Robert Cecil Martin (in de volksmond bekend als Uncle Bob) is een Amerikaanse software-ingenieur en auteur.
Meer over de auteursAgile Principles, Patterns, and Practices in C# (1e druk 2006)
Gebonden Engels 2006 1e druk 9780131857254Samenvatting
This book presents a series of case studies illustrating the fundamentals of Agile development and Agile design, and moves quickly from UML models to real C# code. The introductory chapters lay out the basics of the agile movement, while the later chapters show proven techniques in action. The book includes many source code examples that are also available for download from the authors' Web site.
Readers will come away from this book understanding
- Agile principles, and the fourteen practices of Extreme Programming
- Spiking, splitting, velocity, and planning iterations and releases
- Test-driven development, test-first design, and acceptance testing
- Refactoring with unit testing
- Pair programming
- Agile design and design smells
- The five types of UML diagrams and how to use them effectively
- Object-oriented package design and design patterns
- How to put all of it together for a real-world project
Whether you are a C# programmer or a Visual Basic or Java programmer learning C#, a software development manager, or a business analyst, 'Agile Principles, Patterns, and Practices in C#' is the first book you should read to understand agile software and how it applies to programming in the .NET Framework.
Specificaties
Lezersrecensies
Inhoudsopgave
Preface
Acknowledgements
About the authors
Section 1: Agile development
1. Agile practices
2. Overview of Extreme Programming
3. Planning
4. Testing
5. Refactoring
6. A Programming Episode
Section 2: Agile design
7. What is Agile Design
8. The Single-Responsibility Principle (SRP)
9. The Open/Closed Principle (OCP)
10. The liskov Substitution Principle (LSP)
11. The Dependency-Inversion Principle (DIP)
12. The Interface Segregation Principle (ISP)
13. Overview of UML for C# Programmers
14. Working with Diagrams
15. State Diagrams
16. Object Diagrams
17. Use Cases
18. Sequence Diagrams
19. Class Diagrams
20. Heuristics and Coffee
Section 3: The payroll case study
21. Command and active object: Versatility
22. Template method and strategy: inheritance
23. Façade and mediator
24. Singleton and Monostate
25. Null object
26. The payroll case study: iteration 1
27. The payroll case study: implementation
Section 4: Packaging the payroll system
28. Principles of package
29. Factory
30. The payroll case study: package analysis
31. Composite
32. Observer: evolving into a pattern
33. Abstract server, adapter, and bridge
34. Proxy and Gateway: managing third-party APIs
35. Visitor
36. State
37. The payroll case study: the database
38. The payroll user interface: model view
Appendix A: A satire of two companies
Appendix B: What is Software?
Index
Rubrieken
- advisering
- algemeen management
- coaching en trainen
- communicatie en media
- economie
- financieel management
- inkoop en logistiek
- internet en social media
- it-management / ict
- juridisch
- leiderschap
- marketing
- mens en maatschappij
- non-profit
- ondernemen
- organisatiekunde
- personal finance
- personeelsmanagement
- persoonlijke effectiviteit
- projectmanagement
- psychologie
- reclame en verkoop
- strategisch management
- verandermanagement
- werk en loopbaan