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 Intended as a textbook on graphics at undergraduate and postgraduate level, the primary objective of the book is to seamlessly integrate the theory of Computer Graphics with its implementation. The theory and implementation aspects are designed concisely to suit a semester-long course. Students of BE/BTech level of Computer Science, Information Technology and related disciplines will not only learn the basic theoretical concepts on Graphics, but also learn the modifications necessary in order to implement them in the discrete space of the computer screen. Practising engineers will find this book helpful as the C program implementations available in this book could be used as kernel to build a graphics system. This book is also suitable for the students of M.Sc. (Computer Science) and Computer Applications (BCA/MCA). To suit the present day need, the C implementations are done for Windows operating system exposing students to important concepts of message-driven programming. For wider acceptability, Dev C++ (an open source integrated windows program development environment) versions of the implementations of graphics programs are also included in the companion CD-ROM.

This book introduces the students to Windows programming and explains the building blocks for the implementation of computer graphics algorithms. It advances on to elaborate the two-dimensional geometric transformations and the design and implementation of the algorithms of line drawing, circle drawing, drawing curves, filling and clipping. In addition, this well-written text describes three-dimensional graphics and hidden surface removal algorithms and their implementations. Finally, the book discusses illumination and shading along with the Phong illumination model.

Key Features :

Includes fundamental theoretical concepts of computer graphics.

Contains C implementations of all basic computer graphics algorithms.

Teaches Windows programming and how graphics algorithms can be tailor-made for implementations in message-driven architecture.

Offers chapter-end exercises to help students test their understanding.

Gives a summary at the end of each chapter to help students overview the key points of the text.

Includes a companion CD containing C programs to demonstrate the implementation of graphics algorithms.

As the application of object technology--particularly the Java programming language--has become commonplace, a new problem has emerged to confront the software development community. Significant numbers of poorly designed programs have been created by less-experienced developers, resulting in applications that are inefficient and hard to maintain and extend. Increasingly, software system professionals are discovering just how difficult it is to work with these inherited, "non-optimal" applications. For several years, expert-level object programmers have employed a growing collection of techniques to improve the structural integrity and performance of such existing software programs. Referred to as "refactoring," these practices have remained in the domain of experts because no attempt has been made to transcribe the lore into a form that all developers could use. . .until now. In Refactoring: Improving the Design of Existing Code, renowned object technology mentor Martin Fowler breaks new ground, demystifying these master practices and demonstrating how software practitioners can realize the significant benefits of this new process.

With proper training a skilled system designer can take a bad design and rework it into well-designed, robust code. In this book, Martin Fowler shows you where opportunities for refactoring typically can be found, and how to go about reworking a bad design into a good one. Each refactoring step is simple--seemingly too simple to be worth doing. Refactoring may involve moving a field from one class to another, or pulling some code out of a method to turn it into its own method, or even pushing some code up or down a hierarchy. While these individual steps may seem elementary, the cumulative effect of such small changes can radically improve the design. Refactoring is a proven way to prevent software decay.

In addition to discussing the various techniques of refactoring, the author provides a detailed catalog of more than seventy proven refactorings with helpful pointers that teach you when to apply them; step-by-step instructions for applying each refactoring; and an example illustrating how the refactoring works. The illustrative examples are written in Java, but the ideas are applicable to any object-oriented programming language.

The practice of enterprise application development has benefited from the emergence of many new enabling technologies. Multi-tiered object-oriented platforms, such as Java and .NET, have become commonplace. These new tools and technologies are capable of building powerful applications, but they are not easily implemented. Common failures in enterprise applications often occur because their developers do not understand the architectural lessons that experienced object developers have learned.

Patterns of Enterprise Application Architecture is written in direct response to the stiff challenges that face enterprise application developers. The author, noted object-oriented designer Martin Fowler, noticed that despite changes in technology--from Smalltalk to CORBA to Java to .NET--the same basic design ideas can be adapted and applied to solve common problems. With the help of an expert group of contributors, Martin distills over forty recurring solutions into patterns. The result is an indispensable handbook of solutions that are applicable to any enterprise application platform.

