标题：激情式软件开发
图书信息
出版社: 北京理工大学出版社; 第1版 (2011年3月1日)
外文书名: Software Development on Adrenalin
平装: 344页
正文语种: 英语
开本: 16
ISBN: 9787564042288
条形码: 9787564042288
尺寸: 26 x 18.8 x 1.8 cm
重量: 621 g
作者简介
作者：(加拿大)麦凯(KennethN.McKay)
作者：(加拿大)麦凯
Dr. Kenneth McKay is a Professor of Operations Management and Information Systems. Department of Management Sciences.Faculty of Engineering, University of Waterloo. Canada. He has been involved with computer systems for over four decades, and has developed dozens of software systems ranging from relational databases and interactive math software to factory scheduling tools.During this time. Dr. McKay has focused on systems that are centred on tile user. and which require innovative solutions. In "Software Development on Adrenalin. " methods and concepts are shared for how to understand the user requirements, and how to undertake software development when there are few. if any, existing examples to follow.
内容简介
The writing of this 《激情式软件开发》, at this time, can be attributed to Dr. Alan George who gave me an opportunity to do a reasonably large project that fits the methodology described in this book. This project in turn led to an opportunity to try to teach students and others associated with the project,the principles and concepts behind the project itself; hence the book. Alan also provided input on some of the content, such as the ideal characteristics of software.
目录
Part Ⅰ S/W Development: a Personal View
Overview
Chapter 1 Introduction
1.1 ZenTai
1.2 Mushing
Chapter 2 High Velocity Mushing
2.1 Low Volume vs. High Volume Development
2.2 From a Toothpick to a Decorated Living Christmas Tree
2.3 Agile & Extreme —— an Overview
2.4 Preconditions
2.5 Bite Sized Pieces
Chapter 3 Experience and Expertise
Part Ⅱ Understanding the Problem & Thinking Through the Conceptual Solution
Overview
Chapter 4 Understanding THE Problem
4.1 Understanding
4.2 Good Questions
4.3 Questioning and Understanding
4.4 Listening Is Reading
Chapter 5 Modeling
5.1 Abstract Modeling —— the Art of Seeing
5.2 Finite State Automata
5.3 Process Mapping
5.4 Ishikawa's Fishbone Diagrams
Chapter 6 Field Analysis
6.1 Ethnographic Methods
6.2 Analysis Under Hostile Fire
6.3 The Quick "Drive-by" Analysis
Chapter 7 User Engagement
7.1 Stating the Obvious
7.2 Styles of Engagement
7.3 Other Sources of Insight —— Support and QA
7.4 Stakeholder Checklist
7.5 Feedback and Suggestions —— Caveat Emptor
Chapter 8 ZenTai —— the Value Equation
8.1 面值—— Value
8.2 The Value Framework
8.3 Life Cycles
8.4 Society or Organizational Structure
8.5 Interactions
8.6 Information
8.7 Impact, Value
8.8 Utility or Futility?
8.9 Value Analysis —— an Example
8.10 Process Models and Value Mapping
8.11 Exploiting Existing Technology
8.12 Conclusion
Chapter 9 ZenTai —— the Comfort Zone
9.1 安心—— Comfort
9.2 Sources of Discomfort
9.3 Increasing the Comfort Level
9.4 A Comfort Analysis
Chapter 10 ZenTai —— the Experience Factor
10.1 经验—— Experience
10.2 Prior Experience
10.3 Experiencing
Chapter 11 ZenTai —— Evolution
11.1 进化—— Evolution
11.2 Environmental Evolution
11.3 Functional Evolution
Chapter 12 Pulling It All Together
Chapter 13 Universal Requirement Factors
13.1 The Human Element
13.2 The Synthetic Element
Chapter 14 ZenTai Summary
Part Ⅲ Architecture & Design
Overview
Chapter 15 Universal Designs
Chapter 16 The Big Picture
16.1 What Is Meant by the Phrase: Big Picture?
16.2 Good Architecture
16.3 Layered Analysis
16.4 Interface Definitions, and Protocols
Chapter 17 Designing for Change
17.1 Technology
17.2 The Problem
17.3 Users
Chapter 18 Stability & Robustness
18.1 Levels I through V—— Infrastructure Stu~
18.2 Levels VI through VII——Your Stuffl
Chapter 19 Tempus/Temporis
Chapter 20 Task Oriented Design
Chapter 21 Design Sufficiency
Part Ⅳ Level Ⅵ Rapids & Mushing
Overview
Chapter 22 Management
22.1 The Management Challenge
22.2 Good Management
22.3 Strategic, Tactical, and Operational
22.4 Management Skill & Training
Chapter 23 Risk Management
23.1 Risk Analysis
23.2 Development
23.3 Operational Considerations
23.4 Risk Identification
Chapter 24 Project Management
24.1 Early Phases of Project Management
24.2 Detailed Functionality and Planning
24.3 Budgets and Plans
24.4 Degrees of Certainty
24.5 Slack and Project Elasticity
24.6 Critical Paths
24.7 Resource Flexibility
24.8 Multiple Plans
24.9 Dancing with the Devil
Chapter 25 Planning vs. the Plan
Chapter 26 Aversion Dynamics
Chapter 27 Reliance on Technology
Chapter 28 User Interface Principles
Chapter 29 The Toothpick
Chapter 30 Factoring
Chapter 31 Coding
Chapter 32 Testing
Chapter 33 Tool Smithing
33.1 Passive Tools
33.2 Active Tools
Chapter 34 Documentation
Chapter 35 Client and Developer Build Cycles
Chapter 36 At the Helm
Chapter 37 Operational Control & Tracking
37.1 Tasks —— Who Does What
37.2 Detailed Plan Contents —— Start of Week
37.3 Weekly Updates and Reflection
37.4 Monthly Level Details
Chapter 38 Team Design
Chapter 39 Mission Critical Systems
Chapter 40 Final Thoughts
References