The Importance of UML in an Agile World

The Unified Modeling Language (UML) has been playing a part in software development for years as it provided a standardized visual language for modeling the structure of complex systems. But there have been questions about UML and whether it is still useful because the software industry has shifted towards more iterative, flexible Agile methodologies, there have been questions about the relevance of UML. But the article explains that if you look at it closer then UML remains a valuable asset, especially when leveraged appropriately in an Agile context. UML has four main strengths which include visualization, abstraction, standardization, and design documentation. Visualization means that UML diagrams offer a powerful way to visualize and document the static structure and dynamic behavior of a software system. Abstraction is when UML supports modeling at various levels of abstraction, from high-level conceptual diagrams to detailed design specifications. Standardization is since it is a widely-adopted industry standard, UML provides a common language that can be understood by software professionals worldwide. Finally, design documentation means that UML diagrams can serve as a valuable reference for documenting the design of a system, which can aid in maintenance, support, and future enhancements.

Using these strengths there are many ways that UML can make its way into Agile environments. The first is ideation and communication, UML can be particularly useful during the initial stages of an Agile project, quick, lightweight UML diagrams can help the team visualize and communicate their concepts, leading to a shared understanding before diving into implementation. Next is agile modeling, rather than a complex upfront design, Agile teams can adopt a modeling approach where they create diagrams as needed through their current sprints. The third is architectural blueprinting, UML can play a role in defining and documenting the overall system architecture. By having a high level model, teams can ensure consistency and maintainability as the system evolves over time. The final one is knowledge capture and transfer. UML diagrams can serve as pieces for capturing and transferring info, particularly when gaining new team members or supporting the system in production.

The reason I chose this blog post to talk about is because we just recently did an assignment on UML and have talked a lot about it. During this time I always wondered why it was so important or what place it really had in a team of developers. Overall I believe that the blog itself did a great job at making me see why I was so wrong and what really was important. It can adapt so well over time and allows developers a way to help other members understand their work better and to communicate exactly what they are trying to accomplish. I plan to get better at using UML as a skill I can use in jobs to showcase Agile methodologies and hopefully it will help show not only a technical skill but also my ability to work more collaboratively in teams.

From the blog Thanas CS343 Blog by tlara1f9a6bfb54 and used with permission of the author. All other rights reserved by the author.

Refactoring and its Importance to Software Design

In my software construction, design, and architecture class we’ve focused a lot on (believe it or not), the design and structure of software. Software is typically quite intricate and designing it as efficiently and cleanly as possible is almost never accomplished the first time it is coded. “Code Refactoring and why you should refactor your code” by Lazar Nikolov is a great blog dedicated at explaining what refactoring is, why you should use it, and when you should use it.

Refactoring is just the process of identifying technical debt and code smells withing the existing program and modifying the code to be more optimized removing these issues without changing the user interface behavior. As Nikolov describes there are many objectives of refactoring such as increasing readability, maintainability, reusability, optimizing the performance, and enforcing code standards. There are many situations you should consider refactoring in. Such as DRY where you find and replace repetitive information with an abstraction that is less likely to change, or when working with someone else’s “bad” coding that you need to build on.

The key takeaway here is that no programmer does the job perfectly the first time. Programs constantly evolve and have changing specifications that must be met. A good programmer is one who can roll with those punches and change the code as needed. Our most recent homework assignment really focused in on this and had us refactor the code we we’re working with three different times each time using a different architecture. In doing so we learned each time how the previous code could be improves upon to function better and with less bugs even though the original code worked fine. Moving from the strategy pattern to the singleton pattern lastly to the simple factory pattern allowed us to see how each new version after refactoring solved a different problem from the previous. Even though they all worked fine we could see the optimization occurring.

