RESTful Java with JAX-RS 2.0, 2nd Edition Posted: 13 Dec 2013 07:35 AM PST Book Description Learn how to design and develop distributed web services in Java, using RESTful architectural principles and the JAX-RS 2.0 specification in Java EE 7. By focusing on implementation rather than theory, this hands-on reference demonstrates how easy it is to get started with services based on the REST architecture. With the book's technical guide, you'll learn how REST and JAX-RS work and when to use them. The RESTEasy workbook that follows provides step-by-step instructions for installing, configuring, and running several working JAX-RS examples, using the JBoss RESTEasy implementation of JAX-RS 2.0. - Learn JAX-RS 2.0 features, including a client API, server-side asynchronous HTTP, and filters and interceptors
- Examine the design of a distributed RESTful interface for an e-commerce order entry system
- Use the JAX-RS Response object to return complex responses to your client (ResponseBuilder)
- Increase the performance of your services by leveraging HTTP caching protocols
- Deploy and integrate web services within Java EE7, servlet containers, EJB, Spring, and JPA
- Learn popular mechanisms to perform authentication on the Web, including client-side SSL and OAuth 2.0
Table of Contents Part I: REST and the JAX-RS Standard Chapter 1. Introduction to REST Chapter 2. Designing RESTful Services Chapter 3. Your First JAX-RS Service Chapter 4. HTTP Method and URI Matching Chapter 5. JAX-RS Injection Chapter 6. JAX-RS Content Handlers Chapter 7. Server Responses and Exception Handling Chapter 8. JAX-RS Client API Chapter 9. HTTP Content Negotiation Chapter 10. HATEOAS Chapter 11. Scaling JAX-RS Applications Chapter 12. Filters and Interceptors Chapter 13. Asynchronous JAX-RS Chapter 14. Deployment and Integration Chapter 15. Securing JAX-RS Chapter 16. Alternative Java Clients Part II: JAX-RS Workbook Chapter 17. Workbook Introduction Chapter 18. Examples for Chapter 3 Chapter 19. Examples for Chapter 4 Chapter 20. Examples for Chapter 5 Chapter 21. Examples for Chapter 6 Chapter 22. Examples for Chapter 7 Chapter 23. Examples for Chapter 9 Chapter 24. Examples for Chapter 10 Chapter 25. Examples for Chapter 11 Chapter 26. Examples for Chapter 12 Chapter 27. Examples for Chapter 13 Chapter 28. Examples for Chapter 14 Chapter 29. Examples for Chapter 15 Book Details - Paperback: 392 pages
- Publisher: O’Reilly Media; 2nd Edition (November 2013)
- Language: English
- ISBN-10: 144936134X
- ISBN-13: 978-1449361341
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Real World OCaml Posted: 13 Dec 2013 07:29 AM PST Book Description This fast-moving tutorial introduces you to OCaml, an industrial-strength programming language designed for expressiveness, safety, and speed. Through the book's many examples, you'll quickly learn how OCaml stands out as a tool for writing fast, succinct, and readable systems code. Real World OCaml takes you through the concepts of the language at a brisk pace, and then helps you explore the tools and techniques that make OCaml an effective and practical tool. In the book's third section, you'll delve deep into the details of the compiler toolchain and OCaml's simple and efficient runtime system. - Learn the foundations of the language, such as higher-order functions, algebraic data types, and modules
- Explore advanced features such as functors, first-class modules, and objects
- Leverage Core, a comprehensive general-purpose standard library for OCaml
- Design effective and reusable libraries, making the most of OCaml's approach to abstraction and modularity
- Tackle practical programming problems from command-line parsing to asynchronous network programming
- Examine profiling and interactive debugging techniques with tools such as GNU gdb
Table of Contents Part I: Language Concepts Chapter 1. A Guided Tour Chapter 2. Variables and Functions Chapter 3. Lists and Patterns Chapter 4. Files, Modules, and Programs Chapter 5. Records Chapter 6. Variants Chapter 7. Error Handling Chapter 8. Imperative Programming Chapter 9. Functors Chapter 10. First-Class Modules Chapter 11. Objects Chapter 12. Classes Part II: Tools and Techniques Chapter 13. Maps and Hash Tables Chapter 14. Command-Line Parsing Chapter 15. Handling JSON Data Chapter 16. Parsing with OCamllex and Menhir Chapter 17. Data Serialization with S-Expressions Chapter 18. Concurrent Programming with Async Part III: The Runtime System Chapter 19. Foreign Function Interface Chapter 20. Memory Representation of Values Chapter 21. Understanding the Garbage Collector Chapter 22. The Compiler Frontend: Parsing and Type Checking Chapter 23. The Compiler Backend: Bytecode and Native code Book Details - Paperback: 510 pages
- Publisher: O’Reilly Media (November 2013)
- Language: English
- ISBN-10: 144932391X
- ISBN-13: 978-1449323912
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Designing for Behavior Change Posted: 13 Dec 2013 07:24 AM PST Book Description A new wave of products is helping people change their behavior and daily routines, whether it's exercising more (Jawbone Up), taking control of their finances (HelloWallet), or organizing their email (Mailbox). This practical guide shows you how to design these types of products for users seeking to take action and achieve specific goals. Stephen Wendel, HelloWallet's head researcher, takes you step-by-step through the process of applying behavioral economics and psychology to the practical problems of product design and development. Using a combination of lean and agile development methods, you'll learn a simple iterative approach for identifying target users and behaviors, building the product, and gauging its effectiveness. Discover how to create easy-to-use products to help people make positive changes. - Learn the three main strategies to help people change behavior
