Three acknowledged experts in search engine optimization share guidelines and innovative techniques that will help you plan and execute a comprehensive SEO strategy. This third edition focuses on a number of tool updates and examines the changes brought about by Hummingbird, Google´s context-aware algorithm. The book is perfect for anyone interested in becoming an SEO practitioner, as well as people already working in the profession. For novices, it´s a complete and thorough education on search engine optimization?SEO 101. For experienced SEO practitioners, this book serves as an extensive reference volume to support ongoing engagements. * Comprehend SEO?s many intricacies and complexities * Explore the underlying theory and inner workings of search engines * Understand the role of social media, user data, and links * Discover tools to track results and measure success * Recognize how changes to your site can confuse search engines * Learn to build a competent SEO team with defined roles * Glimpse the future of search and the SEO industry
Algorithmic design, especially for hard problems, is more essential for success in solving them than any standard improvement of current computer tech nologies. Because of this, the design of algorithms for solving hard problems is the core of current algorithmic research from the theoretical point of view as well as from the practical point of view. There are many general text books on algorithmics, and several specialized books devoted to particular approaches such as local search, randomization, approximation algorithms, or heuristics. But there is no textbook that focuses on the design of algorithms for hard computing tasks, and that systematically explains, combines, and compares the main possibilities for attacking hard algorithmic problems. As this topic is fundamental for computer science, this book tries to close this gap. Another motivation, and probably the main reason for writing this book, is connected to education. The considered area has developed very dynami cally in recent years and the research on this topic discovered several profound results, new concepts, and new methods. Some of the achieved contributions are so fundamental that one can speak about paradigms which should be in cluded in the education of every computer science student. Unfortunately, this is very far from reality. This is because these paradigms are not sufficiently known in the computer science community, and so they are insufficiently com municated to students and practitioners.
This book gives a comprehensive overview on Software Product Management (SPM) for beginners as well as best practices, methodology and in-depth discussions for experienced product managers. This includes product strategy, product planning, participation in strategic management activities and orchestration of the functional units of the company. The book is based on the results of the International Software Product Management Association (ISPMA) which is led by a group of SPM experts from industry and research with the goal to foster software product management excellence across industries. This book can be used as textbook for ISPMA-based education and as guide for anybody interested in SPM as one of the most exciting and challenging disciplines in the business of software. Hans-Bernd Kittlaus is the Chairman of ISPMA and owner and managing director of InnoTivum Consulting, Germany. Samuel Fricker is Board Member of ISPMA and Professor at FHNW, Switzerland.
This book constitutes the refereed post-conference proceedings of the 7th IFIP WG 13.2 International Conference on Human-Centered Software Engineering, HCSE 2018, held in Sophia Antipolis, France, in September 2018. The 11 full papers and 7 short papers presented together with 5 poster and demo papers were carefully reviewed and selected from 36 submissions. The papers focus on the interdependencies between user interface properties and contribute to the development of theories, methods, tools and approaches for dealing with multiple properties that should be taken into account when developing interactive systems. They are organized in the following topical sections: HCI education and training; model-based and model-driven approaches; task modeling and task-based approaches; tools and tool support; and usability evaluation and UI testing.
