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翻译 写单元测试需要注意的(JavaScript)

紧耦合的成员 成员间有直接的相互引用 使这些成员难以得到独立的测试 修改某些成员很容易影响到其他成员 私有成员 封装和隐藏是有用的 但这同时也会影响到你要测的点 这也并非不可接受,主要取决于你的需要 单例 只允许存在一个实例 这会使在单元测试需要多个用例的时候遇到麻烦 遇到这种情况你需要在每个单元测试前重置单例的状态 匿名函数 匿名函数很方便和常见 可是因为没有任何引用指向它,这会给单元测试带来不便

2015-04-15 16:10:30 542

翻译 欢迎使用CSDN-markdown编辑器

The Module PatternModules The Module pattern Object literal notation AMD modules CommonJS modules ECMAScript Harmony modules

2015-04-15 14:31:21 258

转载 The Function Invocation Pattern

var o={}; o.aa = function (){ var that = this; console.log(this); function help(){ console.log(that); } help(); } o.aa(); var o={}; o.aa = function (){ var that = this

2012-11-26 17:05:23 205

Sammie Bae - JavaScript Data Structures and Algorithms - 2019.pdf

© Sammie Bae 2019 An Introduction to Understanding and Implementing Core Data Structure and Algorithm Fundamentals Introduction The motivation for writing this book was the lack of resources available about data structures and algorithms written in JavaScript. This was strange to me because today many of the job opportunities for software development require knowledge of JavaScript; it is the only language that can be used to write the entire stack, including the front-end, mobile (native and hybrid) platforms, and back-end. It is crucial for JavaScript developers to understand how data structures work and how to design algorithms to build applications. Therefore, this book aims to teach data structure and algorithm concepts from computer science for JavaScript rather than for the more typical Java or C++. Because JavaScript follows the prototypal inheritance pattern, unlike Java and C++ (which follow the inheritance pattern), there are some changes in writing data structures in JavaScript. The classical inheritance pattern allows inheritance by creating a blueprintlike form that objects follow during inheritance. However, the prototypal inheritance pattern means copying the objects and changing their properties. This book first covers fundamental mathematics for Big-O analysis and then lays out the basic JavaScript foundations, such as primitive objects and types. Then, this book covers implementations and algorithms for fundamental data structures such as linked lists, stacks, trees, heaps, and graphs. Finally, more advanced topics such as efficient string search algorithms, caching algorithms, and dynamic programming problems are explored in great detail. 1. Big-O Notation 2. [removed] Unique Parts 3. JavaScript Num 4. JavaScript Strings 5. JavaScript Arrays 6. JavaScript Objects 7. JavaScript Memory Management 8. Recursion 9. Sets 10. Searching and Sorting 11. Hash Tables 12. Stacks and Queues 13. Linked Lists 14. Caching 15. Trees 16. Heaps 17. Graphs 18. Advanced Strings 19. Dynamic Programming 20. Bit Manipulation