This book is actually two books in one. The first section is a short tutorial on developing enterprise applications, which you can read from start to finish to understand the scope of the book's lessons. The next section, the bulk of the book, is a detailed reference to the patterns themselves. Each pattern provides usage and implementation information, as well as detailed code examples in Java or C#. The entire book is also richly illustrated with UML diagrams to further explain the concepts.

Armed with this book, you will have the knowledge necessary to make important architectural decisions about building an enterprise application and the proven patterns for use when building them.

The topics covered include

· Dividing an enterprise application into layers

· The major approaches to organizing business logic

· An in-depth treatment of mapping between objects and relational databases

· Using Model-View-Controller to organize a Web presentation

· Handling concurrency for data that spans multiple transactions

· Designing distributed object interfaces

The sixth edition of the highly acclaimed “Fundamentals of Computers” lucidly presents how a computer system functions. Both hardware and software aspects of computers are covered. The book begins with how numeric and character data are represented in a computer, how various input and output units function, how different types of memory units are organized, and how data is processed by the processor. The interconnection and communication between the I/O units, the memory, and the processor is explained clearly and concisely. Software concepts such as programming languages, operating systems, and communication protocols are discussed. With growing use of wireless to access computer networks, cellular wireless communication systems, WiFi (Wireless high fidelity), and WiMAX have become important. Thus it has now become part of “fundamental knowledge” of computers and has been included. Besides this, use of computers in multimedia processing has become commonplace and hence is discussed. With the increase in speed of networks and consequently the Internet, new computing environments such as peer to peer, grid, and cloud computing have emerged and will change the future of computing. Hence a new chapter on this topic has been included in this edition. This book is an ideal text for undergraduate and postgraduate students of Computer Applications (BCA and MCA), undergraduate students of engineering and computer science who study fundamentals of computers as a core course, and students of management who should all know the basics of computer hardware and software. It is ideally suited for working professionals who want to update their knowledge of fundamentals of computers. Key features • Fully updated retaining the style and all contents of the fifth edition. • In-depth discussion of both wired and wireless computer networks. • Extensive discussion of analog and digital communications. • Advanced topics such as multiprogramming, virtual memory, DMA, RISC, DSP, RFID, Smart Cards, WiGig, GSM, CDMA, novel I/O devices, and multimedia compression (MP3, MPEG) are described from first principles. • A new chapter on Emerging Computing Environments, namely, peer to peer, grid, and cloud computing, has been added for the first time in an entry level book. • Each chapter begins with learning goals and ends with a summary to aid self-study. • Includes an updated glossary of over 340 technical terms used in the book.
If you've mastered Python's fundamentals, you're ready to start using it to get real work done. Programming Python will show you how, with in-depth tutorials on the language's primary application domains: system administration, GUIs, and the Web. You'll also explore how Python is used in databases, networking, front-end scripting layers, text processing, and more. This book focuses on commonly used tools and libraries to give you a comprehensive understanding of Python’s many roles in practical, real-world programming.

You'll learn language syntax and programming techniques in a clear and concise manner, with lots of examples that illustrate both correct usage and common idioms. Completely updated for version 3.x, Programming Python also delves into the language as a software development tool, with many code examples scaled specifically for that purpose.

Topics include:

