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The Art of Readable Code
Language: en
Pages: 190
Authors: Dustin Boswell, Trevor Foucher
Categories: Computers
Type: BOOK - Published: 2011-11-10 - Publisher: "O'Reilly Media, Inc."

As programmers, we've all seen source code that's so ugly and buggy it makes our brain ache. And let's be honest, we've all written code like that. With this book, you'll learn to write code that's easy to read and understand. You'll have more fun and your coworkers will love you. The Art of Readable Code focuses on the nuts and bolts of programming, with simple and practical techniques you can use every time you sit down to write code. You'll find tips throughout the book, with easy-to-digest code examples, helpful illustrations, and cartoons for fun. Learn to pick variable names that are "dense with information" Organize your loops and conditionals so they're easy to understand Make your comments short and sweet Recognize when your code is doing too many things at once Write tests that are concise, but thorough Master the art of breaking hard problems into many smaller ones
The Art of Readable Code
Language: en
Pages: 206
Authors: Dustin Boswell, Trevor Foucher
Categories: Computers
Type: BOOK - Published: 2011-11-03 - Publisher: "O'Reilly Media, Inc."

As programmers, we’ve all seen source code that’s so ugly and buggy it makes our brain ache. Over the past five years, authors Dustin Boswell and Trevor Foucher have analyzed hundreds of examples of "bad code" (much of it their own) to determine why they’re bad and how they could be improved. Their conclusion? You need to write code that minimizes the time it would take someone else to understand it—even if that someone else is you. This book focuses on basic principles and practical techniques you can apply every time you write code. Using easy-to-digest code examples from different languages, each chapter dives into a different aspect of coding, and demonstrates how you can make your code easy to understand. Simplify naming, commenting, and formatting with tips that apply to every line of code Refine your program’s loops, logic, and variables to reduce complexity and confusion Attack problems at the function level, such as reorganizing blocks of code to do one task at a time Write effective test code that is thorough and concise—as well as readable "Being aware of how the code you create affects those who look at it later is an important part of developing software. The authors did a great job in taking you through the different aspects of this challenge, explaining the details with instructive examples." —Michael Hunger, passionate Software Developer
The Art of Unit Testing
Language: en
Pages: 292
Authors: Roy Osherove
Categories: Computers
Type: BOOK - Published: 2013-11-24 - Publisher: Simon and Schuster

Summary The Art of Unit Testing, Second Edition guides you step by step from writing your first simple tests to developing robust test sets that are maintainable, readable, and trustworthy. You'll master the foundational ideas and quickly move to high-value subjects like mocks, stubs, and isolation, including frameworks such as Moq, FakeItEasy, and Typemock Isolator. You'll explore test patterns and organization, working with legacy code, and even "untestable" code. Along the way, you'll learn about integration testing and techniques and tools for testing databases and other technologies. About this Book You know you should be unit testing, so why aren't you doing it? If you're new to unit testing, if you find unit testing tedious, or if you're just not getting enough payoff for the effort you put into it, keep reading. The Art of Unit Testing, Second Edition guides you step by step from writing your first simple unit tests to building complete test sets that are maintainable, readable, and trustworthy. You'll move quickly to more complicated subjects like mocks and stubs, while learning to use isolation (mocking) frameworks like Moq, FakeItEasy, and Typemock Isolator. You'll explore test patterns and organization, refactor code applications, and learn how to test "untestable" code. Along the way, you'll learn about integration testing and techniques for testing with databases. The examples in the book use C#, but will benefit anyone using a statically typed language such as Java or C++. Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. What's Inside Create readable, maintainable, trustworthy tests Fakes, stubs, mock objects, and isolation (mocking) frameworks Simple dependency injection techniques Refactoring legacy code About the Author Roy Osherove has been coding for over 15 years, and he consults and trains teams worldwide on the gentle art of unit testing and test-driven development. His blog is at ArtOfUnitTesting.com. Table of Contents PART 1 GETTING STARTED The basics of unit testing A first unit test PART 2 CORE TECHNIQUES Using stubs to break dependencies Interaction testing using mock objects Isolation (mocking) frameworks Digging deeper into isolation frameworks PART 3 THE TEST CODE Test hierarchies and organization The pillars of good unit tests PART 4 DESIGN AND PROCESS Integrating unit testing into the organization Working with legacy code Design and testability
Effective Coding with VHDL
Language: en
Pages: 624
Authors: Ricardo Jasinski
Categories: Computers
Type: BOOK - Published: 2016-05-27 - Publisher: MIT Press

