解析极限编程:拥抱变化(影印版)
[特价中]基本信息
- 原书名:Extreme Programming Explained:Embrace Change
- 原出版社: Pearson
- 作者: (美)Kent Beck [作译者介绍]
- 丛书名: 软件工程系列
- 出版社:中国电力出版社
- ISBN:7508313143
- 上架时间:2003-9-1
- 出版日期:2003 年9月
- 开本:16开
- 页码:194
- 版次:1-1
- 所属分类:
计算机 > 软件工程及软件方法学 > 建模
编辑推荐
软件开发工程是有趣的、多产的,甚至是大胆的。同时,它也能源源不断地带来商业价值,并保持在我们的掌控之下。极限编程的基本内容包括广泛。为什么极限编程引起很多的争议?某些不喜欢别人批语的人不肯在极限编程中删繁就简。
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书籍
计算机书籍
[a href="http://www.china-pub.com/computers/common/info.asp?id=6376" target="_blank"][font color="#ff6600"]查看《解析极限编程—拥抱变化》中文版[/font][/a]
软件开发工程是有趣的、多产的,甚至是大胆的。同时,它也能源源不断地带来商业价值,并保持在我们的掌控之下。 极限编程(xp)的构思和发展是针对小型团队进行软件开发时,在面对不确知的、变化的需求时所产生的特定需要的。这一新的、轻量级的方法学对许多传统思维提出了挑战,这其中包括一个一直以来的假设,即在软件开发过程中,对软件进行一个小小的改动就必然会使其开发成本大大增加。极限编程认可软件开发工程应该节约成本,而且一旦实现了某种节约就应该加以开发利用。 你可以喜欢xp,也可以恨它,但是本书将会使你对如何开发软件有一个全新的认识。kentbeck拥有并经营着first class软件公司,在这里他把主要精力放在两个最大的兴趣上——模式和极限编程。他一直在研究软件开发的先驱模式、crc卡、hotdraw画图编辑器框架、xunit单元测试框架以及测试为先的编程。他发表了五十多篇关于编程的文章,并出版了《the smalltalk best practice patterns》(prentice-hall出版社)和《kent beck’s guide to better smalltalk:a sorted collection》(剑桥大学出版社)两本著作,同时他还是超级畅销书《重构——改善既有代码的设计》(中英文版皆由中国电力出版社出版)的特约撰稿人。
计算机书籍
[a href="http://www.china-pub.com/computers/common/info.asp?id=6376" target="_blank"][font color="#ff6600"]查看《解析极限编程—拥抱变化》中文版[/font][/a]
软件开发工程是有趣的、多产的,甚至是大胆的。同时,它也能源源不断地带来商业价值,并保持在我们的掌控之下。 极限编程(xp)的构思和发展是针对小型团队进行软件开发时,在面对不确知的、变化的需求时所产生的特定需要的。这一新的、轻量级的方法学对许多传统思维提出了挑战,这其中包括一个一直以来的假设,即在软件开发过程中,对软件进行一个小小的改动就必然会使其开发成本大大增加。极限编程认可软件开发工程应该节约成本,而且一旦实现了某种节约就应该加以开发利用。 你可以喜欢xp,也可以恨它,但是本书将会使你对如何开发软件有一个全新的认识。kentbeck拥有并经营着first class软件公司,在这里他把主要精力放在两个最大的兴趣上——模式和极限编程。他一直在研究软件开发的先驱模式、crc卡、hotdraw画图编辑器框架、xunit单元测试框架以及测试为先的编程。他发表了五十多篇关于编程的文章,并出版了《the smalltalk best practice patterns》(prentice-hall出版社)和《kent beck’s guide to better smalltalk:a sorted collection》(剑桥大学出版社)两本著作,同时他还是超级畅销书《重构——改善既有代码的设计》(中英文版皆由中国电力出版社出版)的特约撰稿人。
作译者回到顶部↑
本书提供作译者介绍
Kent Beck:拥有并经营着First Class软件公司,在这里他把主要精力放在两个最大的兴趣上——模式和极限编程。他一直在研究软件开发的先驱模式、CRC卡、HotDraw画图编辑器框架、xUnit单元测试框架以及测试为先的编程。他发表了五十多篇关于编程的文章。
.. << 查看详细
.. << 查看详细
目录回到顶部↑
foreword
preface
section 1 the problem
chapter 1 risk: the basic problem
software development fails to deliver, and fails to deliver value. this
failure has huge economic and human impact. we need to find a new
way to develop software.
chapter 2 a development episode
day-to-day programming proceeds from a task clearly connected to a
feature the customer wants, to tests, to implementation, to design, and
through to integration. a little of each of the activities of software
development are packed into each episode.
chapter 3 economics of software development
we need to make our software development economically more valuable
by spending money more slowly, earning revenue more quickly, and
increasing the probable productive lifespan of our project. but most of
all we need to increase the options for business decisions.
chapter 4 four variables
we will control four variables in our projects---cost, time, quality, and
scope. of these, scope provides us the most valuable form of control.
preface
section 1 the problem
chapter 1 risk: the basic problem
software development fails to deliver, and fails to deliver value. this
failure has huge economic and human impact. we need to find a new
way to develop software.
chapter 2 a development episode
day-to-day programming proceeds from a task clearly connected to a
feature the customer wants, to tests, to implementation, to design, and
through to integration. a little of each of the activities of software
development are packed into each episode.
chapter 3 economics of software development
we need to make our software development economically more valuable
by spending money more slowly, earning revenue more quickly, and
increasing the probable productive lifespan of our project. but most of
all we need to increase the options for business decisions.
chapter 4 four variables
we will control four variables in our projects---cost, time, quality, and
scope. of these, scope provides us the most valuable form of control.
