Software Books
Related Subjects: Graphics Internet GUI Games Editors Tools Audio and Music
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Used price: $4.95

AUTOCAD 2004 AND AUTOCAD LT 2004Review Date: 2006-11-15
Excellent tutorialReview Date: 2006-08-19
Good self teaching bookReview Date: 2006-10-25
Excelent Home InstructorReview Date: 2005-09-12
Highy recommended as navigational reference of "how to" design.
THE Book For BeginnersReview Date: 2005-10-16

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Very good, a must read for product technology peopleReview Date: 2007-11-25
Insightful frameworks for an effective PSO Review Date: 2007-05-27
I liked the fact that it is written in a style that is free of any jargon. Authors are professionals who clearly understand the industry from inside. My least favorite part are the diagrams and illustrations which are at best adequate but could be better. Highly recommend this book!
Building professional services in a product-based companyReview Date: 2005-01-10
The book is easy to read, well organized, and packed with sound practical advice you can start applying right away, whether you're in delivery, sales, or marketing -- you'll be going back to it often.
You will sleep with this bookReview Date: 2004-08-16
It's focus in on a PS organization of a product company but you can take much away from this book if you are purely a services organization.
What I like the most is that it helps you do begin to address the various challenges where other books gloss over these topics and leave it to you.
Excellent pragmatic approachReview Date: 2004-01-23

Used price: $9.11

Essentail Computer Graphic foundation.Review Date: 2003-06-09
Essential CG historical data!Review Date: 2002-09-25
An amalgam of CG terminology (pp. 1-209), impactful corporate industry presences (pp. 210-347), programming and mathematics terms (pp. 348-361), fundamental and miscellaneous terms (pp. 362-385), a computer graphics timeline (pp. 385-437) and other mini-sections on CG FAQ (pp. 438-451), job descriptions (pp. 452-461), previsualization (pp. 462-467) and the analog computer era (pp. 468-476), this unique text probably represents the definitive chronology of computer graphics' evolution. The resource's 500 pages belie the mundane name and cover by chronicling numerous advances marking the historic progression of computer graphics-from the pre-mechanical days of the 1940s to the archaic, punch card-based leviathan units of the 1950s and `60s, to the sleek and potent desktop workstations of the late `90s. (The book was published in 1999.)
With the ambitious aid of 97 other industry sources, Masson begins the book by defining "color and light," "painting and graphic design," "modeling," "animation," "rendering," "compositing" and "input & output" terms alphabetically, per section. Processes, programs, properties, rules, companies and more are clearly defined during this first section, accompanied by applicable screenshots, diagrams, quotes and informational tidbits. For the purely artistic members of the digital art community, this material doubtless will prove dry and unpalatable. But for those having more of a technical and scientific bent, this comprehensive industry reference is a fascinating excursion into the intricacies that help materialize the eventual pretty, pixelated pictures so many of us enjoy producing and admiring. Learn what "pixel" denotes ... who invented the Phong shading method ... what "pixmap" means ... the origin of the omnipresent teapot icon ... the beginnings of morphing ... who started Atari ... the conception of ILM ... the significance of SuperPaint ... and much more. It's all here.
Section 8, "Historically Significant Companies," really is the beginning of the salivating learning experience, though, introducing readers to pioneering companies and people whose prosperous contributions have nursed CG through its proverbial growing pains. Some of today's popular and recognized field leaders appear, such as Industrial Light & Magic and Robert Greenberg and Associates, and they're graced by numerous lesser-known but equally essential precursors. Remember the 1979 feature film The Black Hole? Think Abel Image Research and Robert Abel & Associates. Recall 1984's The Last Starfighter? Think Digital Productions. The list and sundry, voluminous details are phenomenal.
The second portion comprising stellar, historically intensive reading, Section 11, "Computer Graphics Timeline," lists and delineates all key advances in the industry, throughout the 20th Century's final half.
On the downside, some of the quotes by CG experts seem to ramble, are inapplicable or just plain too long, but they appear to represent Masson's method for best expressing these individuals' contributions to the digital art community-or just relating arguably interesting events. (Besides, art often is about storytelling, anyway.) The text also is somewhat outdated, having been printed three years ago. But this does not diminish the paperback's essential overall value.
As for the seemingly innumerable industry term definitions, these provide industry professionals -and interested hobbyists-with a valuable reference resource. They also remind the reader that, despite all the creativity involved in generating digital art, CG's undergarments are math and science. It's always technicality before imagination.
Quite simply, if you're genuinely interested in computer graphics as an artistic medium, and you value the learning experience, CG 101: A Computer Graphics Industry Reference is a must-read. All told, this undoubtedly is among the most interesting titles-of any kind-this reviewer has ever read. (No kidding.) Assuming you possess the technical interest in these details, you'll find yourself perusing this gem night after night, until you've marked your last highlight with a neon felt tip and a corner page fold. (I tallied 14 page folds and 39 blue highlight markings in my copy.)
Great history, great glossaryReview Date: 1999-12-10
Computer Graphics and how it all startedReview Date: 2001-07-01
BOOK REVIEW: CG 101 is a great reference guide. Forgotten what a particular term means? No problem! Just Open CG 101 and look it up. The first 208 pages and a few more inbetween are jam-packed with terminology and what they mean. There are side bar "blurbs" that contain factoids and quotes. This provides great bits of trivia.
The next 148 pages tell about the history of the graphics industry and how it has progressed from the start to what we know today. CG 101 tells about the companies and the people who use computer graphics to provide us with entertainment in movies and much more.
The 22-page index provides an easy way to find items, people and companies you want to know about. And just in case you wanted to know more than the book has to offer, there are URLs and telephone numbers to give you added places to glean information.
Must read for CG beginners especiallyReview Date: 2000-03-22

