Extreme programming explored
著者
書誌事項
Extreme programming explored
(The XP series)
Addison-Wesley, c2002
大学図書館所蔵 全6件
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注記
Includes bibliographical references (p. 147-149) and index
内容説明・目次
内容説明
Extreme Programming (XP) is a phenomenon. It promises developers unprecedented efficiency and quality -- and it's delivering on that promise. In this book, Bill Wake doesn't just explain XP to developers who are new to it: he shows how to personally apply the XP best practices that have been identified by leading-edge practitioners. This new book emerged from a series of Bill Wake's essays intended to help XP newbies understand and personally apply XP. Wake covers each key tenet of XP development, including the central role of developers, programming in pairs, direct communication with customers, and continual testing. The book's pragmatic, hands-on approach is reinforced with supporting Java code, concrete examples, and extensive war stories. Along the way, Wake addresses major objections to adopting XP, and introduces new XP "best practices" that allow organizations to introduce XP far more rapidly and successfully. For every developer, software engineer, architect, project manager, or software customer already using XP or considering the introduction of XP methods.
目次
Forward.
Preface.
Acknowledgments.
Introduction.
I. PROGRAMMING.
1. How Do You Write a Program?
Program Incrementally and Test First.
2. What is Refactoring?
"Refactoring: Improving the Design of Existing Code."-Martin Fowler.
II. TEAM PRACTICES.
3. What Are XP's Team Practices?
"We'll Explore These Practices and Their Alternatives."
4. What is it Like to Program in Pairs?
Pair Programming is Exhausting but Productive.
5. Where's the Architecture?
Architecture Shows Up in Spikes, the Metaphor, the First Iteration, and Elsewhere.
6. What is the System Metaphor?
"The System Metaphor is a Story that Everyone-Customers, Programmers, and Managers-Can Tell About How the System Works,"-Kent Beck.
III. PROCESS.
7. How Do You Plan a Release? What are Stories Like?
Write, Estimate, and Prioritize Stories.
8. How Do You Plan an Iteration?
Iteration Planning Can be Thought of as a Board Game.
9. Customer, Programmer, Manager: What is a Typical Day?
Customer: questions, tests, and steering.
Programmer: testing, coding, and refactoring.
Manager: Project Manager, Tracker, and Coach.
10. Conclusion.
Bibliography.
Index.
「Nielsen BookData」 より