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Beyond Software Architecture - Luke Hohmann

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        Présentation Beyond Software Architecture de Luke Hohmann Format Broché

         - Livre Informatique

        Livre Informatique - Luke Hohmann - 01/01/2003 - Broché - Langue : Anglais

        . .

      • Auteur(s) : Luke Hohmann
      • Editeur : Pearson Education Limited
      • Langue : Anglais
      • Parution : 01/01/2003
      • Format : Moyen, de 350g à 1kg
      • Nombre de pages : 352
      • Expédition : 720
      • ISBN : 9780201775945



      • At last, a book that provides the software engineering community with a clearer understanding of the business value of software architecture. There are currently a significant number of books on creating, documenting, and implementing software architecture, but precious few resources have addressed

        Résumé :
        At last, a book that provides the software engineering community with a clearer understanding of the business value of software architecture. There are currently a significant number of books on creating, documenting, and implementing software architecture, but precious few resources have addressed how to build a software architecture that aligns with a customer's overall business goals. In this new book, Luke Hohmann borrows from his extensive experience managing successful enterprise software projects to provide practical wisdom on creating and sustaining winning software solutions. This book helps technologists grasp the business ramifications of their decisions, and provides business-oriented software professionals (e.g. sales people and marketers) with better knowledge of how robust software can be built and maintained....

        Biographie:


        Foreword by Martin Fowler.


        Foreword by Guy Kawasaki.


        Preface.


        1. Software Architecture.

        Defining Software Architecture.

        Alternative Thoughts on Software Architecture. Subsystems Are Designed to Manage Dependencies. Subsystems Are Designed According to Human Motivations and Desires. Give in to Great Architectures. Beauty Is in the Eye of the Beholder! Why Software Architecture Matters. Longevity. Stability. Degree and Nature of Change Profitability. Social Structure. Boundaries Defined. Sustainable, Unfair Advantage. Creating an Architecture. Patterns and Architecture. Architectural Evolution and Maturation: Features versus Capabilities. Architectural Care and Feeding. Technological Currency. Technological Debt. Known Bugs. License Compliance. Principles First, Second, and Third. Encapsulation. Interfaces. Loose Coupling. Appropriate Granularity. High Cohesion. Parameterization. Deferral. Creating Architectural Understanding. The Team. Chapter Summary. Check This. Try This.

        2. Product Development Primer.

        What Is Product Management? Why Product Management Matters. Product Development Processes: Creating Release 1.0. Concept Proposal. Product Proposal/Business Plan. Development Plan. Development. Final Quality Assurance. Prelaunch. Launch. It Isn't Like That. It Is a Waterfall Process and Those Don't Work. It Presents All Stages as If They Were of Equal Importance. It Doesn't Detail Any Time. Where Is the Iteration? It Doesn't Prescribe a Development Process. It Doesn't Identify the Level of Collaboration Between Groups within Stages. The Business Plan. Product Development Processes: Creating Release n.n.n. Augmenting the Product Development Process. Successive Freezing. Change Management Protocols. Recycle Bin. Crucial Product Management Concepts. The Four Ps of Marketing. Total Available Market, Total Addressable Market, and Market @BHEADS = Segmentation. The S-Shaped Curve of Adoption. The Whole Product. Technical versus Market Superiority. Position and Positioning. Brand. The Main Message.

        3. The Difference between Marketecture and Tarchitecture.

        Who Is Responsible for What? Early Forces in Solution Development. Creating Results in the Short Run while Working in the Long Run. Projecting the Future. Harnessing Feedback. Generating Clarity. Working in Unison. Reaching Agreements. Making Data Available. Context Diagrams and Target Products.

        4. Business and License Model Symbiosis.

        Common Software Business Models. Time-Based Access or Usage. Transaction. Metering. Hardware. Services. Revenue Obtained/Costs Saved. Rights Associated with Business Models. Tarchitectural Support for the Business Model. General Issues. Enforcing Licensing Models. The Honor System. Home-Grown License Managers. Third-Party or Professional License Managers. The Client. Market Maturity Influences on the Business Model. Choosing a Business Model.

