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『簡體書』代码大全(第2版)英文版

書城自編碼: 2782225
分類:簡體書→大陸圖書→計算機/網絡程序設計
作者: [美]Steve McConnell[史蒂夫·迈克康奈尔]
國際書號(ISBN): 9787121273155
出版社: 电子工业出版社
出版日期: 2016-04-01
版次: 1 印次: 1
頁數/字數: 952/
書度/開本: 16开 釘裝: 平塑勒单衬

售價:HK$ 222.0

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《编程珠玑(第2版·修订版)》
編輯推薦:
本书第1版是公认的关于编程的最佳实践指南之一,在过去的十多年间,该书一直在帮助开发人员编写更好的软件。现在,作者将这本经典著作全新演绎,融入了最前沿的实践技术,加入了上百个崭新的代码示例,充分展示了软件构建的艺术性和科学性。McConnell汇集了来自研究机构、学术界以及业界日常实践的主要知识,把最高效的技术和最重要的原理交织融会为这本既清晰又实用的指南。无论您的经验水平如何,也不管您在怎样的开发环境中工作,也无论项目是大是小,本书都将激发您的思维并帮助您构建高品质的代码。从本书可以了解到如下这些经久不衰的技术与策略:做出具有最小复杂度和最大创造性的设计从协作式的开发中获益应用防御式编程技术来减少并排查错误发掘重构或改善代码的机会,并安全可靠地进行代码重构和改善结合项目的规格合理选用恰当的构建技术快速而有效地排除问题尽早地正确解决关键构建问题分别在项目的早期、中期以及后期加强代码的质量
內容簡介:
本书是著名IT畅销书作者、IEEESoware杂志前主编、具有20年编程与项目管理经验的SteveMcConnell十余年前的经典著作的全新演绎。第2版做了全面的更新,增加了很多与时俱进的内容,包括对新语言、新的开发过程与方法论的讨论等。这是一本百科全书式的软件构建手册,涵盖了软件构建活动的方方面面,尤其强调提高软件质量的种种实践方法。作者特别注重源代码的可读性,详细讨论了类和函数命名、变量命名、数据类型和控制结构、代码布局等编程的最基本要素,也讨论了防御式编程、表驱动法、协同构建、开发者测试、性能优化等有效开发实践,这些都服务于软件的首要技术使命:管理复杂度。
为了培养程序员编写高质量代码的习惯,书中展示了大量高质量代码示例。此外,本书还归纳总结了来自专家的经验、业界研究及学术成果,列举了大量软件开发领域的真实案例与统计数据。书中所论述的技术不仅填补了初级与高级编程实践之间的空白,而且为程序员们提供了一个有关软件开发技术的信息来源。本书对经验丰富的程序员、技术带头人、自学的程序员及没有太多编程经验的学生都是大有裨益的。
關於作者:
无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无无。
目錄
目录
前言
致谢
核对清单
表目录
图目录
Part I Laying the Foundation
1 Welcome to Software Construction
1.1 What Is Software Construction?
1.2 Why Is Software Construction Important?
1.3 How to Read This Book
2 Metaphors for a Richer Understanding of Software Development
2.1 The Importance of Metaphors
2.2 How to Use Software Metaphors
2.3 Common Software Metaphors
3 Measure Twice, Cut Once: Upstream Prerequisites
3.1 Importance of Prerequisites
3.2 Determine the Kind of Software You’re Working On
3.3 Problem-Definition Prerequisite
3.4 Requirements Prerequisite
3.5 Architecture Prerequisite
3.6 Amount of Time to Spend on Upstream Prerequisites
4 Key Construction Decisions
4.1 Choice of Programming Language
4.2 Programming Conventions
4.3 Your Location on the Technology Wave
4.4 Selection of Major Construction Practices
Part II Creating High-Quality Code
5 Design in Construction
5.1 Design Challenges
5.2 Key Design Concepts
5.3 Design Building Blocks: Heuristics
5.4 Design Practices
5.5 Comments on Popular Methodologies
6 Working Classes
6.1 Class Foundations: Abstract Data Types ADTs
6.2 Good Class Interfaces
6.3 Design and Implementation Issues
6.4 Reasons to Create a Class
6.5 Language-Specific Issues
6.6 Beyond Classes: Packages
7 High-Quality Routines
7.1 Valid Reasons to Create a Routine
7.2 Design at the Routine Level
7.3 Good Routine Names
7.4 How Long Can a Routine Be?
7.5 How to Use Routine Parameters
7.6 Special Considerations in the Use of Functions
7.7 Macro Routines and Inline Routines
8 Defensive Programming
8.1 Protecting Your Program from Invalid Inputs
8.2 Assertions
8.3 Error-Handling Techniques
8.4 Exceptions
8.5 Barricade Your Program to Contain the Damage Caused by Errors
8.6 Debugging Aids
8.7 Determining How Much Defensive Programming to Leave in Production Code
8.8 Being Defensive About Defensive Programming
9 The Pseudocode Programming Process
9.1 Summary of Steps in Building Classes and Routines
9.2 Pseudocode for Pros
9.3 Constructing Routines by Using the PPP
9.4 Alternatives to the PPP
Part III Variables
10 General Issues in Using Variables
10.1 Data Literacy
10.2 Making Variable Declarations Easy
10.3 Guidelines for Initializing Variables
10.4 Scope
10.5 Persistence
10.6 Binding Time
10.7 Relationship Between Data Types and Control Structures
10.8 Using Each Variable for Exactly One Purpose
11 The Power of Variable Names
11.1 Considerations in Choosing Good Names
11.2 Naming Specific Types of Data
11.3 The Power of Naming Conventions
11.4 Informal Naming Conventions
11.5 Standardized Prefixes
11.6 Creating Short Names That Are Readable
11.7 Kinds of Names to Avoid
12 Fundamental Data Types
12.1 Numbers in General
12.2 Integers
12.3 Floating-Point Numbers
12.4 Characters and Strings
12.5 Boolean Variables
12.6 Enumerated Types
12.7 Named Constants
12.8 Arrays
12.9 Creating Your Own Types Type Aliasing
13 Unusual Data Types
13.1 Structures
13.2 Pointers
13.3 Global Data
Part IV Statements
