Extreme Programming Refactored: The Case Against XP

X

XP, 3 “29

vs. Agile Modeling (AM), 353

appropriate uses of, 381 “382

blaming XP vs. blaming programmers, 96 “97

complexity of evaluating, 379 “381

constant refactoring and, 206 “212

shortcomings of refactoring, 209 “212

usefulness of refactoring, 207 “208

extreme programming in practice, 23 “28

activities and, 27

introduction to, 23

knocking down and rebuilding, 26

refactoring and, 27 “28

values and, 26

XP from the Trenches (VoXP), 24 “25

extreme programming theory, 4 “21

activities and, 16 “18

central premise of XP, 5

coding standards and, 15 “16

collective ownership and, 13

continuous integration and, 15

emergent design and, 12

life cycle and, 19 “21

pair programming and, 13 “15

planning game and, 9

practices outlined, 7 “8

refactoring and, 12 “13

roles and, 18 “19

simple design and, 12

small releases and, 11

sustainable pace and, 15

system metaphor and, 11 “12

test-driven development and, 8

values and, 5 “7

whole team and, 10

introducing to organizations, 346

introduction to, 4

mystique of. See ethereal wizardry partial, in projects, 381 “382

problems targeted by XP, 21 “23

problems with larger projects, 315 “320, 328 “332

collective ownership and, 329

communal coding rooms and, 331

emergent design and, 331 “332

hand-written story cards and oral documentation and, 329

on-site customers and, 331

XP coaches and, 329 “331

reality distortions about. See ethereal wizardry

refactoring

extreme programming in practice and, 27 “28

extreme programming theory and, 12 “13

summary of, 338

as used in XP, 202

risk and, 339

summary of, 28 “29

XP mantras. See BDUF; DTSTTCPW;

YAGNI You Say Design, I Say Just Code (song), 3

XP and change, 293 “310

balance of design abstraction, 309

cost of change curve, 295 “297

enhancing agility with up-front design, 307

iteration planning, 301 “302

levels of change, 307

managing change, 308 “309

perpetual coding is embracing change, 302 “307

design spin, 304 “305

Project s Not Going Too Far (song), 306 “307

requirements creep, 303 “304

size of company and constant refactoring, 305

The Simplest Build System (VoXP), 305 “306

release planning, 300 “301

requirements, and timing of maintenance mode, 310

summary of, 310

timing of releases, 297 “300

XP coaches

competence of, 75

failures of XP and, 329 “331

vs. team leaders , 330 “331, 363

XP Essentials: Emergent Design (article), 214

XP from the Trenches (VoXP), 24 “25

XP origins, 31 “56

C3 overview, 33 “34

C3 problems, 53 “56

C3 project life cycle, 34 “53

cancellation, 41 “44

DTSTTCPW, 37

hype and fanfare, 35 “36

illusion of success, 38 “39

introduction to, 34 “35

newsgroup s confusion, 46 “50

refactoring and, 40 “41

success claimed, 44 “46

unimportance claimed, 50 “53

introduction to, 31 “33

XP problems, 57 “82

estimation and spike, 259 “260

logic vs. emotion, 78 “80

Partial XP, 76 “77, 90

prescriptive practices, 81 “82

self-referential safety net, 57 “77. See also practices, interdependence

of and dangers of XP practices and circle of snakes , 61 “65

symbiosis and symbolism, 58 “61

short time frame, 258 “259

tailoring XP, 78

XP Programmer s Cube, 59

The XP Society s Annual Picnic ( satire ), 271 “274

XP s social aspects. See Extremo culture; on-site customers; pair programming

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