Software Estimation: Demystifying the Black Art: The Black Art Demystified (Best Practices (Microsoft)) von Steve McConnell IT informed guess at how long some task or project will take and what kind of effort is required steering a project schedule plan and staff a project budget software development techniques which help making informed and well reasoned assumptions about the future critical estimation concepts estimation errors estimation technique planning parameters sources of requirements software architecture software architects - Paperback
2006, ISBN: 0735605351
2006 Softcover 308 S. 22,4 x 18,6 x 2,6 cm Broschiert Zustand: gebraucht - sehr gut, software architecture software architects IT project schedule plan staff project budget software devel… More...
2006 Softcover 308 S. 22,4 x 18,6 x 2,6 cm Broschiert Zustand: gebraucht - sehr gut, 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 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 2, [PU:Microsoft Press]<
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Software Estimation: Demystifying the Black Art: The Black Art Demystified (Best Practices (Microsoft)) von Steve McConnell IT informed guess at how long some task or project will take and what kind of effort is required steering a project schedule plan and staff a project budget software development techniques which help making informed and well reasoned assumptions about the future critical estimation concepts estimation errors estimation technique planning parameters sources of requirements software architecture software architects - Paperback
2006, ISBN: 9780735605350
Microsoft Press, 2006. 2006. Softcover. 22,4 x 18,6 x 2,6 cm. software architecture software architects IT project schedule plan staff project budget software development techniques esti… More...
Microsoft Press, 2006. 2006. Softcover. 22,4 x 18,6 x 2,6 cm. 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 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, Microsoft Press, 2006, 0<
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Software Estimation: Demystifying the Black Art: The Black Art Demystified (Best Practices (Microsoft)) von Steve McConnell IT informed guess at how long some task or project will take and what kind of effort is required steering a project schedule plan and staff a project budget software development techniques which help making informed and well reasoned assumptions about the future critical estimation concepts estimation errors estimation technique planning parameters sources of requirements software architecture software architects - Paperback
2006, ISBN: 0735605351
[EAN: 9780735605350], Used, very good, [PU: Microsoft Press], SOFTWARE ARCHITECTURE ARCHITECTS IT PROJECT SCHEDULE PLAN STAFF BUDGET DEVELOPMENT TECHNIQUES ESTIMATION ERRORS TECHNIQUE PLA… More...
[EAN: 9780735605350], Used, very good, [PU: Microsoft Press], SOFTWARE ARCHITECTURE ARCHITECTS IT PROJECT SCHEDULE PLAN STAFF BUDGET DEVELOPMENT TECHNIQUES ESTIMATION ERRORS TECHNIQUE PLANNING PARAMETERS SOURCES REQUIREMENTS MANAGER CAREFULLY WRITTEN BOOKS ARE NOT THE RULE IN COMPUTING WHERE SPEED OF DEVELOPMENTS OFTEN OVERTAKES AN AUTHOR WHILE HE STILL BROODS OVER HIS TOPIC. MUCH IS , FOR THIS REASON, GREAT HASTE. PRESENT BOOK A RARE EXCEPTION TO RULE. OUTCOME MANY YEARS EXPERIENCE AND REPEATED VERIFICATION PRESENTED. ESTIMATION, I.E. INFORMED GUESS AT HOW LONG SOME TASK OR WILL TAKE WHAT KIND EFFORT REQUIRED, NECESSARY PREREQUISITE STEERING PROJECTUNLESS HAS IDEA AHEAD, POSITION PROJECT, LET ALONE PROVIDE BUDGET. BUT DOES ONE MAKE REASONABLE ASSUMPTIONS ABOUT UNCERTAIN FUTURE? KEY, LEAST DEVELOPMENT, ESTIMATION. BLACK ART, INSISTS BOOK, THERE WHICH HELP MAKING WELL REASONED FUTURE. THESE ABOUT. THREE PARTSIT STARTS BY EXAMINING CRITICAL CONCEPTS. I HAVE PARTICULAR ENJOYED READING USUALLY COME FROM. CORE PART TWO, DEVOTED TECHNIQUES. THEIR VERY FOUNDATION 'COUNT, COMPUTE, JUDGE', GUESS. LAST DISCUSSES VARIOUS CHALLENGES, INCLUDE CONVERTING ESTIMATES INTO PARAMETERS, POLITICAL ISSUES RESULTING FROM CONTENTIOUS ESTIMATES. PRAISE DUE CRITICISM ALSO ORDER. IF ASPECT THINK REMAINS SOMEWHAT OUT FOCUS THEN QUESTION REQUIREMENTS. ITS LARGER PART, ASSUMES THAT GIVEN FORM ACCESSIBLE ACTUAL PRACTICE CASE. EVEN