Design patterns in Java LiveLessons:
"Despite continuous improvements in hardware processors, storage, and networks, developing quality software on-time and under budget remains difficult. Moreover, developing high quality, reusable software is even more challenging. The principles, practices, and skills required to develop such s...
Gespeichert in:
Beteilige Person: | |
---|---|
Format: | Elektronisch Video |
Sprache: | Englisch |
Veröffentlicht: |
[Place of publication not identified]
Addison-Wesley Professional
2014
|
Schriftenreihe: | LiveLessons
|
Schlagwörter: | |
Links: | https://learning.oreilly.com/library/view/-/9780133489989/?ar |
Zusammenfassung: | "Despite continuous improvements in hardware processors, storage, and networks, developing quality software on-time and under budget remains difficult. Moreover, developing high quality, reusable software is even more challenging. The principles, practices, and skills required to develop such software are best learned by attaining mastery of patterns and frameworks. A pattern describes a reusable solution to a common problem that arises within a particular context of software design. When related patterns are woven together they provide a vocabulary and a process for the orderly resolution of software development problems. A framework is an integrated set of software components that collaborate to provide a reusable architecture for a family of related applications. Frameworks can also be viewed as concrete realizations of patterns that facilitate direct reuse of detailed designs and source code. Design Patterns in Java LiveLessons describes how to master the complexity of developing software by learning and applying object-oriented patterns and frameworks. It centers on a case study based on many of the patterns in the book Design Patterns: Elements of Reusable Object-Oriented Software (the so-called 'Gang of Four' book) that showcases pattern- and object-oriented design and programming techniques using Java. This case study will help you evaluate the limitations of alternative software development methods (such as algorithm decomposition) and demonstrate by example how patterns and object-orientation help to alleviate such limitations."--Resource description page. |
Beschreibung: | Title from title screen (viewed Nov. 25, 2013) |
Umfang: | 1 Online-Ressource (1 streaming video file (5 hr., 54 min., 22 sec.)). |
Internformat
MARC
LEADER | 00000cgm a22000002 4500 | ||
---|---|---|---|
001 | ZDB-30-ORH-047435038 | ||
003 | DE-627-1 | ||
005 | 20240228115416.0 | ||
006 | m o | | | ||
007 | cr uuu---uuuuu | ||
008 | 191023s2014 xx ||| |o o ||eng c | ||
035 | |a (DE-627-1)047435038 | ||
035 | |a (DE-599)KEP047435038 | ||
035 | |a (ORHE)9780133489989 | ||
035 | |a (DE-627-1)047435038 | ||
040 | |a DE-627 |b ger |c DE-627 |e rda | ||
041 | |a eng | ||
100 | 1 | |a Schmidt, Douglas C. |e VerfasserIn |4 aut | |
245 | 1 | 0 | |a Design patterns in Java LiveLessons |c Douglas C. Schmidt |
264 | 1 | |a [Place of publication not identified] |b Addison-Wesley Professional |c 2014 | |
300 | |a 1 Online-Ressource (1 streaming video file (5 hr., 54 min., 22 sec.)). | ||
336 | |a zweidimensionales bewegtes Bild |b tdi |2 rdacontent | ||
337 | |a Computermedien |b c |2 rdamedia | ||
338 | |a Online-Ressource |b cr |2 rdacarrier | ||
490 | 0 | |a LiveLessons | |
500 | |a Title from title screen (viewed Nov. 25, 2013) | ||
520 | |a "Despite continuous improvements in hardware processors, storage, and networks, developing quality software on-time and under budget remains difficult. Moreover, developing high quality, reusable software is even more challenging. The principles, practices, and skills required to develop such software are best learned by attaining mastery of patterns and frameworks. A pattern describes a reusable solution to a common problem that arises within a particular context of software design. When related patterns are woven together they provide a vocabulary and a process for the orderly resolution of software development problems. A framework is an integrated set of software components that collaborate to provide a reusable architecture for a family of related applications. Frameworks can also be viewed as concrete realizations of patterns that facilitate direct reuse of detailed designs and source code. Design Patterns in Java LiveLessons describes how to master the complexity of developing software by learning and applying object-oriented patterns and frameworks. It centers on a case study based on many of the patterns in the book Design Patterns: Elements of Reusable Object-Oriented Software (the so-called 'Gang of Four' book) that showcases pattern- and object-oriented design and programming techniques using Java. This case study will help you evaluate the limitations of alternative software development methods (such as algorithm decomposition) and demonstrate by example how patterns and object-orientation help to alleviate such limitations."--Resource description page. | ||
650 | 0 | |a Java (Computer program language) | |
650 | 0 | |a Software patterns | |
650 | 0 | |a Object-oriented programming (Computer science) | |
650 | 4 | |a Java (Langage de programmation) | |
650 | 4 | |a Logiciels ; Modèles de conception | |
650 | 4 | |a Programmation orientée objet (Informatique) | |
650 | 4 | |a Java (Computer program language) |0 (OCoLC)fst00982065 | |
