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| 1. The LEGO MINDSTORMS NXT 2.0 Discovery Book: A Beginner's Guide to Building and Programming Robots by Laurens Valk | |
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| 2. Scott Kelby's Digital Photography Boxed Set, Volumes 1, 2, and 3 by Scott Kelby | |
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| 3. The Adobe Photoshop CS5 Book for Digital Photographers (Voices That Matter) by Scott Kelby | |
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| 4. Getting Started with Arduino (Make: Projects) by Massimo Banzi | |
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| 5. Hello, Android: Introducing Google's Mobile Development Platform (Pragmatic Programmers) by Ed Burnette | |
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Editorial Review Android is a software toolkit for mobile phones, created by Google and the Open Handset Alliance. It's inside millions of cell phones and other mobile devices, making Android a major platform for application developers. That could be your own program running on all those devices. Reviews
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| 6. Head First Java, 2nd Edition by Kathy Sierra, Bert Bates | |
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Editorial Review The fact is your brain craves novelty. It's constantly searching, scanning, waiting for something unusual to happen. After all, that's the way it was built to help you stay alive. It takes all the routine, ordinary, dull stuff and filters it to the background so it won't interfere with your brain's real work--recording things that matter. How does your brain know what matters? It's like the creators of the Head First approach say, suppose you're out for a hike and a tiger jumps in front of you, what happens in your brain? Neurons fire. Emotions crank up. Chemicals surge. That's how your brain knows. And that's how your brain will learn Java. Head First Java combines puzzles, strong visuals, mysteries, and soul-searching interviews with famous Java objects to engage you in many different ways. It's fast, it's fun, and its effective. And, despite its playful appearance, Head First Java is serious stuff: a complete introduction to object-oriented programming and Java.You'll learn everything from the fundamentals to advanced topics, including threads, network sockets, and distributed programming with RMI.And the new. second edition focuses on Java 5.0, the latest version of the Java language and development platform.Because Java 5.0 is a major update to the platform, with deep, code-level changes, even more careful study and implementation is required.So learning the Head First way is more important than ever. If you've read a Head First book, you know what to expect--a visually rich format designed for the way your brain works. If you haven't, you're in for a treat. You'll see why people say it's unlike any other Java book you've ever read. By exploiting how your brain works, Head First Java compresses the time it takes to learn and retain--complex information.Its unique approach not only shows you what you need to know about Java syntax, it teaches you to think like a Java programmer. If you want to be bored, buy some other book. But if you want to understand Java, this book's for you. Reviews
With those questions in mind, I started to read "Head First Java". Since I consider myself a Java expert (I wrote a Java book myself, after all), I decided that I would NOT read the book from cover to cover. Instead, I would randomly flip through the book for the humorous stories and photos. I figured that if I cannot learn much new about Java from a "beginner" book, I can at least have some fun. Geez, I was wrong. I was ADDICTED to the book's short stories, annotated code snippets, mock interviews, puzzle games and brain exercises. They are not only entertaining but also informative. It may be a beginner's book but the stuff they cover are definitely deep enough for expert readers as well (e.g. multiple inheritance, polymorphism, inner classes, threads, RMI, ... just to name a few). The best of all is that I can actually remember the things I learned from the book because I associate them with the stories and pictures. I guess it has something to do with the fact that both sides of my brain are active when reading this book: The right side is for the stories and the left side is for the technical and logic stuff. There are other great Java books (e.g. "Thinking in Java" by Bruce Eckel) in the market. But they are all very serious and require the readers to spend hours to read entire chapters. The great thing about "Head First Java" is that the bite-size code snippets and stories allow me to learn something about Java in my 5-10 minutes spare time, one piece a time. The overall writing style is casual and enlightened. The presentation style (fonts and placements of graphical elements) fits the content very well. The book covers a wide variety of Java topics including: basic code structure and language syntax, OOP concepts, math and numbers, exception handling, the Swing GUI library, serialization, network, and distributed computing. Of course, the casual style is not for everyone. I know people who love the re-assuring feeling from "serious" books. But I can re-assure you that Kathy and Bert are authoritative figures in the Java training community. The content is absolutely first class. I highly recommend "Head First Java" for both Java beginners and expert readers.
