Cover image for Extreme Programming Pocket Guide

Book description

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. 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.

Table of Contents

  1. Extreme Programming Pocket Guide
  2. Foreword
  3. Preface
    1. Overview of This Book
    2. Typographic Conventions
    3. Comments and Questions
    4. Acknowledgments
  4. I. Why XP?
    1. 1. Who Cares About Process, Anyway?
    2. 2. The XP Equation
    3. 3. XP Values
      1. Communication
      2. Feedback
      3. Simplicity
      4. Courage
    4. 4. Assuming Sufficiency
      1. Sufficient Time
      2. Sufficient Resources
      3. Constant Cost of Change
      4. Developer Effectiveness
      5. Freedom to Experiment
  5. II. Extreme Programming Practices
    1. 5. Coding Practices
      1. Coding Practice 1: Code and Design Simply
      2. Coding Practice 2: Refactor Mercilessly
      3. Coding Practice 3: Develop Coding Standards
      4. Coding Practice 4: Develop a Common Vocabulary
    2. 6. Developer Practices
      1. Developer Practice 1: Adopt Test-Driven Development
      2. Developer Practice 2: Practice Pair Programming
      3. Developer Practice 3: Adopt Collective Code Ownership
      4. Developer Practice 4: Integrate Continually
    3. 7. Business Practices
      1. Business Practice 1: Add a Customer to the Team
      2. Business Practice 2: Play the Planning Game
      3. Business Practice 3: Release Regularly
      4. Business Practice 4: Work at a Sustainable Pace
  6. III. XP Events
    1. 8. Iteration Planning
      1. Stories and Tasks
      2. Estimates and Schedules
      3. The First Iteration
    2. 9. The Iteration
    3. 10. Releasing
  7. IV. Extreme Programming Artifacts
    1. 11. Story Cards
    2. 12. Task Cards
    3. 13. The Bullpen
  8. V. Roles in Extreme Programming
    1. 14. The Customer
      1. Customer Rights
      2. Customer Responsibilities
    2. 15. The Developer
      1. Developer Rights
      2. Developer Responsibilities
    3. 16. Supplementary Roles
      1. The Tracker
      2. The Coach
  9. VI. Coding, XP Style
    1. 17. Do the Simplest Thing That Could Possibly Work
    2. 18. You Aren’t Gonna Need It
    3. 19. Once and Only Once
  10. VII. Adopting XP
    1. 20. Before You Start
    2. 21. Eliminating Fear and Working Together
    3. 22. Starting Feedback
    4. 23. Including Managers and Customers
    5. 24. Now That You’re Extreme
  11. VIII. Further Resources
    1. 25. XP Resources
  12. Index
  13. Copyright