- Identify your target audience and the behaviors they seek to change
- Extract user stories and identify obstacles to behavior change
- Develop effective interface designs that are enjoyable to use
- Measure your product's impact and learn ways to improve it
- Use practical examples from products like Nest, Fitbit, and Opower
Table of Contents Part I: Understanding the Mind and Behavior Change Chapter 1. How the Mind Decides What to Do Next Chapter 2. Why We Take Certain Actions and Not Others Chapter 3. Strategies for Behavior Change Part II: Discovering the Right Outcome, Action, and Actor Chapter 4. Figuring Out What You Want to Accomplish Chapter 5. Selecting the Right Target Action Part III: Developing the Conceptual Design Chapter 6. Structuring the Action Chapter 7. Constructing the Environment Chapter 8. Preparing the User Part IV: Designing the Interface and Implementing It Chapter 9. Moving from Conceptual Designs to Interface Designs Chapter 10. Reviewing and Fleshing Out the Interface Designs Chapter 11. Turning the Designs into Code Part V: Refining the Product Chapter 12. Measuring Impact Chapter 13. Identifying Obstacles to Behavior Change Chapter 14. Learning and Refining the Product Part VI: Putting It into Practice Chapter 15. Common Questions and a Start-to-Finish Example Chapter 16. Conclusion Appendix A. Glossary of Terms Appendix B. Resources to Learn More Appendix C. Bibliography Appendix D. About the Author Book Details - Paperback: 400 pages
- Publisher: O’Reilly Media (November 2013)
- Language: English
- ISBN-10: 1449367623
- ISBN-13: 978-1449367626
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ZooKeeper Posted: 13 Dec 2013 07:18 AM PST Book Description Building distributed applications is difficult enough without having to coordinate the actions that make them work. This practical guide shows how Apache ZooKeeper helps you manage distributed systems, so you can focus mainly on application logic. Even with ZooKeeper, implementing coordination tasks is not trivial, but this book provides good practices to give you a head start, and points out caveats that developers and administrators alike need to watch for along the way. In three separate sections, ZooKeeper contributors Flavio Junqueira and Benjamin Reed introduce the principles of distributed systems, provide ZooKeeper programming techniques, and include the information you need to administer this service. - Learn how ZooKeeper solves common coordination tasks
- Explore the ZooKeeper API's Java and C implementations and how they differ
- Use methods to track and react to ZooKeeper state changes
- Handle failures of the network, application processes, and ZooKeeper itself
- Learn about ZooKeeper's trickier aspects dealing with concurrency, ordering, and configuration
- Use the Curator high-level interface for connection management
- Become familiar with ZooKeeper internals and administration tools
Table of Contents Part I: ZooKeeper Concepts and Basics Chapter 1. Introduction Chapter 2. Getting to Grips with ZooKeeper Part II: Programming with ZooKeeper Chapter 3. Getting Started with the ZooKeeper API Chapter 4. Dealing with State Change Chapter 5. Dealing with Failure Chapter 6. ZooKeeper Caveat Emptor Chapter 7. The C Client Chapter 8. Curator: A High-Level API for ZooKeeper Part III: Administering ZooKeeper Chapter 9. ZooKeeper Internals Chapter 10. Running ZooKeeper Book Details - Paperback: 238 pages
- Publisher: O’Reilly Media (November 2013)
- Language: English
- ISBN-10: 1449361307
- ISBN-13: 978-1449361303
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Releasing HTML5 Games for Windows 8 Posted: 13 Dec 2013 07:10 AM PST Book Description Windows 8 presents an incredible opportunity for distributing and monetizing HTML5 games, and this guide shows how you can profit from it. You'll learn everything you need to know about porting your original web-based JavaScript game to the new “touch-first” version of Windows, as well as several options for selling your game in Windows Store. Windows 8 is a big leap forward for developers because it treats HTML5 as a first-class citizen, alongside C# and C++. Interactive development expert Jesse Freeman explains how Windows 8 works, gets you started with Visual Studio Express (it's free!), and uses a case study to show you how to port an HTML5 game with ease. - Learn which games and JavaScript libraries work best on Windows 8
- Adjust artwork for different screen resolutions and Windows 8 features
- Accommodate mouse, keyboard, touch, and other game controls
- Optimize your game to run well on any Windows 8 device
- Understand the steps for publishing your game to Windows Store
- Explore fixed price, trial mode, ad support, and in-app purchase options
- Use a web-first workflow to ensure your game runs on many other platforms
Table of Contents Chapter 1. Getting Started with Windows 8 Chapter 2. Getting Started with Visual Studio Chapter 3. Screen Resolution and Artwork Chapter 4. Handling Game Controls On Windows 8 Chapter 5. Debugging and Optimization Chapter 6. Publishing Your Game to the Windows 8 Store Chapter 7. Monetization Chapter 8. Back to the Web Chapter 9. Case Study: Heroine Dusk Chapter 10. Windows 8 Resources Book Details - Paperback: 160 pages
- Publisher: O’Reilly Media (November 2013)
- Language: English
- ISBN-10: 1449360505
- ISBN-13: 978-1449360504
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