
IBM Rational Unified Process The Rational Unified Process (RUP) is an iterative software development process framework created by the Rational Software Corporation, a division of IBM since 2003.[1] RUP is not a single concrete prescriptive process, but rather an adaptable process framework, intended to be tailored by the development organizations and software project teams that will select the elements of the process that are appropriate for their needs. RUP is a specific implementation of the Unified Process. History[edit] Combining the experience base of companies led to the articulation of six best practices for modern software engineering: Develop iteratively, with risk as the primary iteration driver[2]Manage requirementsEmploy a component-based architectureModel software visuallyContinuously verify qualityControl changes a tailorable process that guided developmenttools that automated the application of that processservices that accelerated adoption of both the process and the tools. RUP building blocks[edit]
Microsoft SharePoint 2010, más implantación pero sin estrategia La cuota de mercado de la plataforma de colaboración de Microsoft crece. Así lo revela un estudio de OpenText donde se pone de relieve la creciente preocupación por la falta de estrategia clara de las empresas a la hora de implantar SharePoint. El informe, realizado entre 362 personas habituadas a utilizar Microsoft SharePoint, demuestra que cada día es más frecuente dentro de las corporaciones, sobre todo, en la gestión de procesos de negocio y el flujo de trabajo. Sin embargo, el alcance del despliegue todavía no es claro. En este sentido, Lubor Ptacek, vicepresidente de marketing estratégico y director general de soluciones Microsoft en OpenText explica que “Con esta información tenemos un mejor conocimiento de las necesidades de nuestros clientes lo que nos permite mejorar nuestros productos, resolver los problemas de los clientes y aumentar la presencia de OpenText en el mercado SharePoint”. Las principales conclusiones del estudio son las siguientes:
Source code Aside from its machine-readable forms, source code also appears in books and other media; often in the form of small code snippets, but occasionally complete code bases; a well-known case is the source code of PGP. Definitions[edit] The notion of source code may also be taken more broadly, to include machine code and notations in graphical languages, neither of which are textual in nature. An example from an article presented on the annual IEEE conference on Source Code Analysis and Manipulation:[1] For the purpose of clarity ‘source code’ is taken to mean any fully executable description of a software system. It is therefore so construed as to include machine code, very high level languages and executable graphical representations of systems.[2] Organization[edit] The code base of a computer programming project is the larger collection of all the source code of all the computer programs which make up the project. Purposes[edit] Licensing[edit] Legal issues in the United States[edit]
V-Modell Vorgeschlagen wurde dieses Vorgehen zuerst von dem US-amerikanischen Softwareingenieur Barry Boehm im Jahre 1979 und basiert auf dem Wasserfallmodell: Die Phasenergebnisse sind bindende Vorgaben für die nächsttiefere Projektphase. Der linke, nach unten führende Ast für die Spezifizierungsphasen schließt mit der Realisierungsphase ab. Eine Erweiterung gegenüber dem Wasserfallmodell sind die zeitlich nachfolgenden Testphasen, die im rechten, nach oben führenden Ast dargestellt werden. Zum V-Modell im Allgemeinen werden in der Literatur die Anzahl der Phasen und auch deren Bezeichnungen unterschiedlich dargestellt, jedoch immer mit 1:1-Gegenüberstellung von Entwurfs- und Teststufen. Siehe auch[Bearbeiten] Liste von Softwareentwicklungsprozessen Literatur[Bearbeiten] Paul Alpar, Heinz Lothar Grob, Peter Weimann, Robert Winter: Anwendungsorientierte Wirtschaftsinformatik. Einzelnachweise[Bearbeiten] Hochspringen ↑ Wofür steht das „V“ in „V-Modell XT“?
