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Published byReynard Lawson Modified over 9 years ago
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High Quality Code – Style Matters Design in Construction Layout and Style Software Construction by Jeff Nogy
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Part 1. Design in Construction Introduction Design Challenges Key Design Concepts Design Building Blocks: Heuristics Design Practices Comments on Popular Methodologies
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Introduction - Code Complete
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1. Introduction Process of building The hands-on part Coding or Programming Construction = Programming
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1.1. Design Challenges Design Is a Wicked Problem Wicked problem Solve the problem once, then solve it again Tacoma Narrows Bridge Design Is a Sloppy Process (Even If it Produces a Tidy Result) False steps and go down many blind alleys Good Enough?
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1.1. Design Challenges Design Is About Tradeoffs and Priorities Ideal world vs. Real world Design Involves Restrictions Create possibilities and Restrict possibilities
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1.1. Design Challenges Design Is Nondeterministic More than one way to skin a cat Design Is a Heuristic Process Trial and Error Design Is Emergent Evolve and Improve
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1.2. Key Design Concepts Software's Primary Technical Imperative: Managing Complexity Essential and Accidental Difficulties Importance of Managing Complexity How to Attack Complexity
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1.2. Key Design Concepts Desirable Characteristics of a Design Levels of Design Level 1: Software System Level 2: Division into Subsystems or Packages Level 3: Division into Classes Level 4: Division into Routines Level 5: Internal Routine Design
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1.3. Design Building Blocks: Heuristics Find Real-World Objects Form Consistent Abstractions Encapsulate Implementation Details Inherit—When Inheritance Simplifies the Design
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1.3. Design Building Blocks: Heuristics Hide Secrets (Information Hiding) Secrets and the Right to Privacy Value of Information Hiding Identify Areas Likely to Change Keep Coupling Loose Coupling Criteria Kinds of Coupling
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1.3. Design Building Blocks: Heuristics Look for Common Design Patterns Patterns provide several benefits Other Heuristics Things to aim for Guidelines for Using Heuristics
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1.4. Design Practices Iterate Divide and Conquer Top-Down and Bottom-Up Design Approaches Experimental Prototyping -------------------- Collaborative Design How Much Design Is Enough? Capturing Your Design Work
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1.5. Comments on Popular Methodologies “Treat design as a wicked, sloppy, heuristic process. Don't settle for the first design that occurs to you. Collaborate. Strive for simplicity. Prototype when you need to. Iterate, iterate, and iterate again. You'll be happy with your designs.”
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Conclusion Software complexity Simplicity is achieved in two general ways Design is heuristic Good design is iterative Information hiding The first priority of visual layout Looking good is secondary Pure blocks and Pure-block emulation Structuring code is important Religious issues
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