Download Your Code as a Crime Scene: Use Forensic Techniques to by Adam Tornhill PDF

By Adam Tornhill

ISBN-10: 1680500384

ISBN-13: 9781680500387

Jack the Ripper and legacy codebases have extra in universal than you'd imagine. encouraged by means of forensic psychology tools, you'll examine concepts to foretell the way forward for your codebase, verify refactoring course, and know how your workforce impacts the layout. With its detailed combination of forensic psychology and code research, this e-book hands you with the ideas you wish, it doesn't matter what programming language you use.

Software is a dwelling entity that's consistently altering. to appreciate software program structures, we have to recognize the place they got here from and the way they developed. through mining dedicate facts and studying the background of your code, you can begin fixes prior to time to dispose of damaged designs, upkeep concerns, and group productiveness bottlenecks.

In this e-book, you'll study forensic psychology concepts to effectively hold your software program. You'll create a geographic profile out of your devote info to discover hotspots, and practice temporal coupling thoughts to discover hidden relationships among unrelated parts on your code. You'll additionally degree the effectiveness of your code advancements. You'll methods to practice those innovations on tasks either huge and small. For small initiatives, you'll get new insights into your layout and the way good the code suits your principles. for giant initiatives, you'll determine the nice and the delicate parts.

Large-scale improvement is additionally a social job, and the team's dynamics impact code caliber. That's why this publication exhibits you ways to discover social biases while examining the evolution of your method. You'll use devote messages as eyewitness money owed to what's rather taking place on your code. eventually, you'll placed all of it jointly by way of monitoring organizational difficulties within the code and checking out tips on how to repair them. Come sign up for the search for greater code!

What You Need:

You desire Java 6 and Python 2.7 to run the accompanying research instruments. you furthermore mght want Git to stick with in addition to the examples.

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Read Online or Download Your Code as a Crime Scene: Use Forensic Techniques to Arrest Defects, Bottlenecks, and Bad Design in Your Programs PDF

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Extra resources for Your Code as a Crime Scene: Use Forensic Techniques to Arrest Defects, Bottlenecks, and Bad Design in Your Programs

Example text

Schleifenkörper In der ersten Zeile des Schleifenkörpers wird eine vom Spieler eingegebene Zahl eingelesen und in der Variablen versuch gespeichert. Dabei wird mithilfe von input("Raten Sie: ") die Eingabe des Benutzers eingelesen und mit int in eine ganze Zahl konvertiert (von engl. integer, »ganze Zahl«). Diese Konvertierung ist wichtig, da Benutzereingaben generell als String eingelesen werden. In unserem Fall möchten wir die Eingabe jedoch als ganze Zahl weiterverwenden. Der String "Raten Sie: " wird vor der Eingabe ausgegeben und dient dazu, den Benutzer zur Eingabe der Zahl aufzufordern.

Initialisierung Bei der Initialisierung werden die für das Spiel benötigten Variablen angelegt. Python unterscheidet zwischen verschiedenen Datentypen, wie Zeichenketten, Ganz- oder Fließkommazahlen. Der Typ einer Variablen wird zur Laufzeit des Programms anhand des ihr zugewiesenen Wertes bestimmt. Es ist also nicht nötig, einen Datentyp explizit anzugeben. Eine Variable kann im Laufe des Programms ihren Typ ändern. In unserem Spiel werden Variablen für die gesuchte Zahl (geheimnis), die Benutzereingabe (versuch) und den Versuchszähler (zaehler) angelegt und mit Anfangswerten versehen.

Aus Benutzersicht bedeutet dies: Die Schleife läuft so lange, bis die Benutzereingabe mit der gespeicherten Zahl übereinstimmt. Den zum Schleifenkopf gehörigen Schleifenkörper erkennt man daran, dass die nachfolgenden Zeilen um eine Stufe weiter eingerückt wurden. Sobald die Einrückung wieder um einen Schritt nach links geht, endet der Schleifenkörper. Schleifenkörper In der ersten Zeile des Schleifenkörpers wird eine vom Spieler eingegebene Zahl eingelesen und in der Variablen versuch gespeichert.

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