Extreme Programming Pocket Guide

ISBN-10: 0596004850

ISBN-13: 9780596004859

Edition: 2003

Authors: Linda Mui, Shane Warden, Chromatic

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Extreme Programming (XP) is a radical new approach to software development that has been accepted quickly because its core practices--the need for constant testing, programming in pairs, inviting customer input, and the communal ownership of code--resonate with developers everywhere. Although many developers feel that XP is rooted in commonsense, its vastly different approach can bring challenges, frustrations, and constant demands on your patience. Unless you've got unlimited time (and who does these days?), you can't always stop to thumb through hundreds of pages to find the piece of information you need. The "Extreme Programming Pocket Guide is the answer. Concise and easy to use, this handy pocket guide to XP is a must-have quick reference for anyone implementing a test-driven development environment. The "Extreme Programming Pocket Guide covers XP assumptions, principles, events, artifacts, roles, and resources, and more. It concisely explains the relationships between the XP practices. If you want to adopt XP in stages, the "Extreme Programming Pocket Guide will help you choose what to apply and when. You'll be surprised at how much practical information is crammed into this slim volume. O'Reilly's Pocket Guides have become a favorite among developers everywhere. By providing a wealth of important details in a concise, well-organized format, these handy books deliver just what you need to complete the task at hand. When you've reached a sticking point in your work and need to get to a solution quickly, the new "Extreme Programming Pocket Guide is the book you'll want to have beside your keyboard.
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Book details

List price: $14.99
Copyright year: 2003
Publisher: O'Reilly Media, Incorporated
Publication date: 8/3/2003
Binding: Paperback
Pages: 112
Size: 4.25" wide x 8.00" long x 0.25" tall
Weight: 0.220
Language: English

Why XP?
Who Cares About Process, Anyway?
The XP Equation
XP Values
Assuming Sufficiency
Sufficient Time
Sufficient Resources
Constant Cost of Change
Developer Effectiveness
Freedom to Experiment
Extreme Programming Practices
Coding Practices
Code and Design Simply
Refactor Mercilessly
Develop Coding Standards
Develop a Common Vocabulary
Developer Practices
Adopt Test-Driven Development
Practice Pair Programming
Adopt Collective Code Ownership
Integrate Continually
Business Practices
Add a Customer to the Team
Play the Planning Game
Release Regularly
Work at a Sustainable Pace
XP Events
Iteration Planning
Stories and Tasks
Estimates and Schedules
The First Iteration
The Iteration
Extreme Programming Artifacts
Story Cards
Task Cards
The Bullpen
Roles in Extreme Programming
The Customer
Customer Rights
Customer Responsibilities
The Developer
Developer Rights
Developer Responsibilities
Supplementary Roles
The Tracker
The Coach
Coding, XP Style
Do the Simplest Thing That Could Possibly Work
You Aren't Gonna Need It
Once and Only Once
Adopting XP
Before You Start
Eliminating Fear and Working Together
Starting Feedback
Including Managers and Customers
Now That You're Extreme
Further Resources
XP Resources
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