Category Archives: CS-343

Understanding REST Endpoint Naming and Why It Matters

For my third blog, I read “Best Practices for Naming REST API Endpoints” from the DreamFactory blog. The article explains why clear and consistent endpoint naming makes APIs easier to understand, maintain, and scale. It focuses on something every developer deals with when building REST systems: how to structure resources so the API feels predictable and easy to navigate. Even though naming seems like a small detail, the article shows how much it affects the overall design of a system.

It explains that good endpoint naming starts with using nouns instead of verbs and keeping the focus on resources, not actions. Instead of naming an endpoint something like /createGuest, the blog says you should use /guests and let the HTTP method determine what action is being taken. So POST creates a guest, GET lists them, PUT updates one, and DELETE removes one. Reading that made me think back to what we’ve been doing in class with our Model 5 work, where we looked inside the src/endpoints directory and saw how each file maps to a resource. All of our endpoints follow that same pattern, which helped me see why the structure feels clean.

The article also talks about keeping paths simple and consistent. It mentions using plural nouns, avoiding unnecessary words, and sticking to predictable patterns like /guests/:id. When I went back to look at our endpoint files listGuests.js, retrieveGuest.js, replaceGuest.js, and so on, I noticed how everything lines up with what the blog recommends. Each file handles one resource and uses the method, path, and handler structure to keep things organized. That connection made the blog feel way more relevant, because it matched exactly what we’re practicing.

I picked this article because it ties directly into the work we’ve been doing in class with REST API implementation. We’ve been learning how to structure endpoints, read OpenAPI specs, and understand how operationIDs match the code. This blog basically explains the reasoning behind those design choices. It also fits with the design principles we’ve been talking about, like keeping things modular and easy to maintain as the project grows.

After reading it, I realized that endpoint naming isn’t just a style preference. It affects how fast developers can read the code, how easy it is to extend the system, and how clearly the API communicates its purpose. When the names and paths make sense, everything else falls into place. My main takeaway is that good API design starts with simple, consistent patterns, and naming is a big part of that foundation.

Link: https://blog.dreamfactory.com/best-practices-for-naming-rest-api-endpoints

From the blog CS@Worcester – Harley Philippe's Tech Journal by Harley Philippe and used with permission of the author. All other rights reserved by the author.

Frontend development problems and rules

I was just curious about frontend development. After reading a couple of articles, frontend development is how the customer interacts with the website or program. The key aspects of Frontend development is User Experience, Visual feedback, Optimization, Responsive with devices, Integrating the backend APIs to the Frontend. First let me explain User experience which means the website is accessible, usable, and a good visual design. Next, Visual feedback the frontend can react to user input through the website and animations can appear on time. Moving onto Optimization, to reduce loading from one page to another or a response from the user. 

Another aspect we need to consider is whether the website or program works with multiple devices like a phone, desktop, etc. Finally, integrating the backend APIs so that data can be sent to the user or sent from the user to the backend. 

These 5 goals are meant for a user to be able to not feel any friction between the frontend and the backend. Users want a program or website to be able to use how they want it and does not take too much time. For example, companies like Youtube want users to be on the platform as long as possible to sell more advertising ads. Many other platforms are trying to incorporate more features to have more users just stay on the platform for everything. 

In order to keep users on the platform no one wants to wait a long time to move to the next page or get the response they want. Another issue that frontend developers could face is having the website not be consistent with the responses or animations. Even though these problems are maintenance related it is important to have the website or program be functional as quickly as possible so that users do not notice if the website or program went offline. Another issue that users do not notice initially is does the program or website work with multiple Operating systems and browsers. Each browser and Operating system will react to the program or website differently depending on multiple factors. 

In addition, front-end developers have to consider how the website looks on different browsers. If I have a mac book and a desktop, if I as a user sees the visual differences of the website from the two different browsers it would make me not want to use the platform at all. If a website can look the exact same through multiple platforms then there will be less friction for users and they would know where everything is.

From the blog CS@Worcester – Site Title by Ben Santos and used with permission of the author. All other rights reserved by the author.

