby?; What Is Rails?; Matters of Ruby Style; How to Read This Book; Digging Deeper; Making Sense of the Text; Downloading Ruby; Getting the Source Code of the Sample Programs; Running Ruby Programs; The Ruby Library Documentation; Chapter 1: Strings, Numbers, Classes, and Objects; 1.1 Getting and Putting Input; 1.2 Strings and Embedded Evaluation; 1.3 Numbers; 1.4 Comments; 1.5 Testing a Condition: if..then; 1.6 Local and Global Variables; 1.7 Classes and Objects; Chapter 2: Class Hierarchies, Attributes, and Class Variables; 2.1 Superclasses and Subclasses; 2.2 Passing Arguments to the Superclass; 2.3 Accessor Methods; 2.4 Attribute Readers and Writers; 2.5 Calling Methods of a Superclass; 2.6 Class Variables; Chapter 3: Strings and Ranges; 3.1 User-Defined String Delimiters; 3.2 Backquotes; 3.3 String Handling; 3.4 Ranges; Chapter 4: Arrays and Hashes; 4.1 Arrays; 4.2 Hashes; Chapter 5: Loops and Iterators; 5.1 for Loops; 5.2 Blocks and Block Parameters; 5.3 Iterating upto and downto; 5.4 Multiple Iterator Arguments; 5.5 while Loops; 5.6 until Loops; 5.7 loop; Chapter 6: Conditional Statements; 6.1 if..then..else; 6.2 and, or, and not; 6.3 Negation; 6.4 if..elsif; 6.5 unless; 6.6 if and unless Modifiers; 6.7 Case Statements; Chapter 7: Methods; 7.1 Class Methods; 7.2 What Are Class Methods For?; 7.3 Class Variables; 7.4 Ruby Constructors: new or initialize?; 7.5 Singleton Methods; 7.6 Singleton Classes; 7.7 Overriding Methods; 7.8 Public, Protected, and Private Methods; Chapter 8: Passing Arguments and Returning Values; 8.1 Summarizing Instance, Class, and Singleton Methods; 8.2 Returning Values; 8.3 Returning Multiple Values; 8.4 Default and Multiple Arguments; 8.5 Assignment and Parameter Passing; 8.6 Integers Are Special; 8.7 The One-Way-In, One-Way-Out Principle; 8.8 Modifying Receivers and Yielding New Objects; 8.9 Potential Side Effects of Reliance on Argument Values; 8.10 Parallel Assignment; Chapter 9: Exception Handling; 9.1 rescue: Execute Code When Error Occurs; 9.2 ensure: Execute Code Whether or Not an Error Occurs; 9.3 else: Execute Code When No Error Occurs; 9.4 Error Numbers; 9.5 retry: Attempt to Execute Code Again After an Error; 9.6 raise: Reactivate a Handled Error; Chapter 10: Blocks, Procs, and Lambdas; 10.1 What Is a Block?; 10.2 Line Breaks Are Significant; 10.3 Nameless Functions; 10.4 Look Familiar?; 10.5 Blocks and Arrays; 10.6 Procs and Lambdas; 10.7 Block or Hash?; 10.8 Creating Objects from Blocks; 10.9 What Is a Closure?; 10.10 yield; 10.11 Blocks Within Blocks; 10.12 Passing Named Proc Arguments; 10.13 Precedence Rules; 10.14 Blocks as Iterators; Chapter 11: Symbols; 11.1 Symbols and Strings; 11.2 Symbols and Variables; 11.3 Why Use Symbols?; Chapter 12: Modules and Mixins; 12.1 A Module Is Like a Class ...; 12.2 Module Methods; 12.3 Modules as Namespaces; 12.4 Included Modules, or "Mixins"; 12.5 Name Conflicts; 12.6 Alias Methods; 12.7 Mix In with Care!; 12.8 Including Modules from Files; Chapter 13: Files and IO; 13.1 Opening and Closing Files; 13.2 Characters and Compatibility; 13.3 Files and Directories; 13.4 Copying Files; 13.5 Directory Inquiries; 13.6 A Discursion into Recursion; 13.7 Sorting by Size; Chapter 14: YAML; 14.1 Converting to YAML; 14.2 Nested Sequences; 14.3 Saving YAML Data; 14.4 Omitting Variables on Saving; 14.5 Multiple Documents, One File; 14.6 A YAML Database; 14.7 Adventures in YAML; Chapter 15: Marshal; 15.1 Saving and Loading Data; 15.2 Omitting Variables on Saving; 15.3 Saving Singletons; Chapter 16: Regular Expressions; 16.1 Making Matches; 16.2 Match Groups; 16.3 MatchData; 16.4 Prematch and Postmatch; 16.5 Greedy Matching; 16.6 String Methods; 16.7 File Operations; Chapter 17: Threads; 17.1 Creating Threads; 