Software Craftsmanship: The New Imperative (Paperback)

Pete McBreen

  • 出版商: Addison Wesley
  • 出版日期: 2001-08-23
  • 售價: $1,100
  • 貴賓價: 9.5$1,045
  • 語言: 英文
  • 頁數: 208
  • 裝訂: Paperback
  • ISBN: 0201733862
  • ISBN-13: 9780201733860
  • 相關分類: 軟體工程
  • 立即出貨 (庫存=1)

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Table of Contents

Preface.

 

I. QUESTIONING SOFTWARE ENGINEERING.

 

 

1. Understanding Software Engineering.

The Paradox of Software Engineering.
The Modern Definition of Software Engineering.
Is Software Engineering a Good Choice for Your Project?


2. The Problems with Software Engineering.

Can Software Development Be Made Systematic and Quantified?
The Hazards of the Good Enough Software Approach.
What Is the Alternative to Software Engineering?


3. Understanding Software Development.

Software as Capital.
Does the Division of Labor Work for Software Development?
One Size Does Not Fit All.


4. Finding a Better Metaphor Than Software Engineering.

Finding a Better Metaphor Than Software Engineering.
The Craft of Software Development.
Parallels with Traditional Craftsmanship.
The Resurgence of the Craft of Software Development.
 

II. SOFTWARE CRAFTSMANSHIP.

 

 


5. Putting People Back into Software Development.

Craftsmanship Is About Getting Better at Software Development.
Craftsmanship Encourages Developers to Write Great Software.
A Call to Arms.


6. Craftsmanship Is the Opposite of Licensing.

Craftsmanship Is Personal.
Licensing Is an Illusion.
Craftsmanship Focuses on the Individual.
 

III. IMPLICATIONS OF SOFTWARE CRAFTSMANSHIP.

 

 


7. How Craftsmanship Affects the Users of Systems.

Software Craftsmanship Works Because Software Is Easy to Copy.
Craftsmen Have a Different Relationship with Their Users.
Great Software Deserves to Be Signed.
Craftsmen Need Demanding Users.
Software Craftsmanship Leads to Collaborative Development.


8. Customers Have a Different Relationship with Craftsmen.

Setting Realistic Delivery Dates.
Exposing the Fallacy of Good Enough Software.
Allowing Software Craftsmen to Take Credit for Their Work.
Start Exploiting the Difference in Productivity Between Developers.
But How Do We Know How Good a Developer Really Is?
Customers Make a Cost/Quality Trade-off When Choosing Craftsmen.
Customers Have Long Term Relationships with Software Craftsmen.
Customer Interests Are Aligned with the Interests of Software Craftsmen.


9. Managing Craftsmen.

Software Craftsmen Are Not Hired Hands.
Good Developers Are More Valuable Than Their Managers.
Software Craftsmen Have a Different Relationship with Their Managers,
Managing Great Developers Is a Pleasure and a Privilege.
Software Craftsmen Like Creating Applications.
Managing Software Craftsmen Is Different.
Software Craftsmen Push for What They Need.


10. Becoming a Software Craftsman.

Software Craftsmanship Is a Rejection of Narrow Specialization.
Craftsmanship Requires Dedication.
How Does a Person Become a Software Craftsman?
The Craft Tradition Has Endured for Centuries.


11. Mastering the Craft.

What Does a Master Software Craftsman Look Like?
Use Your Old-timers.
Mastery Implies the Use of Stable Technologies.
Developing Mastery Takes Time.
Mastery Implies Taking Responsibility for Passing on the Craft.


12. Apprentice Developers.

We Must Reverse the Decline in the Quality of Developer Training.
Becoming an Apprentice Is a Significant Step.
Apprenticeship Instills Lifelong Learning.
The Role of Apprentices.
An Apprenticeship Is a Significant Investment of Time and Energy.


13. Journeymen Developers.

Where Journeymen Fit in the Craft Tradition.
Journeymen Developers.
Journeymen Are Focused on Delivering Applications.
Journeymen Play a Key Role in Software Craftsmanship.
 

IV. REPOSITIONING SOFTWARE ENGINEERING.

 

 


14. Software Engineering Projects.

Software Engineering Is Designed for Large Systems Projects.
Software Engineering Projects Are Diverse and Varied.