650 | 4 | |a Object-oriented programming (Computer science) |0 (OCoLC)fst01042804 | |
650 | 4 | |a Software patterns |0 (OCoLC)fst01124209 | |
966 | 4 | 0 | |l DE-91 |p ZDB-30-ORH |q TUM_PDA_ORH |u https://learning.oreilly.com/library/view/-/9780133489989/?ar |m X:ORHE |x Aggregator |z lizenzpflichtig |3 Volltext |
912 | |a ZDB-30-ORH | ||
935 | |c vide | ||
951 | |a BO | ||
912 | |a ZDB-30-ORH | ||
049 | |a DE-91 |
Datensatz im Suchindex
DE-BY-TUM_katkey | ZDB-30-ORH-047435038 |
---|---|
_version_ | 1821494953467969536 |
adam_text | |
any_adam_object | |
author | Schmidt, Douglas C. |
author_facet | Schmidt, Douglas C. |
author_role | aut |
author_sort | Schmidt, Douglas C. |
author_variant | d c s dc dcs |
building | Verbundindex |
bvnumber | localTUM |
collection | ZDB-30-ORH |
ctrlnum | (DE-627-1)047435038 (DE-599)KEP047435038 (ORHE)9780133489989 |
format | Electronic Video |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>03271cgm a22004452 4500</leader><controlfield tag="001">ZDB-30-ORH-047435038</controlfield><controlfield tag="003">DE-627-1</controlfield><controlfield tag="005">20240228115416.0</controlfield><controlfield tag="006">m o | | </controlfield><controlfield tag="007">cr uuu---uuuuu</controlfield><controlfield tag="008">191023s2014 xx ||| |o o ||eng c</controlfield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-627-1)047435038</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-599)KEP047435038</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(ORHE)9780133489989</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-627-1)047435038</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-627</subfield><subfield code="b">ger</subfield><subfield code="c">DE-627</subfield><subfield code="e">rda</subfield></datafield><datafield tag="041" ind1=" " ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Schmidt, Douglas C.</subfield><subfield code="e">VerfasserIn</subfield><subfield code="4">aut</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Design patterns in Java LiveLessons</subfield><subfield code="c">Douglas C. Schmidt</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">[Place of publication not identified]</subfield><subfield code="b">Addison-Wesley Professional</subfield><subfield code="c">2014</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 Online-Ressource (1 streaming video file (5 hr., 54 min., 22 sec.)).</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="a">zweidimensionales bewegtes Bild</subfield><subfield code="b">tdi</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="a">Computermedien</subfield><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="a">Online-Ressource</subfield><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="490" ind1="0" ind2=" "><subfield code="a">LiveLessons</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">Title from title screen (viewed Nov. 25, 2013)</subfield></datafield><datafield tag="520" ind1=" " ind2=" "><subfield code="a">"Despite continuous improvements in hardware processors, storage, and networks, developing quality software on-time and under budget remains difficult. Moreover, developing high quality, reusable software is even more challenging. The principles, practices, and skills required to develop such software are best learned by attaining mastery of patterns and frameworks. A pattern describes a reusable solution to a common problem that arises within a particular context of software design. When related patterns are woven together they provide a vocabulary and a process for the orderly resolution of software development problems. A framework is an integrated set of software components that collaborate to provide a reusable architecture for a family of related applications. Frameworks can also be viewed as concrete realizations of patterns that facilitate direct reuse of detailed designs and source code. Design Patterns in Java LiveLessons describes how to master the complexity of developing software by learning and applying object-oriented patterns and frameworks. It centers on a case study based on many of the patterns in the book Design Patterns: Elements of Reusable Object-Oriented Software (the so-called 'Gang of Four' book) that showcases pattern- and object-oriented design and programming techniques using Java. This case study will help you evaluate the limitations of alternative software development methods (such as algorithm decomposition) and demonstrate by example how patterns and object-orientation help to alleviate such limitations."--Resource description page.</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Java (Computer program language)</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Software patterns</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Object-oriented programming (Computer science)</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Java (Langage de programmation)</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Logiciels ; Modèles de conception</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Programmation orientée objet (Informatique)</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Java (Computer program language)</subfield><subfield code="0">(OCoLC)fst00982065</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Object-oriented programming (Computer science)</subfield><subfield code="0">(OCoLC)fst01042804</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Software