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Wednesday 14 August 2013

Ten Must Have Skills For Coders

Here We Start talking about the skills which are must for every coder:-
1.Intellect: 
Can understand the problem, translate and express ideas in clear and readable code. Should have analytical and logical mind.

2.Personality:
The right mixture of personal traits (detail-oriented vs creative, flexible vs disciplined, sociable vs independent)

3.Expertise:
Knowledge and experience for solving a problem in the specific context with chosen technologies.

4.Motivation: Cares about work, shows enthusiasm, interest and love for programming

5.Maturity:
Knows and uses sound software development principles, practices and approaches as agile, design and architecture patterns, domain-driven design, unit testing and refactoring .

6.Pragmatism: 
Understands what is possible, loves simplicity and avoids over-engineering. Understands business goals, keeps touch with reality and focus on what should be done.

7.Cooperation:
Listens and accepts that other people could have better ideas. Supports team goals without hidden agenda, shares ideas and knowledge and coaches others.

8.Communication:
Effectively communicates and exchanges ideas, supports knowledge and decisions about the system with clear explanations, justifications and answers.

9.Potential:
Has professional goals, good learning skills, curiosity, and adaptability. Must perform constant self correction.

10.Vision:
Sees the big picture, understands context, trends and people, aligns actions with team and company goals, and contributes to building shared vision for the software system.

Monday 12 August 2013

Starting Core Java

Step 1:-
Variables

There are various Data Types in Java Programming Language so that's why various types of variables could be declared. Below we discuss various types of Variable types.
The Java programming language defines the following kinds of variables:

Instance Variables (Non-Static Fields) :-
Objects store their individual states in "non-static fields" that is fields declared without the static keyword. Non-static fields are also known as instance variables because their values are unique to each instance of a class the current Speed of one bicycle is independent from the current Speed of another Class 

Variables (Static Fields) A class Variable is any field declared with the static modifier; this tells the compiler that there is exactly one copy of this variable in existence, regardless of how many times the class has been instantiated. A field defining the number of gears for a particular kind of bicycle could be marked as static since conceptually the same number of gears will apply to all instances. The code static int numGears = 4; would create such a static field. Additionally, the keyword final could be added to indicate that the number of gears will never change.

Local Variables Similar to how an object stores its state in fields, a method will often store its temporary state in local variables. The syntax for declaring a local variable is similar to declaring a field. There is no special keyword designating a variable as local; that determination comes entirely from the location in which the variable is declared — which is between the opening and closing braces of a method. As such, local variables are only visible to the methods in which they are declared; they are not accessible from the rest of the class.

Parameters You've already seen examples of parameters, both in the Bicycle class and in the main method of the "GREAT WORLD" application. Recall that the signature for the main method is public static void main(String[] args). Here, the args variable is the parameter to this method. The important thing to remember is that parameters are always classified as "variables" not "fields". This applies to other parameter-accepting constructs as well (such as constructors and exception handlers) that you'll learn about later in the tutorial.

Having said that, the remainder of this tutorial uses the following general guidelines when discussing fields and variables. If we are talking about "fields in general" , we may simply say "fields". We take term "member" used as well. A type's fields, methods, and nested types are collectively called its members.
Naming

Variable names are case-sensitive. A variable's name can be any legal identifier — an unlimited-length sequence of Unicode letters and digits, beginning with a letter, the dollar sign "$", or the underscore character "_". The convention, however, is to always begin your variable names with a letter, not "$" or "_". Additionally, the dollar sign character, by convention, is never used at all. You may find some situations where auto-generated names will contain the dollar sign, but your variable names should always avoid using it. A similar convention exists for the underscore character; while it's technically legal to begin your variable's name with "_", this practice is discouraged. White space is not permitted.

Subsequent characters may be letters, digits, dollar signs, or underscore characters. Conventions (and common sense) apply to this rule as well. When choosing a name for your variables, use full words instead of cryptic abbreviations. Doing so will make your code easier to read and understand. In many cases it will also make your code self-documenting; fields named cadencespeed, and gear, for example, are much more intuitive than abbreviated versions, such as sc, and g. Also keep in mind that the name you choose must not be a keyword or reserved word.

If the name you choose consists of only one word, spell that word in all lowercase letters. If it consists of more than one word, capitalize the first letter of each subsequent word. The names gearRatio and currentGear are prime examples of this convention. If your variable stores a constant value, such as static final int NUM_GEARS = 6, the convention changes slightly, capitalizing every letter and separating subsequent words with the underscore character. By convention, the underscore character is never used elsewhere.