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Agile software development. The best principles, patterns and practices - Robert C. Martin

Index: KSZ-03122 EAN: 9788324696826

Translation: Radosław Meryk. Publisher: Helion. The book shows how to easily deal with popular programming methods such as OOD, UML, and what are design patterns, how to use the principles of single responsibility, Liskov substitution and dependency reversal. The author presents a practical approach to solving problems.

Agile software development. The best principles, patterns and practices - Robert C. Martin
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Product description: Agile software development. The best rules, patterns and practices - Robert C. Martin

Nowadays, the demand for new applications is growing at a very fast pace. If you want to find out how to create programs quickly and without wasting your time, please read this book.

During the reading you will learn in detail about programming methods such as OOD, UMLandwhat are design patterns. You will learn how to use the principles of single responsibility,Liskovsubstitution and dependency reversal. The author presents a practical approach to solving problems, presents the most common mistakes. All explanations are supported by examples.

Zwinne wytwarzanie oprogramowania. Najlepsze zasady, wzorce i praktyki -  Robert C. MartinAgile software development. The best rules, patterns and practices - Robert C. Martin.

Thanks to the information contained in thisbook:

  • You will learn the foundations of agile software development
  • You'll learn the best practices
  • You'll see how to refactor the code
  • You choose the right patterns and avoid typical errors
  • Improve your software development process
  • You will learn how to secure your program

A fragment of a book toread on-line.

Table of contents

Foreword (13)

Foreword (14)

About the authors (20)

PART I. AGILE SOFTWARE DEVELOPMENT (21)

Chapter 1 Agile practices (23)

  • Agile Alliance (24)
    • Agile Alliance Manifesto (24)
  • Principles (27)
  • Conclusion (29)
  • Bibliography (29)

Chapter 2 Overview of information on extreme programming (31)

  • Extreme programming practices (31)
    • The client is a team member (32)
    • User stories (32)
    • Short cycles (32)
    • Acceptance tests (33)
    • Pair programming (33)
    • Test-driven programming (34)
    • Joint ownership (34)
    • Continuous integration (34)
    • Even pace (35)
    • Open workspace (35)
    • Planning game (35)
    • Simple design (36)
    • Refactorisation (37)
    • Metaphor (37)
  • Conclusion (38)
  • Bibliography (38)

Chapter 3 Planning (39)

  • Initial exploration (40)
    • Prototyping, sharing and speed (40)
  • Planning distribution versions (41)
  • Iteration planning (41)
  • Task planning (41)
    • Halfway point (42)
  • Iteration course (42)
  • Conclusion (43)
  • Bibliography (43)

Chapter 4 Testing (45)

  • Test-driven programming (45)
    • Example of a "test first" style project (46)
    • Insulation of the test (47)
    • Unexpected elimination of couplings (48)
  • Acceptance tests (49)
    • Example of acceptance tests (50)
    • Architecture "by the way" (51)
  • Conclusion (51)
  • Bibliography (52)

Chapter 5 Refaction (53)

  • Generating prime numbers - a simple example of refactorization (54)
    • Final review (59)
  • Conclusion (62)
  • Bibliography (63)

Chapter 6 Programming episode (65)

  • Bowling (66)
  • Conclusion (98)

PART II. AGILE PROJECT (101)

  • Symptoms of bad design (101)
  • Principles (101)
  • Fragrances and principles (102)
  • Bibliography (102)

Chapter 7. What is an agile project? (103)

  • What's wrong with software? (103)
  • Smells of the project - smell of perishable software (104)
    • What stimulates software to break down? (106)
    • Agile units do not allow software to break down (106)
  • Copy Programme (106)
    • Example of a Copy program made according to agile methodology (109)
    • How did the agile developers know what to do? (110)
  • Maintaining the project at its best (110)
  • Conclusion (111)
  • Bibliography (111)

Chapter 8 SRP - single liability principle (113)

  • SRP - single responsibility principle (113)
    • What is responsibility? (115)
    • Separation of combined liability (115)
    • Durability (116)
  • Conclusion (116)
  • Bibliography (116)

Chapter 9 OCP - open-ended principle (117)