前言回到顶部↑
This i a book about Extreme Programming (XP). XP is a light-weight methodology for small-to-medium-sized teams developing software in the face of vague or rapidly changing requirements. This book is intended to help you decide ifXP is for you.
To some folks, XP seems like just good common sense. So why the "extreme" in the name? XP takes commonsense principles and practices to extreme levels.
If code reviews are good, we'll review code all the time (pair programming).
If testing is good, everybody will test all the time (unit testing), even the customers (functional testing).
If design is good, we'll make it part of everybody's daily business (refactoring).
If simplicity is good, we'll always leave the system with the simplest design that supports its current functionality (the simplest thing that could possibly work).
If architecture is important, everybody will work defining and refining the architecture all the time (metaphor).
If integration testing is important, then we'll integrate and test several times a day (continuous integration).
If short iterations are good, we'll make the iterations really, really short--seconds and minutes and hours, not weeks and months and years (the Planning Game).
When I first articulated XP, I had the mental image of knobs on a control board. Each knob was a practice that from experience I knew worked well. I would turn all the knobs up to 10 and see what happened. I was a little surprised to find that the whole package of practices was stable, predictable, and flexible.
XP makes two sets of promises.
To programmers, XP promises that they will be ablc to work on things that really matter, every day. They won't have to face scary situations alone. They will be able to do everything in their power to make their system successful. They will make decisions that they can make best, and they won't make decisions they they aren't best qualified to make.
To customers and managers, XP promises that they will get the most possible value out of every programming week. Every few weeks they will be able to see concrete progress on goals they care about. They will be able to change the direction of the project in the middle of development without incurring exorbitant costs.
In short, XP promises to reduce project risk, improve responsiveness to business changes, improve productivity throughout the life of a system, and add fun to building software in teams--all at the same time. Really. Quit laughing. Now you'll have to read the rest of the book to see if I'm crazy.
This Book
This book talks about the thinking behind XP--its roots, philosophy, stories, myths. It is intended to help you make an informed decision about whether or not to use XP on your project. If you read this book and correctly decide not to use XP for your project, I will have met my goal just as much as if you correctly decide to use it. A second goal of this book is to help those of you already using XP to understand it better.
This isn't a book about precisely how to do Extreme Programming. You won't read lots of checklists here, or see many examples, or lots of programming stories. For that, you will have to go online, talk to some of the coaches mentioned here, wait for the topical, how-to books to
follow, or just make up your own version.
The next stage of acceptance of XP is now in the hands of a group of people (you may be one) who are dissatisfied with software development as it is currently practiced. You want a better way to develop software, you want better relationships with your customers, you want
happier, more stable, more productive programmers. In short, you are looking for big rewards, and you aren't afraid to try new ideas to get them. But ifyou are going to take a risk, you want to be convinced that you aren't just being stupid.
To some folks, XP seems like just good common sense. So why the "extreme" in the name? XP takes commonsense principles and practices to extreme levels.
If code reviews are good, we'll review code all the time (pair programming).
If testing is good, everybody will test all the time (unit testing), even the customers (functional testing).
If design is good, we'll make it part of everybody's daily business (refactoring).
If simplicity is good, we'll always leave the system with the simplest design that supports its current functionality (the simplest thing that could possibly work).
If architecture is important, everybody will work defining and refining the architecture all the time (metaphor).
If integration testing is important, then we'll integrate and test several times a day (continuous integration).
If short iterations are good, we'll make the iterations really, really short--seconds and minutes and hours, not weeks and months and years (the Planning Game).
When I first articulated XP, I had the mental image of knobs on a control board. Each knob was a practice that from experience I knew worked well. I would turn all the knobs up to 10 and see what happened. I was a little surprised to find that the whole package of practices was stable, predictable, and flexible.
XP makes two sets of promises.
To programmers, XP promises that they will be ablc to work on things that really matter, every day. They won't have to face scary situations alone. They will be able to do everything in their power to make their system successful. They will make decisions that they can make best, and they won't make decisions they they aren't best qualified to make.
To customers and managers, XP promises that they will get the most possible value out of every programming week. Every few weeks they will be able to see concrete progress on goals they care about. They will be able to change the direction of the project in the middle of development without incurring exorbitant costs.
In short, XP promises to reduce project risk, improve responsiveness to business changes, improve productivity throughout the life of a system, and add fun to building software in teams--all at the same time. Really. Quit laughing. Now you'll have to read the rest of the book to see if I'm crazy.
This Book
This book talks about the thinking behind XP--its roots, philosophy, stories, myths. It is intended to help you make an informed decision about whether or not to use XP on your project. If you read this book and correctly decide not to use XP for your project, I will have met my goal just as much as if you correctly decide to use it. A second goal of this book is to help those of you already using XP to understand it better.
This isn't a book about precisely how to do Extreme Programming. You won't read lots of checklists here, or see many examples, or lots of programming stories. For that, you will have to go online, talk to some of the coaches mentioned here, wait for the topical, how-to books to
follow, or just make up your own version.
The next stage of acceptance of XP is now in the hands of a group of people (you may be one) who are dissatisfied with software development as it is currently practiced. You want a better way to develop software, you want better relationships with your customers, you want
happier, more stable, more productive programmers. In short, you are looking for big rewards, and you aren't afraid to try new ideas to get them. But ifyou are going to take a risk, you want to be convinced that you aren't just being stupid.








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