Refactoring is certainly a concept I plan on carrying with me into the future. I’m not sure if there’s a good programmer out there that doesn’t use this concept constantly. Having the ability to constantly adapt my code to best suit it to not only its current task but any future ones that may arise is an incredibly good skill to have. I know it will help me not just as a student at Worcester State but as a professional software developer someday too.

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

CS348-01: Quarter Two Blog

Software Process Management – Quarter Two Blog

SCRUM was something that I had never heard of until we did the activity in class, so I wanted to learn more about it to get a better understanding. We went through the “Scrum Values of Courage, Focus, Commitment, Respect, and Openness.” We learned that there was a product owner, a SCRUM master, and developers. We learned that there was transparency, inspection, and adaptation as pillars in this framework.

We learned how “Scrum is a lightweight framework that helps people, teams and organizations generate value through adaptive solutions for complex problems.” How it requires the Scrum Master “to foster an environment where a product owner orders the work for a complex problem into a Product Backlog, the SCRUM team turns a selection of the work into an Increment of value during a Sprint, the Scrum Team and its stakeholders inspect the results and adjust for the next Sprint, and repeats.”

We learned how “the fundamental unit of Scrum is a small team of people, a Scrum Team. The Scrum Team consists of one Scrum Master, one Product Owner, and Developers. Within a Scrum Team, there are no sub-teams or hierarchies. It is a cohesive unit of professionals focused on one objective at a time, the Product Goal.” And with this team, each has a role and a responsibility that can transfer into the other’s, creating a way for them to collaborate efficiently.

When researching, I found out that SCRUM is not an acronym like DRY or YAGNI. “It  is actually inspired by a scrum in the sport of rugby. In rugby, the team comes together in what they call a scrum to work together to move the ball forward. In this context, Scrum is where the team comes together to move the product forward.”

I also found out that while there is SCRUM, there’s also professional SCRUM. At times, teams fall into a habit of going through the motions. So, professional SCRUM has requirements where the “mindset changes for ways of working and thinking, and an environment that supports it including trust. It also requires you to embrace the Scrum Values in your work.”

With the activity we worked on for this topic, I can see why it’s an agile framework since SCRUM gives just enough of a sense of structure to the people and teams to come together on how they work while giving them ways to add the right processes to “optimize for their specific needs.”

Source: https://www.scrum.org/resources/what-scrum-module and https://scrumguides.org/scrum-guide.html 

From the blog CS@Worcester – The Progress of Allana R by Allana Richardson and used with permission of the author. All other rights reserved by the author.

CS343-01: Week (Quarter) Two

Software Constr – Blog Two

In class, we learned two acronyms. DRY which was Don’t Repeat Yourself and YAGNI which meant You Ain’t Gonna Need It. So, I was curious as to what others we had and why we had them in the first place.

When researching on why acronyms like DRY and YAGNI are important, I came across that “in the ever-evolving world of software development, clean, maintainable code isn’t a luxury — it’s a survival skill. As systems grow and teams scale, codebases can quickly become tangled, brittle, and expensive to change.” The acronyms are principles that help us write code that are sustainable and that even though they’re easy to understand, they’re powerful when applied.

Alongside DRY and YAGNI, there’s also KISS (Keep It Simple, Stupid). The KISS principle “encourages developers to avoid unnecessary complexity. Whether you’re writing a function or designing an entire system, simplicity is often the best strategy.” This is important since if there’s a lot involved in the project, then there’s a lot more risk of bugs when can result in the needless complexity, rigidity, etc. that we learned in class.

This principle was actually created by a systems engineer named Kelly Johnson who was working for Lockheed Skunk Works which was the team that developed the SR-71 Blackbird (“a retired long-range, high-altitude, Mach 3+ strategic reconnaissance aircraft,” according to Wikipedia). “His idea was simple: systems should be so straightforward that even someone with basic training could repair them under stressful conditions — like in combat. This philosophy translated beautifully into software, where complexity is often the enemy of reliability.”

