2004 | Practice [software construction] IEEE Software 2004 (6); by D. Thomas, A. Hunt The concept of "construction" is being a separate activity in the development process. |
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2004 | Open source ecosystems IEEE Software 2004 (4); by D. Thomas, A. Hunt The open source OS community can deliver high-quality, very popular software-according to the May 2004 Net-craft survey, the Apache Web server… |
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2004 | Module assembly [programming] IEEE Software 2004 (2); by M. Fowler How to modularize a program is one of the most general and important issues in software design. |
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2004 | Nurturing requirements IEEE Software 2004 (2); by D. Thomas, A. Hunt We focus on requirements engineering. The fundamental problem here is that we believe that underlying every project there's some absolute, discoverable… |
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2003 | Data access routines IEEE Software 2003 (6); by M. Fowler One of the most important things about good design is modularity: dividing a system into separate pieces so that you can modify one module without the changes… |
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2003 | Pipelines [Unix programming] IEEE Software 2003 (6); by D. Thomas, A. Hunt One of the underlying philosophies of the Unix command shell is the idea of the pipeline: take a set of small, specialized programs and let them interact by… |
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2003 | Preparing the raw material IEEE Software 2003 (5); by A. Hunt, D. Thomas Any construction project begins with raw material, and as Confucius suggests, the nature of the raw material is critical to… |
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2003 | Verbing the noun [software development] IEEE Software 2003 (4); by D. Thomas, A. Hunt Software development seems to be a discipline of artifacts; the developers spend their time producing products and attempting to find ways to measure just how… |
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2003 | Patterns [software patterns] IEEE Software 2003 (2); by M. Fowler Patterns provide a mechanism for rendering design advice in a reference format. |
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2003 | When to make a type [programming] IEEE Software 2003 (1); by M. Fowler When I started programming computers, I began with fairly primitive languages, such as Fortran 4 and various early flavors of Basic. |
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2003 | The art of enbugging IEEE Software 2003 (1); by A. Hunt, D. Thomas One of the best ways to keep future bugs out is to maintain a proper "separation of concerns", that is, design the code so that classes and modules have… |
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2002 | Using metadata IEEE Software 2002 (6); by M. Fowler I occasionally come across people who describe their programming tasks as tedious, which is often the sign of a design problem. |
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2002 | State machines IEEE Software 2002 (6); by D. Thomas, A. Hunt We are surrounded by real-world state machines: ballpoint pen retractor mechanisms, vending machines, washing-machine controllers,… |
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2002 | Yet another optimisation article IEEE Software 2002 (3); by M. Fowler The author addresses the question: how do we achieve a fast program For many programmers, performance is something you pay continuous attention to as you… |
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2002 | Mock objects IEEE Software 2002 (3); by D. Thomas, A. Hunt One thing that makes unit-testing code so hard is the way the real world keeps intruding. |
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2002 | Software archaeology IEEE Software 2002 (2); by A. Hunt, D. Thomas This isn't programming, this is archaeology the programmer complained, wading through the ancient rubble of some particularly crafty… |
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2002 | Ubiquitous automation IEEE Software 2002 (1); by A. Hunt, D. Thomas The way we construct software should not be arbitrary. |
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2000 | Selecting a project's methodology IEEE Software 2000 (4); by A. Cockburn How do we determine the need for various software processes or methodologies, and what helps us choose the appropriate one for our project To answer… |
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2000 | Strengthening the case for pair programming IEEE Software 2000 (4); by L. Williams, R. R. Kessler, W. Cunningham, R. Jeffries The software industry has practiced pair programming two programmers working side by side at one computer on the same problem with great… |
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2000 | Strengthening the case for pair programming IEEE Software 2000 (4); by L. Williams, R. R. Kessler, W. Cunningham, R. Jeffries The software industry has practiced pair programming two programmers working side by side at one computer on the same problem with great… |
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2000 | eXtreme Programming development through dialog IEEE Software 2000 (4); by R. C. Martin To those who are unfamiliar with the method, eXtreme Programming might conjure up visions of programmers madly hacking away without concern for… |
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