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Extreme Software Engineering : Hands-On Approach - ISBN10: 0130473812; ISBN13: 9780130473813

ISBN10: 0130473812
ISBN13: 9780130473813
Edition/Copyright: 04

Publisher: Prentice Hall, Inc.
Cover: Paperback
Year Published: 2004
Weight: 1lbs.
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Extreme Software Engineering : Hands-On Approach

by Daniel Steinberg and Daniel Palmer

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For Software Engineering courses for use as a supplement or primary text.

This hands-on software engineering text fills the gap between the way students learn to program and the way software is written in professional practice with an interactive, project-oriented approach that includes: guidelines for setting up and presenting an XP software engineering course; tutorials on the core aspects of XP; and detailed descriptions of what to expect when applying XP to a development project. Using methodologies that are flexible enough to meet the changing needs of future clients, the text provides a detailed description of what happens in a typical cycle during an XP development effort and shows students what to do instead of telling them what to do.

Features

  • Can be used with traditional software engineering texts and provides a usable XP component for traditional courses.
  • Full set of XP tutorials--Enable students to learn by doing the key XP practices.
    • Provides students with step-by-step instruction on test-driven design, refactoring code, writing and running acceptance test, interacting with the client and using XP's planning game to determine where the development should focus its energy.
  • Text fully integrated with project.
    • Provides students with hands-on experience.
  • Typical cycle during an XP development effort--Describes in detail the activities, expectations and responsibilities of all participants in the process.
    • Familiarizes students with all aspects from the first interaction with the client, to ongoing meetings and programming sessions with fellow XP developers, through conclusion of the project.
  • Anecdotes and examples.
    • Provides students with real-world examples and advice for avoiding problems when processes didn't go as planned.
  • Instructor's Resource CD with how-to run the course guidelines.
    • Provides instructors with a guide for making the hands-on project successful.

I. THE SPIKE-GETTING UP TO SPEED.

1. The Metaphor-Developing a Sense of Where We're Headed.
2. Getting Started-Introducing the Core XP Practices.
3. Pair Programming-Learning to Work Together.
4. First Test, Then Code-Understanding Why We Test First.

II. THE ITERATION-SHAPING THE DEVELOPMENT PROCESS.

5. The Client-Meeting Another Team Member.
6. The Plans-Beginning an Iteration.
7. The Values, Principles and Practices-Living the Iteration.
8. Acceptance Tests-Determining That a Story is Completed.
9. Evaluation and Regrouping-Wrapping Up an Iteration.

III. CORE PRACTICES-WORKING EXAMPLES OF CORE PRACTICES.

10. Test First-Learning a New Way of Life.
11. User Stories-Exploring with the Customer.
12. The Planning Game-Negotiating the Future.
13. Refactoring-Sharpening Your Knife.
14. Customer Written Tests-Automating the Acceptance Process.
15. Development Mechanics-Organizing Your Project.



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