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Books : Computing & Internet : Web Development : Web Scripting & Programming : Languages & Tools : Object Oriented
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Since the earliest days of Internet scripting, Web developers have considered JavaScript: The Definitive Guide an essential resource. David Flanagan's approach, which combines tutorials and examples with easy-to-use syntax guides and object references, suits the typical programmer's requirements nicely. The brand-new fourth edition of Flanagan's "Rhino Book" includes coverage of JavaScript 1.5, JScript 5.5, ECMAScript 3 and the Document Object Model (DOM) Level 2 standard from the World Wide Web Consortium (W3C). Interestingly, the author has shifted away from specifying--as he did in earlier editions--what browsers support each bit of the language. Rather than say Netscape 3.0 supports the Image object while Internet Explorer 3.0 does not, he specifies that JavaScript 1.1 and JScript 3.0 support Image. More usefully, he specifies the contents of independent standards such as ECMAScript, which encourages scripters to write applications for these standards and browser vendors to support them. As Flanagan says, JavaScript and its related subjects are very complex in their pure forms. It's impossible to keep track of the differences among half a dozen vendors' generally similar implementations. Nonetheless, a lot of examples make reference to specific browsers' capabilities.
Though he does not cover server-side APIs, Flanagan has chosen to separate coverage of core JavaScript (all the keywords, general syntax and utility objects such as Array) from coverage of client-side JavaScript, which includes objects, such as History and Event, that have to do with Web browsers and users' interactions with them. This approach makes this book useful to people using JavaScript for applications other than Web pages. By the way, the other classic JavaScript text--Danny Goodman's JavaScript Bible--isn't as current as this book, but it's still a fantastic (and perhaps somewhat more novice-friendly) guide to the JavaScript language and its capabilities. --David Wall
Topics covered: the JavaScript language (version 1.0 through version 1.5) and its relatives, JScript and ECMAScript, as well as the W3C DOM standards they're often used to manipulate. Tutorial sections show how to program in JavaScript, while reference sections summarise syntax and options while providing copious code examples.
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The second edition of Martin Fowler's bestselling UML Distilled provides updates to the Unified Modeling Language (UML) without changing its basic formula for success. It is still arguably the best resource for quick, no- nonsense explanations to using UML.
The major strength of UML Distilled is its short, concise presentation of the essentials of UML and where it fits within today's software development process. The book describes all the major UML diagram types, what they're for and the basic notation involved creating and deciphering them. These diagrams include use cases, class and interaction diagrams, followed by collaborations, state, activity and physical diagrams. The examples are always clear and the explanations cut to the fundamental design logic.
For the second edition, the material has been reworked for use cases and activity diagrams, plus there are numerous small tweaks throughout, including the latest UML v. 1.3 standard. An appendix even traces the evolution of UML versions.
Working developers often don't have time to keep up with new innovations in software engineering. This new edition lets you get acquainted with some of the best thinking about efficient object-oriented software design using UML in a convenient format that will be essential to anyone who designs software professionally. --Richard Dragan, amazon.com
Topics covered: UML basics, analysis and design, outline development (software development process), inception, elaboration, managing risks, construction, transition, use case diagrams, class diagrams, interaction diagrams, collaborations, state diagrams, activity diagrams, physical diagrams, patterns, refactoring basics.
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Alistair Cockburn's Writing Effective Use Cases is an approachable, informative, and very intelligent treatment of an essential topic of software design. "Use cases" describe how "actors" interact with computer systems and are essential to software-modelling requirements. For anyone who designs software, this title offers some real insight into writing use cases that are clear and correct and lead to better and less costly software.
The focus of this text is on use cases that are written as opposed to modelled in UML. This book may change your mind about the advantages of writing step-by-step descriptions of the way users (or actors) interact with systems. Besides being an exceptionally clear writer, the author has plenty to say about what works and what doesn't when it comes to creating use cases. There are several standout bits of expertise on display here, including excellent techniques for finding the right "scope" for use cases. (The book uses a colour scheme in which blue indicates a sea-level use case that's just right while higher-level use cases are white and over-detailed ones are indigo. It also provides notational symbols to document these levels of detail within a design.)
This book contains numerous tips on the writing style for use cases and plenty of practical advice for managing projects that require a large number of use cases. One particular strength lies in the numerous actual use cases (many with impressive detail) borrowed from real-world projects that demonstrate both good and bad practices. Even though the author expresses a preferences for the format of use cases, he presents a variety of styles, including UML graphical versions. The explanation of how use cases fit into the rest of the software engineering process is especially good. The book concludes with several dozen concrete tips for writing better use cases.
Software engineering books often get bogged down in theory. Not so in Writing Effective Use Cases, a slender volume with a practical focus, a concise presentation style, and something truly valuable to say. This book will benefit most anyone who designs software for a living. --Richard Dragan
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Design Patterns is based on the idea that there are only so many design problems in computer programming. This book identifies some common program-design problems--such as adapting the interface of one object to that of another object or notifying an object of a change in another object's state--and explains the best ways (not always the obvious ways) that the authors know to solve them. The idea is that you can use the authors' sophisticated design ideas to solve problems that you often waste time solving over and over again in your own programming.
The authors have come up with some ingenious ways to solve some common vexations among object-oriented programmers. Want to build a page-layout program that embeds inline images among characters of various sizes? How about building a program that converts files of one format to another? Chances are, some programmer already has thought of a better solution than you will and the recipes you need are here. Solutions are presented in generalised diagrams of data and logic structures. The idea is that you can take the concepts presented here and adapt them--in whatever language you use--to your individual situation. You may have to read some of the chapters several times before you fully understand them, but when you find a solution in this book, it will make your job easier and your results more elegant. --Jake Bond
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Good software starts with a good design, and Applying UML and Patterns' subtitle, "An Introduction to Object-oriented Analysis and Design (OOA/D) and the Unified Process" reflects this.
The first edition of Applying UML and Patterns became a standard. The second edition uses the unified process (UP) as the interactive process within which OOA/D is introduced and extends the case study used in the first edition. Other changes have been made to reflect the growing consensus on the most effective ways to work with OOA/D and patterns.
Although you will learn UML this isn't what Applying UML and Patterns is all about. It's designed to teach you to think of software as a collection of objects with properties and to manipulate the relationships between them. This is far more profound.
The case study enables Craig Larman to carry the design through to Java code. In practice you will need a basic understanding of OO programming to benefit from Applying UML and Patterns though you needn't know Java--you could implement the designs in the OO language of your choice with equal facility.
When it comes right down to it, Applying UML and Patterns is all about providing you with a language in which to think about software design. This is quite a different from learning a language in which to code a design.
A facility with OOA/D will enable you to design and discuss programs independent of code, to produce more elegant and maintainable software and to take a 30,000-foot view of the way your software interacts with the world. In effect, it can shift your viewpoint from that of a mechanic to the more sophisticated viewpoint of an engineer. --Steve Patient
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