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Extreme Programming in Practice

Extreme Programming in Practice

          
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About the Book

Extreme Programming is the most exciting revolution to hit the software engineering industry in the last decade. But what exactly is XP? And how do you XP? Simply put, XP is about playing to win. If you are serious about becoming an agile organization, decreasing your time to market, keeping your development team happy, and improving the overall quality of your software, then XP is for you. Extreme Programming in Practice provides a candid, refreshing, insiders view of how an XP project works. The artifacts presented in this book are real, the user stories are real, and the anecdotes are real. The book represents all-access, uncensored XP. The authors have chosen example over explanation, so that you can personalize the tenets of XP and put them into practice on your next development project. The book is supported with sample code and test examples. You can learn how to emphasize planning in your project; deliver multiple iterations of your project (each with increasing business value); gather customer feedback as you build; and test the integrity of your code without halting your development efforts. The authors also provide a handy summary of more than a dozen "lessons learned" in XP implementation. Extreme Programming in Practice will help you separate the hype from reality and learn how to implement XP in your organization. Witness the thought process of an XP team unfold. Observe the mistakes that were made along the way, as well as their corrections. See the ebb and flow of a real development project. Finish the release. Play to win. 0201709376B04202001

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.


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Product Details
  • ISBN-13: 9780201709377
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Addison Wesley
  • Height: 234 mm
  • No of Pages: 224
  • Weight: 465 gr
  • ISBN-10: 0201709376
  • Publisher Date: 13 Jun 2001
  • Binding: Paperback
  • Language: English
  • Spine Width: 15 mm
  • Width: 187 mm


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