Coding By Exception
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Coding By Exception
Coding by exception is an accidental complexity in a software system in which the program handles specific errors that arise with unique exceptions. When an issue arises in a software system, an error is raised tracing the issue back to where it was caught and then where that problem came from, if applicable. Exceptions can be used to handle the error while the program is running and avoid crashing the system. Exceptions should be generalized and cover numerous errors that arise. Using these exceptions to handle specific errors that arise to continue the program is called coding by exception. This anti-pattern can quickly degrade software in performance and maintainability. Executing code even after the exception is raised resembles the goto method in many software languages, which is also considered poor practice. See also * Accidental complexity * Creeping featurism *Test-driven development Test-driven development (TDD) is a way of writing source code, code that involves wr ...
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Accidental Complexity
Accidental may refer to: * Accidental (music), a symbol which changes the pitch of a note * ''Accidental'' (album), by Fred Frith * Accidental (biology), a biological phenomenon more commonly known as vagrancy * ''The Accidental'', a 2005 novel by Ali Smith * The Accidental (band), a UK folk band * Accidental property, a philosophical term See also * Accidence (or inflection), a modification of a word to express different grammatical categories * Accident (other) * Adventitious, which is closely related to "accidental" as used in philosophy and in biology * Random In common usage, randomness is the apparent or actual lack of definite pattern or predictability in information. A random sequence of events, symbols or steps often has no order and does not follow an intelligible pattern or combination. ...
, which often is used incorrectly where ''accidental'' or ''adventitious'' would be appropriate {{disambiguation ...
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Anti-pattern
An anti-pattern in software engineering, project management, and business processes is a common response to a recurring problem that is usually ineffective and risks being highly counterproductive. The term, coined in 1995 by computer programmer Andrew Koenig (programmer), Andrew Koenig, was inspired by the book ''Design Patterns'' (which highlights a number of design patterns in software development that its authors considered to be highly reliable and effective) and first published in his article in the ''Journal of Object-Oriented Programming''. A further paper in 1996 presented by Michael Ackroyd at the Object World West Conference also documented anti-patterns. It was, however, the 1998 book ''AntiPatterns'' that both popularized the idea and extended its scope beyond the field of software design to include software architecture and project management. Other authors have extended it further since to encompass environmental, organizational, and cultural anti-patterns. Definiti ...
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Accidental Complexity
Accidental may refer to: * Accidental (music), a symbol which changes the pitch of a note * ''Accidental'' (album), by Fred Frith * Accidental (biology), a biological phenomenon more commonly known as vagrancy * ''The Accidental'', a 2005 novel by Ali Smith * The Accidental (band), a UK folk band * Accidental property, a philosophical term See also * Accidence (or inflection), a modification of a word to express different grammatical categories * Accident (other) * Adventitious, which is closely related to "accidental" as used in philosophy and in biology * Random In common usage, randomness is the apparent or actual lack of definite pattern or predictability in information. A random sequence of events, symbols or steps often has no order and does not follow an intelligible pattern or combination. ...
, which often is used incorrectly where ''accidental'' or ''adventitious'' would be appropriate {{disambiguation ...
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Creeping Featurism
Feature creep is the excessive ongoing expansion or addition of new features in a product, especially in computer software, video games (where it should not be confused with power creep) and consumer and business electronics. These extra features go beyond the basic function of the product and can result in software bloat and over-complication, rather than simple design. The definition of what qualifies as "feature creep" varies among end users, where what is perceived as such by some users may be considered practical functionality by others. Feature creep is one of the most common sources of cost and schedule overruns. It thus endangers and can even kill products and projects. Causes Feature creep may arise from the desire to provide the consumer with a more useful or desirable product in order to increase sales or distribution. Once a product does everything that it is designed to do, the manufacturer may add functions some users might consider unneeded (sometimes at the cost ...
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Test-driven Development
Test-driven development (TDD) is a way of writing source code, code that involves writing an test automation, automated unit testing, unit-level test case that fails, then writing just enough code to make the test pass, then refactoring both the test code and the production code, then repeating with another new test case. Alternative approaches to writing automated tests is to write all of the production code before starting on the test code or to write all of the test code before starting on the production code. With TsDD, both are written together, therefore shortening debugging time necessities. TDD is related to the test-first programming concepts of extreme programming, begun in 1999, but more recently has created more general interest in its own right.Newkirk, JW and Vorontsov, AA. ''Test-Driven Development in Microsoft .NET'', Microsoft Press, 2004. Programmers also apply the concept to improving and software bug, debugging legacy code developed with older techniques.Feat ...
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