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Meteorology Tags > Tag based links for Build

The following links have been tagged build by users just like you, because these resources are off-site we cannot guarantee the accuracy or quality of any third-party information.

  1. Grexmk: speeding up scripted builds: (2006), pp. 81-87.Glenn Ammons

    Source: (2006), pp. 81-87.

  2. 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.

  3. 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.

  4. 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.

  5. 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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