Home | Amazing | Today | Tags | Publishers | Years | Account | Search 
Head First Design Patterns

Buy
Head First Design Patterns, 9780596007126 (0596007124), O'Reilly, 2004

You're not alone. At any given moment, somewhere in the world someone struggles with the same software design problems you have. You know you don't want to reinvent the wheel (or worse, a flat tire), so you look to Design Patterns--the lessons learned by those who've faced the same problems. With Design Patterns, you get to take advantage of the best practices and experience of others, so that you can spend your time on...something else. Something more challenging. Something more complex. Something more fun. You want to learn about the patterns that matter--why to use them, when to use them, how to use them (and when NOT to use them). But you don't just want to see how patterns look in a book, you want to know how they look "in the wild". In their native environment. In other words, in real world applications. You also want to learn how patterns are used in the Java API, and how to exploit Java's built-in pattern support in your own code. You want to learn the real OO design principles and why everything your boss told you about inheritance might be wrong (and what to do instead). You want to learn how those principles will help the next time you're up a creek without a design paddle pattern. Most importantly, you want to learn the "secret language" of Design Patterns so that you can hold your own with your co-worker (and impress cocktail party guests) when he casually mentions his stunningly clever use of Command, Facade, Proxy, and Factory in between sips of a martini. You'll easily counter with your deep understanding of why Singleton isn't as simple as it sounds, how the Factory is so often misunderstood, or on the real relationship between Decorator, Facade and Adapter. With Head First Design Patterns, you'll avoid the embarrassment of thinking Decorator is something from the "Trading Spaces" show. Best of all, in a way that won't put you to sleep! We think your time is too important (and too short) to spend it struggling with academic texts. If you've read a Head First book, you know what to expect--a visually-rich format designed for the way your brain works. Using the latest research in neurobiology, cognitive science, and learning theory, Head First Design Patterns will load patterns into your brain in a way that sticks. In a way that lets you put them to work immediately. In a way that makes you better at solving software design problems, and better at speaking the language of patterns with others on your team.

Guest: Excellent Book. Definitely a must read.
Guest: there is no better way to learn desing patterns...absolutely awesome book...must read for all the developers
(HTML tags aren't allowed.)

Understanding UMTS Radio Network Modelling, Planning and Automated Optimisation: Theory and Practice
Understanding UMTS Radio Network Modelling, Planning and Automated Optimisation: Theory and Practice
Understanding UMTS Radio Network Modelling, Planning and Automated Optimisation: Theory and Practice sets out to provide the theoretical foundations that will enable radio network planners to plan, model and radio networks using state-of-the-art findings from around the globe. Adopting a logical approach, it begins with the background to...
Adobe Acrobat 8 for Windows and Macintosh (Visual QuickStart Guide)
Adobe Acrobat 8 for Windows and Macintosh (Visual QuickStart Guide)
Adobe Acrobat 8 for Windows and Macintosh: Visual QuickStart Guide uses a combination of task-based instruction and strong visuals to teach beginning and intermediate users how to be more productive with Adobe Acrobat. Author John Deubert takes readers step by step through all of the Adobe Acrobat 8 essentials, both basic--creating and viewing...
Principles of Computer Graphics: Theory and Practice Using OpenGL and Maya®
Principles of Computer Graphics: Theory and Practice Using OpenGL and Maya®
to think about what it means. What is Computer Graphics? Simply defined, Computer Graphics (or CG) is the images generated or modified on a computer. These images may be visualizations of real data or imaginary depictions of a fantasy world.

The use of Computer Graphics effects in movies such as The Incredibles and games such as Myst
...

Quantum Gravitation: The Feynman Path Integral Approach
Quantum Gravitation: The Feynman Path Integral Approach
The book covers the theory of Quantum Gravitation from the point of view of Feynman path integrals. These provide a manifestly covariant approach in which fundamental quantum aspects of the theory such as radiative corrections and the renormalization group can be systematically and consistently addressed. The path integral method is suitable for...
Drawing Cartoons and Comics For Dummies (Sports & Hobbies)
Drawing Cartoons and Comics For Dummies (Sports & Hobbies)

Your real-world guide to creating and marketing original cartoons

Do you love comics? Want to become a cartoonist? This practical, hands-on guide is packed with step-by-step instructions and plenty of tips for creating your own cartoons. From inanimate objects to animals to aliens, you can see how to breathe life into your characters...

Effective C++: 50 Specific Ways to Improve Your Programs and Design (2nd Edition)
Effective C++: 50 Specific Ways to Improve Your Programs and Design (2nd Edition)

This book is a direct outgrowth of my experiences teaching C++ to professional programmers. I've found that most students, after a week of intensive instruction, feel comfortable with the basic constructs of the language, but they tend to be less sanguine about their ability to put the constructs together in an effective manner. Thus...

©2020 LearnIT (support@pdfchm.net) - Privacy Policy