The book is an excellent introduction to Java. It covers all the typical topics of a basic introductory text and some extra including serialization, networking, and distributed computing. Each topic is covered in a fun way with important information highlighted. The authors use stories, fake interviews, pictures, and assorted other clever techniques to catch your imagination and make the topics memorable. There are plenty of exercises (with answers) to help you check to be sure you understood each chapter. And there are plenty of fun programs to code including a cool music machine instead of the typical "reverse a String" exercises. If you are looking for a traditional text then this book is definitely not for you. Instructors should think carefully whether this book fits in with their style of teaching. This book is not for everyone but if you want to learn Java and object oriented programming in fun and unique way then this is the book you want. Now I just have to figure out how to keep it away from my students.
This book starts with the basics of Java and progresses clear through to RMI and JINI. Granted, those last subjects are just touched on, but at least you're exposed to them. Even after all the Java tutorial manuals I've read, I still got a lot out of this book. For instance, I always was sort of fuzzy on the event listener logic. The Head First explanation was one of the most understandable (and entertaining) treatments of it that I've ever read. Likewise, inner classes were always confusing to me. The coverage of that subject here makes it sound so simple. And why do you need this if you're a Notes/Domino developer? If you've never worked with Java, you're probably intimidated by the subject and afraid to get started. Don't be... This is the most fun you'll ever have learning a new skill. While it doesn't talk specifically about how to code a Java agent in a Notes application, you'll learn the concepts and the syntax you'll need to be able to do that. Once you have those skills in place, you can move on to a book specific to using Java in a Notes environment (such as Domino Development With Java by Tony Patton). The book doesn't assume you're a programming guru to get started. You will learn a lot from this material, and it's something you need to do in order to continue to stay relevant in the IBM/Lotus world. Conclusion
I'm a 47 year old programmer that has basically seen it all in my 25+ years in IT. Though I've been busy with Java for more than 2 years, I until recently still saw myself as an absolute beginner. Why you might ask? Well for starters all my Java was simply "hobby" work, I did not use it at work. Secondly, and the most important reason, is that I simply did not understand and grasp some of the key concepts of OO that one needs to know to be able to fully use the capabilities Java has to offer. As fate would have it, the work copy Kathy & Bert's book became available to me as I started to work in a new department where I have to program in Java. I was drowning. I had to keep on asking the youngsters on the team for assistance. You can't believe what that does for your self-confidence. But as I read more and more of Head First Java I found myself sitting in tech meetings not only understanding what was being said but I was actually coming up with some fresh ideas that helped us re-design our systems to become fully OO. Why is that so. Simply because of the unique way Kathy and Bert teach and share their knowledge. The best way for me to describe this book is by using the teacher at school that we all have encountered in our school careers. You know the one that enthusiastically drew the most elaborate drawing on the black board to explain his point, the one that simply generates interest in his subject purely because of his sheer love of the subject he teaches. Now imagine that teacher in book form. The Head First way, your favourite teacher in a book. I can carry on for quite awhile about the unique style of the Head First way, but I suggest you download the sample chapters at O'Reilly or go download the "demo" at Kathy & Bert's own site... What has this book done for me. For one it finally made me grasp Polymorphism, and the use of interfaces. Though I've used it before, like a parrot without understanding, I never saw it's real strength. Now I use it all the time. I can't believe I programmed Java without them. Head First Java turned me into a Java OO programmer instead of a Java procedural programmer. Yep one can write pretty neat procedural programs in Java. If you are a Java programmer that has problems understanding the finer points of the language and OO in general I suggest you go out and buy the book. I want to end with a word of caution. This book, because of it's uniqueness, might not appeal to everybody. I suggest you browse (or download the demo) the book before buying. You will know immediately know if the book is for you. If you want learning to be fun buy this book.
