Pro Agile .NET development with Scrum

Pro Agile .NET Development with SCRUM guides you through a real-world ASP.NET project and shows how agile methodology is put into practice. There is plenty of literature on the theory behind agile methodologies, but no book on the market takes the concepts of agile practices and applies these in a p...

Descripción completa

Detalles Bibliográficos
Autor principal: Blankenship, Jerrel (-)
Otros Autores: Bussa, Matthew, Millett, Scott
Formato: Libro electrónico
Idioma:Inglés
Publicado: [Berkeley, Calif.] : Apress c2011.
Edición:1st ed. 2011.
Colección:Expert's voice in .NET.
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628232206719
Tabla de Contenidos:
  • Title Page; Copyright Page; Contents at a Glance; Table of Contents; About the Authors; About the Technical Reviewers; Acknowledgments; Introduction; Who This Book Is For; How This Book Is Structured; Conventions; Prerequisites; Downloading the Code; Contacting the Authors; CHAPTER 1 The Art of Agile Development; Why the Need for Agile?; It's What I Asked for But Not What I Need; Iterative Change; Defining Agile; The Agile Manifesto; Key Features of Agile; The Flavors of Agile; Scrum; eXtreme Programming (XP); Crystal; Dynamic Systems Development Method (DSDM)
  • Feature-Driven Development (FDD)Lean Software Development; Summary; CHAPTER 2 Managing Agile Projects with Scrum; What Is Scrum?; Plan-Driven vs. Value-Driven Methods; Waterfall Method (Plan Driven); Scrum Method (Value Driven); Fixed vs. Variable Factors; Scrum Artifacts; Product Backlog; User Stories; Backlog Sizing; Sprint Backlog; Burn-down chart; Acceptance Criteria; Scrum Roles; Pig Roles; ScrumMaster; Product Owner; Delivery Team; Chicken Roles; Scrum Activities; Sprint Planning; Planning Poker; Daily Stand-Ups (Scrums); Sprint Review; Sprint Retrospectives; Summary
  • CHAPTER 3 eXtreme ProgrammingXP Values; XP Practices and Principles; Planning; User Stories; Estimating; Release Planning; Iteration Planning; Environment; On-Site Customer; Sit Together; Self-Organization; Sustainable Pace; Collective Code Ownership; Shared Understanding; Simple Design; System Metaphor; Refactoring and Design Improvement; Commitment to Development Excellence; Continuous Integration; Coding Standards; Pair Programming; Quality Assurance; Testing; Summary; CHAPTER 4 Sprint 0: Generating the Product Backlog; The Project: Online Blackjack Gambling; Mission Statement; Team Name
  • Team Ground Rules Technical User Stories; Walking the Development Skeleton; Setting Up for Source Control; Setting Up the Solution; Installing Open Source Libraries with NuGet; Setting Up the Acceptance Tests Project; Capturing Features with User Stories; Playing Blackjack Stories; Playing for Money Stories; Member Account Stories; Reporting Stories; Technical Stories; Initial Product Backlog; Planning Poker; Game Play: Initial Play; Game Play: Start Game; Game Play: Deck of Cards; Game Play: Hit; Game Play: Stand; Game Play: Win; Game Play: Dealer Rules; Game Play: Double; Game Play: Split
  • Member Registration Managing Member Accounts; Cashing In; Prioritizing the Backlog; Committing to the First Sprint; Summary; CHAPTER 5 Sprint 1: Starting a Game; Sprint Planning Meeting; The Theme of the Sprint; Determining Availability and Capacity; Planning Poker; Project Management/Feedback Progress; Sprint 1's Backlog; Day 1; Daily Stand-Up; Developing the First Story: The Initial Bet Feature; Implementing the First Story; Adding the First SpecFlow Feature; Interacting with the Browser Using WatiN; Interacting with Pages Using the Page Object Pattern
  • Using Behavior-Driven Design to Drive the Feature Development