15. Hazards of the Software Engineering Metaphor.

You Cannot Do Software Engineering on a Low Budget.
Software Engineering Encourages Scientific Management.
Software Factories: The Production Line for Software.
Reuse over Time Is Hazardous.
The Myth of the Standardized Software Development Process.
Software Engineering Forces Us to Forget the Individual.
We Need More Variety in Our Development Processes, Not Less.


16. Learning from Software Engineering.

Size and Complexity Matter.
Applications Need to Be Well Structured.
Change Can Be Expensive Unless You Allow for It.
Communication Inside the Team and with Users Is Crucial.
Producing Accurate Estimates Is Very Expensive.
 

V. WHAT TO DO ON MONDAY MORNING.

 

 


17. Experience— The Best Indicator of Project Success.

Choose Software Craftsmen Based on Their Reputations.
Evaluate Craftsmen Based on Their Reputations and Portfolio.
Auditioning a Software Craftsman.
Let Your Software Craftsman Pick the Rest of the Development Team.
Collaborative Development.
Avoid Bleeding-Edge Technology If At All Possible.
Paying for Experience.
Be Prepared to Be Amazed.
Design for Testing and Maintenance.
Think Applications, Not Projects.
Maintenance Teams Should Refuse to Accept Bad Applications.


18. Design for Maintenance.

Software Craftsmen Prefer Nonproprietary, Open Source Tools.
Great Software Is Global.
Software Craftsmen Need to Fight Back Against Planned Obsolescence.
Great Software Needs to Be Given a Great User Interface.
Maintainable Software Is Easy to Diagnose.
The Hazards of Outsourcing.
You Can Still Use Outside Craftsmen to Create Your Application.
Maintenance Is the Most Important Part of the Life of Any Application.
Not All Software Has to Be Maintainable.
Design for Testing and Maintenance Is Not Rocket Science.


19. Perpetual Learning.

Creating a Learning Environment.
Mastering the Craft of Software Development.
Choose Training Courses Very Carefully.
Encourage Your People to Be Visible in the Software Development Community.
Becoming a Reflective Practitioner.


Epilogue.
Acknowledgements.

商品描述(中文翻譯)

目錄

前言。

 

I. 質疑軟體工程。

 

1. 理解軟體工程。

軟體工程的悖論。

軟體工程的現代定義。

軟體工程是否適合您的專案?



2. 軟體工程的問題。

軟體開發是否可以系統化和量化?

「足夠好」軟體方法的危險性。

軟體工程的替代方案是什麼?



3. 理解軟體開發。

軟體作為資本。

分工對軟體開發是否有效?

一刀切並不適用於所有情況。



4. 尋找比軟體工程更好的隱喻。

尋找比軟體工程更好的隱喻。

軟體開發的工藝。

與傳統工藝的相似之處。

軟體開發工藝的復興。

 

II. 軟體工藝。

 

5. 將人重新納入軟體開發。

工藝是關於在軟體開發上變得更好。

工藝鼓勵開發者寫出優秀的軟體。

號召。



6. 工藝與許可的對立。

工藝是個人的。

許可是一種幻覺。

工藝關注個體。

 

III. 軟體工藝的影響。

 

7. 工藝如何影響系統使用者。

軟體工藝之所以有效,是因為軟體容易複製。

工匠與使用者有不同的關係。

優秀的軟體值得簽名。

工匠需要有挑剔的使用者。

軟體工藝導致協作開發。



8. 客戶與工匠有不同的關係。

設定實際的交付日期。

揭示「足夠好」軟體的謬誤。

允許軟體工匠獲得他們工作的榮譽。

開始利用開發者之間的生產力差異。

但我們如何知道一個開發者的真正水平?

客戶在選擇工匠時進行成本/品質權衡。

客戶與軟體工匠有長期關係。

客戶利益與軟體工匠的利益一致。



9. 管理工匠。

軟體工匠不是被僱用的工人。

優秀的開發者比他們的經理更有價值。

軟體工匠與他們的經理有不同的關係。

管理優秀的開發者是一種樂趣和特權。

軟體工匠喜歡創建應用程式。

管理軟體工匠是不同的。

軟體工匠推動他們所需的事情。



10. 成為軟體工匠。

軟體工藝是對狹隘專業化的拒絕。

工藝需要奉獻。

一個人如何成為軟體工匠?

工藝傳統已經持續了幾個世紀。



11. 掌握工藝。

一個熟練的軟體工匠是什麼樣子?

利用老手的經驗。

掌握意味著使用穩定的技術。