2019-10-25

Advanced Flex 3 2008

Who this book is for Every web developer interested in building rich interactive applications should be able to leverage and use this book. This includes developers who are familiar with the Flash platform and those who are completely new to it. However, those with some existing knowledge of Flex may be able to traverse the book nonlinearly. For example, they could pick up the portions on integration, advanced visualization, media streaming, application architecture, or performance tuning, as many of these could be approached independent of the rest of the content in this book. Bare essential knowledge of Flex is assumed of the readers. How this book is structured Advanced Flex 3 is divided into 3 parts that include 15 chapters in all. Part One: Harnessing the Power of Flex 3 Part 1 explains how to extend Flex to achieve more than what is offered off the shelf to create superior applications. Chapter 1: Leveraging Architectural and Design Patterns This chapter is the 101 of how to design and architect a robust enterprise-grade Flex application. A few advanced frameworks, design patterns, and architectural principles are discussed as illustrations and prescriptions. Chapter 2: Constructing Advanced Components This chapter starts with lessons on extending the existing components and progresses on to explain the essentials of creating custom advanced components. A few custom advanced components are discussed in detail to explain the primary ways of creating components that have the appeal of high-definition desktop applications. Chapter 3: Turbo-Charging Data Binding Flex provides numerous standards-based options to bind with external data. It lets the application integrate via RESTful services, web services, or remoting, and it provides a binary protocol for faster data transmission. This chapter explains how some of these can be combined and enhanced with concepts like streaming, buffering, compressing, and multicasting to create highperformance applications that can manage high-frequency data updates. Data-aware controls, data access templates, and implicit data binding (to achieve CRUD application generation–like effectiveness) are also discussed. Chapter 4: Tuning Applications for Superior Performance In software development, despite all efforts, there is always room for some performance tuning. However, a fine balance has to be maintained between getting efficiency out of tuning and adding overhead due to tuning. Techniques for performance evaluation and subsequent tuning are detailed here. Also, no tuning makes sense without measuring the application performance metrics, so this topic is blended in with the topic of tuning. Chapter 5: Flex and AIR: Taking Applications to the Desktop AIR now makes it possible to take the interactive RIA to the desktop and have it interact with the file system and the document management technologies. It also makes it possible to include HTML technologies and Flash platform technologies under one umbrella. In this chapter, you learn all about AIR. Part Two: Integrating with Client- and Server-Side Technologies Part 2 focuses on how to integrate Flex with other technologies, both on the client and the server side. Chapter 6: Integrating with Java Using Services This chapter is about loosely coupled integration with Java back ends using a service-oriented approach. RESTful patterns, JSON transmission, and web services are explored. Chapter 7: Integrating via Data and Media Services In this chapter, integration between Flex and Java is explored using remoting and messagingbased infrastructure. Most of the discussion hovers around BlazeDS, its alternatives and its possible extensions. Streaming is also touched upon. Chapter 8: PHP and Flex PHP is the most popular open source language for building web applications. AMFPHP is an open source remoting library that connects to PHP from Flex. In this chapter, you get a chance to see Flex working with a few popular PHP tools, frameworks, and libraries. Chapter 9: Talking with JavaScript and HTML: Web Page Integration Flex can also integrate well with client-side technologies and help users retain browsers with their typical behavior intact while they experience rich interfaces. This chapter explains the available options, which span from parameter passing to comprehensive bridging. It also includes a discussion on widgets. Part Three: Gaining Real Advantage in the New Web Part 3 explains how Flex could be leveraged to implement Web 2.0 ideas in practice. Chapter 10: Flex Mashups Mashups are the new-generation style of dynamically creating composite applications. Mashups are popular in the browser-based Ajax world, but they can also be as pertinent in the world of Flex. This chapter explains ways to create mashups with Flex and analyzes the advantages and pitfalls in creating mashups using this technology. Chapter 11: Migrating Web 1.0 Interfaces to RIA Enterprises have a lot invested in current-generation web applications and so reinventing the wheel is not an option for many of them. This chapter provides guidelines for migration with the help of two fully functional case studies that include Apache Struts and Ruby on Rails applications, respectively. Chapter 12: Sculpting Interactive Business Intelligence Interfaces Business intelligence and advanced analytics need advanced and configurable visual representation of manipulated data. Flex is a good choice to create rich interfaces for these. The involved concepts are explained with the help of detailed use cases in this chapter. Chapter 13: Working with Web 2.0 APIs Social and professional networking is a major force in the Web 2.0 evolution. This chapter will show how to create Twitter applications, integrate with Salesforce, and more. It will also discuss the challenges related to managing large volumes of networked data or lazy loading that becomes important in these scenarios. Chapter 14: Facilitating Audio and Video Streaming Rich Web 2.0 applications involve as much audio and video as text. Here you see how to create your own video player, jukebox, and online TV program using Flex. Chapter 15: Using 3D in Flex Users desire more than the regular applications when it comes to gaming. They need 3D applications. I believe that 3D will become popular with regular application development once it gets easier to build such applications. In this chapter, you get the initial lessons on how to build a 3D UI.

