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Extreme Software Engineering A Hands-On Approach

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Extreme Software Engineering A Hands-On Approach

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About

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.

Description

  • Copyright 2004
  • Edition: 1st
  • Book
  • ISBN-10: 0-13-047381-2
  • ISBN-13: 978-0-13-047381-3

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 project
  • Describes in detail the activities, expectations and responsibilities of participants in the XP software development process
  • Immerses students or professionals very quickly in the programming experience
  • Creates an opportunity for students to learn the necessary communication tools used in successful professional software development projects
  • Features an associated Website with suggested topical readings and example project materials

Sample Content

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.

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