Agile Principles, Patterns, and Practices in C#

Agile Principles, Patterns, and Practices in C#
Author: Micah Martin
Publisher: Pearson Education
Total Pages: 914
Release: 2006-07-20
Genre: Computers
ISBN: 0132797143

With the award-winning book Agile Software Development: Principles, Patterns, and Practices, Robert C. Martin helped bring Agile principles to tens of thousands of Java and C++ programmers. Now .NET programmers have a definitive guide to agile methods with this completely updated volume from Robert C. Martin and Micah Martin, Agile Principles, Patterns, and Practices in C#. 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.

Guide to the Software Engineering Body of Knowledge (Swebok(r))

Guide to the Software Engineering Body of Knowledge (Swebok(r))
Author: IEEE Computer Society
Publisher:
Total Pages: 348
Release: 2014
Genre: Computer software
ISBN: 9780769551661

In the Guide to the Software Engineering Body of Knowledge (SWEBOK(R) Guide), the IEEE Computer Society establishes a baseline for the body of knowledge for the field of software engineering, and the work supports the Society's responsibility to promote the advancement of both theory and practice in this field. It should be noted that the Guide does not purport to define the body of knowledge but rather to serve as a compendium and guide to the knowledge that has been developing and evolving over the past four decades. Now in Version 3.0, the Guide's 15 knowledge areas summarize generally accepted topics and list references for detailed information. The editors for Version 3.0 of the SWEBOK(R) Guide are Pierre Bourque (Ecole de technologie superieure (ETS), Universite du Quebec) and Richard E. (Dick) Fairley (Software and Systems Engineering Associates (S2EA)).

Software Pioneers

Software Pioneers
Author: Manfred Broy
Publisher: Springer Science & Business Media
Total Pages: 714
Release: 2012-12-06
Genre: Computers
ISBN: 3642594123

A lucid statement of the philosophy of modular programming can be found in a 1970 textbook on the design of system programs by Gouthier and Pont [1, l Cfl0. 23], which we quote below: A well-defined segmentation of the project effort ensures system modularity. Each task fonos a separate, distinct program module. At implementation time each module and its inputs and outputs are well-defined, there is no confusion in the intended interface with other system modules. At checkout time the in tegrity of the module is tested independently; there are few sche duling problems in synchronizing the completion of several tasks before checkout can begin. Finally, the system is maintained in modular fashion; system errors and deficiencies can be traced to specific system modules, thus limiting the scope of detailed error searching. Usually nothing is said about the criteria to be used in dividing the system into modules. This paper will discuss that issue and, by means of examples, suggest some criteria which can be used in decomposing a system into modules. A Brief Status Report The major advancement in the area of modular programming has been the development of coding techniques and assemblers which (1) allow one modu1e to be written with little knowledge of the code in another module, and (2) alJow modules to be reas sembled and replaced without reassembly of the whole system.

Microsoft Word 2002

Microsoft Word 2002
Author: Sarah E. Hutchinson-Clifford
Publisher: McGraw-Hill Technology Education
Total Pages: 408
Release: 2001-10
Genre: Computers
ISBN: 9780072471021

The Advantage Series presents the Feature-Method-Practice approach to computer software applications to today's technology and business students. This series implements an efficient and effective learning model, which enhances critical thinking skills and provides students and faculty with complete application coverageThe primary market is the Introduction to Computing/CIS computer literacy course requiring a lab component that covers software applications.Other course areas include Adult and Continuing Education/Individual Application courses, which are one-credit hour, designed to provide a brief introduction to a single software application.

New Trends in Software Methodologies, Tools and Techniques

New Trends in Software Methodologies, Tools and Techniques
Author: H. Fujita
Publisher: IOS Press
Total Pages: 492
Release: 2006-10-03
Genre: Computers
ISBN: 1607502062

Software is the essential enabler for the new economy and science. It creates new markets and new directions for a more reliable, flexible, and robust society. It empowers the exploration of our world in ever more depth. However, software often falls short behind our expectations. Current software methodologies, tools, and techniques remain expensive and not yet reliable for a highly changeable and evolutionary market. Many approaches have been proven only as case-by-case oriented methods. This book presents a number of new trends and theories in the direction in which we believe software science and engineering may develop to transform the role of software and science in tomorrow’s information society. This publication is an attempt to capture the essence of a new state of art in software science and its supporting technology. Is also aims at identifying the challenges such a technology has to master.

How to Do Everything with Your Dell Axim Handheld, Second Edition

How to Do Everything with Your Dell Axim Handheld, Second Edition
Author: Rich Hall
Publisher: McGraw Hill Professional
Total Pages: 410
Release: 2006-01-11
Genre: Computers
ISBN: 0072264217

Get the most out of your Dell Axim with this step-by-step guide. How to Do Everything with Your Dell Axim Handheld, Second Edition has been fully revised to cover Microsoft’s new operating system for Pocket PCs--Windows Mobile 5.0. Find out how to manage personal information, send and receive e-mail, synchronize with desktop computers, and go wireless. Get details on optimizing memory, conserving battery power, and using the security features to protect your valuable information. Enjoy videos, music, and eBooks, and use your Axim as a digital camera. This handy resource contains all of the expert advice you need to be more productive and have more fun with your Dell Axim.

Players Making Decisions

Players Making Decisions
Author: Zack Hiwiller
Publisher: New Riders
Total Pages: 646
Release: 2015-12-09
Genre: Computers
ISBN: 013439464X

Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one’s own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include: A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it

Agile Software Development Quality Assurance

Agile Software Development Quality Assurance
Author: Stamelos, Ioannis G.
Publisher: IGI Global
Total Pages: 266
Release: 2007-02-28
Genre: Computers
ISBN: 1599042185

"This book provides the research and instruction used to develop and implement software quickly, in small iteration cycles, and in close cooperation with the customer in an adaptive way, making it possible to react to changes set by the constant changing business environment. It presents four values explaining extreme programming (XP), the most widely adopted agile methodology"--Provided by publisher.