Author: Manish Soni
Publisher:
ISBN:
Category : Study Aids
Languages : en
Pages : 349
Book Description
Software engineering is an ever-evolving discipline at the heart of the technological revolution that has transformed our world. In an era where software powers our daily lives, from the devices in our pockets to the systems that drive global enterprises, understanding the principles and practices of software engineering is more critical than ever before. This book aims to serve as a comprehensive guide to the field of software engineering, offering both beginners and experienced professionals a thorough understanding of the fundamental concepts, methodologies, and best practices that underpin the creation of high-quality software. Our journey through the world of software engineering begins with a deep dive into its fundamentals. We explore the nature of software, debunk myths that surround it, and introduce various software process models that have shaped the way we develop software. Maintenance, often an underestimated aspect of software engineering, is examined in detail, emphasizing the importance of keeping software systems healthy and up-to-date. In a world increasingly shaped by object-oriented thinking, we introduce you to the Unified Modeling Language (UML) and object-oriented principles. It serves as both a comprehensive foundation and a springboard for exploring advanced topics, emerging trends, and evolving best practices.
Software Engineering Text Book
Developing Online Games
Author: Jessica Mulligan
Publisher: New Riders
ISBN: 9781592730001
Category : Computers
Languages : en
Pages : 532
Book Description
A soup-to-nuts overview of just what it takes to successfully design, develop and manage an online game. Learn from the top two online game developers through the real-world successes and mistakes not known to others. There are Case studies from 10+ industry leaders, including Raph Koster, J. Baron, R. Bartle, D. Schubert, A. Macris, and more! Covers all types of online games: Retail Hybrids, Persistent Worlds, and console games. Developing Online Games provides insight into designing, developing and managing online games that is available nowhere else. Online game programming guru Jessica Mulligan and seasoned exec Bridgette Patrovsky provide insights into the industry that will allow others entering this market to avoid the mistakes of the past. In addition to their own experiences, the authors provide interviews, insight and anecdotes from over twenty of the most well-known and experienced online game insiders. The book includes case studies of the successes and failures of today's most well-known online games. There is also a special section for senior executives on how to budget an online game and how to assemble the right development and management teams. The book ends with a look at the future of online gaming: not only online console gaming (Xbox Online, Playstation 2), but the emerging mobile device game market (cell phones, wireless, PDA).
Publisher: New Riders
ISBN: 9781592730001
Category : Computers
Languages : en
Pages : 532
Book Description
A soup-to-nuts overview of just what it takes to successfully design, develop and manage an online game. Learn from the top two online game developers through the real-world successes and mistakes not known to others. There are Case studies from 10+ industry leaders, including Raph Koster, J. Baron, R. Bartle, D. Schubert, A. Macris, and more! Covers all types of online games: Retail Hybrids, Persistent Worlds, and console games. Developing Online Games provides insight into designing, developing and managing online games that is available nowhere else. Online game programming guru Jessica Mulligan and seasoned exec Bridgette Patrovsky provide insights into the industry that will allow others entering this market to avoid the mistakes of the past. In addition to their own experiences, the authors provide interviews, insight and anecdotes from over twenty of the most well-known and experienced online game insiders. The book includes case studies of the successes and failures of today's most well-known online games. There is also a special section for senior executives on how to budget an online game and how to assemble the right development and management teams. The book ends with a look at the future of online gaming: not only online console gaming (Xbox Online, Playstation 2), but the emerging mobile device game market (cell phones, wireless, PDA).
