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- Grexmk:
speeding up
scripted
builds: (2006), pp.
81-87.Glenn
Ammons
Source: (2006), pp. 81-87. - Who cares
about software
construction?: Software,
IEEE, Vol. 13,
No. 1. (1996),
pp.
127-128.Softwa
re
practitioners
are subjected
to a barrage
of advice
about
effective
development
practices. The
search for
effective
practices-prog
rammers'
gold-can be
almost as
chancy as the
search for the
precious
yellow metal
itself. Some
mediocre
practices are
overhyped;
many valuable
practices are
buried under
the hype
heaped on
other
practices.
This paper
aims to
separate the
gold from the
ore by
providing a
practitioner's
appraisal of
past and
present
development
practicesS
Mcconnell
Source: Software, IEEE, Vol. 13, No. 1. (1996), pp. 127-128. - Building
software with
SCons: Computing in
Science &
Engineering,
Vol. 7, No. 1.
(2005), pp.
79-88.Software
creation is a
complicated
procedure. The
proliferation
of commercial
and
open-source
packages means
that a typical
software
package might
have to know
how to link to
dozens of
different
libraries or
other
third-party
software. It
might even
have to build
some of those
libraries from
scratch, not
to mention
build itself
(and the
libraries) in
many different
versions for
various
operating
systems and
hardware
platforms. A
next-generatio
n software
build tool
called SCons
can greatly
simplify the
headaches
involved in
building
complicated
software
projects. I'll
demonstrate it
by building a
sample project
that involves
source code
spread across
multiple
directories.
We'll also
build two
versions of an
external
software
package to
link against:
a debug
version and an
optimized
version.S
Knight
Source: Computing in Science & Engineering, Vol. 7, No. 1. (2005), pp. 79-88. - Using Decision
Trees to
Predict the
Certification
Result of a
Build: Automated
Software
Engineering,
2006. ASE '06.
21st IEEE/ACM
International
Conference on
(2006), pp.
189-198.Large
teams of
practitioners
(developers,
testers, etc.)
usually work
in parallel on
the same code
base. A major
concern when
working in
parallel is
the
introduction
of integration
bugs in the
latest shared
code. These
latent bugs
are likely to
slow down the
project unless
they are
discovered as
soon as
possible. Many
companies have
adopted daily
or weekly
processes
which build
the latest
source code
and certify it
by executing
simple manual
smoke/sanity
tests or
extensive
automated
integration
test suites.
Other members
of a team can
then use the
certified
build to
develop new
features or to
perform
additional
analysis, such
as performance
or usability
testing. For
large projects
the
certification
process may
take a few
days. This
long
certification
process forces
team members
to either use
outdated or
uncertified
(possibly
buggy)
versions of
the code. In
this paper, we
create
decision trees
to predict
ahead of time
the
certification
result of a
build. By
accurately
predicting the
outcome of the
certification
process,
members of
large software
teams can work
more
effectively in
parallel.
Members can
start using
the latest
code without
waiting for
the
certification
process to be
completed. To
perform our
study, we mine
historical
information
(code changes
and
certification
results) for a
large software
project which
is being
developed at
the IBM
Toronto Labs.
Our study
shows that
using a
combination of
project
attributes
(such as the
number of
modified
subsystems in
a build and
certification
results of
previous
builds), we
can correctly
predict 69% of
the time that
a build will
fail
certification.
We can as well
correctly
predict 95% of
the time if a
build will
pass
certification.
AE Hassan, K
Zhang
Source: Automated Software Engineering, 2006. ASE '06. 21st IEEE/ACM International Conference on (2006), pp. 189-198. - Designing from
Both Sides of
the Screen:
How Designers
and Engineers
Can
Collaborate to
Build
Cooperative
Technology: (10 December
2001)Designing
from Both
Sides of the
Screen: How
Designers and
Engineers Can
Collaborate to
Build
Cooperative
Technology is
a must-have
book for
anyone
developing
user
interfaces
(UI). The
authors define
a seemingly
simple goal,
the
Cooperative
Principle for
Technology:
"[T]hose who
are designing,
building, or
managing the
development of
technology
should teach
their products
to follow the
same basic
rules of
cooperation
that people
use with each
other."In the
first section,
they show lots
of good and
bad UI
examples from
different
devices (PC,
PDA,
photocopier,
even a
dashboard).
