Extreme Programming Applied : Playing to Win (Paperback)
Ken Auer, Roy Miller
- 出版商: Addison Wesley
- 出版日期: 2001-10-11
- 售價: $1,580
- 貴賓價: 9.5 折 $1,501
- 語言: 英文
- 頁數: 384
- 裝訂: Paperback
- ISBN: 0201616408
- ISBN-13: 9780201616408
-
相關分類:
Agile Software、軟體工程
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商品描述
Table of Contents
List of Pioneer Stories.
Foreword.
Preface.
Acknowledgments.
Introduction: Playing to Win!
0. BEFORE YOU START.
0. XP Distilled.
Testing.
Pair Programming.
Refactoring.
Simple Design.
Collective Code Ownership.
Continuous Integration.
On-Site Customer.
Small Releases.
40-Hour Week.
Coding Standards.
System Metaphor.
The Practices Work Together.
I. THE RIGHT MINDSET.
1. The Courage to Begin.
Your Role.
2. Introducing XP.
Find a Target.
Assemble the Right Tools.
Driving Spikes.
A Single Pair.
A Small Team.
A Small Team with a Lead Developer.
It's All Right to Feel Awkward.
3. Taming the Resistance.
The Result That Matters.
What Not to Do.
4. Manager Resistance.
XP Is Too New to Trust.
XP Is Simplistic.
Pair Programming Is Too Expensive.
I Can't Afford a Full-Time, On-Site Customer.
XP Is Too Informal.
Be Wary of “XP-Lite” .
5. Developer Resistance.
Developers Are Different.
The Developer Perspective on Winning.
XP Is Too Simplistic.
I Won't Like Pair Programming.
XP Is Weird.
XP Doesn't Give Us Enough Information.
6. Having the Right Attitude.
Humility.
Sweet Freedom.
II. First Things First.
7. The Bare Essentials.
The XP Essentials.
Remember the XP Values.
Get Feedback Early and Often.
Communicate.
Be Courageous.
8. Exception Handling.
An Odd Number of Developers.
The Customer Won't Write Stories.
The Customer Won't Write Acceptance Tests.
Management Sets Unrealistic Schedules.
Management Doesn't Like Your Estimates.
Management Won't Let You Pair.
The Cost of Tea in China Doubles.
9. Can We Talk?
Stand-Up Meetings.
Planning.
Atmosphere and Environment.
It Doesn't Stop There.
10. Planning Roles and Reality.
How to Steer.
Out in the Open.
Requirements are a Dialogue—Not a Document.
Learning Roles.
The Customer.
The Developer.
A Tool to Introduce Reality.
How the Roles Work with Multiple Projects.
When Roles Are Clear.
The Xtreme Hour.
11. Project Planning.
The Planning Game.
The Developers Estimate.
Breaking Down Stories.
Back to Estimating.
Determining Iteration Size.
Sorting the Stories.
Exploration Phase.
12. Iteration Planning.
The Iteration Planning Game.
Task Exploration.
Iteration Plan Verification.
Fill Your Bag.
How to Start Planning.
The Art of Estimation.
Velocity.
The Last Word on Iterations and Planning.
13. Write the Tests, Run the Tests.
Confidence.
Tests as Documentation.
How to Write Tests First.
What to Test.
How to Start Writing Tests First.
Testing Challenges.
Testing in Small Spaces.
Testing the Web.
Tests Have to Run Fast.
14. Stop the Maverick.
The Need for Speed.
Reducing Risk.
How to Pair Program.
Pair-Friendly Space.
Don't Ignore Problem Children.
Taking It to the Next Level.
The Inevitable Objections.
When Not to Pair.
Unusual Pairs.
Personal Space.
How to Start Pair Programming.
15. Making It Right.
Making Change Possible.
Putting Learning into Your Code.
How to Refactor.
When to Refactor.
When Not to Refactor.
When to Stop Refactoring.
How to Start Refactoring.
Why People Don't Refactor.
16. Pulling It Together.
Reducing Risk.
How to Integrate Continuously.
How to Start Integrating Continuously.
Techniques to Make It Easier. Chapter 17 Staying on Process.
Why Teams Lose Their Way.
How to Get Back on Process.
III. THE REST OF THE STORY.
18. Designing the Simple.
Why People Don't Keep It Simple.
Why Keep Things Simple?
How to Start Doing Simple Design.
Why Not Start with Simple Design?
The Essential Design Tool.
19. It's Everybody's Job.
Moving From “I” to “We” .
