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Pattern Magic is the cult pattern-cutting book from Japan. Taking inspiration from nature, from geometric shapes and from the street, this book harnesses the sheer joy of making and sculpting clothes. the book takes a creative approach to pattern cutting, with step-by-step projects for fashion designers and dressmakers to enjoy. All the basic information you need to start pattern cutting is included, from the basic block to measurements and scaling. Each project is beautifully illustrated with clear diagrams and photographs showing the stages of construction, the toiles and the finished garments. these easy-to-follow illustrations and detailed instructions make it easy to create stunning, sculptural clothes with a couture look.
Manufacturing technologies --- sewing [visual works] --- fashion design --- fashion illustration [image-making process] --- kleding --- costume [mode of fashion] --- patterns [design elements] --- Art --- patroontekenen --- pasvormen --- MAD-faculty 12 --- fashion --- design --- patronen --- Patroonsnijden ; Japan. --- sewing patrons
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More Pattern Magic is the cult pattern-cutting text from Japan, partner to the original Pattern Magic book. Inspiring and exciting, this volume takes a creative approach to pattern cutting, with more step-by-step projects for fashion designers and dressmakers to enjoy. This book looks at creating interesting surfaces, optical illusions and curved shapes through pattern cutting. All the basic information you need to start pattern cutting is included, from the basic block to measurements and scaling. Each project is beautifully illustrated with clear diagrams and photographs showing the stages of construction, the muslins (toiles) and the finished garments. these easy-to-follow illustrations and detailed instructions make it easy to create stunning, sculptural clothes.
Manufacturing technologies --- sewing [visual works] --- fashion design --- fashion illustration [image-making process] --- kleding --- costume [mode of fashion] --- patterns [design elements] --- Art --- patroontekenen --- pasvormen --- MAD-faculty 12 --- fashion --- design --- patronen --- Patroonsnijden ; Japan. --- sewing patrons
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Computer architecture. Operating systems --- systeemontwerp --- Programming --- architectuur (informatica) --- methodologieën --- systeemontwikkeling (informatica) --- SOA (service-oriented architecture) (informatica) --- Web services --- Computer architecture --- Software patterns --- System Design --- 681.3*H35 --- informatietechnologie --- systeemontwikkeling --- computerprogramma's --- informatica --- infobib --- On-line information services: data bank sharing --- informatique --- 681.3*H35 On-line information services: data bank sharing --- System design --- Application software --- Cloud computing --- Design, System --- Systems design --- Electronic data processing --- System analysis --- Patterns, Software --- Computer software --- Architecture, Computer --- Development --- Computerprogramma's --- Informatietechnologie --- Systeemontwikkeling
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The Swift programming language has transformed the world of iOS development and started a new age of modern development. Pro Design Patterns in Swift shows you how to harness the power and flexibility of Swift to apply the most important and enduring design patterns to your applications, taking your development projects to master level. This book will teach you those design patterns that have always been present at some level in your code, but may not have been recognized, acknowledged, or fully utilized. Implementation of specific pattern approaches will prove their value to any Swift developer. Best-selling author Adam Freeman explains how to get the most from design patterns. He starts with the nuts-and-bolts and shows you everything through to advanced features, going in-depth to give you the knowledge you need. Pro Design Patterns in Swift brings design patterns to life and shows you how to bring structure and scale to your Swift code with a practical, no-nonsense approach.
Computer Science. --- Programming Languages, Compilers, Interpreters. --- Computer science. --- Informatique --- Application software --- Engineering & Applied Sciences --- Computer Science --- Development --- Software patterns. --- Swift (Computer program language) --- Computer software --- Development. --- Development of computer software --- Software development --- Patterns, Software --- Computer programming. --- Programming languages (Electronic computers). --- Programming Techniques. --- Computer languages --- Computer program languages --- Computer programming languages --- Machine language --- Electronic data processing --- Languages, Artificial --- Computers --- Electronic computer programming --- Electronic digital computers --- Programming (Electronic computers) --- Coding theory --- Informatics --- Science --- Programming --- iOS (Electronic resource) --- i Operating system --- iOS 4.0 --- iOs 5 --- iOS operating system --- iPhone OS --- Apple computer. --- Apple and iOS. --- Microcomputers
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A "visual dictionary on two-dimensional grids and geometric tilings."--Pref.
