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Although research in computer vision for recognizing 3D objects in photographs dates back to the 1960s, progress was relatively slow until the turn of the millennium, and only now do we see the emergence of effective techniques for recognizing object categories with different appearances under large variations in the observation conditions. Tremendous progress has been achieved in the past five years, thanks largely to the integration of new data representations, such as invariant semi-local features, developed in the computer vision community with the effective models of data distribution and classification procedures developed in the statistical machine-learning community.

This volume is a post-event proceedings volume and contains selected papers based on presentations given, and vivid discussions held, during two workshops held in Taormina in 2003 and 2004. The main goals of these two workshops were to promote the creation of an international object recognition community, with common datasets and evaluation procedures, to map the state of the art and identify the main open problems and opportunities for synergistic research, and to articulate the industrial and societal needs and opportunities for object recognition research worldwide.

The 30 thoroughly revised papers presented are organized in the following topical sections: recognition of specific objects, recognition of object categories, recognition of object categories with geometric relations, and joint recognition and segmentation.

Blend the power of Qt with OpenCV to build cross-platform computer vision applications Key Features ● Start creating robust applications with the power of OpenCV and Qt combined ● Learn from scratch how to develop cross-platform computer vision applications ● Accentuate your OpenCV applications by developing them with Qt Book Description

Developers have been using OpenCV library to develop computer vision applications for a long time. However, they now need a more effective tool to get the job done and in a much better and modern way. Qt is one of the major frameworks available for this task at the moment.

This book will teach you to develop applications with the combination of OpenCV 3 and Qt5, and how to create cross-platform computer vision applications. We’ll begin by introducing Qt, its IDE, and its SDK. Next you’ll learn how to use the OpenCV API to integrate both tools, and see how to configure Qt to use OpenCV. You’ll go on to build a full-fledged computer vision application throughout the book.

Later, you’ll create a stunning UI application using the Qt widgets technology, where you’ll display the images after they are processed in an efficient way. At the end of the book, you’ll learn how to convert OpenCV Mat to Qt QImage. You’ll also see how to efficiently process images to filter them, transform them, detect or track objects as well as analyze video. You’ll become better at developing OpenCV applications.

What you will learn ● Get an introduction to Qt IDE and SDK ● Be introduced to OpenCV and see how to communicate between OpenCV and Qt ● Understand how to create UI using Qt Widgets ● Learn to develop cross-platform applications using OpenCV 3 and Qt 5 ● Explore the multithreaded application development features of Qt5 ● Improve OpenCV 3 application development using Qt5 ● Build, test, and deploy Qt and OpenCV apps, either dynamically or statically ● See Computer Vision technologies such as filtering and transformation of images, detecting and matching objects, template matching, object tracking, video and motion analysis, and much more ● Be introduced to QML and Qt Quick for iOS and Android application development Who this book is for

This book is for readers interested in building computer vision applications. Intermediate knowledge of C++ programming is expected. Even though no knowledge of Qt5 and OpenCV 3 is assumed, if you’re familiar with these frameworks, you’ll benefit.

"One of the great things about the book is the way the authors explain concepts very simply using analogies rather than programming examples–this has been very inspiring for a product I'm working on: an audio-only introduction to OOP and software development."

–Bruce Eckel

"...I would expect that readers with a basic understanding of object-oriented programming and design would find this book useful, before approaching design patterns completely. Design Patterns Explained complements the existing design patterns texts and may perform a very useful role, fitting between introductory texts such as UML Distilled and the more advanced patterns books."

–James Noble

Leverage the quality and productivity benefits of patterns–without the complexity! Design Patterns Explained, Second Edition is the field's simplest, clearest, most practical introduction to patterns. Using dozens of updated Java examples, it shows programmers and architects exactly how to use patterns to design, develop, and deliver software far more effectively.

You'll start with a complete overview of the fundamental principles of patterns, and the role of object-oriented analysis and design in contemporary software development. Then, using easy-to-understand sample code, Alan Shalloway and James Trott illuminate dozens of today's most useful patterns: their underlying concepts, advantages, tradeoffs, implementation techniques, and pitfalls to avoid. Many patterns are accompanied by UML diagrams.

Building on their best-selling First Edition, Shalloway and Trott have thoroughly updated this book to reflect new software design trends, patterns, and implementation techniques. Reflecting extensive reader feedback, they have deepened and clarified coverage throughout, and reorganized content for even greater ease of understanding. New and revamped coverage in this edition includes

Better ways to start "thinking in patterns" How design patterns can facilitate agile development using eXtreme Programming and other methods How to use commonality and variability analysis to design application architectures The key role of testing into a patterns-driven development process How to use factories to instantiate and manage objects more effectively The Object-Pool Pattern–a new pattern not identified by the "Gang of Four" New study/practice questions at the end of every chapter

Gentle yet thorough, this book assumes no patterns experience whatsoever. It's the ideal "first book" on patterns, and a perfect complement to Gamma's classic Design Patterns. If you're a programmer or architect who wants the clearest possible understanding of design patterns–or if you've struggled to make them work for you–read this book.

