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  2. Thinking in Java - Wikipedia

    en.wikipedia.org/wiki/Thinking_in_Java

    Thinking in Java (ISBN 978-0131872486) is a book about the Java programming language, written by Bruce Eckel and first published in 1998. Prentice Hall published the 4th edition of the work in 2006. The book represents a print version of Eckel’s “Hands-on Java” seminar.

  3. Archetype pattern - Wikipedia

    en.wikipedia.org/wiki/Archetype_Pattern

    The archetype pattern is a software design pattern that separates logic from implementation. The separation is accomplished through the creation of two abstract classes : a decorator (for logic), and a delegate (for implementation).

  4. Joyce Farrell - Wikipedia

    en.wikipedia.org/wiki/Joyce_Farrell

    Joyce Farrell is the author of many programming books for Course Technology, a part of Cengage Learning. [1] Her books are widely used as textbooks in higher education institutions.

  5. Software Design for Flexibility, by Chris Hanson and Gerald Jay Sussman; How to Design Programs (HtDP), which intends to be a more accessible book for introductory Computer Science, and to address perceived deficiencies in SICP; Essentials of Programming Languages (EoPL), a book for Programming Languages courses

  6. Liskov substitution principle - Wikipedia

    en.wikipedia.org/wiki/Liskov_substitution_principle

    Nonetheless, the principle is useful in reasoning about the design of class hierarchies. Liskov substitution principle imposes some standard requirements on signatures that have been adopted in newer object-oriented programming languages (usually at the level of classes rather than types; see nominal vs. structural subtyping for the distinction):

  7. Bruce Eckel - Wikipedia

    en.wikipedia.org/wiki/Bruce_Eckel

    Bruce Eckel (born () July 8, 1957 (age 67)) is a computer programmer, author, and consultant. [citation needed]Eckel's best known works are Thinking in Java and the two-volume series Thinking in C++, aimed at programmers wanting to learn the Java or C++ programming languages, respectively, particularly those with little experience of object-oriented programming.

  8. Builder pattern - Wikipedia

    en.wikipedia.org/wiki/Builder_pattern

    In the above UML class diagram, the Director class doesn't create and assemble the ProductA1 and ProductB1 objects directly. Instead, the Director refers to the Builder interface for building (creating and assembling) the parts of a complex object, which makes the Director independent of which concrete classes are instantiated (which ...

  9. Programming paradigm - Wikipedia

    en.wikipedia.org/wiki/Programming_paradigm

    Symbolic programming is a paradigm that describes programs able to manipulate formulas and program components as data. [4] Programs can thus effectively modify themselves, and appear to "learn", making them suited for applications such as artificial intelligence , expert systems , natural-language processing and computer games.

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