  • OCP - open-ended principle (117)
  • Description (118)
  • The key is abstraction (118)
  • Shape application (119)
    • Infringement of the principle of OCP (120)
    • Compliance with the OCP principle (121)
    • I admit it. I lied. (122)
    • Prediction and "natural" structure (122)
    • Placing "hooks" (123)
    • Use of abstraction to obtain a clear closure (124)
    • Application of the "data control" approach to achieve closures (125)
  • Conclusion (126)
  • Bibliography (126)

Chapter 10 LSP - substitution principle Liskov (127)

  • LSP - substitution principle Liskov (127)
  • Simple example of a breach of the LSP principle (128)
  • Quadrants and rectangles - more subtle violation of the LSP rule (129)
    • A real problem (131)
    • The correctness is not congenital (132)
    • The IS-A relationship relates to behaviour (132)
    • Design by contract (132)
    • Specification of contracts in unit tests (133)
  • A real example (133)
    • Motivation (133)
    • Problem (135)
    • Non-LSP (136)
    • LSP principle compliant solution (136)
  • Secretion instead of inheritance (137)
  • Heuristics and conventions (139)
    • Degenerate functions in derived classes (140)
    • Notification of exceptions from derived classes (140)
  • Conclusion (140)
  • Bibliography (140)

Chapter 11 DIP - the principle of reversion (141)

  • DIP - reversal principle (141)
  • Breakdown into layers (142)
    • Reversal of ownership (142)
    • Dependence on abstraction (143)
  • Simple example (144)
    • Searching for needed abstractions (145)
  • Example of the Furnace programme (146)
    • Dynamic and static polymorphism (147)
  • Conclusion (148)
  • Bibliography (148)

Chapter 12 PSI - Interface segregation principle (149)

  • Interface littering (149)
  • Separate clients means separate interfaces (150)
    • Power of customer influence on interfaces (151)
  • ISP - interface segregation principle (151)
  • Class and object interfaces (152)
    • Separation by delegation (152)
    • Separation by multiple inheritance (153)
  • Example of an ATM user interface (153)
    • Polydes and monads (158)
  • Conclusion (159)
  • Bibliography (159)

PART III. CASE STUDY: PAYROLL SYSTEM (161)

  • Remaining specification of the payroll system (162)
    • Exercise (162)
    • Use case 1: adding a new employee (162)
    • Case of use No. 2: removal of a worker (163)
    • Case of use 3: delivery of the work card (163)
    • Case of use no. 4: delivery of sales report (163)
    • Case of use No 5: provision of information on the fee for a trade union (164)
    • Case of use 6: change of employee data (164)
    • Use case no. 7: payroll generation per day (164)

Chapter 13 Design templates Command and Active Object (165)

  • Simple instructions (166)
  • Transactions (167)
    • Physical and temporal code division (168)
    • Temporary code division (168)
  • Undo method (169)
  • Active facility (169)
  • Conclusion (173)
  • Bibliography (173)

Chapter 14 Template method and Strategy: succession and delegation (175)

  • Template method (176)
    • Misuse of the template (178)
    • Bubble sorting (179)
  • Strategy (181)
    • Sorting again (183)
  • Conclusion (185)
  • Bibliography (185)

Chapter 15 Design Patterns Facade and Mediator (187)

  • Facade (187)
  • Mediator (188)
  • Conclusion (190)
  • Bibliography (190)

Chapter 16 Singleton and Monostate design models (191)

  • Singleton (192)
    • Benefits of using the Singleton standard (193)
    • Costs of using the Singleton template (193)
    • Singleton Design Pattern in Practice (193)
  • Monostate (194)
    • Benefits of using the Monostate standard (196)
    • Costs of using the Monostate template (196)
    • Monostate Design Pattern in Practice (196)
  • Conclusion (200)
  • Bibliography (200)

Chapter 17 Null Object design template (201)

  • Conclusion (204)
  • Bibliography (204)

Chapter 18. Case study: payroll system. First iteration (205)

