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Test-driven Development
Test-driven development (TDD) is a software development process relying on software requirements being converted to test cases before software is fully developed, and tracking all software development by repeatedly testing the software against all test cases. This is as opposed to software being developed first and test cases created later. Software engineer Kent Beck, who is credited with having developed or "rediscovered" the technique, stated in 2003 that TDD encourages simple designs and inspires confidence. Test-driven development 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 debugging legacy code developed with older techniques.Feathers, M. Working Effectively with Legacy Code, Prentice Hall, 2004 Test-driven ...
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Software Development Process
In software engineering, a software development process is a process of dividing software development work into smaller, parallel, or sequential steps or sub-processes to improve design, product management. It is also known as a software development life cycle (SDLC). The methodology may include the pre-definition of specific deliverables and artifacts that are created and completed by a project team to develop or maintain an application. Most modern development processes can be vaguely described as agile. Other methodologies include waterfall, prototyping, iterative and incremental development, spiral development, rapid application development, and extreme programming. A life-cycle "model" is sometimes considered a more general term for a category of methodologies and a software development "process" a more specific term to refer to a specific process chosen by a specific organization. For example, there are many specific software development processes that fit the spir ...
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Inheritance (object-oriented Programming)
In object-oriented programming, inheritance is the mechanism of basing an object or class upon another object ( prototype-based inheritance) or class ( class-based inheritance), retaining similar implementation. Also defined as deriving new classes ( sub classes) from existing ones such as super class or base class and then forming them into a hierarchy of classes. In most class-based object-oriented languages, an object created through inheritance, a "child object", acquires all the properties and behaviors of the "parent object" , with the exception of: constructors, destructor, overloaded operators and friend functions of the base class. Inheritance allows programmers to create classes that are built upon existing classes, to specify a new implementation while maintaining the same behaviors ( realizing an interface), to reuse code and to independently extend original software via public classes and interfaces. The relationships of objects or classes through inheritance give ...
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Greenfield Project
In many disciplines, a greenfield project is one that lacks constraints imposed by prior work. The analogy is to that of construction on greenfield land where there is no need to work within the constraints of existing buildings or infrastructure. Software development In software development, a greenfield project could be one of developing a system for a totally new environment, without concern for integrating with other systems, especially not legacy systems. Such projects are deemed higher risk, as they are often for new infrastructure, new customers, and even new owners. Cell phone networks In wireless engineering, a greenfield project could be that of rolling out a new generation of cell phone networks. The first cellular telephone networks were built primarily on tall existing tower structures or on high ground in an effort to cover as much territory as possible in as little time as possible and with a minimum number of base stations.{{Citation needed, date=June 2013 The ...
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Outlier
In statistics, an outlier is a data point that differs significantly from other observations. An outlier may be due to a variability in the measurement, an indication of novel data, or it may be the result of experimental error; the latter are sometimes excluded from the data set. An outlier can be an indication of exciting possibility, but can also cause serious problems in statistical analyses. Outliers can occur by chance in any distribution, but they can indicate novel behaviour or structures in the data-set, measurement error, or that the population has a heavy-tailed distribution. In the case of measurement error, one wishes to discard them or use statistics that are robust to outliers, while in the case of heavy-tailed distributions, they indicate that the distribution has high skewness and that one should be very cautious in using tools or intuitions that assume a normal distribution. A frequent cause of outliers is a mixture of two distributions, which may be two ...
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Test Oracle
In computing, software engineering, and software testing, a test oracle (or just oracle) is a mechanism for determining whether a test has passed or failed. The use of oracles involves comparing the output(s) of the system under test, for a given test-case input, to the output(s) that the oracle determines that product should have. The term "test oracle" was first introduced in a paper by William E. Howden. Additional work on different kinds of oracles was explored by Elaine Weyuker. Oracles often operate separately from the system under test.Jalote, Pankaj; ''An Integrated Approach to Software Engineering'', Springer/Birkhäuser, 2005, However, method postconditions are part of the system under test, as automated oracles in design by contract models. Determining the correct output for a given input (and a set of program or system states) is known as the oracle problem or test oracle problem, which is a much harder problem than it seems, and involves working with problems relat ...
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Specification By Example
Specification by example (SBE) is a collaborative approach to defining requirements and business-oriented functional tests for software products based on capturing and illustrating requirements using realistic examples instead of abstract statements. It is applied in the context of agile software development methods, in particular behavior-driven development. This approach is particularly successful for managing requirements and functional tests on large-scale projects of significant domain and organisational complexity. Specification by example is also known as example-driven development, executable requirements, acceptance test–driven development (ATDD or A-TDD), Agile Acceptance Testing, Test-Driven Requirements (TDR). Advantages Highly abstract or novel new concepts can be difficult to understand without concrete examples. Specification by example is intended to construct an accurate understanding, and significantly reduces feedback loops in software development, leading ...
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Acceptance Test–driven Development
Acceptance in human psychology is a person's assent to the reality of a situation, recognizing a process or condition (often a negative or uncomfortable situation) without attempting to change it or protest it. The concept is close in meaning to ''acquiescence'', derived from the Latin ''acquiēscere'' (to find rest in). Definition The term ''acceptance'' is a noun with various different meanings. When the person to whom a proposal is made signifies their assent, it is an "acceptance" of their offer, also called an agreement. For example, if someone gives a gift and another receives it, then they have accepted the gift; therefore, having acceptance. Another definition of acceptance has to do with positive welcome and belonging, favor, and endorsement. One approves of something. For instance, one can like someone and accept them due to their approval of that person. Another description is that acceptance can be an act of believing or assenting. The definition overlaps with ''tole ...
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Software Quality
In the context of software engineering, software quality refers to two related but distinct notions: * Software 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 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 inner structure, its source code (see Software metrics), at the unit level, system level (sometimes referred to as end-to-end testing), which is in eff ...
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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 decision ...
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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 English aphorism which 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. There, Simon sings, "And I know I'm fakin' it, I'm not really makin' it." Similar advice has been offered by a variety of writers over time: In the 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 developed a therapeutic technique that he called "acting as if", stating that "if you want a quality, act as if you already have it". This strategy gave his clients an opportunity to practice alternatives to dysfunctiona ...
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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" (YAGNI). XP co-founder Ron Jeffries has written: "Always implement things when you actually need them, never when you just foresee that you need them." John Carmack has written "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 debt. YA ...
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KISS Principle
KISS, an acronym for "Keep it simple, stupid!", is a design principle noted by the U.S. Navy in 1960. First seen partly in American English by at least 1938, the KISS principle states that most systems work best if they are kept simple rather than made complicated; therefore, simplicity should be a key goal in design, and unnecessary complexity should be avoided. The phrase has been associated with aircraft 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", or "keep it sweet and simple". Origin The acronym was reportedly coined by Kelly Johnson, lead engineer at the Lockheed Skunk Works (creators of the Lockheed U-2 ...
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