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A note from the authors: Dear Reader: "Database is boring." That sentiment is heard all too widely these days. But it's so wrong! The database field is full of important problems still to be solved and interesting issues still to be examined - and some of those problems and issues are explored in this book. Between us, we have nearly 80 years experience in this field, and we're still actively researching, exploring, and learning, as well as helping others do the same. The present book is the latest in a series devoted to these goals; using "The Third Manifesto" (a detailed proposal for the future of database technology) as a foundation, it reports on some of our most recent investigations in...
An update to the bestselling UML classic, this title has been revised to cover the unified process and Rational Software's processes. Larman also shows developers how to make practical use of the most significant recent developments in object-oriented analysis and design.
A tool-independent and process-independent roadmap for successfully applying the Unified Modeling Language (UML). UML is a modeling language for specifying, visualizing, constructing, and documenting the artifacts of a system-intensive process. It was originally conceived by Rational Software Corporation and three of the most prominent methodologists in the information systems and technology industry: Grady Booch, James Rumbaugh, and Ivar Jacobson. This text contains numerous practical real-world examples to help novice and expert users understand the whole language (holistically and cohesively), including rules of usage and principles of composition, style guidelines, and a roadmap for successfully applying the UML.
The Practical Handbook of Internet Computing analyzes a broad array of technologies and concerns related to the Internet, including corporate intranets. Fresh and insightful articles by recognized experts address the key challenges facing Internet users, designers, integrators, and policymakers. In addition to discussing major applications, it also
Object-oriented programming (OOP) has been the leading paradigm for developing software applications for at least 20 years. Many different methodologies, approaches, and techniques have been created for OOP, such as UML, Unified Process, design patterns, and eXtreme Programming. Yet, the actual process of building good software, particularly large, interactive, and long-lived software, is still emerging. Software engineers familiar with the current crop of methodologies are left wondering, how does all of this fit together for designing and building software in real projects? This handbook from one of the world's leading software architects and his team of software engineers presents guideli...
Davis proposes enhancement of management style and content to accommodate to and benefit from the changes wrought by new technology.
The acclaimed beginner's book on object technology now presents UML 2.0, Agile Modeling, and object development techniques.
Emotion (or affect) is a cross-disciplinary subject in psychology. Psychology Library Editions: Emotion makes available again twelve previously out-of-print titles that were originally published between 1976 and 1999, either as a set or as individual volumes, in your choice of print or ebook. Written by a range of authors from diverse backgrounds and spanning different areas of psychology, such as clinical, cognitive, developmental and social, the volumes feature a variety of approaches and topics. This is a great opportunity to trace the development of research in emotion from a number of different perspectives.
Software engineering and computer science students need a resource that explains how to apply design patterns at the enterprise level, allowing them to design and implement systems of high stability and quality. Software Architecture Design Patterns in Java is a detailed explanation of how to apply design patterns and develop software architectures. It provides in-depth examples in Java, and guides students by detailing when, why, and how to use specific patterns. This textbook presents 42 design patterns, including 23 GoF patterns. Categories include: Basic, Creational, Collectional, Structural, Behavioral, and Concurrency, with multiple examples for each. The discussion of each pattern includes an example implemented in Java. The source code for all examples is found on a companion Web site. The author explains the content so that it is easy to understand, and each pattern discussion includes Practice Questions to aid instructors. The textbook concludes with a case study that pulls several patterns together to demonstrate how patterns are not applied in isolation, but collaborate within domains to solve complicated problems.