17.2 Running Threads; 17.3 Going Native; 17.4 The Main Thread; 17.5 Thread Status; 17.6 Ensuring That a Thread Executes; 17.7 Thread Priorities; 17.8 The Main Thread Priority; 17.9 Mutexes; 17.10 Fibers; Chapter 18: Debugging and Testing; 18.1 IRB: Interactive Ruby; 18.2 Debugging; 18.3 Unit Testing; Chapter 19: Ruby on Rails; 19.1 Installing Rails; 19.2 Model-View-Controller; 19.3 A First Ruby on Rails Application; 19.4 Create a Rails Application; 19.5 Create a Controller; 19.6 Anatomy of a Simple Rails Application; 19.7 The Generate Controller Script Summarized; 19.8 Create a View; 19.9 Rails Tags; 19.10 Let's Make a Blog!; Chapter 20: Dynamic Programming; 20.1 Self-Modifying Programs; 20.2 eval; 20.3 Special Types of eval; 20.4 Adding Variables and Methods; 20.5 Creating Classes at Runtime; 20.6 Bindings; 20.7 send; 20.8 Removing Methods; 20.9 Handling Missing Methods; 20.10 Writing Programs at Runtimmmmmme; 20.11 Exploring Further; Documenting Ruby with RDoc; Installing MySQL for Ruby on Rails; Downloading MySQL; Installing MySQL; Configuring MySQL; Can't Find the Database?; Further Reading; Books; Ebooks; Websites; Ruby and Rails Development Software; IDEs and Editors; Web Servers; Databases; Ruby Implementations; Colophon; Updates;
£30.39
No Starch Press,US The Book Of Css3, 2nd Edition
Book SynopsisCSS3 is the technology behind most of the eye-catching visuals on the Web. But the docs can be dry, murky, and full of dastardly caveats for inconsistent browser implementations. This completely updated second edition of the best-selling Book of CSS3 distills the dense technical language of the CSS3 specification into plain English and shows you what CSS3 can do now, in all major browsers. You ll find fully revised coverage of the updated syntax of gradients, grids, and flexible box layout, as well as all-new chapters on values and sizing, and graphical effects like filter effects and blend modes. With an abundance of real-world examples and a focus on the principles of good design, The Book of CSS3 will help you expand your CSS skills, as you learn how to: Style text with custom font choices, drop shadows, and other effects Create, position, and resize background images on the fly Spice up static web pages with event-driven transitions and animations Apply 2D and 3D transformatioTrade Review"A gem with lots of detailed information."—Web Development Foundations"A good book if you want to be a CSS expert."—iProgrammer"A great reference to be able to dip into when looking for info on something particular that’s new in CSS as well as a great way to learn about newer parts of the spec."—Susan Robertson, A List Apart contributor"A great resource for the current state of CSS...very thorough and well written. I’ve got the physical copy sitting in our Dev library at work. I really like that it starts with media queries and responsive web design."—Sam Richard, Co-founder of SassConf"It's been a great resource for pulling together the course I'm teaching now."—Jen Kramer, lynda.com author and Harvard Extension instructorTable of ContentsChapter 1: Introducing CSS3Chapter 2: Media QueriesChapter 3: SelectorsChapter 4: Pseudo-classes and Pseudo-elementsChapter 5: Web FontsChapter 6: Text Effects and Typographic StylesChapter 7: Multiple ColumnsChapter 8: Background ImagesChapter 9: Border and Box EffectsChapter 10: Color and OpacityChapter 11: GradientsChapter 12: 2D TransformationsChapter 13: 3D TransformationsChapter 14: Transitions and AnimationsChapter 15: Flexible Box LayoutChapter 16: Values and SizingChapter 17: Grid LayoutChapter 18: Blend Modes, Filters, and MaskingChapter 19: The Future of CSS3Appendix A: CSS3 Support in Current Major BrowsersAppendix B: Online Resources
£26.39