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Create a Plan
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Classroom Contents
Pragmatic Programming Essentials - Lessons from The Pragmatic Programmer
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- 1 Intro
- 2 A Pragmatic Programmer
- 3 Not Just a Cog
- 4 No Lame Excuses
- 5 What is Software Made of?
- 6 The Raw Material is...
- 7 If you can be told what to do...
- 8 The "Suck" Curve
- 9 Neuroplasticity
- 10 Never Stop Learning
- 11 Pragmatic Learning Plan
- 12 Set a Regular Investment
- 13 Use S.M.A.R.T Goals
- 14 Diversify Topics
- 15 Create a Plan
- 16 Rebalance
- 17 Making it Stick
- 18 Know, Don't Guess
- 19 Rubber Ducking
- 20 Right and Wrong? Wrong!
- 21 Accidental Complexity
- 22 Command Line
- 23 Plain Text
- 24 Metadata
- 25 Support "Segway" Development
- 26 The DRY Principle
- 27 DRY Everywhere
- 28 Keep Unrelated Things Unrelated
- 29 Cohesion: Do One Thing Well
- 30 Increase Cohesion
- 31 Reduce Coupling
- 32 Try just writing a function
- 33 Disposable Software
- 34 Wasy to test == Better Design Impossible to test == Crap
- 35 How to Program Deliberately
- 36 Rely only on Reliable Things
- 37 Crash, Don't Trash
- 38 Andy's Three R's
- 39 Pragmatic Infrastructure
- 40 Test, Or Your Users Will
- 41 Continuous Potential Delivery
- 42 Continuous Development
- 43 Be Agile
- 44 Tracer Bullets
- 45 Tracer Bullet Development
- 46 Conway's Law
- 47 Things start to look alike...
- 48 Org Chart
- 49 Communication Pathways
- 50 Team Focus on Learning
- 51 Delight Your users