2009-12-09

Learning Flash Media Server 3

Overview If you're interested in recording and streaming media using Flash Media Server 3 (FMS3) and Adobe's Real-Time Messaging Protocol, this unique 267-page PDF-only book is the perfect primer. It is not a reference, but a systematic guide to developing FMS3 applications using ActionScript 3.0, with chapters that focus on specific aspects of the server and how they work. FMS3 is very different from regular web servers. Because its open-socket server technology stays connected until users quit the application, you can stream audio, video, text, and other media in real time. FMS3 is also quite different from previous versions, a fact that web developers familiar with Flash Media Server 2 or Flash Communication Server 1.5 will quickly discover. Don't worry. With Learning Flash Media Server 3 and a little experience with Flash CS3 and ActionScript 3.0, anyone can get up to speed in no time. You'll learn how to install FMS3, organize your development environment with Apache web server, and use the management console before diving into the whys and hows of: Recording and playing back streaming audio and video in VP6 and H.264 formats Using the new Flash Media Encoder to stream and record video Camera and microphone settings Non-persistent client-side remote shared objects Two-way audio-video communications Broadcasting and server-side bandwidth control Working with server-side files: the file class Server-side shared objects Server-side streams Setting up a software load handler using FMS3's new server-side NetStream Bringing in data and working with configuration files At the heart of every chapter is a core set of code that shows the minimum requirements needed for different procedures. Beyond that, Learning Flash Media Server 3 provides you with plenty of options for using FMS3's different versions -- the full-feature server, the streaming-only server, and the limited-user development server. It's a whole new world of media, and this book puts you right at the doorstep. Ready to enter?