Quick Python tour: Build a simple demo that includes data representation, object-oriented programming, object persistence, GUIs, and website basicsSystem programming: Explore system interface tools and techniques for command-line scripting, processing files and folders, running programs in parallel, and moreGUI programming: Learn to use Python’s tkinter widget libraryInternet programming: Access client-side network protocols and email tools, use CGI scripts, and learn website implementation techniquesMore ways to apply Python: Implement data structures, parse text-based information, interface with databases, and extend and embed Python
 his textbook is designed to teach a first course in Information Technology (IT) to all undergraduate students. In view of the all-pervasive nature of IT in today’s world a decision has been taken by many universities to introduce IT as a compulsory core course to all Bachelor’s degree students regardless of their specialisation. This book is intended for such a course. The approach taken in this book is to emphasize the fundamental “Science” of Information Technology rather than a cook book of skills. Skills can be learnt easily by practice with a computer and by using instructions given in simple web lessons that have been cited in the References. The book defines Information Technology as the technology that is used to acquire, store, organize, process and disseminate processed data, namely, information. The unique aspect of the book is to examine processing all types of data: numbers, text, images, audio and video data. As IT is a rapidly changing field, we have taken the approach to emphasize reasonably stable, fundamental concepts on which the technology is built. A unique feature of the book is the discussion of topics such as image, audio and video compression technologies from first principles. We have also described the latest technologies such as ‘e-wallets’ and ‘cloud computing’.

The book is suitable for all Bachelor’s degree students in Science, Arts, Computer Applications, and Commerce. It is also useful for general reading to learn about IT and its latest trends. Those who are curious to know, the principles used to design jpg, mp3 and mpeg4 compression, the image formats—bmp, tiff, gif, png, and jpg, search engines, payment systems such as BHIM and Paytm, and cloud computing, to mention a few of the technologies discussed, will find this book useful.

KEY FEATURES

• Provides comprehensive coverage of all basic concepts of IT from first principles

• Explains acquisition, compression, storage, organization, processing and dis-semination of multimedia data

• Simple explanation of mp3, jpg, and mpeg4 compression

• Explains how computer networks and the Internet work and their applications

• Covers business data processing, World Wide Web, e-commerce, and IT laws

• Discusses social impacts of IT and career opportunities in IT and IT enabled services

• Designed for self-study with every chapter starting with learning objectives and concluding with a comprehensive summary and a large number of exercises.

The Systems Modeling Language (SysML) extends UML with powerful systems engineering capabilities for modeling a wider spectrum of systems and capturing all aspects of a system’s design. SysML Distilled is the first clear, concise guide for everyone who wants to start creating effective SysML models.

(Drawing on his pioneering experience at Lockheed Martin and NASA, Lenny Delligatti illuminates SysML’s core components and provides practical advice to help you create good models and good designs. Delligatti begins with an easy-to-understand overview of Model-Based Systems Engineering (MBSE) and an explanation of how SysML enables effective system specification, analysis, design, optimization, verification, and validation. Next, he shows how to use all nine types of SysML diagrams, even if you have no previous experience with modeling languages. A case study running through the text demonstrates the use of SysML in modeling a complex, real-world sociotechnical system.

Modeled after Martin Fowler’s classic UML Distilled, Delligatti’s indispensable guide quickly teaches you what you need to know to get started and helps you deepen your knowledge incrementally as the need arises. Like SysML itself, the book is method independent and is designed to support whatever processes, procedures, and tools you already use.

Coverage Includes
Why SysML was created and the business case for using it Quickly putting SysML to practical use What to know before you start a SysML modeling project Essential concepts that apply to all SysML diagrams SysML diagram elements and relationships Diagramming block definitions, internal structures, use cases, activities, interactions, state machines, constraints, requirements, and packages Using allocations to define mappings among elements across a model SysML notation tables, version changes, and sources for more information

The Object-Oriented Thought Process, Fourth Edition

An introduction to object-oriented concepts for developers looking to master modern application practices


Object-oriented programming (OOP) is the foundation of modern programming languages, including C++, Java, C#, Visual Basic .NET, Ruby, and Objective-C. Objects also form the basis for many web technologies such as JavaScript, Python, and PHP.


It is of vital importance to learn the fundamental concepts of object orientation before starting to use object-oriented development environments. OOP promotes good design practices, code portability, and reuse–but it requires a shift in thinking to be fully understood. Programmers new to OOP should resist the temptation to jump directly into a particular programming language (such as Objective-C, VB .NET, C++, C# .NET, or Java) or a modeling language (such as UML), and instead first take the time to learn what author Matt Weisfeld calls “the object-oriented thought process.”


