Extreme Programming in Perl PHẦN 3

Yêu cầu thay đổi là một nguy cơ dự kiến và có thể chấp nhận được, bởi vì khách hàng nhìn thấy hệ thống đang được phát triển trong thời gian thực. Sai lầm ngay lập tức nhìn thấy và được điều chỉnh trong khi thực hiện của tính năng mới mẻ và mềm dẻo, giống như một reworks thợ gốm đất sét. | stories. Don t implement the story here. It s tempting to write pseudocode or to outline the design. Save the design for when you are in front of a computer with your programming partner. Task The list of activities required to implement the story. If the list of tasks grows to more than fits in a few lines you probably need to split the story. The original story estimate is probably wrong too. We try to avoid large complex stories to ensure the software pipeline stays full and XP s many feedback loops remain active. This field is filled in during iteration planning which is covered in Iteration Planning. Who The person who is responsible for this task. Sometimes we add the partner who helped implement the task. It can be useful when trying to remember why the code was written in a particular way. Est. The estimate for this task. Done The date the task is finished. This field can also be used to record the actual time to implement the task. We use it to help audit our billable hours. Acceptance Test This field reminds everybody that stories should have acceptance tests. Ideally the customer should be responsible for this task but a programmer probably ends up doing most of the work. See Acceptance Testing for more detail. Dead Wood One important characteristic of story cards is their physical implementation. They are real dead plant matter. You write on them with ink not electrons. PDAs and laptops are not recommended for planning The planning game is an interpersonal communication process. Story cards are a simple communication medium which enables people to have as much face time as possible. You can read the cards from any angle in almost any lighting condition. 3 XP assumes the entire team including the customer share the same office. If the customer or part of the team are not colocated you may want to scan your story cards after the planning game and store them in the collective repository. I m not a fan of purely electronic story cards but .

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