Dmytro Mindra discusses the tools and practices used for a game engine: Unit Testing and Test automation, Unity Runtime Test Framework, Continuous Integration, Game Test Framework, Performance Tests.
Pieter Hintjens keynotes on the current digital revolution that has created an “all seeing, all hearing policeman”, discussing what can be done about it.
Tomas Petricek introduces F#’s capabilities in dealing with scientific data: type providers -CSV, XML, JSON, REST-, interactive development, data visualization libraries, integration with R or MathLab
Jonathan Worthington explains the garbage collection terminology, the trade-offs made by GC designers, and how to write GC-friendly code for better performance.
Ian Cooper reminds what was Kent's original proposition on TDD, what misunderstandings occurred along the way and suggests a better approach to TDD, one that supports development rather impeding it.
Martin Thompson ponders if there is a mechanical sympathy between developers and computers, and how to balance elegant design with the application of science in the development of modern software.
Patrick Smacchia shares code analysis-related practices -structuring code, measuring code quality, automated tests, code contracts, reporting progress, trending- based on his experience with NDepend.
Adam Warski shows how to replace features of DI containers with plain Scala code using MacWire, and adding interceptors using macros.
Joe Armstrong discusses how fault tolerance relates to scalability and concurrency, and how Erlang helps build fault-tolerant systems on multi-core clusters.
Omer Kilic provides an overview of heterogeneous computing discussing how Erlang can help with the orchestration of different processing platforms, introduces Erlang/ALE + updates on Erlang Embedded.
Jonathan Worthington explains how invokedynamic works, how he has been using it while porting the Rakudo Perl 6 compiler to the JVM, and its performance impact.
Sam Aaron explores the idea of using programming languages, especially functional ones, to share ideas with other people, to have conversations, to support artistic practices, etc.