Written by a developer for developers who want to make the leap to object-oriented technologies, The Object-Oriented Thought Process provides a solutions-oriented approach to object-oriented programming. Readers will learn to understand the proper uses of inheritance and composition, the difference between aggregation and association, and the important distinction between interfaces and implementations.


While programming technologies have been changing and evolving over the years, object-oriented concepts remain a constant–no matter what the platform. This revised edition focuses on interoperability across programming technologies, whether you are using objects in traditional application design, in XML-based data transactions, in web page development, in mobile apps, or in any modern programming environment.


“Programmers who aim to create high quality software–as all programmers should–must learn the varied subtleties of the familiar yet not so familiar beasts called objects and classes. Doing so entails careful study of books such as Matt Weisfeld’s The Object-Oriented Thought Process.”

–Bill McCarty, author of Java Distributed Objects, and Object-Oriented Design in Java


Contents at a Glance

1 Introduction to Object-Oriented Concepts
2 How to Think in Terms of Objects
3 Advanced Object-Oriented Concepts
4 The Anatomy of a Class
5 Class Design Guidelines
6 Designing with Objects
7 Mastering Inheritance and Composition
8 Frameworks and Reuse: Designing with Interfaces and Abstract Classes
9 Building Objects and Object-Oriented Design
10 Creating Object Models
11 Objects and Portable Data: XML and JSON
12 Persistent Objects: Serialization, Marshaling, and Relational Databases
13 Objects in Web Services, Mobile Apps, and Hybrids
14 Objects and Client/Server Applications
15 Design Patterns

App Inventor 2: Databases and Files is a step-by-step guide to writing apps that use TinyDB, TinyWebDB, Fusion Tables and data files for information storage and retrieval. Includes detailed explanations, examples, and a link to download sample code. This is the first tutorial to cover all of these App Inventor database and file features.

If your apps need to work with data or files - you need this book!

TinyDB stores data on your smart phone or tablet and is a primary way for App Inventor apps to save data, even when the app is no longer running or if the device is turned off.

TinyWebDB is similar to TinyDB, but stores your data on a remote server in the network cloud. 

Multiple apps can share a TinyWebDB database, plus you can update the content of your TinyWebDB using just a web browser. This means you can distribute an app whose content can change over time - just by changing the values in TinyWebDB.

A big challenge is the need to set up a TinyWebDB server - this book shows how to do that through free services offered by Google.

Fusion Tables provide a powerful, cloud-based database system for App Inventor apps. Creating, retrieving, updating and deleting data is done using the industry standard Structured Query Language or SQL. Fusion Tables reside in the Google network cloud - this book shows you how to set up and configure Fusion Tables for you own apps using free services of Google. As your app requirements grow, Google's cloud can provide low cost servers and bandwidth for your needs.

Underneath the Android OS user interface, there is a file system, similar to the file system found on Windows or Mac OS X. With App Inventor your apps can write and read data from files, and if using the special "CSV" format, App Inventor data can be shared with many spreadsheet programs. This book shows you how to create, use and access data files, and how to convert data to and from the CSV format.

Over 28,000 words. Over 250 screen shots and illustrations. Numerous sample programs and code.

App Inventor 2: Databases and Files - Table of Contents

1 - Introduction

2 - Using the TinyDB database

3 - Implementing Records Using Lists in TinyDB

4 - Simulating Multiple TinyDB Databases

5 - How to Use Multiple Tags in TinyDB

6 - Introduction and Setup: TinyWebDB

7 - Managing TinyWebDB in the Cloud

8 - Programming for TinyWebDB - Demo 1

9 - Adding a Tags List to TinyWebDB – Demo 2

10 - Handling Multiple Users with TinyWebDB – Demo 3

11 - Implementing a Student Quiz Application using TinyWebDB

12 - Introduction to Fusion Tables

13 - Developing Your Fusion Table App

14 - Using Text Files in App Inventor

"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.