I learned that DRY “was introduced by Andy Hunt and Dave Thomas in their 1999 book The Pragmatic Programmer. Their definition was concise but profound: ‘Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.’” It helps reduce redundancy and speed up development in a project.

I learned that YAGNI worked as “a reminder to avoid building features or abstractions that aren’t immediately required” because of the encouragement it gives to “developers to resist the urge to ‘future-proof’ code based on assumptions about needs that may never materialize.” I also learned that YAGNI came from a thing called Extreme Programming (XP) and was popularized by Ron Jeffries, one of the original Agile Manifesto signatories. It became a core tenet of XP: ‘Always implement things when you actually need them, never when you just foresee that you need them.’” It helped prevent overthinking in engineering and keep the development focused on solving the problems of today rather than in the future.

Source: https://levelup.gitconnected.com/software-architecture-explaining-kiss-dry-yagni-with-practical-examples-in-typescript-9bf23c484816 

From the blog CS@Worcester – The Progress of Allana R by Allana Richardson and used with permission of the author. All other rights reserved by the author.

Quarter 2 Blog Post for CS-348

My chosen source for my 2nd blog entry for CS-348 is: https://www.sciencedirect.com/science/article/pii/S0950584922001884#abs0001

Written in 2023, this article from ScienceDirect surrounds a set of 182 survey’s conducted on scrum team members to determine the influence maturity has on the effectiveness and success of a scrum team and their project. The relevance to seem is fairly self evident as college students can be a mixture of mature and immature which the article suggests could impact effectiveness of scrum teams in the classroom.

This leads me onto why I chose this article as my source, In an environment like our classroom, the maturity of the students and or even professor(s) involved can, as said in the relevance portion, could impact our scrum team effectiveness and efficiency. I decided this was a strong connection to make as people new to the scrum framework, cause while understanding scrum and knowing how it works is important, I do think team member maturity is important as well as it has effected my ability to work in teams in the past and be effective and efficient.

I like that this article provides a good explanation of scrum and what it’s advantages are, it gives context for those unfamiliar with scrum to understand where the article is headed, although I would argue you don’t need the context as the study this article dives into can most certainly apply to any kind of framework out there. As for reflecting on this material I want to pull back to where I mentioned the maturity of my teams in past group projects and tasks have most certainly effected the ability of myself and my team to be effective and efficient at completing our goals, this is initially why this material called out to me as I read it. Though as I read it, I started to compare those experiences with what we’re doing in CS-348 currently. While not working in scrum teams, our teams of 4 for working on our class exercises to learn scrum are a good comparison towards maturity’s impact on our ability to finish the work in a reasonable amount of time.
For example, my first team, we were decently good at getting our work done in a good period of time, but I will admit sometimes we could be a bit slow as we let our maturity slip up. Once we mixed the teams around I saw how much more maturity mattered as we all adjusted to the effectiveness of all our new team members. Some teams got slower, some got faster, while I’m not pinning the reason entirely on maturity, I do think it’s a large influence. I also think its important that our teams got swapped around not just so we learned to work with new people but so we could learn to properly adjust and adapt to our changing environments.

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

Software Architecture Patterns

Architecture of software systems is not something I’ve delved into very deeply in the past. For the most part, the systems I’ve worked on have been mostly self-contained and small-scale, and only recently, particularly in my work environment, have I been exposed to the importance and relevance of architecting the entire system in a smart manner, which involves much more than just the code lines within.

As I learn to develop larger-scale software, it becomes increasingly important for me to develop a capability of looking at the big picture, goals, and possible implementations of a desired software system. The number of individual moving parts just grows and grows when you need to accommodate logic, data, processes, and more, and I need to be as capable as possible of designing and implementing them, or otherwise working within them, while having an understanding of how they work, and how they affect what I’m making.

Software architecture concerns the overall structure of a system, including its components, relationships, and guiding principles.

