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^^ Get Free Ebook Applying Domain-Driven Design and Patterns: With Examples in C# and .NET, by Jimmy Nilsson

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Applying Domain-Driven Design and Patterns: With Examples in C# and .NET, by Jimmy Nilsson

Applying Domain-Driven Design and Patterns: With Examples in C# and .NET, by Jimmy Nilsson



Applying Domain-Driven Design and Patterns: With Examples in C# and .NET, by Jimmy Nilsson

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Applying Domain-Driven Design and Patterns: With Examples in C# and .NET, by Jimmy Nilsson

Patterns, Domain-Driven Design (DDD), and Test-Driven Development (TDD) enable architects and developers to create systems that are robust and maintainable. While the examples in this guide are in C# and .NET, the principles can be used by developers using any language and IDE.

  • Sales Rank: #927020 in Books
  • Published on: 2006-05-18
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.51" h x 1.42" w x 7.32" l, 2.41 pounds
  • Binding: Hardcover
  • 576 pages

From the Back Cover

“[This] is a book about design in the .NET world, driven in an agile manner and infused with the products of the enterprise patterns community. [It] shows you how to begin applying such things as TDD, object relational mapping, and DDD to .NET projects...techniques that many developers think are the key to future software development.... As the technology gets more capable and sophisticated, it becomes more important to understand how to use it well. This book is a valuable step toward advancing that understanding.”

–Martin Fowler, author of Refactoring and Patterns of Enterprise Application Architecture

 

Patterns, Domain-Driven Design (DDD), and Test-Driven Development (TDD) enable architects and developers to create systems that are powerful, robust, and maintainable. Now, there’s a comprehensive, practical guide to leveraging all these techniques primarily in Microsoft .NET environments, but the discussions are just as useful for Java developers.

 

Drawing on seminal work by Martin Fowler (Patterns of Enterprise Application Architecture) and Eric Evans (Domain-Driven Design), Jimmy Nilsson shows how to create real-world architectures for any .NET application. Nilsson illuminates each principle with clear, well-annotated code examples based on C# 1.1 and 2.0. His examples and discussions will be valuable both to C# developers and those working with other .NET languages and any databases–even with other platforms, such as J2EE. Coverage includes

 

·        Quick primers on patterns, TDD, and refactoring

·        Using architectural techniques to improve software quality

·        Using domain models to support business rules and validation

·        Applying enterprise patterns to provide persistence support via NHibernate

·        Planning effectively for the presentation layer and UI testing

·        Designing for Dependency Injection, Aspect Orientation, and other new paradigms

 

About the Author

Jimmy Nilsson owns and runs the Swedish consulting company JNSK AB. He has written numerous technical articles and two books. He has also been training and speaking at conferences, but above everything else, he is a developer with almost 20 years of experience (www.jnsk.se/weblog/).

Excerpt. © Reprinted by permission. All rights reserved.
Preface: Bridging Gaps Preface: Bridging Gaps

On the cover of this book is a picture of the Øresund Bridge that connects Sweden and Denmark. It seems that all software architecture books must have a bridge on the cover, but there are some additional reasons the bridge is appropriate for this book.

This bridge replaced a ferry that I took many times as a child. I enjoy very much driving over it even after dozens of times.

On a personal note, my father was on the team that built the highest parts of the bridge.

But beyond these, the main reason is that this book is very much about bridging gaps; bridging gaps between users and developers; bridging gaps between business and software; bridging gaps between logic and storage. Bridging gaps between "DB-guys" and "OO-guys"...

I will refrain from making a joke about the Bridge pattern GoF Design -Patterns. Hey, how geeky can a preface be?

Focus of This Book

The main focus of the book is how a Domain Model could be constructed to be clean, yet still be persistence-friendly. It shows what the persistence solution could look like for such a Domain Model and especially how to bridge that gap between the Domain Model and the database.

Put another way, my vision has been to provide a book that will put Eric Evans' Domain-Driven Design Evans DDD and Martin Fowler's Patterns of Enterprise Application Architecture Fowler PoEAA in context.

DDD might be perceived as a bit abstract. Therefore, more concrete examples are helpful regarding persistence, for example. Mine may be fairly basic, but it is a platform to start from. This book not only explains how to use the patterns, but also how the patterns are used in O/R Mappers, for example.

It has become very clear to me that "one size does not fit all" when it comes to architecture. Having said that, patterns have proven to be general enough to use and reuse in context after context.

The focus isn't on the patterns themselves, but this book uses patterns in every chapter as a tool and language for discussing different design aspects. A nice side effect is that patterns-ignorant readers will also gain some insight and interest into patterns along the way.

That also goes for TDD. Not all developers have become interested in this yet. I think it's especially common in the .NET community that TDD (just as patterns) is considered a niche technique at best, or it might even be totally unknown. Readers will learn how to apply TDD.

Why This Book?

Writing my first book Nilsson NED was a really tough project on top of all my other ordinary projects and obligations. I was pretty sure I wouldn't write another, but the time came when I thought I had something to say that I couldn't leave unsaid.

My change of heart started when I read two recent books that inspired me and changed my thinking. First, there was Martin Fowler's Patterns of Enterprise Application Architecture Fowler PoEAA. This book inspired me to give the Domain Model pattern another try after having failed with several earlier attempts.

Then I read Eric Evans' book Domain-Driven Design Evans DDD. This book provided me with insights about how to think and act regarding development with a strong domain focus and with a certain style of how to apply the Domain Model pattern.

Another important influence was all that I learned from teaching my patterns course over a couple of years. As I interacted with students and the material evolved, I had insights myself.

My views of DDD transformed as I worked on an ambitious (though unfortunately unfinished) open source project called Valhalla, which I developed in collaboration with Christoffer Skjoldborg. (Christoffer did by far the most work.)

To summarize all this, I felt that a book that dealt more with application than theory was needed, but one that was based on solid ground, such as the DDD and PoEAA books. "Applying" feels close to my heart because I consider myself a developer above anything else.

Target Audience

This book is aimed at a wide target audience. It will help if you have some knowledge of

  • Object-orientation
  • .NET or a similar platform
  • C# or a similar language
  • Relational databases; for example, SQL Server

However, interest and enthusiasm will compensate for any lack of prior experience.

I'd like to elaborate on my statement that the target audience is wide. First, we can think about the way we put people into platform boxes. The book should serve .NET people who want a more core-based approach than drag-till-you-drop (if I may use some weak generalizations). Java people should get something out of the discussions and examples of how to combine DDD and O/R Mapping.

I think the chosen language/platform is less and less important, so it feels a little strange to talk about .NET people and Java people. Let's try to describe the target audience by using another dimension. Then I think that the book is for developers, team leaders, and architects.

Choosing yet another dimension, I think there might be something in this book both for intermediate and advanced readers. There's probably also something for beginners.

Organization of This Book

The book is arranged in four parts: "Background," "Applying DDD," "Applying PoEAA," and "What's Next?"

Part I: Background

In this part, we discuss architecture and processes in general terms. There is a lot of emphasis on Domain Models and DDD Evans DDD. We also introduce patterns and TDD. The chapters include the following:

  • Chapter 1, "Values to Value"

    This chapter discusses properties of architecture and process to value for creating quality results when it comes to system development. The discussion is influenced by Extreme Programming.

