Category Archives: Technology

Understanding Technical Debt: Why It Actually Matters More Than We Think

When I first heard the phrase “technical debt,” I honestly thought it was just a fancy developer way of saying “bad code.” But after reading Atlassian’s article “Technical Debt: What It Is and How to Manage It,” I realized it’s way deeper than that. The article explains technical debt as the cost of choosing a quick solution now instead of a cleaner, long-term one. This can come from rushing to meet deadlines, adding features without proper planning, skipping tests, or even just writing code before fully understanding the problem. What I liked about this resource is that it breaks the topic down in a way that makes sense, showing how debt doesn’t always come from laziness, sometimes it’s just the reality of working in fast-paced software development.

I picked this article because technical debt is something we’ve basically been talking about throughout CS-348, even if we didn’t always call it that. Whether it’s writing maintainable code, designing clean architecture, or keeping up with version control, everything connects back to avoiding unnecessary debt. I’ve heard instructors and even classmates say, “We’ll fix that later,” and this article made me understand the impact behind that mindset. It stood out to me because it not only defined the problem but walked through how teams can recognize debt early and avoid letting it build up until it becomes overwhelming.

Reading this article made me realize how much technical debt affects the entire development process, not just the code. It slows teams down, creates frustration, and makes simple tasks more complicated than they should be. One part that hit me was how the article described debt snowballing over time. It reminded me of school assignments: if you ignore a confusing part early on, it always comes back to make the whole project harder. Another point I loved was the idea of being honest about debt instead of acting like it doesn’t exist. Communication is a big deal in development, and the article made that very clear.

Moving forward, I’m definitely going to be more intentional about how I write and manage code. Instead of rushing through things just to “get it done,” I want to slow down and think about how my decisions today could affect future work, both for me and for anyone else who touches the code. Good documentation, regular refactoring, testing early, and asking questions when something feels off are all habits I want to bring into my future career. Understanding technical debt helped me see software development as a long game, and being aware of these trade-offs will help me build better, cleaner projects in the future.

Source:

https://www.atlassian.com/agile/software-development/technical-debt

From the blog CS@Worcester – Circuit Star | Tech & Business Insights by Queenstar Kyere Gyamfi and used with permission of the author. All other rights reserved by the author.

Development Environments

For this blog, I decided to do some research about development environments. When looking for sources to reference, I came across the article: “Comparison of Development Environments” on Coder’s blog. This blog post goes from simple development environments to more complicated ones.

The article starts off by going into depth about what development environments are. Integrated development environments or IDEs are the center of where developers navigate and edit code. However, the IDE are just one of the components in the development environment. There are the build tools, package managers, system dependencies, and configurations. There are also many development environment architectures as well.

  • Pure local environments: used for single developers or small development teams since it is purely local. Low cost since everything is stored locally
  • Virtual Desktop Infrastructures: the development environment is on a separate remote virtual desktop. Allows better storage across bigger teams and saving in a separate place.
  • Dev Containers: The development environment is packaged into a container . Provides a way to precisely specify the development environment once so everyone can have the same versions and controls on launch every time. I know in class we were able to build our own dev containers and such to match java version and java compiler version.
  • Cloud Development Environment: dedicates, manages, and monitors dev environments.

This blog really helped me to better dive into the deeper areas of development environments. Often when it comes to where code is stored and not just writing it, I get lost and tend to get confused. Seeing the images the article used helped to show what does what and where things are held. Also, as with most things, there are pro and cons to the usages of these environments. An example being Pure local environments being used for single developers or small development teams since it is purely local. This is good because it is low cost but it is hard to work in big development teams since everything is stored locally.

I haven’t had much experience with using different environments and instead have mostly focus on coding itself, but knowing these aspects is crucial when working on projects and software. Knowing to use cloud development environments for big groups and setting up dev containers is very important in proper workflow and to make sure everyone in the team is on the same page. I hope to understand these things pushing forward into my career.

From the blog CS@Worcester – Works for Me by Seth Boudreau and used with permission of the author. All other rights reserved by the author.

