Whole Team Activity

Whole Team Activity

Software development is a whole team activity – avoid silos and barriers to communication.  Extreme Programming introduced the idea of the Whole Team, which includes business representatives, testers, and of course programmers.  These teams work together, ideally within the same … Continued
Dogfooding

Dogfooding

Dogfooding is short for “Eating your own dog food,” which represents the practice of using your own products.  For software developers, that means working with, as a real user, the applications you’re building, or at least working closely with people … Continued
Know Where You Are Going

Know Where You Are Going

Don’t just code with blinders on – understand how what you’re building will be used and the problems it’s meant to solve. As developers, it can sometimes be tempting to focus purely on the technical, engineering challenge of the task … Continued
Code Readability

Code Readability

Writing code that is readable is critical for any software application that needs to be maintained for any length of time.  There are valid performance and anti-theft reasons tominify or even obfuscate code that is being deployed, but the source … Continued
Dependency Injection

Dependency Injection

Dependency Injection is a technique that facilitates loosely coupled object-oriented software systems.  It is closely related to the Dependency Inversion Principle.  In simple systems, references to collaborating objects are made directly within classes that need to refer to them.  This … Continued
Naming Things

Naming Things

It is hard to overestimate the importance of choosing good names for source code elements in software development.  Much has been written on this topic, and it is often a source of great debate.  “What makes a name good, or … Continued
Strategy Design Pattern

Strategy Design Pattern

The Strategy Design Pattern allows an object to have some or all of its behavior defined in terms of another object which follows a particular interface.  A particular instance of this interface is provided to the client when it is … Continued
Adapter Design Pattern

Adapter Design Pattern

The Adapter Design Pattern, also known as the Wrapper, allows two classes to work together that otherwise would have incompatible interfaces.  In this case, this software design pattern maps particularly well to the real-world example of an electrical power adapter, … Continued
Death March

Death March

The worst part of a Death March project is that virtually everybody involved with it knows it’s a death march project. The Death March refers to a project that has little or no hope of success. It’s already over-budget, over-schedule, … Continued
Repository Pattern

Repository Pattern

The Repository Pattern has gained quite a bit of popularity since it was first introduced as a part of Domain-Driven Design in 2004. Essentially, it provides an abstraction of data, so that your application can work with a simple abstraction … Continued