  • Chapter 2, "A Head Start on Patterns"

    This chapter focuses on providing examples and discussions about patterns from different families, such as design patterns, architectural patterns and domain patterns.

  • Chapter 3, "TDD and Refactoring"

    Chapter 1 talks quite a lot about TDD and refactoring, but in this chapter there is more in-depth coverage with pretty long examples and also different flavors of TDD.

Part II: Applying DDD

In this part, it's time to apply DDD. We also prepare the Domain Model for the infrastructure, and focus quite a lot on rules aspects.

  • Chapter 4, "A New Default Architecture"

    This chapter lists a set of requirements of an example application, and a first-try model is created as a start for the coming chapters. A Domain Model-based architecture is used.

  • Chapter 5, "Moving Further with Domain-Driven Design"

    The requirements set up in the prior chapter are used in this chapter as the basis for slowly, with TDD, starting to build the Domain Model in a DDD-ish style.

  • Chapter 6, "Preparing for Infrastructure"

    Even though we try to push the infrastructure aspects as far off in the future as possible, it's good to think a little bit ahead and prepare the Domain Model for the infrastructure needs. In this chapter, there is a lot of discussion about pros and cons of Persistence Ignorant Domain Models.

  • Chapter 7, "Let the Rules Rule"

    This chapter talks about business rules in the form of validation and how a Domain Model-based solution can deal with the need for such rules, connecting back to the requirements set up in Chapter 4.

Part III: Applying PoEAA

In this part, we put several of the patterns in Fowler's Patterns of Enterprise Application Architecture Fowler PoEAA into context by discussing what we need from the infrastructure for providing persistence support to our Domain Model. We will take a look at how those requirements are fulfilled by an example tool.

  • Chapter 8, "Infrastructure for Persistence"

    When we have a fairly good Domain Model, it's time to think about infrastructure, and the main type of infrastructure in this book is infrastructure for persistence. This chapter discusses different properties of persistence solutions and how to categorize a certain solution.

  • Chapter 9, "Putting NHibernate into Action"

    This chapter uses the categorizations of the prior chapter with an example of a persistence solution, namely NHibernate NHibernate.

Part IV: What's Next?

In this part, there is a focus on other design techniques to keep an eye on and start using. The other focus is on how you can deal with the presentation layer when it comes to bridging that gap to the Domain Model, but also how to deal with developer testing of the UI. This part is almost exclusively written by guest authors.

  • Chapter 10, "Design Techniques to Embrace"

    After a short discussion about Bounded Context, this chapter discusses design techniques to keep an eye on now and for the future, such as Service Orientation, Dependency Injection/Inversion of Control, and Aspect Orientation.

  • Chapter 11, "Focus on the UI"

    This chapter focuses on how the UI can be connected to the Domain Model and how to increase testability for the user interface when using a Domain Model, both for rich client applications and Web applications.

Appendices

There are two appendices providing further examples of Domain Model styles and an overview-type patterns catalog.

Why C# for the Examples?

In no way is this a book for teaching C#. But I still need a language (or possibly several, but I have chosen one) for the examples, and that's where C# comes in.

The reasons for the choice are mainly that C# is my current main language and that most VB.NET and Java developers can read C# code pretty easily.

Regarding the version, most of the code examples work in both C# 1.1 and 2.0, but there are some rare sections that are focused on 2.0.

Topics That Aren't Covered

There are loads of topics that aren't covered in the book, but I think there are two missing topics that spring to mind. They are distribution and advanced modeling.

Distribution

It was in my early plans of the book to include thorough coverage of the distribution aspects, but later on I came to the conclusion that the book would become too unfocused. Still, there is some coverage here and there.

Advanced Modeling

The title of the book might suggest that you find advanced and interesting examples of modeling of certain problem areas. That's not exactly the case. Instead, the application focus is more about applying TDD and adding infrastructure to DDD.

finally{}

As you can appreciate, a book project like this is hardly ever the work of only one person. On the contrary, it's a joint effort. See the list of people in the Acknowledgments section, and also remember that even more people have been involved, especially during production. That said, any errors we didn't catch before the book went to print are mine and mine alone.

I will post information of interest to readers of the book at http://www.jnsk.se/adddp.

Getting back to bridging gaps, the photo of the Øresund Bridge was taken by my friend Magnus von Schenck on one of his sailing trips.

Even though this book has not been as tough to write as the first one, there has been a fair amount of blood, sweat, and tears. I hope the book might save you some of that. Have fun and good luck!

Jimmy Nilsson
http://www.jnsk.se/weblog/
Listerby, Sweden
September 2005


© Copyright Pearson Education. All rights reserved.

Most helpful customer reviews

44 of 46 people found the following review helpful.
Unifying Tome for Domain Driven Design and Implementation with .NET
By Thomas Beck
I was surprised that this book slipped under my radar for almost 3 months. I've been on the lookout for just such a unifying tome of knowledge that relates patterns and domain-driven design (DDD) to a practical .NET example for quite some while. The book delivers well on its promises, significantly surpassing the only other real competitor, Foundations of Object-Oriented Programming Using .NET 2.0 Patterns. The pros and cons, as I see them, are outlined below:

PROS

* Combines the ideas of Domain Driven Design (Evans) with Patterns of Enterprise Application Architecture (Fowler). These books are pretty much mandatory reading prior to diving into this book.

* Draws upon a myriad of other well-known sources, including materials from Refactoring to Patterns and the GoF, work from Johnson and Lowy, as well as a rare reference to Naked Objects. The more experienced and better read you are, the more this stuff will make sense.

* Rare .NET coverage of advanced concepts like Plain Old CLR Objects (POCOs), persistence ignorant (PI) objects, O/R mapping with NHibernate, Dependency Injection, Inversion of Control, and Aspect-Oriented Programming.

CONS

* While some sections are really insightful and could contain more interesting materials, other sections seem to drone on too long. The work on defining the NUnit tests, in particular, flows like a stream of consciousness and doesn't really add a lot of structured value to understanding DDD, patters, or TDD for that matter.

* Embedded comments in the text adopt from the style used in Framework Design Guidelines. It worked very well for Cwalina / Abrams in their book because it seemed planned in from the outset. Comments like "one reviewer commented on the code with the following, more succinct version" seem like editorial comments left in and not collaborative authoring by design.

All-in-all a very solid book that fills a unique market niche, leaving it pretty much without peers. If Amazon had a 4.5 starts rating, Applying DDD would get it. As a secondary reference book, it doesn't offer the earth shattering insights of some of the innovative source materials found in the Fowler Signature Series, for example. It does, however, weave together an interesting example of how to tie all of these concepts together for the .NET architect looking to take their understanding to the next level.

23 of 26 people found the following review helpful.
"Down to Earth" DDD with "real-world" examples.
By Murat Uysal
I was expecting this book for a looong time. For those who are new to DDD and want to be a good practitioner, I think this is a must read. The reason is not only that there are not many books in this topic (check out Eric Evan's DDD book if you haven't done so) but also there are not many "down-to-earth" books available. In this book you will find many "real world" examples where the author discusses the pros and cons. I like the books that discuss the trade-offs instead of the ones that try to give `universal" answers; as "it depends" is usually the answer to most of the questions in software development.

