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【英単語】Code Completeの目次チェックリスト

Last updated at Posted at 2017-05-01

Code Completeの英語版を読んでいるのですが、
なかなか進まない、今自分がどの辺を読んでいるのかわからなくなるので、
チェックリストを作成してみました!
どこまで読んだかのチェックや英語の目次を見たい時などに是非ご活用ください!

[Part I Laying the Foundation]

1 Welcome to Software Construction
  • 1.1 What Is Software Construction?
  • 1.2 Why Is Software Construction Important?
  • 1.3 How to Read This Book
2 Metaphors for a Richer Understanding of Software Development
  • 2.1 The Importance of Metaphors
  • 2.2 How to Use Software Metaphors
  • 2.3 Common Software Metaphors
3 Measure Twice, Cut Once: Upstream Prerequisites
  • 3.1 Importance of Prerequisites
  • 3.2 Determine the Kind of Software You’re Working On
  • 3.3 Problem-Definition Prerequisite
  • 3.4 Requirements Prerequisite
  • 3.5 Architecture Prerequisite
  • 3.6 Amount of Time to Spend on Upstream Prerequisites
4 Key Construction Decisions
  • 4.1 Choice of Programming Language
  • 4.2 Programming Conventions
  • 4.3 Your Location on the Technology Wave
  • 4.4 Selection of Major Construction Practices

[Part II Creating High-Quality Code]

5 Design in Construction
  • 5.1 Design Challenges
  • 5.2 Key Design Concepts
  • 5.3 Design Building Blocks: Heuristics
  • 5.4 Design Practices
  • 5.5 Comments on Popular Methodologies
6 Working Classes
  • 6.1 Class Foundations: Abstract Data Types (ADTs)
  • 6.2 Good Class Interfaces
  • 6.3 Design and Implementation Issues
  • 6.4 Reasons to Create a Class
  • 6.5 Language-Specific Issues
  • 6.6 Beyond Classes: Packages
7 High-Quality Routines
  • 7.1 Valid Reasons to Create a Routine
  • 7.2 Design at the Routine Level
  • 7.3 Good Routine Names
  • 7.4 How Long Can a Routine Be?
  • 7.5 How to Use Routine Parameters
  • 7.6 Special Considerations in the Use of Functions
  • 7.7 Macro Routines and Inline Routines
8 Defensive Programming
  • 8.1 Protecting Your Program from Invalid Inputs
  • 8.2 Assertions
  • 8.3 Error-Handling Techniques
  • 8.4 Exceptions
  • 8.5 Barricade Your Program to Contain the Damage Caused by Errors
  • 8.6 Debugging Aids
  • 8.7 Determining How Much Defensive Programming to Leave in Production Code
  • 8.8 Being Defensive About Defensive Programming
9 The Pseudocode Programming Process
  • 9.1 Summary of Steps in Building Classes and Routines
  • 9.2 Pseudocode for Pros
  • 9.3 Constructing Routines by Using the PPP
  • 9.4 Alternatives to the PPP

[Part III Variables]

10 General Issues in Using Variables
  • 10.1 Data Literacy
  • 10.2 Making Variable Declarations Easy
  • 10.3 Guidelines for Initializing Variables
  • 10.4 Scope
  • 10.5 Persistence
  • 10.6 Binding Time
  • 10.7 Relationship Between Data Types and Control Structures
  • 10.8 Using Each Variable for Exactly One Purpose
11 The Power of Variable Names
  • 11.1 Considerations in Choosing Good Names
  • 11.2 Naming Specific Types of Data
  • 11.3 The Power of Naming Conventions
  • 11.4 Informal Naming Conventions
  • 11.5 Standardized Prefixes
  • 11.6 Creating Short Names That Are Readable
  • 11.7 Kinds of Names to Avoid
12 Fundamental Data Types
  • 12.1 Numbers in General
  • 12.2 Integers
  • 12.3 Floating-Point Numbers
  • 12.4 Characters and Strings
  • 12.5 Boolean Variables
  • 12.6 Enumerated Types
  • 12.7 Named Constants
  • 12.8 Arrays
  • 12.9 Creating Your Own Types (Type Aliasing)
13 Unusual Data Types
  • 13.1 Structures
  • 13.2 Pointers
  • 13.3 Global Data

[Part IV Statements]

14 Organizing Straight-Line Code
  • 14.1 Statements That Must Be in a Specific Order
  • 14.2 Statements Whose Order Doesn’t Matter
15 Using Conditionals
  • 15.1 if Statements
  • 15.2 case Statements
16 Controlling Loops
  • 16.1 Selecting the Kind of Loop
  • 16.2 Controlling the Loop
  • 16.3 Creating Loops Easily—From the Inside Out
  • 16.4 Correspondence Between Loops and Arrays
17 Unusual Control Structures
  • 17.1 Multiple Returns from a Routine
  • 17.2 Recursion
  • 17.3 goto
  • 17.4 Perspective on Unusual Control Structures
18 Table-Driven Methods
  • 18.1 General Considerations in Using Table-Driven Methods
  • 18.2 Direct Access Tables
  • 18.3 Indexed Access Tables
  • 18.4 Stair-Step Access Tables
  • 18.5 Other Examples of Table Lookups
19 General Control Issues
  • 19.1 Boolean Expressions: page 431
  • 19.2 Compound Statements (Blocks): page 443
  • 19.3 Null Statements: page 444
  • 19.4 Taming Dangerously Deep Nesting: page 445
  • 19.5 A Programming Foundation: Structured Programming: page 454
  • 19.6 Control Structures and Complexity: page 456