AVAILABLE, REQUIRES SHOULD BE BROUGHT FORMAL ALLOWS SUBMIT THEM 'COUNTING, JUDGING, COMPUTING'. FEW HINTS REGARDING TWO FUNDAMENTAL QUESTIONS. FIRST MIGHT DELEGATED ON ENGINEERING, SECOND, THINK, BEEN INCLUDED, EXTENDED EXAMPLES (THE SUITABLY SIMPLE PURPOSE EXPOSITION, THEY REMAIN SUB-IDEAL AS APPLICABLE TEMPLATES). ART TOOLS ANY TOOLBOX. UNFORTUNATELY, TOOL FORGOTTEN INTRODUCTIONS (PRAGMATIC) ARCHITECTURE. KNOW NO BETTER TOPIC MUST-HAVE ALL ARCHITECTS. SAYA MUST-READ! DRUCKVORSTUFE DATEIFORMATE KONVERTIEREN DATEIEN PRINTDATEN BILDDATEN, TEXTFORMATE SCHRIFTENFORMATE WEB OFFICE-DATEIEN DRUCKVORSTUFENTAUGLICHES FORMAT 7-BIT-ASCII IM, 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 de, Books<
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Software Estimation: Demystifying the Black Art / Steve McConnell / Taschenbuch / Developer Best Practices|Best Practices / Kartoniert / Broschiert / Englisch / 2006 / Microsoft Press Corp. - Paperback
2006, ISBN: 9780735605350
[ED: Taschenbuch], [PU: Microsoft Press Corp.], Often referred to as the "black art" because of its complexity and uncertainty, software estimation is not as difficult or puzzling as peop… More...
[ED: Taschenbuch], [PU: Microsoft Press Corp.], Often referred to as the "black art" because of its complexity and uncertainty, software estimation is not as difficult or puzzling as people think. In fact, generating accurate estimates is straightforward-once you understand the art of creating them. In his highly anticipated book, acclaimed author Steve McConnell unravels the mystery to successful software estimation-distilling academic information and real-world experience into a practical guide for working software professionals. Instead of arcane treatises and rigid modeling techniques, this guide highlights a proven set of procedures, understandable formulas, and heuristics that individuals and development teams can apply to their projects to help achieve estimation proficiency.Discover how to:Estimate schedule and cost-or estimate the functionality that can be delivered within a given time frame Avoid common software estimation mistakes Learn estimation techniques for you, your team, and your organization Estimate specific..., DE, [SC: 0.00], Neuware, gewerbliches Angebot, 352, [GW: 590g], 1/2006, PayPal, [CT: Sonstiges / Sonstiges]<
booklooker.de |
Software Estimation: Demystifying the Black Art (Developer Best Practices) - Paperback
2006, ISBN: 9780735605350
Microsoft Press, Taschenbuch, Auflage: Illustrated, 352 Seiten, Publiziert: 2006-03-22T00:00:01Z, Produktgruppe: Buch, Hersteller-Nr.: 9780735605350, 0.6 kg, Verkaufsrang: 565103, Netzwer… More...
Microsoft Press, Taschenbuch, Auflage: Illustrated, 352 Seiten, Publiziert: 2006-03-22T00:00:01Z, Produktgruppe: Buch, Hersteller-Nr.: 9780735605350, 0.6 kg, Verkaufsrang: 565103, Netzwerke, Sicherheit, Computer & Internet, Kategorien, Bücher, Office, Microsoft, Informatik, IT-Ausbildung & -Berufe, Softwareentwicklung, Programmierung & Webdesign, Ingenieurwissenschaft & Technik, Naturwissenschaften & Technik, Fremdsprachige Bücher, Featured Categories, Englische Bücher, 7c9a6c79-19ea-4dea-90da-d7d47042d341_2301, 7c9a6c79-19ea-4dea-90da-d7d47042d341_0, Arborist Merchandising Root, Textbooks, acc906d0-2585-4921-a56f-3ff277850936_4901, acc906d0-2585-4921-a56f-3ff277850936_0, Special Features Stores, Taschenbücher, acc906d0-2585-4921-a56f-3ff277850936_4201, Format: Illustriert, Microsoft Press, 2006<
amazon.de |
Software Estimation: Demystifying the Black Art: The Black Art Demystified (Best Practices (Microsoft)) von Steve McConnell IT informed guess at how long some task or project will take and what kind of effort is required steering a project schedule plan and staff a project budget software development techniques which help making informed and well reasoned assumptions about the future critical estimation concepts estimation errors estimation technique planning parameters sources of requirements software architecture software architects - Paperback
2006, ISBN: 0735605351
2006 Softcover 308 S. 22,4 x 18,6 x 2,6 cm Broschiert Zustand: gebraucht - sehr gut, software architecture software architects IT project schedule plan staff project budget software devel… More...