A rigorous and practical framework for modeling business systems Pares object modeling down to its core concepts, making it easier than ever. Twelve object collaboration patterns that address virtually any business scenario Powerful techniques–not fancy notation!

Streamlined Object Modeling presents the first rigorous, practical framework for object modeling complex business domains, rules, and systems. Three world-renowned leaders in object development have pared object modeling down to the core concepts for all business domains, business rules, and business services. Starting from the first principles of "object think," the authors offer a fully integrated approach to building, validating, and critiquing object models. Coverage includes:

Proven principles and techniques for successfully modeling the structure and operations of any business domain. Guidelines for finding and associating objects, assembling object models, and distributing system behavior among objects. Rigorous methods for discovering, organizing, and implementing business rules around objects. Twelve all-encompassing "collaboration patterns"–what they represent, how they relate, and how to apply them. Five kinds of business rules, three types of services, and six categories of properties completely specify object-oriented business requirements

From start to finish, the book makes extensive use of examples drawn from real commercial applications. To illustrate how streamlined object modeling flows from analysis to code, it also presents a complete case study derived from a real-world application, and implemented in two leading object-oriented languages-Java, and the Squeak implementation of Smalltalk.

Design Patterns in Java™ gives you the hands-on practice and deep insight you need to fully leverage the significant power of design patterns in any Java software project. The perfect complement to the classic Design Patterns, this learn-by-doing workbook applies the latest Java features and best practices to all of the original 23 patterns identified in that groundbreaking text.

Drawing on their extensive experience as Java instructors and programmers, Steve Metsker and Bill Wake illuminate each pattern with real Java programs, clear UML diagrams, and compelling exercises. You'll move quickly from theory to application–learning how to improve new code and refactor existing code for simplicity, manageability, and performance.

Coverage includes

Using Adapter to provide consistent interfaces to clients Using Facade to simplify the use of reusable toolkits Understanding the role of Bridge in Java database connectivity The Observer pattern, Model-View-Controller, and GUI behavior Java Remote Method Invocation (RMI) and the Proxy pattern Streamlining designs using the Chain of Responsibility pattern Using patterns to go beyond Java's built-in constructor features Implementing Undo capabilities with Memento Using the State pattern to manage state more cleanly and simply Optimizing existing codebases with extension patterns Providing thread-safe iteration with the Iterator pattern Using Visitor to define new operations without changing hierarchy classes

If you're a Java programmer wanting to save time while writing better code, this book's techniques, tips, and clear explanations and examples will help you harness the power of patterns to improve every program you write, design, or maintain.

All source code is available for download at http://www.oozinoz.com.

"Head First Object Oriented Analysis and Design is a refreshing look at subject of OOAD. What sets this book apart is its focus on learning. The authors have made the content of OOAD accessible, usable for the practitioner."

Ivar Jacobson, Ivar Jacobson Consulting

"I just finished reading HF OOA&D and I loved it! The thing I liked most about this book was its focus on why we do OOA&D-to write great software!"

Kyle Brown, Distinguished Engineer, IBM



"Hidden behind the funny pictures and crazy fonts is a serious, intelligent, extremely well-crafted presentation of OO Analysis and Design. As I read the book, I felt like I was looking over the shoulder of an expert designer who was explaining to me what issues were important at each step, and why."

Edward Sciore,Associate Professor, Computer Science Department, Boston College



Tired of reading Object Oriented Analysis and Design books that only makes sense after you're an expert? You've heard OOA&D can help you write great software every time-software that makes your boss happy, your customers satisfied and gives you more time to do what makes you happy.



But how?



Head First Object-Oriented Analysis & Design shows you how to analyze, design, and write serious object-oriented software: software that's easy to reuse, maintain, and extend; software that doesn't hurt your head; software that lets you add new features without breaking the old ones. Inside you will learn how to:

Use OO principles like encapsulation and delegation to build applications that are flexibleApply the Open-Closed Principle (OCP) and the Single Responsibility Principle (SRP) to promote reuse of your codeLeverage the power of design patterns to solve your problems more efficientlyUse UML, use cases, and diagrams to ensure that all stakeholders arecommunicating clearly to help you deliver the right software that meets everyone's needs.

By exploiting how your brain works, Head First Object-Oriented Analysis & Design compresses the time it takes to learn and retain complex information. Expect to have fun, expect to learn, expect to be writing great software consistently by the time you're finished reading this!

