Extreme programming in practice
Author(s)
Bibliographic Information
Extreme programming in practice
(The XP series)
Addison-Wesley, c2001
Available at 4 libraries
  Aomori
  Iwate
  Miyagi
  Akita
  Yamagata
  Fukushima
  Ibaraki
  Tochigi
  Gunma
  Saitama
  Chiba
  Tokyo
  Kanagawa
  Niigata
  Toyama
  Ishikawa
  Fukui
  Yamanashi
  Nagano
  Gifu
  Shizuoka
  Aichi
  Mie
  Shiga
  Kyoto
  Osaka
  Hyogo
  Nara
  Wakayama
  Tottori
  Shimane
  Okayama
  Hiroshima
  Yamaguchi
  Tokushima
  Kagawa
  Ehime
  Kochi
  Fukuoka
  Saga
  Nagasaki
  Kumamoto
  Oita
  Miyazaki
  Kagoshima
  Okinawa
  Korea
  China
  Thailand
  United Kingdom
  Germany
  Switzerland
  France
  Belgium
  Netherlands
  Sweden
  Norway
  United States of America
Note
Includes index
Description and Table of Contents
Description
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.
Table of Contents
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.
by "Nielsen BookData"