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Title: Software Estimation: Demystifying the Black Art: The Black Art Demystified
Description: , Microsoft Press, 2006. 308, 22,4 x 18,6 x 2,6 cm, Softcover. Zustand: 2. software architecture software architects IT project schedule plan staff project budget software development techniques estimation errors estimation technique planning parameters sources requirements Software estimation project manager software architects Carefully written books are not the rule in computing where the speed of developments often overtakes an author while he still broods over his topic. Much in IT is , for this reason, written in great haste. The present book is a rare exception to this rule. It is the outcome of many years of experience and repeated verification of the techniques presented. Software estimation, i.e. the informed guess at how long some task or project will take and what kind of effort is required, is a necessary prerequisite for steering a projectUnless a project manager has some idea of the schedule ahead, he is not in a position to plan and staff a project, let alone provide the necessary budget. But how does one make reasonable assumptions about an uncertain future? The key, at least in software development, is estimation. Estimation is not a black art, insists the author of the present book, but there are techniques which help making informed and well reasoned assumptions about the future. These techniques are what the book is about. The book has three partsIt starts by examining the the critical estimation concepts. I have in particular enjoyed reading about where estimation errors usually come from. The core of the book is part two, which is devoted to estimation techniques. At their very foundation is 'count, compute, judge', not guess. The last part discusses the various estimation challenges, which include converting estimates into planning parameters, or political issues resulting from contentious estimates. Where much praise is due some criticism is also in order. If there is one aspect of estimation which I think remains somewhat out of focus then it is the question of the sources of requirements. The book, in its larger part, assumes that requirements are given in a form which is accessible to estimation. In actual practice this is not usually the case. And even if requirements are available, estimation usually requires that these requirements should be brought into a formal form which allows one to submit them to 'counting, judging, computing'. There are few hints in this book regarding these two fundamental questions. The first might be delegated to books on requirements engineering, while the second, I think, should have been included, at least in the form of extended examples (the examples of the book are suitably simple for the purpose of the exposition, they remain sub-ideal as applicable templates). The art of estimation is one of the tools that should be in any architects toolbox. Unfortunately, this tool is often forgotten in introductions to (pragmatic) software architecture. As I know no better book on the topic of estimation, I think this book is a must-have for all software architects. Or should I sayA must-read! Druckvorstufe Dateiformate Konvertieren Dateien Printdaten Bilddaten, Textformate Schriftenformate Web Office-Dateien druckvorstufentaugliches Format 7-Bit-ASCII im 8-Bit-ASCII PostScript EPS DCS PDF PDF/X TIFF PRN ICC-Profil Bilddatenformate JPEG Photo-CD Flash-Pix RAW PICT Photoshop Text- und Schriftenformate ASCII PostScript-Type-1 TrueType OpenType Webformate GIF PNG SVG Dateisuffixe Fehlermeldungen freiberuflicher Fotodesigner Digital-Operator Fachhochschule Dortmund Fototechnik BFF Farbtheorie menschliche Farbwahrnehmung, Farbmodelle, Farbraumkonvertierungen, gebräuchliche Hardware und Software werden sehr verständlich dargestellt. Die Anwendung von Farbkalibrierung ist nun auch kein Buch mit sieben Siegeln mehr, die Praxisbeispiele sind, wie könnte es anders sein, auf den Branchenleader Photoshop ausgerichtet, eine Linksammlung hilft bei der raschen Vertiefung einzelner Themen. Unbedingt emfpehlenswert. Spiele Genesis3D Welten Objekte Entities Akteure professionelles Spielprojekt Informatiklehrer Spieleprogrammierung C++ für Kids Grafikprogrammierung DirectX Windows C++-Programmierung Komponenten Troubleshooting WIN-API Programmieren DirectX Initialisierung Device Object . Direct3D Direct3DCreate9 D3DPRESENT_PARAMETERS-Struktur Device CreateDevice() Fehlerbehandlung Maya 8.5 Keywan Mahintorabi phantasievolle Gestalten Animationen Modellierungstechniken Materialtypen Rendering Kamera Animation Partikel Tutorials Internet Maxons Cinema 4D 3D-Grafik Animationsprogramm Studios Agenturen Animationsprojekte Features Modellierung Objekte Keyframe-Animation skriptbasierte Animation EXpresso-Editor Texturierungs-Tool BodyPaint 3D Programmoberfläche Modellieren Texturieren Szenen Licht Kamera Charakteranimation UV-Koordinaten Rendern Filme Regie DirectX 11 C++ 3D-Grafik Texturen Beleuchtung Rendern Sound objektorientierte Spieleprogrammierung Spiele Translationsbewegungen Rotationsbewegungen 3D-Modelle Höhenfelder Rotationskörper Kugeln Billboards Grafische Benutzeroberfläche Grafische Effekte Shadern Postprocessing Bildbearbeitung Echtzeit Animation Audio Geräusche Musik Multiplayer-Spiele Landschaften Wetter Instancing Scripting Tesselation Compute-Shader 3D-Mathematik Vektoren Matrizen Game-Engine entworfen, die schrittweise weiterentwickelt wird. Dabei geht es nicht darum, eine fertige Engine zu verwenden, sondern diese selbst zu programmieren und dabei alle Bestandteile kennen zu lernen. Darüber hinaus lernen Sie die notwendigen Techniken, die Sie brauchen, um eigene Spiele umsetzen zu könnenAnzeigen, Positionieren und Bewegen von Modellen, Einsatz von Animationen, Erstellen grafischer Benutzeroberflächen, Auswertung von Tastatur, Maus und anderen Eingabegeräten, Abspielen von Sounds sowie die Netzwerkprogrammierung. Alle Techniken werden anhand kleiner praktischer Beispiele anschaulich erläutert. Sie erhalten so das nötige Handwerkszeug, um Ihre eigenen Ideen kreativ umsetzen zu können. Auf der CDAlle Beispiele aus dem BuchSpieleprogrammierung in C++ - 2D-, 3D- und Netzwerkspiele mit DirectX, mit 2 CDs Ulrich Kaiser Computerspiele Peter Molyneux Galileo Entwickler Tetris Sourcecode Windows Software-Architektur Spieleentwicklung Quelltext Computer Games Warcraft games-net.de ISBN: 9780735605350. Gewicht/weight: 2000 gr.

Keywords: software architecture software architects IT project schedule plan staff project budget software development techniques estimation errors estimation technique planning parameters sources requirements Software estimation project manager software architects

Price: EUR 25.99 = appr. US$ 28.25 Seller: LLU Buchservice
- Book number: BN6661