By Marshall C. Yovits
Due to the fact that its first quantity in 1960, Advances in desktops has awarded unique insurance of ideas in and software program and in laptop concept, layout, and purposes. It has additionally supplied members with a medium during which they could research their topics in larger intensity and breadth than that allowed through regular magazine articles. consequently, many articles became common references that stay of vital, lasting worth regardless of the speedy development occurring within the box.
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Additional resources for Advances in Computers, Vol. 26
You need to know how long it will take to do something. To know that, you need to know how you’ll go about it, but you don’t really need to have done it all. Here are some examples. None of these are made up — they are actual descriptions of spike solutions that people have used to learn how hard something was. Balancing an account. We are going to have accounts, like bank accounts, with transactions in them. We will need to compute the account balance. This example was actually done live, by Ward Cunningham and Kent Beck, at an OOPSLA conference a few years ago.
Functionally testing small hardware devices can be tricky. Do you have a version of the hardware hooked up to testing equipment that can read the display, provide fake satellite input, and so on? Depending on your cost of testing and need for reliability, this might be valuable enough to do. Allow the user to add new service types to the system’s initial list. For example, he may wish to add a special entry for getting the car washed at the high school’s “free” wash. Include the standard fields amount and date, plus allow the user to add any additional text or numeric fields.
That’s great. Tear that card up and make a new one. This is very important: Analysis on cards is flexible. It's not just OK to tear up a card and start a new one - it's the best thing that can happen! Tear up cards early and often, so that everyone gets good at it. Sample Stories Here are some sample stories. Each one is backed up with conversation (see Stories are promises for conversation (page 41)), and perhaps with some related detailed information. Each one is simple enough that the programmers could understand it, and could see how to implement it in a week or so.