Estudio de mercado sharepoint en chile CodeWarrior Metrowerks CodeWarrior Professional Release 1 CodeWarrior is an integrated development environment (IDE) for the creation of software that runs on a number of embedded systems. History[edit] CodeWarrior was originally developed by Metrowerks based on a C compiler and environment for the Motorola 68K, developed by Andreas Hommel and licensed to Metrowerks. CodeWarrior was a key factor in the success of Apple's transition of its machine architecture from 68K processors to PowerPC because it provided a complete, solid PowerPC compiler when the competition (Apple's MPW tools and Symantec C++) was mostly incomplete. However, after Metrowerks was acquired by Motorola in 1999, the company concentrated on embedded applications, devoting a smaller fraction of their efforts to compilers for desktop computers. Older versions of CodeWarrior are still in use by retrocomputing enthusiasts on the classic Mac OS; among other projects, Classilla is currently built with it.[2] Origin of the name[edit]
Unified Modeling Language Die Unified Modeling Language (Vereinheitlichte Modellierungssprache), kurz UML, ist eine grafische Modellierungssprache zur Spezifikation, Konstruktion und Dokumentation von Software-Teilen und anderen Systemen.[1] Sie wird von der Object Management Group (OMG) entwickelt und ist sowohl von ihr als auch von der ISO (ISO/IEC 19505 für Version 2.1.2[2]) standardisiert. Im Sinne einer Sprache definiert UML dabei Bezeichner für die meisten bei einer Modellierung wichtigen Begriffe und legt mögliche Beziehungen zwischen diesen Begriffen fest. UML definiert weiter graphische Notationen für diese Begriffe und für Modelle statischer Strukturen und dynamischer Abläufe, die man mit diesen Begriffen formulieren kann. UML ist heute die dominierende Sprache für die Softwaresystem-Modellierung. Der erste Kontakt zu UML besteht häufig darin, dass Diagramme in UML im Rahmen von Softwareprojekten zu erstellen, zu verstehen oder zu beurteilen sind: Entstehungsgeschichte[Bearbeiten] Am 21. [Bearbeiten]
Game programming Development process[edit] Prototyping[edit] Programmers are often required to produce prototypes of gameplay ideas and features. A great deal of prototyping may take place during pre-production, before the design document is complete, and may help determine what features the design specifies. Prototypes are developed quickly with very little time for up-front design and mostly act as a proof of concept or to test ideas. Game design[edit] Though the programmer's main job is not to develop the game design, the programmers often contribute to the design, as do game artists. Programmers often closely follow the game design document. Production[edit] During production, programmers churn out a great deal of source code to create the game described in the game's design document. While many programmers have some say in a game's content, most game producers solicit input from the lead programmer as to the status of a game programming development. Testing[edit] Nearing completion[edit] Maintenance[edit]
List of Unified Modeling Language tools From Wikipedia, the free encyclopedia This article compares Unified Modeling Language tools. General[edit] Features[edit] References[edit] External links[edit] C++ C++ (pronounced see plus plus) is a general purpose programming language that is free-form and compiled. It is regarded as an intermediate-level language, as it comprises both high-level and low-level language features.[3] It provides imperative, object-oriented and generic programming features. C++ is one of the most popular programming languages[4][5] and is implemented on a wide variety of hardware and operating system platforms. As an efficient performance driven programming language it is used in systems software, application software, device drivers, embedded software, high-performance server and client applications, and entertainment software such as video games.[6] Various entities provide both open source and proprietary C++ compiler software, including the FSF, LLVM, Microsoft and Intel. History As the C++ language evolved, the standard library evolved with it. Etymology Philosophy Standardization C++14 or C++1y are names being used for the next minor revision. Language Templates
Game design document A game design document (often abbreviated GDD) is a highly descriptive living design document of the design for a video game.[1][2][3][4] A GDD is created and edited by the development team and it is primarily used in the video game industry to organize efforts within a development team. The document is created by the development team as result of collaboration between their designers, artists and programmers as a guiding vision which is used throughout the game development process. When a game is commissioned by a game publisher to the development team, the document must be created by the development team and it is often attached to the agreement between publisher and developer; the developer has to adhere to the GDD during game development process. Life cycle[edit] Game developers may produce the game design document in the pre-production stage of game development—prior to or after a pitch.[5] Before a pitch, the document may be conceptual and incomplete. Content[edit] Structure[edit]
How to Use Remote Desktop in Ubuntu 8.10 (Intrepid Ibex) If you're new here, you may want to subscribe to my RSS feed and if you have questions related to your ubuntu system post question to our forums. Thanks for visiting! Sponsored Link In this tutorial we will see how to enable remote desktop access in ubuntu desktop and accessing remotely.vino is VNC server for GNOME.VNC is a protocol that allows remote display of a user’s desktop. By default ubuntu will come with vino-server so it is very easy to configure to enable remote desktop sharing in your ubuntu machine.If you want to access ubuntu machine remotely you need to login in to your ubuntu system. Important note :-Remote Desktop will only work if there’s a GNOME login session.Leaving your computer with an unattended GNOME login session is not secure and not recommended. Enable Remote Desktop in Ubuntu First you need to go to System -> Preferences -> Remote Desktop Once it opens you should see similar to the following screen For Sharing For Security For Network For Notification Area Related posts
Developing games with Perl and SDL What is SDL_perl? SDL_Perl is a perl interface to the Simple DirectMedia Library. It is composed of a both a XS wrapper to the SDL libraries and a series of Perl modules that export SDL functionality in an object-oriented fashion. One of the biggest benefits of using SDL is that it allows portable media applications to be written without having to be concerned with specific implmentations of media libraries for each target platform. Bringing Perl into the picture takes the portability one step further, allowing media-rich applications to be written in a high-level language that can be targeted to a number of platforms. Using SDL does not require relatively heavyweight graphical environments and libraries, like GNOME or KDE. Using SDL_perl will give you some insight into the SDL library, but because SDL_perl tries to encapulate and group much of the SDL API into a series of objects and do things in a more object-oriented perl-ish fashion, it is not a one-to-one mapping. Installation $ .