Quarter-3 blog post

For this week’s blog post, I decided to write about the topic of Object Oriented programming (OOP). During our in class activities, we reviewed and learned how to improve our Object-Oriented software design skills. OOP can sound overwhelming with words like inheritance, encapsulation, polymorphism, and abstraction, but it becomes easier to understand after this blog post breaks it down! The blog I choose today was written by Arslan Ahmad, titled “Beginner’s Guide to Object-Oriented Programming (OOP)”, and I choose it due to how he was able to bring these topics together, explain each one, and how they all can work together in code.

Ahmad begins by tackling the first pillar, Inheritance. Inheritance is a way for one class to receive attributes or methods from another. He includes a fun and interesting example he calls the “Iron man analogy”, describing how all of his suits share core abilities, but certain parts/models add their own specialized features. I found this example useful as a fan of movies but also a great visual to really understand the idea of inheritance. Developers can use this idea to define the basic ideas, expand as needed, and use them somewhere else without rewriting the same code over and over again. This tool is strong to keep code organized and limit the amount of code/logic used.

The next pillar was encapsulation, which focuses on building attributes and the methods that operate them inside a single class. Ahmad uses an example of a house with private and public areas, showing limiting accesses to certain areas. I thought encapsulation was more about hiding information, but the post explains how it plays a key role in security and preventing accidental changes. This is defiantly something I can see using when working on larger programs where multiple classes need to interact safely.

Polymorphism was a pillar that I found the most interesting. He describes it as ” The ability of objects belonging to different classes to be treated as objects of a common superclass or interface.” This basically allows code to become more flexible and reusable. Whether though method overriding or overloading, polymorphism allows developers to write cleaner and more adaptable programs how you want to use.

Finally, the last pillar abstraction, which focuses on simplifying complex systems by deliberately hiding unnecessary details and showing only what the user need to see/interact with. He compares this to a laptop, you click on icons and press keys without having to worry to understand the hardware behind the scenes. Abstraction is very useful to keep their programs organized and easy to use.

In summary, this source helped me to connect concepts and gain further insight on these concepts that I had only understood partially before. His examples where fun and easy to understand which made the material more digestible. In the future, I expect to use these principals when writing class based programs, organizing code, and designing software that is easy to maintain!

Source: https://www.designgurus.io/blog/object-oriented-programming-oop

From the blog CS@Worcester – Mike's Byte-sized by mclark141cbd9e67b5 and used with permission of the author. All other rights reserved by the author.

Good Software Design and the Single Responsibility Principle

The single responsibility principle is simple but critical in good software design. As Robert Martin puts it in his blog The Single Responsibility Principle, “The Single Responsibility Principle (SRP) states that each software module should have one and only one reason to change.” He also does a great job of comparing this to cohesion and coupling, stating that cohesion should increase between things that change for same reason and coupling should decrease for those things that change for different reasons. Funnily enough, while I was reading a post on Stack Overflow I ran into this line, “Good software design has high cohesion and low coupling.”

Designing software is complicated, and the program is typically quite complex. The single responsibility principle not only creates a stronger and smarter structure for your software but one that is more future-proof as well. When changes must be made to your program, only the pieces of your software related to that change will be modified. The low coupling I mentioned earlier will now prevent the possibility of breaking something completely unrelated. I couldn’t count the number of times my entire program would break by modifying one line when I first started coding, because my one class was doing a hundred different things.

This directly relates to what we’re working on in class right now. We are currently working with REST API, specifically creating endpoints in our specification.yaml file. Our next step will be to implement JavaScript execution for these endpoints. When we begin work on this keeping the single responsibility principle in mind will be incredibly important. It can be very easy to couple functions that look related but change for completely different reasons. For example, coupling validating new guest data and inserting the new guest into the database. While they seem very related, they may change for very different reasons. Maybe validation requirements change, causing the validation process to be modified but not the inserting of a new guest. The database structure or storage system may change leading to modifications to how the new guest is inserted but not how they’re validated. Keeping in mind that related things may change for different reasons will be key for my group leading into the next phase of our REST API work.

This principle is one that I plan on carrying with me during my career as a programmer. It will help me create more future-proofed programs in a world where things must be ready to constantly evolve and adapt. Uncle Bob’s blog was incredibly useful in my understanding of this principle on a deeper level. I feel like a stronger programmer after just reading it. I look forward to implementing what I’ve learned as soon as we start working with the JavaScript of our REST API.