Rest API Design

One of the topics we have been looking at in class have been rest APIs. Since we were working with APIs for some time I wanted to dive deeper into what they are and what makes a good one. The blog that I saw seemed perfect for this : Everything I know about good API design on SeanGoedecke.com.

One of the major topics that the post touched upon was that a good API design should be familiar and flexible. This mean that for developers who make them, APIs are complex products where lots of effort is put into designing them and polishing them. However, for the people who use them, the API should be familiar so that they know how to use it without lots of documentation. Even reading this makes it seem complicated. I guess I haven’t yet broken into this world of API creation. Basically, it seems like to me it would be a mix of building a simple API design but also make it be as useful as possible. Keeping it simple is not always the best solution but also making things too complicated will make things hard for the team to use.

Another Key topic the article goes over is changing APIs without breaking userspace. Basically what this is saying is that once an API is released and public, making any small change could break everything. Instead the article suggests to use versioning. I know I have working with versioning in class and looking at the different types of changes based on version numbers. For example, we used version with three different numbers as such: 2.4.0 from left to right being more breaking changes to smaller patches. Versioning is a useful way of updating APIs while also maintaining backwards compatibility. Now I really take notice in versions of applications I use and understand what kind of change has been implemented.

These aspects really helped me understand what makes a good API design. Building an API is not only making it functional but also flexible for developers and users. Being able to design APIs in two completely different ways and finding a happy medium is the key to making a good one. Also, being able to and understand versioning and how to not completely destroy your system when making changes. Going forward i hope ill be able to keep these things in mind to make thing predictable while also making the functions complex and useful.

From the blog CS@Worcester – Works for Me by Seth Boudreau and used with permission of the author. All other rights reserved by the author.

REST Easy: The API Guide Everyone Needs

In a world where apps constantly exchange information, REST APIs play a major role in making that communication fast, smooth, and reliable. Whether you’re checking your bank balance, ordering Uber Eats, or posting on Instagram, a REST API is working behind the scenes. But what exactly is a REST API, and why does it matter? Let’s break it down in a beginner-friendly way.

What Is a REST API?

REST (Representational State Transfer) API is a set of rules that allows different software systems to communicate over the internet using simple, predictable URLs. REST is not a programming language, it’s an architectural style that uses standard HTTP methods like GETPOSTPUT, and DELETE to perform operations.

For example:

  • GET retrieves data
  • POST creates new data
  • PUT/PATCH updates data
  • DELETE removes data

Because REST uses these familiar operations, it is easy to understand and widely supported across web technologies.

How REST APIs Work

REST APIs treat everything as a resource, which is represented by a URL. For example, an e-commerce API might represent a product like this:

GET https://api.example.com/users/25

When your app sends that request, the API returns a response often in JSON, a lightweight format that is easy for humans and machines to read.

REST APIs follow a key principle: statelessness. This means the server does not store any information about past requests. Each request must contain everything needed to understand it. This makes REST fast, scalable, and ideal for large applications.

Why REST APIs Are So Popular

Because REST is simple, flexible, and language-independent, it has become the backbone of modern web and mobile development. Companies like Google, Amazon, Meta, Stripe, and Spotify structure their services around REST principles.

  • Simple — They use familiar web protocols like HTTP.
  • Flexible — You can use them with any programming language.
  • Scalable — They handle heavy traffic without breaking.
  • Separation-friendly — Frontend and backend teams can work independently.

Companies like Spotify, Google, and Amazon depend heavily on REST APIs to integrate services and deliver smooth user experiences.

Developers prefer REST APIs because:

  • They are easy to build and maintain
  • They work across many platforms
  • They separate frontend and backend development

In short, REST APIs allow apps to interact smoothly, reliably, and efficiently—powering almost everything we do online.

Conclusion

REST APIs remain one of the most important tools in modern software development. Their simplicity and scalability make them ideal for beginners and professionals alike. Whether you’re building your first backend or integrating external services into an app, understanding REST APIs is essential in today’s tech landscape.

References:

https://www.ibm.com/think/topics/rest-apis

https://www.redhat.com/en/topics/api/what-is-a-rest-api

https://aws.amazon.com/what-is/restful-api

https://www.codecademy.com/article/what-is-rest-api

From the blog CS@Worcester – MY_BLOG_ by Serah Matovu and used with permission of the author. All other rights reserved by the author.

