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Extreme Programming Pocket Guide

Paperback Engels 2003 9780596004859
Verwachte levertijd ongeveer 16 werkdagen

Samenvatting

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

Specificaties

ISBN13:9780596004859
Taal:Engels
Bindwijze:paperback
Aantal pagina's:112
Uitgever:O'Reilly
Druk:0
Hoofdrubriek:IT-management / ICT

Lezersrecensies

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Inhoudsopgave

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

Managementboek Top 100

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