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  2. Data collection system - Wikipedia

    en.wikipedia.org/wiki/Data_collection_system

    Data collection systems are an end-product of software development. Identifying and categorizing software or a software sub-system as having aspects of, or as actually being a "Data collection system" is very important. This categorization allows encyclopedic knowledge to be gathered and applied in the design and implementation of future systems.

  3. Donald Bren School of Information and Computer Sciences

    en.wikipedia.org/wiki/Donald_Bren_School_of...

    ICS buildings (center and left) viewed from the top of Bren Hall. The Donald Bren School of Information and Computer Sciences, also known colloquially as UCI's School of ICS or simply the Bren School, is an academic unit of the University of California, Irvine (UCI), and the only dedicated school of computer science in the University of California system.

  4. List of software development philosophies - Wikipedia

    en.wikipedia.org/wiki/List_of_software...

    Davis 201 Principles of Software Development [12] Don't Make Me Think (Principles of intuitive navigation and information design) [13] The Art of Computer Programming (general computer-science masterpiece by Donald E. Knuth) The Cathedral and the Bazaar - book comparing top-down vs. bottom-up open-source software; The Philosophy of Computer ...

  5. Software design - Wikipedia

    en.wikipedia.org/wiki/Software_design

    Software design usually is directed by goals for the resulting system and involves problem-solving and planning – including both high-level software architecture and low-level component and algorithm design. In terms of the waterfall development process, software design is the activity of following requirements specification and before coding ...

  6. Software design pattern - Wikipedia

    en.wikipedia.org/wiki/Software_design_pattern

    In software engineering, a software design pattern or design pattern is a general, reusable solution to a commonly occurring problem in many contexts in software design. [1] A design pattern is not a rigid structure that can be transplanted directly into source code. Rather, it is a description or a template for solving a particular type of ...

  7. Don't repeat yourself - Wikipedia

    en.wikipedia.org/wiki/Don't_repeat_yourself

    "Don't repeat yourself" (DRY), also known as "duplication is evil", is a principle of software development aimed at reducing repetition of information which is likely to change, replacing it with abstractions that are less likely to change, or using data normalization which avoids redundancy in the first place.

  8. SOLID - Wikipedia

    en.wikipedia.org/wiki/SOLID

    In software programming, SOLID is a mnemonic acronym for five design principles intended to make object-oriented designs more understandable, flexible, and maintainable. Although the SOLID principles apply to any object-oriented design, they can also form a core philosophy for methodologies such as agile development or adaptive software ...

  9. GRASP (object-oriented design) - Wikipedia

    en.wikipedia.org/wiki/GRASP_(object-oriented_design)

    Larman states that "the critical design tool for software development is a mind well educated in design principles. It is not UML or any other technology." [ 3 ] : 272 Thus, the GRASP principles are really a mental toolset, a learning aid to help in the design of object-oriented software.