Writing Good Documentation

Sources: Ángel Cereijo and GeeksForGeeks

Writing documentation for your project can be tedious and boring. Say you just finished your project, you published it, and you’re excited to see people use it… but they don’t know how. You need documentation to explain your project. 

Software documentation is the writing that goes along with your project, ranging from what your program does, how you plan to build the program, or any notes you may have for your team. There are four types of documentation: requirement, architectural, technical, and end-user. Requirement documentation explains the requirements for the program and how it should perform. Architectural documentation explains how the program should be structured and how processes should work with each other. Technical documentation explains the technical parts of the program, like the API and algorithms. End-user documentation explains how the software works for the user. 

Good documentation should be created throughout the development process. Saving it all until the end will burn you out and set you back. To prevent this, progress the documentation as you build the project. Split your project into smaller pieces, like how it is done in an Agile setting, and improve the documentation as new features are developed. 

Documentation should explain the purpose of the project as well. It should set up a problem that your program solves and why it is useful to solve the problem. Communicate with your team on how the problem is going to be solved and a plan to get there. Then, split the project up into tasks and assign them to the team members. Explain in detail any information needed for each task. Having the research and plan in writing makes it so anyone can complete the task at any time. As tasks are completed, update the documentation to the project before calling it completed. 

Having explanatory documentation also ensures that tests can be written easily, even without the actual code that is being tested. Then, as you write the code for that task, the tests are already completed and you can move on. 

As your team progresses through the project, your initial plan and process will probably change. With new resources and findings, the initial documentation needs to be updated as well. 

Once your project is published, your documentation is there to help the users easily use your program. It needs to be written in simple language for any reader and avoid ambiguity/unneeded repetition. 

Writing documentation is necessary for every project, helping to communicate with your development team and to serve as a guide to the users. It is important to write good documentation and keep in mind how other people will use it. Having the basics down of writing good documentation will help me in the future and give me a step up as a new software developer. 

From the blog ALIDA NORDQUIST by alidanordquist and used with permission of the author. All other rights reserved by the author.

7 Essential Design Patterns

Design patterns are important for developers to use in their code. They make your programs easy to read and implement and they are able to be adapted to many situations. There are 3 kinds of design patterns: creational, structural, and behavioral. 

Creational patterns are used for creating objects. They give flexibility to change the creation process and allow for many types of objects to be created using the same method. The singleton pattern is used when there should only be one instance of an object. Instead of creating a new object every time you need to call it, you call a method that will call an instance of the object. The builder pattern is used when an object has a lot of optional parameters that make it difficult to know what is being applied when it is created. Using a builder pattern creates an empty or default object and then calls set methods to add each parameter you want to use. The factory pattern is for when there are a lot of objects of a certain type, but with different forms. Instead of creating many new objects, you call a factory to create the objects with the specifications hidden in the factory code. 

Structural patterns are used for how objects relate to each other. These patterns allow for high level code to be readable and simple, while keeping the intricacies hidden below the surface. The facade pattern is used when there are many operations and calculations behind the scenes of a process and those are all hidden with encapsulation. On a high level, one method will, for example, purchase a product, but deeper, there is a payment being processed, shipping calculations, inventory checks, etc. The adapter pattern is for when a program needs to be adapted to fit your code. It can be used for implementing public libraries where their units do not match what your program expects, and each time you use the public library, it calls the adapter to modify the output. 

Behavioral patterns are used for how objects interact with each other. The strategy pattern is used when you have multiple ways of doing a process. Instead of using a lot of if else statements, you can define several strategies and set each object to have a strategy. The observer pattern is used for objects that watch for something. It works by “subscribing” to receive a notification of an event. If a program is watching for errors, it would be automatically notified of any errors so it can add it to a log. 

In class, we went over the strategy, factory, and singleton patterns for the Duck example. These 7 patterns are common practice in the software development field and it’s important to know how to implement them. I watched a video explaining these patterns and now I have a deeper understanding of the three we learned and the four that were new to me. I feel confident I can expand on these in a professional setting.