Apart from DDD, if you are also new to TDD, PEAA (Patterns of Enterprise Application Architecture by Martin Fowler, another great book), O/RM (NHibernate to be specific), Mocking frameworks (NMock to be specific), SOA, AOP etc you will find introductory level information in the book which is just enough to get started. With this book the link between the PEAA and DDD is clearer than ever. It does a great job on how to use PEAA and DDD in a complementary way.

I should also mention the format of the book; it is easy to read and grasp. No need to mention that the idea of having guest authors for specific topics is just great. And also as readers we might be subject to a new trend; having "product placements" in the book :) Some Swedish brands made it to the book as the author being a Swedish guy, which I think totally fair :)

I want to thank Jimmy and all the coauthors for this great work.

7 of 7 people found the following review helpful.
Waste of time, waste of money
By Konrad Garus
The reviewer saying it sounds like a tired colleague's random ramblings is spot on. It's very hard to read, and not because the matter is difficult, but because it's terribly written. Fowler's and Evans' books are masterpieces. Very clean, focused, inspiring and readable. This one is nothing like that. A bit of TDD, a bit of NHibernate, but little concrete core.

What's worse, very often I find myself in complete disagreement with how the author is using various techniques. It hurt to read some of the TDD pieces, and it seems the author is yet to discover SOLID. Eventually the domain model looks like a complex, tangled ball of mud, not a consistent, elegant piece of art I expected.

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Rabu, 27 Januari 2016

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The Rational Unified Process Made Easy: A Practitioner's Guide to the RUP: A Practitioner's Guide to the RUP, by Per Kroll, Philippe Kruch

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The Rational Unified Process Made Easy: A Practitioner's Guide to the RUP: A Practitioner's Guide to the RUP, by Per Kroll, Philippe Kruch

"Per Kroll and Philippe Kruchten are especially well suited to explain the RUP...because they have been the central forces inside Rational Software behind the creation of the RUP and its delivery to projects around the world."

--From the Foreword by Grady Booch

This book is a comprehensive guide to modern software development practices, as embodied in the Rational Unified Process, or RUP. With the help of this book's practical advice and insight, software practitioners will learn how to tackle challenging development projects--small and large--using an iterative and risk-driven development approach with a proven track record.

The Rational Unified Process Made Easy will teach you the key points involved in planning and managing iterative projects, the fundamentals of component design and software architecture, and the proper employment of use cases. All team members--from project managers to analysts, from developers to testers--will learn how to immediately apply the RUP to their work. You will learn that the RUP is a flexible, versatile process framework that can be tailored to suit the needs of development projects of all types and sizes.

Key topics covered include:

  • How to use the RUP to develop iteratively, adopt an architecture-centric approach, mitigate risk, and verify software quality
  • Tasks associated with the four phases of the RUP: Inception, Elaboration, Construction, and Transition
  • Roles and responsibilities of project managers, architects, analysts, developers, testers, and process engineers in a RUP project
  • Incrementally adopting the RUP with minimal risk
  • Common patterns for failure with the RUP--and how to avoid them

Use this book to get quickly up to speed with the RUP, so you can easily employ the significant power of this process to increase the productivity of your team.

  • Sales Rank: #1282406 in Books
  • Published on: 2003-04-18
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.90" h x 1.00" w x 6.90" l, 1.43 pounds
  • Binding: Paperback
  • 464 pages

From the Back Cover

"Per Kroll and Philippe Kruchten are especially well suited to explain the RUP...because they have been the central forces inside Rational Software behind the creation of the RUP and its delivery to projects around the world."

--From the Foreword by Grady Booch

This book is a comprehensive guide to modern software development practices, as embodied in the Rational Unified Process, or RUP. With the help of this book's practical advice and insight, software practitioners will learn how to tackle challenging development projects--small and large--using an iterative and risk-driven development approach with a proven track record.

The Rational Unified Process Made Easy will teach you the key points involved in planning and managing iterative projects, the fundamentals of component design and software architecture, and the proper employment of use cases. All team members--from project managers to analysts, from developers to testers--will learn how to immediately apply the RUP to their work. You will learn that the RUP is a flexible, versatile process framework that can be tailored to suit the needs of development projects of all types and sizes.

Key topics covered include:

  • How to use the RUP to develop iteratively, adopt an architecture-centric approach, mitigate risk, and verify software quality
  • Tasks associated with the four phases of the RUP: Inception, Elaboration, Construction, and Transition
  • Roles and responsibilities of project managers, architects, analysts, developers, testers, and process engineers in a RUP project
  • Incrementally adopting the RUP with minimal risk
  • Common patterns for failure with the RUP--and how to avoid them

Use this book to get quickly up to speed with the RUP, so you can easily employ the significant power of this process to increase the productivity of your team.

About the Author

Per Kroll manages the development of RUP and is responsible for IBM Rational process strategy. He launched and is the project lead for the open source process initiative Eclipse Process Framework (EPF). In addition to his highly acclaimed books, Per has written for a variety of trade magazines.

Philippe Kruchten is the lead architect of the Rational Unified Process. He has more than thirty years of experience in the development of large software-intensive systems for the telecommunications, defense, aerospace, and transportation industries. His book The Rational Unified Process: An Introduction (Addison-Wesley) has been translated into eight languages and has sold more than 160,000 copies in its two previous editions.



Excerpt. © Reprinted by permission. All rights reserved.

The Rational Unified Process, or RUP, is a software engineering process framework developed and marketed by Rational Software. It comprises many software development best practices, harvested by many contributors, over many years of experience, in a wide variety of situations. It provides a disciplined approach to assigning and managing tasks and responsibilities in a software development organization. By applying this process, software development teams can produce high-quality software that meets the needs of its end users, and do so within a predictable schedule and budget.

The RUP guides software practitioners in effectively applying modern software best practices, such as developing iteratively, taking an architecture-centric approach, mitigating risk at every stage in the process, and continuously verifying the quality of the software. Although thousands of projects today are using the RUP effectively, many teams are intimidated by the thought of implementing a new process that they perceive as large and complex. The RUP does not have to be large, and it is not complex.

The goal of this book is to show you how simple the RUP actually is. It explains the underlying software development principles behind the RUP and guides you in the application of the process in your development organization. It will also show you the way to carve a RUP Process Configuration of the right size for your organization or project.

Why We Wrote This Book

During more than a decade of assisting companies in adopting the RUP and its predecessors and six years of leading the development of the RUP product, we have had the opportunity to see what works and what does not. We have seen the rewards of successful adoption of the RUP, and we have seen the challenges that projects and team members may encounter along the way. We have also been privileged to work with many leading software practitioners and have learned from them through daily interaction and practical experience in actual projects.

We felt there was a need for a book on the RUP that not only tells you what to do, but also what not to do.

