Clean Code Cookbook

Recipes to Improve the Design and Quality of Your Code

Paperback Engels 2023 1e druk 9781098144722
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Often, software engineers and architects work with large, complex code bases that they need to scale and maintain. With this cookbook, author Maximiliano Contieri takes you beyond the concept of clean code by showing you how to identify improvement opportunities and their impact on production code. When it comes to reliability and system evolution, these techniques provide benefits that pay off over time.

Using real life examples in JavaScript, PHP, Java, Python, and many other programming languages, this cookbook provides proven recipes to help you scale and maintain large systems. Every section covers fundamental concepts including readability, coupling, testability, and extensibility, as well as code smells—symptoms of a problem that requires special attention—and the recipes to address them.

As you proceed through this book, refactoring recipes and the variety of code smells increase in complexity. You will:
- Understand the benefits of clean code and learn how to detect code smells
- Learn refactoring techniques step by step
- Gain illustrative code examples in several modern programming languages
- Get a comprehensive catalog of common code smells, their impacts, and possible solutions
- Use code that's straight to the point, favoring readability and learning

Specificaties

ISBN13:9781098144722
Trefwoorden:clean code
Taal:Engels
Bindwijze:paperback
Aantal pagina's:350
Uitgever:O'Reilly
Druk:1
Verschijningsdatum:29-9-2023
Hoofdrubriek:IT-management / ICT

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Inhoudsopgave

Foreword
Preface
Who This Book Is For
How This Book Is Organized
What You Need to Use This Book
Access This Book in Digital Format
Conventions Used in This Book
Using Code Examples
O’Reilly Online Learning
How to Contact Us
Acknowledgments

1. Clean Code
1.1. What Is a Code Smell?
1.2. What Is Refactoring?
1.3. What Is a Recipe?
1.4. Why Clean Code?
1.5. Readability, Performance, or Both
1.6. Software Types
1.7. Machine-Generated Code
1.8. Naming Considerations Throughout the Book
1.9. Design Patterns
1.10. Programming Language Paradigms
1.11. Objects Versus Classes
1.12. Changeability
2. Setting Up the Axioms
2.0. Introduction
2.1. Why Is It a Model?
2.2. Why Is It Abstract?
2.3. Why Is It Programmable?
2.4. Why Is It Partial?
2.5. Why Is It Explanatory?
2.6. Why Is It About Reality?
2.7. Inferring the Rules
2.8. The One and Only Software Design Principle
3. Anemic Models
3.0. Introduction
3.1. Converting Anemic Objects to Rich Objects
3.2. Identifying the Essence of Your Objects
3.3. Removing Setters from Objects
3.4. Removing Anemic Code Generators
3.5. Removing Automatic Properties
3.6. Removing DTOs
3.7. Completing Empty Constructors
3.8. Removing Getters
3.9. Preventing Object Orgy
3.10. Removing Dynamic Properties
4. Primitive Obsession
4.0. Introduction
4.1. Creating Small Objects
4.2. Reifying Primitive Data
4.3. Reifying Associative Arrays
4.4. Removing String Abuses
4.5. Reifying Timestamps
4.6. Reifying Subsets as Objects
4.7. Reifying String Validations
4.8. Removing Unnecessary Properties
4.9. Creating Date Intervals
5. Mutability
5.0. Introduction
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