
What you would learn in Five Lines of Code, video edition course?
The book is simple, grounded, and on the right track. It will test you without infuriating you or shaming you or your intelligence. Robert Martin. Martin
Within the Five Lines of Code, you will be taught:
- The warning signs of bad code
- Making code safer even if you don't know what it is.
- Optimization and code generality
- Proper compiler practices
- The extract method the Introducing Strategy pattern as well as a variety of other Refactoring patterns
- Writing code that is stable and allows modification-by-addition
- Writing code that does not require a comment
- Refactoring techniques that are real-world and effective.
Improving existing code--refactoring--is one of the most common tasks you'll face as a programmer. Five Lines of Code provides concrete and practical refactoring principles that you can follow without relying on intuitions like "code smells." Following the author's professional perspective --that the refactoring process and code smells can be taught through the rules of a specific set of guidelines, you'll be able to recognize when it's time to refactor your code, which methods to employ to which issue, and what features that signal that it's time to refactor.
concerning the technology
Every codebase has mistakes and inefficiencies that you have to identify and correct. Refactor in the right manner to make your code beautiful, easy to understand, and simple to maintain. The book you read in this guide will discover an original method for Refactoring that can implement every method within five lines or less. Also, you'll learn a trick that even the most experienced developers know that sometimes it's easier to write code than make changes later!
About the book
Five Lines of Code is refreshingly Refactoring to developers at all levels. Through it, you'll learn Christian Clausen's innovative refactoring method by learning the fundamentals to reduce any process to five lines or less! You'll discover when it's time to refactor, the specific pattern of refactoring that can be applied to the most frequent problems, and the characteristics of code that must be eliminated.
Course Content:
- Chapter 1. Refactoring refactoring
- Chapter 1. Culture: When to refactor?
- Chapter 1. Overarching example: A 2D puzzle game
- Chapter 2. Looking under the hood of refactoring
- Chapter 2. Gaining speed, flexibility, and stability
- Part 1. Learn by refactoring a computer game
- Chapter 3. Shatter long functions
- Chapter 3. Introducing a refactoring pattern to break up functions
- Chapter 3. Breaking up functions to balance abstraction
- Chapter 3. Breaking up functions that are doing too much
- Chapter 4. Make type codes work
- Chapter 4. Refactoring pattern: Replace type code with classes
- Chapter 4. Refactoring pattern: Push code into classes
- Chapter 4. Refactoring a large if statement
- Chapter 4. The only switch allowed
- Chapter 4. Addressing code duplication
- Chapter 4. Removing dead code
- Chapter 5. Fuse similar code together
- Chapter 5. Unifying simple conditions
- Chapter 5. Unifying code across classes
- Chapter 5. Refactoring pattern: Introduce strategy pattern
- Chapter 5. Rule: No interface with only one implementation
- Chapter 6. Defend the data
- Chapter 6. Encapsulating simple data
- Chapter 6. Refactoring pattern: Encapsulate data
- Chapter 6. Eliminating a sequence invariant
- Chapter 6. Remapping numbers to classes
- Part 2. Taking what you have learned into the real world
- Chapter 7. Collaborate with the compiler
- Chapter 7. Strength: Access control helps encapsulate data
- Chapter 7. Using the compiler
- Chapter 7. Don’t fight the compiler
- Chapter 7. Trusting the compiler
- Chapter 8. Stay away from comments
- Chapter 9. Love deleting code
- Chapter 9. Technical waste from time pressure
- Chapter 9. Deleting code in a legacy system
- Chapter 9. Deleting branches in version control
- Chapter 9. Deleting testing code
- Chapter 9. Deleting code to get rid of libraries
- Chapter 10. Never be afraid to add code
- Chapter 10. Overcoming the fear of waste or risk with a fixed ratio
- Chapter 10. How copy and paste effects change velocity
- Chapter 10. Modification by addition through feature toggles
- Chapter 11. Follow the structure in the code
- Chapter 11. Expressing behavior in the structure of the data
- Chapter 11. Gaining safety through testing
- Chapter 11. Exploiting duplication with the unification
- Chapter 12. Avoid optimizations and generality
- Chapter 12. Unifying things of similar stability
- Chapter 12. Optimizing according to the theory of constraints
- Chapter 12. Choosing good algorithms and data structures
- Chapter 13. Make bad code look bad
- Chapter 13. Rules for safely vandalizing code
- Chapter 13. Grouping things based on naming
- Chapter 14. Wrapping up
- Chapter 14. Prioritizing the team over individuals
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