Lately, we have seen a number of companies adopt too much of the RUP. Yes, there is such a thing as "too much of the RUP." We felt there was a need for a book on the RUP that not only tells you what to do, and what artifacts to produce, but also tells you how to streamline your process and what not to do. We wanted to explain how to adopt the RUP in practice, and when to apply what parts of the RUP in a given project. We wanted to help you understand how to apply the RUP to projects of different sizes or of different types.

Through this book, we want to share some of the insights we and our colleagues have gained over the years: Our intent is to provide Project Managers, Analysts, Architects, Developers, Testers, Process Engineers, and other team members and stakeholders with an easy-to-understand guide to the RUP. We have done this by extracting, from our practical experiences with the RUP, the essence of what each role needs to know about the RUP and explaining their role within it.

This book is not a substitute for the RUP product itself. While the book provides a couple of hundred pages of practical guidance, the RUP product provides thousands of pages of direction for a wide array of roles and activities, as well as templates for accelerating your work. It also provides tight integration with desktop tools, a search engine, graphical navigation, and other features you expect from a Web-based knowledge base. Unlike this book, the RUP is continuously evolving, bringing you up-to-date guidance to apply to your projects. Finally, this book will also guide you in customizing the RUP framework to suit your specific needs.

What You Will Learn from This Book

By reading this book, you will learn

  • The RUP's underlying principles, which have been validated by hundreds of successful software projects
  • How these principles are applied in practice, by walking through each phase of a RUP project
  • The roles and responsibilities of Project Managers, Analysts, Architects, Developers, Testers, and Process Engineers in a RUP project
  • How to incrementally adopt and configure the RUP with minimal risk
  • How to identify common patterns for failure, and how to avoid them
Who Should Read This Book?

This book is targeted specifically to

  • All members of a team using, or about to use, the RUP, including Managers who need an introduction and overview of the RUP and who would like to understand its practical application
  • Practitioners on a software project: those Project Managers, Analysts, Architects, Developers, Testers, and Process Engineers who want a detailed understanding of the RUP and their specific role within a RUP project
  • Managers, Process Engineers, and others who want to understand how the RUP can be adopted in their organization
Structure and Contents of This Book

This book is divided into four parts: introduction, walkthrough, adoption, and role-specific guidelines.

Part I introduces the RUP. Chapter 1 explains what the RUP is and the motivation behind its development and its application. Chapter 2, "The Spirit of the RUP," describes the underlying principles behind the RUP--these are based on the experiences gleaned from a number of successful projects and distilled into a few simple guidelines. Understanding these principles will help you better apply the RUP to your own projects. Chapter 3 provides a method for comparing processes, and we use it to compare the RUP to other agile processes, to more conventional processes, and to process assessment frameworks such as SEI CMM and SPICE. These comparisons will help you understand which project type should use what type of RUP configuration. Chapter 4 provides an example that applies the RUP to a very small project: one person for one week. By peeling away the ceremony needed for larger projects, you can focus on the essential elements of the RUP.

Part II presents the RUP by walking through each of the four phases in a RUP project: Inception, Elaboration, Construction, and Transition. Chapter 5 addresses some common misconceptions of the four phases by explaining how the iterative approach applies to them. Chapters 6- 9 describe each of the four phases in detail. We focus on what is to be achieved--that is, the objectives of each phase--and guide you in reaching those objectives. This will help you to stay focused on the most essential activities in an actual project. Additionally, we present the RUP activities in a time-based perspective--that is, in the order they are applied in a real project--to give you a reference to understand when to do the activities as you work through a project.

Adopting the RUP requires some preparation and some preliminary knowledge on the part of the adopting organization. Part III provides basic knowledge in key areas to support a streamlined implementation. Chapter 10 walks you through the RUP product, detailing how it can be extended and configured to meet project- and organization- specific needs. Chapter 11 briefly outlines some strategies that may be useful for implementing the process including incremental rollout, pilot projects, and training curricula. Our experience shows that moving from a waterfall approach to iterative development can be a difficult transition for Project Managers, and Chapter 12 provides guidelines for planning a RUP project. Over the years, we have seen patterns of success and patterns of failure in RUP adoptions. Chapter 13 discusses the patterns of failure and how to avoid them, guarding you from repeating the mistakes of others.

The RUP product provides comprehensive guidelines for a wide array of software development activities. Part IV, Chapters 14-18, presents guides for each of the five key roles in any software project: Project Manager, Analyst, Architect, Developer, and Tester. For each role, we present the RUP from that role's perspective, and we describe the mission, the desired qualifications, and the key activities, as well as recommended reading and training. Note that there is no separate chapter for the Process Engineer: Most of this role is described in Chapters 10 and 11.

How to Read This Book

Based on your role in your software organization and what you want to learn from this book, we recommend the following readings:

  • If you are looking for a brief overview of the RUP, read Chapters 1, 2, and 4.
  • If you are looking for a detailed overview of the RUP, read Chapters 1-9.
  • If you are looking for a detailed understanding of the RUP, including specific role responsibilities:
- For Project Managers, read Chapters 1-14. - For Analysts, read Chapters 1-9, 13, and 15 (optionally, browse through Chapters 8 and 9). - For Architects, read Chapters 1-9, 13, and 16. - For Developers, read Chapters 1-9, 13, and 17 (optionally, browse through Chapter 6). - For Testers, read Chapters 1-9, 13, and 18. - For Process Engineers, read Chapters 1-11 and 13.
  • If you are an executive looking for a brief overview of the RUP and what it takes to adopt the RUP, read Chapters 1, 2, 4, and 11.
For More Information

Latest information related to this book, including updates, relevant articles, discussion forums, and author speaking schedules can be found on http://www.rupmadeeasy.com.

Additional information about the RUP product, including a data sheet and a product demo, can be obtained from Rational Software at http://www.rational.com/products/rup.

If you are already using the RUP product, additional resources are available from the RUP Knowledge Center on the Rational Developer Network (RDN) at http://www.rational.net.

Academic institutions can contact Rational Software for information on a special program for including the RUP in a software engineering curriculum: http://www.rational.com/corpinfo/college_relations/seed/index.jsp.



0321166094P03252003

Most helpful customer reviews

61 of 62 people found the following review helpful.
Best Hands-On RUP Book
By Giles Lewis
"RUP Made Easy" is the best book available for anyone trying to learn how to actually do RUP. "The Rational Unified Process: An Introduction" by Kruchten (3rd Ed.) does a better job of explaining the principles behind RUP, but the problem with "An Introduction" is that it does not explain how to actually do anything. "Made Easy", on the other hand, is filled with lots of practical examples. I usually recommend "An Introduction" for senior managers within the organization who need to understand why we are using RUP; but for the project managers, analysts and developers who are doing the actual work I always recommend "Made Easy". "Made Easy" is also the book I am most likely to turn to for reference when someone asks a question about RUP.