        5. Technology In-Licensing.

        Licensing Risks/Rewards. Contracts-Where the Action Is. Contract Basics. License Terms. When Business Models Collide, Negotiations Ensue. Honoring License Agreements. Managing In-Licensed Technology. Open-Source Licensing. License Fees. Licensing Economics.

        6. Portability.

        The Perceived Advantages of Portability. The Business Case for Portability. Creating Portable Applications. Use an Interpreted Language. Use Standards-Bas...

        Sommaire:


        Foreword by Martin Fowler.


        Foreword by Guy Kawasaki.


        Preface.


        1. Software Architecture.

        Defining Software Architecture.

        Alternative Thoughts on Software Architecture.

        Subsystems Are Designed to Manage Dependencies.

        Subsystems Are Designed According to Human Motivations and Desires.

        Give in to Great Architectures.

        Beauty Is in the Eye of the Beholder!

        Why Software Architecture Matters.

        Longevity.

        Stability.

        Degree and Nature of Change

        Profitability.

        Social Structure.

        Boundaries Defined.

        Sustainable, Unfair Advantage.

        Creating an Architecture.

        Patterns and Architecture.

        Architectural Evolution and Maturation: Features versus Capabilities.

        Architectural Care and Feeding.

        Technological Currency.

        Technological Debt.

        Known Bugs.

        License Compliance.

        Principles First, Second, and Third.

        Encapsulation.

        Interfaces.

        Loose Coupling.

        Appropriate Granularity.

        High Cohesion.

        Parameterization.

        Deferral.

        Creating Architectural Understanding.

        The Team.

        Chapter Summary.

        Check This.

        Try This.

        2. Product Development Primer.

        What Is Product Management?

        Why Product Management Matters.

        Product Development Processes: Creating Release 1.0.

        Concept Proposal.

        Product Proposal/Business Plan.

        Development Plan.

        Development.

        Final Quality Assurance.

        Prelaunch.

        Launch.

        It Isn't Like That.

        It Is a Waterfall Process and Those Don't Work.

        It Presents All Stages as If They Were of Equal Importance.

        It Doesn't Detail Any Time.

        Where Is the Iteration?

        It Doesn't Prescribe a Development Process.

        It Doesn't Identify the Level of Collaboration Between Groups within Stages.

        The Business Plan.

        Product Development Processes: Creating Release n.n.n.

        Augmenting the Product Development Process.

        Successive Freezing.

        Change Management Protocols.

        Recycle Bin.

        Crucial Product Management Concepts.

        The Four Ps of Marketing.

        Total Available Market, Total Addressable Market, and Market @BHEADS = Segmentation.

        The S-Shaped Curve of Adoption.

        The Whole Product.

        Technical versus Market Superiority.

        Position and Positioning.

        Brand.

        The Main Message.

        Chapter Summary.

        Check This.

        Try This.

        3. The Difference between Marketecture and Tarchitecture.

        Who Is Responsible for What?

        Early Forces in Solution Development.

        Creating Results in the Short Run while Working in the Long Run.

        Projecting the Future.

        Harnessing Feedback.

        Generating Clarity.

        Working in Unison.

        Reaching Agreements.

        Making Data Available.

        Context Diagrams and Target Products.

        Chapter Summary.

        Check This.

        Try This.

        4. Business and License Model Symbiosis.

        Common Software Business Models.

        Time-Based Access or Usage.

        Transaction.

        Metering.

        Hardware.

        Services.

        Revenue Obtained/Costs Saved.

        Rights Associated with Business Models.

        Tarchitectural Support for the Business Model.

        General Issues.

        Time-Based Access or Usage.

        Transaction.

        Metering.

        Hardware.

        Enforcing Licensing Models.

        The Honor System.

        Home-Grow...

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