Category Archives: Week-15

Computer Programming and My Future

Hello Debug Ducker here, and this one is going to be a lot less focus. As I near the end of my college fall semester, I come to realize that I am nearing completion of college, and will hopefully come out with a bachelors degree in Computer Science. With this in mind I did some reflecting about my choice in the field and how have my classes helped me.

For this semester, I did a CS course called Software Construction, Design and Architecture. To best describe it, its like applying the fundamentals of computer science, while understanding new techniques to build better software . I remember at the beginning we review some CS concepts such as Polymorphism, Abstraction Inheritance, and Encapsulation, and when studying it I was surprise to see I was still familiar with the subjects. Even funny that I recently applied for an internship with a company that had me do a test involving those subjects It made me feel more confident with my abilities. Also with the way the class was setup I was a lot more engage with the subjects.

I also learn some new things that involve CS such as UML class diagrams that basically meant to outline the program class structure. Here is an example that I did for class assignment

This was meant for some appointment application, I just did a diagram of it. I can see this being helpful in the field to help people understand what exactly going on with classes if they are new to a project.

I also learn about API work and I am not exactly clear on how it all works but I say I understood a little. I relearn the HTTP methods during that time, which I needed cause it has been a while since I had experience with them. Funny, that one of the HTTP method names is just GET, which just gets you information from a database. Anyway I hope to return trying API so I can get a better grasp on it.

That is a review on the class work but about my efforts. I say I did quite well despite some difficulties. Some unexpected hurdles came but I was able to jump over them to the other side and learn some new skill as a result. Though time waits for nobody and I may have missed some things but hopefully that could be mended.

Now that I am typing these I would like to use to blog for other purposes in the future but we’ll see. Have a nice a holiday and thank you for your time.

From the blog Debug Duck by debugducker and used with permission of the author. All other rights reserved by the author.

Software Licenses

Hello everyone

For my last blog for the semester, the topic would be about Software Licenses and their importance in the computer science field. This was one of the most underrated things I learnt during the semester, so that’s why I wanna talk about it. Even though now it seems obvious, it never crossed my mind that I should always put a license on my project. This blog makes an amazing explanation on why you should always put a license on your work and also which one to choose from.

The blog begins by explaining the different types of software licenses, starting with:        Permissive Licenses – which impose minimal restrictions on what you can do like modification and distribution of it. Some of the most popular permissive licenses are the MIT and the Apache license. They are highly popular because they typically only require attribution, which is that you have to give credit to the original author.                                            Then the blog talks about:                                                                           Copyleft Licenses – anyone could modify and distribute the code, but they had to share their changes with the community under the same license. Some of the most popular Copyleft Licenses are the GNU Lesser General Public License (LGPL), which allow linking to open-source libraries with limited obligations but impose stricter requirements if the library is modified. There is also the GNU General Public License (GPL). They are a bit more restrictive, requiring that any derivative works be distributed under the same license and with access to the source code.                                                               

At the end of the blog, it addresses unlicensed code. Emphasizing that code without a clear license is not automatically free to use and may lead to copyright infringement. If the code does not have a license then it is considered to be under the default  copyright laws. This means that only the original author has the right to use, distribute or modify it. If someone was to happen to use it even if it is publicly available, it raises legal issues.          This blog to me was incredibly helpful and useful as it not only explained the various types of software licenses but also gave examples of them. It showed and highlighted the types of works and where would you wanna use these licenses and what works the best for you. One thing that I learnt while reading this blog was understanding what is an SBOM which stands for Software Bill of Materials. It is a detailed list of all the components in the code and their respective licenses. It is important to understand what licenses works the best for you so you can get the most out of it. The computer science field is an amazing work space that everyone can work together to build each other up and licenses help us do just that!

https://www.blackduck.com/blog/5-types-of-software-licenses-you-need-to-understand.html

From the blog CS@Worcester – Elio's Blog by Elio Ngjelo and used with permission of the author. All other rights reserved by the author.

The Singleton & Desing’s Patterns

12/19/2024

At the start of the semester, we were introduced to Design patterns. These techniques include anything from completely restarting a project to erasing redundancy such as repetition of code. Our biggest focus was to use overrides ONLY where needed and it was our job to figure that out because there were certain methods that did need to be overridden.