For courses in Object-Oriented Design, C++ Intermediate Programming, and Object-Oriented Programming. Written for software engineers ?in the trenches,? this text focuses on the technology?the principles, patterns, and process?that help software engineers effectively manage increasingly complex operating systems and applications. There is also a strong emphasis on the people behind the technology. This text will prepare students for a career in software engineering and serve as an on-going education for software engineers. Features + Benefits Comprehensive, pragmatic tutorial on Agile Development and eXtreme programming written by one of the founding father of Agile Development. Teaches software developers how to get projects done on time, and on budget using the power of Agile Development. Uses real-world case studies to show how to of plan, test, refactor, and pair program using eXtreme programming. Focuses on solving customer oriented systems problems using UML and Design Patterns I. AGILE DEVELOPMENT. 1. Agile Practices. 2. Overview of Extreme Programming. 3. Planning. 4. Testing. 5. Refactoring. 6. A Programming Episode. II. AGILE DESIGN. 7. What Is Agile Design? 8. SRP: The Single-Responsibility Principle. 9. OCP: The Open-Closed Principle. 10. LSP: The Liskov Substitution Principle. 11. DIP: The Dependency-Inversion Principle. 12. ISP: The Interface-Segregation Principle. III. THE PAYROLL CASE STUDY. 13. Command and Active Object. 14. Template Method & Strategy: Inheritance vs. Delegation. 15. Facade and Mediator. 16. Singleton and Monostate. 17. Null Object. 18. The Payroll Case Study: Iteration One Begins. 19. The Payroll Case Study: Implementation. IV. PACKAGING THE PAYROLL SYSTEM. 20. Principles of Package Design. 21. Factory. 22. The Payroll Case Study (Part 2). V. THE WEATHER STATION CASE STUDY. 23. Composite. 24. Observer?Backing into a Pattern. 25. Abstract Server, Adapter, and Bridge. 26. Proxy and Stairway to Heaven: Managing Third Party APIs. 27. Case Study: Weather Station. VI. THE ETS CASE STUDY. 28. Visitor. 29. State. 30. The ETS Framework. Appendix A. UML Notation I: The CGI Example. Appendix B. UML Notation II: The Statmux. Appendix C. A Satire of Two Companies. Index. For courses in Object-Oriented Design, C++ Intermediate Programming, and Object-Oriented Programming. Written for software engineers ´´in the trenches,´´ this text focuses on the technology-the principles, patterns, and process-that help software engineers effectively manage increasingly complex operating systems and applications. There is also a strong emphasis on the people behind the technology. This text will prepare students for a career in software engineering and serve as an on-going education for software engineers.
Updated new edition of Ralph Kimball´s groundbreaking book on dimensional modeling for data warehousing and business intelligence! The first edition of Ralph Kimball´s The Data Warehouse Toolkit introduced the industry to dimensional modeling, and now his books are considered the most authoritative guides in this space. This new third edition is a complete library of updated dimensional modeling techniques, the most comprehensive collection ever. It covers new and enhanced star schema dimensional modeling patterns, adds two new chapters on ETL techniques, includes new and expanded business matrices for 12 case studies, and more. * Authored by Ralph Kimball and Margy Ross, known worldwide as educators, consultants, and influential thought leaders in data warehousing and business intelligence * Begins with fundamental design recommendations and progresses through increasingly complex scenarios * Presents unique modeling techniques for business applications such as inventory management, procurement, invoicing, accounting, customer relationship management, big data analytics, and more * Draws real-world case studies from a variety of industries, including retail sales, financial services, telecommunications, education, health care, insurance, e-commerce, and more Design dimensional databases that are easy to understand and provide fast query response with The Data Warehouse Toolkit: The Definitive Guide to Dimensional Modeling, 3rd Edition.
This book constitutes the refereed post-conference proceedings of two conferences: The 7 th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2018), and the 3 rd EAI International Conference on Design, Learning, and Innovation (DLI 2018). Both conferences were hosed in Braga, Portugal, and took place October 24-26, 2018. The 51 revised full papers presented were carefully selected from 106 submissions. ArtsIT , Interactivity and Game Creation is meant to be a place where people in arts, with a keen interest in modern IT technologies, meet with people in IT, having strong ties to art in their works. The event also reflects the advances seen in the open related topics Interactivity (Interaction Design, Virtual Reality, Augmented Reality, Robotics) and Game Creation (Gamification, Leisure Gaming, GamePlay). ArtsIT has been successfully co-located with DLI as the design, learning and innovation frame the world of IT, opening doors into an increasingly playful worlds. So the DLI conference is driven by the belief that tools, techniques and environments can spark and nature a passion for learning, transformation domains such as education, rehabilitation/therapy, work places and cultural institutions.
Gain a gentle introduction to the world of Artificial Intelligence (AI) using the Raspberry Pi as the computing platform. Most of the major AI topics will be explored, including expert systems, machine learning both shallow and deep, fuzzy logic control, and more! AI in action will be demonstrated using the Python language on the Raspberry Pi. The Prolog language will also be introduced and used to demonstrate fundamental AI concepts. In addition, the Wolfram language will be used as part of the deep machine learning demonstrations. A series of projects will walk you through how to implement AI concepts with the Raspberry Pi. Minimal expense is needed for the projects as only a few sensors and actuators will be required. Beginners and hobbyists can jump right in to creating AI projects with the Raspberry PI using this book. What You´ll Learn What AI is and-as importantly-what it is not Inference and expert systems Machine learning both shallow and deep Fuzzy logic and how to apply to an actual control system When AI might be appropriate to include in a system Constraints and limitations of the Raspberry Pi AI implementation Who This Book Is For Hobbyists, makers, engineers involved in designing autonomous systems and wanting to gain an education in fundamental AI concepts, and non-technical readers who want to understand what AI is and how it might affect their lives.