The exercises are excellent. I think I could learn more from just the I want to point out one particular thing they do with the weirder You absolutely must have this book if you want to learn Java, and you
Of course, you can't learn Java without a good understanding of object-oriented languages. I made fairly heavy going with 'Learning Java' until I decided to dive in head first, 'Head First Java' that is - I bought this book that has a totally different attitude to teaching than I've seen before in computer books. The style is humorous, full of graphics, cartoons, puzzles, quizzes and crosswords. It reminds me of the textbooks that used to try and teach me geometry and algebra in high school or my daughters elementary books on Roman and Greek history I purchased for her at the British Museum. The style didn't work to teach me much algebra and geometry, but I wasn't anywhere near as motivated. This time, it worked. In a couple of weeks I worked through the book and finally have Java skills where I can branch off and start coding the projects I had in mind (though something more advanced will be required soon.) In the introduction the authors examine learning and explain why they designed the book as they did. To quote from one section: "Some of the Head First learning principles. Make it visual. Put the words within or near the graphics. Use a conversational and personalized style. Get the learner to think more deeply. Get-and keep-the reader's attention. Touch their emotions." They argue that our brain is tuned to novelty, and that their style provides the novelty to keep your brain turned on. They also provide ten tips for good learning. That's one thing that seems to set this book apart from most other computer books, they say they think of their reader as a learner and indeed that's the way you are treated by the book. The book also has a good emphasis on test-driven development, a good style to get new programmers started. I also appreciated the excellent chapter on how to package all your code up for release, something that you might expect to be trivial but not quite as easy as expected. When compared to 'Learning Java' the coverage is not as good, 'Head First' really only covers the basics, up to and including creating a GUI with SWING and then touches a number of others; 'Learning Java' goes on to explore, with a fair depth, network programming, web programming, servlets, applets, Java Beans, XML and other topics that are only touched on briefly in 'Head First.' If the style of learning does not suit you then this will be an incredibly irritating and useless book, I'd give it a try first, though. This edition also has a fair number of errors, including some in the examples. To this all I can say is "shame, shame, shame." I keep on harping on this in computer book reviews but if you can't figure out a way of including code that compiles and/or runs in your book then give up. The example code is available online - how hard is it to check that it all runs and then include that source directly into the text. When you get down to it, though, the only way to really decide on the worth of a tutorial is to decide how well it teaches. 'Head First Java' excels at teaching. OK, I thought it was silly, I had a hard time making myself do the exercises, fill out the crosswords and solve the puzzles. Then I realized that I was thoroughly learning the topics as I went through the book. 'Learning Java' was doing the same job, but the dry traditional method wasn't doing as well. Both books are well written, designed and constructed-the style of 'Headfirst Java' just made learning, well, easier. It would seem to me that the 'Head First' approach is going to work wonderfully for the more 'beginner' topics, books for introducing you to a new style of programming, a new language or a radically different operating system or application. So if you're looking for a book to introduce you to Java then I can recommend 'Head First Java'. Now if I could only find a book as good to introduce me to Common Lisp.
The book is organized as a tutorial of seventeen chapters that start with object oriented concepts and progress through graphics, swing, networking, I/O, RMI and deployment issues. I really like the Code Kitchen project. It is built in an incremental fashion on the material covered in the later chapters. In each chapter there is a group of exercises to challenge your retention of the material. But even more powerful are the learning concepts that the book is based on. Kathy and Bert are experienced instructors, but they have taken their knowledge of the content and merged it with the latest information in learning concepts to create a book that is fun to read, but a tremendous teaching tool. Dry and boring authors beware; tedious technical tomes are no longer acceptable, if they ever were. The book is an excellent investment in time and money for anyone that wants to learn Java, but if you prefer a more serious tone, there is always "Thinking in Java" by Bruce Eckel, another of my favorites. However, we liked the book so much that we bought several copies to start some of our staff down the Java road. One last point, do the exercises. They may seem a little trivial, but like calisthenics, they are very effective.
If you see it in a store, take the time to read some pages, or look at the sample chapters before you say it's a dummies book. It is definitely not a dummies book! I really don't consider myself a dummy, I just prefer it when things are clear. It is a very differrent experience, and I guess that people who are more comfortable with traditional methods might not like it. I happen to like things that are off-beat, and this was the perfect way for me to learn. One problem is that now I am hooked on this style and it's going to be harder for me to go back to learning things with text books. I am waiting for them to apply this format to other things I need to learn. O'Reilly are you listening? ... Read more | |
| 7. LEGO MINDSTORMS NXT 2.0: The King's Treasure (Technology in Action) by James Floyd Kelly, Christopher Smith | |
