000 02753nam a22002417a 4500
003 IIITD
005 20231213193638.0
008 231213b xxu||||| |||| 00| 0 eng d
020 _a9781098147068
040 _aIIITD
082 _a658.403
_bMIL-H
100 _aMillsap, Cary
245 _aHow to make things faster :
_blessons in performance from technology and everyday life
_cby Cary Millsap
260 _bShroff Publishers,
_aMumbai :
_c©2023
300 _axxii, 331 p. :
_bill. ;
_c23 cm.
504 _aThis book includes glossary, bibliographical references and an index.
505 _tPart I. Look at It
_t 1. Bob 2. Phyllis 3. The Real Goal 4. Nancy 5. Looking at the Right It 6. When You Can't Look at It
_tPart II. Method
_t7. Forty-Nine Grievances 8. The Shipping Labels Problem 9. More Grievances 10. Priority 11. But My Whole System Is Slow 12. Collateral Benefit Chapter 13. The Silver Bullet 14. The List 15. Method R
_tPart III. Profiling
_t16. Payroll 17. The Sequence Diagram 18. The Gantt Chart 19. Tracing 20. The Profile 21. Creating a Profile
_tPart IV. Measuring Performance
_t22. Performance Is a Feature 23. The Reproducible Test Case 24. Intermittent Problems 25. How Much to Trace 26. Identifying Experiences 27. Measurement Intrusion
_tPart V. Optimizing
_t28. A Riddle Chapter 29. A Game 30. Event Count 31. Event Duration 32. Filter Early 33. Look Left 34. Tow-Millsap Law 35. The Bottleneck 36. Beware the "System Bottleneck" 37. The Problem with Optimizing Subsystems 38. Every Problem Is a Skew Problem 39. Critical Path
_tPart VI. Delays
_t40. Kevin 41. Queueing Delay 42. Queueing Theory 43. The Hyperbola 44. Traffic Intensity 45. Utilization 46. Hyperbolic Leverage Chapter 47. Coherency Delay 48. Delays and Throughput
_tPart VII. Waste
_t49. Debra 50. The Ramp 51. Martha 52. Efficiency 53. Fix It, or Feed It? 54. Yeti 55. Fast vs. Efficient 56. Scalability
_tPart VIII. Problem Solving
_t57. Four Simple Questions 58. Reaching the End of Your Data 59. Your C-Level Feedback Loop 60. Collateral Damage 61. Too Much of a Good Thing 62. Doug 63. When Are You Done?
_tPart IX. Predicting Chapter 64. Richard
_t65. Why Predict? 66. Predicting with Profiles 67. Go/No-Go Predictions 68. Linear Behavior 69. Skew 70. Event Interdependencies 71. Nonlinear Behavior
_tPart X. Latency Hiding
_t72. Mom 73. Dominic 74. Parallelization 75. How to Melt a System 76. Multitasking 77. Human Multitasking
_tPart XI. Fallacies
_t78. The Evil Genie 79. The Leather Jacket 80. The Buried Outlier
650 _aNetwork performance (Telecommunication)
650 _aPerformance
650 _asystems engineering
650 _aManagement information systems
942 _2ddc
_cBK
999 _c171998
_d171998