Extreme programming in practice
著者
書誌事項
Extreme programming in practice
(The XP series)
Addison-Wesley, c2001
大学図書館所蔵 全4件
  青森
  岩手
  宮城
  秋田
  山形
  福島
  茨城
  栃木
  群馬
  埼玉
  千葉
  東京
  神奈川
  新潟
  富山
  石川
  福井
  山梨
  長野
  岐阜
  静岡
  愛知
  三重
  滋賀
  京都
  大阪
  兵庫
  奈良
  和歌山
  鳥取
  島根
  岡山
  広島
  山口
  徳島
  香川
  愛媛
  高知
  福岡
  佐賀
  長崎
  熊本
  大分
  宮崎
  鹿児島
  沖縄
  韓国
  中国
  タイ
  イギリス
  ドイツ
  スイス
  フランス
  ベルギー
  オランダ
  スウェーデン
  ノルウェー
  アメリカ
注記
Includes index
内容説明・目次
内容説明
Extreme Programming (XP) is a lightweight methodology that enables small teams of developers to achieve breakthrough productivity and software quality, even when faced with rapidly changing or unclear requirements. In this new book, top object-oriented consultants James Newkirk and Robert Martin walk through an entire XP project, chronicling the adoption of XP by a team that has never used it before. Along the way, they show how to overcome the obstacles facing XP adopters, and present realistic XP best practices virtually any development organization can benefit from. The case study in this book is real, driven by the needs of a real customer. The artifacts, code, user stories, and anecdotes are all real, drawn from videotaped meetings throughout the project's development process. The result: an exceptionally true-to-life narrative, complete with mistakes and false starts, and reflecting the ebb and flow of a real project. For organizations considering XP, this may be the most realistic and useful guide ever produced. For project managers, developers, software engineers, XP customers, and upper-level managers.
目次
Preface.
1. The Skinny.
The First Solution.
Changes.
What Went Wrong?
2. Playing to Win.
Extreme Programming (XP).
The Structure of This Book.
3. What is XP?
Introduction.
Exploration.
Spike.
Release Planning.
Iteration Planning.
Development.
The Story of a Story.
4. Exploration.
The Story of Some Constraints.
Architecture.
An Expensive Story.
Combining Stories.
Registration Story.
Existing User.
Legacy Conversion.
Notification.
Registration Pages Look and Feel.
Miscellaneous.
Conclusion.
Summary of Stories.
5. Planning.
Prioritizing the Stories.
Architectural Significance.
Release and Iteration Duration.
Velocity.
Planning the First Release.
Conclusion.
6. The First Iteration Plan.
Breaking Stories into Tasks.
Signing Up for Tasks.
Estimating the Tasks.
Conclusion.
7. Beginning the First Iteration.
Plans Are One Thing, Reality Is Another.
Starting the Iteration.
Conclusions.
Tracking.
8. Task #3, Login Task.
Cookies.
Tracking.
9. A Flurry of Refactoring.
Conclusions.
Tracking.
10 retpahC. sdrawkcaB gnikroW.
TestNoUser.
TestGoodEmail.
TestBadEmail.
Implementing the Mock-Objects.
ForgotPassword Servlet.
Conclusion.
Tracking.
11. Infrastructure Thrashing.
Refactoring the Tests.
Refactoring the Database-again.
Infrastructure Revolution.
The Registration Servlet.
Conclusion.
Tracking.
12. Iteration I-Summary.
Cookie Woes.
HTML/JSP Tasks.
We Thought We Were Done.
13. Steering.
An interesting Misunderstanding.
What Went Wrong?
14. Finishing the Release.
Can't You Fit Two Hours?
Task Planning.
The Iteration.
Lessons Learned.
The Third Iteration and Release.
Release.
Projecting This Experience onto Larger Projects.
15. Conclusion.
Lessons Learned.
Final Conclusions.
Appendix A. Iteration 1-Code.
Index.
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