2006 Softcover 308 S. 22,4 x 18,6 x 2,6 cm Broschiert Zustand: gebraucht - sehr gut, 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 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 2, [PU:Microsoft Press]<
Steve McConnell:
Software Estimation: Demystifying the Black Art: The Black Art Demystified (Best Practices (Microsoft)) von Steve McConnell IT informed guess at how long some task or project will take and what kind of effort is required steering a project schedule plan and staff a project budget software development techniques which help making informed and well reasoned assumptions about the future critical estimation concepts estimation errors estimation technique planning parameters sources of requirements software architecture software architects - Paperback2006, ISBN: 9780735605350
Microsoft Press, 2006. 2006. Softcover. 22,4 x 18,6 x 2,6 cm. software architecture software architects IT project schedule plan staff project budget software development techniques esti… More...
Microsoft Press, 2006. 2006. Softcover. 22,4 x 18,6 x 2,6 cm. 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 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, Microsoft Press, 2006, 0<
Software Estimation: Demystifying the Black Art: The Black Art Demystified (Best Practices (Microsoft)) von Steve McConnell IT informed guess at how long some task or project will take and what kind of effort is required steering a project schedule plan and staff a project budget software development techniques which help making informed and well reasoned assumptions about the future critical estimation concepts estimation errors estimation technique planning parameters sources of requirements software architecture software architects - Paperback
2006
ISBN: 0735605351
[EAN: 9780735605350], Used, very good, [PU: Microsoft Press], SOFTWARE ARCHITECTURE ARCHITECTS IT PROJECT SCHEDULE PLAN STAFF BUDGET DEVELOPMENT TECHNIQUES ESTIMATION ERRORS TECHNIQUE PLA… More...
[EAN: 9780735605350], Used, very good, [PU: Microsoft Press], SOFTWARE ARCHITECTURE ARCHITECTS IT PROJECT SCHEDULE PLAN STAFF BUDGET DEVELOPMENT TECHNIQUES ESTIMATION ERRORS TECHNIQUE PLANNING PARAMETERS SOURCES REQUIREMENTS MANAGER CAREFULLY WRITTEN BOOKS ARE NOT THE RULE IN COMPUTING WHERE SPEED OF DEVELOPMENTS OFTEN OVERTAKES AN AUTHOR WHILE HE STILL BROODS OVER HIS TOPIC. MUCH IS , FOR THIS REASON, GREAT HASTE. PRESENT BOOK A RARE EXCEPTION TO RULE. OUTCOME MANY YEARS EXPERIENCE AND REPEATED VERIFICATION PRESENTED. ESTIMATION, I.E. INFORMED GUESS AT HOW LONG SOME TASK OR WILL TAKE WHAT KIND EFFORT REQUIRED, NECESSARY PREREQUISITE STEERING PROJECTUNLESS HAS IDEA AHEAD, POSITION PROJECT, LET ALONE PROVIDE BUDGET. BUT DOES ONE MAKE REASONABLE ASSUMPTIONS ABOUT UNCERTAIN FUTURE? KEY, LEAST DEVELOPMENT, ESTIMATION. BLACK ART, INSISTS BOOK, THERE WHICH HELP MAKING WELL REASONED FUTURE. THESE ABOUT. THREE PARTSIT STARTS BY EXAMINING CRITICAL CONCEPTS. I HAVE PARTICULAR ENJOYED READING USUALLY COME FROM. CORE PART TWO, DEVOTED TECHNIQUES. THEIR VERY FOUNDATION 'COUNT, COMPUTE, JUDGE', GUESS. LAST DISCUSSES VARIOUS CHALLENGES, INCLUDE CONVERTING ESTIMATES INTO PARAMETERS, POLITICAL ISSUES RESULTING FROM CONTENTIOUS ESTIMATES. PRAISE DUE CRITICISM ALSO ORDER. IF ASPECT THINK REMAINS SOMEWHAT OUT FOCUS THEN QUESTION REQUIREMENTS. ITS LARGER PART, ASSUMES THAT GIVEN FORM ACCESSIBLE ACTUAL PRACTICE CASE. EVEN AVAILABLE, REQUIRES SHOULD BE BROUGHT FORMAL ALLOWS SUBMIT THEM 'COUNTING, JUDGING, COMPUTING'. FEW HINTS REGARDING TWO FUNDAMENTAL QUESTIONS. FIRST MIGHT DELEGATED ON ENGINEERING, SECOND, THINK, BEEN INCLUDED, EXTENDED EXAMPLES (THE SUITABLY SIMPLE PURPOSE EXPOSITION, THEY REMAIN SUB-IDEAL AS APPLICABLE TEMPLATES). ART TOOLS ANY TOOLBOX. UNFORTUNATELY, TOOL FORGOTTEN INTRODUCTIONS (PRAGMATIC) ARCHITECTURE. KNOW NO BETTER TOPIC MUST-HAVE ALL ARCHITECTS. SAYA MUST-READ! DRUCKVORSTUFE DATEIFORMATE KONVERTIEREN DATEIEN PRINTDATEN BILDDATEN, TEXTFORMATE SCHRIFTENFORMATE WEB OFFICE-DATEIEN DRUCKVORSTUFENTAUGLICHES FORMAT 7-BIT-ASCII IM, 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 de, Books<
Software Estimation: Demystifying the Black Art / Steve McConnell / Taschenbuch / Developer Best Practices|Best Practices / Kartoniert / Broschiert / Englisch / 2006 / Microsoft Press Corp. - Paperback
2006, ISBN: 9780735605350
[ED: Taschenbuch], [PU: Microsoft Press Corp.], Often referred to as the "black art" because of its complexity and uncertainty, software estimation is not as difficult or puzzling as peop… More...