The ultimate goal of thinking about your software’s architecture is to aid you and your team in creating the most performant, maintainable, scalable, and secure software systems possible for your use case and business requirements.

In order to learn more about architecture, I decided to take a look at a post on GeeksForGeeks that takes a look into the different types of architecture styles, their use cases, advantages and disadvantages, and inherent limitations.

https://www.geeksforgeeks.org/software-engineering/types-of-software-architecture-patterns/

The post explained how architecture patterns exist, just like design patterns do, and how they differ. Conceptually, the design patterns are lower-level implementation strategies, involving the individual components of a system, such as the Duck Simulator’s “factory” design pattern option. Architecture patterns, on the other hand, involve higher-level strategies for the entire software system, like the concept of client-server architecture, which will almost certainly now require some web-based components, or the concept of layered architecture, which involves splitting the system into four “layers”, the presentation layer, the business layer, the application layer, and the data layer.

Each architecture pattern has advantages and disadvantages just as the design patterns do. For example, the layered architecture pattern splits the system into four specialized parts, allowing for a more focused scope within each component, as in, the presentation layer is focused on UI components, and the data layer focuses just on data writing, retrieval, and storage.

Having a plan goes a long way when it comes to building software, and understanding architecture patterns is just another way to get better at planning, and working within, great software. I’ll continue to keep these concepts in mind as I create and work on more systems, and further my understanding of software architecture.

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

Developing Teams: The Importance of a Strong Software Team

For this quarter’s blog post, I further explored the importance of developing a strong software team. The resource I chose is an article called “Better Software Engineering teams — Structures, roles, responsibilities and comparison with common approaches.” I chose this resource because it offers insights into how groups are organized for success, as well as the drawbacks of specific approaches that are used in current day. Building strong software development teams is a topic that ties directly into my current course, Software Process Management, discussions on team structures and project methodologies.

This article identifies and describes core characteristics of high-performing software engineering teams. It stresses the importance of traits like clearly defined roles, balanced seniority, responsibility and ownership, reasonable size teams, trust, transparency, strong leadership for effective team cohesion, executing and developing skills, to build and maintain a team environment of honesty and shared responsibility. 

This article strongly emphasizes the importance of having small and manageable sized teams, and provides a visual to better understand how bigger teams equal to higher chances of miscommunication and reduced efficiency.

Two common flawed approaches are analyzed (Single-Discipline Teams and Manager-Led Cross-Functional Teams) and compared to the optimal approach: Self-Managed Cross-Functional Team, via strong pros and cons lists. The key takeaway of this is to express that when team members understand their contributions to company and project goals, they are better equipped (with hard and soft-skills) to organize themselves and produce results efficiently.

This resource also reiterates the importance of team structure and team size, something of which I am directly experiencing within my POGIL-approach class, and class discussions on Agile and Scrum methodologies. This article provides the professional, industry-level validation for this very concept: the benefits of small, cross-functional groups for project completion.

My takeaway from this article is the benefits of self-managed cross-functional teams, and how unbalanced teams can lead to an increase of overworked members, lack of team cohesion, and decreased value and motivation into the project development and goal. Group work can be challenging, and even more so when the core values of a functional and strong team are absent. The article also emphasized the importance of strong leadership, as poor and ineffective leadership can be the root cause of common issues like “quiet quitting,” where team members feel the only way to bring attention to the poor leadership environment. This challenge is present, much too common, in fields outside of software development teams. 

As someone who sometimes struggles in team settings, due to worries about offering incorrect and simple input, I will make sure to understand the value I contribute to the team and not steer from contributing my knowledge. Even if my contributions are “simple” or “incorrect”, this will provide an opportunity to connect with and learn from my teammates, build an environment of trust and open communication, and strengthen my own leadership skills. As leadership does not start and end with the managers/leads of the team.

Main Resource:
https://medium.com/geekculture/better-software-engineering-teams-structures-roles-responsibilities-and-comparison-with-common-fb5c3161c13d – Better Software Engineering teams — Structures, roles, responsibilities and comparison with common approaches.