The Agile Guide to Business Analysis and Planning
Author: Howard Podeswa
Publisher: Addison-Wesley Professional
ISBN: 013419117X
Category : Computers
Languages : en
Pages : 1163
Book Description
How Product Owners and Business Analysts can maximize the value delivered to stakeholders by integrating BA competencies with agile methodologies "This book will become a staple reference that both product owners and business analysis practitioners should have by their side." -- From the Foreword by Alain Arseneault, former IIBA Acting President & CEO "[This book] is well organized in bite-sized chunks and structured for ready access to the essential concepts, terms, and practices that can help any agile team be more successful." -- Karl Wiegers The Agile Guide to Business Analysis and Planning provides practical guidance for eliminating unnecessary errors and delays in agile product development through effective planning, backlog refinement and acceptance criteria specification ---with hard-to-find advice on how and when to analyze the context for complex changes within an agile approach---including when to use Journey Maps, Value Stream Mapping, Personas, Story Maps, BPMN, Use Cases and other UML models. Renowned author and consultant Howard Podeswa teaches best practices drawn from agile and agile-adjacent frameworks, including ATDD, BDD, DevOps, CI/CD, Kanban, Scrum, SAFe, XP, Lean Thinking, Lean Startup, Circumstance-Based Market Segmentation, and theories of disruptive innovation. He offers a comprehensive agile roadmap for analyzing customer needs and planning product development, including discussion of legacy business analysis tools that still offer immense value to agile teams. Using a running case study, Podeswa walks through the full agile product lifecycle, from visioning through release and continuous value delivery. You learn how to carry out agile analysis and planning responsibilities more effectively, using tools such as Kano analysis, minimum viable products (MVPs), minimum marketable features (MMFs), story maps, product roadmaps, customer journey mapping, value stream mapping, spikes, and the definition of ready (DoR). Podeswa presents each technique in context: what you need to know and when to apply each tool. Read this book to Master principles, frameworks, concepts, and practices of agile analysis and planning in order to maximize value delivery throughout the product's lifecycle Explore planning and analysis for short-term, long-term, and scaled agile initiatives using MVPs and data-informed learning to test hypotheses and find high-value features Split features into MMFs and small stories that deliver significant value and enable quick wins Refine, estimate, and specify features, stories, and their acceptance criteria, following ATDD/BDD guidance Address the unique analysis and planning challenges of scaled agile organizations Implement 13 practices for optimizing enterprise agility Supported by 175+ tools, techniques, examples, diagrams, templates, checklists, and other job aids, this book is a complete toolkit for every practitioner. Whatever your role, you'll find indispensable guidance on agile planning and analysis responsibilities so you can help your organization respond more nimbly to a fast-changing environment. Register your book for convenient access to downloads, updates, and/or corrections as they become available. See inside book for details.
Publisher: Addison-Wesley Professional
ISBN: 013419117X
Category : Computers
Languages : en
Pages : 1163
Book Description
How Product Owners and Business Analysts can maximize the value delivered to stakeholders by integrating BA competencies with agile methodologies "This book will become a staple reference that both product owners and business analysis practitioners should have by their side." -- From the Foreword by Alain Arseneault, former IIBA Acting President & CEO "[This book] is well organized in bite-sized chunks and structured for ready access to the essential concepts, terms, and practices that can help any agile team be more successful." -- Karl Wiegers The Agile Guide to Business Analysis and Planning provides practical guidance for eliminating unnecessary errors and delays in agile product development through effective planning, backlog refinement and acceptance criteria specification ---with hard-to-find advice on how and when to analyze the context for complex changes within an agile approach---including when to use Journey Maps, Value Stream Mapping, Personas, Story Maps, BPMN, Use Cases and other UML models. Renowned author and consultant Howard Podeswa teaches best practices drawn from agile and agile-adjacent frameworks, including ATDD, BDD, DevOps, CI/CD, Kanban, Scrum, SAFe, XP, Lean Thinking, Lean Startup, Circumstance-Based Market Segmentation, and theories of disruptive innovation. He offers a comprehensive agile roadmap for analyzing customer needs and planning product development, including discussion of legacy business analysis tools that still offer immense value to agile teams. Using a running case study, Podeswa walks through the full agile product lifecycle, from visioning through release and continuous value delivery. You learn how to carry out agile analysis and planning responsibilities more effectively, using tools such as Kano analysis, minimum viable products (MVPs), minimum marketable features (MMFs), story maps, product roadmaps, customer journey mapping, value stream mapping, spikes, and the definition of ready (DoR). Podeswa presents each technique in context: what you need to know and when to apply each tool. Read this book to Master principles, frameworks, concepts, and practices of agile analysis and planning in order to maximize value delivery throughout the product's lifecycle Explore planning and analysis for short-term, long-term, and scaled agile initiatives using MVPs and data-informed learning to test hypotheses and find high-value features Split features into MMFs and small stories that deliver significant value and enable quick wins Refine, estimate, and specify features, stories, and their acceptance criteria, following ATDD/BDD guidance Address the unique analysis and planning challenges of scaled agile organizations Implement 13 practices for optimizing enterprise agility Supported by 175+ tools, techniques, examples, diagrams, templates, checklists, and other job aids, this book is a complete toolkit for every practitioner. Whatever your role, you'll find indispensable guidance on agile planning and analysis responsibilities so you can help your organization respond more nimbly to a fast-changing environment. Register your book for convenient access to downloads, updates, and/or corrections as they become available. See inside book for details.
