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A practical description of the software design patterns as they are mentioned in the 1994 book "Design Patterns - Elements of Reusable ObjectOriented Software" by the author group Gamma, Helm, Johnson and Vlissides (also called "Gang of Four", GoF for short). All patterns are explained in detail by means of examples and also critically appreciated. Furthermore, design principles of object-oriented programming are described and considered. All examples are commented in detail in the source code and are executable under Java 16. In part, newer features of Java up to and including version 16 are also explained and used.
Suchen Sie ein Prozessmodell für ein mobiles Entwicklungsprojekt? Sie fragen sich, nach welchem Prozessmodell Apps in der Praxis entwickelt werden? Suchen Sie ein Prozessmodell für ein mobiles Entwicklungsprojekt? Sie fragen sich, nach welchem Prozessmodell Apps in der Praxis entwickelt werden?Florian Siebler-Guth zeigt in seinem Buch, dass in der Praxis kein anerkanntes Prozessmodell für mobile Entwicklungsprojekte verwendet wird. Herkömmliche Methoden – Scrum und XP – könnten zwar angepasst werden, sie berücksichtigen aber nicht die Besonderheiten mobiler Entwicklungsprojekte und sind vielen Teams zu formal. Daher fokussiert der Autor auf die Gemeinsamkeiten agiler Methoden, die ...
Learn how to implement design patterns in Java: each pattern in Java Design Patterns is a complete implementation and the output is generated using Eclipse, making the code accessible to all. The examples are chosen so you will be able to absorb the core concepts easily and quickly. This book presents the topic of design patterns in Java in such a way that anyone can grasp the idea. By giving easy to follow examples, you will understand the concepts with increasing depth. The examples presented are straightforward and the topic is presented in a concise manner. Key features of the book: Each of the 23 patterns is described with straightforward Java code. There is no need to know advanced con...
Get hands-on experience implementing 26 of the most common design patterns using Java and Eclipse. In addition to Gang of Four (GoF) design patterns, you will also learn about alternative design patterns, and understand the criticisms of design patterns with an overview of anti-patterns. For each pattern you will see at least one real-world scenario, a computer-world example, and a complete implementation including output. This book has three parts. The first part covers 23 Gang of Four (GoF) design patterns. The second part includes three alternative design patterns. The third part presents criticisms of design patterns with an overview of anti-patterns. You will work through easy-to-follow...
When it comes to delivering product design innovations to mobile device users, Nokia is the yardstick by which all others are judged. Now the process and working methods that have enabled Nokia to revolutionize usability are fully explained for the first time in this beautiful, four-color book. Written with insight by two veterans of Nokia's design triumphs (co-author Christian Lindholm was featured in the August 2002 issue of Business 2.0 magazine)this one-of-a-kind reference vividly delivers: * The complete design process, from concept creation to product testing * The future of small interfaces * Usability engineering in practice in the mobile environment * The elements of a Nokia User Interface * First person accounts of the product development cycle Learn the processes that helped Nokia develop the world's most desirable handheld
This book explores the application of agile and lean techniques, originally from the field of software development and manufacturing, to various aspects of education. It covers a broad range of topics, including applying agile teaching and learning techniques in the classroom, incorporating lean thinking in educational workflows, and using team-based approaches to student-centred activities based on agile principles and processes. Demonstrating how agile and lean ideas can concretely be applied to education, the book offers practical guidance on how to apply these ideas in the classroom or lecture hall, as well as new concepts that could spark further research and development.
About The Book: Spring in Action, Third Edition continues the practical, hands-on style of the previous bestselling editions. Author Craig Walls has a special knack for crisp and entertaining examples that zoom in on the features and techniques you really need. This edition highlights the most important aspects of Spring 3.0 including REST, remote services, messaging, Security, MVC, Web Flow, and more.
Mobile Interaction Design covers important issues relating to this ever-changing technology, including, developing interfaces and devices with a great deal of sensitivity to human needs, desires, and capabilities. This book is written to inspire and challenge designers' preconceived notions of this marketplace and to convey lessons learned, and principles involved, in the development and deployment of interactive systems to the mobile environment.
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Flix, a dog born to cat parents, finds himself able to exist in two cultures, marries a poodle, and campaigns for mutual respect between cats and dogs.