2009-05-30

PROGRAMMING ACTIONSCRIPT 3.0

About this manual 13 Using this manual..14 Accessing ActionScript documentation15 ActionScript learning resources.. 17 Chapter 1: Introduction to ActionScript 3.0.. 19 About ActionScript..19 Advantages of ActionScript 3.0.20 What’s new in ActionScript 3.0.. 21 Core language features...21 Flash Player API features...23 Compatibility with previous versions24 Chapter 2: Getting started with ActionScript..27 Programming fundamentals27 What computer programs do..27 Variables and constants...28 Data types...29 Working with objects.. 31 Properties...31 Methods32 Events33 Basic event handling...34 Examining the event-handling process... 35 Event-handling examples.. 39 Creating object instances...40 Common program elements..42 Example: Animation portfolio piece44 Building applications with ActionScript.47 Options for organizing your code48 Choosing the right tool...50 The ActionScript development process 51 Creating your own classes...53 Strategies for designing a class. 53 Writing the code for a class..54 4 Suggestions for organizing your classes...56 Example: Creating a basic application 56 Running subsequent examples.. 63 Chapter 3: ActionScript language and syntax.67 Language overview..68 Objects and classes.69 Packages and namespaces... 70 Packages...70 Namespaces..75 Variables83 Data types87 Type checking..88 Dynamic classes..93 Data type descriptions94 Type conversions.97 Syntax 103 Operators 109 Conditionals...117 Looping119 Functions 122 Basic function concepts... 122 Function parameters 128 Functions as objects 134 Function scope.135 Chapter 4: Object-oriented programming in ActionScript.137 Basics of object-oriented programming 138 Classes140 Class definitions..141 Class property attributes... 144 Variables...147 Methods...148 Enumerations with classes..156 Embedded asset classes...158 Interfaces 158 Inheritance162 Advanced topics..171 Example: GeometricShapes..180 5 Chapter 5: Working with dates and times... 191 Basics of dates and times191 Managing calendar dates and times193 Controlling time intervals196 Example: Simple analog clock...199 Chapter 6: Working with strings203 Basics of strings.. 204 Creating strings... 205 The length property. 207 Working with characters in strings208 Comparing strings.208 Obtaining string representations of other objects.209 Concatenating strings209 Finding substrings and patterns in strings210 Converting strings between uppercase and lowercase215 Example: ASCII art..216 Chapter 7: Working with arrays223 Basics of arrays... 223 Indexed arrays...225 Associative arrays.234 Multidimensional arrays...239 Cloning arrays...241 Advanced topics..241 Example: PlayList..247 Chapter 8: Handling errors. 253 Basics of error handling...254 Types of errors..257 Error handling in ActionScript 3.0259 ActionScript 3.0 error-handling elements..260 Error-handling strategies...261 Working with the debugger version of Flash Player.261 Handling synchronous errors in an application.. 262 Creating custom error classes.. 267 Responding to error events and status268 6 Comparing the Error classes...272 ECMAScript core Error classes..272 ActionScript core Error classes.275 flash.error package Error classes276 Example: CustomErrors application278 Chapter 9: Using regular expressions...285 Basics of regular expressions..286 Regular expression syntax288 Creating an instance of a regular expression..289 Characters, metacharacters, and metasequences 290 Character classes.293 Quantifiers..295 Alternation...297 Groups297 Flags and properties. 301 Methods for using regular expressions with strings.305 Example: A Wiki parser...306 Chapter 10: Handling events313 Basics of handling events...314 How ActionScript 3.0 event handling differs from earlier versions317 The event flow..320 Event objects...322 Event listeners...327 Example: Alarm Clock335 Chapter 11: Working with XML343 Basics of XML..344 The E4X approach to XML processing348 XML objects... 350 XMLList objects...353 Initializing XML variables354 Assembling and transforming XML objects356 Traversing XML structures...358 Using XML namespaces363 XML type conversion.364 Reading external XML documents.366 Example: Loading RSS data from the Internet..367 7 Chapter 12: Display programming371 Basics of display programming.372 Core display classes377 Advantages of the display list approach 379 Working with display objects..382 Properties and methods of the DisplayObject class...382 Adding display objects to the display list... 383 Working with display object containers...383 Traversing the display list..387 Setting Stage properties..389 Handling events for display objects392 Choosing a DisplayObject subclass393 Manipulating display objects..395 Changing position395 Panning and scrolling display objects 400 Manipulating size and scaling objects402 Controlling distortion when scaling 403 Caching display objects... 405 When to enable caching.. 406 Enabling bitmap caching.. 408 Setting an opaque background color...409 Applying blending modes...409 Adjusting DisplayObject colors..410 Setting color values with code411 Altering color and brightness effects with code.412 Rotating objects..413 Fading objects..413 Masking display objects...414 Animating objects...416 Loading display content dynamically418 Loading display objects...419 Monitoring loading progress.420 Specifying loading context..421 Example: SpriteArranger...423 Chapter 13: Working with geometry431 Basics of geometry.431 Using Point objects. 434 Using Rectangle objects436 Using Matrix objects440 Example: Applying a matrix transformation to a display object.442 8 Chapter 14: Using the drawing API...447 Basics of using the drawing API..448 Understanding the Graphics class450 Drawing lines and curves...450 Drawing shapes using built-in methods453 Creating gradient lines and fills..454 Using the Math class with drawing methods..460 Animating with the drawing API.461 Example: Algorithmic Visual Generator462 Chapter 15: Filtering display objects...465 Basics of filtering display objects..465 Creating and applying filters...467 Creating a new filter467 Applying a filter..467 How filters work..470 Potential issues for working with filters470 Available display filters472 Bevel filter473 Blur filter474 Drop shadow filter..474 Glow filter...475 Gradient bevel filter.476 Gradient glow filter477 Example: Combining basic filters478 Color matrix filter. 