Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Pattern-oriented software architecture: a system of patterns
Pattern-oriented software architecture: a system of patterns
Fundamentals of Logic Design
Internetworking with TCP/IP, Vol. 3: Client-Server Programming and Applications, Linux/Posix Sockets Version
Five years of framework building: lessons learned
OOPSLA '03 Companion of the 18th annual ACM SIGPLAN conference on Object-oriented programming, systems, languages, and applications
Extreme Programming Explained: Embrace Change (2nd Edition)
Extreme Programming Explained: Embrace Change (2nd Edition)
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It is not uncommon for good technical solutions to fail in the marketplace. Equally true, great business opportunities are not always met with appropriate technical solutions. While there can be many causes to such failures, one common problem is the gap between expectations and implementation. Extreme Programming is an excellent delivery methodology for bridging this gap. This paper presents lessons learned from applying Extreme Programming in a start-up environment. In particular, the challenges of meeting and adapting to evolving requirements are presented.