Description

Book Synopsis

Robert C. Martin has been a software professional since 1970 and an international software consultant since 1990. He is founder and president of Object Mentor, Inc., a team of experienced consultants who mentor their clients in the fields of C++, Java, OO, Patterns, UML, Agile Methodologies, and Extreme Programming.

Micah Martin works with Object Mentor as a developer, consultant, and mentor on topics ranging from object-oriented principles and patterns to agile software development practices. Micah is the cocreator and lead developer of the open source FitNesse project. He is also a published author and speaks regularly at conferences.





Table of Contents
  • Chapter 1: Agile Practices
  • Chapter 2: Overview of Extreme Programming
  • Chapter 3: Planning
  • Chapter 4: Testing
  • Chapter 5: Refactoring
  • Chapter 6: A Programming Episode
  • Chapter 7: What Is Agile Design?
  • Chapter 8: The Single-Responsibility Principle (SRP)
  • Chapter 9: The Open/Closed Principle (OCP)
  • Chapter 10: The Liskov Substitution Principle (LSP)
  • Chapter 11: The Dependency-Inversion Principle (DIP)
  • Chapter 12: The Interface Segregation Principle (ISP)
  • Chapter 13: Overview of UML for C# Programmers
  • Chapter 14: Working with Diagrams
  • Chapter 15: State Diagrams
  • Chapter 16: Object Diagrams
  • Chapter 17: Use Cases
  • Chapter 18: Sequence Diagrams
  • Chapter 19: Class Diagrams
  • Chapter 20: Heuristics and Coffee
  • Chapter 21: Command and Active Object: Versatility and Multitasking
  • Chapter 22: Template Method and Strategy: Inheritance versus Delegation
  • Chapter 23: Facade and Mediator
  • Chapter 24: Singleton and Monostate
  • Chapter 25: Null Object
  • Chapter 26: The Payroll Case Study: Iteration 1
  • Chapter 27: The Payroll Case Study: Implementation
  • Chapter 28: Principles of Package and Component Design
  • Chapter 29: Factory
  • Chapter 30: The Payroll Case Study: Package Analysis
  • Chapter 31: Composite
  • Chapter 32: Observer: Evolving into a Pattern
  • Chapter 33: Abstract Server, Adapter, and Bridge
  • Chapter 34: Proxy and Gateway: Managing Third-Party APIs
  • Chapter 35: Visitor
  • Chapter 36: State
  • Chapter 37: The Payroll Case Study: The Database
  • Chapter 38: The Payroll User Interface: Model View Presenter
  • Appendix A: A Satire of Two Companies
  • Appendix B: What Is Software?

Agile Principles Patterns and Practices in C

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A Hardback by Robert Martin, Micah Martin

15 in stock


    View other formats and editions of Agile Principles Patterns and Practices in C by Robert Martin

    Publisher: Pearson Education (US)
    Publication Date: 03/08/2006
    ISBN13: 9780131857254, 978-0131857254
    ISBN10: 0131857258

    Description

    Book Synopsis

    Robert C. Martin has been a software professional since 1970 and an international software consultant since 1990. He is founder and president of Object Mentor, Inc., a team of experienced consultants who mentor their clients in the fields of C++, Java, OO, Patterns, UML, Agile Methodologies, and Extreme Programming.

    Micah Martin works with Object Mentor as a developer, consultant, and mentor on topics ranging from object-oriented principles and patterns to agile software development practices. Micah is the cocreator and lead developer of the open source FitNesse project. He is also a published author and speaks regularly at conferences.





    Table of Contents
    • Chapter 1: Agile Practices
    • Chapter 2: Overview of Extreme Programming
    • Chapter 3: Planning
    • Chapter 4: Testing
    • Chapter 5: Refactoring
    • Chapter 6: A Programming Episode
    • Chapter 7: What Is Agile Design?
    • Chapter 8: The Single-Responsibility Principle (SRP)
    • Chapter 9: The Open/Closed Principle (OCP)
    • Chapter 10: The Liskov Substitution Principle (LSP)
    • Chapter 11: The Dependency-Inversion Principle (DIP)
    • Chapter 12: The Interface Segregation Principle (ISP)
    • Chapter 13: Overview of UML for C# Programmers
    • Chapter 14: Working with Diagrams
    • Chapter 15: State Diagrams
    • Chapter 16: Object Diagrams
    • Chapter 17: Use Cases
    • Chapter 18: Sequence Diagrams
    • Chapter 19: Class Diagrams
    • Chapter 20: Heuristics and Coffee
    • Chapter 21: Command and Active Object: Versatility and Multitasking
    • Chapter 22: Template Method and Strategy: Inheritance versus Delegation
    • Chapter 23: Facade and Mediator
    • Chapter 24: Singleton and Monostate
    • Chapter 25: Null Object
    • Chapter 26: The Payroll Case Study: Iteration 1
    • Chapter 27: The Payroll Case Study: Implementation
    • Chapter 28: Principles of Package and Component Design
    • Chapter 29: Factory
    • Chapter 30: The Payroll Case Study: Package Analysis
    • Chapter 31: Composite
    • Chapter 32: Observer: Evolving into a Pattern
    • Chapter 33: Abstract Server, Adapter, and Bridge
    • Chapter 34: Proxy and Gateway: Managing Third-Party APIs
    • Chapter 35: Visitor
    • Chapter 36: State
    • Chapter 37: The Payroll Case Study: The Database
    • Chapter 38: The Payroll User Interface: Model View Presenter
    • Appendix A: A Satire of Two Companies
    • Appendix B: What Is Software?

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