Innovation And Strategy Of Online Games
Author: Jong Hyun Wi
Publisher: World Scientific
ISBN: 1908978503
Category : Games & Activities
Languages : en
Pages : 241
Book Description
This book is the first study to survey, over a ten-year period, innovations and the industrial formation process of online game business, and global strategies of major Korean online game companies. It focuses on the innovative factors which made the Korean online game industry grow tremendously and successfully to gain competitiveness in the global game industry. These include: the main factors stimulating online game business; virtual business created by online games as well as an examination of the role of the Korean government at the beginning and developmental period of the online gaming business.This book also contains authentic and accumulated research conducted over five years in the international domain of the online game industry. This research unveils diverse strategies of game companies and presents cognitive differences toward the online game business where various convergences will occur between the online game and other Internet businesses./a
Publisher: World Scientific
ISBN: 1908978503
Category : Games & Activities
Languages : en
Pages : 241
Book Description
This book is the first study to survey, over a ten-year period, innovations and the industrial formation process of online game business, and global strategies of major Korean online game companies. It focuses on the innovative factors which made the Korean online game industry grow tremendously and successfully to gain competitiveness in the global game industry. These include: the main factors stimulating online game business; virtual business created by online games as well as an examination of the role of the Korean government at the beginning and developmental period of the online gaming business.This book also contains authentic and accumulated research conducted over five years in the international domain of the online game industry. This research unveils diverse strategies of game companies and presents cognitive differences toward the online game business where various convergences will occur between the online game and other Internet businesses./a
Game Testing
Author: Robert Denton Bryant
Publisher: Stylus Publishing, LLC
ISBN: 1501519824
Category : Technology & Engineering
Languages : en
Pages : 457
Book Description
An updated version of the bestselling, Game Testing All In One 3/E, this fourth edition serves as your comprehensive handbook to video game testing, guiding you through the essential skills needed to succeed in this exciting field. Whether you are a student seeking to enter the video game industry or a working professional aiming to refine your skills, this new edition gives you the basic skills of testing, demonstrates how game testing and testers fit into the game development process, and includes practical knowledge of tools, roles, responsibilities, and the metrics used to determine game quality and test progress. The reader is taken step-by-step through test design and other QA methods, using real game situations, and featuring interviews with veteran game developers. The book includes companion files for downloading with templates and tutorials for creating both combinatorial tables and test flow diagrams, which form the basis of a robust video game QA plan. Each chapter includes questions and exercises, making the book suitable for classroom use as well as a personal study or reference tool. FEATURES: Features test methodology tutorials based on actual games, plus examples and tools that readers can use for personal or professional development Explores documented methods and tools for tracking and managing game testing progress and game quality Provides companion files available for digital download, including classroom support files, templates, resources, and projects from the book
Publisher: Stylus Publishing, LLC
ISBN: 1501519824
Category : Technology & Engineering
Languages : en
Pages : 457
Book Description
An updated version of the bestselling, Game Testing All In One 3/E, this fourth edition serves as your comprehensive handbook to video game testing, guiding you through the essential skills needed to succeed in this exciting field. Whether you are a student seeking to enter the video game industry or a working professional aiming to refine your skills, this new edition gives you the basic skills of testing, demonstrates how game testing and testers fit into the game development process, and includes practical knowledge of tools, roles, responsibilities, and the metrics used to determine game quality and test progress. The reader is taken step-by-step through test design and other QA methods, using real game situations, and featuring interviews with veteran game developers. The book includes companion files for downloading with templates and tutorials for creating both combinatorial tables and test flow diagrams, which form the basis of a robust video game QA plan. Each chapter includes questions and exercises, making the book suitable for classroom use as well as a personal study or reference tool. FEATURES: Features test methodology tutorials based on actual games, plus examples and tools that readers can use for personal or professional development Explores documented methods and tools for tracking and managing game testing progress and game quality Provides companion files available for digital download, including classroom support files, templates, resources, and projects from the book