65 of 67 people found the following review helpful.
Very useful and informative book on the RUP
By Panagiotis Varlagas
First of all, let me share with you something that most of you may already know: There are only three books on the RUP. Namely:
- "The Rational Unified Process, An Introduction", by Philippe Kruchthen
- This book
- The Eeles et al. book on J2EE and RUP.
I haven't read any of the other two books, so I cannot tell you how this book falls into the greater scheme of things. I.e. I do not know what sort of overlap exists with the RUP Intro book, or which of the two to read first, etc. What I can tell you though is that this book, as it stands on its own, is a very good book in helping you (a) understand what the RUP is and (b) understand how to apply it on your projects.
First of all, the two authors of the book are as authoritative as can be. Kruchten (the author of the Intro book) is the chief technical RUP guy in Rational. Kroll is the Rational director (or whatever his new title is now under IBM) responsible for the RUP. These guys know the RUP and in a sense _are_ the RUP.
Now, to focus more on the book per se, it is as follows: It starts with a general intro chapter and then it moves on to chapter 2, which captures the so-called "Spirit of the RUP". It contains 8 tenets which sort-of summarize the philosophy of the RUP. Just as with a legal system, where it is not sufficient to only know articles of laws and statutes but you have to be extremely familiar and cognizant of the context in which these laws are applied and the purpose they serve in order to judge correctly, similarly with the RUP you don't only need to know the product with all the info and features it provides, but you need to have absorbed the philosophy that governs the process in order to apply the given material in the appropriate and most fruitful manner.
Chapter 3 I found (the emphasis is on "I"; you mileage may vary) the most useful. It basically charts the whole territory of processes that are out there (RUP, XP, other agile processes, heavyweight assessment standards such as the CMM) based on two important criteria, and tries to make you understand where RUP falls in the plane (and it is not really a fixed point, as RUP is customizable so there is some sort of leeway in how much iterative and/or ceremonial we want it to be).
Chapter 4 is an aberattion to the rest of the book IMHO, and I haven't found it much useful, or to my liking. It basically tries to explain RUP phases etc. in the context of a one-man project. I am not saying that this is necessarily a bad way to try to introduce people to the concepts of RUP in a more practical context - maybe you'll like it; I just didn't.
Afterwards, in chapter 5-9 we have an expounding of the 4 RUP phases, while chapter 10 is product-specific. Chapter 11 is extremely important as it talks about how to adopt the RUP in your organization, and proposes as the way to do so, treating the RUP adoption as a project of its own and applying some sort of "meta-RUP" on it; very interesting! Chapter 12 talks about planning an iterative project and Ch. 13 covers "antipatterns" (although the authors, to their credit, avoid using that term). Ch. 13 is very important reading and some of the stuff in there (e.g. the discussion on what constitutes a bad use case) you will find useful in a context much wider than the RUP.
Because each one of the roles (PM, Architect, Developer, etc.) views the process from their own unique perspective (just as power forward views the ballgame more in the perspective of getting many rebounds, whereas the point guard views in the sense of passing assists and shooting the occasional 3-pointer) it is very useful to have a chapter discussing each role's unique perspective of the RUP. My opinion is the all roles must read the chapters for all roles, but if you are short on time, this also helps you focus on the stuff strictly pertaining to your role. Although I am not a tester per se, I liked very much the discussion on "Good Enough Quality" in the Tester chapter. "Paradigms of Good Enough" and "The Cost of Quality" I have found to be a "must-read".
Also, the book has good references (both books and Web articles - especially from the RationalEdge) and the usual good quality you would expect from an AW publication in general and an OTS book in particular. Finally, even though in the intro the authors play a little pun on themselves on being French and Swedish respectively and thus non-native English speakers, don't get scared by that comment. Their English is excellent.
All in all, a very good and useful read. Buy it if only for chapters 3, 13, and 18. Actually, you may want to buy it even if you are not intending to use the RUP.

11 of 11 people found the following review helpful.
The best way to understand RUP
By Jose Papo
I teach RUP classes in Brazil and the most difficult thing for the students is to understand the core practices of RUP(what I like to call Agile RUP) without getting swallowed by all the details of the hundreds activities, artifacts, roles, guidelines, etc.

This book is the best way for a student to understand RUP after a few lessons with a teacher. It's very practical and focused on the core practices of RUP.

Read this book and you probably will not fall in the trap of using RUP in a waterfall way or think of RUP as a heavyweight process :-) !!

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The Rational Unified Process Made Easy: A Practitioner's Guide to the RUP: A Practitioner's Guide to the RUP, by Per Kroll, Philippe Kruch PDF
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International Economics: Theory And Policy (7th Edition), by Paul R. Krugman, Maurice Obstfeld

"International Economics "captures the vitality of modern international trade and finance. A classic textbook by world-renowned authors, the Seventh Edition is comprehensively revised and updated in a new, full-color format. Each half of the book contains a core of theory chapters followed by chapters applying the theory to major policy questions of the past and present.

  • Sales Rank: #928338 in Books
  • Published on: 2005-08-02
  • Ingredients: Example Ingredients
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.20" h x 1.20" w x 8.20" l,
  • Binding: Hardcover
  • 680 pages

From the Back Cover
International Economics captures the vitality of modern international trade and finance. A classic book by world-renowned authors, the Seventh Edition is comprehensively revised and updated in a new, full-color format.  Each half of the book contains a core of theory chapters followed by chapters applying the theory to major policy questions of the past and present. 

  • Core theory chapters, followed by chapters that apply theory to major policy questions.
  • Integrated treatment and empirical evidence of the latest models of trade, including the Gravity, Ricardian, specific factors, factor endowments, and imperfect competition models.
  • Thorough discussion of the causes and effects of trade policy, focusing on the income-distribution effects of trade.
  • Clear presentation of a unified model of open-economy macroeconomics based on an asset-market approach to exchange rate determination with a central role for expectations.

Most helpful customer reviews

114 of 143 people found the following review helpful.
Not What I've Come to Expect from Krugman
By TitaniumDreads
First off, even if you totally discount the rest of my review, buy the low price international version of this book. On the March 10, 2005 episode of the daily show Krugman elucidated his feelings quite clearly. "The real money is in textbooks. With other books, people need to decide whether to buy them or not. Students have to buy textbooks." Thanks Paul. I think I'm being charitable when I say that at $125 this book is a ripoff. It isn't even full color.

Anyway, on to the actual content of the book. I have to say that I was excited when I found out that my International economics course at Stanford was going to be using Paul Krugman's book. I've enjoyed his articles for the New York Times because they manage to cut right to the core of issues with an unusual amount of punch. Yet, time and time again I was disappointed with the frequently inpenatrable language and obtuse, unrealistic examples in this book. Unfortunately, the only part of Krugman's characteristic writing style that came through was a feeling of overwrought vitriol, which makes sense in an op-ed but has little place in a textbook. Furthermore, this book occupies a strange niche in the world of econ texts, it is not mathematically rigorous, nor is it well written. Usually we see one or the other but rarely both. Initially, I thought these observations were mine alone, but other students began openly voicing pointed criticisms of the book during class (and I am perhaps being too kind here in not repeating them). I've been in school nearly as long as I can remember and I have never seen such discontent with a text.

