Test-driven Development
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Test-driven Development
Test-driven development (TDD) is a way of writing source code, code that involves writing an test automation, automated unit testing, unit-level test case that fails, then writing just enough code to make the test pass, then refactoring both the test code and the production code, then repeating with another new test case. Alternative approaches to writing automated tests is to write all of the production code before starting on the test code or to write all of the test code before starting on the production code. With TsDD, both are written together, therefore shortening debugging time necessities. TDD is related to the test-first programming concepts of extreme programming, begun in 1999, but more recently has created more general interest in its own right.Newkirk, JW and Vorontsov, AA. ''Test-Driven Development in Microsoft .NET'', Microsoft Press, 2004. Programmers also apply the concept to improving and software bug, debugging legacy code developed with older techniques.Feat ...
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Source Code
In computing, source code, or simply code or source, is a plain text computer program written in a programming language. A programmer writes the human readable source code to control the behavior of a computer. Since a computer, at base, only understands machine code, source code must be Translator (computing), translated before a computer can Execution (computing), execute it. The translation process can be implemented three ways. Source code can be converted into machine code by a compiler or an assembler (computing), assembler. The resulting executable is machine code ready for the computer. Alternatively, source code can be executed without conversion via an interpreter (computing), interpreter. An interpreter loads the source code into memory. It simultaneously translates and executes each statement (computer science), statement. A method that combines compilation and interpretation is to first produce bytecode. Bytecode is an intermediate representation of source code tha ...
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Duplicate Code
In computer programming, duplicate code is a sequence of source code that occurs more than once, either within a program or across different programs owned or maintained by the same entity. Duplicate code is generally considered Code smell, undesirable for a number of reasons. A minimum requirement is usually applied to the quantity of code that must appear in a sequence for it to be considered duplicate rather than coincidentally similar. Sequences of duplicate code are sometimes known as code clones or just clones, the automated process of finding duplications in source code is called clone detection. Two code sequences may be duplicates of each other without being character-for-character identical, for example by being character-for-character identical only when white space characters and comments are ignored, or by being token (parser), token-for-token identical, or token-for-token identical with occasional variation. Even code sequences that are only functionally identical may b ...
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Access Modifiers
Access modifiers (or access specifiers) are keywords in object-oriented languages that set the accessibility of classes, methods, and other members. Access modifiers are a specific part of programming language syntax used to facilitate the encapsulation of components. In C++, there are only three access modifiers. C# extends the number of them to six, while Java has four access modifiers, but three keywords for this purpose. In Java, having no keyword before defaults to the package-private modifier. When the class is declared as public, it is accessible to other classes defined in the same package as well as those defined in other packages. This is the most commonly used specifier for classes. However, a class itself cannot be declared as private. If no access specifier is stated, the default access restrictions will be applied. The class will be accessible to other classes in the same package but will be inaccessible to classes outside the package. When we say that a clas ...
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Software Quality
In the context of software engineering, software quality refers to two related but distinct notions: * Software's functional quality reflects how well it complies with or conforms to a given design, based on functional requirements or specifications. That attribute can also be described as the fitness for the purpose of a piece of software or how it compares to competitors in the marketplace as a worthwhile product. It is the degree to which the correct software was produced. * Software structural quality refers to how it meets non-functional requirements that support the delivery of the functional requirements, such as robustness or maintainability. It has a lot more to do with the degree to which the software works as needed. Many aspects of structural quality can be evaluated only statically through the analysis of the software's inner structure, its source code (see Software metrics), at the unit level, and at the system level (sometimes referred to as end-to-end testin ...
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Design Pattern
A design pattern is the re-usable form of a solution to a design problem. The idea was introduced by the architect Christopher Alexander and has been adapted for various other disciplines, particularly software engineering. The " Gang of Four" book. Details An organized collection of design patterns that relate to a particular field is called a pattern language. This language gives a common terminology for discussing the situations designers are faced with. Documenting a pattern requires explaining why a particular situation causes problems, and how the components of the pattern relate to each other to give the solution. Christopher Alexander describes common design problems as arising from "conflicting forces"—such as the conflict between wanting a room to be sunny and wanting it not to overheat on summer afternoons. A pattern would not tell the designer how many windows to put in the room; instead, it would propose a set of values to guide the designer toward a deci ...
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Fake It Till You Make It
"Fake it till you make it" (or "Fake it until you make it") is an aphorism that suggests that by imitating confidence, competence, and an optimistic mindset, a person can realize those qualities in their real life and achieve the results they seek. The phrase is first attested some time before 1973. The earliest reference to a similar phrase occurs in the Simon & Garfunkel song " Fakin' It", released in 1968 as a single and also on their '' Bookends'' album. Simon sings, "And I know I'm fakin' it, I'm not really makin' it." Similar advice has been offered by a number of writers over time: In the pseudoscientific law of attraction movement, "act as if you already have it", or simply "act as if", is a central concept: In psychology In the 1920s, Alfred Adler Alfred Adler ( ; ; 7 February 1870 – 28 May 1937) was an Austrian medical doctor, psychotherapist, and founder of the school of individual psychology. His emphasis on the importance of feelings of belonging, ...
