The Software Development Edge: Essays on Managing Successful Projects
暫譯: 軟體開發優勢:成功專案管理的論文集
Joe Marasco
- 出版商: Addison Wesley
- 出版日期: 2005-04-01
- 定價: $1,490
- 售價: 5.0 折 $745
- 語言: 英文
- 頁數: 336
- 裝訂: Paperback
- ISBN: 0321321316
- ISBN-13: 9780321321312
-
相關分類:
專案管理 PM、管理與領導 Management-leadership
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商品描述
Table of Contents:
About the Author.
Foreword.
Preface.
I. GENERAL MANAGEMENT.
1. Beginning at the Beginning.
The Importance of Good Software.
Hard Rocks in the Swamp.
Audience.
The Iterative Problem-Solving Clock.
Recap.
2. Computational Roots.
The Precipitator.
The Answer.
How This Program Worked.
Why Was This Generation of Engineers Special?
Computation.
Getting to Know the Numbers by Their First Names.
So How About Those Computers?
Our Computational Heritage.
Recap.
3. Mountaineering.
On Climbing Big Mountains.
Common Causes of Failure.
Ingredients for Success.
The Human Factor.
Recap.
4. Managing.
Managing Teams.
Recap.
II. SOFTWARE DIFFERENCES.
5. The Most Important Thing.
Iterative Development.
Roscoe Leroy.
Going Over the Waterfall.
The Other Extreme.
Roscoe’s First Picture.
Roscoe’s Second Picture.
Wait a Minute!.
Keeping the Vectors Short.
The Application to Software Development.
Applied Learning and Short-Vector Direction.
Risk Targeting.
Have You Heard This One Before?
More on Applied Learning.
Business Implications.
The Staffing Effect.
Just Plain Horse (shoe) Sense.
Recap.
6. Modeling.
How to Explain the UML.
What Is the UML, and Why Is It Important?
A Second, Less Trivial Example.
The Third Example.
And Now for the Relevance to Software…
Raising the Level of Abstraction.
Recap.
7. Coding.
How Managers Can Learn a New Programming Language.
The Problem, Better Defined.
What Should the Standard Problem Contain?
The Animal Game.
Does the Animal Game Fit the Criteria?
Does It Pass the “So What?” Test?
It’s Your Game.
Recap.
8. Getting It Out the Door.
If You Build It, They Will Come.
In the Beginning, There Was the Sandbox.
Why Should the Product Build Be Hard, Anyway?
What About Iterative Development?
Recap.
III. THE PROJECT-MANAGEMENT VIEW.
9. Trade-Offs.
The Project Pyramid.
Five, Not Four.
Enter the Pyramid.
The Altitude Variable.
The Pyramid’s Volume Is Constant.
A Statistical Interlude.
Right Idea, Wrong Distribution.
Implications for Real Projects.
What Does It Take to Get to a Coin Flip?
More Confidence.
Important Caveats.
It’s All About Risk.
Recap.
10. Estimating.
What If We Used Common Sense?
Chocolate Versus Vanilla.
Roscoe Explains.
Roscoe Goes Deeper.
Roscoe’s Calendar.
Roscoe Computes.
Roscoe Gets into Software.
Roscoe Reports In.
Guess We Did Something Right.
Roscoe Sums It Up .
Roscoe Picks a Bone.
Guess We Did Something Right, Part Two.
Roscoe Admitted to Software Project Manager Fraternity.
Recap.
11. Scheduling.
Roscoe Poses the Problem: How Late Are You Gonna Be?
Joe Makes a Slight Comeback.
Roscoe Returns.
Roscoe’s Rogue’s Gallery.
Roscoe’s Graph.
One Last Objection.
Roscoe’s Parting Shot.
Recap.
12. Rhythm.
A Physicist Looks at Project Progress.
Reality Intrudes.
What About Iterative Development?
One Last Graph.
Recap.
IV. THE HUMAN ELEMENT.
13. Politics.
Context.
Definition.
Three Scenarios.
Politics Is Inevitable, But…
When Things Get Political.
The Engineering Mapping.
High-Trust Environments.
Other Variants of Bad Politics.
Recap.
14. Negotiating.
Communication Is Everything.
Roscoe Explains His Theory.
Are We Done Yet?
Recap.
15. Signing Up.
Roscoe Gets His Nose Bloodied…
…And Immediately Cuts to the Chase.
Vesuvius Erupts.
How They Do It in Texas.
The Relevance to Software.
The Dog Ate My Homework.
Spec Wars?
The Three Most Common Excuses.
And Another Thing…
Thrust, Parry, and Riposte.
Large Project Chicken.
The End of Software Development as We Know It?
Elaboration Versus Construction.
Tough Love.
Recap.
16. Compensation.
Going for the Flow.
Flow and Software Development Performance.
Applying the Flow Model to Compensation.
Money Isn’t Always the Answer.
Recap.
V. THINKING LATERALLY.
17. History Lesson.
Don’t Let the King Be Your Architect.