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This book rocks!Review Date: 2000-08-01
The written style is clear, concise and easily understood, and the side bars are very informative. The color pictures in the center of the book are helpful in defining the target look, and the enclosed CD with electronic "recipes" and results is great.
This is now in my top 10 technical book list!
CD is incompleteReview Date: 2002-02-25
Excellent Guide to Professional TechniquesReview Date: 2001-11-24
Outstanding ResourceReview Date: 2000-08-02
CorelDraw 9: FX and Design entertains and informsReview Date: 2000-03-22

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Great Book!Review Date: 2008-06-29
Everything about symfonyReview Date: 2008-06-13
Very interesting and informativeReview Date: 2007-10-17
If you know this before (and I did), the book has the same quality like the online manual, in my opinion a very good one.
Imperitive for the Aspiring Symfony DeveloperReview Date: 2007-11-01
Also available onlineReview Date: 2007-08-09

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Changing Standard Practice?Review Date: 2002-01-25
After reading Ellen and Alan's description of how a UI Designer and a Developer should interact with each other, it just seems so obvious that everyone should work this way. User needs should affect architecture, and technology constrains design--how hard can it be to understand that? But the implications--design and development are iterative, and ongoing user testing is critical to the iterative process--could change the way some people think about programming projects. (The old Specify, Design, Program, Test, Release process seems somewhat naive in retrospect.)
The book has a kind of fun and lively feel to it. It's clear that the authors were having fun telling their various stories, and were excited about illustrating their points. The writing is casual, which made it amazingly easy to read.
On the other hand, once the informal style sold me on the overall approach, I almost immediately wanted a more rigorous treatment. I'd have loved an Appendix that summarized the formats of the various documents, for instance, and perhaps one that reviews the process flow diagram used at the beginning of the later chapters. (As a former academic, I found myself wondering as well about the independence and completeness of the Design Guidelines, too, but that's my quirk. It's probably not an issue most readers would care about.)
I think this book could become one of those that inspires a sort of religious commitment to its vision, and that that would probably be a very good thing.
Excellent UI design book. Programmers should also read it.Review Date: 2002-04-16
This is one of the books that have great impact on me. I agree with the review written by Kevin Mullet (printed on the book's back cover) that the ideas presented in this book are a bit "dangerous". It is dangerous because they are not the common practice yet. If people want to follow these ideas, they need to have changes. Changes are always dangerous to many people.
Those "dangerous" ideas include:
- Build fewer features but build them well. (The current practice is to build as many features as possible so that marketers can list those features for promotion. Is a product easy to use? Everyone can claim that since there are no criteria for such a claim.)
- User interface design should drive the system architecture, not the other way around. (Modifying system architecture is always hard. If we want to support a certain interaction afterwards, the architecture will probably can't support cleanly, if at all.)
- Technology should be used for user needs, but not for technology's own sake. (Visual design should also be treated the same.)
Last but not least, this book shows that user interface design is actually science but not art. We don't need a graphic design degree to be an interaction designer.
A must-read for web developers and designersReview Date: 2003-03-09
A book that wont simply collect dust on your bookshelf!Review Date: 2002-05-22
I have a read many books in this area and they have been a fantastic cure for insomnia. This on the other hand is a compelling read from start to finish. Many of the concepts presented will not be foreign to people that work in this field or in the area of product development. However the logical order and detailed examples work brilliantly to drive home the principles.
Publishers in this area should use this book as a bench mark for design and layout for its susinct and logical passage. Thank you very much Ellen and Allan for such a useful tool!
All web and product designers should read thisReview Date: 2002-02-05
I didn't give it a 5-star only because, to me, the section of their HUBBUB experience and the conclusion was too long and could have been made more concise. Also, it was disappointing to see their product not following their own design goals well enough, which seemed to make the book less effective.

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Excellent ResourceReview Date: 2007-07-16
Easing the Learning CurveReview Date: 2002-08-20
I LOVE this book!Review Date: 2001-05-14
Un gran libro para comenzar con DirectorReview Date: 2001-06-12
Recomiendo este libro a quien nunca haya usado director antes, y para aquellos que habiendo usado, solo han aprendido por su cuenta sin referencias técnicas.
Excellent BookReview Date: 2001-03-02

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Two Thumbs Up !!!Review Date: 1999-06-18
Excellent bookReview Date: 1999-05-08
This is a very good book covering Distributed PowerbuilderReview Date: 1999-04-29
This book is terrific!Review Date: 1999-10-09
A must buy for "Advanced" Developers!Review Date: 1999-11-02

