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
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.
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?
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
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
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
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
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
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
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
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
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
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.
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
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
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。
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
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/>
Python Bioinformatic 生物信息学
by Katja Schuerer and Catherine Letondal188页
JXTA-Java P2P Programming pdf
JXTA-Java P2P Programming pdf
Sams Teach Yourself XML In 21 Days 3rd Edition chm
Sams Teach Yourself XML In 21 Days 3rd Edition chm
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。