Salt Lake Software Symposium - July 9 - 10, 2010 - No Fluff Just Stuff

Ted Neward

Salt Lake Software Symposium

Salt Lake City · July 9 - 10, 2010

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Ted Neward

Presentations

The Busy Java Developer's Guide to Collections

For so many Java developers, the java.util.* package consists of List, ArrayList, and maybe Map and HashMap. But the Collections classes are so much more powerful than many of us are led to believe, and all it requires is a small amount of digging and some simple exploration to begin to “get” the real power of the Collection classes.

The Busy Java Developer's Guide to Functional Java

Much noise has been made in recent years about functional languages, like Scala or Haskell, and their benefits relative to object-oriented languages, most notably Java. Unfortunately, as wonderful as many of those benefits are, the fact remains that most Java developers will either not want or not be able to adopt those languages for writing day-to-day code. Which leaves us with a basic question: if I can't use these functional languages to write production code, is there any advantage to learning about them?

  The short answer is yes, for the fundamental premise--"I can't use functional code on my Java project"--is flawed. Java developers can, in fact, make use of functional ideas, and what's better, they don't even have to reinvent them for Java--thanks to the FunctionalJava library, many of the core primitives--interfaces that serve as base types for creating function values, for example--already exist, ready to be used.

Busy Java Developer's Guide to Advanced Collections

Once you've learned the core Collections clases, you're done, right? You know everything there is to know about Collections, and you can “check that off” your list of Java packages you have to learn and know, right?

Pragmatic Architecture

Building an application is not the straightforward exercise it used to be. Decisions regarding which architectural approaches to take (n-tier, client/server), which user interface approaches to take (Smart/rich client, thin client, Ajax), even how to communicate between processes (Web services, distributed objects, REST)… it's enough to drive the most dedicated designer nuts. This talk discusses the goals of an application architecture and why developers should concern themselves with architecture in the first place. Then, it dives into the meat of the various architectural considerations available; the pros and cons of JavaWebStart, ClickOnce, SWT, Swing, JavaFX, GWT, Ajax, RMI, JAX-WS, , JMS, MSMQ, transactional processing, and more.

Busy Java Developer's Guide to ParallelizationPatterns

Getting the most out of your hardware historically was a question of optimizing native code to take advantage of CPU instructions, and setting the right optimization flags on the compiler. Then, when Java came around, it became a matter of simply allowing Hotspot to do its thing. But as the rise of multicore CPUs has made its presence felt in the developer mindspace, so has the need to start writing code in a more parallel/concurrent fashion. Unfortunately, this is an area that most Java developers have historically tried to avoid (like the Plague), so it represents a huge “black hole” for most of them.

Architectural Kata Workshop

Fred Brooks said, “How do we get great designers? Great designers design, of course.” So how do we get great architects? Great architects architect. But architecting a software system is a rare opportunity for the non-architect.

The kata is an ancient tradition, born of the martial arts, designed to give the student the opportunity to practice more than basics in a semi-realistic way. The coding kata, created by Dave Thomas, is an opportunity for the developer to try a language or tool to solve a problem slightly more complex than “Hello world”. The architectural kata, like the coding kata, is an opportunity for the student-architect to practice architecting a software system.

Busy Java Developer's Guide to Games

Games? What do games have to do with good business-oriented applications? Turns out, a lot of interesting little tidbits of user-interface, distribution, and emergence, found normally in the games we play, have direct implications on the way enterprise applications can (or should) be built.