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A great start on corporate modeling guidelinesReview Date: 2003-01-11
The Elements of UML Style is small, concise, intuitively organized, and well explained. It proceeds section by section through the various UML diagrams, in the order they are used on a project. These sections provide many tried and true common sense guidelines and some valuable, but less obvious guidelines aimed at creating well-formed models.
Is it necessary? Yes. This is the best compendium of UML modeling guidelines I have seen published. Projects would be foolish to start from scratch.
Is it sufficient? No. It is a starting point. Projects will want to adjust and go beyond what Ambler writes here. For example, The Elements of UML Style provides general guidelines that urge adopting common naming conventions (section 2.3). A corporation or project will want to nail down specific guidelines for their use case, class, and component names. Also, Ambler focuses on the diagrams of UML, but there is more to modeling than the diagrams. UML itself avoids topics such as what constitutes a well-formed use case specification, and so does Ambler's book. One would have to turn to other books or training, such as IconMedialab's Advanced Use Case Lab course for detailed guidelines in these areas.
Will I be an object modeler just by reading this book? No. This is not an intro book to modeling. Read Craig Larman's "Applying UML and Patterns" (for example) to learn how to object model. Instead, The Elements of UML Style brings together many of the nuggets that will help to become a better, more consistent, and easily understood modeler. I will be recommending this book to my clients.
When "less" is "more"Review Date: 2003-01-18
I have to recommend this little book to anyone beginning to use UML. More experienced object modelers will have developed their own modeling conventions, but they also will benefit from reading Ambler's articulate perspective. He is an accomplished modeler and an effective communicator.
Ambler covers style guidelines for all 9 UML 1.x diagrams. IMHO most of his suggestions are right-on, and his explanations are consise and accessible. I have been modeling OO systems for 10 years, and I don't agree with every recommendation Ambler makes, but I appreciate what he is offering in this book.
I especially like the fact that Ambler included an Appendix that lists all 236 guidelines in just a few pages. The book also has a high-quality bibliography of other modeling resources, and I was quite pleased that this short book also includes an Index for rapid access to terms.
Most development groups endorse the need for programming conventions and consistent naming standards. "The Elements of UML Style" is an extension of this philosophy to UML models, and every project will benefit from the ideas it presents.
A long needed guideReview Date: 2003-01-28
With this book all the pieces are there. "UML Distilled" tells us how to use UML, "Agile Modeling" tells us how to use it in an agile way, and now "The Elements of UML Style" tells us how to use it so that the results look good and are understandable.
Physically, it's a nice book. Small and thin, it packs well, and will fit easily into the most overstuffed briefcase or backpack.
The format is good as well. Organized around the different diagrams, with extras for general guidelines and a quick overview of Agile Modeling, it covers related issues together in an easy to digest format. The guidelines themselves are short, concise, and well illustrated with examples.
I found it an easy book to read, being able to pick it up for a few minutes at a time without having to spend a lot of time to regain my context.