We worked on a Duck Simulator that has methods for each duck itself, but some ducks needed functions to be overridden were as some didn’t need them for example a decoy duck does not fly. Whereas a mallard duck does therefore there is no need to override a function for that decoy duck. This design pattern is very easy to overuse specially for people not introduced to these types of problems.

The interesting part of this homework was also using the previously covered topic of UML diagrams. This homework though was more about reading and understanding but the main point was to transfer it to Java code. This was a nice intertwining moment because it makes it easier in the future to understand not just the UML but also the design patterns taught.

We created two different interfaces for the Duck Simulator which one was a Quack() and the other was Fly(). These made it so we as the developer do not have to keep overriding. Hence, we end up with a bit more files, but it saves us the trouble in the future if we needed to edit let’s say the decoy duck to fly. Now we are able to go into one file and edit without having affected any other files. Which in larger systems can become a big issue because now the developer has to go into every single file that uses said method which waste time and can be missed if multiple people are working on it at the same time.

We also learned about the singleton method which just retrieves a single instance of an object and if it is not there then it creates it does not use multiple of the same object. There is one down side I read about in the source and it was about unit testing. The source talks about many unit testing frameworks that rely on inheritance when producing a mock object which is a problem because the singleton class is private, and static methods cannot be overridden. Overall, it is still applicable, and we used it in the intermediate part of the design patterns homework to learn how it worked better to always only have one instance of a method.

Source: Design Patterns in Java

From the blog CS@Worcester – Cinnamon Codes by CinnamonCodes and used with permission of the author. All other rights reserved by the author.

Management Pitfalls, How to Navigate Them

I recently read the article “Common SDLC Management Pitfalls (And How To Avoid Them)” published on Forbes.com. This insightful piece delves into prevalent challenges encountered during the Software Development Life Cycle (SDLC) and offers practical strategies to mitigate them.

I selected this article because, as someone striving to enhance my understanding of software process management, recognizing common pitfalls is crucial for effective project execution. The article’s focus on real-world issues and solutions provides valuable guidance for both current and future projects.

The article identifies several key pitfalls in SDLC management:

  • Unclear Requirements: It emphasizes that ambiguous or incomplete requirements can lead to project delays and cost overruns. The recommendation is to engage stakeholders early and ensure thorough documentation to establish a clear project scope.
  • Inadequate Communication: The piece highlights that poor communication among team members can result in misunderstandings and errors. Implementing regular meetings and utilizing collaborative tools are suggested to enhance information flow.
  • Lack of Proper Testing: The article points out that insufficient testing can cause defects to reach production, affecting product quality. It advocates for integrating comprehensive testing phases within the development process to identify and address issues early.

Reflecting on these insights, I recognize the importance of establishing clear requirements from the outset. In past projects, I’ve experienced setbacks due to vague objectives, leading to scope creep and resource strain. Moving forward, I plan to prioritize stakeholder engagement to define precise and attainable goals.

The emphasis on communication resonates with my experiences in team settings. I’ve observed that regular check-ins and transparent discussions significantly reduce misunderstandings and align team efforts. I intend to advocate for consistent communication channels in future collaborations to maintain project coherence.

The article’s focus on testing underscores a critical aspect of software development. Previously, I underestimated the value of early and thorough testing, which led to last-minute defect discoveries. I now understand that incorporating iterative testing phases can enhance product quality and reduce time-to-market.

In conclusion, this article has deepened my understanding of common SDLC pitfalls and reinforced the necessity of proactive management strategies. By applying these lessons—clarifying requirements, fostering open communication, and committing to rigorous testing—I aim to contribute to more efficient and successful software development projects in the future.

For those interested in exploring this topic further, I recommend reading the full article: Common SDLC Management Pitfalls (And How To Avoid Them).

From the blog CS@Worcester – Zacharys Computer Science Blog by Zachary Kimball and used with permission of the author. All other rights reserved by the author.

Smarter Ways to Gather Software Requirements


I recently read the article “Gathering Requirements for a Development Project in 2025” on Developer-Tech.com. The article talks about how collecting and understanding software requirements is changing, focusing on new technologies and ways of working to make the process better.

