Handbook of Object Technology


Book Description

The object oriented paradigm has become one of the dominant forces in the computing world. According to a recent survey, by the year 2000, more than 80% of development organizations are expected to use object technology as the basis for their distributed development strategies. Handbook of Object Technology encompasses the entire spectrum of disciplines and topics related to this rapidly expanding field - outlining emerging technologies, latest advances, current trends, new specifications, and ongoing research. The handbook divides into 13 sections, each containing chapters related to that specific discipline. Up-to-date, non-abstract information provides the reader with practical, useful knowledge - directly applicable to the understanding and improvement of the reader's job or the area of interest related to this technology. Handbook of Object Technology discusses: the processes, notation, and tools for classical OO methodologies as well as information on future methodologies prevalent and emerging OO languages standards and specifications frameworks and patterns databases metrics business objects intranets analysis/design tools client/server application development environments




Object-Oriented Construction Handbook


Book Description

Object-oriented programming (OOP) has been the leading paradigm for developing software applications for at least 20 years. Many different methodologies, approaches, and techniques have been created for OOP, such as UML, Unified Process, design patterns, and eXtreme Programming. Yet, the actual process of building good software, particularly large, interactive, and long-lived software, is still emerging. Software engineers familiar with the current crop of methodologies are left wondering, how does all of this fit together for designing and building software in real projects? This handbook from one of the world's leading software architects and his team of software engineers presents guidelines on how to develop high-quality software in an application-oriented way. It answers questions such as: * How do we analyze an application domain utilizing the knowledge and experience of the users? * What is the proper software architecture for large, distributed interactive systems that can utilize UML and design patterns? * Where and how should we utilize the techniques and methods of the Unified Process and eXtreme Programming? This book brings together the best of research, development, and day-to-day project work. "The strength of the book is that it focuses on the transition from design to implementation in addition to its overall vision about software development." -Bent Bruun Kristensen, University of Southern Denmark, Odense




Building Object Applications that Work


Book Description

Written by internationally-acclaimed trainer and developer Scott Ambler, this book is a must-have resource for designers, programmers and testers of today's OO applications. The author takes you through the entire process of building object applications, from analyzing the project, to designing a user-friendly interface, to testing your approaches to make sure your applications work properly. Building Object Applications That Work includes sections on: how to use the Unified Modeling Language effectively; analysis, so you know what you need to build; design techniques, so that you know how you are going to build your application; collecting the right metrics to improve your development approach; applying OO patterns to improve the quality of your applications; creating applications for stand-alone, client/server and distributed environments; using both relational and object-oriented databases to make your objects persistent; and architecting your applications so they are maintainable and extensible.




Touch of Class


Book Description

This text combines a practical, hands-on approach to programming with the introduction of sound theoretical support focused on teaching the construction of high-quality software. A major feature of the book is the use of Design by Contract.




Refactoring


Book Description

Refactoring is gaining momentum amongst the object oriented programming community. It can transform the internal dynamics of applications and has the capacity to transform bad code into good code. This book offers an introduction to refactoring.




Handbook of Programming Languages


Book Description

A complete handbook covering the most widely used object-oriented programming languages with comprehensive coverage of each language, including history, syntax, variables, tips and traps. Unique leaders in the field of object oriented programming provide insightful information about the language that they helped to create. The books in the bundle are "Handbook of Programming Languages, Vol. I" and "Handbook of Programming Languages, Vol. II".




Handbook of Object Novelty Recognition


Book Description

Handbook of Object Novelty Recognition, Volume 26, synthesizes the empirical and theoretical advances in the field of object recognition and memory that have occurred since the development of the spontaneous object recognition task. The book is divided into four sections, covering vision and perception of object features and attributions, definitions of concepts that are associated with object recognition, the influence of brain lesions and drugs on various memory functions and processes, and models of neuropsychiatric disorders based on spontaneous object recognition tasks. A final section covers genetic and developmental studies and gender and hormone studies. - Details the brain structures and the neural circuits that underlie memory of objects, including vision and olfaction - Provides a thorough description of the object novelty recognition task, variations on the basic task, and methods and techniques to help researchers avoid common pitfalls - Assists researchers in understanding all aspects of object memory, conducting object novelty recognition tests, and producing reliable, reproducible results




Extinct


Book Description

Blending architecture, design, and technology, a visual tour through futures past via the objects we have replaced, left behind, and forgotten. So-called extinct objects are those that were imagined but were never in use, or that existed but are now unused—superseded, unfashionable, or simply forgotten. Extinct gathers together an exceptional range of artists, curators, architects, critics, and academics, including Hal Foster, Barry Bergdoll, Deyan Sudjic, Tacita Dean, Emily Orr, Richard Wentworth, and many more. In eighty-five essays, contributors nominate “extinct” objects and address them in a series of short, vivid, sometimes personal accounts, speaking not only of obsolete technologies, but of other ways of thinking, making, and interacting with the world. Extinct is filled with curious, half-remembered objects, each one evoking a future that never came to pass. It is also a visual treat, full of interest and delight.




Design Patterns


Book Description

Software -- Software Engineering.




Object Models


Book Description

This is a new edition of this pack which covers the three leading object modelling notations, Coad, OMT and the new Unified (Booch-Rumbaugh) methodology. It presents 177 state-of-the-art strategies and 31 patterns for object model development. The new edition includes 29 new strategies which include: using feature milestones to deliver results more quickly; extracting useful content from data models; using patterns to discover new features, separating definition from usage; when to use, or not use, inheritance; how to decide whether you need an attribute or something more; and why you should nearly always ask for more than a data value.