Best Coding Practices
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Best Coding Practices
Coding best practices or programming best practices are a set of informal rules (''best practices'') that many software developers in computer programming follow to improve software quality. Many computer programs remain in use for long periods of time, so any rules need to facilitate both initial development and subsequent maintenance and enhancement of source code by people other than the original authors. In the ninety-ninety rule, Tom Cargill is credited with an explanation as to why programming projects often run late: "The first 90% of the code accounts for the first 90% of the development time. The remaining 10% of the code accounts for the other 90% of the development time." Any guidance which can redress this lack of foresight is worth considering. The size of a project or program has a significant effect on error rates, programmer productivity, and the amount of management needed. Software quality As listed below, there are many attributes associated with good s ...
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Best Practice
A best practice is a method or technique that has been generally accepted as superior to other known alternatives because it often produces results that are superior to those achieved by other means or because it has become a standard way of doing things, e.g., a standard way of complying with legal or ethical requirements. Best practices are used to maintain quality as an alternative to mandatory legislated standards and can be based on self-assessment or benchmarking. Best practice is a feature of accredited management standards such as ISO 9000 and ISO 14001. Some consulting firms specialize in the area of best practice and offer ready-made templates to standardize business process documentation. Sometimes a best practice is not applicable or is inappropriate for a particular organization's needs. A key strategic talent required when applying best practice to organizations is the ability to balance the unique qualities of an organization with the practices that it has in common ...
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Software Prototyping
Software prototyping is the activity of creating prototypes of software applications, i.e., incomplete versions of the software program being developed. It is an activity that can occur in software development and is comparable to prototyping as known from other fields, such as mechanical engineering or manufacturing. A prototype typically simulates only a few aspects of, and may be completely different from, the final product. Prototyping has several benefits: the software designer and implementer can get valuable feedback from the users early in the project. The client and the contractor can compare if the software made matches the software specification, according to which the software program is built. It also allows the software engineer some insight into the accuracy of initial project estimates and whether the deadlines and milestones proposed can be successfully met. The degree of completeness and the techniques used in prototyping have been in development and debate ...
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Continuous Delivery
Continuous delivery (CD) is a software engineering approach in which teams produce software in short cycles, ensuring that the software can be reliably released at any time and, following a pipeline through a "production-like environment", without doing so manually. It aims at building, testing, and releasing software with greater speed and frequency. The approach helps reduce the cost, time, and risk of delivering changes by allowing for more incremental updates to applications in production. A straightforward and repeatable deployment process is important for continuous delivery. Continuous delivery contrasts with continuous deployment (also abbreviated CD), a similar approach in which software is also produced in short cycles but through automated deployments even to production rather than requiring a "click of a button" for that last step. As such, continuous deployment can be viewed as a more complete form of automation than continuous delivery. Relationship to DevOps Conti ...
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Gutenberg Bible
The Gutenberg Bible (also known as the 42-line Bible, the Mazarin Bible or the B42) was the earliest major book printed using mass-produced movable metal type in Europe. It marked the start of the " Gutenberg Revolution" and the age of printed books in the West. The book is valued and revered for its high aesthetic and artistic qualities as well as its historical significance. It is an edition of the Latin Vulgate printed in the 1450s by Johannes Gutenberg in Mainz, in present-day Germany. Forty-nine copies (or substantial portions of copies) have survived. They are thought to be among the world's most valuable books, although no complete copy has been sold since 1978. In March 1455, the future Pope Pius II wrote that he had seen pages from the Gutenberg Bible displayed in Frankfurt to promote the edition, and that either 158 or 180 copies had been printed (he cited sources for both numbers). The 36-line Bible, said to be the second printed Bible, is also referred to sometimes a ...
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Software Bloat
Software bloat is a process whereby successive versions of a computer program become perceptibly slower, use more memory, disk space or processing power, or have higher hardware requirements than the previous version, while making only dubious user-perceptible improvements or suffering from feature creep. The term is not applied consistently; it is often used as a pejorative by end users (bloatware) to describe undesired user interface changes even if those changes had little or no effect on the hardware requirements. In long-lived software, perceived bloat can occur from the software servicing a large, diverse marketplace with many differing requirements. Most end users will feel they only need some limited subset of the available functions, and will regard the others as unnecessary bloat, even if end users with different requirements require those functions. Actual (measurable) bloat can occur due to de-emphasising algorithmic efficiency in favour of other concerns like develope ...
