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Patterns of Enterprise Application Architecture
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. These new tools and technologies are capable of building powerful applications, but they are not easily implemented. Common failures in enterprise applications often occur because their developers do not understand the architectural lessons that experienced object developers have learned. Patterns of Enterprise Application Architecture is written in direct response to the stiff challenges that face enterprise application developers. The author, noted object-oriented designer Martin Fowler, noticed that despite changes in technology--from Smalltalk to CORBA to Java to .NET--the same basic design ideas can be adapted and applied to solve common problems. With the help of an expert group of contributors, Martin distills over forty recurring solutions into patterns. The result is an indispensable handbook of solutions that are applicable to any enterprise application platform. This book is actually two books in one. The first section is a short tutorial on developing enterprise applications, which you can read from start to finish to understand the scope of the book's lessons. The next section, the bulk of the book, is a detailed reference to the patterns themselves. Each pattern provides usage and implementation information, as well as detailed code examples in Java or C#. The entire book is also richly illustrated with UML diagrams to further explain the concepts. Armed with this book, you will have the knowledge necessary to make important architectural decisions about building an enterprise application and the proven patterns for use when building them. The topics covered include * Dividing an enterprise application into layers * The major approaches to organizing business logic * An in-depth treatment of mapping between objects and relational databases * Using Model-View-Controller to organize a Web presentation * Handling concurrency for data that spans multiple transactions * Designing distributed object interfaces -
哈佛大学建筑系的八堂课
哈佛大学建筑系的八堂课 Theoretical Anxiety and Design Strategies In The Work of Eight Contemporary Architects 八位当代建筑师作品的理论焦虑及设计策略 洛菲尔.莫内欧(Rafael Moneo)是一位知名勇敢的建筑师。他主要的作品包括在马德里的Bankinter银行总部、西班牙梅里达国立罗马博物馆(National Museum of Roman Art in Mérida)、米罗基金会美术馆改建(Pilar and Joan MiróFoundation in Majorca)马德里‧阿托查火车站扩建(the extension of the Atocha railway station in Madrid)、麻省卫斯理学院大卫斯博物馆(Davis Art Museum at ellesley College)、斯德哥尔摩现代艺术与建筑博物馆(Museum of Modern Art and rchitecture in Stockholm)、休士顿艺术博物馆(Museum of Fine Arts in Houston)以及2002年建成的新世纪教堂建筑的典范之作:洛杉矶圣母教堂(Cathedral of Our Lady of the Angels)等。 现在他也将以大胆的评论家之身分闻名。在本书中,他检视与他同期且全部都具有国际知名度的八位建筑大师--詹姆斯.史德林(James Stirling)、罗伯.范裘利与史考特.布朗(Robert Venturi & Denise Scott Brown) 、奥多.罗西(Aldo Rossi) 、彼得.艾森曼(Peter Eisenman)、奥瓦罗.西萨(Alvaro Siza)、法兰克.盖瑞(Frank O. Gehry)、瑞姆.库哈斯(Rem Koolhaas) 、赫尔佐格与德穆隆(Herzog & de Meuron),讨论他们的理论态度、技术创新以及设计贡献。莫内欧对八位建筑师的探讨,是以既口语又深入的一系列当代建筑大师建筑讲座的方式展开。读者读到的不是冰冷、毫无感情的学术理论,而是莫内欧看待当代建筑时其独到深刻的信念与说服力。内文还辅以超过600张的图例作为解释说明。 轮番讨论每一位建筑师,莫内欧先是给予一个扼要的简介,强调他们的意图、理论关注范畴、施工程序;再转到作品方面,对他认为若要充分理解每一位建筑师必须要知道的决定性案子,提供细节的评论分析。 文章中用以描绘他的观点所加入的很多影像就如同他上课时快速播放的投影片般,当然,莫内欧的洞察力是如此的独一无二。这些介绍文并非我们可以在大学图书馆书架上轻易找到的那种莫内欧称之为「缄默论文(tacit treatises) 」的无表情介绍文字,而像是真正生灵活现地碰上当中的建筑大师、甚至可以借着莫内欧的解说和八位建筑大师棋逢对手般应对着。 