Extreme Programming Explained: Embrace Change
暫譯: 極限編程解釋:擁抱變化
Kent Beck
- 出版商: Addison Wesley
- 出版日期: 1999-10-05
- 售價: $1,360
- 貴賓價: 9.5 折 $1,292
- 語言: 英文
- 頁數: 224
- 裝訂: Paperback
- ISBN: 0201616416
- ISBN-13: 9780201616415
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商品描述
Description
The new concept of Extreme Programming (XP) is gaining more and more acceptance, partially because it is controversial, but primarily because it is particularly well-suited to help the small software development team succeed. This book serves as the introduction to XP that the market will need. XP is controversial, many software development sacred cows don't make the cut in XP; it forces practitioners to take a fresh look at how software is developed. The author recognizes that this "lightweight" methodology is not for everyone. However, anyone interested in discovering what this new concept can offer them will want to start with this book.
Introduction to Software Engineering.
Features
- XP is a lightning rod for discussion in the software development community; it is rapidly gaining acceptance and momentum.
- Kent Beck is one of the most respected names in software development and the father of XP.
- XP was conceived and developed to address the specific needs of software development conducted by small teams in the face of vague and changing requirements.
- XP is financially-focused; it recognizes that software projects have to work to achieve reductions in cost and exploit those savings.
- The book was recipient of Software Development magazine's JOLT Product Excellence Award.

Table Of Contents
Foreword by Erich Gamma.Preface.
I. THE PROBLEM.
1. Risk: The Basic Problem.2. A Development Episode.
3. Economics of Software Development.
Example.
4. Four Variables.
Focus on Scope.
5. Cost of Change.
6. Learning to Drive.
7. Four Values.
Simplicity.
Feedback.
Courage.
The Values in Practice.
8. Basic Principles.
9. Back to Basics.
Testing.
Listening.
Designing.
Conclusion.
II. THE SOLUTION.
10. Quick Overview.
Small Releases.
Metaphor.
Simple Design.
Tesing.
Refactoring.
Pair Programming.
Collective Ownership.
Continuous Integration.
40-Hour Week.
On-Site Customer.
Coding Standards.
11. How Could This Work?
Short Releases.
Metaphor.
Simple Design.
Testing.
Refactoring.
Pair Programming.
Collective Integration.
Continuous Integration.
40-Hour Week.
On-Site Customer.
Coding Standards.
12. Management Strategy.
Metrics.
Coaching.
Tracking.
Intervention.
13. Facilities Strategy.
14. Splitting Business and Technical Responsibility.
Business.
Development.
What to Do?
Choice of Technology.
What If It Is Hard?
15. Planning Strategy.
The Planning Game.
Planning in a Week.
16. Development Strategy.
Continuous Integration.
Collective Ownership.
Pair Programming.
17. Design Strategy.
The Simplest Thing that Could Possibly Work.
How Does Designing Through Refactoring Work?
What Is Simplest?
How Could This Work?
Role of Pictures in Design.
System Architecture.
18. Testing Strategy.
Who Writes Tests?
Other Tests.
19. Adopting XP.
20. Retrofitting.
Testing.
Design.
Planning.
Management.
Development.
In Trouble?
21. Lifecycle of an Ideal XP Project.
Exploration.
Planning.
Iterations to First Release.
Productionizing.
Maintenance.
Death.
22. Roles for People.
Programmer.
Customer.
Tester.
Tracker.
Coach.
Consultant.
Big Boss.
23. 20-80 Rule.
24. What Makes XP Hard.
25. When to Try XP.
26. XP at Work.
Fixed Price.
Outsourcing.
Insourcing.
Time and Materials.
Completion Bonus.
Early Termination.
Frameworks.
Shrinkwrap Products.
27. Conclusion.
Expectation.
Annotated Bibliography.
Glossary.
Index.
0201616416T04062001

商品描述(中文翻譯)
描述
極限編程(Extreme Programming, XP)這一新概念正逐漸獲得更多的認可,部分原因是它具爭議性,但主要是因為它特別適合幫助小型軟體開發團隊取得成功。本書是市場所需的XP入門書籍。XP具爭議性,許多軟體開發的神聖牛犢在XP中無法立足;它迫使從業者重新審視軟體開發的方式。作者認識到這種「輕量級」的方法論並不適合每個人。然而,任何對發現這一新概念能為他們提供什麼感興趣的人,都應該從這本書開始。
適合的課程
軟體工程導論。
特點
- XP是軟體開發社群中討論的焦點;它正迅速獲得認可和動力。
- Kent Beck是軟體開發領域最受尊敬的名字之一,也是XP的創始人。
- XP的構思和發展旨在滿足小型團隊在面對模糊和不斷變化的需求時的特定需求。
- XP以財務為重點;它認識到軟體專案必須努力實現成本降低並利用這些節省。
- 本書獲得了《Software Development》雜誌的JOLT產品卓越獎。
目錄
- 前言(Erich Gamma)
- 序言
- I. 問題
1. 風險:基本問題
我們的使命。
2. 一次開發經歷。
3. 軟體開發的經濟學。
選項。
範例。
4. 四個變數。
變數之間的互動。
專注於範圍。
5. 變更的成本。
6. 學習駕駛。
7. 四個價值觀。
溝通。
簡單性。
反饋。
勇氣。
實踐中的價值觀。
8. 基本原則。
9. 回歸基本。
編碼。
測試。
聆聽。
設計。
結論。
- II. 解決方案
10. 快速概述。
計劃遊戲。
小型發布。
隱喻。
簡單設計。
測試。
重構。
配對編程。
集體擁有。
持續整合。
40小時工作週。
現場客戶。
編碼標準。
11. 這如何運作?
計劃遊戲。
短期發布。
隱喻。
簡單設計。
測試。
重構。
配對編程。
集體整合。
持續整合。
40小時工作週。
現場客戶。
編碼標準。
結論。
12. 管理策略。
指標。
輔導。
追蹤。
介入。
13. 設施策略。
14. 分割業務與技術責任。
業務。
開發。
該怎麼做?
技術選擇。
如果很困難呢?
15. 計劃策略。
計劃遊戲。
一週內計劃。
16. 開發策略。
持續整合。
集體擁有。
配對編程。
17. 設計策略。
最簡單的可行方案。
透過重構進行設計的運作方式?
什麼是最簡單的?
這如何運作?
圖片在設計中的角色。
系統架構。
18. 測試策略。
誰編寫測試?
其他測試。
19. 採用XP。
20. 重新調整。
測試。
設計。
計劃。
管理。
開發。
遇到困難?
21. 理想XP專案的生命週期。
探索。
計劃。
第一次發布的迭代。
生產化。
維護。
死亡。
22. 人員角色。
程式設計師。
客戶。
測試者。
追蹤者。
輔導員。
顧問。
大老闆。
23. 20-80法則。
24. 使XP困難的因素。
25. 何時嘗試XP。
26. XP在工作中。
固定價格。
外包。
內部化。
時間和材料。
完成獎金。
早期終止。
框架。
包裝產品。
27. 結論。
期望。
註釋書目。
附錄。
索引。
0201616416T04062001