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Go微服務(wù)實(shí)戰(zhàn)
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當(dāng)今世界,軟件的規(guī)模越來(lái)越大、功能越來(lái)越復(fù)雜,研發(fā)團(tuán)隊(duì)的規(guī)模也變得越來(lái)越大,運(yùn)維人員和研發(fā)人員之間的工作交集越來(lái)越多。在這個(gè)大前提下,微服務(wù)模式在大型項(xiàng)目中開(kāi)始風(fēng)靡。本書(shū)對(duì)使用Go語(yǔ)言進(jìn)行微服務(wù)開(kāi)發(fā)做了全面細(xì)致的介紹,包括微服務(wù)的基礎(chǔ)知識(shí)、微服務(wù)的拆分、微服務(wù)進(jìn)程間通信(IPC)、微服務(wù)的分布式事務(wù)管理、領(lǐng)域驅(qū)動(dòng)設(shè)計(jì)(DDD)、微服務(wù)中的測(cè)試、基于ES-CQRS的微服務(wù)實(shí)踐、微服務(wù)生產(chǎn)環(huán)境和持續(xù)交付等。本書(shū)比較全面地對(duì)微服務(wù)進(jìn)行了介紹,而且對(duì)于每個(gè)知識(shí)點(diǎn)都給出了技術(shù)實(shí)現(xiàn)和實(shí)例代碼,比如微服務(wù)進(jìn)程間通信部分重點(diǎn)介紹了gRPC,ES-CQRS部分則給出了Go語(yǔ)言的具體實(shí)現(xiàn)。在介紹完知識(shí)點(diǎn)之后,本書(shū)給出了一些綜合性的案例,比如第10章、第22章等,并通過(guò)GitHub提供了完整的可運(yùn)行的代碼,可幫助有基本Go語(yǔ)言語(yǔ)法知識(shí)的讀者盡快了解、掌握微服務(wù)模式。

劉金亮 ·程序設(shè)計(jì) ·18.8萬(wàn)字

Game Physics Cookbook
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Discoverover100easy-to-followrecipestohelpyouimplementefficientgamephysicsandcollisiondetectioninyourgamesAboutThisBook?Getacomprehensivecoverageoftechniquestocreatehighperformancecollisiondetectioningames?Learnthecoremathematicsconceptsandphysicsinvolvedindepictingcollisiondetectionforyourgames?Getahands-onexperienceofbuildingarigidbodyphysicsengineWhoThisBookIsForThisbookisforbeginnertointermediategamedevelopers.Youdon’tneedtohaveaformaleducationingames—youcanbeahobbyistorindiedeveloperwhostartedmakinggameswithUnity3D.WhatYouWillLearn?Implementfundamentalmathssoyoucandevelopsolidgamephysics?Usematricestoencodelineartransformations?Knowhowtocheckgeometricprimitivesforcollisions?BuildaPhysicsenginethatcancreaterealisticrigidbodybehavior?Understandadvancedtechniques,includingtheSeparatingAxisTheorem?Createphysicallyaccuratecollisionreactions?Explorespatialpartitioningasanaccelerationstructureforcollisions?ResolverigidbodycollisionsbetweenprimitiveshapesInDetailPhysicsisreallyimportantforgameprogrammerswhowanttoaddrealismandfunctionalitytotheirgames.Collisiondetectioninparticularisaproblemthataffectsallgamedevelopers,regardlessoftheplatform,engine,ortoolkittheyuse.Thisbookwillteachyoutheconceptsandformulasbehindcollisiondetection.Youwillalsobetaughthowtobuildasimplephysicsengine,whereRigidBodyphysicsisthemainfocus,andlearnaboutintersectionalgorithmsforprimitiveshapes.You’llbeginbybuildingastrongfoundationinmathematicsthatwillbeusedthroughoutthebook.We’llguideyouthroughimplementing2Dand3Dprimitivesandshowyouhowtoperformeffectivecollisiontestsforthem.Wethenpivottooneoftheharderareasofgamedevelopment—collisiondetectionandresolution.Furtheron,youwilllearnwhataPhysicsengineis,howtosetupagamewindow,andhowtoimplementrendering.We’llexploreadvancedphysicstopicssuchasconstraintsolving.You’llalsofindouthowtoimplementarudimentaryphysicsengine,whichyoucanusetobuildanAngryBirdstypeofgameoramoreadvancedgame.Bytheendofthebook,youwillhaveimplementedallprimitiveandsomeadvancedcollisiontests,andyouwillbeabletoreadongeometryandlinearAlgebraformulastotakeforwardtoyourowngames!StyleandapproachGainthenecessaryskillsneededtobuildaPhysicsengineforyourgamesthroughpracticalrecipes,inaneasy-to-readmanner.Everytopicexplainedinthebookhasclear,easytounderstandcodeaccompanyingit.

Gabor Szauer ·程序設(shè)計(jì) ·9.9萬(wàn)字

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