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Becoming a Software Developer Part 4: Understanding Use Cases and Requirements
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?
Becoming a Software Developer Part 5: Creating Acceptance Tests from Use Cases
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.
Becoming a Software Developer, Part 6: Design and Programming
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.
Brian Foote on the 15th Anniversary of Design Patterns
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.
Characteristics of Event-Driven Architecture
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)?
Coaching Agile Teams: Expect High Performance
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.
Construction Unions: A C++ Challenge
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.
Continuous Delivery: Anatomy of the Deployment Pipeline
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.
Continuous Delivery: The Value Proposition
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.
Deadline Management: Are You Just Wasting Money?
By Dimitri Bertsekas
Apr 9, 2004
Design Patterns 15 Years Later: An Interview with Erich Gamma, Richard Helm, and Ralph Johnson
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.
Design Patterns Explained: The Bridge Pattern
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.
Design Patterns Explained: The Strategy Pattern
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.
Design Patterns: Abstract Factory
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.
Design Patterns: Adapter
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.
Design Patterns: Chain of Responsibility
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.
Designing a User Interface in C# Using the Model View Presenter Design Pattern
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.
Different Work: Why the Manufacturing Mindset Does Not Apply to Software Development
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.
Documentation in Scrum Projects
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 won’t be fully documenting everything up front, they will actually be more fully documenting the entire project from beginning to end.
Enterprise Integration Patterns: Message Construction
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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