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Editorial Review Follow the adventures of Evan and his archaeologist uncle as they explore for treasure from an ancient kingdom. Help them succeed by building a series of five robots using LEGO’s popular MINDSTORMS NXT 2.0 robotics kit.Without your robots, Evan and his uncle are doomed to failure and in grave danger.Your robots are the keyto their success in unlocking the secret of The King’s Treasure. In this sequelto the immensely popular book, LEGO MINDSTORMS NXT: The Mayan Adventure, you get both an engaging story and a personal tutorial on robotics programming. You’ll learn about the motors and sensors in your NXT 2.0 kit. You’ll learn to constructively brainstorm solutions to problems. And you’ll follow clear, photo-illustrated instructions that help you build, test, and operate a series of five robots corresponding to the five challenges Evan and his uncle must overcome in their search for lost treasure. LEGO MINDSTORMS NXT 2.0: The King’s Treasure is written for children ages 10 and up who want to learn to design, build, and operate robots using LEGO’s immensely popular MINDSTORMS NXT 2.0 robotics kit. The book leads readers through a series of five projects centered on an engaging story line. It can be read by kids alone, or it can provide the spark for a wonderful series of parent/child activities. Teachers and FIRST LEGO League leaders can use the book teach NXT 2.0 programming, and will find complete instructions for building five sample robots and creating five programs. Reviews
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| 8. 30 Arduino Projects for the Evil Genius by Simon Monk | |
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Editorial Review This wickedly inventive guide shows you how to program and build a variety of projects with the Arduino microcontroller development system. Covering Windows, Mac, and Linux platforms, 30 Arduino Projects for the Evil Genius gets you up to speed with the simplified C programming you need to know--no prior programming experience necessary. Using easy-to-find components and equipment, this do-it-yourself book explains how to attach an Arduino board to your computer, program it, and connect electronics to it to create fiendishly fun projects. The only limit is your imagination! 30 Arduino Projects for the Evil Genius: Build these and other devious devices: Reviews
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| 9. Seven Languages in Seven Weeks: A Pragmatic Guide to Learning Programming Languages (Pragmatic Programmers) by Bruce A. Tate | |
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Editorial Review Ruby, Io, Prolog, Scala, Erlang, Clojure, Haskell.With Seven Languages in Seven Weeks, by Bruce A. Tate, you'll go beyond the syntax-and beyond the 20-minute tutorial you'll find someplace online.This book has an audacious goal: to present a meaningful exploration of seven languages within a single book.Rather than serve as a complete reference or installation guide, Seven Languages hits what's essential and unique about each language.Moreover, this approach will help teach you how to grok new languages. Reviews
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| 10. Head First HTML with CSS & XHTML by Eric T Freeman, Elisabeth Freeman | |
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Editorial Review Learn the real secrets of creating Web pages, and why everything your boss told you about HTML tables is probably wrong (and what to do instead). Most importantly, hold your own with your co-worker (and impress cocktail party guests) when he casually mentions how his HTML is now strict, and his CSS is in an external style sheet. With Head First HTML with CSS & XHTML, you'll avoid the embarrassment of thinking web-safe colors still matter, and the foolishness of slipping a font tag into your pages. Best of all, you'll learn HTML and CSS in a way that won't put you to sleep. 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, this book will load HTML, CSS, and XHTMLinto your brain in a way that sticks. So what are you waiting for? Leave those other dusty books behind and come join us in Webville. Your tour is about to begin. Praise "This book is a thoroughly modern introduction to forward-looking practices in web page markup and presentation." "What used to be a long trial and error learning process has now been reduced neatly into an engaging paperback." "I love Head First HTML with CSS & XHTML--it teaches you everything you need to learn in a 'fun coated' format!" - "I haven't had as much fun reading a book (other than Harry Potter) in years. And your book finally helped me break out of my hapless so-last-century way of creating web pages." "If you've ever had a family member who wanted you to design a website for them, buy them Head First HTML with CSS and XHTML. If you've ever asked a family member to design you a web site, buy this book. If you've ever bought an HTML book and ended up using it to level your desk, or for kindling on a cold winter day, buy this book. This is the book you've been waiting for. This is the learning system you've been waiting for." Reviews
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| 11. CISSP All-in-One Exam Guide, Fifth Edition by Shon Harris | |
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list price: $79.99 -- our price: $41.73 (price subject to change: see help) Isbn: 0071602178 Publisher: McGraw-Hill Osborne Media Sales Rank: 10766 Average Customer Review: US | Canada | United Kingdom | Germany | France | Japan |
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Editorial Review COVERS ALL 10 CISSP DOMAINS: THE CD-ROM FEATURES: Shon Harris, CISSP, is a security consultant, a former member of the Information Warfare unit in the Air Force, and a contributing writer to Information Security Magazine and Windows 2000 Magazine. She is the author of the previous editions of this book. Reviews
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| 12. Introducing HTML5 (Voices That Matter) by Bruce Lawson, Remy Sharp | |
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| 13. The Fractal Geometry of Nature by Benoit B. Mandelbrot | |
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It is not an easily readable book. 1. It is not well-organized 2. It does not cover necessary things in detail 3. Frustratingly long in some parts. Instead the books: Feder, Fractals; Turcotte, Fractals and Chaos in Geology and Geophysics can be recommended. Fractal geometry may be interesting as a historical book, after one gains a sufficient knowledge on fractals.
