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Beginning Hibernate, Second Edition is ideal if you're experienced in Java with databases (the traditional, or connected, approach), but new to open-source, lightweight Hibernate the de facto object-relational mapping and database-oriented application development framework. This book packs in information about the release of the Hibernate 3.5 persistence layer and provides a clear introduction to the current standard for object-relational persistence in Java. And since the book keeps its focus on Hibernate without wasting time on nonessential third-party tools, you'll be able to immediately start building transaction-based engines and applications. Experienced authors Dave Minter and Jeff Linwood provide more in-depth examples than any other book for Hibernate beginners. The authors also present material in a lively, example-based manner not a dry, theoretical, hard-to-read fashion.
Programming --- Computer. Automation --- computerbesturingssystemen --- programmeren (informatica) --- software engineering --- Java (informatica) --- departement Handelswetenschappen en Bedrijfskunde 10 --- Java --- Hibernate 3.5.
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Noted software expert Robert C. Martin presents a revolutionary paradigm with Clean Code: A Handbook of Agile Software Craftsmanship. Martin has teamed up with his colleagues from Object Mentor to distill their best agile practice of cleaning code “on the fly” into a book that will instill within you the values of a software craftsman and make you a better programmer―but only if you work at it. What kind of work will you be doing? You'll be reading code―lots of code. And you will be challenged to think about what's right about that code, and what's wrong with it. More importantly, you will be challenged to reassess your professional values and your commitment to your craft. Clean Code is divided into three parts. The first describes the principles, patterns, and practices of writing clean code. The second part consists of several case studies of increasing complexity. Each case study is an exercise in cleaning up code―of transforming a code base that has some problems into one that is sound and efficient. The third part is the payoff: a single chapter containing a list of heuristics and “smells” gathered while creating the case studies. The result is a knowledge base that describes the way we think when we write, read, and clean code. Readers will come away from this book understanding1) How to tell the difference between good and bad code, 2) How to write good code and how to transform bad code into good code, 3) How to create good names, good functions, good objects, and good classes, 4) How to format code for maximum readability, 5) How to implement complete error handling without obscuring code logic & 6) How to unit test and practice test-driven development. This book is a must for any developer, software engineer, project manager, team lead, or systems analyst with an interest in producing better code.
Agile software development --- Computer software --- betrouwbaarheid --- programmeren --- software --- 681.3*D2 --- Agile development (Computer science) --- Agile methods (Computer science) --- Agile processes (Computer science) --- 681.3*D2 Software engineering: protection mechanisms; standards--See also {681.3*K63}; {681.3*K51} --- Software engineering: protection mechanisms; standards--See also {681.3*K63}; {681.3*K51} --- Development --- Reliability --- Agile software development. --- Agile software. --- Computersoftware. --- Softwareontwikkeling. --- Reliability. --- Programming --- PXL-Research 2019 --- informatica --- software engineering --- Programmeren --- Computer software ; Betrouwbaarheid. --- Computer software ; Reliability. --- Informatica ; Programmeren. --- Software engineering. --- Software ontwikkeling. --- Kind --- Computer software - Reliability
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Join the game development revolution today! XNA 3.0 greatly simplifies the development of your own games, lowering the barrier for programmers to get into game development. In XNA, you can start coding your games from the very start, a true revelation compared to other game programming environments. XNA doesn't sacrifice power for this ease of use—it is built entirely on DirectX technology. Completely updated for XNA 3.0, expert Riemer Grootjans brings together a selection of the hottest recipes in XNA programming for the Xbox 360, PC, and Zune. Advanced XNA programmers, experienced coders new to game development, and even complete beginners will find XNA 3.0 Game Programming Recipes an invaluable companion whether building games for fun or as commercial products.