  • Introduction (205)
    • Specification (206)
  • Analysis by use cases (206)
    • Adding staff (207)
    • Dismissal of employees (208)
    • Delivery of the work card (209)
    • Provision of sales reports (209)
    • Provision of information on the fee payable to the trade union (210)
    • Change in employee data (210)
    • Payments (212)
  • Reflection: what have we learned? (214)
  • Searching for needed abstractions (214)
    • Abstract from the schedule (214)
    • Payment methods (215)
    • Membership of trade unions (216)
  • Application (216)
  • Bibliography (216)

Chapter 19. Case study: payroll system. Implementation (217)

  • Adding staff (218)
    • Payroll system database (219)
    • Template application Template method for adding employees (220)
  • Dismissal of staff (223)
    • Global variables (225)
  • Work cards, sales reports and premiums (225)
  • Change in employee data (231)
    • Reclassification (235)
    • What did I smoke? (240)
  • Payment execution (244)
    • Do we want developers to make business decisions? (246)
    • Implementation of payments to employees with fixed salaries (246)
    • Execution of payments for hourly employees (248)
    • Settlement periods: project problem (251)
  • Main programme (257)
  • Database (257)
  • Summary of the payroll system project (258)
    • History (259)
    • Resources (259)
  • Bibliography (259)

PART IV. BREAKDOWN OF THE PAYROLL SYSTEM INTO BUNDLES (261)

Chapter 20 Package design rules (263)

  • Designing with packages? (263)
  • Grain size: principles of package consistency (264)
    • Principle of equivalence of multiple code use and distribution (REP) (264)
    • The Reusable Collective Reusable Collection Rule (CRP) (265)
    • Collective closing (CCP) rule (266)
    • Summary of the subject of package coherence (266)
  • Stability: coupling rules for packages (267)
    • Acyclical Dependency Principle (ADP) (267)
    • Weekly compilations (267)
    • Eliminating dependency cycles (268)
    • Effects of the existence of cycles in the graph of dependencies between packages (269)
    • Cycle interruption (270)
    • Deviations (270)
  • Up-to-Down Project (271)
  • The principle of stable dependency (SDP) (272)
    • Stability (272)
    • Stability metrics (273)
    • Not all packages need to be stable (274)
    • Where should the implementation of a high-level project be located? (276)
  • Stable abstractions principle (SAP) (276)
    • Measurement of abstraction (276)
    • Main thrust (277)
    • Distance from main line (278)
  • Conclusion (280)

Chapter 21 Factory design template (281)

  • Cycle of dependencies (283)
  • Exchangeable factories (284)
  • Using the Factory Standard to create test sets (284)
  • The importance of using factories (286)
  • Conclusion (287)
  • Bibliography (287)

Chapter 22. Case study: payroll system (part 2.) (289)

  • Package structure and notation (290)
  • Application of the collective closure rule (CCP) (291)
  • Application of the principle of equivalence of multiple code use and distribution (REP) (292)
  • Couplings and airtightness (294)
  • Metrics (296)
  • Application of indicators to payroll application (297)
    • Factories of facilities (300)
    • Facility Factory for TransactionImplementation (300)
    • Factory initiation (301)
    • Rebuilding the boundaries of cohesion (301)
  • Final package structure (302)
  • Conclusion (304)
  • Bibliography (304)

PART V. CASE STUDY: WEATHER STATION (305)

Chapter 23 Composite design template (307)

  • Example: composite commands (308)
  • Multiple or no multiple (309)

Chapter 24 Observer - evolution of code to pattern (311)

  • Digital clock (311)
  • Conclusion (326)
    • Use of diagrams in this chapter (327)
  • Design standard Observer (327)
    • Management of object-oriented design rules for the design template Observer (328)
  • Bibliography (329)

Chapter 25 Design patterns Abstract server and bridge (331)

  • Design standard Abstract server (332)
    • Who owns the interface? (333)
  • Design standard Adapter (333)
    • Design standard Adapter in class form (334)
    • The modem problem. Adapters and LSP principle (334)
  • Bridge design template (338)
  • Conclusion (339)
  • Bibliography (340)

Chapter 26 Design Patterns Plenipotentiary and Stairs to Heaven - management of external APIs (341)