A guide to applying software design principles and coding practices to VHDL to improve the readability, maintainability, and quality of VHDL code. This book addresses an often-neglected aspect of the creation of VHDL designs. A VHDL description is also source code, and VHDL designers can use the best practices of software development to write high-quality code and to organize it in a design. This book presents this unique set of skills, teaching VHDL designers of all experience levels how to apply the best design principles and coding practices from the software world to the world of hardware. The concepts introduced here will help readers write code that is easier to understand and more likely to be correct, with improved readability, maintainability, and overall quality. After a brief review of VHDL, the book presents fundamental design principles for writing code, discussing such topics as design, quality, architecture, modularity, abstraction, and hierarchy. Building on these concepts, the book then introduces and provides recommendations for each basic element of VHDL code, including statements, design units, types, data objects, and subprograms. The book covers naming data objects and functions, commenting the source code, and visually presenting the code on the screen. All recommendations are supported by detailed rationales. Finally, the book explores two uses of VHDL: synthesis and testbenches. It examines the key characteristics of code intended for synthesis (distinguishing it from code meant for simulation) and then demonstrates the design and implementation of testbenches with a series of examples that verify different kinds of models, including combinational, sequential, and FSM code. Examples from the book are also available on a companion website, enabling the reader to experiment with the complete source code.
Pro HTML5 Games
Language: en
Pages: 426
Authors: Aditya Ravi Shankar
Categories: Computers
Type: BOOK - Published: 2017-10-05 - Publisher: Apress

Build your next game on a bigger scale with Pro HTML5 Games. This essential book teaches you to master advanced game programming in HTML5. You’ll learn techniques that you can transfer to any area of HTML5 game development to make your own professional HTML5 games. Led by an expert game programmer, you’ll build two complete games in HTML5: a strategy puzzle game based on the Box2d physics engine and in the style of Angry Birds and a real-time strategy (RTS) game complete with units, buildings, path-finding, artificial intelligence, and multiplayer support. This new and fully updated second edition now includes chapters on mobile game development and an essential game developer's toolkit. Understand how to develop complex, bolder games and become an HTML5 games pro using Pro HTML5 Games today. What You'll Learn Create realistic physics in your game by incorporating the Box2d physics engine Design large worlds with lots of characters and let users interact with them Use sprite sheets, panning, parallax scrolling, and sound effects to build a more polished game Incorporate pathfinding and steering to help characters navigate through your world Create challenging levels with intelligent enemies by using decision trees, state machines, and scripted events Add multiplayer in your games using Node.js and the WebSocket API
Build Location-Based Projects for iOS
Language: en
Pages: 154
Authors: Dominik Hauser
Categories: Computers
Type: BOOK - Published: 2020-08-06 - Publisher: Pragmatic Bookshelf

Coding is awesome. So is being outside. With location-based iOS apps, you can combine the two for an enhanced outdoor experience. Use Swift to create your own apps that use GPS data, read sensor data from your iPhone, draw on maps, automate with geofences, and store augmented reality world maps. You'll have a great time without even noticing that you're learning. And even better, each of the projects is designed to be extended and eventually submitted to the App Store. Explore, share, and have fun. Location-based apps are everywhere. From mapping our jogging path to pointing us to the nearest collectible creature in a location-based game, these apps offer useful and interesting features and information related to where you are. Using real-world maps and places as the environment, they add an extra layer of adventure to exploring the outdoors. If you've ever wanted to make your own location-based apps and games, you can learn how with four simple, Swift-based projects that are easy to code and fun to use. Build four stunning apps that sense the iPhone's surroundings. Use Core Location and MapKit to draw GPS data on maps and share the results to social media. Use the sensor data from the iPhone and draw acceleration graphs using Core Graphics while on a playground swing. Build an app that measures the time you spend outside using geofences. Combine Core Location and ARKit to build an augmented reality scavenger hunt app that you can use and play with other people. Have great time building creative apps you cannot wait to try out.
Magento Best Practices Handbook
Language: en
Pages: 126
Authors: Alessandro Ronchi
Categories: Computers
Type: BOOK - Published: 2015-06-22 - Publisher: Lulu.com

When you get used to develop on Magento platform you will likely agree with a motto of mines: ""there are at least two ways of developing things in Magento the best of which is usually the third."" This book is a collection of development advices resulting from over five years spent on practical Magento development. Knowing how Magento is implemented is the best way to extract the most out of it; for this reason all the recipes are explained through in-depth analysis of Magento's code base and architecture. This book assumes you are not a Magento beginner and already know its programming fundamentals with at least one year of continuous development experience.
Human-Computer Interaction. Theory, Design, Development and Practice
Language: en
Pages: 628
Authors: Masaaki Kurosu
Categories: Computers
Type: BOOK - Published: 2016-07-04 - Publisher: Springer

