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The Art Of Software Development (part 3): Coding To A Plan

With the design out of the way, it's time to finally sit downand write some code. This article discusses the implementation phase ofthe software cycle, outlining some ideas and techniques that should helpyou deliver cleaner, faster and more maintainable code. Miss it at yourperil!

TABLE OF CONTENTS:
  1. The Art Of Software Development (part 3): Coding To A Plan
  2. The Name Game
  3. Breaking It Down
  4. Batteries Not Included
  5. An Elephant's Memory
  6. A Quick Inspection
  7. Homework
By: Vikram Vaswani, (c) Melonfire
Rating: starstarstarstarstar / 5
September 12, 2002

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In the first two parts of this article, I spent lots of time and bandwidth spouting off about requirements, design, and the various types of documents you should develop prior to actually beginning implementation of a software project. If you're the kind of developer who hates documentation (is there really any other kind?), you've probably been wishing I'd just shut up and get to the point...or, in this case, the code.

Well, your wishes are about to be answered.

In this third part, I'll be focusing exclusively on the implementation phase of a software project, suggesting some general techniques and approaches that might come in handy when you finally sit down to write your application. The ideas discussed in the following pages are not new - heck, they're not even exhaustive - but they should nevertheless help you deliver cleaner, faster and more maintainable code.

 
 
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