Agile Software DevelopmentAddison-Wesley, 2002 - 278 páginas Written for developers and project managers, this book compares software development to a game. Team members play the game knowing that the ultimate goal is to win - always remembering what they have learned along the way, and always keeping in mind that they will never play the same way twice. Players must keep an open mind to different methodologies, and focus on the goal of developing quality software in a short cycle time. Based on a decade's work and research, and interviews with software project teams, this book presents sound advice for bringing difficult projects to successful conclusion with a minimum of stress. |
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Página 53
... practices over time . Per- forming a disciplined activity daily is just as hard in software development as keep- ing the desk clear in the clean - desk tech- nique just mentioned . To remain in practice , a high - discipline methodology ...
... practices over time . Per- forming a disciplined activity daily is just as hard in software development as keep- ing the desk clear in the clean - desk tech- nique just mentioned . To remain in practice , a high - discipline methodology ...
Página 243
... Practice Is Reality Practice as the social construction of reality is a strong candidate for replacing the picture theory of reality . In short , prac- tice is our everyday practical activity . It is the human form of life . It ...
... Practice Is Reality Practice as the social construction of reality is a strong candidate for replacing the picture theory of reality . In short , prac- tice is our everyday practical activity . It is the human form of life . It ...
Página 269
... Practice , Addison- Wesley , Boston , MA , 2001 . O'Dell , C. , Grayson , C. J. Jr. , If Only We Knew What We Know : The Transfer of Internal Knowledge and Best Practice , The Free Press , New York , NY , 1998 . P Piattelli - Palmarini ...
... Practice , Addison- Wesley , Boston , MA , 2001 . O'Dell , C. , Grayson , C. J. Jr. , If Only We Knew What We Know : The Transfer of Internal Knowledge and Best Practice , The Free Press , New York , NY , 1998 . P Piattelli - Palmarini ...
Conteúdo
THE PROBLEM WITH PARSING EXPERIENCE | 3 |
THREE LEVELS OF LISTENING | 14 |
A COOPERATIVE GAME OF INVENTION AND COMMUNICATION | 21 |
Direitos autorais | |
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activity Adaptive Software Development Agile Software Development Alistair Cockburn apply behavior Cockburn cooperative game cost create Crystal Clear Crystal Orange culture deliver described diagrams discussion documentation effective example experience Extreme Programming feedback Figure game of invention goal grammers gramming Highsmith ideas increment information radiators interview invention and communication iteration Jim Highsmith Kent Beck language-games look ment meth methodol methodology design notice Object-Oriented odology osmotic communication pair programming person Personal Software Process practice principle problem project manager project team question reflection workshop regression tests requirements role situation skills Smalltalk Smalltalk programmers software development someone sponsors story strategy success sweet spot tacit knowledge team members techniques testers Theory Building View things Thoughtworks tion understanding user interface user stories whiteboard write