  • Design specimen Proxy (342)
    • Implementation of the design template Plenipotentiary in the shopping basket application (345)
    • Summary of the project template message Plenipotentiary (356)
    • Support for databases, middleware and external APIs (357)
  • Stairs to heaven (359)
    • Example of use of the staircase to the sky (360)
  • Conclusion (365)
  • Other design patterns that can be used with databases (365)
  • Conclusion (366)
  • Bibliography (366)

Chapter 27. Case study: weather station (367)

  • Cloud Company (367)
    • WMS-LC software (369)
    • Language selection (369)
  • Nimbus-LC system software design (369)
    • 24-hour history and fixation (382)
    • Implementation of HiLo algorithms (384)
  • Conclusion (391)
  • Bibliography (391)
  • Overview of requirements for Nimbus-LC software (391)
    • Performance requirements (391)
    • 24-hour history (392)
    • User configuration (392)
    • Administrative requirements (392)
  • Cases of use of Nimbus-LC system (393)
    • Actors (393)
    • Cases of use (393)
    • History of measurements (393)
    • Configuration (393)
    • Administration (393)
  • Publication plan for Nimbus-LC distribution versions (394)
    • Introduction (394)
    • Edition I (394)
    • Hazards (394)
    • Project outputs (395)
    • Edition II (395)
    • Implemented use cases (395)
    • Hazards (395)
    • Project outputs (395)
    • Edition III (396)
    • Implemented use cases (396)
    • Hazards (396)
    • Project outputs (396)

PART VI. CASE STUDY: ETS (397)

Chapter 28 Visitator design template (399)

  • Design Pattern Family Visitor (400)
  • Visitor (400)
    • Design standard The visitor works like a matrix (403)
  • Design standard Acyclical visitor (403)
    • Design standard The visitor works like a rare matrix (407)
    • Use of the Visitor Design Pattern in Report Generators (407)
    • Other applications of the design template Visitor (412)
  • Design standard Decorator (413)
    • Many decorators (416)
  • Design standard Object of extension (418)
  • Conclusion (426)
    • Reminder (426)
  • Bibliography (426)

Chapter 29 Design standard State (427)

  • Overview of Finite State Automation information (427)
  • Implementation techniques (429)
    • Nested Switch/Case instructions (429)
    • Interpretation of transition table (432)
  • Design standard State (433)
    • SMC - compiler of state machine (436)
  • When should you use state machines? (439)
    • High-level GUI service strategies (439)
    • GUI interaction controllers (440)
    • Distributed processing (441)
  • Conclusion (441)
  • Listings (441)
    • Implementation of Turnstile.java class using transition table interpretation (441)
    • Turnstile.java class generated by SMC compiler and other auxiliary files (443)
  • Bibliography (447)

Chapter 30 ETS Framework (449)

  • Introduction (449)
    • Review of project information (449)
    • Early 1993 to 1994 (451)
    • Framework? (451)
  • Framework (452)
    • The 1994 team (452)
    • Term (452)
    • Strategy (452)
    • Results (453)
  • Project framework (454)
    • Common requirements for assessment applications (454)
    • Draft assessment framework (456)
  • Template case Template method (459)
    • Write a loop once (460)
    • Common requirements for the passing application (463)
    • Draft framework for passing (463)
    • Task Manager Architecture (469)
  • Conclusion (472)
  • Bibliography (472)

Appendix A. UML notation. Part I: Example CGI (473)

  • Course registration system: problem description (474)
    • Actors (475)
    • Cases of use (475)
    • Domain model (478)
    • Architecture (482)
    • Abstract classes and interfaces in sequence diagrams (492)
  • Summary (494)
  • Bibliography (494)

Appendix B. UML notation. Part II: STATMUX (495)

  • Definition of the statistical multiplexer (495)
    • Software environment (496)
    • Real time limits (496)
    • Procedures for handling entry interruptions (497)
    • Output interruption handling procedures (501)
    • Communication protocols (502)
  • Conclusion (512)
  • Bibliography (512)

Appendix C. Satire on two companies (513)

  • Rufus! Inc. Project Kickoff (513)
  • Rupert Industries Project Alpha (513)

Appendix D. Source code is a project (525)

  • What is software design? (525)

Scorch (535)

Book - Author Robert C. Martin
Book - ISBN 978-83-246-9682-6
Book - Binding miękka
Book - Publisher Helion
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