During the second half of the course even my econ prof became fed up and abandoned the book altogether. Given that, I find all of the positive reviews for this book rather astounding. My suspicion is that there might have been open rebellion amongst my classmates had not the professor decided to leave this text by the wayside. I also found that it is brimming with misplaced, one-sided arguments that come across as Krugman blatantly strawmanning arguments opposed to his own. One of many examples of this comes out of nowhere near the end of chapter 2. Krugman implies that anyone who doesn't believe in unmitigated free trade is intellectually irresponsible!?! This book pushes for unrestrained market fundamentalism throughout, primarily by misrepresenting any arguments that would effectively challenge it's simplistic and seemingly outdated dogma. This book, in particular, feeds into the same system of self serving scientism so prevalent in economics for the last 60 years.

Please don't mistake this review as the bile of a jilted student, I did quite well in the course. However, this is almost certainly the result of looking for alternative explanations of virtually every topic covered. The reason this book gets one star instead of two is because it lacks a lot of the modern learning tools prevalent in almost every other textbook. Things like quality questions, keywords, vocabulary and historical context all get short shrift in this this volume. If you're into learning about incomplete models that only represent a theoretical version of the world, this book is for you. Unfortunately, just like Krugman said on The Daily Show, if you are a student there is probably little chance that you have a choice on the matter. Buy the cheap international edition for 20 bucks. I would recommend that you use to the difference to buy William Easterly's Elusive Quest for Growth...and a beer.

11 of 12 people found the following review helpful.
A not-so-bad survey of international economics
By Coleman Nee
Regarding Gerald Senarclens de Grancy's comments: The idea of Krugman as a Bush administration cheerleader is pretty funny. At first I thought this was a joke but then I realised it wasn't. Granted, the book doesn't mention the Tobin Tax, but there's only so much you can pack into a superficial survey text like this. Overall, I think the authors are pretty unbiased and mainstream. (Haven't used the web supplements, so can't comment on that).

Having seen this book evolve over several editions, I can honestly say that the current one represents a distinct improvement, with the new introductory chapter on the gravity model providing some much needed perspective at the start. However, it's not an ideal book to learn trade theory and open econonmy macro from. My favorite (although slightly more rigorous) is "The International Economy" by Kenen. And if you are only interested in trade theory, "International Trade, Theory and Evidence" by Markusen et. al. is superior.

10 of 11 people found the following review helpful.
A very good guide for an undergraduate course
By Ernesto Sepúlveda-Villarreal
I used several times the fifth edition of Krugman and Obstfeld's book to teach International Finance to undergraduates in economics, and I found it comprehensive, understandable and very didactic. True, the book does not follow a rigorous mathematical approach, even less a dynamic one, but I think that is not the authors' intention. On the contrary, they use simple equations, basic graphical analysis, empirical data illustrations and some economic history to show the main issues they want to. And I must say that they clearly succeed in explaining virtually every topic an undergraduate student should know about international economics.

There are several essential topics that should be part of the backbone of a course in international finance, and they are included in this book:

- the asset approach to exchange rates;
- the crucial role of expectations;
- the relationship between money, interest rates and the exchange rates in the short run;
- the long run relationship between prices and exchange rates;
- the internal and external equilibrium for small open economies;
- the interaction of fiscal and monetary policies in an international context;
- inflation bias and other policy formulation problems;
- fixed exchange rates and foreign intervention;
- A description of the evolution of the international monetary system;
- floating exchange rates; macroeconomic policy and international coordination;
- optimum currency areas;
- recent topics on the global capital markets; and
- growth, crisis and reform in developing countries.

In sum, the book by Krugman and Obstfeld is a pretty good undergrad textbook to learn for the first time the core of monetary issues in international economics.

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OpenGL(R) Shading Language, by Randi J. Rost

Until recently, application developers have had no choice but to use the graphics hardware as built by hardware developers. The programming interfaces (APIs) simply exposed the underlying capabilities of the hardware. If the hardware didn't do something quite the way an application wanted it done, there was no alternative but to accept what the hardware could do. More recently, graphics hardware has become more flexible. Developers have been eager to exploit this flexibility. Within the last year or so, it's become clear that the right answer for OpenGL is to expose the new functionality in the form of a high-level programming language - the new OpenGL Shading Language, developed by 3Dlavis, Inc., is the answer. This book is the official guide to this new language. It is both a tutorial and a reference, and is filled with many practical examples that will help developers learn the language as well as create shaders to suit their own needs. The author is at the very center of this technology, serving on the OpenGL ARB and leading the team at 3Dlabs responsible for defining and implementing the next iteration of OpenGL. This is the one book all graphics developers will need in order to learn about this important new advance in graphics programming.

  • Sales Rank: #3370919 in Books
  • Published on: 2004-02-12
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.26" h x 1.45" w x 6.96" l, 2.59 pounds
  • Binding: Paperback
  • 608 pages

From the Back Cover

Praise for OpenGL® Shading Language

“OpenGL® Shading Language provides a timely, thorough, and entertaining introduction to the only OpenGL ARB-approved high-level shading language in existence. Whether an expert or a novice, there are gems to be discovered throughout the book, and the reference pages will be your constant companion as you dig into the depths of the shading APIs. From algorithms to APIs, this book has you covered.”

     —Bob Kuehne
         CEO, Blue Newt Software

“Computer graphics and rendering technologies just took a giant leap forward with hardware vendors rapidly adopting the new OpenGL Shading Language. This book presents a detailed treatment of these exciting technologies in a way that is extremely helpful for visualization and game developers.”

     —Andy McGovern
         Founder, Virtual Geographics, Inc.

“The OpenGL Shading Language is at the epicenter of the programmable graphics revolution, and Randi Rost has been at the center of the development of this significant new industry standard. If you need the inside track on how to use the OpenGL Shading Language to unleash new visual effects, and unlock the supercomputer hiding inside the new generation of graphics hardware, then this is the book for you.”

     —Neil Trevett
         Senior Vice President Market Development, 3Dlabs

"The author has done an excellent job at setting the stage for shader development, what the purpose is, how to do it, and how it all fits together."
—Jeffery Galinovsky
Strategic Software Program Manager, Intel Corporation

The OpenGL® Shading Language, a high-level procedural shading language for OpenGL®, is the most important new development in graphics programming to emerge in years. OpenGL is the leading cross-platform 3D-graphics API, and the OpenGL Shading Language allows developers to take total control over the most important stages of the graphics-processing pipeline.

OpenGL® Shading Language is the experienced application programmer's guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by utilizing the capabilities of both the visual processing unit and the central processing unit.

In this book, you will find a detailed introduction to the OpenGL Shading Language and the new OpenGL function calls that support it. The text begins by describing the syntax and semantics of this high-level programming language. Once this foundation has been established, the book explores the creation and manipulation of shaders using new OpenGL function calls.

OpenGL® Shading Language features extensive examples of shaders and their underlying algorithms, including

  • Procedural texturing
  • Noise
  • Particle systems
  • Hatching
  • Analytic antialiasing
  • Image processing

The color plate section illustrates the power and sophistication of the OpenGL Shading Language. The API Function Reference at the end of the book is an excellent quick reference to the API entry points that support the OpenGL Shading Language. An enhanced online index allows readers to quickly and easily search the entire text for specific topics.