patterns</subfield><subfield code="0">(OCoLC)fst01124209</subfield></datafield><datafield tag="966" ind1="4" ind2="0"><subfield code="l">DE-91</subfield><subfield code="p">ZDB-30-ORH</subfield><subfield code="q">TUM_PDA_ORH</subfield><subfield code="u">https://learning.oreilly.com/library/view/-/9780133489989/?ar</subfield><subfield code="m">X:ORHE</subfield><subfield code="x">Aggregator</subfield><subfield code="z">lizenzpflichtig</subfield><subfield code="3">Volltext</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">ZDB-30-ORH</subfield></datafield><datafield tag="935" ind1=" " ind2=" "><subfield code="c">vide</subfield></datafield><datafield tag="951" ind1=" " ind2=" "><subfield code="a">BO</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">ZDB-30-ORH</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-91</subfield></datafield></record></collection> |
id | ZDB-30-ORH-047435038 |
illustrated | Not Illustrated |
indexdate | 2025-01-17T11:22:34Z |
institution | BVB |
language | English |
open_access_boolean | |
owner | DE-91 DE-BY-TUM |
owner_facet | DE-91 DE-BY-TUM |
physical | 1 Online-Ressource (1 streaming video file (5 hr., 54 min., 22 sec.)). |
psigel | ZDB-30-ORH TUM_PDA_ORH ZDB-30-ORH |
publishDate | 2014 |
publishDateSearch | 2014 |
publishDateSort | 2014 |
publisher | Addison-Wesley Professional |
record_format | marc |
series2 | LiveLessons |
spelling | Schmidt, Douglas C. VerfasserIn aut Design patterns in Java LiveLessons Douglas C. Schmidt [Place of publication not identified] Addison-Wesley Professional 2014 1 Online-Ressource (1 streaming video file (5 hr., 54 min., 22 sec.)). zweidimensionales bewegtes Bild tdi rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier LiveLessons Title from title screen (viewed Nov. 25, 2013) "Despite continuous improvements in hardware processors, storage, and networks, developing quality software on-time and under budget remains difficult. Moreover, developing high quality, reusable software is even more challenging. The principles, practices, and skills required to develop such software are best learned by attaining mastery of patterns and frameworks. A pattern describes a reusable solution to a common problem that arises within a particular context of software design. When related patterns are woven together they provide a vocabulary and a process for the orderly resolution of software development problems. A framework is an integrated set of software components that collaborate to provide a reusable architecture for a family of related applications. Frameworks can also be viewed as concrete realizations of patterns that facilitate direct reuse of detailed designs and source code. Design Patterns in Java LiveLessons describes how to master the complexity of developing software by learning and applying object-oriented patterns and frameworks. It centers on a case study based on many of the patterns in the book Design Patterns: Elements of Reusable Object-Oriented Software (the so-called 'Gang of Four' book) that showcases pattern- and object-oriented design and programming techniques using Java. This case study will help you evaluate the limitations of alternative software development methods (such as algorithm decomposition) and demonstrate by example how patterns and object-orientation help to alleviate such limitations."--Resource description page. Java (Computer program language) Software patterns Object-oriented programming (Computer science) Java (Langage de programmation) Logiciels ; Modèles de conception Programmation orientée objet (Informatique) Java (Computer program language) (OCoLC)fst00982065 Object-oriented programming (Computer science) (OCoLC)fst01042804 Software patterns (OCoLC)fst01124209 |
spellingShingle | Schmidt, Douglas C. Design patterns in Java LiveLessons Java (Computer program language) Software patterns Object-oriented programming (Computer science) Java (Langage de programmation) Logiciels ; Modèles de conception Programmation orientée objet (Informatique) Java (Computer program language) (OCoLC)fst00982065 Object-oriented programming (Computer science) (OCoLC)fst01042804 Software patterns (OCoLC)fst01124209 |
subject_GND | (OCoLC)fst00982065 (OCoLC)fst01042804 (OCoLC)fst01124209 |
title | Design patterns in Java LiveLessons |
title_auth | Design patterns in Java LiveLessons |
title_exact_search | Design patterns in Java LiveLessons |
title_full | Design patterns in Java LiveLessons Douglas C. Schmidt |
title_fullStr | Design patterns in Java LiveLessons Douglas C. Schmidt |
title_full_unstemmed | Design patterns in Java LiveLessons Douglas C. Schmidt |
title_short | Design patterns in Java LiveLessons |
title_sort | design patterns in java livelessons |
topic | Java (Computer program language) Software patterns Object-oriented programming (Computer science) Java (Langage de programmation) Logiciels ; Modèles de conception Programmation orientée objet (Informatique) Java (Computer program language) (OCoLC)fst00982065 Object-oriented programming (Computer science) (OCoLC)fst01042804 Software patterns (OCoLC)fst01124209 |
topic_facet | Java (Computer program language) Software patterns Object-oriented programming (Computer science) Java (Langage de programmation) Logiciels ; Modèles de conception Programmation orientée objet (Informatique) |
work_keys_str_mv | AT schmidtdouglasc designpatternsinjavalivelessons |