Beginning Java 7 guides you through version 7 of the Java language and a wide assortment of platform APIs. New Java 7 language features that are discussed include switch-on-string and try-with-resources. APIs that are discussed include Threading, the Collections Framework, the Concurrency Utilities, Swing, Java 2D, networking, JDBC, SAX, DOM, StAX, XPath, JAX-WS, and SAAJ. This book also presents an introduction to Android app development so that you can apply some of its knowledge to the exciting world of Android app development.

This book presents the following table of contents:

Chapter 1 introduces you to Java and begins to cover the Java language by focusing on fundamental concepts such as comments, identifiers, variables, expressions, and statements.

Chapter 2 continues to explore this language by presenting all of its features for working with classes and objects. You learn about features related to class declaration and object creation, encapsulation, information hiding, inheritance, polymorphism, interfaces, and garbage collection.

Chapter 3 focuses on the more advanced language features related to nested classes, packages, static imports, exceptions, assertions, annotations, generics, and enums. Additional chapters introduce you to the few features not covered in Chapters 1

through 3.

Chapter 4 largely moves away from covering language features (although it does introduce class literals and strictfp) while focusing on language-oriented APIs. You learn about Math, StrictMath, Package, Primitive Type Wrapper Classes, Reference, Reflection, String, StringBuffer and StringBuilder, Threading, BigDecimal, and BigInteger in this chapter.

Chapter 5 begins to explore Java's utility APIs by focusing largely on the Collections Framework. However, it also discusses legacy collection-oriented APIs and how to create your own collections.

Chapter 6 continues to focus on utility APIs by presenting the concurrency utilities along with the Objects and Random classes.

Chapter 7 moves you away from the command-line user interfaces that appear in previous chapters and toward graphical user interfaces. You first learn about the Abstract Window Toolkit foundation, and then explore the Java Foundation Classes in

terms of Swing and Java 2D. Appendix C explores Accessibility and Drag and Drop.

Chapter 8 explores filesystem-oriented I/O in terms of the File, RandomAccessFile, stream, and writer/reader classes.

Chapter 9 introduces you to Java's network APIs (e.g., sockets). It also introduces you to the JDBC API for interacting with databases along with the Java DB database product.

Chapter 10 dives into Java's XML support by first presenting an introduction to XML (including DTDs and schemas). It next explores the SAX, DOM, StAX, XPath, and XSLT APIs. It even briefly touches on the Validation API. While exploring XPath, you encounter namespace contexts, extension functions and function resolvers, and variables and variable resolvers.

Chapter 11 introduces you to Java's support for SOAP-based and RESTful web services. As well as providing you with the basics of these web service categories, Chapter 11 presents some advanced topics, such as working with the SAAJ API to communicate

with a SOAP-based web service without having to rely on JAX-WS. You will appreciate having learned about XML in Chapter 10 before diving into this chapter.

Chapter 12 helps you put to use some of the knowledge you've gathered in previous chapters by showing you how to use Java to write an Android app's source code. This chapter introduces you to Android, discusses its architecture, shows you how to

install necessary tools, and develops a simple app.

Appendix A presents the solutions to the programming exercises that appear near the end of Chapters 1 through 12.

Appendix B introduces you to Java's Scripting API along with Java 7's support for dynamically typed languages.

Appendix C introduces you to additional APIs and architecture topics. Examples include Accessibility, classloaders, Console, Drag and Drop, Java Native Interface, and System Tray.

Appendix D presents a gallery of significant applications that demonstrate various aspects of Java.

Unfortunately, there are limits to how much knowledge can be crammed into a print book. For this reason, Appendixes A, B, C, and D are not included in this book's pages. Instead, these appendixes are freely distributed as PDF files. Appendixes A and B are bundled with the book's associated code file at the Apress website (http://www.apress.com/9781430239093). Appendixes C and D are bundled with their respective code files at my TutorTutor.ca website

(http://tutortutor.ca/cgi-bin/makepage.cgi?/books/bj7).

"This book manages to convey the practical use of UML 2 in clear and understandable terms with many examples and guidelines. Even for people not working with the Unified Process, the book is still of great use. UML 2 and the Unified Process, Second Edition is a must-read for every UML 2 beginner and a helpful guide and reference for the experienced practitioner."

--Roland Leibundgut, Technical Director, Zuehlke Engineering Ltd.

"This book is a good starting point for organizations and individuals who are adopting UP and need to understand how to provide visualization of the different aspects needed to satisfy it. "

--Eric Naiburg, Market Manager, Desktop Products, IBM Rational Software

This thoroughly revised edition provides an indispensable and practical guide to the complex process of object-oriented analysis and design using UML 2. It describes how the process of OO analysis and design fits into the software development lifecycle as defined by the Unified Process (UP).