Mandelbrot is an odd character, but a superb thinker. His book does not offer a lot of science, but rather a compelling view of how this fascinating and growing topic developed. I recommend it highly.
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| 14. JavaScript: The Good Parts by Douglas Crockford | |
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Editorial Review Most programming languages contain good and bad parts, but JavaScript has more than its share of the bad, having been developed and released in a hurry before it could be refined. This authoritative book scrapes away these bad features to reveal a subset of JavaScript that's more reliable, readable, and maintainable than the language as a whole-a subset you can use to create truly extensible and efficient code. The real beauty? As you move ahead with the subset of JavaScript that this book presents, you'll also sidestep the need to unlearn all the bad parts. Of course, if you want to find out more about the bad parts and how to use them badly, simply consult any other JavaScript book. Reviews
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| 15. The Animator's Survival Kit, Expanded Edition: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop Motion and Internet Animators by Richard Williams | |
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If you want learn to REALLY animate characters with life and believability, get this book.
Williams' long awaited book on animation technique is the logical successor to Preston Blair's CARTOON ANIMATION and it successfully updates some of the weaknesses of that book, particularly in handling dialogue animation. He covers a lot of the same ground that Frank Thomas and Ollie Johnston did in their now out-of-print THE ILLUSION OF LIFE. There is some history, but that's available in other books. What is unique about this book is that Williams writes how surprised he, an Academy Award winning animator with a successful professional studio, was to learn that he needed to learn just about everything over again from Harris and Babbitt. Fortunately for us he is now sharing these priceless lessons with the public. The most important thing that an aspiring animator will get from this book is: that animation IS an art form, and good animation has nothing to do with whether it is done on computer or on paper. Williams exhorts his readers to 'draw whenever possible' and even though there is a computer modelled figure on the cover of the book, there is not a single piece of computer generated imagery in it. The book is about the bare bones, about creating life in art. Animation is the twentieth century's contribution to world art and deserves to be taken very seriously. Buy this book.
It's also more practical than the Illusion of Life, in that it has a logical progression of lessons and enough custom illustrations to more precicely demonstrate these points. In many ways, It's the intermediate book between the intellectual aspects of the Illusion of Life, and the basic principals of Cartoon Animation. For me, this was like a second year of school: I had learned all the concepts and basic principals I needed in that first year of school using Tony White and Preson Blair. Richard William's book expanded on those concepts, and has already started to improve my work in the first two months of receiving it. I highly recommend this book to any animation students out there, as well as graduates looking to increase their skills.
I'm still not finished with the book because I've started going back over the walk and run sections while applying the lessons to animations that I have up on my computer. I'm convinced that applying the principles and methods described in this goldmine of a book will undoubtedly make anyone a better animator. I have friends in Film, Television, and Games and without exception this book is quickly becoming the talk among those in the animation industry. If "The Illusion of Life" is the animators Bible, then "The Animator's Survival Kit" is the New Testament of what was once a forerunner to this remarkable book.
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| 16. Cracking the Coding Interview, Fourth Edition: 150 Programming Interview Questions and Solutions by Gayle Laakmann | |
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| 17. The Game Maker's Apprentice: Game Development for Beginners (Book & CD) by Jacob Habgood, Mark Overmars | |
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Editorial Review The Game Makers Apprentice shows you how to create nine exciting games using the wildly popular Game Maker game creation tool. This book covers a range of genres, including action, adventure, and puzzle games complete with professional quality sound effects and visuals. It discusses game design theory and features practical examples of how this can be applied to making games that are more fun to play. Game Maker allows games to be created using a simple drag-and-drop interface, so you don't need to have any prior coding experience. It includes an optional programming language for adding advanced features to your games, when you feel ready to do so. You can obtain more information by visiting book.gamemaker.nl. The authors include the creator of the Game Maker tool and a former professional game programmer, so you'll glean understanding from their expertise. The book also includes a DVD containing Game Maker software and all of the game projects that are created in the bookplus a host of professional-quality graphics and sound effects that you can use in your own games. Reviews
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| 18. Design Patterns: Elements of Reusable Object-Oriented Software by Erich Gamma, Richard Helm, Ralph Johnson, John M. Vlissides | |
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Editorial Review Reviews
