Titel: Extreme Programming Pocket Guide
Team-Based Software Development.
black & white illustrations.
O'Reilly Media, Inc, USA
5. August 2003 - kartoniert - 108 Seiten
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.
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 Work You Aren't Gonna Need It Once and Only Once Part VII: Adopting XP Before You Start Eliminating Fear and Working Together Starting Feedback Including Managers and Customers Now That You're Extreme Part VIII:Further Resources XP Resources Index
chromatic has contributed to several projects including Perl 5, Perl 6, Pugs, and, these days, Parrot. Someday, he'd like to claim some responsibility for improving the quality of all software.
He currently writes at Modern Perl Books.