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.
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