Proven strategies for maintaining and optimizing legacy code to get the most out of your existing applications. Examples in C-sharp, C++, and Java, as well as strategies for better using the industry standard modeling language: UML 2.0 Addresses the very concrete problems that programmers face working in the context of large untested code bases Based on successful classes for Object Mentor, the author helps organizations maintain older systems rather than go to the cost of developing new ones This book provides programmers with the ability to cost effectively handle common legacy code problems without having to go through the hugely expensive task of rewriting all existing code. It describes a series of practical strategies that developers can employ to bring their existing software applications under control. The author provides useful guidance about how to use these strategies when refactoring or making functional changes to code bases. One of the book´s key points is that it teaches developers to write tests that can be used to make sure they are not unintentionally changing the application as they optimize it. Examples are provided in Java, C++, and Csharp, and the book assumes that the reader has some knowledge of UML notation. Strategies using UML and code in C++ and Java primarily while language independent advice will be delivered in side bars and appendices for language specific users. Product Description This book provides programmers with the ability to cost effectively handlecommon legacy code problems without having to go through the hugelyexpensive task of rewriting all existing code. It describes a series of practicalstrategies that developers can employ to bring their existing softwareapplications under control. The author provides useful guidance about how touse these strategies when refactoring or making functional changes to codebases. One of the book´s key points is that it teaches developers to write teststhat can be used to make sure they are not unintentionally changing theapplication as they optimize it. Examples are provided in Java, C++, and Csharp,and the book assumes that the reader has some knowledge of UMLnotation. Strategies using UML and code in C++ and Java primarily whilelanguage independent advice will be delivered in side bars and appendices forlanguage specific users. Backcover Get more out of your legacy systems: more performance, functionality, reliability, and manageability Is your code easy to change? Can you get nearly instantaneous feedback when you do change it? Do you understand it? If the answer to any of these questions is no, you have legacy code, and it is draining time and money away from your development efforts. In this book, Michael Feathers offers start-to-finish strategies for working more effectively with large, untested legacy code bases. This book draws on material Michael created for his renowned Object Mentor seminars: techniques Michael has used in mentoring to help hundreds of developers, technical managers, and testers bring their legacy systems under control. The topics covered include Understanding the mechanics of software change: adding features, fixing bugs, improving design, optimizing performance Getting legacy code into a test harness Writing tests that protect you against introducing new problems Techniques that can be used with any language or platform-with examples in Java, C++, C, and C# Accurately identifying where code changes need to be made Coping with legacy systems that aren´t object-oriented Handling applications that don´t seem to have any structure This book also includes a catalog of twenty-four dependency-breaking techniques that help you work with program elements in isolation and make safer changes. © Copyright Pearson Education. All rights reserved. Preface. Introduction. I. THE MECHANICS OF CHANGE. 1. Changing Software. 2. Working with Feedback. 3. Sensing and Separation. 4. The Seam Model. 5. Tools. II. CHANGING SOFTWARE. 6. I Don´t Have Much Time and I Have To Change It. 7. It Takes Forever To Make a Change. 8. How Do I Add a Feature? 9. I Can´t Get This Class into a Test Harness. 10. I Can´t Run This Method into a Test Harness. 11. I Need to Make a Change. What Methods Should I Test? 12. I Need to Make Many Changes In One Area Do I Have To Break. 13. I Need To Make a Change but I Don´t Know What Tests To Write. 14. Dependencies on Libraries Are Killing Me. 15. My Application Is All API Calls. 16. I Don´t Understand the Code
Informationen zum Titel: Aktuelle Entwicklungen (z. B. soziale Netzwerke) in den Bereichen Medien sowie Rechnernetze und Dienste sind didaktisch aufbereitet und eingearbeitet. Der gesamte Lehrtext ist auf das gesellschaftswissenschaftliche Profil ausgerichtet, zudem gibt es Projekte zum naturwissenschaftlichen, künstlerischen und sportlichen Profil. Das Kapitel Algorithmen und Programme ist durch die Programmierumgebung LAZARUS EDUCATION didaktisch auf neuestem Stand. Gliederung: Modelle und Modellierung, Daten und Datenbanken, Medientypen und Multimedia, Rechnernetze und Dienste, Algorithmen und Programme.