I picked this article because I want to improve how I manage software projects. Gathering requirements is such an important part of any project, and understanding future trends can help me stay ahead. The article gave clear examples of how requirement gathering is improving and what to expect in the coming years.

The article covered three key points:

  • Using Artificial Intelligence (AI): It explains how AI tools can make collecting and understanding requirements faster and more accurate. AI can analyze a lot of data quickly and help figure out what stakeholders (the people involved in the project) need.
  • Better Team Collaboration: The article emphasizes how important teamwork is. New communication tools are helping teams work together more easily, making sure everyone understands the project’s goals.
  • Agile Development Methods: It talks about Agile, a way of working that breaks projects into smaller steps. Agile lets teams adjust requirements as they go, so the final product meets user needs better.

This article made me think differently about how I collect and organize project requirements. The idea of using AI tools stood out to me because it would make the process quicker and catch mistakes I might miss. In the past, I’ve done everything manually, and it can take a lot of time.

The part about teamwork also hit home for me. I’ve worked on projects where poor communication caused delays and confusion. Using tools that help everyone stay connected and clear about the goals can make a big difference.

I also liked what the article said about Agile. I’ve worked on projects where requirements changed halfway through, and it was stressful. Agile makes it easier to handle those changes, which is something I plan to learn more about and use in future projects.

Overall, this article was a great introduction to how requirement gathering is improving. By using AI, working more closely with teams, and adopting Agile methods, I can do a better job on projects. If you’re interested, I recommend reading the full article: Gathering Requirements for a Development Project in 2025.

From the blog CS@Worcester – Zacharys Computer Science Blog by Zachary Kimball and used with permission of the author. All other rights reserved by the author.

A Serious Look at Playful Retros – Sjoerd Nijland

I’m writing this blogpost about Scrum, specifically about the Sprint Retrospective(although the author refers to it as a Scrum Retrospective) that takes place after a Sprint Review. This blogpost(possibly article?) caught my eye while I was browsing through some blogs, as it directly references something we’ve learned about in class, but from a different point of view. Does ‘fun’ and ‘silliness’ have a place in a professional setting like a Sprint Retrospective? My initial thought after reading this introductory question is that yes, a little playfulness is fine as a means to relieve tension and stress, so long as it doesn’t hinder productivity, and so long as everyone is comfortable with it. But while it’s fine in moderation, it’s by no means a necessity. If someone wants to maintain professionalism, then that’s completely fine too. But as someone who’s never actually worked on a development team, I was interested to hear an experienced person’s take on the subject.

In the referenced article, Sjoerd Nijland first addresses the common critiques of playfulness, where people call it unserious and unprofessional, and assume that it gets in the way of productivity. He counters by mentioning the benefits of playfulness based on neuroscience. Some of these include: Improving brain function, energy, and happiness, relieving stress, deepens connections and trust, and encourages creativity needed for problem-solving, amongst many other benefits. It’s something that everyone, even introverts, can benefit from. It’s a mindset. It provides psychological safety. It puts people in a comfort zone, leaving them open to new ideas and discussion. It keeps people trusting of one another, instead of checking and inspecting each other. And so he counters the common by saying that not only can it be beneficial in a professional environment, but that “Discouraging playfulness at work is profoundly UNprofessional”. When applied intentionally, it can be a great mechanism for helping your team deal with what would otherwise be a stressful environment.

I like the way he views playfulness, because he thinks of it in a different way than most people would. Playfulness isn’t slacking, it’s a tool, one that benefits team dynamic and productivity in the long run. Too much of it can be detrimental, and people shouldn’t be neglecting work for play, but ideally it should exist in some capacity. He references existing scrum environments and scrum professionals, and addresses how it’s helped in certain cases, and how some of the scrum critics aren’t viewing it the way they should. Playfulness and seriousness complement each other, and when used correctly, is a great tool for improving your team’s relations, stress levels, and ultimately, productivity. I’ve changed my mind playfulness being unnecessary. A little levity is important for the mind and body, and I’ll definitely keep that in mind when I’m in a professional environment.

Link: https://medium.com/serious-scrum/a-serious-look-at-playful-formats-in-retrospectives-73aed21aa083

From the blog CS@Worcester – Justin Lam’s Portfolio by CS@Worcester – Justin Lam’s Portfolio and used with permission of the author. All other rights reserved by the author.