Additional Resources:
https://www.inc.com/peter-economy/why-quiet-quitting-is-actually-a-leadership-failure-and-how-to-fix-it/91181524 – Why Quiet Quitting Is Actually a Leadership Failure — and How to Fix It. Quiet quitting is a virus that affects entire organizations. Where it stems from might surprise you.

From the blog CS@Worcester – Vision Create Innovate by Elizabeth Baker and used with permission of the author. All other rights reserved by the author.

Unified Modeling Language (UML)

Hello everyone,

This week’s blog will cover Unified Modeling Language (UML) as this was a topic we recently covered in class and it was something that really left me in awe after learning about it so I wanted to write a blog about it. After finishing the homework about UML I realized how important of a tool it is for software developers and system designers. 

The author starts off the blog by giving a table of content to the reader. This allows them to get familiar with the structure of the blog, what it has to offer, and they can also jump on to a specific part that they want to read specifically. So UML is a standard visual language used in Software Engineering to model and design software systems. It helps developers, analysts, and stakeholders understand system structure, behavior, and interactions through diagrams. These can be extremely useful to people who are not familiar with coding and want to understand what the code does without being confused and lost when looking at it. The blog describes the purpose, significance, and the different types of UML, while also giving good advice and examples. On top of these, the author keeps a balance of technical explanation and keeping it simple for new learners. Later on the blog, he explains how UML closes the gap between technical and non-technical project members by providing a diagram which showcases the whole structure of the code and how everything is connected with each other. The article puts the history of how UML was created in the 1990s, and how the Object Management Group (OMG) took it as a standard. What I enjoy the most about this section is that it emphasizes why it is important, it improves communication, reduces misunderstanding, and helps in identifying design defects early. The blog then explains the various kinds of UML diagrams, like Class Diagrams, Use Case Diagrams, Sequence Diagrams, and Activity Diagrams. Both are discussed in detail along with their application, so it would be easy to understand when to use one over the other. The author also offers a step-by-step hands-on guide to creating UML diagrams, from deciding the purpose to using tools like Lucidchart.  The blog also has a dedicated section where it encourages the reader to practice and learn how to use UML. He states that it can be tricky at first, but with enough practice it will become easier to anyone. You can start off small and eventually you will get comfortable using UML when creating bigger projects

In conclusion, this blog was very informative and pertaining to my learning goals currently. Not only does the author describe what UML is, but he also takes readers through its actual uses, best practices, and even its limitations. Having this balance allows me to view UML as more than a diagramming scheme. It means thinking and planning effectively beforehand before starting to code..

Source: https://www.theknowledgeacademy.com/blog/unified-modeling-language/

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.

Enhancing Code: Refactoring and Design Patterns

I chose the website Refactoring.Guru as my resource for this quarter’s blog post. This site offers an in-depth collection of material covering code refactoring and various software design patterns. The resource directly relates to course material in my Software Construction, Design, and Architecture class, as we recently completed an assignment that involved both refactoring and implementing three specific design patterns: Strategy, Singleton, and Simple Factory. I wanted to deepen my understanding of these concepts beyond the implementation done in my assignment.

Refactoring.Guru provides comprehensive guides on two core concepts in software development: Refactoring and Design Patterns.

Refactoring is the process of restructuring existing code without changing its external behavior, to improve readability and reduce complexity. This site thoroughly explains that refactoring is essential for resolving consequences of prioritizing speed over clean code, aka technical debt; and describes the various types of code smells and techniques for reducing them.

Design Patterns are reusable solutions to common problems found in software design. These patterns are sorted into three categories: Creational, Structural, and Behavioral; the website provides clear descriptions and examples of each type of pattern that falls into these three categories, including the Strategy, Singleton, and Simple Factory.