Things Aren’t Always as They Seem.
Checking the Design.
Knowing What You Don’t Know.
Continuity of Leadership.
In a Hurry, As Usual.
Focusing on the Wrong Features.
When the Design Is Bad…
The Relevance of Testing.
Prototype Versus Product.
The Inquest.
Recap.
18. Bad Analogies.
Houston, We Have a Problem.
Fig Newtons.
Everything’s Relative.
Quantum Nonsense.
Heat Death.
Other Examples.
Good Science.
Recap.
19. The Refresh Problem.
Refreshing Embedded Software.
The Current Situation.
The Software Upgrade Game.
A Modest Proposal.
Software Upgrades, Revisited.
Some Nice Things Come for Free.
Why This Will Work.
Refinement.
What About Software Piracy?
Until the Sun Takes Over.
Recap.
20. Not So Random Numbers.
Roscoe Sets the Stage.
Simulating the Batter.
First Steps.
Second Steps.
Generating More Probabilities.
Of Course, We’ve Already Left the World of Baseball.
Reality Is Ugly.
Monday’s Solution.
Lessons Learned.
Recap.
VI. ADVANCED TOPICS.
21. Crisis.
The Five Days of the Fish.
The Fish Market.
Day 1: Unaware.
Day 2: Avoiding the Issue.
Day 3: Enter “The Fixer”.
Day 4: The Turning Point.
Day 5: Two Critical Paths.
Moral of the Story.
Recap.
22. Growth.
Growth Issues.
The Naïve Model.
Consequences of the Model.
An Illustrative Example.
Non-Linearity.
Call to Action.
Conclusions.
Nomograph.
Spreadsheet.
Recap.
23. Culture.
What Is a Culture?
Strong and Weak Cultures.
Defining Corporate Values.
And the Applicability to Software Is…
Building a Strong Culture.
When You’re Looking for a Job…
The Bottom Line.
Recap.
24. Putting It All Together.
Schlepper.
Macher.
Mensch.
More on Mensches.
Population Distribution.
Some Final Thoughts on the Model.
Recap.
Acknowledgments.
Index.
商品描述(中文翻譯)
目錄:
關於作者。
前言。
序言。
I. 總體管理。
1. 從頭開始。
- 優秀軟體的重要性。
- 沼澤中的硬石。
- 受眾。
- 迭代問題解決時鐘。
- 總結。
2. 計算根源。
- 沉澱器。
- 答案。
- 這個程式是如何運作的。
- 為什麼這一代工程師特別?
- 計算。
- 透過名字認識數字。
- 那麼電腦呢?
- 我們的計算遺產。
- 總結。
3. 登山。
- 攀登大山。
- 失敗的常見原因。
- 成功的要素。
- 人的因素。
- 總結。
4. 管理。
- 團隊管理。
- 總結。
II. 軟體差異。
5. 最重要的事情。
- 迭代開發。
- Roscoe Leroy。
- 越過瀑布。
- 另一個極端。
- Roscoe的第一幅圖。
- Roscoe的第二幅圖。
- 等一下!
- 保持向量短小。
- 對軟體開發的應用。
- 應用學習與短向量方向。
- 風險目標設定。
- 你聽過這個嗎?
- 更多關於應用學習的內容。
- 商業影響。
- 人員配置效應。
- 單純的常識。
- 總結。
6. 建模。
- 如何解釋UML。
- UML是什麼,為什麼重要?
- 第二個不那麼平凡的例子。
- 第三個例子。
- 現在與軟體的相關性…
- 提升抽象層次。
- 總結。
7. 編碼。
- 管理者如何學習一種新的程式語言。
- 更清晰定義問題。
- 標準問題應包含什麼?
- 動物遊戲。
- 動物遊戲符合標準嗎?
- 它通過「那又怎樣?」測試嗎?
- 這是你的遊戲。
- 總結。
8. 將其推出市場。
- 如果你建造它,他們就會來。
- 一開始有沙盒。
- 為什麼產品構建應該困難?
- 那麼迭代開發呢?
- 總結。
III. 專案管理觀點。
9. 取捨。
- 專案金字塔。
- 五個,而不是四個。
- 進入金字塔。
- 高度變數。
- 金字塔的體積是恆定的。
- 統計插曲。
- 正確的想法,錯誤的分佈。
- 對真實專案的影響。
- 到達擲硬幣的標準需要什麼?
- 更多的信心。
- 重要的警告。
- 一切都與風險有關。
- 總結。
10. 估算。
- 如果我們使用常識會怎樣?
- 巧克力與香草。
- Roscoe解釋。
- Roscoe深入探討。
- Roscoe的日曆。
- Roscoe計算。
- Roscoe進入軟體領域。
- Roscoe報告。
- 看來我們做對了什麼。
- Roscoe總結。
- Roscoe挑剔。
- 看來我們做對了什麼,第二部分。
- Roscoe被接納為軟體專案經理兄弟會成員。
- 總結。
11. 排程。
- Roscoe提出問題。