disclaimer: i'm not css/html expert.
I believe that browsers render web pages in x,y co-ordinates (width, height) however they also keep the z-index. The z-index is somewhat controlled by css code. The performance of the page rendering is also controlled by how deep the content is i.e. depth of the displayable html element. Performance degrades as we move the elements deep inside the container elements. e.g.
<div><div><div><h3>hello world!</h3></div></div></div>
Some javascript operations (which operates on DOM structure internally, e.g. getelementbyid), also get affected by how deep the target element lies as it needs to traverse through the DOM tree.
Figuring out the depth of the element in the static html is easy however when it comes to browser, it all depends on how we generate final html code, using javascript,css as Dynamic Html. In this case the final view of the html codebase can be viewed only by the browser's internal memory.
I tried to play with the browser ('Firefox') tool and found very interesting web page architectures (because they look like amazing colorful physical designs) of google and HN home pages.
feel free to explore the gallery below:
[gallery link="file"]
Showing posts with label Design Patterns. Show all posts
Showing posts with label Design Patterns. Show all posts
Wednesday, January 30, 2013
Saturday, December 10, 2011
Getting a job in software development
There are lots of question-answer websites where people discuss their problems and try to find the possible solutions using the crowd (well known as crowdsourcing). Some of these sites are quora.com, chacha.com, stackoverflow.com, stackexchange.com and experts-exchange.com. Searching these sites for a specific topic, will bring you a lots of links which may not be relevant to your topic or questions you are looking for. Sometimes you may need to prepare the good list of articles related to a given topic using the best answered/discussed materials on these sites.
StackOverflow.com has done a really great job to prepare and present them in a good format. One of them is about Scala. You may check it out at: http://stackoverflow.com/tags/scala/info
While browsing through the HN, I encountered a post by WalterGR who have done a similar job for helping others.
This is a re-post of a reddit post for my users which was collected by WalterGR user. While the job hunt, Walter had collected the reddit posts which he thought may be useful for others.
- Theory of computation, foundations of CS, etc.
- Foundations of Computer Science (Aho, Ullman textbook) online.
- What are the canonical texts on theoretical computer science?
- P vs. NP, Big-O
- Np-complete problems, and their relationships. Does anyone know a more complete graph than this one?
- Plain english explanation of Big O
- On undecidable problems
- Still ignorant: what is the NP=P problem?
- P versus NP in Simple English
- Data structures (in general)
- Looking for recommendations for an intro/freshmen level data structures text book.
- What are the lesser known but cool data structures
- Data structures (specific)
- Alternative (and understandable!) explanation of red-black tree balancing - /r/compsci
- Alternative (and understandable!) explanation of red-black tree balancing - /r/coding
- Skip Lists are pretty awesome
- Algorithms (all)
- I'm looking for a good book on algorithms. Suggestions?
- Subreddit dedicated to discussing algorithmic programming problems - check it out!
- Algorithms, 4th Edition, book site
- Algorithms (classes of algorithms, specific algorithms)
- <omitted for now because there's a ton: sorting algorithms, graph-based algorithms, text, cryptographic, data compression, DSP, dynamic, randomized, constraint programming, etc. Google is good, or I can list them if there's interest.>
- Math / logic
- Mathematics for computer science (Fall 2010, MIT)
- Book suggestions for building up a solid mathematical foundation for studying computer science
- Having trouble with the mathematical aspect of Computer Science.
- Programming puzzles, tech interview questions
- Write a C program of 512 characters or less that returns as large a number as possible.
- Subreddit dedicated to discussing algorithmic programming problems - check it out!
- What are your favourite websites for programming practice?
- Ten Ways to Check if an Integer Is a Power Of Two in C
- Best Interview Questions
- Typical programming interview questions.
- Automatic job-getter
- Interviews
- Just bombed an interview; how do I do better next time?
- How to rock an algorithms interview
- Going for my first programming job interview in a week. No idea what to expect! Advice?