480 Convolution filter.481 Displacement map filter484 Example: Filter Workbench...490 Chapter 16: Working with movie clips 491 Basics of movie clips491 Working with MovieClip objects.. 494 Controlling movie clip playback.494 Working with scenes497 Creating MovieClip objects with ActionScript.. 498 Exporting library symbols for ActionScript..498 Loading an external SWF file..501 Example: RuntimeAssetsExplorer503 9 Chapter 17: Working with text 509 Basics of working with text510 Displaying text513 Types of text...513 Modifying the text field contents.514 Displaying HTML text514 Using images in text fields...515 Scrolling text in a text field...516 Selecting and manipulating text..517 Capturing text input.518 Restricting text input520 Formatting text..520 Assigning text formats521 Applying cascading style sheets..521 Loading an external CSS file..523 Formatting ranges of text within a text field... 524 Advanced text rendering525 Working with static text528 Example: Newspaper-style text formatting... 529 Reading the external CSS file.530 Arranging story elements on the page...532 Altering font size to fit the field size533 Splitting text across multiple columns535 Chapter 18: Working with bitmaps539 Basics of working with bitmaps..540 The Bitmap and BitmapData classes543 Manipulating pixels.. 545 Manipulating individual pixels.545 Pixel-level collision detection.547 Copying bitmap data549 Making textures with noise functions550 Scrolling bitmaps.552 Example: Animating sprites using an offscreen bitmap...553 Chapter 19: Working with video555 Basics of video..556 Understanding the Flash Video (FLV) format..559 Understanding the Video class.560 Loading video files..561 Controlling video playback... 562 Detecting the end of a video stream563 10 Streaming video files.564 Understanding cue points...565 Writing callback methods for onCuePoint and onMetaData..566 Set the NetStream object’s client property to an Object...567 Create a custom class and define methods to handle the callback methods.568 Extend the NetStream class and add methods to handle the callback methods569 Extend the NetStream class and make it dynamic570 Set the NetStream object’s client property to this.572 Using cue points..572 Using video metadata.573 Capturing camera input 577 Understanding the Camera class577 Displaying camera content on-screen578 Designing your camera application.578 Connecting to a user’s camera..578 Verifying that cameras are installed.579 Detecting permissions for camera access..580 Maximizing video quality...582 Monitoring playback conditions..583 Sending video to a server...584 Advanced topics..585 Flash Player compatibility with encoded FLV files585 About configuring FLV files for hosting on a server585 About targeting local FLV files on the Macintosh.586 Example: Video Jukebox587 Chapter 20: Working with sound 595 Basics of working with sound.. 596 Understanding the sound architecture599 Loading external sound files..600 Working with embedded sounds. 603 Working with streaming sound files 604 Playing sounds..605 Pausing and resuming a sound606 Monitoring playback.607 Stopping streaming sounds.609 Security considerations when loading and playing sounds..609 Controlling sound volume and panning.611 Working with sound metadata.. 613 Accessing raw sound data 614 Capturing sound input617 11 Accessing a microphone... 617 Routing microphone audio to local speakers...619 Altering microphone audio...619 Detecting microphone activity. 620 Sending audio to and from a media server621 Example: Podcast Player...622 Reading RSS data for a podcast channel..623 Simplifying sound loading and playback using the SoundFacade class.623 Displaying playback progress.627 Pausing and resuming playback.628 Extending the Podcast Player example...629 Chapter 21: Capturing user input.631 Basics of user input.631 Capturing keyboard input...633 Capturing mouse input 636 Example: WordSearch641 Chapter 22: Networking and communication645 Basics of networking and communication...646 Working with external data...649 Connecting to other Flash Player instances...656 Socket connections. 662 Storing local data.668 Working with file upload and download671 Example: Building a Telnet client. 682 Example: Uploading and downloading files... 685 Chapter 23: Client system environment..695 Basics of the client system environment695 Using the System class 698 Using the Capabilities class..699 Using the ApplicationDomain class700 Using the IME class. 704 Example: Detecting system capabilities 709 12 Chapter 24: Printing... 715 Basics of printing..716 Printing a page..718 Flash Player tasks and system printing719 Setting size, scale, and orientation.722 Example: Multiple-page printing.725 Example: Scaling, cropping, and responding..727 Chapter 25: Using the external API...731 Basics of using the external API..732 External API requirements and advantages...735 Using the ExternalInterface class..736 Getting information about the external container737 Calling external code from ActionScript...737 Calling ActionScript code from the container...739 The external API’s XML format.740 Example: Using the external API with a web page container..742 Example: Using the external API with an ActiveX container..749 Chapter 26: Flash Player security757 Flash Player security overview..758 Overview of permission controls.760 Security sandboxes.. 770 Restricting networking APIs..773 Full-screen mode security...775 Loading content... 776 Cross-scripting...779 Accessing loaded media as data.783 Loading data786 Loading embedded content from SWF files imported into a security domain..788 Working with legacy content..789 Setting LocalConnection permissions.790 Controlling access to scripts in a host web page..790 Shared objects...792 Camera, microphone, clipboard, mouse, and keyboard access.794

