Please use this identifier to cite or link to this item:
192.168.6.56/handle/123456789/31118
Full metadata record
DC Field | Value | Language |
---|---|---|
dc.contributor.author | P. Flynt, John | - |
dc.date.accessioned | 2018-12-18T06:41:54Z | - |
dc.date.available | 2018-12-18T06:41:54Z | - |
dc.date.issued | 2005 | - |
dc.identifier.isbn | 1-59200-155-6 | - |
dc.identifier.uri | http://10.6.20.12:80/handle/123456789/31118 | - |
dc.description | This book isn’t some theoretical masterpiece that uses Venn diagrams and cost analysis to show you how many hours should be spent on a for loop. This is a real book, by a real engineer who happens to apply engineering techniques to software. Therefore, you aren’t going to learn about something that is unique to software. These engineering techniques will, of course, use tools of the trade such as C++, object-oriented programming, configuration management, UML diagrams, patterns, process improvement, and so forth. | en_US |
dc.language.iso | en | en_US |
dc.publisher | Printed in the United States of America | en_US |
dc.subject | COU for Game Developers | en_US |
dc.title | Software Engineering for Game Developers Ntdown | en_US |
dc.type | Book | en_US |
Appears in Collections: | Building Construction |
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