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Product: Book - Hardcover
Title: Solaris Internals: Core Kernel Architecture
Publisher: Prentice Hall PTR
Authors: Jim Mauro, Richard McDougall, Sun Microsystems Press
Rating: 5/5
Customer opinion - 5 stars out of 5
best book have ever read!!


Solaris Internals is a must read for system programmers and anyone interested in Operating System Design. The book is loaded with important information and splendidly organized into 4 major sections. Each section is well thought out and walks you from subject to subject, with serious technical depth. I found myself writing test programs throughout the book and am certain I've learned a great many things.
Part One deals with traps, interrupts, callouts, contexts, and lock primitives and goes where the Sparc/SparcV9 Architecture Manuals did not.
My favorite section was Part Two (Solaris Memory System), it left me with a clear understanding of _everything_ related to memory: HAT, TSB's, TLB, MMU, phys mem organization, page table hashing, paging, page scanner, address spaces and segments, seg drivers, slab allocator, watchpoints, multiple page sizing, memory managment strats, to name a few subjects...
Part Three deals with threads, processes, and IPC. It has a large and very useful section on the Kernel Dispatcher and scheduling.
Part Four deals with everything 'file system'; DNLC, pn lookups, mmap, direct io, aio, fs cache, vnodes, vfs, etc. It contains useful details of useful Solaris features, which are easy to overlook in system manual pages.
Finally, Solaris Internals contains many data structure diagrams, charts, and tables -- the diagrams alone are enough to make the book useful!
A well written and _useful_ book ;)
--joey



Product: Book - Paperback
Title: Beginning Active Server Pages 3.0 (Programmer to Programmer)
Publisher: Wrox
Authors: David Buser, John Kauffman, Juan T. Llibre, Brian Francis, Dave Sussman, Chris Ullman, Jon Duckett
Rating: 5/5
Customer opinion - 5 stars out of 5
this book is for the ambitious infoSys college major....


Hey... i got a new job and discovered that i have to know .asp to help me get along and be effecient. basically this is out of the classroom research on my own as I major in information systems. In about a week after i got this book I was already writing pages in asp and editing real online websites. In addition referencing the book is so easy and intresting. This book got me hooked on Wrox books. Matter of fact my online check tells me that the VB.NET book by Wrox i ordered just arrived at home. Cant wait to get home. If you want working knowlege of these languages the Wrox is the best. This book here is well paced to a new/semi experienced reader. It helps a lot when you are practicing either on your PWS or IIS. Without them it w'd all be theoretical. With the IIS/PWS installed on your computer, you will see results with the click of a mouse button. One advise is to actually type out the codes instead of downloading if you are not so experienced that is. Just writing the codes will give you confidence and help you rememnber neat tricks and shortcuts. SO FAR the short cut i am most thrilled about is the one for "Response.Write"THIS BOOK IS A GREAT DEAL.



Product: Book - Paperback
Title: When Things Start to Think
Publisher: Owl Books
Authors: Gershenfeld Neil
Rating: 4/5
Customer opinion - 4 stars out of 5
Readable view of the future - a true irony!


When things start to think is one of the better, if not best, future-of-the-industry books of the past 12 months. First, it lacks the ego-centric writing that is the commonplace of MIT texts, which is refreshing. All too often the books coming out of MIT seem to be a self proclamation of value - "Hey, I'm important and cool, and so is my work". Gersenfeld, on the other hand, let's his work do the talking. He openly questions the appropriateness of some of his projects, and shows a
real-world appreciation of what it means to bring product to market with his "1 dollar rule" for additive technology. With the exception of a few chapters at the end of the book, it is highly readable for all people of all professions, and is a refreshing new way of approaching old issues. It also reads at times like a collection of essays, so while you will want to read it in a linear fashion, it is easy to pick up, read, put down, and pick up again. You'll find yourself wanting to do that again and again, allowing your own ideas to digest and grow.



Product: Book - Paperback
Title: Tricks of the Windows Game Programming Gurus
Publisher: Sams
Authors: Andre Lamothe
Rating: 5/5
Customer opinion - 5 stars out of 5
The God of all Game Programming Books!


This book is by far, the very best game programming book I have ever read (and I have read a lot). Andre Lamothe covers every major topic a beginning game programmer could ever want (or need) to know. Please note the use of the word "beginner", however. This book is for the beginning game programmer. Your not going to learn to implement your own 3-D engine that has state-of-the-art particle effects, it's own depth buffer and z-buffer, and has support for volumetric fogging. Neither are you going to learn to implement the latest photon traces for lighting effects. Nope. Not in this book. If your looking for full-blown 3-D game programming, you should check out "The Zen of Direct3D Game Programming" by Peter Walsh, and "Special Effects Game Programming With DirectX" by Mason McCusky, both of which are excellent books on more advance, 3-D related programming techniques. This book focuses more on 2-D graphics, but for the beginner, it will be one heck of an experience. I can't tell you how well Andre LaMothe explains the topics covered in this book. He covers Window programming, teaching you so much that you might (keyword: might) be able to make a decent 2-D game using the Windows GDI. It would be extremely slow, because the Windows GDI is extremely slow, but that's life. After Windows programming, Andre LaMothe covers the basics of Microsoft DirectDraw. First, he teaches you the relationship between Microsoft DirectDraw and COM (component object model). Next, he actually covers the properties of Microsoft DirectDraw, and disects it piece by piece for you. After that, he covers advanced Microsoft DirectDraw usage and some bitmapped graphics in 8-, 16-, 24-, and 32- bit high color. Finally, he gets to advanced 2-D graphics programming, and even builds a complete 2-D graphics rendering engine just for you! You're still not even half-way through the book. He still completely covers Microsoft DirectInput, and Microsoft DirectSound/DirectMusic! But finally, the really really good stuff comes. He covers advance state-of-the-art artificial intelligence and real 2-D physics modeling. Andre LaMothe wraps this incredible book up with a final chapter covering the implementation of a complete 2-D Asteriods clone, but of course, Mr. LaMothe jazzed up the game therefore making it incredibly awsome. This book truly is a revolutionary work. If you're anxious to learn advanced 2-D game programming, then don't hesitate, get it NOW!!!