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Systems Engineering with SDL: Developing Performance-Critical Communication Systems
Andreas Mitschele-Thiel Manufacturer: Wiley ProductGroup: Book Binding: Hardcover
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ringtone88.com l Wireless Systems area. He is also the Associate Rapporteur at the International Telecommunications Union (ITU) responsible for performance and time aspects of the SDL standard, so he is well positioned to write this up-to-date and comprehensive reference.
Book Description Focus On SDL is your key to writing programs faster and with greater ease. Execute the same applications as with DirectX, but with more versatility. SDL allows you to pack up your code and go! If you have a basic knowledge of C++, you're ready to roll. Dive into advanced topics such as alpha blending and overlays, or intensify your game audio with the SDL_mixer add-on library. This book teaches you how to write the code and then distribute it to various platforms. From setting up your system to incorporating networking and user interface components, Focus On SDL gives you the tools you need in one comprehensive guide.Customer Reviews:
Also, the back cover says "This book teaches you how to write code and then distribute it to various platforms." Which is kind of a lie! It never explained how to distribute or even set up Mac OS X or Linux or anything besides setting it up in VC++. I mainly got this book because I want to create a game for Linux and Mac OS X and MS Windows. I had to search online and do a lot of trial and error to eventually get all the samples to compile on Linux and OS X. It never even mentions how to set up SDL on anything other than VC++. I think this might've been frustrating if you didn't know how to use VC++ and C++ pretty well and wanted to do truly cross-platform SDL code. After this book I read a couple online tutorials on SDL and am also now reading Programming Linux Games (which has to do with SDL too) and the official SDL documentation and after all that I think I'll have a decent grasp on SDL. For somebody with pretty good C++ knowledge and at least some VC++ IDE knowledge though it isn't a bad intro to SDL especially for its size. It's a very small book I read it in two days and then spent a day making sense of it all in Linux and Mac OS X besides just VC++ but I don't regret reading it.
The last third of the book was also basically filler, with a brief and relatively useless explanation of the author's preferred infrastructure for writing SDL games and apps. Overall, I highly recommend this book, particularly if you can purchase it at it's relatively low cost used price. The quality was much higher than many of the other Premier Press/Prima Tech books.
The book is written in easy to understand language and is very helpful in showing what SDL is capable of. It proceeds to show readers how to set up most of SDL's different subsystems. The main problem with this book is that it does not go into detail about any of the topics it covers. If you're curious about how to use SDL's video/graphics capablity, for instance, you will learn how to initialize the system and draw some circles on the screen. The book has smaller pages than most, and the 54 pages long chapter on the video subsystem doesn't take long to get through. It leaves you wanting to know more. In short, this book will skim over different topics in SDL and teach you enough to get started. You will need to look elsewhere for details. I recommend purchasing this book to get you on the right track, but just know that you will need to search the internet for tutorials and example applications before you can seriously write games. This book is only a beginning. Since you are looking at a book on SDL, I assume you are trying either to learn how to program games/graphical applications for Linux, or are trying to make it so that the code you write can have multi-platform support. If this is the case, I would recommend looking at "Linux Game Programming" by Mark Collins (in the same series as this book) and "Programming Linux Games" by Loki Software/John Hall as well. Of these three books, I like "Programming Linux Games" best since it goes into greater detail and walks you through the creation of a basic, but complete game for Linux. Even though it has Linux in the title, most of the APIs it touches on (SDL, OpenGL, OpenAL, etc.) are cross-platform, so what you learn is not limited to Linux alone. For the project I was working on, I found myself jumping amoung the aforementioned books and online tutorials such as those at NeHe.
The book gets you going immediately, setting up your compiler and getting a window on the screen. From there, you build on what has already been covered to show off various features of SDL. My biggest complaint about this book, much like one of the other reviewers, was that the book did not give much information about setting SDL up with OpenGL. The information available on the internet is very good and will allow you to fill in any missing pieces of the book, but if you're like me and would like a physical book to thumb through rather than a web reference, this book is perfect.
