Inside the C++ Object Model
Inside the C++ Object Model focuses on the underlying mechanisms that support Object-Oriented programming within C++: constructor semantics, temporary generation, support for encapsulation, inheritance, and "the virtuals"-virtual functions and virtual inheritance. This book shows how your understanding the underlying implementation models can help you code more efficiently and with greater confidence. Lippman dispells the misinformation and myths about the overhead and complexity associated with C++, while pointing out areas in which costs and trade offs, sometimes hidden, do exist. He then explains how the various implementation models arose, points out areas in which they are likely to evolve, and why they are what they are. He covers the semantic implications of the C++ object model and how that model affects your programs.
neural network utility is a Neural Networks library for the
C++ Programmer. It is entirely object oriented and focuses
on reducing tedious and confusing problems of programming neural networks.
By this I mean that network layers are easily defined. An
entire multi-layer network can be created in a few lines, and
trained with two functions. Layers can be connected to one another
easily and painlessly.
The practice of enterprise application development has benefited from the emergence of many new enabling technologies. Multi-tiered Object-Oriented platforms, such as Java and .NET, have become commonplace.
The purpose of this computer program is to allow the user to construct, train and test differenttypes of artificial neural networks. By implementing the concepts of templates, inheritance andderived classes from C++ object oriented programming, the necessity for declaring multiple largestructures and duplicate attributes is reduced. Utilizing dynamic binding and memory allocationafforded by C++, the user can choose to develop four separate types of neural networks:
This book is intended for "hands-on" developers or advanced students interested in understanding the strategies and tactics of concurrent network programming using C++ and Object-Oriented design. We describe the key design dimensions, patterns, and principles needed to develop flexible and efficient concurrent networked applications quickly and easily. Our numerous C++ code examples reinforce the design concepts and illustrate concretely how to use the core classes in ACE right away. We also take you "behind the scenes" to understand how and why the IPC and concurrency mechanisms in the ACE toolkit are designed the way they are. This material will help to enhance your design skills and to apply C++ and patterns more effectively in your own Object-Oriented networked applications.
With a worldwide community of users and more than a million dedicated programmers, Perl has proven to be the most effective language for the latest trends in computing and business.
Every programmer must keep up with the latest tools and techniques. This updated version of Advanced Perl Programming from O Reilly gives you the essential knowledge of the modern Perl programmer. Whatever your current level of Perl expertise, this book will help you push your skills to the next level and become a more accomplished programmer.
O Reilly s most high-level Perl tutorial to date, Advanced Perl Programming, Second Edition teaches you all the complex techniques for production-ready Perl programs. This completely updated guide clearly explains concepts such as introspection, overriding built-ins, extending Perl s Object-Oriented model, and testing your code for greater stability.
Other topics include:
Complex data structures
C++ Network Programming, Volume 2, focuses on ACE frameworks, providing thorough coverage of the concepts, patterns, and usage rules that form their structure. This book is a practical guide to designing Object-Oriented frameworks and shows developers how to apply frameworks to concurrent networked applications. C++ Networking, Volume 1, introduced ACE and the wrapper facades, which are basic network computing ingredients. Volume 2 explains how frameworks build on wrapper facades to provide higher-level communication services.
Software Engineering and Computer Games
By Rudy Rucker
Software Engineering and Computer Games was written with four broad goals:
To teach a lively style of Object-Oriented software engineering.
To show how to bring a complete program to the level of a commercial release.
To provide a "game engine" framework of linked classes for game development.
To help students create computer games that are interactive, rapidly executing, and visually beautiful.