Extreme Software Engineering A Hands-On Approach

Extreme Software Engineering A Hands-On Approach

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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.show more

Product details

  • Paperback | 304 pages
  • 172.72 x 231.14 x 15.24mm | 408.23g
  • Pearson Education (US)
  • Pearson
  • Upper Saddle River, NJ, United States
  • English
  • New ed.
  • 0130473812
  • 9780130473813
  • 1,669,706

Back cover copy

"Extreme Software Engineering. A Hands-On Approach" bridges the gap between academic and professional software practices by providing the format to incorporate a hands-on project into a are engineering course. This is the first textbook designed to teach XP methods in a traditional software engineering course. Students learn real world communication skids by working together in teams to test, code and create real-life XP software products for clients. With Extreme Programming, the client becomes the central part of the development team, creating a bottom-up design in which only necessary features are added to the system on an as-needed basis. This book is also ideal for professionals who want a concise, hands-on introduction to XP. "Significant Features"Provides guidelines for setting up and presenting an XP component in a traditional software engineering course including a collection of short tutorials on the core aspects of XP and a course-long projectDescribes in detail the activities, expectations and responsibilities of participants in the XP software development processImmerses students or professionals very quickly in the programming experienceCreates an opportunity for students to learn the necessary communication tools used in successful professional software development projectsFeatures an associated Website with suggested topical readings and example project materialsshow more

About Daniel H. Steinberg

Daniel N. Steinberg has taught at Case Western Reserve University, Oberlin College, and John Carroll University where he introduced courses in Java (TM), Design Patterns, and XP. He is the director of Java Offerings at Dim Sum Thinking. A developer, trainer, and consultant, he has been teaching and writing about Java since 1996. Daniel has covered Java on the Macintosh (R) for the O'Reilly Network's (TM) MacDevCenter and for JavaWorld magazine. In addition to contributing to four previous computer science books, Daniel has also written articles and tutorials for the developer sites at Sun, IBM, BEA, and Apple. Daniel W. Palmer is an associate professor at John Carroll University where he has been teaching Software Engineering and Computer Science for eight years. He worked at NASA as a software engineer on many satellite missions including as project leader for Cosmic Background Explorer (COBE) satellite telemetry software development at Goddard Space Flight Center. Currently, he is the director of the Swarm Research Laboratory at John Carroll University, investigating swarm intelligence and emergent behavior.show more

Table of contents

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.show more

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