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Java Design Patterns: A Hands-On Experience with Real-World Examples

ISBN-13: 9781484279700 / Angielski / Miękka / 2022 / 338 str.

Vaskaran Sarcar
Java Design Patterns: A Hands-On Experience with Real-World Examples Sarcar, Vaskaran 9781484279700 APress - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

Java Design Patterns: A Hands-On Experience with Real-World Examples

ISBN-13: 9781484279700 / Angielski / Miękka / 2022 / 338 str.

Vaskaran Sarcar
cena 261,63
(netto: 249,17 VAT:  5%)

Najniższa cena z 30 dni: 250,57
Termin realizacji zamówienia:
ok. 16-18 dni roboczych.

Darmowa dostawa!

Intermediate-Advanced user level

Kategorie:
Informatyka, Programowanie
Kategorie BISAC:
Computers > Languages - Java
Computers > Programming - Object Oriented
Wydawca:
APress
Język:
Angielski
ISBN-13:
9781484279700
Rok wydania:
2022
Ilość stron:
338
Wymiary:
25.4 x 17.8
Oprawa:
Miękka
Dodatkowe informacje:
Wydanie ilustrowane

 Part-I: Foundation

Chapter 1:  SOLID Principles
Chapter Goal: To discuss all the 5 fundamental design principles-SRP, OCP, LSP, ISP, and DIP
Sub - Topics SRP, OCP, LSP, ISP, and DIP

Chapter 2:  Simple Factory Pattern
Chapter Goal: To discuss the simple factory pattern a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. It is the foundation for the factory method pattern and abstract factory pattern in Part II.

Part-II: Gang of Four Design Patterns

2.A: Creational Patterns

Chapter 3:  Factory Method Pattern
Chapter Goal: To discuss the factory method pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

Chapter 4:  Abstract Factory Pattern
Chapter Goal: To discuss the abstract factory pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

Chapter 5:  Prototype Pattern
Chapter Goal: To discuss the prototype pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

Chapter 6:  Builder Pattern
Chapter Goal: To discuss the builder pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

Chapter 7:  Singleton Pattern
Chapter Goal: To discuss the singleton pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

2.B: Structural Patterns

Chapter 8:  Proxy Pattern
Chapter Goal: To discuss the proxy pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

Chapter 9:  Decorator Pattern
Chapter Goal: To discuss the decorator pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

Chapter 10:  Adapter Pattern
Chapter Goal: To discuss the adapter pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

Chapter 11:  Facade Pattern
Chapter Goal: To discuss the facade pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

Chapter 12:  Flyweight Pattern
Chapter Goal: To discuss the flyweight pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

Chapter 13:  Composite Pattern
Chapter Goal: To discuss the composite pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

Chapter 14:  Bridge Pattern
Chapter Goal: To discuss the bridge pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

2.C: Behavioral Patterns

Chapter 15:  Visitor Pattern
Chapter Goal: To discuss the visitor pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

Chapter 16:  Observer Pattern
Chapter Goal: To discuss the observer pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

Chapter 17:  Strategy Pattern
Chapter Goal: To discuss the strategy pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

Chapter 18:  Template Method Pattern
Chapter Goal: To discuss the template method pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

Chapter 19:  Command Pattern
Chapter Goal: To discuss the command pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

Chapter 20:  Iterator Pattern
Chapter Goal: To discuss the iterator pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

Chapter 21:  Memento Pattern
Chapter Goal: To discuss the memento pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

Chapter 22:  State Pattern
Chapter Goal: To discuss the state pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

Chapter 23:  Mediator Pattern
Chapter Goal: To discuss the mediator pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

Chapter 24:  Chain of Responsibility Pattern
Chapter Goal: To discuss the chain of responsibility pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

Chapter 25:  Interpreter Pattern
Chapter Goal: To discuss the interpreter pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

Part-II: Additional Design Patterns

Chapter 26:  Null Object Pattern
Chapter Goal: To discuss the null object pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

Chapter 27:  MVC Pattern
Chapter Goal: To discuss the MVC pattern with the GoF definition and the core concept behind that with a real-life example and a computer world example. The chapter ends with a concrete implementation and its corresponding output. 

Part-III: Final talks on Design Patterns

Chapter 28:  Criticism to Design Patterns
Chapter Goal: To discuss the criticism to design patterns

Chapter 29:  Brief overview of Anti-Patterns
Chapter Goal: To discuss the anti-patterns

Chapter 30:  FAQ
Chapter Goal: This chapter will consist of the frequently asked questions to help readers with a quick revision. This chapter will also clear the doubts that may arise among similar patterns.




Vaskaran Sarcar obtained his Master of Engineering degree in software engineering from Jadavpur University, Kolkata (India), and an MCA from Vidyasagar University, Midnapore (India). He has more than 12 years of experience in education and the IT industry. He devoted his early years (2005-2007) to teaching at various engineering colleges, and later he joined HP India PPS R&D Hub Bangalore. He worked there until August 2019. At the time of his retirement from HP, he was a Senior Software Engineer and Team Lead at HP. To follow his dream and passion, he is now an independent full-time author. He has written more than 10 books on Java and C# such as  Design Patterns in C# (2nd edition), Getting Started with Advanced C#, Interactive C#, Interactive Object-Oriented Programming in Java (2nd edition), and Java Design Patterns (2nd edition).

Use the step-by-step approach of this book to learn and implement design patterns in real-world applications. It focuses on classical design patterns with Java 17 and Eclipse (2021-09). In addition to Gang of Four (GoF) design patterns, the book covers popular and alternative design patterns and includes criticisms of design patterns in a chapter on anti-patterns. 

The book is divided into four parts. Part one covers the SOLID design principles and the Simple Factory pattern. Part two covers the 23 (GoF) design patterns, including the creational patterns, structural patterns, and behavioral patterns. Part three covers alternative design patterns, including the Null Object pattern, and the model-view-controller (MVC) pattern. Part four covers criticisms of design patterns with a quick overview of anti-patterns. It also includes a chapter on FAQs on design patterns.

Each pattern is explained with real-world examples and the pros and cons of each of the design patterns are discussed. The book concludes with FAQs that can help you prepare for a job interview.


What You Will Learn:

  • Know the SOLID design principles in depth
  • Implement the 23 design patterns from the GoF
  • Apply the Null Object pattern, Simple Factory pattern, and the MVC pattern
  • Know the criticism of design patterns 
  • Understand the anti-patterns
  • Verify your understanding through Q&A sessions
  • Select an alternative to these patterns by comparing their pros and cons




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