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Operator Precedence
In mathematics and computer programming, the order of operations (or operator precedence) is a collection of rules that reflect conventions about which procedures to perform first in order to evaluate a given mathematical expression. For example, in mathematics and most computer languages, multiplication is granted a higher precedence than addition, and it has been this way since the introduction of modern algebraic notation. Thus, the expression is interpreted to have the value , and not . When exponents were introduced in the 16th and 17th centuries, they were given precedence over both addition and multiplication, and could be placed only as a superscript to the right of their base. Thus and . These conventions exist to eliminate notational ambiguity, while allowing notation to be as brief as possible. Where it is desired to override the precedence conventions, or even simply to emphasize them, parentheses ( ) can be used. For example, forces addition to precede multiplic ...
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Camel Case
Camel case (sometimes stylized as camelCase or CamelCase, also known as camel caps or more formally as medial capitals) is the practice of writing phrases without spaces or punctuation. The format indicates the separation of words with a single capitalized letter, and the first word starting with either case. Common examples include " iPhone" and "eBay". It is also sometimes used in online usernames such as "johnSmith", and to make multi-word domain names more legible, for example in promoting "EasyWidgetCompany.com". Camel case is often used as a naming convention in computer programming, but is an ambiguous definition due to the optional capitalization of the first letter. Some programming styles prefer camel case with the first letter capitalised, others not. For clarity, this article calls the two alternatives upper camel case (initial uppercase letter, also known as Pascal case or bumpy case) and lower camel case (initial lowercase letter, also known as dromedary case). So ...
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Unit Testing
In computer programming, unit testing is a software testing method by which individual units of source code—sets of one or more computer program modules together with associated control data, usage procedures, and operating procedures—are tested to determine whether they are fit for use. History Before unit testing, capture and replay testing tools were the norm. In 1997, Kent Beck and Erich Gamma developed and released JUnit, a unit test framework that became popular with Java developers. Google embraced automated testing around 2005–2006. Description Unit tests are typically automated tests written and run by software developers to ensure that a section of an application (known as the "unit") meets its design and behaves as intended. In procedural programming, a unit could be an entire module, but it is more commonly an individual function or procedure. In object-oriented programming, a unit is often an entire interface, such as a class, or an individual ...
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Revision Control System
Revision Control System (RCS) is an early implementation of a version control system (VCS). It is a set of UNIX commands that allow multiple users to develop and maintain program code or documents. With RCS, users can make their own revisions of a document, commit changes, and merge them. RCS was originally developed for programs but is also useful for text documents or configuration files that are frequently revised. History Development RCS was first released in 1982 by Walter F. Tichy at Purdue University. It was an alternative tool to the then-popular Source Code Control System (SCCS) which was nearly the first version control software tool (developed in 1972 by early Unix developers). RCS is currently maintained by the GNU Project. An innovation in RCS is the adoption of ''reverse deltas''. Instead of storing every revision in a file like SCCS does with interleaved deltas, RCS stores a set of edit instructions to go back to an earlier version of the file. Tichy claims ...
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Extreme Programming
Extreme programming (XP) is a software development methodology intended to improve software quality and responsiveness to changing customer requirements. As a type of agile software development,"Human Centred Technology Workshop 2006 ", 2006, PDFHuman Centred Technology Workshop 2006 /ref> it advocates frequent releases in short development cycles, intended to improve productivity and introduce checkpoints at which new customer requirements can be adopted. Other elements of extreme programming include: programming in pairs or doing extensive code review, unit testing of all code, not programming features until they are actually needed, a flat management structure, code simplicity and clarity, expecting changes in the customer's requirements as time passes and the problem is better understood, and frequent communication with the customer and among programmers.
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Rapid Application Development
Rapid application development (RAD), also called rapid application building (RAB), is both a general term for adaptive software development approaches, and the name for James Martin's method of rapid development. In general, RAD approaches to software development put less emphasis on planning and more emphasis on an adaptive process. Prototypes are often used in addition to or sometimes even instead of design specifications. RAD is especially well suited for (although not limited to) developing software that is driven by user interface requirements. Graphical user interface builders are often called rapid application development tools. Other approaches to rapid development include the adaptive, agile, spiral, and unified models. History Rapid application development was a response to plan-driven waterfall processes, developed in the 1970s and 1980s, such as the Structured Systems Analysis and Design Method (SSADM). One of the problems with these methods is that they wer ...
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