Book Description This book constitutes the refereed proceedings of the 12th International SDL Forum, SDL 2005, held in Grimstad, Norway. The 16 revised full and 8 short papers presented were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections on language issues, engineering issues, message sequence charts, applications and tools, model driven architecture, test and validation, and code generation. Thus all aspects of system design using system design languages are addressed.
Book Description Validation of Communications Systems with SDL provides a clear practical guide to validating, by simulation, a telecom system modelled in SDL. SDL, the Specification and Description Language standardised by the International Telecommunication Union (ITU-T), is used to specify and develop complex systems such as GSM, GPRS, UMTS, IEEE 802.11 or Hiperlan. Since the downturn in the telecom industry, validating a system before its implementation has become mandatory to reduce costs.This volume guides you step by step through the validation of a simplified protocol layer, from interactive simulation to proof of properties using reachability analysis combined with observers. Every step is explained, using the two main SDL tools commercially available: ObjectGeode™ and Tau SDL™ Suite, both from Telelogic. Contents: <ul> This book offers you the opportunity to: <ul> Download Description Validation of Communications Systems with SDL provides a clear practical guide to validating, by simulation, a telecom system modelled in SDL. SDL, the Specification and Description Language standardised by the International Telecommunication Union (ITU-T), is used to specify and develop complex systems such as GSM, GPRS, UMTS, IEEE 802.11 or Hiperlan. Since the downturn in the telecom industry, validating a system before its implementation has become mandatory to reduce costs. This volume guides you step by step through the validation of a simplified protocol layer, from interactive simulation to proof of properties using reachability analysis combined with observers. Every step is explained, using the two main SDL tools commercially available: ObjectGeode and Tau SDL Suite, both from Telelogic. Contents: Short tutorial on SDL Presentation of the protocol layer case study Interactive simulation, MSC generation Scripting, automatic non-regression Auto matic validation against MSC, HMSC, etc. Random simulation Exhaustive and bit-state simulation Errors detected and not detected by simulation Other simulator features This book offers you the opportunity to: Learn expert validation techniques and tips Master advanced simulation features of Telelogic ObjectGeode and Tau SDL Suite Practice 156 hands-on exercises with solutions. The SDL models and scripts used in the exercises can be downloaded from the Web.
Book Description This book constitutes the thoroughly refereed postproceedings of the 4th International Workshop on SDL and MSC, SAM 2004, held in Ottawa, Canada in June 2004. The 19 revised full papers presented were carefully selected during two rounds of reviewing and revision from initially 46 submissions. The papers are organized in topical sections on SDL and eODL, evolution of languages, requirements and MSC, security, SDL and modeling, and experience.
Book Description This book constitutes the thoroughly refereed post-proceedings of the Third International Workshop on SDL and MSC, SAM 2002, held in Aberystwyth, UK in June 2002. The 15 revised full papers presented were carefully selected during two rounds of reviewing and revision. A broad variety of current issues on SDL and on MSC and TTCN are addressed, in particular languages for collaborative specification, visual requirements description, constraints in SDL, SDL extensions, protocol design, UMS protocol implementation, use case map scenarios, message sequence charts, MSC connectors, MSC-2000 extensions, and TTCN-3 in relation to UML and MSC.
Book Description The goal of this report is to assist managers in gauging a company's financial performance vis-a-vis firms competing in the same sector, at the global level. In particular, this report covers SDL, INC., SAN JOSE, USA. With the globalization of markets, greater foreign competition, and the reduction of entry barriers, it becomes all the more important to benchmark a company's performance against other firms on a worldwide basis. Doing so, however, is not an obvious task. First, one needs to find firms competing in the same sector. Second, one needs to control for exchange rate volatility. Finally, one needs to use comparable financial standards. This report overcomes these issues and gives full financial benchmarks vis-a-vis worldwide competitors who are present in the same narrow industrial classification. Benchmarks cover assets, liabilities, income and ratios. Since our reports are printed on demand, the statistics reported are for the latest quarter and are the most up to date available (4 reports are produced each year). Each report provides over 100 statistics and 40 graphs to the reader.Programming Book: |