There are other advantages to this book. It isolates 23 of the most common patterns and presents them in detail. You wouldn't think that 23 patterns would be enough, but once you become adept at recognizing patterns, you'll find that a large fraction of the patterns you use in practice are among these 23. For each pattern, the book carefully presents the intent of the pattern, a motivating example, consequences of using that pattern, implementation considerations and pitfalls, sample code (C++ or Smalltalk), known uses of that pattern in real-world applications, and a list of related patterns. Upon first reading, you will start to recognize these patterns in the frameworks you see. Upon second reading, you'll begin to see how these patterns can help you in your own designs, and may also start to see new patterns not listed in the book. Once you become familiar with the pattern concept, you will be able to originate your own patterns, which will serve you well in the future. One of the most valuable contributions of this book is that it is designed not merely to help you identify patterns, but to give you a sense of which patterns are appropriate in which contexts. I think this book is particularly valuable to many C++ and Java programmers, because of the dynamic and flexible design philosophy it follows. (Its two fundamental principles of reusable OO design are: "Program to an interface, not an implementation" and "Favor object composition over class inheritance".) I've found that many C++ books unfortunately tend to emphasize a rather static and inflexible design philosophy. Many C++ programmers do not realize how the language and the books they've studied from have been limiting their thinking until they have been exposed to ideas from other lanugages. The authors of this book have obviously been influenced by other languages as well, especially Smalltalk, and have brought many of its best lessons to C++ design. Most Java books seem to take after the C++ books, even though Java is a more dynamic language. This book may help Java programmers take full advantage of the extra power offered by their language, if they look deeply enough into some of the lesser-known features its runtime system affords. Last, but not least, this book is valuable because it names the patterns it uses, and so gives programmers a common vocabulary to describe design concepts, rather than particular implementations. You'll find yourself saying things like, "That would be a good use for a Decorator", or "Should we use a Facade or a Mediator in this case?" I encourage readers of this book to use this vocabulary with other programmers. In summary, this is one of the few books that I think belongs on every programmer's "must-have" list. Not to overuse a cliche, but like object-oriented design itself, the pattern concept is one of those rare paradigm-shifts in computer programming. It is equally valuable to expert professional and novice student alike. The book has a home page at http://st-www.cs.uiuc.edu/users/patterns/DPBook/DPBook.html
In particular, many of the patterns in this book represent highly distilled wisdom about effective solutions -- distilled so far that, unless you have implemented code that realizes the pattern in question already, you may have trouble absorbing the material. I find that programmers-to-be who dive into this book, often end up talking annoyingly about "applying patterns" without having a real grasp of how these things translate (with some distortion and compromise) into real projects. That being said, an excellent way to bridge the gap is to read this book along with "Pattern Hatching : Design Patterns Applied" by John Vlissides. That book is a chatty companion piece for this one -- I found myself understanding how to incorporate patterns into my day-to-day design work much more after reading both books. See: Pattern Hatching : Design Patterns Applied [also at Amazon.com] Overall, while this book is an extremely important contribution to software developers, it is structured in a way that makes the material difficult to absorb if you aren't approaching it with substantial previous knowledge about developing software. You can start with some of the simpler patterns (Singleton, for example) and work through the harder ones, but only by implementing projects and stumbling upon these yourself will you really feel a flash of recognition as you read them in the book.
The main asset of this book is in its trustworthiness and credibility - not such an easy thing to come by in computer books these days. I went through many if not most of the C++ examples in detail, and did not find a case where it didn't hold up, at least to the extent where it clarified what the point of the pattern was. The UML diagrams are also extremely helpful. Be forewarned, however; this is not light reading. The examples are based on heavy-duty design tasks your average programmer doesn't face, like language-parsing, toolkit creation, compiler writing, and the like. It makes one wonder how applicable many of the patterns are to less complex programming tasks. Also, most of the examples are in C++, so you really have to understand the syntax of C++ before you can get much value out of this book. Another drawback is that many of the examples are abridged, so at times you have to kind of extrapolate on what some of the code *would* look like in order to understand the examples. The chapter on Interpreter in particular was a tough nut to crack due to this. I actually would have liked to have seen *more* explanatory text associated with the code itself. For all that, many of the patterns are pretty staightforward. The trick is to nail down that you "get it" for each pattern. One technique I found enormously helpful in accomplishing this was to write a summary of the pattern after reading a chapter - right in the book, so it can referenced later (there's often an entire blank page opposite the beginning of each chapter you can use for this). You may find yourself delving back into the chapter to confirm your understanding. Overall, a challenging but ultimately rewarding read for anyone who wants to understand what design patterns are all about.
