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EXTREME PROGRAMMING EXPLAINED: EMBRACE CHANGE 2ND EDITION

Titre :

EXTREME PROGRAMMING EXPLAINED: EMBRACE CHANGE 2ND EDITION

Caractéristiques :


Auteur(s) :BECK
Editeur :ADDISON WESLEY
Parution :11/2004
Langue :Anglais Anglais
Nbre de pages :189
ISBN :978-0-321-27865-4
Reliure :Paperback
Prix :52.00 € ttc
Disponibilité :Livraison sous 2 à 10 jours ouvrables.

Couverture :


EXTREME PROGRAMMING EXPLAINED: EMBRACE CHANGE 2ND EDITION

Résumé :

Book Description
Extreme Programming (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. This new lightweight
methodology challenges many conventional tenets, including the long-held
assumption that the cost of changing a piece of software necessarily
rises dramatically over the course of time. XP recognizes that projects
have to work to achieve this reduction in cost and exploit the savings
once they have been earned.
Fundamentals of XP include-
Distinguishing between the decisions to be made by business interests
and those to be made by project stakeholders.
Writing unit tests before programming and keeping all of the tests
running at all times.
Integrating and testing the whole system--several times a day.
Producing all software in pairs, two programmers at one screen.
Starting projects with a simple design that constantly evolves to add
needed flexibility and remove unneeded complexity.
Putting a minimal system into production quickly and growing it in
whatever directions prove most valuable.
Why is XP so controversial?
Don't force team members to specialize and become analysts, architects,
programmers, testers, and integrators, every XP programmer participates
in all of these critical activities every day.
Don't conduct complete up-front analysis and design, an XP project
starts with a quick analysis of the entire system, and XP programmers
continue to make analysis and design decisions throughout development.
Develop infrastructure and frameworks as you develop your application,
not up-front, delivering business value is the heartbeat that drives XP
projects.
Don't write and maintain implementation documentation, communication in
XP projects occurs face-to-face, or through efficient tests and
carefully written code.
You may love XP, or you may hate it, but Extreme Programming Explained
will force you to take a fresh look at how you develop software.

Table des matières :

Foreword to the Second Edition.

Foreword to the First Edition.

Preface.

1. What is XP?

I. EXPLORING XP.

2. Learning to Drive.

3. Values, Principles, and Practices.

4. Values.

Communication.

Simplicity.

Feedback.

Courage.

Respect.

Others.

5. Principles.

Humanity.

Economics.

Mutual Benefit.

Self-Similarity.

Improvement.

Diversity.

Reflection.

Flow.

Opportunity.

Redundancy.

Failure.

Quality.

Baby Steps.

Accepted Responsibility.

6. Practices.

7. Primary Practices.

Sit Together.

Whole Team.

Informative Workspace.

Energized Work.

Pair Programming.

Stories.

Weekly Cycle.

Quarterly Cycle.

Slack.

Ten-Minute Build.

Continuous Integration.

Test-First Programming.

Incremental Design.

8. Getting Started.

9. Corollary Practices.

Real Customer Involvement.

Incremental Deployment.

Team Continuity.

Shrinking Teams.

Root-Cause Analysis.

Shared Code.

Code and Tests.

Single Code Base.

Daily Deployment.

Negotiated Scope Contract.

Pay-Per-Use.

10. The Whole XP Team.

Testers.

Interaction Designers.

Architects.

Project Managers.

Product Managers.

Executives.

Technical Writers.

Users.

Programmers.

Human Resources.

Roles.

11. The Theory of Constraints.

12. Planning: Managing Scope.

13. Testing: Early, Often, and Automated.

14. Designing: The Value of Time.

Simplicity.

15. Scaling XP.

Number of People.

Investment.

Size of Organization.

Time.

Problem Complexity.

Solution Complexity.

Consequences of Failure.

16. Interview.

II. PHILOSOPHY OF XP.

17. Creation Story.

18. Taylorism and Software.

19. Toyota Production System.

20. Applying XP.

Choosing a Coach.

When You Shouldn't Use XP.

21. Purity.

Certification and Accreditation.

22. Offshore Development.

23. The Timeless Way of Programming.

24. Community and XP.

25. Conclusion.

Annotated Bibliography.

Index.

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