Grids (Crisscross patterns) --- Tiling (Mathematics) --- Repetitive patterns (Decorative arts) --- Grilles (Formes) --- Pavage (Mathématiques) --- Motifs (Art décoratif) --- 72.011 --- 7.011 --- 7.07 --- Nicolai, Carsten 1965 (°(Karl-Marx-Stadt, Duitsland) --- Rasters ; roosters --- Rastersystemen --- Patronen --- Geometrische patronen ; harmonie ; schaal --- Nicolai, Carsten ; Raster-Noton Archiv Fur Ton und Nichtton --- Kunst en wetenschap ; kunst en wiskunde --- CD-ROMS --- kunst --- design --- grids --- rasters --- wiskunde --- kunst en wiskunde --- geometrische abstractie --- Nicolai Carsten --- tekenkunst --- Architectuur ; vormgeving, ontwerp, compositie --- Kunst ; ontwerp, compositie --- Kunstenaars met verschillende disciplines, niet traditioneel klasseerbare, conceptuele kunstenaars A - Z --- Symmetrietabellen --- Symmetrietabellen. --- Pavage (Mathématiques) --- Motifs (Art décoratif)
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Programmeren --- Kind --- Computer software - Reusability --- Object-oriented programming (Computer science) --- Computer software-reusability --- Object-oriented programming(computer science) --- Computer software - Reusability. --- Software patterns. --- Software patterns --- Computer software --- Logiciels --- Programmation orientée objet (Informatique) --- Reusability --- Réutilisation --- Patterns, Software --- Computer programming --- Object-oriented methods (Computer science) --- Document Object Model (Web site development technology) --- Reusability of software --- Reusable code (Computer programs) --- Software reusability --- Software reengineering --- Generic programming (Computer science) --- Development --- infobib --- Object-oriented programming (Computer science). --- Reusability. --- 005.12 --- computerprogramma's --- object-oriented programming --- #KVIV:BB --- 654 --- AA / International- internationaal --- 681.3*D15 --- 681.3*D210 --- 681.3*D2m --- 681.3*D210 Design: methodologies; representation (Software engineering) --- Design: methodologies; representation (Software engineering) --- 681.3*D2m Rapid prototyping; reusable software (Software engineering) --- Rapid prototyping; reusable software (Software engineering) --- 681.3*D15 Software: object-oriented programming --- Software: object-oriented programming --- Informatieverwerking. Bureautica --- 681.3*D211 --- 681.3*D33 --- 681.3*D33 Languages constructs: abstract data types; concurrent programming structures;control structures; coroutines (Programming languages) --- Languages constructs: abstract data types; concurrent programming structures;control structures; coroutines (Programming languages) --- Software architectures: data abstractio, domain-specific architectures, information hiding, languages (e.g. description, interconnection, definition), patterns (e.g. client/server, pipeline, blackboard) --- Object-georiënteerd programmeren --- Reusable software --- Programming --- programmeren (informatica) --- object oriented --- OLE. --- Objectoriëntatie. --- Software.
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1 Welcome to design patterns : an introduction 2 Keeping your objects in the know : the observer pattern 3 Decorating objects : the decorator pattern 4 Baking with OO goodness : the factory pattern 5 One of a kind objects : the Singleton pattern 6 Encapsulating invocation : the command pattern 7 Being adaptive : the adapter and facade patterns 8 Encapsulating algorithms : the template method pattern 9 Well-managed collections : the iterator and composite patterns 10 The state of things : the state pattern 11 Controlling object access : the proxy pattern 12 Patterns of patterns : compound patterns 13 Patterns in the real world : better living with patterns 14 App. : leftover patterns
Computer software --- Java (Computer program language) --- Development. --- Development --- Ontwerpmethodologie. --- Programmeermethoden. --- Programming --- Artificial intelligence. Robotics. Simulation. Graphics --- vormgeving --- java --- 681.3.06 --- Java --- Softwareontwikkeling --- Systeemanalyse (Systeemontwerp) --- softwareontwikkeling --- 681.3 --- Software-ontwerp --- Ontwerppatronen --- 654 --- AA / International- internationaal --- Development of computer software --- Software development --- Object-oriented programming languages --- JavaSpaces technology --- Informatieverwerking. Bureautica --- Logiciels --- Java (Langage de programmation) --- Développement --- Programmering --- Artificiële intelligentie. Robotica. Simulatie. Graphics --- Design Patterns --- Programmeren --- PXL-IT 2019 --- PXL-Handboeken --- programmeren --- designconcept --- Informatica --- Softwarepakketten --- Systeemontwikkeling --- Softwareontwikkelmethode --- Kind --- Computer software - Development. --- Computer software - Development
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How can we make sure that our kids are learning to be creative thinkers in a world of global competition--and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach kids to build successful futures--but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.
