Extreme Programming Pocket Guide
Autor Shane Wardenen Limba Engleză Paperback – 2 sep 2003
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Specificații
ISBN-13: 9780596004859
ISBN-10: 0596004850
Pagini: 90
Dimensiuni: 102 x 174 x 5 mm
Greutate: 0.09 kg
Editura: O'Reilly
Locul publicării:United States
ISBN-10: 0596004850
Pagini: 90
Dimensiuni: 102 x 174 x 5 mm
Greutate: 0.09 kg
Editura: O'Reilly
Locul publicării:United States
Notă biografică
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.
He currently writes at Modern Perl Books.
Cuprins
Foreword; Preface; Overview of This Book; Typographic Conventions; Comments and Questions; Acknowledgments; Part I: Why XP?; Chapter 1: Who Cares About Process, Anyway?; Chapter 2: The XP Equation; Chapter 3: XP Values; 3.1 Communication; 3.2 Feedback; 3.3 Simplicity; 3.4 Courage; Chapter 4: Assuming Sufficiency; 4.1 Sufficient Time; 4.2 Sufficient Resources; 4.3 Constant Cost of Change; 4.4 Developer Effectiveness; 4.5 Freedom to Experiment; Part II: Extreme Programming Practices; Chapter 5: Coding Practices; 5.1 Coding Practice 1: Code and Design Simply; 5.2 Coding Practice 2: Refactor Mercilessly; 5.3 Coding Practice 3: Develop Coding Standards; 5.4 Coding Practice 4: Develop a Common Vocabulary; Chapter 6: Developer Practices; 6.1 Developer Practice 1: Adopt Test-Driven Development; 6.2 Developer Practice 2: Practice Pair Programming; 6.3 Developer Practice 3: Adopt Collective Code Ownership; 6.4 Developer Practice 4: Integrate Continually; Chapter 7: Business Practices; 7.1 Business Practice 1: Add a Customer to the Team; 7.2 Business Practice 2: Play the Planning Game; 7.3 Business Practice 3: Release Regularly; 7.4 Business Practice 4: Work at a Sustainable Pace; Part III: XP Events; Chapter 8: Iteration Planning; 8.1 Stories and Tasks; 8.2 Estimates and Schedules; 8.3 The First Iteration; Chapter 9: The Iteration; Chapter 10: Releasing; Part IV: Extreme Programming Artifacts; Chapter 11: Story Cards; Chapter 12: Task Cards; Chapter 13: The Bullpen; Part V: Roles in Extreme Programming; Chapter 14: The Customer; 14.1 Customer Rights; 14.2 Customer Responsibilities; Chapter 15: The Developer; 15.1 Developer Rights; 15.2 Developer Responsibilities; Chapter 16: Supplementary Roles; 16.1 The Tracker; 16.2 The Coach; Part VI: Coding, XP Style; Chapter 17: Do the Simplest Thing That Could Possibly Work; Chapter 18: You Aren't Gonna Need It; Chapter 19: Once and Only Once; Part VII: Adopting XP; Chapter 20: Before You Start; Chapter 21: Eliminating Fear and Working Together; Chapter 22: Starting Feedback; Chapter 23: Including Managers and Customers; Chapter 24: Now That You're Extreme; Part VIII: Further Resources; Chapter 25: XP Resources;