By W. Richard Stevens, Stephen A. Rago
PLEASE observe: in all probability a result of huge dimension or excessive pagecount e-ink readers seem to have hassle rendering the pages of this booklet. it is going to open effectively on computer-based readers or phones/tablets (Android, iPad, etc). this can be most likely only a reminiscence factor as a result of normally weaker on ereaders - the dossier supplied this is now not malformed or corrupt.
For greater than 20 years, severe C programmers have depended on one booklet for sensible, in-depth wisdom of the programming interfaces that force the UNIX and Linux kernels: W. Richard Stevens’ complex Programming within the UNIX® surroundings . Now, once more, Rich’s colleague Steve Rago has completely up-to-date this vintage paintings. the recent 3rd variation helps today’s prime structures, displays new technical advances and top practices, and aligns with model four of the one UNIX Specification.Steve rigorously keeps the spirit and strategy that experience made this publication so necessary. development on Rich’s pioneering paintings, he starts with documents, directories, and tactics, rigorously laying the basis for extra complex thoughts, reminiscent of sign dealing with and terminal I/O. He additionally completely covers threads and multithreaded programming, and socket-based IPC.
This variation covers greater than seventy new interfaces, together with POSIX asynchronous I/O, spin locks, limitations, and POSIX semaphores. such a lot out of date interfaces were got rid of, aside from a couple of which are ubiquitous. approximately all examples were demonstrated on 4 glossy systems: Solaris 10, Mac OS X model 10.6.8 (Darwin 10.8.0), FreeBSD 8.0, and Ubuntu model 12.04 (based on Linux 3.2).
As in earlier variations, you’ll examine via examples, together with greater than 10000 traces of downloadable, ISO C resource code. greater than 400 approach calls and services are established with concise, whole courses that in actual fact illustrate their utilization, arguments, and go back values. To tie jointly what you’ve discovered, the booklet offers a number of chapter-length case reports, every one reflecting modern environments.
Advanced Programming within the UNIX® setting has helped generations of programmers write code with remarkable energy, functionality, and reliability. Now up-to-date for today’s platforms, this 3rd version may be much more useful.
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Mark Collins, Linux online game Programming (Prima, 2001)
The major challenge with examining desktop books which are six years previous is that, good, they are six years previous. this isn't an immense challenge within the home windows global; as we've seen, occasionally the most up-tp-date home windows expertise will remain round much longer than the provider contracts mandate. That, despite the fact that, is sort of by no means the case with Linux, the place a big pool of builders pretty well guarantees that issues will develop and alter on a per 30 days, if no longer day-by-day, foundation. nonetheless, the fundamentals of the mandatory wisdom to get less than the hood and tinker with Linux will carry real, so it is not like there is completely not anything to realize from a booklet like this if you are a complete newb. (Sorry, I despise that spelling, but when i take advantage of the proper one, Amazon filters it for being one letter off from a definite slang time period they do not appear to like. )
I am, in truth, that newb. Having ultimately thrown Microsoft over for reliable in each element of my existence i will be able to (I nonetheless hold a home windows field round for video games, and i've to exploit it at work), all these database and video game tasks i used to be engaged on should be Linux initiatives now. So i began with what i may get on the library, Collins' six-year-old treatise on Linux online game programming. First, allow me say that in case you are trying to find hands-on educational stuff, this isn't the ebook for you. Collins is extra drawn to getting you to appreciate the concepts--why you must do anything, instead of what it truly is you need to do. whereas this is often evidently a superb factor and results in programmers who comprehend extra of what they are on approximately, it really is most likely worthy a caveat emptor for the folks who're simply trying to find shortcuts, or solutions to a particular challenge. the second one factor to be acknowledged, then, is that online game layout itself is the main transportable a part of any online game venture. whereas Collins does delve into a few issues which are extra appropriate to Linux improvement than the other kind (an whole bankruptcy, for instance, is dedicated to the OpenSource debate), a number of the particular instruments Collins talks approximately, and all the high-level recommendations, are acceptable to online game designers who software for any platform. therefore, i may cross methods the following; criticize the e-book for not likely being approximately Linux in particular, or compliment it for being universal?
The challenge is, i cannot do one or the opposite. How necessary you will find it is going to most probably rely on how a lot analyzing you could have already performed on designing video games and constructing video games with C++. If you will have performed lots, you'll get the main worthy out of the chapters on SDL and openGL/openAL; differently, learn the whole lot. ***
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Advanced Programming in the UNIX Environment (3rd Edition) by W. Richard Stevens, Stephen A. Rago