2009-05-30

File Splitter and Jointer

可以到这里直接下,用来连接 rar.001 rar.002 ... 这种被拆分的rar文件,对如winrar不能对其正常解压的情况 http://www.filecluster.com/downloads/File-Splitter-and-Joiner.html This application will prove to bethe fastest FILE Splitter and Joiner File-SJ consists of two programs: File Splitter and File Joiner. File Splitter is a useful and free program that enables you to split a large file into small chunks which are easy to be sent and stored, while File Joiner allows you to join these split parts together so that the original file is restored.

2009-04-16

2009导航领航最后三套题 考点预测.pdf

2009 导航 领航 最后三套题 考点预测 清晰版

2008-12-26

2009肖秀荣终极预测4套卷四.pdf

免积分 2009 肖秀荣 终极预测 卷一 清晰版 四套全 在我的资源里

2008-12-25

2009肖秀荣终极预测4套卷三.pdf

免积分 2009 肖秀荣 终极预测 4套 卷三 清晰版 全四套 在我的资源里

2008-12-25

2009任汝芬序列四之2.pdf

免积分,2009任汝芬序列四之4,清晰版 四套全 在我的资源里

2008-12-25

2009任汝芬序列四之1.pdf

免积分,2009任汝芬序列四之1,清晰版 四套全 在我的资源里

2008-12-25

2009任汝芬序列四之3.pdf

免积分,2009任汝芬序列四之3.pdf,清晰版 四套全 在我的资源里

2008-12-25

2009任汝芬序列四之4.pdf

免要积分,2009任汝芬序列四之4,清晰版 全四套 在我的资源里

2008-12-25

Introduction to Computational molecular biology - Carlos Setubal, Joao Meidanis

Chapter 1 presents fundamental concepts from molecular biology. We describe the basicstructure and function of proteins and nucleic acids, the mechanisms of molecular genetics,the most important laboratory techniques for studying the genome of organisms, andan overview of existing sequence databases.Chapter 2 describes strings and graphs, two of the most important mathematical objectsused in the book. A brief exposition of general concepts of algorithms and theiranalysis is also given, covering definitions from the theory of NP-completeness.The following chapters are based on specific problems in molecular biology. Chapter3 deals with sequence comparison. The basic two-sequence problem is studied andthe classic dynamic programming algorithm is given. We then study extensions of thisalgorithm, which are used to deal with more general cases of the problem. A section is devotedto the multiple-sequence comparison problem. Other sections deal with programsused in database searches, and with some other miscellaneous issues.Chapter 4 covers the fragment assembly problem. This problem arises when a DNAsequence is broken into small fragments, which must then be assembled to reconstitutethe original molecule. This is a technique widely used in large-scale sequencing projects,such as the Human Genome Project. We show how various complications make thisproblem quite hard to solve. We then present some models for simplified versions of theproblem. Later sections deal with algorithms and heuristics based on these models.Chapter 5 covers the physical mapping problem. This can be considered as fragmentassembly on a larger scale. Fragments are much longer, and for this reason assemblytechniques are completely different. The aim is to obtain the location of some markersalong the original DNA molecule. A brief survey of techniques and models is given.We then describe an algorithm for th

