More Praise for Head First Design Patterns
“Great code design is, first and foremost, great information design. A code designer is teaching a computer how to do something, and it is no surprise that a great teacher of computers should turn out to be a great teacher of programmers. This book’s admirable clarity, humor, and substantial doses of clever make it the sort of book that helps even non-programmers think well about problem-solving.”
—Cory Doctorow, co-editor of Boing Boing and author of Down and Out in the Magic Kingdom and Someone Comes to Town, Someone Leaves Town
“There’s an old saying in the computer and videogame business—well, it can’t be that old because the discipline is not all that old—and it goes something like this: Design is Life. What’s particularly curious about this phrase is that even today almost no one who works at the craft of creating electronic games can agree on what it means to ‘design’ a game. Is the designer a software engineer? An art director? A storyteller? An architect or a builder? A pitch person or a visionary? Can an individual indeed be in part all of these? And most importantly, who the %$!#&* cares?
It has been said that the ‘designed by’ credit in interactive entertainment is akin to the ‘directed by’ credit in filmmaking, which in fact allows it to share DNA with perhaps the single most controversial, overstated, and too often entirely lacking in humility credit grab ever propagated on commercial art. Good company, eh? Yet if Design is Life, ...
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