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Design Patterns: Elements of Reusable Object-Oriented Software
Erich Gamma
October 1994
Book Review
Design Patterns is a modern classic in the literature of object-oriented development, offering timeless and elegant solutions to common problems in software design. It describes patterns for managing object creation, composing objects into larger structures, and coordinating control flow between objects. The book provides numerous examples where using composition rather than inheritance can improve the reusability and flexibility of code. Note, though, that it's not a tutorial but a catalog that you can use to find an object-oriented design pattern that's appropriate for the needs of your particular application--a selection for virtuoso programmers who appreciate (or require) consistent, well-engineered object-oriented designs.

From the Preface
This book isn't an introduction to...

Eclipse Distilled (The Eclipse Series)
David Carlson
February 2005
Book Description
Eclipse Distilled Eclipse Distilled Preface This is the book I wanted to read when I started using Eclipse three years ago. The book didn t exist until now. It s different from other books that assume you know nothing, but it does not leave you hanging if subjects such as JUnit or CVS are unfamiliar. If you are experienced in Java development or are already working with Eclipse, you ll still benefit from a clear description and examples that can turn you into a power user. This book distills the extensive features and preference settings so that Eclipse becomes the indispensable tool it has become for me. The topics presented in Eclipse Distilled are essential knowledge for anyone using Eclipse to develop Java applications, whether you are creating new plug-ins that extend Eclipse or building and testing...

Contributing to Eclipse: Principles, Patterns, and Plug-Ins (The Eclipse Series)
Erich Gamma
October 2003
Textbook Paperback
Book Review
Eclipse is an integrated development environment (IDE) for software. It also represents an ideal, incorporating modularity, extensibility, and community. Contributing to Eclipse: Principles, Patterns, and Plug-Ins is therefore significantly more than a book about how to write plug-ins for the Eclipse framework. The book--by software patterns guru Erich Gamma and "extreme programming" exponent Kent Beck--explains how new Eclipse modules should interact with existing software elements, and make themselves further extensible. It also emphasizes the importance of packaging new plug-ins and making them available to others as new Eclipse features. The book's emphasis is on community, and helping the Eclipse project grow and improve.

That said, this book is an excellent how-to guide. Gamma and Beck take the time to carefully...

Design Patterns CD: Elements of Reusable Object-Oriented Software, (CD-ROM)
Erich Gamma
January 1998
Textbook Compact Disc
Book Review
With the profusion of technologies, it's rare to say that a particular book is required reading for developers. Design Patterns: Elements of Reusable Object Oriented Software is one of those indispensable texts for anyone who develops software using objects. This CD-ROM edition contains a hypertext version of the book, along with additional features that make it easy to use patterns in your own programs.

The CD-ROM works with any Java-enabled browser (Internet Explorer 4.0 and Netscape Communicator 4.0.) It includes the full text of the printed book along with the richness of hypertext links to get the most out of patterns quickly. (Two versions of the text, one for 640 x 480 resolution and one for higher resolutions, are provided.)

Patterns are higher-order designs, which occur repeatedly in object-oriented design....

Real-Time Rendering
Tomas Akenine-Moller
August 2002
Textbook Hardcover
Book Review
One would think that the title of Tomas Moller's and Eric Haines's book, Real-Time Rendering, would be a contradiction in terms. How can such a computationally intensive process as rendering computer graphics ever hope to be done on the fly, in the blink of an eye, without delay--in short, in real time?

The term rendering, as it applies to computer graphics, refers to the mathematically intensive process of creating a picture or sequence of frames based on geometry. The duration of this process is dependent on the complexity of the scene (a forest with many trees and thousands of leaves will take much longer to render than a scene consisting of a white box over a gray background) and the speed of the hardware doing the calculations.

When Pixar's Toy Story was first released, the computer animation community was all...

JUnit Pocket Reference
Kent Beck
October 2004
Book Description
JUnit, created by Kent Beck and Erich Gamma, is an open source framework for test-driven development in any Java-based code. JUnit automates unit testing and reduces the effort required to frequently test code while developing it. While there are lots of bits of documentation all over the place, there isn't a go-to-manual that serves as a quick reference for JUnit. This Pocket Guide meets the need, bringing together all the bits of hard to remember information, syntax, and rules for working with JUnit, as well as delivering the insight and sage advice that can only come from a technology's creator. Any programmer who has written, or is writing, Java Code will find this book valuable. Specifically it will appeal to programmers and developers of any level that use JUnit to do their unit testing in test-driven...

C++: Effective Object-Oriented Software Construction: Concepts, Practices, Industrial Strategies and Practices
Kayshav Dattatri
September 1999
Textbook Paperback
The publisher, Prentice-Hall ECS Professional
Drives home the essential concepts of object-oriented program development, so programmers can work in any O-O environment. This book helps programmers understand the object-oriented paradigm underlying C++ in depth, and then translate those abstract object-oriented concepts to real-world solutions in many problem domains they may encounter. It introduces the fundamental concepts of object-oriented programming, including classes, objects, O-O analysis and design. It explains data abstraction and shows how C++ implements it. It describes initialization and garbage collection as generic concepts, and as they are implemented in C++. In addition, it introduces inheritance and multiple inheritance, operator overloading, and other central O-O concepts -- and shows how object-orientation makes code...

Astronomy: A Beginner's Guide to the Universe
Eric Chaisson
July 2003
Textbook Paperback
Book Description
Astronomy Today 4/e (ISBN 0-13-091542-4) is the more comprehensive text by this: proven team of authors. This twenty-eight chapter text begins with the foundations of the history of science and physics as they relate to astronomy (Part One), then proceeds with an "Earth-out" organization for coverage of the solar system (Part Two), stars and stellar evolution (Part Three), and galaxies and cosmology (Part Four). New with the fourth edition, the book is now available in two paperback splits: Astronomy Today 4/e: The Solar System (ISBN 0-13-093560-3) covers Part One on foundations (Chapters 1-$); Part Two on the solar system (Chapters 6-15); the Sun chapter (Chapter 16); and the final chapter on life in the universe (Chapter 28). Astronomy Today 4/e: Stars and Galaxies (ISBN 0-13-093571-9) includes Part One on...

Design Patterns For Dummies
Steven Holzner
May 2006
Book Description
There's a pattern here, and here's how to use it!

Find out how the 23 leading design patterns can save you time and trouble

Ever feel as if you've solved this programming problem before? You — or someone — probably did, and that's why there's a design pattern to help this time around. This book shows you how (and when) to use the famous patterns developed by the "Gang of Four," plus some new ones, all designed to make your programming life easier.

Discover how to Simplify the programming process with design patterns Make the most of the Decorator, Factory, and Adapter patterns Identify which pattern applies Reduce the amount of code needed for a task Create your own patterns

About the Author

Design Patterns Java Workbook
Steven John Metsker
December 2002
Textbook Paperback
Book Review
Aimed at the intermediate or advanced Java developer, Design Patterns Java Workbook provides an in-depth and challenging look at 23 "classic" software patterns illustrated with Java examples.

This title fills a valuable niche by reprising the well-known guide to patterns, Addison-Wesley's Design Patterns: Elements of Reusable Software Design. While that earlier book relied on C++ and Smalltalk for its examples, this new volume uses Java code for the discussion of the same 23 design techniques. Many of the explanations draw on the author's custom classes for a hypothetical fireworks company, supplemented by material using "core" classes in standard Java. This text shows how to both recognize patterns in existing code and to incorporate them into new designs.

Early sections look at interfaces, including a standout section...

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