- Becoming a Software Developer Part 4: Understanding Use Cases and Requirements
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By
Pete McBreen
- May 1, 2002
- Where do requirements come from? How can use cases help to record requirements? What does a good use case look like? What do I do with a use case once I have it?
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- Becoming a Software Developer Part 5: Creating Acceptance Tests from Use Cases
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By
Pete McBreen
- May 10, 2002
- As well as being a great input into our design activities, use cases are a fantastic aid to our quality assurance activities in that they provide the information we need to design acceptance test cases.
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- Becoming a Software Developer, Part 6: Design and Programming
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By
Pete McBreen
- May 17, 2002
- The step between having a design idea and the "simple matter" of programming that idea is a massive one. Understanding why programming is not easy is a first step toward mastering the craft of programming.
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- Brian Foote on the 15th Anniversary of Design Patterns
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By
Brian Foote
- Oct 29, 2009
- Brian Foote shares his thoughts about Design Patterns: Elements of Reusable Object-Oriented Software on the 15th anniversary of its publication.
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- Characteristics of Event-Driven Architecture
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By
Angela Yochem, Frank Martinez, Les Phillips, Hugh Taylor
- Mar 2, 2009
- How should the components work together to realize the desired functionality of an Event-Driven Architecture (EDA)?
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- Coaching Agile Teams: Expect High Performance
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By
Lyssa Adkins
- Jun 3, 2010
- Setting high performance as your baseline expectation and giving teams a way to achieve it play directly into the powerful motivators of autonomy, mastery, and purpose. Thus invigorated, everyone wins. Lyssa Adkins shows you how to create a culture of high performance in your Agile teams.
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- Construction Unions: A C++ Challenge
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By
Herb Sutter
- Feb 4, 2005
- In this C++ Challenge, Herb Sutter throws down the gauntlet. Can you get around the C++ rule of using constructed objects as members of unions? Find out the answer in this sample chapter.
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- Continuous Delivery: Anatomy of the Deployment Pipeline
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By
Jez Humble, David Farley
- Sep 7, 2010
- The deployment pipeline is the key pattern that enables continuous delivery. A deployment pipeline implementation provides visibility into the production readiness of your applications by giving feedback on every change to your system. It also enables team members to self-service deployments into their environments. Learn how to create and manage a deployment pipeline, and how to use the crucial information it provides on the bottlenecks in your software delivery process so you can work to continuously improve it.
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- Continuous Delivery: The Value Proposition
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By
Jez Humble
- Oct 26, 2010
- Successful web startups have demonstrated that releasing frequently is an essential competitive advantage. Now enterprises that rely on software are adopting a cycle of rapid releases to get fast feedback from customers and reduce waste. In this article, Jez Humble, author of Continuous Delivery: Reliable Software Releases Through Build, Test, and Deployment Automation, sets out the technical and organizational practices your organization needs to adopt to reduce cycle time and release new software rapidly and reliably.
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- Deadline Management: Are You Just Wasting Money?
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By
Dimitri Bertsekas
- Apr 9, 2004
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- Design Patterns 15 Years Later: An Interview with Erich Gamma, Richard Helm, and Ralph Johnson
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By
Erich Gamma, Richard Helm, Ralph Johnson, Larry O'Brien
- Oct 22, 2009
- Erich Gamma, Richard Helm, and Ralph Johnson talk to Larry O'Brien about Design Patterns, 15 years later.
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- Design Patterns Explained: The Bridge Pattern
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By
Alan Shalloway, James R. Trott
- Nov 23, 2009
- This chapter discusses the Bridge pattern, including an example to help you derive the Bridge pattern, key features of the pattern, and observations on the Bridge pattern from the authors' own practice.
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- Design Patterns Explained: The Strategy Pattern
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By
Alan Shalloway, James R. Trott
- Nov 23, 2009
- The Strategy pattern is a way to define a family of algorithms. In this chapter, the authors introduce a new case study and begin a solution using the Strategy pattern.
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- Design Patterns: Abstract Factory
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By
Erich Gamma, Richard Helm, Ralph Johnson, John M. Vlissides
- Oct 23, 2009
- The GoF discuss Abstract Factory, a pattern that provides an interface for creating families of related or dependent objects without specifying their concrete classes, in this excerpt from Design Patterns: Elements of Reusable Object-Oriented Software.
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- Design Patterns: Adapter
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By
Erich Gamma, Richard Helm, Ralph Johnson, John M. Vlissides
- Oct 23, 2009
- The GoF discuss Adapter, a pattern that converts the interface of a class into another interface clients expect, in this excerpt from Design Patterns: Elements of Reusable Object-Oriented Software.
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- Design Patterns: Chain of Responsibility
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By
Erich Gamma, Richard Helm, Ralph Johnson, John M. Vlissides
- Oct 23, 2009
- The GoF discuss Chain of Responsibility, a pattern that avoids coupling the sender of a request to its receiver by giving more than one object a chance to handle the request, in this excerpt from Design Patterns: Elements of Reusable Object-Oriented Software.
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- Designing a User Interface in C# Using the Model View Presenter Design Pattern
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By
Robert C. Martin, Micah Martin
- Nov 3, 2006
- Desgining User interfaces can be tricky. In this chapter from their book, Agile Principles, Patterns, and Practices in C#, the authors walk you through a case study of a payroll application where they use C# to design the UI.
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- Different Work: Why the Manufacturing Mindset Does Not Apply to Software Development
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By
Roy Miller
- Oct 31, 2003
- As it turns out, software development isn't like manufacturing at all. It's a different kind of work to solve a different kind of problem, despite what their learning and training tells most managers. The manufacturing mindset simply doesn't apply to software development. Roy Miller explains why.
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- Documentation in Scrum Projects
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By
Mitch Lacey
- Feb 11, 2016
- Good agile teams are disciplined about their documentation but are also deliberate about how much they do and when. In this chapter from The Scrum Field Guide: Agile Advice for Your First Year and Beyond, 2nd Edition, we find a duo struggling to explain that while they wonβt be fully documenting everything up front, they will actually be more fully documenting the entire project from beginning to end.
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- Enterprise Integration Patterns: Message Construction
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By
Gregor Hohpe, Bobby Woolf
- Dec 31, 2009
- Simply choosing to use a Message is insufficient. When data must be transferred, it must be done through a Message. This chapter explains other decisions that are part of making messages work.
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