About the Author

Randi Rost is an ISV Manager in the Software and Solutions Group at Intel. Randy serves on the OpenGL ARB, led the 3Dlabs team responsible for defining and implementing OpenGL 2.0, and is one of the first programmers to design and implement shaders using the OpenGL Shading Language.



Excerpt. © Reprinted by permission. All rights reserved.

For just about as long as there has been graphics hardware, there has been programmable graphics hardware. Over the years, building flexibility into graphics hardware designs has been a necessary way of life for hardware developers. Graphics APIs continue to evolve, and because a hardware design can take two years or more from start to finish, the only way to guarantee a hardware product that can support the then-current graphics APIs at its release is to build in some degree of programmability from the very beginning.

Until recently, the realm of programming graphics hardware belonged to just a few people, mainly researchers and graphics hardware driver developers. Research into programmable graphics hardware has been taking place for many years, but the point of this research has not been to produce viable hardware and software for application developers and end users. The graphics hardware driver developers have focused on the immediate task of providing support for the important graphics APIs of the time: PHIGS, PEX, Iris GL, OpenGL, Direct3D, and so on. Until recently, none of these APIs exposed the programmability of the underlying hardware, so application developers have been forced into using the fixed functionality provided by traditional graphics APIs.

Hardware companies have not exposed the programmable underpinnings of their products because there is a high cost of educating and supporting customers to use low-level, device-specific interfaces and because these interfaces typically change quite radically with each new generation of graphics hardware. Application developers who use such a device-specific interface to a piece of graphics hardware face the daunting task of updating their software for each new generation of hardware that comes along. And forget about supporting the application on hardware from multiple vendors!

As we move into the 21 century, some of these fundamental tenets about graphics hardware are being challenged. Application developers are pushing the envelope as never before and demanding a variety of new features in hardware in order to create more and more sophisticated onscreen effects. As a result, new graphics hardware designs are more programmable than ever before. Standard graphics APIs have been challenged to keep up with the pace of hardware innovation. For OpenGL, the result has been a spate of extensions to the core API as hardware vendors struggle to support a range of interesting new features that their customers are demanding.

So we are standing today at a crossroads for the graphics industry. A paradigm shift is occurring, one that is taking us from the world of rigid, fixed functionality graphics hardware and graphics APIs to a brave new world where the visual processing unit, or VPU (i.e., graphics hardware), is as important as the central processing unit, or CPU. The VPU will be optimized for processing dynamic media such as 3D graphics and video. Highly parallel processing of floating point data will be the primary task for VPUs, and the flexibility of the VPU will mean that it can also be used to process data other than a stream of traditional graphics commands. Applications can take advantage of the capabilities of both the CPU and the VPU, utilizing the strengths of each to perform the task at hand optimally.

This book describes how graphics hardware programmability is exposed through a high-level language in the leading cross-platform 3D graphics API: OpenGL. This language, the OpenGL Shading Language, allows applications to take total control over the most important stages of the graphics processing pipeline. No longer restricted to the graphics rendering algorithms and formulas chosen by hardware designers and frozen in silicon, software developers are beginning to use this programmability to create stunning effects in real-time.

Intended Audience

The primary audience for this book is application programmers that are interested in writing shaders. This book is intended to be used as both a tutorial and a reference book by people interested in learning to write shaders with the OpenGL Shading Language. Some will use the book in one fashion and some in the other. It is hoped that the organization will be amenable to both uses. It is not expected that most people will read the book in sequential order from back to front.

Readers do not need previous knowledge of OpenGL in order to absorb the material in this book, but it is very helpful. A brief review of OpenGL is included, but this book does not attempt to be a tutorial or reference book for OpenGL. Anyone attempting to develop an OpenGL application that uses shaders should be armed with OpenGL programming documentation in addition to this book.

Computer graphics has a mathematical basis, therefore some knowledge of algebra and trigonometry will help readers understand and appreciate some of the details presented. With the advent of programmable graphics hardware, key parts of the graphics processing pipeline are once again under the control of software developers. In order to develop shaders successfully in this environment, it is imperative that developers understand the mathematical basis of computer graphics.

About This BookThis book has three main parts. Chapters 1 through 8 are aimed at teaching the reader about the OpenGL Shading Language and how to use it. This part of the book covers details of the language and details of the OpenGL commands that are used to create and manipulate shaders. In order to provide the reader with a basis for writing shaders, Chapters 9 through 16 contain a gallery of shader examples and some explanation of the underlying algorithms. This part of the book is intended to be used as a basis for the reader's shader development and as a springboard to inspire new ideas. Finally, Chapter 17 contains a comparison with other notable commercial shading languages, and Appendices A and B contain reference material for the language and the API entry points that support it.

The chapters are arranged to suit the needs of the reader who is least familiar with OpenGL and shading languages. Certain chapters can be skipped by readers who are more familiar with both topics. People don't necessarily read technical books from front to back, and this book is designed to have somewhat compartmentalized chapters in order to allow such usage.

  • Chapter 1 contains a review of the fundamentals of the OpenGL API. Readers already familiar with OpenGL may skip to Chapter 2.
  • Chapter 2 provides an introduction to the OpenGL Shading Language and the OpenGL entry points that have been added to support it. If you want to know what the OpenGL Shading Language is all about and you have time to read only one chapter of this book, this is the one to read.
  • Chapter 3 thoroughly describes the OpenGL Shading Language. This material is organized to present the details of a programming language. This section will be useful as a reference section after readers have developed a general understanding of the language.
  • Chapter 4 discusses how the newly defined programmable parts of the rendering pipeline interact with each other and with OpenGL's fixed functionality. This discussion includes descriptions of the built-in variables defined in the OpenGL Shading Language.
  • Chapter 5 describes the built-in functions that are part of the OpenGL Shading Language. This section will also be useful as a reference section after readers have developed an understanding of the language.
  • Chapter 6 presents and discusses a fairly simple shader example. People who learn best by diving in and studying a real example will benefit from the discussion in this chapter.
  • Chapter 7 describes the entry points that have been added to OpenGL to support the creation and manipulation of shaders. This material will need to be understood by application programmers who want to use shaders in their application.
  • Chapter 8 presents some general advice on shader development and describes the shader development process. It also describes tools that are currently available to aid the shader development process.
  • Chapter 9 begins a series of chapters that present and discuss shaders with a common characteristic. In this chapter, shaders that duplicate some of the fixed functionality of the OpenGL pipeline are presented.
  • Chapter 10 presents a few shaders that are based on the capability to store data in and retrieve data from texture maps.
  • Chapter 11 is devoted to shaders that are procedural in nature (effects are computed algorithmically rather than being based on information stored in textures).
  • Chapter 12 describes noise and the effects that can be achieved by using it properly.
  • Chapter 13 contains examples of how shaders can be used to create rendering effects that vary over time.
  • Chapter 14 contains a discussion of the aliasing problem and how shaders can be written to reduce the effects of aliasing.
  • Chapter 15 illustrates shaders that are used to achieve effects other than photorealism. Such effects include technical illustration, sketching or hatching effects, and other stylized rendering.
  • Chapter 16 presents several shaders that are used to modify images as they are being drawn with OpenGL.
  • Chapter 17 compares the OpenGL Shading Language with other notable commercial shading languages.
  • Appendix A contains the language grammar that more clearly specifies the OpenGL Shading Language.
  • Appendix B contains reference pages for the API entry points that are related to the OpenGL Shading Language.
About the Shader Examples

The shaders contained in this book are primarily short programs designed to illustrate the capabilities of the OpenGL Shading Language. None of the example shaders should be presumed to illustrate the "best" way of achieving a particular effect. (Indeed, the "best" way to implement certain effects may have yet to be discovered through the power and flexibility of programmable graphics hardware.) Perform...