2007-09-17

Java.for.Bioinformatics.and.Biomedical.Applications.(2007).part2.rar

在第一个包的下载页面上

2007-09-11

Java.for.Bioinformatics.and.Biomedical.Applications.(2007).part1.rar

The book does not profess to be the comprehensive tome on J2EE;instead, it is designed to cover a few of the important topics that lend themselves to use in the situations that are commonly encountered in this domain. It is hoped that a more focused approach would lead to a better and clearer understanding of the core capabilities of the platform than would be achieved by a lengthier treatment of the subject that cover all its different aspects. Indeed, the vastness and the complexity of the biomedical space and the pace and profundity with which science,technology, policy and legislation affect it is at times daunting. The<br>authors acknowledge the challenge of writing on a topic this difficult and hope to address the concerns of the readers of this volume to identify gaps and produce a more inclusive title while providing time for the emerging technologies described in this book and others beyond the scope of this book to mature and gain wider acceptance by the user community.<br><br>The book begins with an overview of the state of biomedical research today and the challenges it faces due to the silo model that has perpetuated over decades across universities and research centers across the world. It establishes a case for and the rationale behind the current move towards integrative, collaborative and standards based research platform through an introduction to the NCI caBIG™ program. It next provides an overview of emerging architectural trends such as Web Services and Service-Oriented Architecture. The book is not as much about the J2EE platform as it is about its application to building useful software and does not dwell on the theoretical aspects of the language or the platform; the authors (as well as the readers) recognize that several excellent works on that topic already exist. Instead the uniqueness of this book is that after just a short introduction, it takes a deep dive into demonstrating how to build highly functional graphical user interfaces for common and widely used bioinformatics tools that most researchers are<br>familiar with and find indispensable for any kind of research activity. The reader is led through a step-wise and incremental software development<br>approach with two goals in mind - to demonstrate a systematic standard software engineering approach to application development and, to activate a thoughtful design process in the mind of the developer that is aimed at exploring ways to enhance the functionality and usefulness for end-users.The applications that are considered the backbone of modern genomic and bioinformatics-driven research - Basic Local Alignment Search Tool<br>(BLAST), Genscan gene prediction tool and others are used to illustrate this process. The reader will notice a significant amount of code in this<br>book and realize that this is so by design. Although there are many ways of architecting a solution for a particular problem, we have illustrated one such approach while encouraging users to build their own. In doing so, we<br>have also attempted to promote the reuse of tried and tested code from existing software libraries based on open source projects such as Apache,<br>BioJava, caBIG™, and others.

2007-08-03

Sams.Ubuntu.Unleashed.Aug.2006.part2

Part I: Installation and Configuration<br> Chapter 1 Introducing Ubuntu<br> Chapter 2 Preparing to Install Ubuntu<br> Chapter 3 Installing Ubuntu<br> Chapter 4 Post-Installation Configuration<br> Chapter 5 First Steps with Ubuntu<br> Chapter 6 The X Window System<br> Chapter 7 Managing Software<br> Chapter 8 On the Internet: Surfing the Web, Writing Email, and Reading the News<br> Chapter 9 Productivity Applications<br> Chapter 10 Multimedia Applications<br> Chapter 11 Graphics Manipulation<br> Chapter 12 Printing with Ubuntu<br> Chapter 13 Games<br> <br>Part II: System Administration <br> Chapter 14 Managing Users<br> Chapter 15 Automating Tasks<br> Chapter 16 System Resources<br> Chapter 17 Backing Up, Restoring, and Recovery<br> Chapter 18 Network Connectivity<br> Chapter 19 Remote System with SSH and Telnet<br> <br>Part III: Ubuntu as a Server<br> Chapter 20 Apache Web Server Management<br> Chapter 21 Administering Database Services<br> Chapter 22 File and Print<br> Chapter 23 Remote File Serving with FTP<br> Chapter 24 Handling Electronic Mail<br> Chapter 25 Proxying and Reverse Proxying<br> Chapter 26 LDAP<br> <br>Part IV: Programming Linux<br> Chapter 27 Using Perl<br> Chapter 28 Working with Python<br> Chapter 29 Writing PHP Scripts<br> Chapter 30 C/C++ Programming Tools for Ubuntu<br> <br>Part V: Ubuntu Housekeeping<br> Chapter 31 Securing your Machines<br> Chapter 32 Performance Tuning<br> Chapter 33 Command Line Masterclass<br> Chapter 34 Advanced apt<br> Chapter 35 Kernel and Module Management