14 Organizing Straight-Line Code
14.1 Statements That Must Be in a Specific Order
14.2 Statements Whose Order Doesn’t Matter
15 Using Conditionals
15.1 if Statements
15.2 case Statements
16 Controlling Loops
16.1 Selecting the Kind of Loop
16.2 Controlling the Loop
16.3 Creating Loops Easily—From the Inside Out
16.4 Correspondence Between Loops and Arrays
17 Unusual Control Structures
17.1 Multiple Returns from a Routine
17.2 Recursion
17.3 goto
17.4 Perspective on Unusual Control Structures
18 Table-Driven Methods
18.1 General Considerations in Using Table-Driven Methods
18.2 Direct Access Tables
18.3 Indexed Access Tables
18.4 Stair-Step Access Tables
18.5 Other Examples of Table Lookups
19 General Control Issues
19.1 Boolean Expressions
19.2 Compound Statements Blocks
19.3 Null Statements
19.4 Taming Dangerously Deep Nesting
19.5 A Programming Foundation: Structured Programming
19.6 Control Structures and Complexity
Part V Code Improvements
20 The Software-Quality Landscape
20.1 Characteristics of Software Quality
20.2 Techniques for Improving Software Quality
20.3 Relative Effectiveness of Quality Techniques
20.4 When to Do Quality Assurance
20.5 The General Principle of Software Quality
21 Collaborative Construction
21.1 Overview of Collaborative Development Practices
21.2 Pair Programming
21.3 Formal Inspections
21.4 Other Kinds of Collaborative Development Practices
22 Developer Testing
22.1 Role of Developer Testing in Software Quality
22.2 Recommended Approach to Developer Testing
22.3 Bag of Testing Tricks
22.4 Typical Errors
22.5 Test-Support Tools
22.6 Improving Your Testing
22.7 Keeping Test Records
23 Debugging
23.1 Overview of Debugging Issues
23.2 Finding a Defect
23.3 Fixing a Defect
23.4 Psychological Considerations in Debugging
23.5 Debugging Tools—Obvious and Not-So-Obvious
24 Refactoring
24.1 Kinds of Software Evolution
24.2 Introduction to Refactoring
24.3 Specific Refactorings
24.4 Refactoring Safely
24.5 Refactoring Strategies
25 Code-Tuning Strategies
25.1 Performance Overview
25.2 Introduction to Code Tuning
25.3 Kinds of Fat and Molasses
25.4 Measurement
25.5 Iteration
25.6 Summary of the Approach to Code Tuning
26 Code-Tuning Techniques
26.1 Logic
26.2 Loops
26.3 Data Transformations
26.4 Expressions
26.5 Routines
26.6 Recoding in a Low-Level Language
26.7 The More Things Change, the More They Stay the Same
Part VI System Considerations
27 How Program Size Affects Construction
27.1 Communication and Size
27.2 Range of Project Sizes
27.3 Effect of Project Size on Errors
27.4 Effect of Project Size on Productivity
27.5 Effect of Project Size on Development Activities
28 Managing Construction
28.1 Encouraging Good Coding
28.2 Configuration Management
28.3 Estimating a Construction Schedule
28.4 Measurement
28.5 Treating Programmers as People
28.6 Managing Your Manager
29 Integration
29.1 Importance of the Integration Approach
29.2 Integration Frequency—Phased or Incremental?
29.3 Incremental Integration Strategies
29.4 Daily Build and Smoke Test
30 Programming Tools
30.1 Design Tools
30.2 Source-Code Tools
30.3 Executable-Code Tools
30.4 Tool-Oriented Environments
30.5 Building Your Own Programming Tools
30.6 Tool Fantasyland
Part VII Software Craftsmanship
31 Layout and Style
31.1 Layout Fundamentals
31.2 Layout Techniques
31.3 Layout Styles
31.4 Laying Out Control Structures
31.5 Laying Out Individual Statements
31.6 Laying Out Comments
31.7 Laying Out Routines
31.8 Laying Out Classes
32 Self-Documenting Code
32.1 External Documentation
32.2 Programming Style as Documentation
32.3 To Comment or Not to Comment
32.4 Keys to Effective Comments
32.5 Commenting Techniques
32.6 IEEE Standards
33 Personal Character
33.1 Isn’t Personal Character Off the Topic?
33.2 Intelligence and Humility
33.3 Curiosity
33.4 Intellectual Honesty
33.5 Communication and Cooperation
33.6 Creativity and Discipline
33.7 Laziness
33.8 Characteristics That Don’t Matter As Much As You Might Think
33.9 Habits
34 Themes in Software Craftsmanship
34.1 Conquer Complexity
34.2 Pick Your Process
34.3 Write Programs for People First, Computers Second
34.4 Program into Your Language, Not in It

 

 

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