|Welcome to the Monastery|
Table of Contents
Foreword Preface Part 1. Why XP? Who Cares About Process, Anyway? The XP Equation XP Values Communication Feedback Simplicity Courage Assuming Sufficiency Sufficient Time Sufficient Resources Constant Cost of Change Developer Effectiveness Freedom to Experiment Part 2. Extreme Programming Practices Coding Practices 1. Code and Design Simply 2. Refactor Mercilessly 3. Develop Coding Standards 4. Develop a Common Vocabulary Developer Practices 1. Adopt Test-Driven Development 2. Practice Pair Programming 3. Adopt Collective Code Ownership 4. Integrate Continually Business Practices 1. Add a Customer to the Team 2. Play the Planning Game 3. Release Regularly 4. Work at a Sustainable Pace Part 3. XP Events Iteration Planning Stories and Tasks Estimates and Schedules The First Iteration The Iteration Releasing Part 4. Extreme Programming Artifacts Story Cards Task Cards The Bullpen Part 5. Roles in Extreme Programming The Customer Customer Rights Customer Responsibilities The Developer Developer Rights Developer Responsibilities Supplementary Roles The Tracker The Coach Part 6. Coding, XP Style Do the Simplest Thing That Could Possibly Work You Aren't Gonna Need It Once and Only Once Part 7. Adopting XP Before You Start Eliminating Fear and Working Together Starting Feedback Including Managers and Customers Now That You're Extreme Part 8. Further Resources XP Resources IndexWhile not a programmer by job title, I do write a lot of scripts, and I try to maintain the three modules that I have on CPAN. I wanted to learn about XP and at least get a basic understanding of its principles and how they all work together, with an eye towards eventually adopting some of its practices into how I code.
Chromatic starts off by explaining the reasons for using XP. "The goal of software development is to create good systems that meet business needs with the available resources. XP can help you do just that."
The material is broken down into eight sections, each one covering a specific topic. Section 1 deals with describing XP and its values, and the problem that it was intended to solve.
Section 2 dives in the meat of XP, covering each of the twelve core practices of XP, breaking them down into three groups, Coding, Developing, and Business.
Section 3 covers the various events that happen within an XP development cycle. He breaks down the first phase (Iteration Planning) into three sections, then goes on to cover the Iteration and Releasing.
Section 4 deals with the physical items that XP uses to keep track of events, such as story and task cards. The Bullpen, which is defined as a large open area with plenty of powerful pc's with room for at least two programmers at each one (Pair Programming), several large chalkboards or whiteboards, and plenty of sticky notes and pens.
Section 5 deals with the roles in XP, and the rights and responsibilities of each of those roles. As developers, we need to follow team guidelines, implement only what is necessary, and communicate constantly with the customer.
Section 6 deals with the coding style of XP, which follows three basic principles. "Do the simplest thing that could work", "You aren't gonna need it", and "Once and only once". Chromatic also points out that the last one is quite similar to the principle mentioned in The Pragmatic Programmer, "Don't Repeat Yourself".
Sections 7 and 8 deal with how to go about implementing XP and where you can find more resources on this subject.
This book was very well written and concise, and it lays out precisely the necessary strategies and information needed to start down the XP path. I emphatically recommend this book for anyone who uses or is going to be using XP for software development.