Extreme Programming Pocket Guide

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  • 出版商: O'Reilly
  • 售價: $950
  • 貴賓價: 9.5$903
  • 語言: 英文
  • 頁數: 80
  • 裝訂: Paperback
  • ISBN: 0596004850
  • ISBN-13: 9780596004859
  • 已過版

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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