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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Foreword; Preface; Overview of This Book; Typographic Conventions; Comments and Questions; Acknowledgments; Part I: Why XP?; Chapter 1: Who Cares About Process, Anyway?; Chapter 2: The XP Equation; Chapter 3: XP Values; 3.1 Communication; 3.2 Feedback; 3.3 Simplicity; 3.4 Courage; Chapter 4: Assuming Sufficiency; 4.1 Sufficient Time; 4.2 Sufficient Resources; 4.3 Constant Cost of Change; 4.4 Developer Effectiveness; 4.5 Freedom to Experiment; Part II: Extreme Programming Practices; Chapter 5: Coding Practices; 5.1 Coding Practice 1: Code and Design Simply; 5.2 Coding Practice 2: Refactor Mercilessly; 5.3 Coding Practice 3: Develop Coding Standards; 5.4 Coding Practice 4: Develop a Common Vocabulary; Chapter 6: Developer Practices; 6.1 Developer Practice 1: Adopt Test-Driven Development; 6.2 Developer Practice 2: Practice Pair Programming; 6.3 Developer Practice 3: Adopt Collective Code Ownership; 6.4 Developer Practice 4: Integrate Continually; Chapter 7: Business Practices; 7.1 Business Practice 1: Add a Customer to the Team; 7.2 Business Practice 2: Play the Planning Game; 7.3 Business Practice 3: Release Regularly; 7.4 Business Practice 4: Work at a Sustainable Pace; Part III: XP Events; Chapter 8: Iteration Planning; 8.1 Stories and Tasks; 8.2 Estimates and Schedules; 8.3 The First Iteration; Chapter 9: The Iteration; Chapter 10: Releasing; Part IV: Extreme Programming Artifacts; Chapter 11: Story Cards; Chapter 12: Task Cards; Chapter 13: The Bullpen; Part V: Roles in Extreme Programming; Chapter 14: The Customer; 14.1 Customer Rights; 14.2 Customer Responsibilities; Chapter 15: The Developer; 15.1 Developer Rights; 15.2 Developer Responsibilities; Chapter 16: Supplementary Roles; 16.1 The Tracker; 16.2 The Coach; Part VI: Coding, XP Style; Chapter 17: Do the Simplest Thing That Could Possibly Work; Chapter 18: You Aren’t Gonna Need It; Chapter 19: Once and Only Once; Part VII: Adopting XP; Chapter 20: Before You Start; Chapter 21: Eliminating Fear and Working Together; Chapter 22: Starting Feedback; Chapter 23: Including Managers and Customers; Chapter 24: Now That You’re Extreme; Part VIII: Further Resources; Chapter 25: XP Resources;
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