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"Blue Pelican Java" is a somewhat unusual high school computer science textbook. Most computer science texts will begin with a section on the history of computers followed with a flurry of definitions that are just "so many words" to the average student. The approach here is to first give the student some experience upon which to hang the definitions that come later. The usual practice of introducing classes and objects is deferred until the student has a firm grasp of the fundamentals (loops, decision structures, etc). Thus, the beginning student is not overwhelmed by the simultaneous introduction of OOPs and the fundamentals. The book includes plenty of exercises (many in "contest" form), programming projects, and a huge appendix.
Why should you, a competent software developer or programmer, care about your own brand? After all, it’s not like you're an actor or musician. In fact, as Success in Programming: How to Gain Recognition, Power, and Influence Through Personal Branding demonstrates in many ways, it’s never been more important for you to think about yourself as a brand. Doing so will provide rocket fuel for your career. You’ll find better jobs and become the "go-to" person in various situations. You’ll become known for your expertise and leadership, and you'll find it easier to strike out on your own. People will seek out your advice and point of view. You’ll get paid to speak, write, and consult. What’s not to like about becoming a rock star developer? The good news—as Mozilla’s senior technology evangelist, Frédéric Harper, writes—is that it’s never been easier to improve your skills, stand out, share more quickly, and grow your network. This book provides the tools you need to build your reputation and enhance your career, starting right now. You'll learn what personal branding is and why you should care about it. You’ll also learn what the key themes of a good brand are and where to find the ingredients to build your own, unique brand. Most importantly, you'll understand how to work your magic to achieve your goals and dreams. You’ll also learn: How to use sites like StackOverflow and Github to build both your expertise and your reputation How to promote your brand in a way that attracts better-paying jobs, consulting gigs, industry invitations, and contract work How to become visible to the movers and shakers in your specific category of development How to exert power and influence to help yourself and others Success in Programming: How to Gain Recognition, Power, and Influence Through Personal Branding shows you how to scale your skills, gain visibility, make a real impact on people and within organizations, and achieve your goals. There’s no need to become a marketing expert or hire a personal branding guru; this book and a desire to grow personally and professionally are all you need to leap to the next level of your career.
This easy-to-follow textbook teaches Java programming from first principles, as well as covering design and testing methodologies. The text is divided into two parts. Each part supports a one-semester module, the first part addressing fundamental programming concepts, and the second part building on this foundation, teaching the skills required to develop more advanced applications. This fully updated and greatly enhanced fourth edition covers the key developments introduced in Java 8, including material on JavaFX, lambda expressions and the Stream API. Topics and features: begins by introducing fundamental programming concepts such as declaration of variables, control structures, methods and arrays; goes on to cover the fundamental object-oriented concepts of classes and objects, inheritance and polymorphism; uses JavaFX throughout for constructing event-driven graphical interfaces; includes advanced topics such as interfaces and lambda expressions, generics, collection classes and exceptions; explains file-handling techniques, packages, multi-threaded programs, socket programming, remote database access and processing collections using streams; includes self-test questions and programming exercises at the end of each chapter, as well as two illuminating case studies; provides additional resources at its associated website (simply go to springer.com and search for "Java in Two Semesters"), including a guide on how to install and use the NetBeansTM Java IDE. Offering a gentle introduction to the field, assuming no prior knowledge of the subject, Java in Two Semesters is the ideal companion to undergraduate modules in software development or programming.
The art of metal casting was imported into Indonesia, but its peoples mastered the secrets of metallurgy, and applied these, in ways often original and unique, to create their own distinctive civilisation of the Bronze-Iron Age. In this handbook, which is a sequal to my The Stone Age of Indo nesia, I have endeavoured to assemble a comprehensive picture of the Indonesian Bronze-Iron Age from the results of excavations, innumerable stray finds in museums, and various studies scattered among numerous scientific journals and periodicals (often difficult to obtain). The resulting picture can, of course, be a tentative one only, valid until many more scientific excavations have taken place. I have added a bibliography, as complete as it was possible to assemble. The completion of this summary of the Prehistory of Indonesia has been assisted by a grant-in-aid from the Wenner Gren Foundation "The Viking Fund", New York. I am grateful to Mr. Basoeki and Mr. Soebokastowo for the drawings of Figures 1, 11, 12, 13, 22 and 16, 23, 24, 25 respectively. Figures 2-10 and 15 were drawn by the well-known artist, the late Mas Pirngadie, and are here published for the first time, with the generous permission of the Board of Directors of the "Bataviaasch Genootschap van Kunsten en Wetenschappen", Djakarta. I am deeply grateful to my brother-in-law, Mr. J. H. Reiseger of Kempston, Bedfordshire, for so willingly undertaking the translation of the Dutch text into English.
Stripey, a beautiful nocturnal red-eyed tree frog, follows his dream to see the rainforest in the daylight. During his journey, he has many encounters with incredible jungle creatures.
