Extreme programming explained
por Beck, Kent
Declaración de edición:2ª ed. Publicado por : Pearson Education (New Jersey) Detalles físicos: 189 p. 20 cm ISBN:9780321278654. Año : 2004Tipo de ítem | Ubicación actual | Colección | Signatura | Estado | Fecha de vencimiento | Código de barras |
---|---|---|---|---|---|---|
Libros recomendados | U-Tad Biblioteca General Stacks | Non-fiction | 004.41 BEC (Navegar estantería) | Disponible | 0002022 |
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004.4(091) DON Replay: the History of Video Games | 004.4(091) KEN The ultimate history of video games | 004.4(091) KEN The ultimate history of video games | 004.41 BEC Extreme programming explained | 004.41 BLE Diseño ágil con TDD | 004.41 FER Puesta en producción segura | 004.41 PAT Desarrollando software como servicio |
Índice
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.
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