<?xml version="1.0" encoding="UTF-8"?>
<mods xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://www.loc.gov/mods/v3" version="3.1" xsi:schemaLocation="http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-1.xsd">
  <titleInfo>
    <title>Agile software development</title>
    <subTitle>principles, patterns, and practices</subTitle>
  </titleInfo>
  <name type="personal">
    <namePart>Martin, Robert C.</namePart>
    <role>
      <roleTerm authority="marcrelator" type="text">creator</roleTerm>
    </role>
  </name>
  <typeOfResource>text</typeOfResource>
  <originInfo>
    <place>
      <placeTerm type="text">Harlow, Essex</placeTerm>
    </place>
    <publisher>Pearson Education Limited</publisher>
    <dateIssued>c2014</dateIssued>
    <edition>International edition of first edition.</edition>
    <issuance>monographic</issuance>
  </originInfo>
  <physicalDescription>
    <extent>iv, 524 pages : Illustrations</extent>
  </physicalDescription>
  <abstract>For courses in Object-Oriented Design, C++ Intermediate Programming, and Object-Oriented Programming. Written for software engineers "in the trenches," this text focuses on the technology-the principles, patterns, and process-that help software engineers effectively manage increasingly complex operating systems and applications. There is also a strong emphasis on the people behind the technology. This text will prepare students for a career in software engineering and serve as an on-going education for software engineers.</abstract>
  <note>I. AGILE DEVELOPMENT. 1. Agile Practices. 2. Overview of Extreme Programming. 3. Planning. 4. Testing. 5. Refactoring. 6. A Programming Episode. II. AGILE DESIGN. 7. What Is Agile Design? 8. SRP: The Single-Responsibility Principle. 9. OCP: The Open-Closed Principle. 10. LSP: The Liskov Substitution Principle. 11. DIP: The Dependency-Inversion Principle. 12. ISP: The Interface-Segregation Principle. III. THE PAYROLL CASE STUDY. 13. Command and Active Object. 14. Template Method &amp; Strategy: Inheritance vs. Delegation. 15. Facade and Mediator. 16. Singleton and Monostate. 17. Null Object. 18. The Payroll Case Study: Iteration One Begins. 19. The Payroll Case Study: Implementation. IV. PACKAGING THE PAYROLL SYSTEM. 20. Principles of Package Design. 21. Factory. 22. The Payroll Case Study (Part 2). V. THE WEATHER STATION CASE STUDY. 23. Composite. 24. Observer-Backing into a Pattern. 25. Abstract Server, Adapter, and Bridge. 26. Proxy and Stairway to Heaven: Managing Third Party APIs. 27. Case Study: Weather Station. VI. THE ETS CASE STUDY. 28. Visitor. 29. State. 30. The ETS Framework. Appendix A. UML Notation I: The CGI Example. Appendix B. UML Notation II: The Statmux. Appendix C.A Satire of Two Companies. Index.</note>
  <subject authority="lcsh">
    <topic>Agile software development</topic>
  </subject>
  <subject authority="lcsh">
    <topic>eXtreme programming</topic>
  </subject>
  <subject authority="">
    <topic>Computer software - development</topic>
  </subject>
  <classification authority="lcc">QA 76.76 MAR</classification>
  <identifier type="isbn">9781292038360</identifier>
  <identifier type="isbn">1292038365</identifier>
  <recordInfo/>
</mods>