2007-07-22

Sams.Ubuntu.Unleashed.Aug.2006.part1

Part I: Installation and Configuration Chapter 1 Introducing Ubuntu Chapter 2 Preparing to Install Ubuntu Chapter 3 Installing Ubuntu Chapter 4 Post-Installation Configuration Chapter 5 First Steps with Ubuntu Chapter 6 The X Window System Chapter 7 Managing Software Chapter 8 On the Internet: Surfing the Web, Writing Email, and Reading the News Chapter 9 Productivity Applications Chapter 10 Multimedia Applications Chapter 11 Graphics Manipulation Chapter 12 Printing with Ubuntu Chapter 13 Games Part II: System Administration Chapter 14 Managing Users Chapter 15 Automating Tasks Chapter 16 System Resources Chapter 17 Backing Up, Restoring, and Recovery Chapter 18 Network Connectivity Chapter 19 Remote System with SSH and Telnet Part III: Ubuntu as a Server Chapter 20 Apache Web Server Management Chapter 21 Administering Database Services Chapter 22 File and Print Chapter 23 Remote File Serving with FTP Chapter 24 Handling Electronic Mail Chapter 25 Proxying and Reverse Proxying Chapter 26 LDAP Part IV: Programming Linux Chapter 27 Using Perl Chapter 28 Working with Python Chapter 29 Writing PHP Scripts Chapter 30 C/C Programming Tools for Ubuntu Part V: Ubuntu Housekeeping Chapter 31 Securing your Machines Chapter 32 Performance Tuning Chapter 33 Command Line Masterclass Chapter 34 Advanced apt Chapter 35 Kernel and Module Management

2007-07-22

黑格尔逻辑学[中译本].part4

黑格尔逻辑学[中译本]分上下两册,共36M,偶压成了四个包,都在资源里头。每个包都不要资源分,需要的快下吧。

2007-07-22

Agile Java Development with Spring Hibernate and Eclipse part2

Agile Java Development with Spring Hibernate and Eclipse<br/>这个是书,代码也在资源里<br/>由于文件大于10M,所以分了两个包,这是part2<br/>part1也在资源里

2007-06-27

Sams.Agile.Java.Development.with.Spring.Hibernate.and.Eclipse.May.2006.part1

Agile Java Development with Spring, Hibernate and Eclipse<br/>这是书,代码也在资源里<br/>由于文件大于10M了,只好分成两个包,这是part1<br/>part2也在资源里<br/>

2007-06-27

Python Bioinformatic 生物信息学

by Katja Schuerer and Catherine Letondal188页

2007-06-27

JXTA-Java P2P Programming pdf

JXTA-Java P2P Programming pdf

2007-06-19

Sams Teach Yourself XML In 21 Days 3rd Edition chm

Sams Teach Yourself XML In 21 Days 3rd Edition chm

2007-06-19

Agile Java Development with Spring, Hibernate and Eclipse-code

Agile Java Development with Spring, Hibernate and Eclipse<br>这个是代码,书也在我的资源里。

2007-06-14

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