16. Time - Make time for studying/ learning.
Learn Everyday, Do not waste time.
Money - Take online curses (Plural Sight, Treehouse etc.)
Programming, Leadership, business and career seminars.
Effort - Wake up early, Join Communities that can help build your
personality and skills in programming etc.
18. Developer tools
IDE - Integrated Development Environment
• Visual Studio 2012-2017
• Visual Studio Code
Programming Language (Back End)
• C# (C Sharp) using Entity Framework
Programming Language (Front End)
• JavaScript
• Angular JS Framework
• ReactJS
• KnockoutJS
• Ember
• JQuery
• Etc.
Version Control Repositories
• Github
• Bit bucket
• Team Foundation version control (TFVC)
Transactional Databases
• MSSQL Server
• MYSQL
• Oracle
• Etc.
UI – User Interface
• Bootstrap
• HTML
• CSS
• JQUERY
19. Front End Developer (UI -User Interface)
Front End - HTML, CSS
Front End Framework - Bootstrap
Front End Programming - Javascript
JavaScript Framework - Angularjs, JQuery, KnockoutJS,
ReactJS, VueJS and many more.
Backend Developer
Backend Programming - C# dotnet, PHP, Ruby, Java Phyton
Backend Framework - Asp.net entityframework, PHP
Laravel, Ruby on Rails ETC.
C# Xamarin - Mobile
DBA Database Admin
Database - MSSQL, MySQL, Oracle etc.
Database Warehouse - Oracle, Redshift etc.
(Designed for data warehousing, Which Database is
not normalize
its design for fast retrieval of querying reports.
20. Agile Project Management
Why Agile?
Agile is a time boxed, iterative approach to software delivery that builds
software incrementally from the start of the project, instead of trying to
deliver it all at once near the end.
http://agilemanifesto.org/
Incrementally
Instead of all at once
21. Agile using Scrum Framework
Why Scrum?
Scrum is the most popular way of introducing Agility due to its simplicity
and flexibility.
22. •Sprint planning: A team planning meeting that determines what to complete in the coming sprint.
•Daily stand-up: Also known as a daily scrum, a 15-minute mini-meeting for the software team to sync.
•Sprint demo: A sharing meeting where the team shows what they've shipped in that sprint.
•Sprint retrospective: A review of what did and didn't go well with actions to make the next sprint better.
Scrum calls for four ceremonies that bring structure to each sprint
23. Three Roles in a Scrum Team
• Product owner,
• Team
• Scrum Master
Development Team
(DT)
Product Owner
(PO)
Scrum Master
(SM)
Business Owner
Stakeholders
Scrum Team
in the absence of PO
24. Development TeamProduct Owner Scrum Master
Product owners are the
champions for their product.
They are focused on
understanding business and
market requirements, then
prioritizing the work to be done
by the engineering team
accordingly.
Scrum teams are the champions
for sustainable development
practices. The most effective
scrum teams are tight-knit, co-
located, and usually 5 to 7
members. Team members have
differing skill sets, and cross-train
each other so no one person
becomes a bottleneck in the
delivery of work.
The facilitator-in-chief,
they schedule the needed
resources (both human and
logistical) for sprint planning,
stand-up, sprint review, and
the sprint retrospective.
https://www.atlassian.com/agile/scrum
Scrum Team
27. Version control systems are a category of software tools that help a software team
manage changes to source code over time. Version control software keeps track of every
modification to the code in a special kind of database. If a mistake is made, developers can
turn back the clock and compare earlier versions of the code to help fix the mistake while
minimizing disruption to all team members.
What is version control?
“Developing software without using version control is risky,
like not having backups.”
Version Control
https://www.atlassian.com/git/tutorials/what-is-version-control
33. A class is like a blueprint. It defines the
data and behavior of a type.
A class is a construct that enables you to create
your own custom types by grouping together
variables of other types, methods and events.
What is Class?
35. Inheritance is the ability to create a class from another class, the "parent" class, extending the functionality
and state of the parent in the derived, or "child" class. It allows derived classes to overload methods from
their parent class.
PARENT / BASE CLASS CHILD / DERIVED CLASS
36. Abstraction
Abstraction: is outlined by the top left and top right images of the cat. The surgeon and the old lady
designed (or visualized) the animal differently. In the same way, you would put different features in
the Cat class, depending upon the need of the application. Every cat has a liver, bladder, heart and
lung, but if you need your cat to 'purr' only, you will abstract your application's cat to the design on
top-left rather than the top-right.
Encapsulation: is outlined by the cat standing on the table. That's what everyone outside the cat
should see the cat as. They need not worry whether the actual implementation of the cat is the top-
left one or the top-right one or even a combination of both.
37. Encapsulation is used to hide its members from outside class or interface, whereas abstraction is
used to show only essential features.
In C# programming, Encapsulation uses five types of modifier to encapsulate data. These modifiers are
public, private, internal, protected and protected internal.
private: Access is limited to the containing type.
public: Access is not restricted.
protected: Access is limited to the containing class or types
derived from the containing class.
Internal: Access is limited to the current assembly.
protected internal: Access is limited to the current assembly
or types derived from the containing class.
https://docs.microsoft.com/en-us/dotnet/articles/csharp/language-reference/keywords/modifiers
LINK BELOW
C# Access Modifiers
39. Polymorphism is often referred to as the third pillar of object-oriented programming,
after encapsulation and inheritance.
1.A class hierarchy in which each specific student class derives from a common base class Person.
2.Use a virtual method to invoke the appropriate method on any derived class through a single call to the base class method.