莫内欧是世界知名的建筑师。 1937年生于西班牙,1965年起执业至今。 1985年-1990年成为美国哈佛设计学院建筑系主任,1996年获得国际建筑师协会(UIA)金奖、法国建筑协会建筑金制奖章以及普立兹克建筑奖,2001年获得欧洲密斯.凡.德.罗奖;2003年获 得英国皇家建筑学会(RIBA)皇家金制奖章。 本书目录Preface James Stirling詹姆斯.史德林 Robert Venturi & Denise Scott Brown罗伯.范裘利与史考特.布朗 Aldo Rossi奥多.罗西 Peter Eisenman彼得.艾森曼 Alvaro Siza奥瓦罗.西萨 Frank O. Gehry法兰克.盖瑞 Rem Koolhaas瑞姆.库哈斯 Herzog & de Meuron赫尔佐格与德穆隆 -------------------------------------------------------------------------------- 本书试阅读: 译者序/林芳慧1996年春季在哈佛大学念硕士第三年时,有幸地选上Moneo老师带的设计课。同时,也选修了这门讲当代建筑师的设计理论课。那一年,Moneo又获得普立兹克建筑奖(Pritzker Award),有一学期可以和Moneo老师相处,学习设计、理论外,私下也听到很多他对建筑教育与建筑专业的看法。 这门课是设计学院的课程中,大家公认最营养的课程之一。课程没有太多要求,只要缴交一篇报告就可以pass。 Moneo老师告诉我们,他要求交报告只是符合学校要给成绩的一种机制。除非写出杰作,他才会给不一样的成绩,否则大家都也只会pass。成绩对他来说没有太大的意义。他告诉我们他不点名。若我们选择不来上课、不认真听、不读他建议我们阅读的文章,那是我们自己的损失,对他而言无所谓。这堂课的内容是他整合多年对一些影响建筑界的重要当代建筑师的解读,愿意在学校与我们分享。 虽然这门课已经开了好几年,但Moneo老师每年都会修改课程内容,针对当时的变化做更新与延伸。这门课的学生有接近一百人,应该可以在系上最大的阶梯教室上课(阶梯教室可容纳五百人)。但是,Moneo坚持不要在那种正式场所授课。他选择要与学生的距离近一些,所以我们上课都在一间平时容纳七、八十人的教室。然而,上这门课一定要提早到,不然只能挤在地上听。每次都有很多人,甚至会有别系所、别校的人慕名而来,瓜分我们的权益。 念M.Arch.I (Master of Architecture, First Professional Degree;就是所谓的学士后建筑)的我需要选的课程非常重,尤其在这个学期还有跟Rem Koolhaas老师的上的Thesis Prep. (硕士论文预备课程),根本没有任何时间可以做课程的预习。然而,因为这堂课有很多参照与参考资料,在Moneo老师的想法中,那些是必备的建筑知识。 因此,在上课时他常常带过的建筑师、学派、历史学者、重要的建筑案例等,他都不会花时间解释,那些都叫做基本。为了可以吸收他对建筑史、建筑师、以及建筑理论的批判,以及要听得懂“最基本的”,不论有没有睡觉,我都尽可能预习,事前念一些他建议的文章。在本书中我加入了一些译注,企图帮助读者理解一些相观的参考。 Moneo老师是我建筑学习生涯中,影响我最深刻的老师之一。因此,我一看见这本英文书出版,就主动告诉田园城市这是一本一定要翻译的书,这样才能让更多的人像我一样幸运,可以吸收到精华、受到启发。因为对我意义深远,我向田园毛遂自荐,希望可以将Moneo老师的书译成中文版。 但是没有经验的我以为只需要几个月即可完成一本大概十万字的书,完全没有意识到它是一本将近二十万字,耗时我将近两年才完成的使命。虽然编辑知道我无法专职做这本书的翻译,但是亦没想到会延迟这么久。 Moneo老师希望保持的说话方式、书中很多的专业叙述、建筑批判和困难的论述,在中文的文法中很难表达。因此,从翻译到校稿花了很长的时间,请大家包容。 本书中很多人名、书名、地名、其他杂志或书的摘录,原文并非英文,多是来自西班牙文、义大利文、葡萄牙文以及法文。请对照原文以便了解其中意义。 虽然拖了这么久,可以将这本书的智慧以中文呈现给大家是我的荣幸。希望它可以帮助某些读者开启建筑学习中尚未被开启的一扇门。 -
静谧与光明
路易•康是现代建筑大师,本书以精致的散文阐述了他的建筑精神。第一章“静谧与光明”从各个角度整理了康的演讲词,文字优美,充满诗意;第二章“建筑即精神”是作者对康建筑精神的领悟,从建筑内部一一讲述;第三章“路易•康的建筑”是康的八个代表作品,作为康建筑思想的例证,简洁直观,大气磅礴,充满力量。 -
思考建筑
“这本书远离现代设计前卫。前卫先锋建筑似乎为了建筑师的利己主义欲望而存在,或者出于对技术的兴趣,只是为了对角度和曲线的着迷而存在,并非为人提供一个舒适的空间为目的”http://cfdong.wordpress.com/2008/05/25/%E6%80%9D%E8%80%83%E5%BB%BA%E7%AD%91/ -
Game Engine Architecture
This book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages. -
Computer Architecture, Fifth Edition
The computing world today is in the middle of a revolution: mobile clients and cloud computing have emerged as the dominant paradigms driving programming and hardware innovation today. The Fifth Edition of Computer Architecture focuses on this dramatic shift, exploring the ways in which software and technology in the cloud are accessed by cell phones, tablets, laptops, and other mobile computing devices. Each chapter includes two real-world examples, one mobile and one datacenter, to illustrate this revolutionary change. Updated to cover the mobile computing revolution Emphasizes the two most important topics in architecture today: memory hierarchy and parallelism in all its forms. Develops common themes throughout each chapter: power, performance, cost, dependability, protection, programming models, and emerging trends ("What's Next") Includes three review appendices in the printed text. Additional reference appendices are available online. Includes updated Case Studies and completely new exercises.