Virtual reality in education. --- Onderwijstechnologie. --- Career education --- Computer games --- Learning, Psychology of --- Virtual reality in education --- Vocational guidance --- 454.51 --- 371.694 --- 096 Informatica --- 700 Pedagogie --- 371.694 Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Business, Choice of --- Career choice --- Career counseling --- Career patterns --- Career planning --- Careers --- Choice of profession --- Guidance, Student --- Guidance, Vocational --- Occupation, Choice of --- Occupational choice --- Profession, Choice of --- Student guidance --- Vocation, Choice of --- Vocational opportunities --- Counseling --- Educational counseling --- Occupations --- Professions --- Learning --- Psychology of learning --- Educational psychology --- Comprehension --- Learning ability --- Application software --- Electronic games --- Education --- Computer-assisted instruction --- Audiovisuele leermiddelen --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs --- Psychological aspects --- Computer games. --- Learning, Psychology of. --- Pedagogiek en onderwijskunde --- Computer-assisted instruction. --- Education. --- Consciousness. --- Computer science. --- Educational Technology. --- Education, general. --- Personality and Social Psychology. --- Educational Policy and Politics. --- Teaching and Teacher Education. --- Computers and Society. --- Internet games --- Television games --- Videogames --- Games --- #SBIB:309H17 --- #SBIB:309H103 --- Computer- en videogames --- Mediatechnologie / ICT / digitale media: sociale en culturele aspecten
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This third edition again delivers a clear path for students and professionals to learn and apply object-oriented analysis and design. The first two editions of this book have achieved gross sales of more than 60,000 units through the domestic retail channel Timely and up-to-date; compliant with UML 2.0 and the latest trends in design patterns and object-oriented analysis and design More gold from one of the leading names in software engineering- Craig Larman! The mastery of object-oriented analysis and design (OOA/D) principles and concepts is critical for anyone seeking to create robust and maintainable object systems. This third edition presents a well-defined roadmap, so the reader can move along a step-by-step process from requirements gathering all the way to code generation. The author teaches the skill of OOA/D using the latest version of the industry standard modeling language (UML 2.0). He also allows the reader to learn and apply the popular concept of design patterns, and therefore helps readers accelerate their mastery of analysis and design. The author retains his thorough treatment of a single case study to help readers gain a big picture of successful software development. Once again, this book delivers, and furthers Craig Larman's name among software engineering luminaries.
Programming --- Computer architecture. Operating systems --- Object-georiënteerd programmeren --- objectgeoriënteerde systeemontwikkeling --- visuele modelleertalen --- computerarchitectuur --- 521 --- 525.1 --- Languages constructs: abstract data types concurrent programming structurescontrol structures coroutines (Programming languages) --- systeemanalyse, systeemontwerp, beheer en onderhoud van informatiesystemen --- Object-georiënteerd programmeren. --- 681.3*D33 Languages constructs: abstract data types concurrent programming structurescontrol structures coroutines (Programming languages) --- 681.3*D33 --- 681.3*D211 --- UML --- programmeertalen --- programmeren --- besturingssystemen --- systeemanalyse --- systeemontwerp --- informatica --- 525.5 --- infobib --- 681.3.06 --- Objectgeoriënteerd programmeren --- Programmeertalen : UML --- 681.3*D33 Languages constructs: abstract data types; concurrent programming structures;control structures; coroutines (Programming languages) --- Languages constructs: abstract data types; concurrent programming structures;control structures; coroutines (Programming languages) --- Software architectures: data abstractio, domain-specific architectures, information hiding, languages (e.g. description, interconnection, definition), patterns (e.g. client/server, pipeline, blackboard) --- C (informatica) --- object oriented analysis --- UML (unified modeling language) --- Object-oriented methods (Computer science) --- System analysis --- System design --- UML (Computer science) --- Object development methods (Computer science) --- Object orientation (Computer science) --- Object-oriented development (Computer science) --- Object technology (Computer science) --- Unified Modeling Language (Computer science) --- Computer software --- Modeling languages (Computer science) --- Design, System --- Systems design --- Electronic data processing --- Network theory --- Systems analysis --- System theory --- Mathematical optimization --- Development --- Network analysis --- Network science --- System analysis. --- Object-oriented methods (Computer science). --- System design. --- UML (Computer science). --- 004.4 --- Informatica --- Programmeertalen --- Programmeren --- Systeemontwikkeling
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