What Every Software Manager Must Know to Succeed with Object Technology / Edition 1

What Every Software Manager Must Know to Succeed with Object Technology / Edition 1

by John D. Williams, Sigs Books Staff
     
 

ISBN-10: 0132276046

ISBN-13: 9780132276047

Pub. Date: 01/28/1998

Publisher: SIGS

The two biggest causes of failure of object-based projects are the software managers' lack of understanding of the technology or their inability to recognize that OT projects must be managed differently from other projects. What Every Software Manager Must Know to Succeed with Object Technology shows managers what object technology is and how to manage it

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Overview

The two biggest causes of failure of object-based projects are the software managers' lack of understanding of the technology or their inability to recognize that OT projects must be managed differently from other projects. What Every Software Manager Must Know to Succeed with Object Technology shows managers what object technology is and how to manage it effectively. It provides readers with a no-nonsense approach to object technology management, including effective guidelines on how to track the development of projects. This is the only book available that truly addresses the substantive issues that managers must address when implementing object technology. The author begins this book by providing a simple real world example to outline the technology and then shows managers the choices and tradeoffs available. Details of how to track and report progress on projects using iterative development techniques will be of particular interest to software managers.

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Product Details

ISBN-13:
9780132276047
Publisher:
SIGS
Publication date:
01/28/1998
Series:
SIGS: Managing Object Technology Series, #1
Edition description:
New Edition
Pages:
302
Product dimensions:
6.97(w) x 8.98(h) x 0.71(d)
Age Range:
4 - 10 Years

Related Subjects

Table of Contents

Part I. A Quick Tour: 1. Why you need object technology; 2. Designing with objects: the short course; Part II. Picking a methodology: 3. Choices in methodology: Booch; 4. Choices in methodology: OMT; 5. Choices in methodology: use cases; 6. Choices in methodology: CRC and responsibility-driven design; 7. Choices in methodology: Coad-Yourdon; 8. Making the choice: comparing methodologies; Part III. Running Deep: An In-Depth Look at a Real Project: 9. A pragmatic look at the development process; 10. StarView - a real project; Part IV. Managing Object-Oriented Technology: 11. The rest of the Object-Oriented life cycle; 12. Managing OO development; 13. Making the move.

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