This book, on the other hand, made clear the "why" behind many software library architectures I've used, from the basic Java classes and AWT to things done in MFC, COM and the Stingray MFC extension libraries. Not only did it give an explanation, but it explicitly set out the "how-tos" on using these patterns yourself (complete with diagrams illustrating the structures and interactions), and more importantly when and when not to use particular patterns. For me at least, the most difficult part of designing an application is not coming up with good algorithms or efficient routines, but is constructing a sensible, easy-to-maintain architecture that will hand the demands placed on it...without writing excessively convoluted code. This seems more all the more difficult the larger the application gets. The patterns in this book clarified many things which I wish I had known earlier. A few patterns that I had "discovered" through much trial-and-error and observation were set out, often in a much cleaner form than I had come up with myself. Several of the patterns in the book were immediately applicable to a project I was working on, helping to speed through what likely would have been another messy and slow design phase. I would recommend ths book for any OO designer. At the very least, it will enable you to understand why various libraries were implemented in certain ways. At best, it will provide a useful toolkit of proven solutions enabling one to get the most out of an OO language such as C++ or Java, a toolkit that can be drawn on to solve your own architectural issues without reinventing the wheel. The only warning I would give about this book is to reiterate the warning in the preface's very first paragraph: "This book assumes you are reasonably proficient in at least one object-oriented programming language, and you should have some experience in object-oriented design as well. You definitely shouldn't have to rush to the nearest dictionary the moment we mention 'types' and 'polymorphism', or 'interface' as opposed to 'implementation' inheritance."
However, I would like to say something to those readers who are totally new to design patterns and C++/Smalltalk -- please do not be intimidated by the seemingly terse, dry and difficult style of this book. Since I myself am new to the world of design patterns, I would like to share with you my own experience and hope you can make a better decision when you pick your design patterns book. "Design Patterns" is the classic text; its style is academic-oriented, rigorous, and terse. Unlike most popular computer books, you will find reading this book takes a lot of thinking, for each paragraph or even each sentence. Most examples used in this book are adapted from real world systems popular many years ago, so you will likely find you're not familiar with them at all. Moreover, some examples are related to GUI programming, so if you're mainly programming for backend, you will probably feel it's tough to understand some of the examples. Most code example in the book is written in C++ (some in Smalltalk.) If you're a Java programmer and have limited knowledge in C++, it might take you some time to guess what certain C++ syntax means. These all seem to be negative comment, but my conclusion is to the contrary -- this is the BEST book in the area, and you should read it despite of all the issues I mentioned above. I started my design pattern learning by using a couple of other books, such as "Java Design Patterns: A Tutorial", "Design Patterns Explained: A New Perspective on Object-Oriented Design", and "Applied Java Patterns". I chose these books mainly because they seem to be much easier to understand than "Design Patterns". However, after spending time in these alternative books, I found none of them offers the accuracy and depth as "Design Patterns". Often, after I read a chapter of the "easy" book, I feel I am still kind of lost. I seem to have understood the pattern I just learned, but then I feel it's not quite so. I guess I only learned the pattern in a superficial way, with little depth, and without being part of "big picture." Later, I turned to the classic, "Design Patterns". I forced myself to sit down and try to understand the authors' terse and rigorous writing and their unfamiliar examples. Gradually I found I was getting used to the style and the examples, and I actually started to learn much more from this book than from others. After reading half-way through the book, I felt the rigorous style is actually a big plus for this book, because I can get more accurate and in-depth information. Therefore, I strongly suggest that you buy and read this book, even if you feel it's difficult to read. Your effort will pay off eventually. Use other books as reference only.
This book is definitely not for those who still do not understand the virtue of the concepts presented in the book. This book is not for programmer level either(although they can still greatly benefit from the book to enter the next level). The examples in the book are in C++ but the patterns it describes is language independent. Those who really know Java(not just reading sth like Teach Yourself Java in XX days,weekends,in a nutshells, etc) should tell immediately that lots of patterns are already applied in Java, especially in J2EE. Knowing the patterns in the books not only make your design step up to the next level, but now also a MUST if you want to pass the perfessional certificate exam like SCEA. I have to say no one can claim they know OO design without knowing the concepts and patterns described in this book. This is one of those few books in computer world that will receive more and more recognization as time gose by. In three years no one will even mention 90% of those books currently getting five stars, but this one, I have to say, will be in top in foreseeable future and much longer. I totally agree that this book is a little bit hard to read. Please think it this way, anything you can learn in 10 minutes is useless and of little market value because anybody can do the same. Those who grasp the essence missed by the majority are distinguished and of high value....
