| 000 | 01041camuu22003014a 4500 | |
| 001 | 000045404591 | |
| 005 | 20071204143614 | |
| 008 | 030822s2004 njua b 001 0 eng | |
| 010 | ▼a 2003062232 | |
| 020 | ▼a 0130473812 | |
| 020 | ▼a 9780130473813 | |
| 035 | ▼a (KERIS)REF000009664009 | |
| 040 | ▼a DLC ▼c DLC ▼d DLC ▼d 211009 | |
| 042 | ▼a pcc | |
| 050 | 0 0 | ▼a QA76.76.D47 ▼b S732 2004 |
| 082 | 0 0 | ▼a 005.1/1 ▼2 22 |
| 090 | ▼a 005.11 ▼b S819e | |
| 100 | 1 | ▼a Steinberg, Daniel H. ▼q (Daniel Howard) , ▼d 1959-. |
| 245 | 1 0 | ▼a Extreme software engineering : ▼b a hands on approach / ▼c Daniel H. Steinberg and Daniel W. Palmer. |
| 260 | ▼a Upper Saddle River, N.J. : ▼b Pearson/Prentice Hall , ▼c c2004. | |
| 300 | ▼a xxv, 273 p. : ▼b ill. ; ▼c 24 cm. | |
| 504 | ▼a Includes bibliographical references (p. 263-264) and index. | |
| 650 | 0 | ▼a Computer software ▼x Development. |
| 650 | 0 | ▼a eXtreme programming. |
| 650 | 0 | ▼a Software engineering. |
| 700 | 1 | ▼a Palmer, Daniel William. |
| 945 | ▼a KINS |
소장정보
| No. | 소장처 | 청구기호 | 등록번호 | 도서상태 | 반납예정일 | 예약 | 서비스 |
|---|---|---|---|---|---|---|---|
| No. 1 | 소장처 과학도서관/Sci-Info(2층서고)/ | 청구기호 005.11 S819e | 등록번호 121161087 | 도서상태 대출가능 | 반납예정일 | 예약 | 서비스 |
| No. 2 | 소장처 과학도서관/Sci-Info(2층서고)/ | 청구기호 005.11 S819e | 등록번호 521007319 | 도서상태 대출가능 | 반납예정일 | 예약 | 서비스 |
컨텐츠정보
책소개
This hands-on software engineering volume fills the gap between the way users learn to program and the way software is written in professional practice with an interactive, project-oriented approach that includes guidelines for using XP methods for software engineering , 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 book provides a detailed description of what happens in a typical cycle during an XP development effort and shows users what to do instead of telling them what to do. The volume provides an introduction to the Core XP practices, and details pair programming, understanding why we test first, the iteration, shaping the development process and core practices and working examples of core practices. For software engineers, developers, and programmers , and managers who want to learn about XP.
정보제공 :
목차
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.