Bad examples
include
confusing
pop-ups,
crowded menus,
and hilarious
error messages
like this one
from Yahoo!
Messenger:
"You are not
currently
connected.
Please click
on Login and
then Login to
login
again."The
book gives
succinct
design
principles
like, "Treat
clicks as
sacred." A
violation of
this would be
those dreaded
"Do you really
mean it?"
pop-ups. Using
a butler as an
analogy, they
point out that
he'd soon be
out of a job
if he
questioned,
"Madam, are
you sure you
want me to
answer the
door?" A
design
guideline
says, "If you
have an Undo
feature, there
is no need to
break the
users' flow to
ask them
whether they
really want
the program to
do what they
just asked it
to do." Design
guidelines
like this
appear in the
margins
throughout the
book for easy
reference and
are gathered
in a handy
appendix.The
second section
goes into
detail on the
creation of
the authors'
own project,
Hubbub, a
multidevice
instant-messag
ing
application.
Whenever a
step in the
process
reflects the
application of
a design
principle,
it's called
out in purple
in the text.
Thus, the book
itself is an
example of a
cooperative UI
that helps
readers keep
ideas
organized as
they read
along.Even if
you're not
developing
user
interfaces,
you'll enjoy
this book.
There are many
moments of
recognition
when you see
just how
flawed your
favorite, or
most hated,
everyday
application/op
erating
system/Web
site is, and
how easily it
could have
been improved.
And you may
even find the
principles of
Cooperative
Technology
informing
nontechnologic
al areas of
your life. The
authors make
politeness and
the
anticipation
of the needs
of others seem
logical,
feasible, and
elegant.
--Angelynn
Grant Written
from the
perspectives
of both a user
interface
designer and a
software
engineer, this
book
demonstrates
rather than
just describes
how to build
technology
that
cooperates
with people.
It begins with
a set of
interaction
design
principles
that apply to
a broad range
of technology,
illustrating
with examples
from the Web,
desktop
software, cell
phones, PDAs,
cameras, voice
menus,
interactive
TV, and more.
It goes on to
show how these
principles are
applied in
practice
during the
development
process --
when the ideal
design can
conflict with
other
engineering
goals.The
authors
demonstrate
how their team
built a
full-featured
instant
messenger
application
for the
wireless Palm
and PC.
Through this
realistic
example, they
describe the
many subtle
tradeoffs that
arise between
design and
engineering
goals. Through
simulated
conversations,
they show how
they came to
understand
each other's
goals and
constraints
and found
solutions that
addressed both
of their needs
-- and
ultimately the
needs of users
who just want
their
technology to
work. Written
from the
perspectives
of both a user
interface
designer and a
software
engineer, this
book
demonstrates
rather than
just describes
how to build
technology
that
cooperates
with people.
It begins with
a set of
interaction
design
principles
that apply to
a broad range
of technology,
illustrating
with examples
from the Web,
desktop
software, cell
phones, PDAs,
cameras, voice
menus,
interactive
TV, and more.
It goes on to
show how these
principles are
applied in
practice
during the
development
process --
when the ideal
design can
conflict with
other
engineering
goals. The
authors
demonstrate
how their team
built a
full-featured
instant
messenger
application
for the
wireless Palm
and PC.
Through this
realistic
example, they
describe the
many subtle
tradeoffs that
arise between
design and
engineering
goals. Through
simulated
conversations,
they show how
they came to
understand
each other's
goals and
constraints
and found
solutions that
addressed both
of their needs
-- and
ultimately the
needs of users
who just want
their
technology to
work.Ellen
Isaacs, Alan
Walendowski
Source: (10 December 2001)
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