Working as a Front end developer

Now that I have heard about people’s experiences working on the back end, I was curious about people’s experiences working on the front end. Reading personal experiences taught me a lot about working on the back end. You can learn a lot and avoid mistakes by seeing others take similar paths. Also, it can prepare you for problems that you may face in the future. Mistakes are inevitable but being able to adapt or being able to recognize it and fix it goes a long way. Working on projects especially those that have to do with coding errors is always a step away. You can try to get a step ahead on these problems by seeing other people work and implementing it on your stuff. That is why I found an article about working as a front-end developer. These articles are very engaging and always give me a new perspective.

This article is written by Selim Enes who has done freelance work in the past but is currently working as a developer. When he first started he was working on small things like CSS edits until he proved himself. One of his major projects was a blog project where he had to create the display of the UI. He was involved in all operations after 2 months. When he proved to the team that his code wouldn’t crash the project he gained access to the company’s main project. The company’s main project entailed a webinar application that used technologies like WebSocket. One thing that made him know he was going in the right direction was being able to develop features like push-to-talk by himself. There are some negatives to his work with his boss being very hasty on projects. He believes all tasks are urgent and make some work very stressful. Plus with the recent economic regression, he doesn’t believe he will be able to get a raise anytime soon. He has learned to have a full-stack blog project for himself and has an e-commerce project his about to start working on. He is working while also building his portfolio outside of work.

Reading this article was very insightful. It made sense that when you first start working for a company they won’t give you the keys to everything just yet. They ease you up into it until you have gained their trust. Working on his portfolio outside of work motivated me to do the same too. You can sometimes become complacent at your job because you have a living but you shouldn’t. You should always try to improve and hope to find better opportunities elsewhere

https://medium.com/@sellimenes/1-year-experience-as-a-junior-front-end-developer-39766fad5c34

From the blog CS@Worcester – DCO by dcastillo360 and used with permission of the author. All other rights reserved by the author.

What is up with Error Codes for HTTP Methods

Photo by Vie Studio on Pexels.com

Hello Debug Ducker here, and I have a question. I am sure you are familiar with a 404 error code, as you may have run into it while surfing the web. 404 Not Found means that the server on the other end couldn’t find what it was looking for, and this is cause the URL is not recognized. This can happen when the webpage is no longer available and you tried connecting to it. 404 is quite the common error, that I believe many have seen at least once but would you be able to tell me what other errors you may have encountered in the web, there is quite a few and some obscures ones you may have never seen.

Perhaps you also wondered why 404 is even an error number, why the number is the way it is, why use those specific numbers. Well you see 4xx is specifically for client errors, which means they are errors on your end and not the server. If a server would to have an error than it would use 5xx instead. For example, there is the 500 error code that is an internal server error which just means something messed up in the server and sent you that as a response. Basically each response code are in different categories, with the error categories coming entirely from 4xx and 5xx.

Now here are ones you know and some obscure ones

400: Bad Request, as in the server could not process the request, either because of a syntax error such as misspelling something

402: Payment Required, says what is on the tin you need to pay, not often used

409: Conflict, the request conflicts with something within the server

414: The URI too long, the URI is long and the server is not willing to handle it

418: I’m a teapot…yeah I don’t understand this one, and yes this is real

There are many of these errors code for 4xx and I would recommend you check it out with the link below.

There are also some 500 server errors, that are interesting such as

501: Not Implemented, as in the request has not been implemented, so exactly what it says

503: Service is Unavailable, just means the server are down.

And Many More.

Thre are a fascinating amount of error codes for some interesting stuff and I reccomend you see a bunch in the link below.

https://developer.mozilla.org/en-US/docs/Web/HTTP/Status

Anyway have a nice error free day day.

MozDevNet. “HTTP Response Status Codes – HTTP: MDN.” MDN Web Docs, developer.mozilla.org/en-US/docs/Web/HTTP/Status.

“HTTP Status Codes: All 63 Explained – Including FAQ & Video.” Umbraco, umbraco.com/knowledge-base/http-status-codes/#http-status-code-categories.