- What are your best job interview tips?
- Things you should know when interviewing for a programming job
- Preparing for On-Site Interviews
- I'm finishing up my CS degree this year. What are some good specific things I should study/practice to prepare for interviews?
- Computer Science Internships; How do I go about getting one?
- Interviewing the interviewer
- Interviewing for a programming job: Does anyone have advice for determining whether a company/job is any good?
- Job interview this afternoon. Looking for good questions to ask my interviewers.
- Resumes
- advice on a programmer resume
- IAmA resume screener for a company.
- How should I answered "desired pay" on a job application?
references:
http://hashfold.com/techfold/scala-the-programming-language-2/
http://www.reddit.com/r/cscareerquestions/comments/n5spv/getting_a_job_in_software_development_a_reddit/
Labels:
Algorithms amp; Data Structures,
CPP,
Design Patterns,
Java,
jobs,
software,
TechFold,
technology,
Testing,
Tutorial
Tuesday, August 16, 2011
overview of "Gang of Four" Patterns
The design patterns are categories in three below groups:
1. Behavioral Patterns
2. Creational Patterns
3. Structural Patterns
The detailed information are at: http://www.dofactory.com/Patterns/Patterns.aspx
1. Behavioral Patterns
- Chain of Resp. : A way of passing a request between a chain of objects. Avoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. Chain the receiving objects and pass the request along the chain until an object handles it.
- Command: Encapsulate a command request as an object. Encapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.
- Interpreter: A way to include language elements in a program. Given a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language.
- Iterator: Sequentially access the elements of a collection. Provide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.
- Mediator: Defines simplified communication between classes. Define an object that encapsulates how a set of objects interact. Mediator promotes loose coupling by keeping objects from referring to each other explicitly, and it lets you vary their interaction independently.
- Memento: Capture and restore an object's internal state. Without violating encapsulation, capture and externalize an object’s internal state so that the object can be restored to this state later.
- Observer: A way of notifying change to a number of classes. Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.
- State: Alter an object's behavior when its state changes. Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.
- Strategy: Encapsulates an algorithm inside a class. Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it.
- Template: Defer the exact steps of an algorithm to a subclass. Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm’s structure.
- Visitor: Defines a new operation to a class without change. Represent an operation to be performed on the elements of an object structure. Visitor lets you define a new operation without changing the classes of the elements on which it operates.
2. Creational Patterns
- Abstract Factory: Creates an instance of several families of classes. Provide an interface for creating families of related or dependent objects without specifying their concrete classes.
- Builder: Separates object construction from its representation. Separate the construction of a complex object from its representation so that the same construction processes can create different representations.
- Factory Method: Creates an instance of several derived classes. Define an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.
- Prototype: A fully initialized instance to be copied or cloned. Specify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype.
- Singleton: A class of which only a single instance can exist. Ensure a class only has one instance, and provide a global point of access to it.
3. Structural Patterns
- Adapter: Match interfaces of different classes.Convert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn’t otherwise because of incompatible interfaces.
- Bridge: Separates an object’s interface from its implementation. Decouple an abstraction from its implementation so that the two can vary independently.
- Composite: A tree structure of simple and composite objects. Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.
- Decorator: Add responsibilities to objects dynamically. Attach additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality.
- Facade: A single class that represents an entire subsystem. Provide a unified interface to a set of interfaces in a system. Facade defines a higher-level interface that makes the subsystem easier to use.
- Flyweight: A fine-grained instance used for efficient sharing. Use sharing to support large numbers of fine-grained objects efficiently. A flyweight is a shared object that can be used in multiple contexts simultaneously. The flyweight acts as an independent object in each context — it’s indistinguishable from an instance of the object that’s not shared.
- Proxy: An object representing another object. Provide a surrogate or placeholder for another object to control access to it.
The detailed information are at: http://www.dofactory.com/Patterns/Patterns.aspx
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