"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!

Clojure is a practical, general-purpose language that offers expressivity rivaling other dynamic languages like Ruby and Python, while seamlessly taking advantage of Java libraries, services, and all of the resources of the JVM ecosystem. This book helps you learn the fundamentals of Clojure with examples relating it to the languages you know already, in the domains and topics you work with every day. See how this JVM language can help eliminate unnecessary complexity from your programming practice and open up new options for solving the most challenging problems.



Clojure Programming demonstrates the language’s flexibility by showing how it can be used for common tasks like web programming and working with databases, up through more demanding applications that require safe, effective concurrency and parallelism, data analysis, and more. This in-depth look helps tie together the full Clojure development experience, from how to organize your project and an introduction to Clojure build tooling, to a tutorial on how to make the most of Clojure’s REPL during development, and how to deploy your finished application in a cloud environment.



Learn how to use Clojure while leveraging your investment in the Java platformUnderstand the advantages of Clojure as an efficient Lisp for the JVMSee how Clojure is used today in several practical domainsDiscover how Clojure eliminates the need for many verbose and complicated design patternsDeploy large or small web applications to the cloud with Clojure
Although the number of commercial Java games is still small compared to those written in C or C++, the market is expanding rapidly. Recent updates to Java make it faster and easier to create powerful gaming applications-particularly Java 3D-is fueling an explosive growth in Java games. Java games like Puzzle Pirates, Chrome, Star Wars Galaxies, Runescape, Alien Flux, Kingdom of Wars, Law and Order II, Roboforge, Tom Clancy's Politika, and scores of others have earned awards and become bestsellers.Java developers new to graphics and game programming, as well as game developers new to Java 3D, will find Killer Game Programming in Java invaluable. This new book is a practical introduction to the latest Java graphics and game programming technologies and techniques. It is the first book to thoroughly cover Java's 3D capabilities for all types of graphics and game development projects.Killer Game Programming in Java is a comprehensive guide to everything you need to know to program cool, testosterone-drenched Java games. It will give you reusable techniques to create everything from fast, full-screen action games to multiplayer 3D games. In addition to the most thorough coverage of Java 3D available, Killer Game Programming in Java also clearly details the older, better-known 2D APIs, 3D sprites, animated 3D sprites, first-person shooter programming, sound, fractals, and networked games. Killer Game Programming in Java is a must-have for anyone who wants to create adrenaline-fueled games in Java.
A Practical Guide to SysML, Third Edition, fully updated for SysML version 1.4, provides a comprehensive and practical guide for modeling systems with SysML. With their unique perspective as leading contributors to the language, Friedenthal, Moore, and Steiner provide a full description of the language along with a quick reference guide and practical examples to help you use SysML.

The book begins with guidance on the most commonly used features to help you get started quickly. Part 1 explains the benefits of a model-based approach, providing an overview of the language and how to apply SysML to model systems. Part 2 includes a comprehensive description of SysML that provides a detailed understanding that can serve as a foundation for modeling with SysML, and as a reference for practitioners. Part 3 includes methods for applying model-based systems engineering using SysML to specify and design systems, and how these methods can help manage complexity. Part 4 deals with topics related to transitioning MBSE practice into your organization, including integration of the system model with other engineering models, and strategies for adoption of MBSE.

