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The Pragmatic Programmer: From Journeyman to Master
The Pragmatic Programmer: From Journeyman to Master
ISBN: 020161622X
EAN: 2147483647
Year: 2005
Pages: 81
Authors:
Andrew Hunt
,
David Thomas
BUY ON AMAZON
Starting Page
Table of Content
Front Matter
Foreword
Preface
Who Should Read This Book?
What Makes a Pragmatic Programmer?
Individual Pragmatists, Large Teams
It s a Continuous Process
How the Book Is Organized
What s in a Name?
Chapter 1. A Pragmatic Philosophy
The Cat Ate My Source Code
Software Entropy
Stone Soup and Boiled Frogs
Good-Enough Software
Your Knowledge Portfolio
Communicate
Summary
Chapter 2. A Pragmatic Approach
The Evils of Duplication
Orthogonality
Reversibility
Tracer Bullets
Prototypes and Post-it Notes
Domain Languages
Estimating
Chapter 3. The Basic Tools
The Power of Plain Text
Shell Games
Power Editing
Source Code Control
But My Team Isn t Using Source Code Control
Source Code Control Products
Debugging
Text Manipulation
Exercises
Code Generators
Chapter 4. Pragmatic Paranoia
Design by Contract
Dead Programs Tell No Lies
Assertive Programming
When to Use Exceptions
How to Balance Resources
Objects and Exceptions
Balancing and Exceptions
When You Can t Balance Resources
Checking the Balance
Exercises
Chapter 5. Bend or Break
Decoupling and the Law of Demeter
Metaprogramming
Temporal Coupling
It s Just a View
Blackboards
Chapter 6. While You Are Coding
Programming by Coincidence
Algorithm Speed
Refactoring
Code That s Easy to Test
Evil Wizards
Chapter 7. Before the Project
The Requirements Pit
Solving Impossible Puzzles
Not Until You re Ready
The Specification Trap
Circles and Arrows
Chapter 8. Pragmatic Projects
Pragmatic Teams
Ubiquitous Automation
Ruthless Testing
It s All Writing
Great Expectations
Pride and Prejudice
Appendix A. Resources
Professional Societies
Building a Library
Internet Resources
Bibliography
Appendix B. Answers to Exercises
The Pragmatic Programmer: From Journeyman to Master
ISBN: 020161622X
EAN: 2147483647
Year: 2005
Pages: 81
Authors:
Andrew Hunt
,
David Thomas
BUY ON AMAZON
Beginners Guide to DarkBASIC Game Programming (Premier Press Game Development)
Introduction to Computer Programming
Characters, Strings, and Text Output
More Power to the Numbers Data Sequences and Arrays
Basic Graphics Commands
Multiplayer Programming The Crazy Carnage Game
Software Configuration Management
Configuration Management and Software Engineering Standards Reference
Metrics and Configuration Management Reference
Appendix L Software Requirements Changes
Appendix M Problem Report (PR)
Appendix N Corrective Action Processing (CAP)
Java How to Program (6th Edition) (How to Program (Deitel))
Summary
Terminology
Font Control
Printing Floating-Point Numbers
Exercises
After Effects and Photoshop: Animation and Production Effects for DV and Film, Second Edition
Basic ImageReady Animation, Tweening, and Layer Styles
Photoshop Layers and After Effects
Exaggeration Equals Characterization
Static Matte Painting in Photoshop
Atmosphere, Film, and Noise Effects
AutoCAD 2005 and AutoCAD LT 2005. No Experience Required
Gaining Drawing Strategies: Part 1
Generating Elevations
Working with Hatches and Fills
Dimensioning a Drawing
Managing External References
Lean Six Sigma for Service : How to Use Lean Speed and Six Sigma Quality to Improve Services and Transactions
Seeing Services Through Your Customers Eyes-Becoming a customer-centered organization
Success Story #2 Bank One Bigger… Now Better
Phase 2 Engagement (Creating Pull)
Phase 4 Performance and Control
Raising the Stakes in Service Process Improvement
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