Professional Android
Author: Reto Meier
Publisher: John Wiley & Sons
ISBN: 1118949536
Category : Computers
Languages : en
Pages : 1205
Book Description
The comprehensive developer guide to the latest Android features and capabilities Professional Android, 4th Edition shows developers how to leverage the latest features of Android to create robust and compelling mobile apps. This hands-on approach provides in-depth coverage through a series of projects, each introducing a new Android platform feature and highlighting the techniques and best practices that exploit its utmost functionality. The exercises begin simply, and gradually build into advanced Android development. Clear, concise examples show you how to quickly construct real-world mobile applications. This book is your guide to smart, efficient, effective Android development. Learn the best practices that get more out of Android Understand the anatomy, lifecycle, and UI metaphor of Android apps Design for all mobile platforms, including tablets Utilize both the Android framework and Google Play services
Publisher: John Wiley & Sons
ISBN: 1118949536
Category : Computers
Languages : en
Pages : 1205
Book Description
The comprehensive developer guide to the latest Android features and capabilities Professional Android, 4th Edition shows developers how to leverage the latest features of Android to create robust and compelling mobile apps. This hands-on approach provides in-depth coverage through a series of projects, each introducing a new Android platform feature and highlighting the techniques and best practices that exploit its utmost functionality. The exercises begin simply, and gradually build into advanced Android development. Clear, concise examples show you how to quickly construct real-world mobile applications. This book is your guide to smart, efficient, effective Android development. Learn the best practices that get more out of Android Understand the anatomy, lifecycle, and UI metaphor of Android apps Design for all mobile platforms, including tablets Utilize both the Android framework and Google Play services
Game Development and Production
Author: Erik Bethke
Publisher: Wordware Publishing, Inc.
ISBN: 1556229518
Category : Business & Economics
Languages : en
Pages : 436
Book Description
A handbook for game development with coverage of both team management topics, such as task tracking and creating the technical design document, and outsourcing strategies for contents, such as motion capture and voice-over talent. It covers various aspects of game development.
Publisher: Wordware Publishing, Inc.
ISBN: 1556229518
Category : Business & Economics
Languages : en
Pages : 436
Book Description
A handbook for game development with coverage of both team management topics, such as task tracking and creating the technical design document, and outsourcing strategies for contents, such as motion capture and voice-over talent. It covers various aspects of game development.
Diablo IV - Strategy Guide
Author: GamerGuides.com
Publisher: Gamer Guides
ISBN: 1631021133
Category : Games & Activities
Languages : en
Pages : 1338
Book Description
Updated Friday 4th August 2023 - Now containing over 253 guide pages. ----------------------------- Diablo IV is the ultimate action RPG experience with endless evil to slaughter, countless abilities to master, nightmarish dungeons, and legendary loot. This guide for Diablo 4 currently contains the following: - A deep dive on all of the game's mechanics - Main Quest Walkthroughs - Coverage of Side Quests - Boss Strategies including the World Boss - Builds for all Classes - Information on Events - All Altar of Lilith Statues - Extensive Walkthroughs for all current Strongholds - Information on Dungeons
Publisher: Gamer Guides
ISBN: 1631021133
Category : Games & Activities
Languages : en
Pages : 1338
Book Description
Updated Friday 4th August 2023 - Now containing over 253 guide pages. ----------------------------- Diablo IV is the ultimate action RPG experience with endless evil to slaughter, countless abilities to master, nightmarish dungeons, and legendary loot. This guide for Diablo 4 currently contains the following: - A deep dive on all of the game's mechanics - Main Quest Walkthroughs - Coverage of Side Quests - Boss Strategies including the World Boss - Builds for all Classes - Information on Events - All Altar of Lilith Statues - Extensive Walkthroughs for all current Strongholds - Information on Dungeons
Game Testing
Author: Charles P. Schultz
Publisher: Mercury Learning and Information
ISBN: 1944534423
Category : Computers
Languages : en
Pages : 483
Book Description