Learn how and why to deploy MBSE in your organization with an introduction to systems and model-based systems engineering Use SysML to describe systems with this general overview and a detailed description of the Systems Modeling Language Review practical examples of MBSE methodologies to understand their application to specifying and designing a systemIncludes comprehensive modeling notation tables as an appendix that can be used as a standalone reference
Ruby is an absolutely pure object-oriented scripting language written in C and designed with Perl and Python capabilities in mind. While its roots are in Japan, Ruby is slowly but surely gaining ground in the US. The goal of Yukihiro Matsumoto, creator of Ruby and author of this book, is to incorporate the strengths of languages like Perl, Python, Lisp and Smalltalk. Ruby is a genuine attempt to combine the best of everything in the scripting world. Since 1993, Ruby mailing lists have been established, Web pages have formed, and a community has grown around it. The language itself is very good at text processing and is notable for its broad object orientation. Ruby is portable and runs under GNU/Linux (and other Unices) as well as DOS, MS Windows and Mac.With Ruby in a Nutshell, Matsumoto offers a practical reference to the features of this new language including the command-line options, syntax, built-in variables, functions, and many commonly used classes and modules. This guide covers the current stable version of Ruby (1.6), yet is applicable to the development version 1.7 and the next planned stable version 1.8. You will find a thorough description of Ruby's language syntax, and a description of the core functionality built into the standard Ruby interpreter, which has more than 800 built-in methods in 42 classes and modules.Ruby finds its power through its built-in libraries, and this handy volume take you through the many useful libraries that come with the standard Ruby distribution--from network access via HTTP and CGI programming, to data persistence using the DBM library. This book concludes with coverage of the unique tools that come with Ruby, including the debugger, profiler, and irb (or interactive ruby.)Find out how Ruby combines the strengths of other languages, and why it has captured the interest of so many open source programmers. As part of the successful "in a nutshell" series of books from O'Reilly & Associates, Ruby in a Nutshell is for readers who want a single desktop reference for all their needs.
The comprehensive Wrox guide for creating Java web applications for the enterprise

This guide shows Java software developers and software engineers how to build complex web applications in an enterprise environment. You'll begin with an introduction to the Java Enterprise Edition and the basic web application, then set up a development application server environment, learn about the tools used in the development process, and explore numerous Java technologies and practices. The book covers industry-standard tools and technologies, specific technologies, and underlying programming concepts.

Java is an essential programming language used worldwide for both Android app development and enterprise-level corporate solutions As a step-by-step guide or a general reference, this book provides an all-in-one Java development solution Explains Java Enterprise Edition 7 and the basic web application, how to set up a development application server environment, which tools are needed during the development process, and how to apply various Java technologies Covers new language features in Java 8, such as Lambda Expressions, and the new Java 8 Date & Time API introduced as part of JSR 310, replacing the legacy Date and Calendar APIs Demonstrates the new, fully-duplex WebSocket web connection technology and its support in Java EE 7, allowing the reader to create rich, truly interactive web applications that can push updated data to the client automatically Instructs the reader in the configuration and use of Log4j 2.0, Spring Framework 4 (including Spring Web MVC), Hibernate Validator, RabbitMQ, Hibernate ORM, Spring Data, Hibernate Search, and Spring Security Covers application logging, JSR 340 Servlet API 3.1, JSR 245 JavaServer Pages (JSP) 2.3 (including custom tag libraries), JSR 341 Expression Language 3.0, JSR 356 WebSocket API 1.0, JSR 303/349 Bean Validation 1.1, JSR 317/338 Java Persistence API (JPA) 2.1, full-text searching with JPA, RESTful and SOAP web services, Advanced Message Queuing Protocol (AMQP), and OAuth

Professional Java for Web Applications is the complete Wrox guide for software developers who are familiar with Java and who are ready to build high-level enterprise Java web applications.

API Design for C++ provides a comprehensive discussion of Application Programming Interface (API) development, from initial design through implementation, testing, documentation, release, versioning, maintenance, and deprecation. It is the only book that teaches the strategies of C++ API development, including interface design, versioning, scripting, and plug-in extensibility. Drawing from the author's experience on large scale, collaborative software projects, the text offers practical techniques of API design that produce robust code for the long term. It presents patterns and practices that provide real value to individual developers as well as organizations.

API Design for C++ explores often overlooked issues, both technical and non-technical, contributing to successful design decisions that product high quality, robust, and long-lived APIs. It focuses on various API styles and patterns that will allow you to produce elegant and durable libraries. A discussion on testing strategies concentrates on automated API testing techniques rather than attempting to include end-user application testing techniques such as GUI testing, system testing, or manual testing. Each concept is illustrated with extensive C++ code examples, and fully functional examples and working source code for experimentation are available online.