The 3-volume set LNCS 9731, 9732, and 9733 constitutes the refereed proceedings of the 18th International Conference on Human-Computer Interaction, HCII 2016, held in Toronto, ON, Canada, in July 2016. The total of 1287 papers and 186 posters presented at the HCII 2016 conferences and were carefully reviewed and selected from 4354 submissions. The papers thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The volumes constituting the full 27-volume set of the conference proceedings.
Information Modelling and Knowledge Bases XXVIII
Language: en
Pages: 496
Authors: H. Jaakkola, B. Thalheim, Y. Kiyoki
Categories: Computers
Type: BOOK - Published: 2017-01-03 - Publisher: IOS Press

Information modelling and knowledge bases are now essential, not only to academics working in computer science, but also wherever information technology is applied. This book presents papers from the 26th International Conference on Information Modelling and Knowledge Bases (formerly the European Japanese Conference – EJC), which took place in Tampere, Finland, in June 2016. The conference provides a platform to bring together researchers and practitioners working with information modelling and knowledge bases, and the 33 accepted papers cover topics including: conceptual modelling; knowledge and information modelling and discovery; linguistic modelling; cross-cultural communication and social computing; environmental modelling and engineering; and multimedia data modelling and systems. All papers were improved and resubmitted for publication after the conference. Covering state-of-the-art research and practice, the book will be of interest to all those whose work involves information modelling and knowledge bases.
Leveraging Applications of Formal Methods, Verification and Validation: Engineering Principles
Language: en
Pages: 544
Authors: Tiziana Margaria, Bernhard Steffen
Categories: Computers
Type: BOOK - Published: 2020-10-26 - Publisher: Springer Nature

The three-volume set LNCS 12476 - 12478 constitutes the refereed proceedings of the 9th International Symposium on Leveraging Applications of Formal Methods, ISoLA 2020, which was planned to take place during October 20–30, 2020, on Rhodes, Greece. The event itself was postponed to 2021 due to the COVID-19 pandemic. The papers presented were carefully reviewed and selected for inclusion in the proceedings. Each volume focusses on an individual topic with topical section headings within the volume: Part I, Verification Principles: Modularity and (De-)Composition in Verification; X-by-Construction: Correctness meets Probability; 30 Years of Statistical Model Checking; Verification and Validation of Concurrent and Distributed Systems. Part II, Engineering Principles: Automating Software Re-Engineering; Rigorous Engineering of Collective Adaptive Systems. Part III, Applications: Reliable Smart Contracts: State-of-the-art, Applications, Challenges and Future Directions; Automated Verification of Embedded Control Software; Formal methods for DIStributed COmputing in future RAILway systems.
Debugging Teams
Language: en
Pages: 190
Authors: Brian W. Fitzpatrick, Ben Collins-Sussman
Categories: Business & Economics
Type: BOOK - Published: 2015-10-13 - Publisher: "O'Reilly Media, Inc."

In the course of their 20+-year engineering careers, authors Brian Fitzpatrick and Ben Collins-Sussman have picked up a treasure trove of wisdom and anecdotes about how successful teams work together. Their conclusion? Even among people who have spent decades learning the technical side of their jobs, most haven’t really focused on the human component. Learning to collaborate is just as important to success. If you invest in the "soft skills" of your job, you can have a much greater impact for the same amount of effort. The authors share their insights on how to lead a team effectively, navigate an organization, and build a healthy relationship with the users of your software. This is valuable information from two respected software engineers whose popular series of talks—including "Working with Poisonous People"—has attracted hundreds of thousands of followers.
The Art of Coding
Language: en
Pages: 282
Authors: Mohammad Majid al-Rifaie, Anna Ursyn, Theodor Wyeld
Categories: Mathematics
Type: BOOK - Published: 2020-02-19 - Publisher: CRC Press

As the title suggests, this book explores the concepts of drawing, graphics and animation in the context of coding. In this endeavour, in addition to initiating the process with some historical perspectives on programming languages, it prides itself by presenting complex concepts in an easy-to-understand fashion for students, artists, hobbyists as well as those interested in computer science, computer graphics, digital media, or interdisciplinary studies. Being able to code requires abstract thinking, mathematics skills, spatial ability, logical thinking, imagination, and creativity. All these abilities can be acquired with practice, and can be mastered by practical exposure to art, music, and literature. This book discusses art, poetry and other forms of writing while pondering difficult concepts in programming; it looks at how we use our senses in the process of learning computing and programming. Features: · Introduces coding in a visual way · Explores the elegance behind coding and the outcome · Includes types of outcomes and options for coding · Covers the transition from front-of-classroom instruction to the use of online-streamed video tutorials · Encourages abstract and cognitive thinking, as well as creativity The Art of Coding contains a collection of learning projects for students, instructors and teachers to select specific themes from. Problems and projects are aimed at making the learning process entertaining, while also involving social exchange and sharing. This process allows for programming to become interdisciplinary, enabling projects to be co-developed by specialists from different backgrounds, enriching the value of coding and what it can achieve. The authors of this book hail from three different continents, and have several decades of combined experience in academia, education, science and visual arts.