Computer games -- Programming. --- Computer games. --- Microsoft XNA (Computer file). --- Computer games --- Engineering & Applied Sciences --- Computer Science --- Programming --- Information Technology --- Computer Science (Hardware & Networks) --- General and Others --- Video games. --- Programming. --- Microsoft XNA (Computer file) --- Television games --- Videogames --- Computer game programming --- Game programming (Computer games) --- XNA (Computer file) --- Computer science. --- Computer Science. --- Computer Science, general. --- Electronic games --- Computer programming --- Computer games—Programming. --- Software engineering. --- Game Development. --- Software Engineering/Programming and Operating Systems. --- Computer software engineering --- Engineering --- departement Onderzoek 08 --- XNA --- programmeren --- game design --- Internet games --- Games
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Succesvol projectmanagement in IT stoomt studenten toegepaste informatica klaar voor projectmatig teamwerk binnen een IT-context. Deel 1 geeft een grondige inleiding in de fundamenten van het projectmanagement. Wat is een project? Wat zijn deliverables? Uit welke activiteitsstromen en fases bestaan projecten? Deel 2 neemt die fases grondiger onder de loep vanuit het oogpunt van het projectteam en bespreekt daarbij consequent doel, rollen, verantwoordelijkheden, deliverables, afhankelijkheden en aandachtspunten. Deel 3 bekijkt de fases ten slotte vanuit het standpunt van de projectmanager. De auteurs gidsen de lezer langs de belangrijkste methodologieën en tools en schenken bijzondere aandacht aan het concept change management. Van concept tot turnover, van agile tot SCRUM: Succesvol projectmanagement in IT biedt een grondige inleiding in het projectmanagement voor iedereen die IT-projecten opvolgt en managet. Op de bijbehorende website verschijnen onder andere een interactieve matrix, cases uit de praktijk, een literatuurlijst en een overzicht van nuttige weblinks. De auteurs gidsen de lezer langs de belangrijkste methodologieën en tools en schenken bijzondere aandacht aan het concept change management. Van concept tot turnover, van waterfall tot SCRUM: Succesvol projectmanagement in IT biedt een grondige inleiding in het projectmanagement voor iedereen die IT-projecten opvolgt en managet.
ICT (informatie- en communicatietechnieken) --- projectmanagement --- Computer. Automation --- Organization theory --- projectaanpak --- Gestion de projets --- Gestion de projets industriels --- Industrial project management --- Industrieel projectenbeheer --- Management (projects) --- Management van industriële projecten --- Project management --- Project management [Industrial ] --- Projectbeheer --- Projecten beheer --- Projets industriels--Gestion --- 004.415 --- Informatietechnologie --- Projectmanagement --- Ontwikkelingsfase van systeem- en software-engineering --- Informatietechnologie. --- Projectmanagement. --- Information technology --- Management --- PXL-Business 2015 --- toegepaste informatica --- Informatica
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Softwareontwikkeling met UML en Java gaat over het ontwikkelen van software waarbij UML als hulpmiddel gebruikt wordt. De nauwe relatie tussen programmeren in Java en modelleren met UML is voor veel studenten vaak niet duidelijk. Aan de hand van praktische voorbeelden beschrijft de auteur daarom steeds eerst het probleem, waarna hij laat zien hoe het met behulp van UML opgelost kan worden. Vervolgens besteedt hij veel aandacht aan de omzetting van UML-diagrammen naar Java. In de eerste helft van het boek komen basisonderwerpen als use cases, (domein)klassen en sequentie- en toestandsdiagrammen aan bod. In de tweede helft gaat de auteur in op meer geavanceerde onderwerpen als testen met JUnit, het ontwikkelingsproces, ontwerppatronen en het opslaan van objecten in een database (persistentie). Elk hoofdstuk bevat oefeningen die analyse, design, testen en implementatie omvatten en wordt afgesloten met vragen waarmee de student zijn kennis kan toetsen. Dit boek kenmerkt zich door een helderen aansprekende stijl en is geschreven voor eerste- en tweedejaars informaticastudenten in het hoger onderwijs.
programmeertalen --- software engineering --- UML (unified modeling language) --- Java (informatica) --- Computer architecture. Operating systems --- 525.5 --- UML --- informatica --- software --- 004.432 --- Java (programmeertaal) --- object-georiënteerd programmeren --- java --- mvc (model-view-controller) --- software design --- uml --- PXL-IT 2014 --- UML - Unified Modeling Language --- Informatica --- Programmeren --- Softwarepakketten
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