This book will be helpful to new programmers who understand the fundamentals of C++ and who want to advance their design skills, as well as to senior engineers and software architects seeking to gain new expertise to complement their existing talents. Three specific groups of readers are targeted: practicing software engineers and architects, technical managers, and students and educators.

The only book that teaches the strategies of C++ API development, including design, versioning, documentation, testing, scripting, and extensibility. Extensive code examples illustrate each concept, with fully functional examples and working source code for experimentation available online.Covers various API styles and patterns with a focus on practical and efficient designs for large-scale long-term projects.
Printed in full color.

For this new edition of the best-selling Learn to Program, Chris Pine has taken a good thing and made it even better. First, he used the feedback from hundreds of reader e-mails to update the content and make it even clearer. Second, he updated the examples in the book to use the latest stable version of Ruby, and also to use code that looks more like real-world Ruby code, so that people who have just learned to program will be more familiar with common Ruby techniques.

Not only does the Second Edition now include answers to all of the exercises, it includes them twice. First you'll find the "how you could do it" answers, using the techniques you've learned up to that point in the book. Next you'll see "how Chris Pine would do it": answers using more advanced Ruby techniques, to whet your appetite as well as providing sort of a "Rosetta Stone" for more elegant solutions.

Computers are everywhere, on every desk, in your iPod, cell phone, and PDA. To live well in the 21st century, you need to know how to make computers do things. And to really make computers do what you want, you have to learn to program.

Fortunately, that's easier now than ever before. Chris Pine's book will teach you how to program. You'll learn to use your computer better, to get it to do what you want it to do. Starting with small, simple one-line programs to calculate your age in seconds, you'll see how to advance to fully structured, real programs. You'll learn the same technology used to drive modern dynamic websites and large, professional applications.

It's now easier to learn to write your own computer software than it has ever been before. Now everyone can learn to write programs for themselves---no previous experience is necessary. Chris takes a thorough, but light-hearted approach that teaches you how to program with a minimum of fuss or bother.

Printed in full color.
Java Programming for Beginners is an introduction to Java programming, taking you through the Java syntax and the fundamentals of object-oriented programming.About This BookLearn the basics of Java programming in a step-by-step mannerSimple, yet thorough steps that beginners can followTeaches you transferable skills, such as flow control and object-oriented programmingWho This Book Is For

This book is for anyone wanting to start learning the Java language, whether you're a student, casual learner, or existing programmer looking to add a new language to your skillset. No previous experience of Java or programming in general is required.

What You Will LearnLearn the core Java language for both Java 8 and Java 9Set up your Java programming environment in the most efficient wayGet to know the basic syntax of JavaUnderstand object-oriented programming and the benefits that it can bringFamiliarize yourself with the workings of some of Java's core classesDesign and develop a basic GUIUse industry-standard XML for passing data between applicationsIn Detail

Java is an object-oriented programming language, and is one of the most widely accepted languages because of its design and programming features, particularly in its promise that you can write a program once and run it anywhere.

Java Programming for Beginners is an excellent introduction to the world of Java programming, taking you through the basics of Java syntax and the complexities of object-oriented programming. You'll gain a full understanding of Java SE programming and will be able to write Java programs with graphical user interfaces that run on PC, Mac, or Linux machines. This book is full of informative and entertaining content, challenging exercises, and dozens of code examples you can run and learn from.

By reading this book, you'll move from understanding the data types in Java, through loops and conditionals, and on to functions, classes, and file handling. The book finishes with a look at GUI development and training on how to work with XML. The book takes an efficient route through the Java landscape, covering all of the core topics that a Java developer needs. Whether you're an absolute beginner to programming, or a seasoned programmer approaching an object-oriented language for the first time, Java Programming for Beginners delivers the focused training you need to become a Java developer.

Style and approach

This book takes a very hands-on approach, carefully building on lessons learned with snippets and tutorials to build real projects.

"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

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