No matter how much you model, or what tools you use to do it, this little book will help make your diagrams better.
UML for the real world...Review Date: 2005-06-03
The book contains both modeling tool diagrams and sketches, showing how you'd apply the various techniques with both your users at a whiteboard or developers at a workstation. The sketches are easy to read, which is pretty amazing considering the book is the size of paperback.
The second chapter is almost worth the price of the book itself because it overviews guidelines which could be used on any type of diagram, UML or not. Chapters 4, 5, and 10 are must reads for business analysts because they cover techniques to improve use case diagrams, class diagrams, and activity diagrams, the things you're most likely to show your end users. Making your diagrams understandable is an important step to communicating what you're doing, and maybe even getting funding for your project.
Other chapters focus on guidelines for technical diagrams. Modeling tool vendors should pick this book up and automate these guidelines. If they were to do that they would really improve the quality of their tools.
If you're serious about UML modeling, then this is a must have book. It's so cheap your company should even consider getting a copy for each analyst, architect, and designer that you have on staff.
UML - KISSReview Date: 2003-01-09
Scott's subscribes to and adheres to the KISS principle (Keep It Simple, Scott!). That is what makes it easy to understand and appreciate. In this book Scott has very capably tackled the easily misunderstood (and therefore often misapplied) ideas of the Unified Modeling Language (UML) and presented them in a manner than anyone can understand and apply in their work.
This book is small enough to fit in your pocket but is incredibly massive in applicability. It belongs on the desks of every developer (AND their manager!) working with UML. Whether applying UML in an XP environment or within the constraints of behemoth software development projects, a basic understanding of the UML is essential. This book will get your team there, quickly.
Research shows that the number one factor that contributes to project success (or failure) is the ability (or inability) to communicate well. That was one of the goals of the UML, a truly UNIFIED language in the arena of modeling. A key value in Agile Modeling (AM) is communication. Coupled with the AM principle of Know Your Models and the AM practice of Apply Modeling Standards, this book will assure that your project's modeling efforts shine.

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A great book on the subjectReview Date: 2008-08-26
It is the first source I have found that explains building the linux kernel in a way that makes it easy to understand. While you might be able to find this information on the net, this makes it easy to get an overall view of what is going on.
It is easy to read, and has great references. Well worth the price.
Embedded Linux ReviewReview Date: 2008-03-02
Excellent surveyReview Date: 2007-09-28
Really heapfulReview Date: 2008-05-30
Very good book to study embedded LinuxReview Date: 2008-03-09
The chapters about the U-BOOT bootloader, the BUSYBOX embeded Linux and an extra piece of information on the JFFS2 file system are welcome. If the cross-development environment chapter had been about BUILDROOT, this book would have been THE BOOK for the present embedded Linux based systems designers.
Related Subjects: Graphics Internet GUI Games Editors Tools Audio and Music
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The following is not a critique of the book but rather my wishes on my engineering field: I would have liked to have several examples of electrical design applications in the book.
Anyway, thanks for your book.
Joseph