From the blog CS@Worcester – DPCS Blog by Daniel Parker and used with permission of the author. All other rights reserved by the author.

Understanding Software Architecture Through Martin Fowler’s Lens

Software architecture is one of those concepts that students hear often but rarely get a clear definition of. This week, I chose to read Martin Fowler’s Software Architecture Guide because it went into depth beyond surface-level definitions of architectural thinking that we usually hear. Since our course is so strongly focused on building maintainable and scalable systems, this resource fit perfectly with the themes we have discussed around design decisions and long-term maintainability in software projects.

Fowler opens the guide by addressing one of the most debated questions in the software community: What, really is architecture? He explains how many definitions focus on “high-level components” or “early design decisions,” but argues these views are incomplete. Referring to an email exchange with Ralph Johnson, Fowler insists that architecture is about “the important stuff.” Architecture is not about big diagrams or an early-stage structural choice; it is about experienced developers having a common understanding of the parts of a system that matter for its long-term health. This makes architecture dynamic and changing rather than merely static documentation.

Fowler also describes why architecture matters, even when end users never directly see it: A poor architecture leads to “cruft,” or the buildup of confusing, tangled code that slows down development. Instead of enabling fast delivery, weak internal quality ultimately hurts productivity. The argument here by Fowler is that paying attention to internal structure actually increases delivery speed because developers spend less time fighting the codebase and more time building features. What struck a chord for me in this is how architecture is coupled with practical results: maintainability, reliability, and team productivity.

I chose this article because I really enjoy the topic and wanted to learn more about software architecture in depth. Fowler’s explanation really helped me understand that architectural thinking is something developers grow into by learning to identify what is truly important in a system. This directly connects with the principles we’ve discussed in class around clean code, modularity, and design patterns. Reflecting on the material, I realized that in future software projects, including class assignments, internships, I will have to think about how my design decisions today will affect my ability-and my team’s ability-to maintain or extend the system later. Good architecture supports future evolution, as Fowler put it, and this is something I want to actively apply as I head toward more complex development work.

Resource: https://martinfowler.com/architecture/

From the blog Maria Delia by Maria Delia and used with permission of the author. All other rights reserved by the author.

Polymorphism and Inheritance: Building Flexible Game Characters

This topic explores object-oriented programming (OOP) concepts like polymorphism, inheritance, and design patterns, showing how these very basic core concepts create reusable code. In particular, the Gamma et al. book demonstrates practical use of polymorphism and abstract classes to define flexible software structures, while the OpenGL guide shows examples of implementing modular systems, such as game engines, where different objects share common behaviors but have distinct implementations. I chose these materials because developing flexible and scalable gaming systems needs an understanding of polymorphism and inheritance. Multiple character types, enemies, weapons, or objects that behave differently yet have similar functions are frequently included in video games. These resources make it easy for developers to build clear, modular code while handling complex interactions between game objects.

               With polymorphism, game developers can regularly allow different objects while each of them behaves uniquely. For instance, a role-playing game (RPG) may have several characters: Warrior, Mage, and Archer. They get from the common Character class that describe methods like Attack(), Move(), or TakeDamage(). Each subclass overrides Attack () to implement uneasy behavior: the Mage cast spells, the Warrior swings a sword, and the Archer shoots arrows. Without polymorphism, coders would use a lot of conditional statements like if (characterType == “Mage”) … else if (characterType == “Warrior”) …; this goes against Open-Closed Principle (OCP), making it difficult when adding a new character. Using inheritance and polymorphism, the addition of a rogue class would require only the implementation of the Attack() method, while existing code would remain the same.

I believe the contrast between conditional logic and polymorphism in game AI to be instructive. In simple projects, using conditional statements to handle various opponent actions could work, but as the number of characters, skills, and interactions increases, the code rapidly gets crowded and challenging to maintain. In contrast, polymorphism enables any type of enemy—such as a dragon, goblin, or mage—to implement its own action while staying handled by the game engine as a generic enemy object. By using this method, AI action becomes versatile, modular, and simpler to expand, allowing for the addition of new challenge types or unique attacks without requiring changes to the current code.

