Download Agile Principles, Patterns, and Practices in C# by Robert C. Martin, Micah Martin PDF

By Robert C. Martin, Micah Martin

With the award-winning e-book Agile software program improvement: rules, styles, and Practices, Robert C. Martin helped deliver Agile ideas to tens of millions of Java and C++ programmers. Now .NET programmers have a definitive advisor to agile equipment with this thoroughly up-to-date quantity from Robert C. Martin and Micah Martin, Agile ideas, styles, and Practices in C#.

This ebook offers a chain of case reviews illustrating the basics of Agile improvement and Agile layout, and strikes speedy from UML versions to genuine C# code. The introductory chapters lay out the fundamentals of the agile move, whereas the later chapters exhibit confirmed ideas in motion. The publication contains many resource code examples which are additionally to be had for obtain from the authors’ internet site.

Readers will come clear of this booklet understanding
* Agile rules, and the fourteen practices of utmost Programming
* Spiking, splitting, pace, and making plans iterations and releases
* Test-driven improvement, test-first layout, and reputation testing
* Refactoring with unit testing
* Pair programming
* Agile layout and layout smells
* The 5 kinds of UML diagrams and the way to take advantage of them effectively
* Object-oriented package deal layout and layout patterns
* how you can positioned it all jointly for a real-world project

Whether you're a C# programmer or a visible uncomplicated or Java programmer studying C#, a software program improvement supervisor, or a enterprise analyst, Agile rules, styles, and Practices in C# is the 1st publication you want to learn to appreciate agile software program and the way it applies to programming within the .NET Framework.

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Additional resources for Agile Principles, Patterns, and Practices in C#

Sample text

The developers implement the stories in the order that makes the most technical sense. The developers may work on the stories serially, finishing each one after the next, or may divvy up the stories and work on them all concurrently. It's entirely up to the developers. The customers cannot change the stories in the iteration once it has begun. Customers are free to change or reorder any other story in the project but not the ones that the developers are currently working on. The iteration ends on the specified date, even if all the stories aren't done.

Often, a metaphor boils down to a system of names. The names provide a vocabulary for elements in the system and helps to define their relationships. For example, I once worked on a system that transmitted text to a screen at 60 characters per second. At that rate, a screen fill could take some time. So we'd allow the program that was generating the text to fill a buffer. When the buffer was full, we'd swap the program out to disk. When the buffer got close to empty, we'd swap the program back in and let it run some more.

The customers choose stories whose costs total up to that budget and are not allowed to exceed their budget. Developers determine their budget, based on how much they were able to get done in the previous iteration or in the previous release. With these simple rules in place, and with short iterations and frequent releases, it won't be long before the customers and developers get used to the rhythm of the project. The customers will get a sense for how quickly the developers are going. Based on that sense, the customers will be able to determine how long their project will take and how much it will cost.

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