I chose this resource because I was amazed at the clear and concrete information it provided, and I felt the need for a more comprehensive foundation on these patterns outside of the practice the class assignment gave. I particularly enjoyed using the Singleton Pattern as it clearly visualized being the optimal choice for creating methods that respond to one instance class. Similarly, the Strategy Pattern was a great start in understanding how to refactor code by adding, swapping, and removing parts without needing to rewrite the entire program. This resource offers clear and visual explanations that help bridge the gap between how to implement a pattern and why it is the chosen solution in certain contexts. 

This website has, without a doubt, helped me better understand the reasons behind refactoring and the several types of design patterns. With the resources’ section on refactoring highlighting the seemingly tedious but essential effort of cleaning up code to prevent the accumulation of technical debt, it also helped me realize that refactoring is not just a fix for poorly written code or a skill to identify bad code, but is an essential part of writing good code.

As I continue completing in-class and homework assignments for this class, and develop and edit code in the workplace, I will refer to this website to not only identify the best design pattern, but to identify the design smells and technical debt- as these assignments help with strengthening those skills with pre-written code (that we then finish and/or refactor). I will use this resource to continue practicing design patterns and refactoring, to strengthen my skills and ability to select the right design pattern to refactor my code.

Resources:

https://refactoring.guru/ – Refactoring Guru

From the blog CS@Worcester – Vision Create Innovate by Elizabeth Baker and used with permission of the author. All other rights reserved by the author.

REST API design philosophy and constraints

Original Blog: https://stackoverflow.blog/2020/03/02/best-practices-for-rest-api-design/

For this post, I’ve decided to write about what qualities a REST API platform ought to have in order for it to best serve the clients that depend on it. I’ve chosen this topic since it relates to what I’m currently studying in my software and design class.

As of today, REST API platforms are among the most widely used kinds of web interfaces. This is largely because of the versatility they offer in what can communicate with the API. Because of this, some key characteristics and qualities have been noted as essential for most, if not all, REST API platforms to ensure no problems are encountered in using the API. In the blog, “Best Practices for API Design”, by John Au-Yeung, the author details some practices he feels are the most necessary.

The first listed quality is the JSON compatibility, which includes being able to receive requests in JSON and being able to respond in JSON. The main reason for this quality being essential are the fact that most networked technologies either do or can use it with minor adjustments, compared to other frameworks, like XML, which would require the transforming of data so that it could be used. This would be very cumbersome for both the client and the maintainers of the API, and is less preferable than just using an already widely used framework like JSON.

The second listed quality is to make sure the endpoint paths of the API include only nouns describing what an http method acting on that endpoint would affect. For example, a path for using the GET method on a collection of articles would just be called GET /articles/ as opposed to GET /retrievearticles/. Since the http method will always add a verb to the path name, extra verbs that just reiterate what the method does can clutter the syntax of the endpoints. While this quality is maintained, endpoints and their functions are clear throughout the whole API.

The third and final quality mentioned by the author that I’ll include in this post is use of logical endpoint nesting when making paths for related endpoints. This quality says that if there is related or grouped data that can be accessed, structure the paths so that it’s clear that the information is related. The example the author gave was when designing a path to access comments on a specific article, the path should resemble /articles/articles:id/comments. With this structure, it’s clear to the user where the information contained in comments in coming from, and how that information interacts with articles and a specific articles id. This quality is important because it minimizes the amount of possible confusion a user may experience when accessing child resources.

In summary, of the qualities the author chose to emphasize, the ones that stood out to me the most were the logical nesting of paths and the compatibility with JSON. The logical path nesting seems like it could also prevent the problem of users suggesting errors in the API itself, when in reality they’re just confused by the unclear path structure, and JSON compatibility just seems too convenient to not have, and way too cumbersome to operate without, especially if your API is seeing use on a large scale.

From the blog My first blog by Michael and used with permission of the author. All other rights reserved by the author.