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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.
Provides students with hands-on experience.
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.
Provides students with real-world examples and advice for avoiding problems when processes didn't go as planned.
Provides instructors with a guide for making the hands-on project successful.
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 FeaturesI. THE SPIKE—GETTING UP TO SPEED.
1. The Metaphor—Developing a Sense of Where We're Headed.II. THE ITERATION—SHAPING THE DEVELOPMENT PROCESS.
5. The Client—Meeting Another Team Member.III. CORE PRACTICES—WORKING EXAMPLES OF CORE PRACTICES.
10. Test First—Learning a New Way of Life.