Markus Völter suggests and illustrates creating development environments based on language workbenches that provide a generic infrastructure and can be easily extended and composed.
Daniil Elovkov shows how to define a projectional editor that combines graphical, tabular, textual notations, lets one either mix or seamlessly switch between those, and is deployable to the web.
Richard Minerich explains how ideas and tools from functional programming can save time, prevent subtle mistakes in data science, and how he incorporates them into his everyday workflow.
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.
Ian Robinson introduces tools and techniques for building a system around a graph engine, experiment with graph data, and using it in an application.
Ann Robson discusses how to develop standards, approach refactoring in a safe and practical way, and track the evolution of a code with tools and metrics.
In this solutions track talk, sponsored by Azul Systems, Gil Tene discusses common pitfalls encountered in measuring and characterizing latency, and ways to address them using some new open source tools.
Christopher Simons suggests using SBSE to iterated through multiple possible solutions and select the one that performs the best, offering insight into some available tools and techniques.
In this solutions track talk, sponsored by Solace Systems, Aaron Lee discusses the value and challenges of efficiently moving information along with techniques and tools that can increase the rate and efficiency of data flows within big data architectures.
Emma Langman explores the usefulness of some of the Quality tools that have been around since the 50s for gathering requirements, tackling repeat problems, or innovating more efficiently as a team.
Avdi Grimm takes Bash to its limits and beyond.