From the blog CS@Worcester – Debug Duck by debugducker and used with permission of the author. All other rights reserved by the author.

Collaboration is key

URL: https://getdx.com/blog/software-collaboration/

During this past semester, I learned more about what collaboration is and why it is so important. Collaboration is something that I personally find essential and key in software development. However, this semester, I learned the hard way how problematic the lack of collaboration from someone can be and how harmful it can be to a team. It doesn’t just divert attention from the focus, but it also disrupts the workflow and creates unnecessary stress. I don’t say this because I am the most collaborative person—believe me, I’m not. At times, I can be a difficult person to collaborate with. But through experience, I learned an important lesson: when team members don’t collaborate effectively, progress is slowed, creativity is hindered, and learning opportunities are missed.

You might ask me, “How would you bring together four or five different people from diverse origins, cultures, and sometimes even languages, and make them work seamlessly as a team?” Well, I don’t expect perfect communication or total synchronization—such perfection is simply unattainable. However, that doesn’t mean that everyone shouldn’t do their best to contribute. Does this mean the solution is cherry-picking people with similar backgrounds, races, and beliefs to simplify communication? The answer is still no. The strength of a team lies not in how similar its members are but in what they can contribute and their shared desire to grow and succeed.

Diversity within a team is also essential for solving complex problems. Individuals with different experiences and perspectives can offer unique insights and approaches that others might never consider. When people bring their varied backgrounds and creativity to the table, the possibilities for innovation and success increase significantly.

Ultimately, what matters most is the effort and willingness of each team member to collaborate and complete the work. Agile methodologies and Scrum are two approaches that I have found particularly effective in fostering a culture of communication and collaboration. Frequent check-ins, meetings, and milestone-based planning make it easier to stay aligned and on track as a team.

One blog post I came across this semester made me reflect on the importance of addressing issues directly. Ignoring problems, whether personal or within a team, doesn’t make them go away; it only exacerbates them. This realization pushed me to focus on self-improvement by being more open to new and different ideas. Even if an idea isn’t the most ideal solution, it can still lead to success.

Finally, open-source software is something I was unfamiliar with before. Now, I’m eager to contribute to such projects, especially those aimed at making a positive impact on the world.

From the blog CS@Worcester – CS Today by Guilherme Salazar Almeida Nazareth and used with permission of the author. All other rights reserved by the author.

The UML Family Tree

12/18/2024

At the beginning of the semester, we started to work with UML diagrams. We talked about the different types of diagrams and how each is written in plantuml. We started with UML class diagrams which show each files relationship to one another. It also shows the multiplicities which is important to know when, for example making an appointment. For example, only one person can have multiple appointments, but not multiple people can have the same appointment.

We also learned about Sequence UML diagrams which look different but have the same idea behind them. This type of diagram shows the method and its parameters in a sequence, hence the name. It shows how each class will be used whereas the class UML diagram just shows what the method name is and what the parameters for that specified method are as well.

The sequence UML shows the overall order of things whereas the class UML shows the general method and parameters that will be used. Both diagrams could be used on their own but help a lot more to be organized when used together. UML is very important to be able to visualize code without having to read over every single line trying to understand it all. It helps especially if working in larger groups for everyone to understand. There is another type of diagram that we didn’t talk about but is used a lot which is” use case diagram”. This diagram shows functional requirements, for example someone shops and the diagram show the possible actions the user can make. Such as view items or purchase more, but then behind those actions are more possible actions that can be taken like checkout or just cancel purchase. There is also activity diagrams that need to fill in a condition whether the use input the number in the right format or not. If the user did not then it throws an error, but this is all a visual representation of what the code is supposed to look like and be as well.

 UML diagrams have taught me to be organized in my own coding projects with visualizing my functions and the parameters I will be using. It also organizes file management when using the class UML diagram along with showing multiplicities. Even using other UML diagrams that can organize different parts of the same code and show how it will be used for example combining the class and sequence UML diagrams is a great way to use both for not just visualization but also organizing it all for a final product.

Source: Unified Modeling Language (UML) Diagrams – GeeksforGeeks

From the blog CS@Worcester – Cinnamon Codes by CinnamonCodes and used with permission of the author. All other rights reserved by the author.