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There has been and still is a lot of controversy on whether pair programming is a useful engineering technique - as if this would not strongly depend on the specific goals, task, and the pair's pair programming skill. Rather than providing still more bottom-line, quantitative results on pair programming, a research group at Freie Universität Berlin set out to decipher what is the actual process of pair programming and what is pair programming skill. This book contains a set of concepts that serves as the infrastructure for studies of pair programming that focus on qualitative data analysis. It promises to connect the results of such studies to one another. The book is oriented towards researchers only, not towards practitioners.
This open access book provides an overview of the dissertations of the eleven nominees for the Ernst Denert Award for Software Engineering in 2020. The prize, kindly sponsored by the Gerlind & Ernst Denert Stiftung, is awarded for excellent work within the discipline of Software Engineering, which includes methods, tools and procedures for better and efficient development of high quality software. An essential requirement for the nominated work is its applicability and usability in industrial practice. The book contains eleven papers that describe the works by Jonathan Brachthäuser (EPFL Lausanne) entitled What You See Is What You Get: Practical Effect Handlers in Capability-Passing Style, Mojdeh Golagha's (Fortiss, Munich) thesis How to Effectively Reduce Failure Analysis Time?, Nikolay Harutyunyan's (FAU Erlangen-Nürnberg) work on Open Source Software Governance, Dominic Henze's (TU Munich) research about Dynamically Scalable Fog Architectures, Anne Hess's (Fraunhofer IESE, Kaiserslautern) work on Crossing Disciplinary Borders to Improve Requirements Communication, Istvan Koren's (RWTH Aachen U) thesis DevOpsUse: A Community-Oriented Methodology for Societal Software Engineering, Yannic Noller's (NU Singapore) work on Hybrid Differential Software Testing, Dominic Steinhofel's (TU Darmstadt) thesis entitled Ever Change a Running System: Structured Software Reengineering Using Automatically Proven-Correct Transformation Rules, Peter Wägemann's (FAU Erlangen-Nürnberg) work Static Worst-Case Analyses and Their Validation Techniques for Safety-Critical Systems, Michael von Wenckstern's (RWTH Aachen U) research on Improving the Model-Based Systems Engineering Process, and Franz Zieris's (FU Berlin) thesis on Understanding How Pair Programming Actually Works in Industry: Mechanisms, Patterns, and Dynamics--which actually won the award. The chapters describe key findings of the respective works, show their relevance and applicability to practice and industrial software engineering projects, and provide additional information and findings that have only been discovered afterwards, e.g. when applying the results in industry. This way, the book is not only interesting to other researchers, but also to industrial software professionals who would like to learn about the application of state-of-the-art methods in their daily work.
All of Programming provides a platform for instructors to design courses which properly place their focus on the core fundamentals of programming, or to let a motivated student learn these skills independently. A student who masters the material in this book will not just be a competent C programmer, but also a competent programmer. We teach students how to solve programming problems with a 7-step approach centered on thinking about how to develop an algorithm. We also teach students to deeply understand how the code works by teaching students how to execute the code by hand. A few notes about using this book: (1) This book contains embedded videos. Not all readers support video. If you read directly on Google Play, you can only see videos in "flowable text" mode. (2) Blocks of code and other large items do not format well in flowable text mode. You can select "original page" mode to view such things in a full page layout as they were in the original pdf version.
This book covers the different aspects of modern 3D multimedia technologies by addressing several elements of 3D visual communications systems, using diverse content formats, such as stereo video, video-plus-depth and multiview, and coding schemes for delivery over networks. It also presents the latest advances and research results in regards to objective and subjective quality evaluation of 3D visual content, extending the human factors affecting the perception of quality to emotional states. The contributors describe technological developments in 3D visual communications, with particular emphasis on state-of-the-art advances in acquisition of 3D visual scenes and emerging 3D visual representation formats, such as: multi-view plus depth and light field; evolution to freeview and light-field representation; compression methods and robust delivery systems; and coding and delivery over various channels. Simulation tools, testbeds and datasets that are useful for advanced research and experimental studies in the field of 3D multimedia delivery services and applications are covered. The international group of contributors also explore the research problems and challenges in the field of immersive visual communications, in order to identify research directions with substantial economic and social impact. 3D Visual Content Creation, Coding and Delivery provides valuable information to engineers and computer scientists developing novel products and services with emerging 3D multimedia technologies, by discussing the advantages and current limitations that need to be addressed in order to develop their products further. It will also be of interest to students and researchers in the field of multimedia services and applications, who are particularly interested in advances bringing significant potential impact on future technological developments.
Crispin and Gregory define agile testing and illustrate the tester's role with examples from real agile teams. They teach you how to use the agile testing quadrants to identify what testing is needed, who should do it, and what tools might help. The book chronicles an agile software development iteration from the viewpoint of a tester and explains the seven key success factors of agile testing.
This collection offers an overview of extreme programming (XP) from the people who proposed it, a description of experiences in specific areas that are unclear and subject to debate, and an empirical evaluation of how XP projects are progressing in software companies. Topics of the 47 articles include agile software development, increasing the effectiveness of automated testing, integrating XP into college courses, and building complex object- oriented systems with patterns and XP. Annotation copyrighted by Book News, Inc., Portland, OR
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This second edition provides easy access to important concepts, issues and technology trends in the field of multimedia technologies, systems, techniques, and applications. Over 1,100 heavily-illustrated pages — including 80 new entries — present concise overviews of all aspects of software, systems, web tools and hardware that enable video, audio and developing media to be shared and delivered electronically.
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
On behalf of the PROFES Organizing Committee we are proud to present to you the proceedings of the 6th International Conference on Product Focused Software Process Improvement (PROFES 2005), held in Oulu, Finland. Since 1999, PROFES has established itself as one of the recognized inter- tional software process improvement conferences. Thepurposeoftheconferenceistobringtolightthemostrecent?ndingsand results in the area and to stimulate discussion between researchers, experienced professionals,andtechnologyproviders.Thelargenumberofparticipantscoming from industry con?rms that the conference provides a variety of up-to-date t- ics and tackles industry problems. The main theme of PROFES is professional software process improvement (SPI) motivated by product and service quality needs. SPI is facilitated by software process assessment, software measurement, process modeling, and technology transfer. It has become a practical tool for quality software engineering and management. The conference addresses both the solutions found in practice and the relevant research results from academia. This is re?ected in the 42 full papers, which are – as in the years before – a well-balanced mix of academic papers as well as industrial experience reports. The business of developing new applications like mobile and Internet services orenhancingthefunctionalityofavarietyofproductsusingembeddedsoftwareis rapidlygrowing,maturingandmeetingtheharshbusinessrealities.Theaccepted papers focusing on wireless and the Internet are grouped into a special “mobile and wireless” session. WewishtothankVTTElectronics,theUniversityofOuluincludingInfotech, and Fraunhofer IESE for supporting the conference. We are also grateful to the authors for high-quality papers, the Program Committee for their hard work in reviewing the papers, the Organizing Committee for making the event possible, and all the numerous supporters who helped in organizing this conference.