From the blog ALIDA NORDQUIST by alidanordquist and used with permission of the author. All other rights reserved by the author.

Blog 4 Code Review

I am Dipesh Bhatta, and I am writing this blog entry for CS-348 Software Process Management for Blog Quarter 4. I chose to write about code review and how it connects to software process management. My chosen resource is an article titled “What is a Code Review?” from Atlassian (https://www.atlassian.com/agile/software-development/code-reviews). This passage explains what code review is, why it matters in software development, and how teams use it to maintain quality, consistency, and shared understanding across a project.

The passage defines code review as the practice of examining another developer’s work before it becomes part of the main codebase. It emphasizes that code review is more than a bug-finding activity. It helps improve readability, structure, naming, and overall maintainability. One important idea from the article is that code review serves as a communication channel. When developers submit changes for review, they are also sharing their reasoning and thought process with the team. This allows everyone to stay aligned and ensures that the project follows a predictable and well-managed workflow. These ideas directly connect to the concepts of structured processes and shared ownership that we learn in CS-348.

I chose this resource because code review is a key part of modern software process management. Throughout the semester, we used Git, branches, merge requests, and clean code practices. Code review brings all of these together into a single process that supports collaboration and project organization. Understanding how professional teams use code review helped me see the purpose behind good habits such as writing meaningful commit messages, keeping changes small, and separating different tasks into separate branches. These practices make reviews easier and prevent confusion later.

Another valuable point from the article is how code review helps reduce technical debt early. Small issues, such as unclear variable names or overly complex functions, may not break the program right away, but they make the code harder to maintain. Code review allows teams to fix these problems before they grow. This is especially important in long-term projects, where small mistakes can become costly if left unchecked.

The article also highlights the importance of giving feedback respectfully. Suggestions like “Could we simplify this part?” or “What do you think about renaming this variable?” create a more positive and productive review environment. I experienced this in class as well. The way feedback is written affects how teammates respond and how smoothly the discussion goes. Good communication makes the whole team stronger.

In short, code review is an essential part of software process management. It supports collaboration, improves quality, and keeps the codebase organized. Through Blog Quarter 4, I strengthened my understanding of reviews, communication, and clean coding practices that will benefit me in future projects and my career.

From the blog CS@Worcester – dipeshbhattaprofile by Dipesh Bhatta and used with permission of the author. All other rights reserved by the author.

Licensing Your Projects

Sources: Codecademy, TLDR Legal, and Choose A License

Choosing a License

All projects should have a license, but choosing a license for your project can seem daunting. By breaking it down into simple goals you want to achieve, the process can be much easier! 

First, choose how you want your users to interact with your project. Do you want to preserve your original code in future versions or do you want users to be free in how they modify it? There are two main kinds of licenses to choose from, permissive and copyleft. 

Permissive licenses do not restrict the user from modifying the code or using it how they like. Some popular examples are the MIT license and Apache license. Both of these licenses state the user can modify, distribute, and sublicense the code how they want, and do not require future versions to use the same license. 

Copyleft licenses preserve the original code and protect the creators and users. Some examples of a copyleft license are General Public license (GPL) and Lesser General Public license (LGPL). Both of these licenses allow the users to modify and distribute the code how they like, but require the same license to be used on all future versions and require user protections like install instructions and a change log. 

One license is not better than another, all that matters is that your project has a license and it’s what is best for you. If you are still unsure of which one to choose, try looking at the licenses of similar projects or projects from people like you. 

Why Do You Need a License

Licenses state the rights of you as a creator and of all the people that interact with your code. Without a license, users do not know where you stand on using, modifying, and sharing your work. Attaching a license allows you to have peace of mind your code is being used how you want it to and allows people using your code to have it clearly laid out what they can and cannot do with your work. 

Choosing a License For Your Code’s Documentation

Now that you have a project with a license, you need to apply a license to your documentation as well. Most of the time, it will use the same license you chose for the code by default, but in the case you do not want it to, you can choose any license that you feel applies.

From the blog ALIDA NORDQUIST by alidanordquist and used with permission of the author. All other rights reserved by the author.