Most helpful customer reviews

71 of 74 people found the following review helpful.
The Future of OpenGL Programming
By Paul Martz
In the 1970s, vector-based graphics gave way to raster graphics, and several raster algorithms demonstrated the new technology's ability to produce breathtaking images. Unfortunately, accelerating these algorithms in hardware proved difficult and costly.
Recently, programmable graphics hardware capable of rendering such algorithms in realtime has become inexpensive and widely available. The result-a small handful of proprietary shading languages created and proposed as standards for this new industry.
OpenGL Shading Language by Randi Rost (Addison-Wesley, 458 pages) describes the OpenGL Shading Language, the first shading language designed as a cross-platform open standard by a group of graphics hardware and software vendors.
The author is a veteran of the computer graphics industry. Rost started programming graphics on an Apple II in the late 1970s. He was working on programmable graphics hardware as early as 1983, when programmable graphics hardware meant little more than a framebuffer with a microcode interface.
Graphics hardware has advanced dramatically since then and continues to advance rapidly today. Most modern 3D hardware supports some type of programmable interface, and should support the Architectural Review Board (ARB)-approved OpenGL Shading Language in the near future. "We think the hardware designs are moving quite rapidly," said Rost. "It should only be a generation or two before all OpenGL hardware vendors fully support the OpenGL Shading Language."
The first chapter is a whirlwind overview of OpenGL. You might be tempted to skip this chapter. But before you do, consider that the author is one of only a few who have contributed to every major revision of OpenGL-who better to learn from? If you're a beginner or intermediate OpenGL programmer, you'll certainly learn something in this brief review.
Chapters 2 through 7 introduce the reader to the OpenGL Shading Language, covering topics such as language semantics, built-in functions, and OpenGL entry points for specifying shaders.
Chapter 8 discusses shader development and performance issues. As you might expect from a book on a shading language, much of the performance discussion concerns shaving cycles from vertex- and pixel-shaders. The information is practical and not obvious even to intermediate programmers, such as using min() or max() instead of clamp() when you know the variable will only exceed one end of a range. However, I found little discussion on how a developer might determine which stage of the rendering pipeline is the performance bottleneck. Since this subject is considered black magic by many young and enthusiastic graphics developers, Rost could have added value to his book with a short section on this subject.
In programming, a few lines of code are worth a thousand words. Rost demonstrates this principle in chapter 9 where he provides shader listings for implementing core OpenGL functionality. The OpenGL Specification is the ultimate definition of OpenGL internal functionality, but the spec is mostly text and formulas, with only a few code listings. A programmer can quickly learn what OpenGL is doing under the hood by reading through the listings in chapter 9. These well-written, concise, and efficient examples of shader code are both illuminating and instructive.
Chapters 10 through 16 provide the computer graphics developer with real-time working OpenGL Shading Language source code for implementing several major computer graphics algorithms and techniques from the past 25 years. Topic areas include lighting, Phong shading, texture mapping, bump mapping, multi-texturing, procedural texture mapping, lattice shaders, noise, turbulence, shadows, animation, particle systems, antialiasing, hatching and other non-photorealistic techniques, vertex and image blending, image convolution, and many more.
These examples demonstrate the range of OpenGL Shading Language applications, and give developers a basis for writing new shaders. Rost's explanations of the algorithms are easy to read and comprehend, and demonstrate the depth and breadth of knowledge he has accumulated during his 25-year career in graphics.
"Designing and implementing programmable graphics hardware and a compiler for the OpenGL Shading Language required a lot of hard work by everyone involved," said Rost. "But with those pieces in place, it turned out to be remarkably easy to write shaders for a variety of interesting shading tasks. When we got these shaders working for the first time, it was a jaw-dropping experience."
Conspicuously missing is any mention of global illumination algorithms such as ray tracing and radiosity. Such scene-based algorithms present obvious challenges to vertex- and pixel-based shading languages. Rost confessed they have a rough ray-tracing demo that was not ready for publication when this book went to press. He expressed optimism about the OpenGL Shading Language's ability to accelerate programs of this type. "In future revisions of hardware, we'll be able to implement more interesting algorithms [than currently appear in this book]."
While reading OpenGL Shading Language, I often found myself noting similarities and differences between the OpenGL Shading Language and interfaces to other programmable graphics hardware I've used. The book's final chapter covers this topic by comparing and contrasting the OpenGL Shading Language to current commercial shading languages, such as RenderMan, ISL, HLSL, and Cg.
Two appendices serve as useful reference material. Appendix A covers OpenGL Shading Language grammar, and Appendix B documents OpenGL entry points for creating and managing shaders. The book also contains an index, a glossary, an extensive bibliography, and several diagrams and color images.
In general, the computer industry often provides two solutions, one proprietary and the other an open standard. As the only open standard shading language available that is designed for modern graphics hardware, the OpenGL Shading Language is certain to be around for several years to come. OpenGL Shading Language stands on its own as both a programming guide and reference manual for this significant new industry standard.
However, this book goes further by providing real-time examples of classic computer graphics techniques. OpenGL Shading Language is a must-have algorithm book that should be on every computer graphics developer's bookshelf.

10 of 12 people found the following review helpful.
Fine resource
By Jack D. Herrington
This book is excellent. It's easy to read, has solid examples in code and uses graphics sparingly (for a book on graphics) and effectively. Especially when it comes to graphics that explain the technology. For example, the graphics pipeline in chapter two is really handy.
The first two chapters stand out as a nice introduction to the topic and to the shading language in particular. After that the book is an on-and-off introduction and reference that will bring you up to speed today and act as a reference later on.
If I have one complaint it's that the reference materials, particularly in Appendix B could have been formatted and cross referenced a little better. As it stands they feel more like slightly reformatted UNIX man pages.
For those that need this book, and you know who you are, this an invaluable reference, and it's well written to boot.

9 of 11 people found the following review helpful.
Excellent book about realtime shader development
By F. Schamel
For beginners, the books gives an very good introduction into the OpenGL shading language. It starts with giving an overview over the previous OpenGL rendering architecture, smoothly motivating and introducing the shading language. Then, chapter by chapter it goes more and more into depth, containing interesting stuff for experts. This includes topics like advanced procedural texturing including antialiasing, NPR rendering and imaging techniques.

The language and structure of the book is clear, easy to follow and precise (especially compared to the Direct3D SDK documentation). Very useful is the appendix containing a shading language and API reference. Whoever works on realtime computer graphics should have this book in his shelf.

One minor warning for beginners: The book assumes that you are familar with OpenGL itself. The book does not replace an introduction into OpenGL.

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