[Part V Code Improvements]

20 The Software-Quality Landscape
  • 20.1 Characteristics of Software Quality
  • 20.2 Techniques for Improving Software Quality
  • 20.3 Relative Effectiveness of Quality Techniques
  • 20.4 When to Do Quality Assurance
  • 20.5 The General Principle of Software Quality
21 Collaborative Construction
  • 21.1 Overview of Collaborative Development Practices
  • 21.2 Pair Programming
  • 21.3 Formal Inspections
  • 21.4 Other Kinds of Collaborative Development Practices
22 Developer Testing
  • 22.1 Role of Developer Testing in Software Quality
  • 22.2 Recommended Approach to Developer Testing
  • 22.3 Bag of Testing Tricks
  • 22.4 Typical Errors
  • 22.5 Test-Support Tools
  • 22.6 Improving Your Testing
  • 22.7 Keeping Test Records
23 Debugging
  • 23.1 Overview of Debugging Issues
  • 23.2 Finding a Defect
  • 23.3 Fixing a Defect
  • 23.4 Psychological Considerations in Debugging
  • 23.5 Debugging Tools—Obvious and Not-So-Obvious
24 Refactoring
  • 24.1 Kinds of Software Evolution
  • 24.2 Introduction to Refactoring
  • 24.3 Specific Refactorings
  • 24.4 Refactoring Safely
  • 24.5 Refactoring Strategies
25 Code-Tuning Strategies
  • 25.1 Performance Overview
  • 25.2 Introduction to Code Tuning
  • 25.3 Kinds of Fat and Molasses
  • 25.4 Measurement
  • 25.5 Iteration
  • 25.6 Summary of the Approach to Code Tuning
26 Code-Tuning Techniques
  • 26.1 Logic
  • 26.2 Loops
  • 26.3 Data Transformations
  • 26.4 Expressions
  • 26.5 Routines
  • 26.6 Recoding in a Low-Level Language
  • 26.7 The More Things Change, the More They Stay the Same

[Part VI System Considerations]

27 How Program Size Affects Construction
  • 27.1 Communication and Size
  • 27.2 Range of Project Sizes
  • 27.3 Effect of Project Size on Errors
  • 27.4 Effect of Project Size on Productivity
  • 27.5 Effect of Project Size on Development Activities
28 Managing Construction
  • 28.1 Encouraging Good Coding
  • 28.2 Configuration Management
  • 28.3 Estimating a Construction Schedule
  • 28.4 Measurement
  • 28.5 Treating Programmers as People
  • 28.6 Managing Your Manager
29 Integration
  • 29.1 Importance of the Integration Approach
  • 29.2 Integration Frequency—Phased or Incremental?
  • 29.3 Incremental Integration Strategies
  • 29.4 Daily Build and Smoke Test
30 Programming Tools
  • 30.1 Design Tools
  • 30.2 Source-Code Tools
  • 30.3 Executable-Code Tools
  • 30.4 Tool-Oriented Environments
  • 30.5 Building Your Own Programming Tools
  • 30.6 Tool Fantasyland

[Part VII Software Craftsmanship]

31 Layout and Style
  • 31.1 Layout Fundamentals
  • 31.2 Layout Techniques
  • 31.3 Layout Styles
  • 31.4 Laying Out Control Structures
  • 31.5 Laying Out Individual Statements
  • 31.6 Laying Out Comments
  • 31.7 Laying Out Routines
  • 31.8 Laying Out Classes
32 Self-Documenting Code
  • 32 Self-Documenting Code
  • 32.1 External Documentation
  • 32.2 Programming Style as Documentation
  • 32.3 To Comment or Not to Comment
  • 32.4 Keys to Effective Comments
  • 32.5 Commenting Techniques
  • 32.6 IEEE Standards
33 Personal Character
  • 33.1 Isn’t Personal Character Off the Topic?
  • 33.2 Intelligence and Humility
  • 33.3 Curiosity
  • 33.4 Intellectual Honesty
  • 33.5 Communication and Cooperation
  • 33.6 Creativity and Discipline
  • 33.7 Laziness
  • 33.8 Characteristics That Don’t Matter As Much As You Might Think
  • 33.9 Habits
34 Themes in Software Craftsmanship
  • 34.1 Conquer Complexity
  • 34.2 Pick Your Process
  • 34.3 Write Programs for People First, Computers Second
  • 34.4 Program into Your Language, Not in It
  • 34.5 Focus Your Attention with the Help of Conventions
  • 34.6 Program in Terms of the Problem Domain
  • 34.7 Watch for Falling Rocks
  • 34.8 Iterate, Repeatedly, Again and Again
  • 34.9 Thou Shalt Rend Software and Religion Asunder
35 Where to Find More Information
  • 35.1 Information About Software Construction
  • 35.2 Topics Beyond Construction
  • 35.3 Periodicals
  • 35.4 A Software Developer’s Reading Plan
  • 35.5 Joining a Professional Organization
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