UML 2 and the Unified Process contains a wealth of practical, powerful, and useful techniques that you can apply immediately. As you progress through the text, you will learn OO analysis and design techniques, UML syntax and semantics, and the relevant aspects of the UP. The book provides you with an accurate and succinct summary of both UML and UP from the point of view of the OO analyst and designer.

This book provides

Chapter roadmaps, detailed diagrams, and margin notes allowing you to focus on your needs Outline summaries for each chapter, making it ideal for revision, and a comprehensive index that can be used as a reference

New to this edition:

Completely revised and updated for UML 2 syntax Easy to understand explanations of the new UML 2 semantics More real-world examples A new section on the Object Constraint Language (OCL) Introductory material on the OMG's Model Driven Architecture (MDA)

The accompanying website provides

A complete example of a simple e-commerce system Open source tools for requirements engineering and use case modeling Industrial-strength UML course materials based on the book

The 14th International Smalltalk Conference took place in the ?rst week of September 2006 in Prague, Czech Republic. This volume contains the pe- reviewed technical papers that were presented during the academic track of the conference. The International Smalltalk Conference evolvedout of the annual meeting of the European Smalltalk User Group (ESUG). This meeting usually lasts about a week and allows Smalltalk experts to discuss Smalltalk solutions and envir- ments. The meeting attracts a diverse audience consisting of Smalltalkers from industry as well as from academia. Thanks to the perpetual e?ort of people like St ́ ephane Ducasse, Noury Bouraqadi, Serge Stinckwich and Roel Wuyts, over the years the ESUG meeting was provided with a separate academic research track during which researchers could present academic results about Smalltalk and its development tools. Unfortunately, no formal publication forum was - sociated with this track, which made it less attractive for authors to submit a paper. Starting with this edition of the conference, we hope this will change. An agreement was reached with Springer to publish a post-conference proceedings of this 14th edition. I think our community owes a big thank you to St ́ ephane for this! Hopefully next year this agreement can evolve into a 15th edition of the conference with formally announced proceedings. This will certainly motivate more Smalltalk researchers to submit a paper! The conference accepted just over half of the submissions.
Object Oriented Programming using C++: Object Oriented Programming using C++ teaches the generic Object Oriented Programming using C++ programming language in an easy-to-follow style, without assuming previous experience in any other language. A variety of examples make learning these Concepts with C++ both fun and practical. This book is organized in such a manner that students and programmers with prior knowledge of C can find it easy, crisp and readable. Each Chapter contains many example programs throughout the book, along with additional examples for further practice.

KEY FEATURES

Systematic approach throughout the book

Programming basics in C++ without requiring previous experience in another language

Simple language has been adopted to make the topics easy and clear to the readers

Topics have been covered with more than 100 illustrations and C++ programs

Enough examples have been used to explain various OOPs concepts effectively. This book also consists of tested programs so as to enable the readers to learn the logic of programming

Discusses all generic concepts of Object Oriented Programming (OOP) concepts such as Classes and Objects, Inheritance, Polymorphism using Function and Operator Overloading and Virtual Functions, Friend Functions in detail with aided examples

Use of Various Programming terms like variables and expressions, functions are simplified

A number of diagrams have been provided to clear the concepts in more illustrative way

Provides exercises, review questions and exercises as the end of each chapter equipped with more than 300 questions in various patterns and more than 170 programming exercises

Samples are presented in easy to use way through Turbo C++ 3.0.

A Student Guide to Object-Oriented Development is an introductory text that follows the software development process, from requirements capture to implementation, using an object-oriented approach. The book uses object-oriented techniques to present a practical viewpoint on developing software, providing the reader with a basic understanding of object-oriented concepts by developing the subject in an uncomplicated and easy-to-follow manner. It is based on a main worked case study for teaching purposes, plus others with password-protected answers on the web for use in coursework or exams. Readers can benefit from the authors' years of teaching experience.

The book outlines standard object-oriented modelling techniques and illustrates them with a variety of examples and exercises, using UML as the modelling language and Java as the language of implementation. It adopts a simple, step by step approach to object-oriented development, and includes case studies, examples, and exercises with solutions to consolidate learning. There are 13 chapters covering a variety of topics such as sequence and collaboration diagrams; state diagrams; activity diagrams; and implementation diagrams.

This book is an ideal reference for students taking undergraduate introductory/intermediate computing and information systems courses, as well as business studies courses and conversion masters' programmes.

Adopts a simple, step by step approach to object-oriented developmentIncludes case studies, examples, and exercises with solutions to consolidate learningBenefit from the authors' years of teaching experience
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