[ED: Taschenbuch], [PU: Microsoft Press Corp.], Often referred to as the "black art" because of its complexity and uncertainty, software estimation is not as difficult or puzzling as people think. In fact, generating accurate estimates is straightforward-once you understand the art of creating them. In his highly anticipated book, acclaimed author Steve McConnell unravels the mystery to successful software estimation-distilling academic information and real-world experience into a practical guide for working software professionals. Instead of arcane treatises and rigid modeling techniques, this guide highlights a proven set of procedures, understandable formulas, and heuristics that individuals and development teams can apply to their projects to help achieve estimation proficiency.Discover how to:Estimate schedule and cost-or estimate the functionality that can be delivered within a given time frame Avoid common software estimation mistakes Learn estimation techniques for you, your team, and your organization Estimate specific..., DE, [SC: 0.00], Neuware, gewerbliches Angebot, 352, [GW: 590g], 1/2006, PayPal, [CT: Sonstiges / Sonstiges]<
Software Estimation: Demystifying the Black Art (Developer Best Practices) - Paperback
2006, ISBN: 9780735605350
Microsoft Press, Taschenbuch, Auflage: Illustrated, 352 Seiten, Publiziert: 2006-03-22T00:00:01Z, Produktgruppe: Buch, Hersteller-Nr.: 9780735605350, 0.6 kg, Verkaufsrang: 565103, Netzwer… More...
Microsoft Press, Taschenbuch, Auflage: Illustrated, 352 Seiten, Publiziert: 2006-03-22T00:00:01Z, Produktgruppe: Buch, Hersteller-Nr.: 9780735605350, 0.6 kg, Verkaufsrang: 565103, Netzwerke, Sicherheit, Computer & Internet, Kategorien, Bücher, Office, Microsoft, Informatik, IT-Ausbildung & -Berufe, Softwareentwicklung, Programmierung & Webdesign, Ingenieurwissenschaft & Technik, Naturwissenschaften & Technik, Fremdsprachige Bücher, Featured Categories, Englische Bücher, 7c9a6c79-19ea-4dea-90da-d7d47042d341_2301, 7c9a6c79-19ea-4dea-90da-d7d47042d341_0, Arborist Merchandising Root, Textbooks, acc906d0-2585-4921-a56f-3ff277850936_4901, acc906d0-2585-4921-a56f-3ff277850936_0, Special Features Stores, Taschenbücher, acc906d0-2585-4921-a56f-3ff277850936_4201, Format: Illustriert, Microsoft Press, 2006<
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Details of the book - Software Estimation: Demystifying the Black Art (Developer Best Practices)
EAN (ISBN-13): 9780735605350
ISBN (ISBN-10): 0735605351
Hardcover
Paperback
Publishing year: 2006
Publisher: Microsoft Press
600 Pages
Weight: 0,711 kg
Language: eng/Englisch
Book in our database since 2007-06-07T03:42:38-04:00 (New York)
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ISBN/EAN: 0735605351
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0-7356-0535-1, 978-0-7356-0535-0
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Book author: mcconnell steve, les cases count, software for people, microsoft press
Book title: software estimation demystifying black art, best practice, microsoft, what art for, black down, art now, the project, black like, the future architecture, the art and architecture, art into art, art value, the making art, guess, architecture development, best practices software, take, how black, help, technique, some, black looks, art becomes you, the plan, error, best architects, and well, source, architect, futur, long, art about art, kind will, planning architecture, techniques architecture, task, software requirements, informed
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