Why Have Collective Code Ownership?
How to Start Having Collective Code Ownership.
Why Not Start with Collective Code Ownership?
20. Where's the Customer?
On-Site Versus Available When Needed.
How to Get an On-Site Customer.
Why Not Start with an On-Site Customer?
21. Knowing When You're Done.
Acceptance Tests as Documentation.
How to Write Acceptance Tests.
Automating Acceptance Tests.
What to Test.
How to Start Writing Acceptance Tests.
Why Not Start with Acceptance Testing?
22. Don't Get Distracted by the Code.
How to Start Having Coding Standards.
Why Not Start with a Coding Standard?
23. Overtime Is Not the Answer.
What's Wrong with Burning the Midnight Oil?
How to Start Working Normal Hours.
Why Not Start with a 40-Hour Week?
24. Painting a Thousand Words.
How to Start Creating Metaphors.
Why Not Start with a Metaphor?
25. Looking for Guidance.
What If We Don't Have a Coach?
Rookie Coaches.
How to Coach.
Minimal Coaching.
How About a Player/Coach?
Why Start Without a Coach?
26. Keeping Score.
How to Track.
Why Not Start with a Tracker?
IV. UNCHARTED TERRITORY.
27. Selling XP.
How to Sell XP.
The Results.
Proving It.
Developing a Track Record.
Relationships Sell.
28. XP and Startups.
The Pitch.
Entrepreneurs.
Venture Capitalists.
Selling to Startups.
Strategic Initiatives: Startups in Disguise.
Joining Them.
29. Scaling XP.
Should You Need to Scale?
Why Can't XP Scale?
When to Scale.
How to Scale.
Reserving Judgment.
30. The Next Best Thing to Being There.
Can a Team Telecommute?
When to Try Distributed XP.
31. Measuring XP.
The XP Challenge.
The Before-and-After Study.
What Having the Numbers Will Mean.
32. Where to Next?
商品描述(中文翻譯)
目錄
先驅故事列表。
前言。
前言。
致謝。
引言:玩得贏!
0. 開始之前。
0. 精簡XP。
規劃遊戲。
測試。
成對程式設計。
重構。
簡單設計。
共同擁有程式碼。
持續整合。
現場客戶。
小型發布。
40小時工作週。
編碼標準。
系統隱喻。
這些實踐相互配合。
I. 正確的心態。
1. 開始的勇氣。
組織的必要性。
你的角色。
2. 介紹XP。
帶一個朋友。
找到目標。
組合合適的工具。
驅動尖峰。
獨行俠。
一對。
小團隊。
帶有首席開發人員的小團隊。
感到尷尬是正常的。
3. 馴服抵抗。
抵抗來源。
重要的結果。
不應該做的事情。
4. 經理的抵抗。
經理對於勝利的觀點。
XP太新無法信任。
XP過於簡單。
成對程式設計太昂貴。
我無法負擔全職現場客戶。
XP過於不正式。
要警惕“XP-Lite”。
5. 開發人員的抵抗。
開發人員是不同的。
開發人員對於勝利的觀點。
XP過於簡單。
我不喜歡成對程式設計。
XP很奇怪。
XP沒有給我們足夠的信息。
6. 擁有正確的態度。
誠實和信任。
謙遜。
甜蜜的自由。
II. 首要事項。
7. 最基本的要素。
第一步。
XP的基本要素。
記住XP的價值觀。
簡單思考。
早期和頻繁地獲得反饋。
溝通。
勇敢。
8. 例外處理。
處理XP例外情況就像處理程式碼例外情況一樣。
奇數個開發人員。
客戶不會寫故事。
客戶不會寫驗收測試。
管理設定不切實際的進度表。
管理不喜歡你的估計。
管理不允許你成對。
中國茶的成本翻倍。
9. 我們可以交談嗎?
成對程式設計。
站立會議。
規劃。
氛圍和環境。
它不僅止於此。
10. 規劃角色和現實。
XP規劃的不同之處。
如何引導。
公開進行。
需求是對話,而不是文件。
學習角色。
客戶。
開發人員。
引入現實的工具。
角色如何在多個項目中工作。
當角色明確時。
極限小時。
11. 專案規劃。
制定路線圖。
規劃遊戲。
客戶撰寫故事。
開發人員估計。
拆分故事。
重新估計。
確定迭代大小。
排序故事。
探索階段。
12. 迭代規劃。
計劃是什麼。
迭代規劃遊戲。
任務探索。
迭代計劃驗證。