An updated version of the bestselling Game Testing All In One, Second Edition, this book equips the reader with the rationale for vigorous testing of game software, how game testing and the tester fit into the game development process, practical knowledge of tools to apply to game testing, game tester roles and responsibilities, and the measurements to determine game quality and testing progress. The reader is taken step-by-step through test design and other QA methods, using real game situations. The book includes content for the latest console games and the new crop of touch, mobile, and social games that have recently emerged. A companion DVD contains the tools used for the examples in the book and additional resources such as test table templates and generic flow diagrams to get started quickly with any game test project. Each chapter includes questions and exercises, making the book suitable for classroom use as well as a personal study or reference tool. Features: * Uses a wide range of game titles and genres, including newer gaming experiences such as social networking games, games utilizing music and motion controllers, and touch games on mobile devices * Includes a new chapter on Exploratory Testing * Includes test methodology tutorials based on actual games with tools that readers can use for personal or professional development * Demonstrates methods and tools for tracking and managing game testing progress and game quality * Features a companion DVD with templates, resources, and projects from the book On the DVD: * Contains the tools used for the examples in the book as well as additional resources such as test table templates and generic flow diagrams that can be used for individual or group projects * All images from the text (including 4-color screenshots) * FIFA video from a project in the book eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].
Publisher: Mercury Learning and Information
ISBN: 1944534423
Category : Computers
Languages : en
Pages : 483
Book Description
An updated version of the bestselling Game Testing All In One, Second Edition, this book equips the reader with the rationale for vigorous testing of game software, how game testing and the tester fit into the game development process, practical knowledge of tools to apply to game testing, game tester roles and responsibilities, and the measurements to determine game quality and testing progress. The reader is taken step-by-step through test design and other QA methods, using real game situations. The book includes content for the latest console games and the new crop of touch, mobile, and social games that have recently emerged. A companion DVD contains the tools used for the examples in the book and additional resources such as test table templates and generic flow diagrams to get started quickly with any game test project. Each chapter includes questions and exercises, making the book suitable for classroom use as well as a personal study or reference tool. Features: * Uses a wide range of game titles and genres, including newer gaming experiences such as social networking games, games utilizing music and motion controllers, and touch games on mobile devices * Includes a new chapter on Exploratory Testing * Includes test methodology tutorials based on actual games with tools that readers can use for personal or professional development * Demonstrates methods and tools for tracking and managing game testing progress and game quality * Features a companion DVD with templates, resources, and projects from the book On the DVD: * Contains the tools used for the examples in the book as well as additional resources such as test table templates and generic flow diagrams that can be used for individual or group projects * All images from the text (including 4-color screenshots) * FIFA video from a project in the book eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].
Ethics of Transitions
Author: Jim Dratwa
Publisher: John Wiley & Sons
ISBN: 1786301024
Category : Business & Economics
Languages : en
Pages : 308
Book Description
This book covers all forms of ethical assessment of research and innovation at the European Commission, including the implications of the concept of RRI which has emerged as a new framework to be used by the European Commission, and indeed including the newer concepts of Open Innovation and Open Science which are designed to subsume and reconfigure RRI. The book can be used as a ‘how to’ guide to understand and navigate the ethical and societal demands in developing European research projects; it also pushes the reflection and reflexivity further, bringing provoking new (and also some very old) perspectives to bear on ardent debates in studies of expertise, ethics and policy making.
Publisher: John Wiley & Sons
ISBN: 1786301024
Category : Business & Economics
Languages : en
Pages : 308
Book Description
This book covers all forms of ethical assessment of research and innovation at the European Commission, including the implications of the concept of RRI which has emerged as a new framework to be used by the European Commission, and indeed including the newer concepts of Open Innovation and Open Science which are designed to subsume and reconfigure RRI. The book can be used as a ‘how to’ guide to understand and navigate the ethical and societal demands in developing European research projects; it also pushes the reflection and reflexivity further, bringing provoking new (and also some very old) perspectives to bear on ardent debates in studies of expertise, ethics and policy making.