In the future, I want to use these ideas to develop generic avatar and item systems for my personal projects so that new content can be added without having to rewrite the logic. The usefulness of proper object-oriented design in real-world game production is proven by observing how these concepts are implemented in professional game engines like Unity and OpenGL, which close the gap between theory and practical application.

References

  1. Design Patterns: Elements of Reusable Object‑Oriented Software by Erich Gamma, Richard Helm, Ralph Johnson & John Vlissides — Addison‑Wesley, 1994. Link: https://www.oreilly.com/library/view/design-patterns-elements/0201633612/ O’Reilly Media+1
  2. OpenGL® Programming Guide: The Official Guide to Learning OpenGL® Version 4.5 with SPIR‑V by John Kessenich, Graham Sellers & Dave Shreiner — Addison‑Wesley Professional, 2016. Link: https://www.oreilly.com/library/view/opengl-r-programming-guide/9780134495514/

From the blog CS@Worcester – Pre-Learner —> A Blog Introduction by Aksh Patel and used with permission of the author. All other rights reserved by the author.

My Journey Learning REST API Calls

Getting to grips with making REST API calls felt like finally being able to have a real conversation with the internet. At first the whole thing was a bit too much but once I started to see the patterns emerging, it just became second nature. It all clicked when I realised that a REST API … Read more

From the blog CS@Worcester – BforBuild by Johnson K and used with permission of the author. All other rights reserved by the author.

Express.js and it’s association with REST API

For this third quarter’s professional development, i read the Treblle post, “How to Structure an Express.js REST API with Best Practices” (https://treblle.com/blog/egergr). The article mostly just talks about on how to properly organize and build RESTful APIs using Express.js while maintaining clean, scalable, and modular code. It covers some key principles like separating app and server logic, implementing a layered architecture, structuring routes and controllers clearly, and designing the API in a way that’s easy to maintain and expand. It also makes mention on the importance of using Docker for containerization and environment consistency, which is essential for deploying APIs reliably across different systems.

I picked this specific resource because i think it ties closely with what we’ve learned in class earlier, taking into account the things like modularity, separation of concerns, and maintainable software design. It helps that we were doing class exercises when it comes to building small web services and understanding how system components interact(at least tangentially when it comes to the guestinfobackend stuff), so reading about how Express.js projects are structured in real-world settings gave a lot of context for people such as myself interested in backend or full-stack development, it’s the kind of practical foundation that helps turn classroom principles into actual coding habits.

From the article, I learned that Express.js isn’t just about setting up endpoints quickly; it’s about creating a clear, layered structure where each part of the API has its own responsibility. In one instance, it recommended dividing the project into three layers: a web layer (for routes and middleware), a service layer (for handling logic and validation), for the other a data layer (for managing database access). I’d say this structure kind of keeps your code modular and easier to debug. Another thing I think is useful was the reminder to containerize the API using docker, which helps standardize development and production environments so you can avoid those “it does/doesn’t work on my machine” problems.

I’d say the article reinforces many of the software architecture concepts we’ve referenced in class, such as modularity, abstraction, and loose coupling. A modular API design definitely makes it easier to scale, test, and maintain which at the end of the day is really the heart of software construction. It also reminded me that tools like Docker play a key role in supporting architecture by making deployment consistent and repeatable, which is just as important as how the code itself is structured.

As a whole, i’d say this article helped me better understand what good backend architecture looks like in practice. It gave me a clearer sense of how to build modular, scalable APIs using Express.js and Docker and i can somewhat see how those principles might carry over into any kind of future coursework and professional projects that i might be part of.

From the blog CS@Worcester – CSTips by Jamaal Gedeon and used with permission of the author. All other rights reserved by the author.

Design Pattern

Design patterns are an important part of the course, but I have only touched on them briefly so far. This piece is a clear and easy-to-understand introduction to them. To connect theory and practice, I thought the article’s way of explaining what design patterns are, why they’re important, and how they’re grouped would be perfect. This is because I’m learning how to code and thinking analytically about how software is built and designed. Using my skills in finance and data analysis to look at software systems in a more structured and planned way also fits with this goal. 

