Download Agile software development by Cockburn A. PDF

By Cockburn A.

This e-book offers recommendation for bringing tricky software program tasks to profitable conclusions with at the least rigidity. It overviews the principals in the back of agile methodologies, and explains which methodologies healthy diversified initiatives. The publication starts off with theoretical discussions of philosophical questions about the definitions of communique and software program improvement, then introduces a brand new vocabulary for describing methodologies, and discusses contributors and groups and numerous agile methodologies. Cockburn is a specialist on object-oriented initiatives.

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Here are two project stories that illustrate: CONTINUOUS REDOCUMENTATION Project "Reel" involved 150 people. The sponsors, very worried about the system's documentation becoming out of date and inaccurate, mandated that whenever any part of the requirements, design, or code changed, all documentation that the change affected had to be immediately brought up to date. The result was as you might expect. The project crawled forward at an impossibly slow rate, because the team members spent most of their time updating documentation for each change made.

Story telling, playing jazz, and carpet wrestling are non-goal-seeking cooperative games. In these latter games, the players do not seek to end the game by reaching a goal as fast as possible. They come to an end only when enough people get tired of playing and step out. Charades, rock climbing and software development are goal-seeking cooperative games (see Figure 1-1 again). All of the above are finite games, games intended to end. Infinite games are those in which the players' primary intention is to keep the game going.

The measure of their quality as a team is how well they cooperate and communicate during the game. This measure is used because it affects how well they reach the goal. Agile Software Development: New Foundations If it is a goal-directed cooperative game, what does the game consists of? What constitutes moves in the game? The task facing the developers is this: They are working on a problem that they don't fully understand, one that lives in emotions, wishes, and thoughts, and that changes as they proceed.

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