Extreme Programming Pocket Guide
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- 出版商: O'Reilly
- 售價: $950
- 貴賓價: 9.5 折 $903
- 語言: 英文
- 頁數: 80
- 裝訂: Paperback
- ISBN: 0596004850
- ISBN-13: 9780596004859
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商品描述
Extreme Programming (XP) is a radical new approach to software development
that has been accepted quickly because its core practices--the need for constant
testing, programming in pairs, inviting customer input, and the communal
ownership of code--resonate with developers everywhere. Although many developers
feel that XP is rooted in commonsense, its vastly different approach can bring
challenges, frustrations, and constant demands on your patience.
Unless
you've got unlimited time (and who does these days?), you can't always stop to
thumb through hundreds of pages to find the piece of information you need. The
Extreme Programming Pocket Guide is the answer. Concise and easy to use,
this handy pocket guide to XP is a must-have quick reference for anyone
implementing a test-driven development environment.
The Extreme
Programming Pocket Guide covers XP assumptions, principles, events,
artifacts, roles, and resources, and more. It concisely explains the
relationships between the XP practices. If you want to adopt XP in stages, the
Extreme Programming Pocket Guide will help you choose what to apply and
when. You'll be surprised at how much practical information is crammed into this
slim volume.
O'Reilly's Pocket Guides have become a favorite among
developers everywhere. By providing a wealth of important details in a concise,
well-organized format, these handy books deliver just what you need to complete
the task at hand. When you've reached a sticking point in your work and need to
get to a solution quickly, the new Extreme Programming Pocket Guide is
the book you'll want to have beside your keyboard.
Table of Contents
Foreword
Preface
Part I: Why XP?
Who Cares About Process, Anyway?
The XP Equation
XP Values
Communication
Feedback
Simplicity
Courage
Assuming Sufficiency
Sufficient Time
Sufficient Resources
Constant Cost of Change
Developer Effectiveness
Freedom to Experiment
Part II: Extreme Programming Practices
Coding Practices
Coding Practice 1: Code and Design Simply
Coding Practice 2: Refactor Mercilessly
Coding Practice 3: Develop Coding Standards
Coding Practice 4: Develop a Common Vocabulary
Developer Practices
Developer Practice 1: Adopt Test-Driven Development
Developer Practice 2: Practice Pair Programming
Developer Practice 3: Adopt Collective Code Ownership
Developer Practice 4: Integrate Continually
Business Practices
Business Practice 1: Add a Customer to the Team
Business Practice 2: Play the Planning Game
Business Practice 3: Release Regularly
Business Practice 4: Work at a Sustainable Pace
Part III: XP Events
Iteration Planning
Stories and Tasks
Estimates and Schedules
The First Iteration
The Iteration
Releasing
Part IV: Extreme Programming Artifacts
Story Cards
Task Cards
The Bullpen
Part V: Roles in Extreme Programming
The Customer
Customer Rights
Customer Responsibilities
The Developer
Developer Rights
Developer Responsibilities
Supplementary Roles
The Tracker
The Coach
Part VI: Coding, XP Style
Do the Simplest Thing That Could Possibly