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Based on Bloch and Gafter's standing room only Java Puzzlers talk at JavaOne,

the heart of the book comprises over 100 Java programming language puzzlers:

brainteasers that challenge the intellect while alerting programmers to the traps,

pitfalls, and corner cases that lurk in the nether regions of the Java platform.

All of the puzzles from the authors' popular JavaOne presentations are

included, as are many puzzles never before seen in public. There are two major

types of puzzles in the book. Most of the puzzles take the form of short

programs that appear to do something but actually do something else. Readers

will be encouraged to predict the behavior of the program before running it.

After running the program, readers will be encouraged to figure out why it

behaved as it did before consulting the solution. In a second type of puzzle, the

reader will be asked to write a short program that performs some specific task.

Most of the solutions will contain a "moral," a rule the reader can follow to

avoid the problematic behavior demonstrated in the puzzle. The puzzles are

grouped into chapters based on the primary platform features they exercise and

to maximize readability, fun, and pedagogical effectiveness.



Preface.

I. QUESTIONING SOFTWARE ENGINEERING.

1. Understanding Software Engineering.

The Paradox of Software Engineering.

The Modern Definition of Software Engineering.

Is Software Engineering a Good Choice for Your Project?

2. The Problems with Software Engineering.

Can Software Development Be Made Systematic and Quantified?

The Hazards of the Good Enough Software Approach.

What Is the Alternative to Software Engineering?

3. Understanding Software Development.

Software as Capital.

Does the Division of Labor Work for Software Development?

One Size Does Not Fit All.

4. Finding a Better Metaphor Than Software Engineering.

Finding a Better Metaphor Than Software Engineering.

The Craft of Software Development.

Parallels with Traditional Craftsmanship.

The Resurgence of the Craft of Software Development.

II. SOFTWARE CRAFTSMANSHIP.

5. Putting People Back into Software Development.

Craftsmanship Is About Getting Better at Software Development.

Craftsmanship Encourages Developers to Write Great Software.

A Call to Arms.

6. Craftsmanship Is the Opposite of Licensing.

Craftsmanship Is Personal.

Licensing Is an Illusion.

Craftsmanship Focuses on the Individual.

III. IMPLICATIONS OF SOFTWARE CRAFTSMANSHIP.

7. How Craftsmanship Affects the Users of Systems.

Software Craftsmanship Works Because Software Is Easy to Copy.

Craftsmen Have a Different Relationship with Their Users.

Great Software Deserves to Be Signed.

Craftsmen Need Demanding Users.

Software Craftsmanship Leads to Collaborative Development.

8. Customers Have a Different Relationship with Craftsmen.

Setting Realistic Delivery Dates.

Exposing the Fallacy of Good Enough Software.

Allowing Software Craftsmen to Take Credit for Their Work.

Start Exploiting the Difference in Productivity Between Developers.

But How Do We Know How Good a Developer Really Is?

Customers Make a Cost/Quality Trade-off When Choosing Craftsmen.

Customers Have Long Term Relationships with Software Craftsmen.

Customer Interests Are Aligned with the Interests of Software Craftsmen.

9. Managing Craftsmen.

Software Craftsmen Are Not Hired Hands.

Good Developers Are More Valuable Than Their Managers.

Software Craftsmen Have a Different Relationship with Their Managers,

Managing Great Developers Is a Pleasure and a Privilege.

Software Craftsmen Like Creating Applications.

Managing Software Craftsmen Is Different.

Software Craftsmen Push for What They Need.

10. Becoming a Software Craftsman.

Software Craftsmanship Is a Rejection of Narrow Specialization.

Craftsmanship Requires Dedication.

How Does a Person Become a Software Craftsman?

The Craft Tradition Has Endured for Centuries.

11. Mastering the Craft.

What Does a Master Software Craftsman Look Like?

Use Your Old-timers.

Mastery Implies the Use of Stable Technologies.

Developing Mastery Takes Time.

Mastery Implies Taking Responsibility for Passing on the Craft.

12. Apprentice Developers.

We Must Reverse the Decline in the Quality of Developer Training.

Becoming an Apprentice Is a Significant Step.

Apprenticeship Instills Lifelong Learning.

The Role of Apprentices.

An Apprenticeship Is a Significant Investment of Time and Energy.

13. Journeymen Developers.

Where Journeymen Fit in the Craft Tradition.

Journeymen Developers.

Journeymen Are Focused on Delivering Applications.

Journeymen Play a Key Role in Software Craftsmanship.

IV. REPOSITIONING SOFTWARE ENGINEERING.

14. Software Engineering Projects.

Software Engineering Is Designed for Large Systems Projects.

Software Engineering Projects Are Diverse and Varied.

15. Hazards of the Software Engineering Metaphor.

You Cannot Do Software Engineering on a Low Budget.

Software Engineering Encourages Scientific Management.

Software Factories: The Production Line for Software.

Reuse over Time Is Hazardous.

The Myth of the Standardized Software Development Process.

Software Engineering Forces Us to Forget the Individual.

We Need More Variety in Our Development Processes, Not Less.

16. Learning from Software Engineering.

Size and Complexity Matter.

Applications Need to Be Well Structured.

Change Can Be Expensive Unless You Allow for It.

Communication Inside the Team and with Users Is Crucial.

Producing Accurate Estimates Is Very Expensive.

V. WHAT TO DO ON MONDAY MORNING.

17. Experience— The Best Indicator of Project Success.

Choose Software Craftsmen Based on Their Reputations.

Evaluate Craftsmen Based on Their Reputations and Portfolio.

Auditioning a Software Craftsman.

Let Your Software Craftsman Pick the Rest of the Development Team.

Collaborative Development.

Avoid Bleeding-Edge Technology If At All Possible.

Paying for Experience.

Be Prepared to Be Amazed.

Design for Testing and Maintenance.

Think Applications, Not Projects.

Maintenance Teams Should Refuse to Accept Bad Applications.

18. Design for Maintenance.

Software Craftsmen Prefer Nonproprietary, Open Source Tools.

Great Software Is Global.

Software Craftsmen Need to Fight Back Against Planned Obsolescence.

Great Software Needs to Be Given a Great User Interface.

Maintainable Software Is Easy to Diagnose.

The Hazards of Outsourcing.

You Can Still Use Outside Craftsmen to Create Your Application.

Maintenance Is the Most Important Part of the Life of Any Application.

Not All Software Has to Be Maintainable.

Design for Testing and Maintenance Is Not Rocket Science.

19. Perpetual Learning.

Creating a Learning Environment.

Mastering the Craft of Software Development.

Choose Training Courses Very Carefully.

Encourage Your People to Be Visible in the Software Development Community.

Becoming a Reflective Practitioner.

Epilogue.

Acknowledgements.

Index. 0201733862T08072001

Pete McBreen is an independent consultant who actually enjoys writing and delivering software. Despite spending a lot of time writing, teaching, and mentoring, he goes out of his way to ensure that he does hands-on coding on a live project every year. Pete specializes in finding creative solutions to the problems that software developers face. After many years of working on formal and informal process improvement initiatives, he took a sideways look at the problem and realized, “Software development is meant to be fun. If it isn’t, the process is wrong.” Pete lives in Cochrane, Alberta, Canada and has no plans to move back to a big city.


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