Besides being a tool for writing good maintainable code, patterns are a crucial tool for communication among developers. Knowing even a half-dozen of the basic patterns will facilitate communication among team members immensely. For instance, you may be having a whiteboard design session with another developer or two, explaining some particular design you have in your head. Instead of having to detail 3 or 4 or more classes and how they would interact, you could simply say that you are thinking of using the Factory pattern here, and the Decorator pattern over there, and the others will know exactly what you are thinking. The patterns are grouped into three groups: Creational, Structual, and Behavioral patterns. Each pattern is considered in turn, each having sections detailing the intent of the pattern, the motivation for using it, the consequences (both good and bad) of its application, collaboration among the objects involved, and examples. The examples are mostly in C++ with a small dose of Smalltalk, but the patterns are equally applicable to any object-oriented language, Java in particular. Some of the patterns can be implemented even more simply and cleanly in Java, as a result of language features such as dynamic class loading, among others. This book is well-written, and it's a quality book well worth owning. It even has two nice ribbon bookmarks attached to the binding which makes to book even more practical as well as handsome.
What John Vlissides and the folks at AWL have done very well is re-shaping the book to electronic form. This is not just a duplication of the book, but a genuine adaptation of the content to a different medium, in this case HTML. Perhaps most valuable for me is the ability to pop this in and do a full-text search. I still use the paper book, though. It would have rated 5 stars but for one thing: the inability to record notes within the medium. That's not the fault of the publisher or anyone--it's a difficult technical problem that hopefully someone will solve. I would heartily recommend this to consultants or anybody who doesn't necessarily have a "home base" because these are much easier to lug through airports than the hardcover GoF book. :-) ... Read more | |
| 19. Programming in Objective-C 2.0 (2nd Edition) by Stephen G. Kochan | |
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list price: $44.99 -- our price: $29.24 (price subject to change: see help) Isbn: 0321566157 Publisher: Addison-Wesley Professional Sales Rank: 5117 Average Customer Review: US | Canada | United Kingdom | Germany | France | Japan |
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Editorial Review THE #1 BESTSELLING BOOK ON OBJECTIVE-C 2.0 Programming in Objective-C 2.0 provides the new programmer a complete, step-by-step introduction to Objective-C, the primary language used to develop applications for the iPhone, iPad, and Mac OS X platforms. The book does not assume previous experience with either C or object-oriented programming languages, and it includes many detailed, practical examples of how to put Objective-C to use in your everyday iPhone/iPad or Mac OS X programming tasks. A powerful yet simple object-oriented programming language that’s based on the C programming language, Objective-C is widely available not only on OS X and the iPhone/iPad platform but across many operating systems that support the gcc compiler, including Linux, Unix, and Windows systems. The second edition of this book thoroughly covers the latest version of the language, Objective-C 2.0. And it shows not only how to take advantage of the Foundation framework’s rich built-in library of classes but also how to use the iPhone SDK to develop programs designed for the iPhone/iPad platform. Table of Contents 1 Introduction Part I: The Objective-C 2.0 Language 2 Programming in Objective-C 3 Classes, Objects, and Methods 4 Data Types and Expressions 5 Program Looping 6 Making Decisions 7 More on Classes 8 Inheritance 9 Polymorphism, Dynamic Typing, and Dynamic Binding 10 More on Variables and Data Types 11 Categories and Protocols 12 The Preprocessor 13 Underlying C Language Features Part II: The Foundation Framework 14 Introduction to the Foundation Framework 15 Numbers, Strings, and Collections 16 Working with Files 17 Memory Management 18 Copying Objects 19 Archiving Part III: Cocoa and the iPhone SDK 20 Introduction to Cocoa 21 Writing iPhone Applications Part IV: Appendixes A Glossary B Objective-C 2.0 Language Summary C Address Book Source Code Reviews
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| 20. Data Analysis with Open Source Tools by Philipp K. Janert | |
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list price: $39.99 -- our price: $24.72 (price subject to change: see help) Isbn: 0596802358 Publisher: O'Reilly Media Sales Rank: 6512 Average Customer Review: US | Canada | United Kingdom | Germany | France | Japan |
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Editorial Review Author Philipp Janert teaches you how to think about data: how to effectively approach data analysis problems, and how to extract all of the available information from your data. Janert covers univariate data, data in multiple dimensions, time series data, graphical techniques, data mining, machine learning, and many other topics. He also reveals how seat-of-the-pants knowledge can lead you to the best approach right from the start, and how to assess results to determine if they're meaningful. Reviews
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