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ID
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Activity
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Flavor
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Duration
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| 2B |
Test-Driven Development
Test-Driven Development (TDD) is a practice for efficiently evolving useful code. While its name implies that it's mostly
about testing, test-driven development is primarily about design: it keeps programmers focused on exactly what they need to
build and helps them avoid over-engineering. Using this technique, programmers write a failing test, write code to pass the
test, refactor the code and... Read more |
interactive Participants will get their hands dirty by using TDD to extend the demonstration code in our... Read more |
45 mins |
| 2C |
Test-Driven Development
Test-Driven Development (TDD) is a practice for efficiently evolving useful code. While its name implies that it's mostly
about testing, test-driven development is primarily about design: it keeps programmers focused on exactly what they need to
build and helps them avoid over-engineering. Using this technique, programmers write a failing test, write code to pass the
test, refactor the code and... Read more |
challenge In this challenge, participants will be given the task of writing a program to solve a specific... Read more |
90 mins |
| 4A |
Code Smells
Code smells identify common design problems in object-oriented code. This interactive lecture provides a good overview of
code smells defined by Martin Fowler & Kent Beck in their book "Refactoring: Improving the Design of Existing Code." In addition,
you'll learn about some new smells that have been categorized by Joshua Kerievsky and his colleagues.
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introduction A workshop coach will lead this technical lecture. |
1 hour |
| 32A |
Learning Design Patterns
Object-Oriented Design is a science and an art at the same time. Becoming a master of object-oriented technology requires
experience and time. We can flatten the learning curve by teaching the classic design patterns that have laid the foundation
of object-oriented design in our time. Patterns are introduced with the help of aids, models, examples, and discussions.
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session-1 This session covers the following patterns in great detail: Creation Method, Factory Method,... Read more |
4 hours |
| 32B |
Learning Design Patterns
Object-Oriented Design is a science and an art at the same time. Becoming a master of object-oriented technology requires
experience and time. We can flatten the learning curve by teaching the classic design patterns that have laid the foundation
of object-oriented design in our time. Patterns are introduced with the help of aids, models, examples, and discussions.
|
session-2 This session covers the following patterns in great detail: Abstract Factory, Builder, Collecting... Read more |
4 hours |
| 32C |
Learning Design Patterns
Object-Oriented Design is a science and an art at the same time. Becoming a master of object-oriented technology requires
experience and time. We can flatten the learning curve by teaching the classic design patterns that have laid the foundation
of object-oriented design in our time. Patterns are introduced with the help of aids, models, examples, and discussions.
|
session-3 This session covers the following patterns in great detail: Mediator, Observer, Chain of... Read more |
4 hours |
| 6D |
The Refactoring Challenge
The best way to improve your refactoring skills is to practice cleaning up poorly designed code. And we've got just the thing:
code we custom-designed to reek of over 90% of the code smells identified in the refactoring literature. This poorly designed
code functions correctly, which you can verify by running a full suite of tests against it. Your challenge is to identify
the smells in this code,... Read more |
large The large version of our Refactoring Challenge gives participants ample time to discover many of... Read more |
6 hours |
| 16C |
Mock Objects
When writing test and production code, it's useful to know when to introduce Mock Objects. This activity will help you understand
what Mock Objects are, how they function at runtime, common implementation variations and usage patterns.
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challenge To fully understand mock objects, you need to get your hands dirty. In this challenge, you'll be... Read more |
90 mins |
| 16A |
Mock Objects
When writing test and production code, it's useful to know when to introduce Mock Objects. This activity will help you understand
what Mock Objects are, how they function at runtime, common implementation variations and usage patterns.
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simulation The best way we know how to introduce people to Mock Objects is to have them experience a... Read more |
25 mins |
| 34B |
Refactoring to Patterns
Patterns are undeniably useful design aids and a cornerstone of object-oriented programming. Yet with the emergence of agile
methodologies like Extreme Programming, our motivation for using patterns has changed. Today, we use patterns when they can
help us reduce or remove duplication, simplify the complex, or make our code better at communicating its intent. In other
words, we refactor to... Read more |
large In this flavor, we review around 2 dozen refactorings to patterns and discuss the philosophy of... Read more |
3 hours |
| 34C |
Refactoring to Patterns
Patterns are undeniably useful design aids and a cornerstone of object-oriented programming. Yet with the emergence of agile
methodologies like Extreme Programming, our motivation for using patterns has changed. Today, we use patterns when they can
help us reduce or remove duplication, simplify the complex, or make our code better at communicating its intent. In other
words, we refactor to... Read more |
challenge In this flavor, programmers have a chance to try their hand at refactoring programs to use patterns.... Read more |
3 hours |
| 7A |
Evolutionary Design
How does nature evolve organisms and what does that have to do with software
development? If you study nature's approach to engineering, you often find that
highly sophisticated organisms evolve from simple beginnings. For example,
during the earliest growth stages, internal organs are basic but functional and will
mature over time.
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challenge After reviewing a description of a sophisticated software system, participants must decide what... Read more |
30 mins |
| 7B |
Evolutionary Design
How does nature evolve organisms and what does that have to do with software
development? If you study nature's approach to engineering, you often find that
highly sophisticated organisms evolve from simple beginnings. For example,
during the earliest growth stages, internal organs are basic but functional and will
mature over time.
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coding In a fishbowl, the workshop coaches and participants will begin the implementation of the embryonic ... Read more |
45 mins |
| 5A |
Refactoring War
What's the fastest way to learn Martin Fowler's classic catalog of 74 foundational refactorings? It's called "Refactoring
War," an educational game we invented to help groups rapidly learn a large number of refactorings. The game is played in teams
and involves viewing refactoring cards, comparing the usefulness of the cards and deciding on which card is most useful. The
team with the most... Read more |
standard A workshop coach will lead this activity. |
45 mins |
| 18A |
Testing & Refactoring Adoption
The workshop coaches engage participants in a dialogue on adopting Testing & Refactoring in their workplace, including the
following questions: What technical practices will be most difficult to accomplish at our company? How will we test or refactor
specific code? Should we test or refactor our legacy code? What is the best way to transition to these new practices? How
will our new practices... Read more |
in-depth An in-depth dialogue is held with the workshop coach. |
1 hour |