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Tables of Contents for Extreme Programming Explained
Chapter/Section Title
Page #
Page Count
Foreword
xiii
 
Preface
xv
 
Section I The Problem
1
50
Risk: The Basic Problem
3
4
Our Mission
5
2
A Development Episode
7
4
Economics of Software Development
11
4
Options
12
1
Example
13
2
Four Variables
15
6
Interactions Between the Variables
16
2
Focus on Scope
18
3
Cost of Change
21
6
Learning to Drive
27
2
Four Values
29
8
Communication
29
1
Simplicity
30
1
Feedback
31
2
Courage
33
1
The Values in Practice
34
3
Basic Principles
37
6
Back to Basics
43
8
Coding
44
1
Testing
45
2
Listening
47
1
Designing
48
1
Conclusion
49
2
The Solution
51
70
Quick Overview
53
10
The Planning Game
55
1
Small Releases
56
1
Metaphor
56
1
Simple Design
57
1
Testing
57
1
Refactoring
58
1
Pair Programming
58
1
Collective Ownership
59
1
Continuous Integration
59
1
40-Hour Week
60
1
On-Site Customer
60
1
Coding Standards
61
2
How Could This Work?
63
8
The Planning Game
64
1
Short Releases
64
1
Metaphor
65
1
Simple Design
65
1
Testing
65
1
Refactoring
66
1
Pair Programming
66
1
Collective Ownership
67
1
Continuous Integration
68
1
40-Hour Week
68
1
On-Site Customer
69
1
Coding Standards
69
1
Conclusion
69
2
Management Strategy
71
6
Metrics
72
1
Coaching
73
2
Tracking
75
1
Intervention
75
2
Facilities Strategy
77
4
Splitting Business and Technical Responsibility
81
4
Business
81
1
Development
82
1
What to Do?
82
1
Choice of Technology
83
1
What If It's Hard?
84
1
Planning Strategy
85
12
The Planning Game
86
5
Iteration Planning
91
4
Planning in a Week
95
2
Development Strategy
97
6
Continuous Integration
97
2
Collective Ownership
99
1
Pair Programming
100
3
Design Strategy
103
12
The Simplest Thing that Could Possibly Work
103
4
How Does ``Designing Through Refactoring'' Work?
107
1
What Is Simplest?
108
1
How Could This Work?
109
2
Role of Pictures in Design
111
1
System Architecture
112
3
Testing Strategy
115
6
Who Writes Tests?
117
2
Other Tests
119
2
Section 3 Implementing XP
121
46
Adopting XP
123
2
Retrofitting XP
125
6
Testing
126
1
Design
127
1
Planning
127
1
Management
128
1
Development
128
1
In Trouble?
129
2
Lifecycle of an Ideal XP Project
131
8
Exploration
131
2
Planning
133
1
Iterations to First Release
133
1
Productionizing
134
1
Maintenance
135
2
Death
137
2
Roles for People
139
10
Programmer
141
1
Customer
142
2
Tester
144
1
Tracker
144
1
Coach
145
1
Consultant
146
1
Big Boss
147
2
20--80 Rule
149
2
What Makes XP Hard
151
4
When You Shouldn't Try XP
155
4
XP at Work
159
6
Fixed Price
159
1
Outsourcing
160
1
Insourcing
161
1
Time and Materials
162
1
Completion Bonus
162
1
Early Termination
163
1
Frameworks
163
1
Shrinkwrap Products
164
1
Conclusion
165
2
Expectation
166
1
Annotated Bibliography
167
10
Glossary
177
4
Index
181