Choosing the Right Open Source License

Choose an open source license

For this week’s self-directed professional development, I explored the topic of choosing open source licenses, which is a fundamental but often overlooked part of releasing software. I based my reading on ChooseALicense.com and supporting resources that explain how permissive licenses, copyleft licenses, and public domain-style licenses differ. What I found most interesting is how a license doesn’t just define legal rules — it reflects the values, intentions, and goals of a developer or a team. Software licensing shapes how a project evolves, how a community forms, and how contributions are handled over time.

Open source licenses fall into a few broad categories. Permissive licenses like MIT or Apache 2.0 give users almost complete freedom to reuse the code, even in closed-source commercial products. Copyleft licenses like GPL ensure that any derivative work must remain open source under the same license. And options like the Unlicense or CC0 place code essentially in the public domain, allowing anyone to use it with zero restrictions. Before this week, I assumed licensing was just a legal formality, but now I understand how strongly each license type influences collaboration and long-term project direction.

I chose this topic because licensing is directly connected to the work we do in Software Process, especially when we talk about transparency, collaboration, and project ownership. As future developers, we will eventually publish our own tools, libraries, or contributions. Knowing how to license our work is part of being a responsible member of the open source community. Many people assume that posting code publicly means anyone can use it, but without a license, nobody can legally copy, modify, or reuse it. That detail alone made this topic worth exploring, and it helped me rethink how important explicit permissions are.

One thing I learned is that choosing a license is really about choosing a philosophy. If a developer wants to share knowledge broadly, enable commercial use, and reduce friction for adoption, a permissive license makes sense. If the goal is to ensure the code stays free for everyone and cannot be closed off by others, a copyleft license protects that intention. The reading made me think carefully about what I would want if I released a personal project. Personally, I lean toward permissive licenses because I want people to build on my work without worrying about legal constraints. But I also understand why larger community-focused projects might choose GPL to preserve openness.

Going forward, I expect licensing to be something I pay more attention to in both school projects and professional work. As software engineers, we’re not just writing code; we’re shaping how others can interact with it. Licensing is part of that responsibility. This topic helped me better appreciate the intersection between technology, ethics, creativity, and law — and it reminded me that releasing software is more than just pushing code to GitHub; it’s about defining how that code fits into the larger ecosystem of open source development.

From the blog CS@Worcester – Life of Chris by Christian Oboh and used with permission of the author. All other rights reserved by the author.

Refactoring Code

When looking for some ideas with what to write about for this blog post, I settled in on refactoring code. For starters I know what it is and why we do it, but I wanted to go more in depth by looking at other resources and what they have to say about it. One of the first sources I came across was a blog post called “How to create a culture of continuously refactoring code?” by Stas Wishnevetsky. This post from Medium revealed something that for some reasons wasn’t so obvious to me and this was that refactoring isn’t a one and done kind of thing. Instead, it is more of a routine and should be done as one to keep code maintained properly and to make sure it remains easy to use.

The first thing that really struck me when reading this article was talking about code like it is something physical and biological. This comparison was made to show how code can “decay” and “rot”. While the code itself doesn’t break down and fall apart with time, there are multiple reasons that make it seem like it does. These reasons include: coding abilities improving over time, business needs and scale fluctuating, and deliberate tech debt. The article then goes on to explain why we should refactor and the end goal of maintaining stability and creating improvement.

I guess I have never had the need to deal with refactoring my code since most the time I program one time assignments and never had the need to upkeep some kind of program. I have, however experience my abilities improving while creating a project and have had some parts be sloppy while later improvements are better done. I suppose I should have gone back and refactored those early parts but the bottom line is that I’ve never had the need to. I would also run into problems trying to make small changes which would be risky in my program. This is one of the many pains explained in the article I read and makes lots of sense.

I know going forward in my career refactoring will become very prominent in my work and understanding it more now makes me feel better about it. This also really shows the amount of effort that is put into big programs we use on a day to day basis. Starting the practice of constantly and consistently refactoring my code, even simple projects, will be super beneficial for me going forward.

From the blog CS@Worcester – Works for Me by Seth Boudreau and used with permission of the author. All other rights reserved by the author.