A brief summary.
Design patterns are described in the piece as “reusable templates that empower developers to address recurring challenges in software design.” Type: Medium. It informs the reader that a design pattern is not complete code, but rather a plan or idea that can be used in various situations. It uses Christopher Alexander’s ideas to show how patterns came to be and sees the famous book by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides (1994) as a turning point. Medium Later, the piece divides patterns into three common groups: creational (how objects are made), structural (how objects and classes are put together), and behavioral (how objects talk to each other). Medium+1 Instance Singleton (ensures one instance), Factory Method (abstract object creation), Observer (object communication), and other examples are given. Patterns have perks like better code reuse, maintainability, communication among developers (shared vocabulary), and the ability to be extended. Medium. It also doesn’t sugarcoat criticism, pointing out that patterns should only be used carefully so they aren’t over-engineered or used in the wrong way. Medium. 

Personal reflection.
I learned more from reading the piece that design patterns are not just academic artifacts, but very useful tools for building and architecting software. I now understand that as I work on projects (for school, fun, or future work), I can look for problems that keep coming up (like “we keep instantiating similar objects in different ways”, “classes in our system are tightly coupled”, or “object behavior changes depending on state”) and think about using a good pattern instead of coming up with a new solution every time. 

Conclusion
Overall, this article on design patterns provided a strong foundation that I can build upon. It made it clear what design patterns are and why they’re important. It also provided me with a clear structure (creational, structural, and behavioral), and it made me think about how I will utilize patterns in my work as I transition into a more business-focused software professional. I will keep this resource and its tips in mind as I learn more about building, designing, and architecting software.

References: 

It was written by Freeman, E., Sierra, K., and Bates, B. First, look at the design patterns. The O’Reilly Media.

Smith, C. Alexander (1979). What’s Always the Best Way to Build? Oxford College Press.

From the blog Site Title by Roland Nimako and used with permission of the author. All other rights reserved by the author.

UML Sequence Diagrams

In this episode, Ashley Peacock, a staff engineer and architect who is passionate about visualizing software ideas, is interviewed by host Akshay Manchale. They examine the reasons behind the underutilization of diagrams in software engineering, the rise and fall in popularity of modeling tools and notations (such as the traditional Unified Modeling Language, or UML), and, most importantly, the continued significance of sequence diagrams. Sequence diagrams have two primary uses, according to Peacock: (1) depicting user flows through a system (actor → service → backend → database) and (2) illustrating message flows between classes/components in code. He highlights the fundamental function of diagram communication instead of discussing the drawbacks of overly rigorous UML adoption.

The reason I chose this Source

I chose this episode because our course on Software Construction, Design & Architecture emphasizes modeling techniques, and I wanted to learn more about how sequence diagrams are used in modern software engineering practice than just the concepts found in textbooks. Hearing a practitioner discuss diagramming in real-world scenarios felt incredibly relevant to me as someone with a background in finance and statistics who wants to improve my technical design abilities (particularly because modeling can be used in business/technology initiatives). 

Reflections And Actions

It became clear to me again while listening to Peacock that what matters most is how well you communicate, not how well you write. I discovered that sequence diagrams are more than just “another UML artifact.” They connect use-case thought (what the user does) and structural modeling (what the system has). Making a sequence diagram of the steps “User submits order; OrderService validates; InventoryService checks stock; PaymentGateway processes payment; confirmation sent to user” can help everyone (business, product, architecture, and development) understand the flow. At the beginning of my work, I also put too much emphasis on static diagrams like class and ER diagrams and not enough on the temporal aspects of “who calls whom when” and “what’s the sequence.” I learned from the show that sequence diagrams can be used as a contract: you can map out how things work together before you write any code, which helps you avoid misunderstandings.

To improve my future work, I will choose a key scenario (like “customer checkout,” “report generation,” or “billing and collections”) and make a sequence diagram to help me understand it better when I do system analysis for a project, whether I’m a financial or technical analyst or designing a business process. The chat changed how I think about tools. I’m going to start using lightweight diagramming tools (Mermaid, PlantUML, etc.) that let diagrams live with code instead of being buried in PowerPoints. I can see that sequence diagrams aren’t just ideas; they can also be used to communicate design ideas, make sure that architectures are aligned, and keep records.

Citation

I’m Ashley Peacock. (5/31/2023). Ashley Peacock talks about diagramming in software engineering on SE Radio 566. se-radio.net

From the blog Site Title by Roland Nimako and used with permission of the author. All other rights reserved by the author.