Please use this identifier to cite or link to this item: 192.168.6.56/handle/123456789/31118
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dc.contributor.authorP. Flynt, John-
dc.date.accessioned2018-12-18T06:41:54Z-
dc.date.available2018-12-18T06:41:54Z-
dc.date.issued2005-
dc.identifier.isbn1-59200-155-6-
dc.identifier.urihttp://10.6.20.12:80/handle/123456789/31118-
dc.descriptionThis 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.isoenen_US
dc.publisherPrinted in the United States of Americaen_US
dc.subjectCOU for Game Developersen_US
dc.titleSoftware Engineering for Game Developers Ntdownen_US
dc.typeBooken_US
Appears in Collections:Building Construction

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