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You Aren't Gonna Need It
"You aren't gonna need it" (YAGNI) is a principle which arose from extreme programming (XP) that states a programmer should not add functionality until deemed necessary. Other forms of the phrase include "You aren't going to need it" (YAGTNI) and "You ain't gonna need it". Ron Jeffries, a co-founder of XP, explained the philosophy: "Always implement things when you actually need them, never when you just foresee that you illneed them." John Carmack wrote "It is hard for less experienced developers to appreciate how rarely architecting for future requirements / applications turns out net-positive." Context YAGNI is a principle behind the XP practice of "do the simplest thing that could possibly work" (DTSTTCPW). It is meant to be used in combination with several other practices, such as continuous refactoring, continuous automated unit testing, and continuous integration. Used without continuous refactoring, it could lead to disorganized code and massive rework, known as technical ...
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KISS Principle
KISS, an acronym for "Keep it simple, stupid!", is a design principle first noted by the U.S. Navy in 1960. First seen partly in American English by at least 1938, KISS implies that simplicity should be a design goal. The phrase has been associated with aircraft engineer Kelly Johnson (engineer), Kelly Johnson. The term "KISS principle" was in popular use by 1970. Variations on the phrase (usually as some euphemism for the more churlish "stupid") include "keep it super simple", "keep it simple, silly", "keep it short and simple", "keep it short and sweet", "keep it simple and straightforward", "keep it small and simple", "keep it simple, soldier", "keep it simple, sailor", "keep it simple, sweetie", "keep it stupidly simple", or "keep it sweet and simple". Origin The acronym was reportedly coined by Kelly Johnson (engineer), Kelly Johnson, lead engineer at the Lockheed Martin, Lockheed Skunk Works (creators of the Lockheed U-2 and SR-71 Blackbird spy planes, among many others). How ...
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Quality Control
Quality control (QC) is a process by which entities review the quality of all factors involved in production. ISO 9000 defines quality control as "a part of quality management focused on fulfilling quality requirements". This approach places emphasis on three aspects (enshrined in standards such as ISO 9001): # Elements such as controls, job management, defined and well managed processes, performance and integrity criteria, and identification of records # Competence, such as knowledge, skills, experience, and qualifications # Soft elements, such as personnel, integrity, confidence, organizational culture, motivation, team spirit, and quality relationships. Inspection is a major component of quality control, where physical product is examined visually (or the end results of a service are analyzed). Product inspectors will be provided with lists and descriptions of unacceptable product defects such as cracks or surface blemishes for example. History and introductio ...
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Library (computing)
In computing, a library is a collection of System resource, resources that can be leveraged during software development to implement a computer program. Commonly, a library consists of executable code such as compiled function (computer science), functions and Class (computer programming), classes, or a library can be a collection of source code. A resource library may contain data such as images and Text string, text. A library can be used by multiple, independent consumers (programs and other libraries). This differs from resources defined in a program which can usually only be used by that program. When a consumer uses a library resource, it gains the value of the library without having to implement it itself. Libraries encourage software reuse in a Modular programming, modular fashion. Libraries can use other libraries resulting in a hierarchy of libraries in a program. When writing code that uses a library, a programmer only needs to know how to use it not its internal d ...
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Debug
In engineering, debugging is the process of finding the root cause, workarounds, and possible fixes for bugs. For software, debugging tactics can involve interactive debugging, control flow analysis, log file analysis, monitoring at the application or system level, memory dumps, and profiling. Many programming languages and software development tools also offer programs to aid in debugging, known as debuggers. Etymology The term ''bug'', in the sense of defect, dates back at least to 1878 when Thomas Edison wrote "little faults and difficulties" in his inventions as "Bugs". A popular story from the 1940s is from Admiral Grace Hopper. While she was working on a Mark II computer at Harvard University, her associates discovered a moth stuck in a relay that impeded operation and wrote in a log book "First actual case of a bug being found". Although probably a joke, conflating the two meanings of bug (biological and defect), the story indicates that the term was used in t ...
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Undo
Undo is an interaction technique which is implemented in many computer programs. It erases the last change done to the document, reverting it to an older state. In some more advanced programs, such as graphic processing, undo will negate the last command done to the file being edited. With the possibility of undo, users can explore and work without fear of making mistakes, because they can easily be undone. The expectations for undo are easy to understand: to have a predictable functionality, and to include all "undoable" commands. Usually undo is available until the user undoes all executed operations. But there are some actions which are not stored in the undo list, and thus they cannot be undone. For example, ''save file'' is not undoable, but is queued in the list to show that it was executed. Another action which is usually not stored, and thus not undoable, is ''scrolling'' or ''selection''. The opposite of to undo is to redo. The redo command reverses the undo or advances ...
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