Extreme Programming Explained: Embrace Change

Kent Beck

  • 出版商: Addison-Wesley Professional
  • 出版日期: 1999-10-05
  • 售價: $1,215
  • 貴賓價: 9.5$1,154
  • 語言: 英文
  • 頁數: 224
  • 裝訂: Paperback
  • ISBN: 0201616416
  • ISBN-13: 9780201616415

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Description

The new concept of Extreme Programming (XP) is gaining more and more acceptance, partially because it is controversial, but primarily because it is particularly well-suited to help the small software development team succeed. This book serves as the introduction to XP that the market will need. XP is controversial, many software development sacred cows don't make the cut in XP; it forces practitioners to take a fresh look at how software is developed. The author recognizes that this "lightweight" methodology is not for everyone. However, anyone interested in discovering what this new concept can offer them will want to start with this book.

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Appropriate Courses

Introduction to Software Engineering.

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Features

  • XP is a lightning rod for discussion in the software development community; it is rapidly gaining acceptance and momentum.
  • Kent Beck is one of the most respected names in software development and the father of XP.
  • XP was conceived and developed to address the specific needs of software development conducted by small teams in the face of vague and changing requirements.
  • XP is financially-focused; it recognizes that software projects have to work to achieve reductions in cost and exploit those savings.
  • The book was recipient of Software Development magazine's JOLT Product Excellence Award.
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Table Of Contents

Foreword by Erich Gamma.
Preface.

I. THE PROBLEM.

1. Risk: The Basic Problem.
Our Mission.

2. A Development Episode.
3. Economics of Software Development.
Options.
Example.

4. Four Variables.
Interactions Between the Variables.
Focus on Scope.

5. Cost of Change.
6. Learning to Drive.
7. Four Values.
Communication.
Simplicity.
Feedback.
Courage.
The Values in Practice.

8. Basic Principles.
9. Back to Basics.
Coding.
Testing.
Listening.
Designing.
Conclusion.

II. THE SOLUTION.


10. Quick Overview.
The Planning Game.
Small Releases.
Metaphor.
Simple Design.
Tesing.
Refactoring.
Pair Programming.
Collective Ownership.
Continuous Integration.
40-Hour Week.
On-Site Customer.
Coding Standards.

11. How Could This Work?
The Planning Game.
Short Releases.
Metaphor.
Simple Design.
Testing.
Refactoring.
Pair Programming.
Collective Integration.
Continuous Integration.
40-Hour Week.
On-Site Customer.

Coding Standards.
Conclusion.
12. Management Strategy.
Metrics.
Coaching.
Tracking.
Intervention.
13. Facilities Strategy.
14. Splitting Business and Technical Responsibility.
Business.
Development.
What to Do?
Choice of Technology.
What If It Is Hard?
15. Planning Strategy.
The Planning Game.
Planning in a Week.
16. Development Strategy.
Continuous Integration.
Collective Ownership.
Pair Programming.
17. Design Strategy.
The Simplest Thing that Could Possibly Work.
How Does Designing Through Refactoring Work?
What Is Simplest?
How Could This Work?
Role of Pictures in Design.
System Architecture.
18. Testing Strategy.
Who Writes Tests?
Other Tests.
19. Adopting XP.
20. Retrofitting.
Testing.
Design.
Planning.
Management.
Development.
In Trouble?
21. Lifecycle of an Ideal XP Project.
Exploration.
Planning.
Iterations to First Release.
Productionizing.
Maintenance.
Death.
22. Roles for People.
Programmer.
Customer.
Tester.
Tracker.
Coach.
Consultant.
Big Boss.
23. 20-80 Rule.
24. What Makes XP Hard.
25. When to Try XP.
26. XP at Work.
Fixed Price.
Outsourcing.
Insourcing.
Time and Materials.
Completion Bonus.
Early Termination.
Frameworks.
Shrinkwrap Products.
27. Conclusion.
Expectation.
Annotated Bibliography.
Glossary.
Index.
0201616416T04062001



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