
Résumé
Extreme Programming Applied is a pragmatic guide to getting started with Extreme Programming. It helps programmers and project managers take their first steps toward applying the XP discipline. This book is not a tutorial; it uses real-world experience to educate readers about applying XP to their organizations. The authors offer advice on implementing XP in your organization, illustrating key points with stories from pioneers who have successfully introduced XP.
XP is a significant departure from traditional software development methods, ushering in a change for both developers and business people. It is an agile methodology, which enables highly productive teams to produce quality software from rapidly changing or unclear requirements. XP is disciplined software craftsmanship, elevating best practices in software analysis, design, testing, implementation and project management to a new level. Extreme Programming Applied helps readers begin using the principles behind this revolutionary concept.
Developing software is a challenge. Using XP can help you over the hills and through the valleys, increasing your chances for creating reliable, flexible software on a routine basis. Extreme Programming Applied is the guide you need for getting on your way.
Table of Contents
List of Pioneer Stories.
Foreword.
Preface.
Acknowledgments.
Introduction: Playing to Win!
0. BEFORE YOU START.
0. XP Distilled.Testing.
Pair Programming.
Refactoring.
Simple Design.
Collective Code Ownership.
Continuous Integration.
On-Site Customer.
Small Releases.
40-Hour Week.
Coding Standards.
System Metaphor.
The Practices Work Together.
I. THE RIGHT MINDSET.
1. The Courage to Begin.
Your Role.
2. Introducing XP.
Find a Target.
Assemble the Right Tools.
Driving Spikes.
A Single Pair.
A Small Team.
A Small Team with a Lead Developer.
It's All Right to Feel Awkward.
3. Taming the Resistance.
The Result That Matters.
What Not to Do.
4. Manager Resistance.
XP Is Too New to Trust.
XP Is Simplistic.
Pair Programming Is Too Expensive.
I Can't Afford a Full-Time, On-Site Customer.
XP Is Too Informal.
Be Wary of “XP-Lite” .
5.Developer Resistance.
Developers Are Different.
The Developer Perspective on Winning.
XP Is Too Simplistic.
I Won't Like Pair Programming.
XP Is Weird.
XP Doesn't Give Us Enough Information.
6. Having the Right Attitude.
Humility.
Sweet Freedom.
II. First Things First.
7. The Bare Essentials.
The XP Essentials.
Remember the XP Values.
Get Feedback Early and Often.
Communicate.
Be Courageous.
8. Exception Handling.
An Odd Number of Developers.
The Customer Won't Write Stories.
The Customer Won't Write Acceptance Tests.
Management Sets Unrealistic Schedules.
Management Doesn't Like Your Estimates.
Management Won't Let You Pair.
The Cost of Tea in China Doubles.
9. Can We Talk?
Stand-Up Meetings.
Planning.
Atmosphere and Environment.
It Doesn't Stop There.
10. Planning Roles and Reality.
How to Steer.
Out in the Open.
Requirements are a Dialogue—Not a Document.
Learning Roles.
The Customer.
The Developer.
A Tool to Introduce Reality.
How the Roles Work with Multiple Projects.
When Roles Are Clear.
The Xtreme Hour.
11. Project Planning.
The Planning Game.
The Developers Estimate.
Breaking Down Stories.
Back to Estimating.
Determining Iteration Size.
Sorting the Stories.
Exploration Phase.
12. Iteration Planning.
The Iteration Planning Game.
Task Exploration.
Iteration Plan Verification.
Fill Your Bag.
How to Start Planning.
The Art of Estimation.
Velocity.
The Last Word on Iterations and Planning.
13. Write the Tests, Run the Tests.
Confidence.
Tests as Documentation.
How to Write Tests First.
What to Test.
How to Start Writing Tests First.
Testing Challenges.
Testing in Small Spaces.
Testing the Web.
Tests Have to Run Fast.
14. Stop the Maverick.
The Need for Speed.
Reducing Risk.
How to Pair Program.
Pair-Friendly Space.
Don't Ignore Problem Children.
Taking It to the Next Level.
The Inevitable Objections.
When Not to Pair.
Unusual Pairs.
Personal Space.
How to Start Pair Programming.
15. Making It Right.
Making Change Possible.
Putting Learning into Your Code.
How to Refactor.
When to Refactor.
When Not to Refactor.
When to Stop Refactoring.
How to Start Refactoring.
Why People Don't Refactor.
16. Pulling It Together.
Reducing Risk.
How to Integrate Continuously.
How to Start Integrating Continuously.
Techniques to Make It Easier. Chapter 17 Staying on Process.
Why Teams Lose Their Way.
How to Get Back on Process.
III. THE REST OF THE STORY.
18. Designing the Simple.
Why People Don't Keep It Simple.
Why Keep Things Simple?
How to Start Doing Simple Design.
Why Not Start with Simple Design?
The Essential Design Tool.
19. It's Everybody's Job.
Moving From “I” to “We” .
Why Have Collective Code Ownership?
How to Start Having Collective Code Ownership.
Why Not Start with Collective Code Ownership?
20. Where's the Customer?
On-Site Versus Available When Needed.
How to Get an On-Site Customer.
Why Not Start with an On-Site Customer?
21. Knowing When You're Done.
Acceptance Tests as Documentation.
How to Write Acceptance Tests.
Automating Acceptance Tests.
What to Test.
How to Start Writing Acceptance Tests.
Why Not Start with Acceptance Testing?
22. Don't Get Distracted by the Code.
How to Start Having Coding Standards.
Why Not Start with a Coding Standard?
23. Overtime Is Not the Answer.
What's Wrong with Burning the Midnight Oil?
How to Start Working Normal Hours.
Why Not Start with a 40-Hour Week?
24. Painting a Thousand Words.
How to Start Creating Metaphors.
Why Not Start with a Metaphor?
25. Looking for Guidance.
What If We Don't Have a Coach?
Rookie Coaches.
How to Coach.
Minimal Coaching.
How About a Player/Coach?
Why Start Without a Coach?
26. Keeping Score.
How to Track.
Why Not Start with a Tracker?
IV. UNCHARTED TERRITORY.
27. Selling XP.
How to Sell XP.
The Results.
Proving It.
Developing a Track Record.
Relationships Sell.
28. XP and Startups.
The Pitch.
Entrepreneurs.
Venture Capitalists.
Selling to Startups.
Strategic Initiatives: Startups in Disguise.
Joining Them.
29. Scaling XP.
Should You Need to Scale?
Why Can't XP Scale?
When to Scale.
How to Scale.
Reserving Judgment.
30. The Next Best Thing to Being There.
Can a Team Telecommute?
When to Try Distributed XP.
31. Measuring XP.
The XP Challenge.
The Before-and-After Study.
What Having the Numbers Will Mean.
32. Where to Next?
Index.
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Addison Wesley |
Auteur(s) | Ken Auer, Roy Miller |
Parution | 25/10/2001 |
Nb. de pages | 326 |
Format | 18 x 23,4 |
Couverture | Broché |
Poids | 581g |
Intérieur | Noir et Blanc |
EAN13 | 9780201616408 |
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