Beginning Software Engineering (häftad)
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Format
Häftad (Paperback)
Språk
Engelska
Antal sidor
480
Utgivningsdatum
2015-03-06
Upplaga
1
Förlag
John Wiley & Sons Inc
Illustrationer
illustrations
Dimensioner
241 x 184 x 31 mm
Vikt
789 g
Antal komponenter
1
ISBN
9781118969144
Beginning Software Engineering (häftad)

Beginning Software Engineering

Häftad Engelska, 2015-03-06
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A complete introduction to building robust and reliable software Beginning Software Engineering demystifies the software engineering methodologies and techniques that professional developers use to design and build robust, efficient, and consistently reliable software. Free of jargon and assuming no previous programming, development, or management experience, this accessible guide explains important concepts and techniques that can be applied to any programming language. Each chapter ends with exercises that let you test your understanding and help you elaborate on the chapter's main concepts. Everything you need to understand waterfall, Sashimi, agile, RAD, Scrum, Kanban, Extreme Programming, and many other development models is inside! Describes in plain English what software engineering is Explains the roles and responsibilities of team members working on a software engineering project Outlines key phases that any software engineering effort must handle to produce applications that are powerful and dependable Details the most popular software development methodologies and explains the different ways they handle critical development tasks Incorporates exercises that expand upon each chapter's main ideas Includes an extensive glossary of software engineering terms
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About the author Rod Stephens started out as a mathematician, but while studying at MIT he discovered the joys of computer algorithms and has been programming professionally ever since. The author of more than 30 books, Rod is an award-winning instructor who speaks regularly at programming conferences and user's group meetings. Visit us at wrox.com where you have access to free code samples, Programmer to Programmer forums, and discussions on the latest happenings in the industry from around the world.

Innehållsförteckning

INTRODUCTION xxi PART I: SOFTWARE ENGINEERING STEP-BY-STEP CHAPTER 1: SOFTWARE ENGINEERING FROM 20,000 FEET 3 Requirements Gathering 4 High-Level Design 5 Low-Level Design 6 Development 6 Testing 6 Deployment 8 Maintenance 9 Wrap-up 9 Everything All at Once 10 Summary 11 CHAPTER 2: BEFORE THE BEGINNING 15 Document Management 16 Historical Documents 18 E-mail 19 Code 21 Code Documentation 22 Application Documentation 25 Summary 25 CHAPTER 3: PROJECT MANAGEMENT 29 Executive Support 30 Project Management 31 PERT Charts 33 Critical Path Methods 38 Gantt Charts 41 Scheduling Software 42 Predicting Times 42 Get Experience 44 Break Unknown Tasks into Simpler Pieces 44 Look for Similarities 45 Expect the Unexpected 45 Track Progress 46 Risk Management 47 Summary 49 CHAPTER 4: REQUIREMENT GATHERING 53 Requirements Defi ned 54 Clear 54 Unambiguous 55 Consistent 56 Prioritized 56 Verifiable 60 Words to Avoid 60 Requirement Categories 61 Audience-Oriented Requirements 61 Business Requirements 61 User Requirements 62 Functional Requirements 63 Nonfunctional Requirements 63 Implementation Requirements 63 FURPS 64 FURPS+ 64 Common Requirements 66 Gathering Requirements 67 Listen to Customers (and Users) 67 Use the Five Ws (and One H) 68 Who 68 What 68 When 69 Where 69 Why 69 How 69 Study Users 70 Refining Requirements 71 Copy Existing Systems 71 Clairvoyance 73 Brainstorm 74 Recording Requirements 76 UML 77 User Stories 77 Use Cases 78 Prototypes 78 Requirements Specification 80 Validation and Verification 80 Changing Requirements 80 Summary 81 CHAPTER 5: HIGH ]LEVEL DESIGN 87 The Big Picture 88 What to Specify 89 Security 89 Hardware 90 User Interface 91 Internal Interfaces 92 External Interfaces 93 Architecture 94 Monolithic 94 Client/Server 95 Component-Based 96 Service-Oriented 97 Data-Centric 97 Event-Driven 97 Rule-Based 98 Distributed 98 Mix and Match 99 Reports 101 Other Outputs 102 Database 102 Audit Trails 103 User Access 103 Database Maintenance 104 Configuration Data 104 Data Flows and States 105 Training 105 UML 105 Structure Diagrams 107 Behavior Diagrams 109 Activity Diagrams 110 Use Case Diagram 111 State Machine Diagram 112 Interaction Diagrams 113 Sequence Diagram 113 Communication Diagram 114 Timing Diagram 115 Interaction Overview Diagram 115 Summary 116 CHAPTER 6: LOW ]LEVEL DESIGN 119 OO Design 120 Identifying Classes 121 Building Inheritance Hierarchies 122 Refinement 123 Generalization 125 Hierarchy Warning Signs 126 Object Composition 127 Database Design 127 Relational Databases 128 First Normal Form 130 Second Normal Form 134 Third Normal Form 135 Higher Levels of Normalization 137 Summary 138 CHAPTER 7: DEVELOPMENT 143 Use the Right Tools 144 Hardware 144 Network 145 Development Environment 146 Source Code Control 147 Profilers 147 Static Analysis Tools 147 Testing Tools 147 Source Code Formatters 147 Refactoring Tools 148 Training 148 Selecting Algorithms 148 Effective 149 Efficient 149 Predictable 151 Simple 152 Prepackaged 152 Top-Down Design 153 Programming Tips and Tricks 155 Be Alert 155 Write for People, Not the Computer 156 Comment First 157 Write Self-Documenting Code 159 Keep It Small 160 Stay Focused 161 Avoid Side Effects 162 Validate Results 163 Practice Offensive Programming 165 Use Exceptions 166 Write Exception Handers First 167 Don t Repeat Code 167 Defer Optimization 167 Summary 169 CHAPTER 8: TESTING 173 Testing Goals 175 Reasons Bugs Never Die 175 Diminishing Returns 175 Deadlines 175 Conseque