Object-Oriented

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Mitchell Waite Signature Series: Object-Oriented Design in Java takes a tutorial approach and teaches in a new way: by offering the Java code first and the design representations and explanations later. No other programming-level book on the market deals with design of Java software. There's nothing aimed at the in the trenches Java programmer. Nor can the Java programmer turn to general books on software design. These, with few exceptions, are abstract and academic, either incomprehensible or irrelevant from the perspective of the working programmer. This book targets the needs of Java application programmers, using an experience-based, hands-on approach.

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Object-Oriented Programming and Java presents two important topics in contemporary software development: object-oriented programming and Java. This book takes a different teaching approach from most available literature, it begins with the description of real-world object interaction scenarios and explains how they can be translated, represented and executed using object-oriented programming paradigm.

Principally, Java is an object-oriented programming language. By establishing a solid foundation in the understanding of object-oriented programming concepts and their applications, the book provides readers with the pre-requisites for writing proper object-oriented programs using Java.

Object-Oriented Programming and Java covers the latest in Java technologies and is suitable for undergraduate or postgraduate courses on object-oriented technology, and in particular, using Java as a programming language for creating object-oriented programs.

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Mitchell Waite Signature Series: Object-Oriented Design in Java takes a tutorial approach and teaches in a new way: by offering the Java code first and the design representations and explanations later. No other programming-level book on the market deals with design of Java software. There's nothing aimed at the in the trenches Java programmer. Nor can the Java programmer turn to general books on software design. These, with few exceptions, are abstract and academic, either incomprehensible or irrelevant from the perspective of the working programmer. This book targets the needs of Java application programmers, using an experience-based, hands-on approach.

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Java For Artists: The Art, Philosophy, and Science of Object-Oriented Programming is a Java programming language text/tradebook that targets beginner and intermediate Java programmers.

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Within the last decade, Geometric Algebra (GA) has emerged as a powerful alternative to classical matrix algebra as a comprehensive conceptual language and computational system for computer science. This book will serve as a standard introduction and reference to the subject for students and experts alike. As a textbook, it provides a thorough grounding in the fundamentals of GA, with many illustrations, exercises and applications. Experts will delight in the refreshing perspective GA gives to every topic, large and small.
-David Hestenes, Distinguished research Professor, Department of Physics, Arizona State University

Geometric Algebra is becoming increasingly important in computer science. This book is a comprehensive introduction to Geometric Algebra with detailed descriptions of important applications. While requiring serious study, it has deep and powerful insights into GA's usage. It has excellent discussions of how to actually implement GA on the computer.
-Dr. Alyn Rockwood, CTO, FreeDesign, Inc. Longmont, Colorado

Until recently, almost all of the interactions between objects in virtual 3D worlds have been based on calculations performed using linear algebra. Linear algebra relies heavily on coordinates, however, which can make many geometric programming tasks very specific and complex-often a lot of effort is required to bring about even modest performance enhancements. Although linear algebra is an efficient way to specify low-level computations, it is not a suitable high-level language for geometric programming.

Geometric Algebra for Computer Science presents a compelling alternative to the limitations of linear algebra. Geometric algebra, or GA, is a compact, time-effective, and performance-enhancing way to represent the geometry of 3D objects in computer programs. In this book you will find an introduction to GA that will give you a strong grasp of its relationship to linear algebra and its significance for your work. You will learn how to use GA to represent objects and perform geometric operations on them. And you will begin mastering proven techniques for making GA an integral part of your applications in a way that simplifies your code without slowing it down.

Features

Explains GA as a natural extension of linear algebra and conveys its significance for 3D programming of geometry in graphics, vision, and robotics.
Systematically explores the concepts and techniques that are key to representing elementary objects and geometric operators using GA.
Covers in detail the conformal model, a convenient way to implement 3D geometry using a 5D representation space.
Presents effective approaches to making GA an integral part of your programming.
Includes numerous drills and programming exercises helpful for both students and practitioners.
Companion web site includes links to GAViewer, a program that will allow you to interact with many of the 3D figures in the book, and Gaigen 2, the platform for the instructive programming exercises that conclude each chapter.

About the Authors

Leo Dorst is Assistant Professor of Computer Science at the University of Amsterdam, where his research focuses on geometrical issues in robotics and computer vision. He earned M.Sc. and Ph.D. degrees from Delft University of Technology and received a NYIPLA Inventor of the Year award in 2005 for his work in robot path planning.

Daniel Fontijne holds a Master's degree in artificial Intelligence and is a Ph.D. candidate in Computer Science at the University of Amsterdam. His main professional interests are computer graphics, motion capture, and computer vision.

Stephen Mann is Associate Professor in the David R. Cheriton School of Computer Science at the University of Waterloo, where his research focuses on geometric modeling and computer graphics. He has a B.A. in Computer Science and Pure Mathematics from the University of California, Berkeley, and a Ph.D. in Computer Science and Engineering from the University of Washington.

* The first book on Geometric Algebra for programmers in computer graphics and entertainment computing

* Written by leaders in the field providing essential information on this new technique for 3D graphics

* This full colour book includes a website with GAViewer, a program to experiment with GA

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Google and YouTube use Python because it's highly adaptable, easy to maintain, and allows for rapid development. If you want to write high-quality, efficient code that's easily integrated with other languages and tools, this hands-on book will help you be productive with Python quickly -- whether you're new to programming or just new to Python. It's an easy-to-follow self-paced tutorial, based on author and Python expert Mark Lutz's popular training course.