"One of the great things about the book is the way the authors explain concepts very simply using analogies rather than programming examples–this has been very inspiring for a product I'm working on: an audio-only introduction to OOP and software development." –Bruce Eckel "...I would expect that readers with a basic understanding of object-oriented programming and design would find this book useful, before approaching design patterns completely. Design Patterns Explained complements the existing design patterns texts and may perform a very useful role, fitting between introductory texts such as UML Distilled and the more advanced patterns books." –James Noble Leverage the quality and productivity benefits of patterns–without the complexity! Design Patterns Explained, Second Edition is the field's simplest, clearest, most practical introduction to patterns. Using dozens of updated Java examples, it shows programmers and architects exactly how to use patterns to design, develop, and deliver software far more effectively. You'll start with a complete overview of the fundamental principles of patterns, and the role of object-oriented analysis and design in contemporary software development. Then, using easy-to-understand sample code, Alan Shalloway and James Trott illuminate dozens of today's most useful patterns: their underlying concepts, advantages, tradeoffs, implementation techniques, and pitfalls to avoid. Many patterns are accompanied by UML diagrams. Building on their best-selling First Edition, Shalloway and Trott have thoroughly updated this book to reflect new software design trends, patterns, and implementation techniques. Reflecting extensive reader feedback, they have deepened and clarified coverage throughout, and reorganized content for even greater ease of understanding. New and revamped coverage in this edition includes Better ways to start "thinking in patterns" How design patterns can facilitate agile development using eXtreme Programming and other methods How to use commonality and variability analysis to design application architectures The key role of testing into a patterns-driven development process How to use factories to instantiate and manage objects more effectively The Object-Pool Pattern–a new pattern not identified by the "Gang of Four" New study/practice questions at the end of every chapter Gentle yet thorough, this book assumes no patterns experience whatsoever. It's the ideal "first book" on patterns, and a perfect complement to Gamma's classic Design Patterns. If you're a programmer or architect who wants the clearest possible understanding of design patterns–or if you've struggled to make them work for you–read this book.
This collection of squadron histories has been prepared by the USAF Historical Division to complement the Division's book, Air Force Combat Units of World War II. The 1,226 units covered by this volume are the combat (tactical) squadrons that were active between 7 December 1941 and 2 September 1945. Each squadron is traced from its beginning through 5 March 1963, the fiftieth anniversary of the organization of the 1st Aero (later Bombardment) Squadron, the first Army unit to be equipped with aircraft for tactical operations. For each squadron there is a statement of the official lineage and data on the unit's assignments, stations, aircraft and missiles, operations, service streamers, campaign participation, decorations, and emblem.
How this book is organized: A roadmap I organized this book into three sections with 13 chapters. Part 1 introduces IaC and how you, as an individual, write it. • Chapter 1 defines IaC and its benefits and principles. The chapter explains that the book has examples in Python, run by HashiCorp Terraform, and deployed to Google Cloud Platform (GCP). I also discuss the tools and use cases you’ll encounter in your IaC journey. • Chapter 2 dives into the principle of immutability and how you can migrate existing infrastructure resources to IaC. It also covers the practices of writing clean IaC. • Chapter 3 offers a few patterns for dividing and grouping infrastructure resources into modules. Each pattern includes an example and a list of use cases. • Chapter 4 covers how to manage dependencies among infrastructure resources and modules and decouple them with dependency injection and some common patterns. Part 2 describes how to write and collaborate on IaC as a team. • Chapter 5 organizes the practices and considerations for expressing IaC in different repository structures and sharing it across your team. • Chapter 6 provides an infrastructure testing strategy. It describes each type of test and how to write them for IaC. • Chapter 7 applies continuous delivery to IaC. It covers a high-level view of branching models and how your team can use them to change infrastructure. • Chapter 8 provides techniques to build secure and compliant IaC, including testing and tagging. Part 3 covers how to manage IaC across your company. • Chapter 9 applies immutability to infrastructure changes, including an example for blue-green deployments. • Chapter 10 refactors a large body of IaC to improve its maintainability and mitigate the blast radius of failed changes to one codebase. • Chapter 11 describes reverting IaC and rolling forward changes to the system. • Chapter 12 addresses the use of IaC to manage cloud computing costs. It includes an example for cost estimation of IaC. • Chapter 13 completes the book with practices to manage and update IaC tools. You will find that many concepts build on each other throughout the book, and it may help to read the chapters in order if you have not previously practiced IaC. Otherwise, you can choose the sections that best apply to the challenges you face in your IaC practice.
A philosophical manual of media power for the network age. Evil Media develops a philosophy of media power that extends the concept of media beyond its tried and trusted use in the games of meaning, symbolism, and truth. It addresses the gray zones in which media exist as corporate work systems, algorithms and data structures, twenty-first century self-improvement manuals, and pharmaceutical techniques. Evil Media invites the reader to explore and understand the abstract infrastructure of the present day. From search engines to flirting strategies, from the value of institutional stupidity to the malicious minutiae of databases, this book shows how the devil is in the details. The title takes the imperative “Don't be evil” and asks, what would be done any differently in contemporary computational and networked media were that maxim reversed. Media here are about much more and much less than symbols, stories, information, or communication: media do things. They incite and provoke, twist and bend, leak and manage. In a series of provocative stratagems designed to be used, Evil Media sets its reader an ethical challenge: either remain a transparent intermediary in the networks and chains of communicative power or become oneself an active, transformative medium.