Each chapter contains a stand-alone lesson on a key component of the language, and includes a unique Test Your Knowledge section with practical exercises and quizzes, so you can practice new skills and test your understanding as you go. You'll find lots of annotated examples and illustrations to help you get started with Python 3.0.

  • Learn about Python's major built-in object types, such as numbers, lists, and dictionaries
  • Create and process objects using Python statements, and learn Python's general syntax model
  • Structure and reuse code using functions, Python's basic procedural tool
  • Learn about Python modules: packages of statements, functions, and other tools, organized into larger components
  • Discover Python's object-oriented programming tool for structuring code
  • Learn about the exception-handling model, and development tools for writing larger programs
  • Explore advanced Python tools including decorators, descriptors, metaclasses, and Unicode processing
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  • Learn object-oriented programming in ActionScript 3.0
  • Covers both the Flash and Flex environments
  • Includes design patterns, custom frameworks, data binding, and other crucial techniques

Object-oriented programming (OOP) is something that is usually considered a black art for hardcore programmers, not a topic of conversation for Flash developers. However, when adobe introduced ActionScript 3.0 to the mix, it changed everything. ActionScript 3.0 is much more powerful than previous versions, allowing Flash developers to produce robust object-oriented applications. but with that power comes great responsibility—OOP is now a requirement, rather than optional, and there are new things to learn.

But never fear—this book, based on the ever-popular Object-Oriented ActionScript for Flash 8, provides you all you need to delve into the world of OOP with confidence, whether you are using the Flash IDE, Flex builder, or even command-line tools for your development work.

First, you are taken gently through all the principles of OOP that you need to know, and then given a guide to designing and implementing applications in ActionScript 3.0. Next, we step up a gear, showing you the Flex builder development environment and teaching about creating reusable, extensible component frameworks—manager classes, animation and effects classes, UI widgets, and more. lastly, we look at some more advanced topics such as communication between Flash and the browser and Web services. case studies are included that apply the knowledge presented, giving you real-world projects to learn from and adapt for use in your own work.

Mastering object-oriented programming is essential for modern Flash development, and Object-Oriented ActionScript 3.0 is the only guide you'll need.

In this book you'll learn:

  • the essential principles of object-oriented programming, including inheritance, encapsulation, polymorphism, and more
  • Valuable lessons on ActionScript 3.0 project planning and programming, including design patterns and source control
  • How to create your own extensible, reusable application framework using OOP best practices
  • Advanced data integration techniques such as Web services and communication between Flash and the browser

Summary of Contents

  • PART ONE: OOP AND ACTIONSCRIPT
    • Chapter 1: Introduction to OOP
    • Chapter 2: Programming Concepts
    • Chapter 3: ActionScript 3.0 Programming
  • PART TWO: FLASH OOP GUIDELINES
    • Chapter 4: Planning
    • Chapter 5: Project Workflow
    • Chapter 6: Best Practices
    • Chapter 7: Working with Flex 2
  • PART THREE: CORE OOP CONCEPTS
    • Chapter 8: Encapsulation
    • Chapter 9: Classes
    • Chapter 10: Inheritance
    • Chapter 11: Polymorphism
    • Chapter 12: Interfaces
    • Chapter 13: Design Patterns
    • Chapter 14: Case Study: An OOP Media Player
  • PART FOUR: BUILDING AND EXTENDING DYNAMIC FRAMEWORKS
    • Chapter 15: Manager Classes
    • Chapter 16: UI Widgets
    • Chapter 17: OOP Animation and Effects
  • PART FIVE: DATA INTEGRATION
    • Chapter 18: Exchanging Data Between Components
    • Chapter 19: Communication Between Flash and the Browser
    • Chapter 20: Server Communication (XML and Web Services)
    • Chapter 21: Case Study: Slideshow Engine
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With the surge of popularity of PHP 5, and with PHP 6 just around the corner, Object-Oriented Programming is now an important consideration for PHP developers. This version-neutral book is a gentle introduction to Object-Oriented Programming (OOP) that wont overburden you with complex theory. It teaches you the essential basics of OOP that youll need to know before moving onto a more advanced level, and includes a series of pre-packaged scripts that you can incorporate into your existing sites with the minimum of effort. It shows how OOP can be used to create reusable and portable code by walking you through a series of simple projects. The projects feature the sorts of things developers run up against every day, and include a validator for filtering user input, a simple Date class that avoids the need to remember all the esoteric format codes in PHP, and an XML generator.

  • Teaches the fundamentals of OOP
  • Simple projects show how OOP concepts work in the real world
  • Pre-packaged scripts can easily be added to your own projects

What youll learn

  • PHP features, such as the Standard PHP Library (SPL), that are poorly documented or ignored by existing books
  • How to develop classes of their own
  • OOP in easy-to-understand language without getting bogged down in dense theory
  • Solid foundations for developers wishing to delve more deeply into OOP
  • How to leverage the strengths of OOP as a means for creating reusable code that can be used successfully within a procedural context
  • How to code for both PHP 5 and 6

Who is this book for?

This book is aimed at intermediate-level PHP developers who want to take their skills to the next level by exploring object-oriented programming as a way of creating reusable code for a everyday website tasks. A typical reader would be someone who has read one of the authors previous title, such as PHP Solutions, or one of the PHP books for Dreamweaverand feels ready to tackle something a little more challenging.

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C++ For Artists: The Art, Philosophy, and Science of Object-Oriented Programming takes a refreshing and sometimes controversial approach to the complex topic of object-oriented programming and the C++ language. Intended as both a classroom and refer

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