By Robert C. Martin, Micah Martin
With the award-winning ebook Agile software program improvement: rules, styles, and Practices, Robert C. Martin helped carry Agile ideas to tens of hundreds of thousands of Java and C++ programmers. Now .NET programmers have a definitive advisor to agile tools with this thoroughly up-to-date quantity from Robert C. Martin and Micah Martin, Agile ideas, styles, and Practices in C#.
This booklet provides a chain of case stories illustrating the basics of Agile improvement and Agile layout, and strikes fast from UML types to actual C# code. The introductory chapters lay out the fundamentals of the agile stream, 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 ebook understanding
* Agile ideas, and the fourteen practices of utmost Programming
* Spiking, splitting, speed, 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 different types of UML diagrams and the way to exploit them effectively
* Object-oriented package deal layout and layout patterns
* the best way to placed 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 ideas, styles, and Practices in C# is the 1st e-book you'll want to learn to appreciate agile software program and the way it applies to programming within the .NET Framework.
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Extra resources for Agile Principles, Patterns, and Practices in C#
An agile team is a self-organizing team. Responsibilities are not handed to individual team members from the outside but rather are communicated to the team as a whole. The team determines the best way to fulfill those responsibilities. Agile team members work together on all aspects of the project. Each member is allowed input into the whole. No single team member is solely responsible for the architecture or the requirements or the tests. The team shares those responsibilities, and each team member has influence over them.
At the start of a project, the developers will not have a very good idea of their velocity. They must create an initial guess by whatever means they feel will give the best results. The need for accuracy at this point is not particularly grave, so they don't need to spend an inordinate amount of time on it. Indeed, as good old-fashioned SWAG is usually good enough.  Scientific Wild-Assed Guess Release Planning Given a velocity, the customers can get an idea of the cost of each of the stories, as well as its business value and priority.
A release is usually three months' worth of work. It represents a major delivery that can usually be put into production. A release plan consists of prioritized collections of user stories that have been selected by the customer according to a budget presented by the developers. The developers set the budget for the release by measuring how much they got done in the previous release. The customer may select any number of stories for the release, so long as the total of the estimate does not exceed that budget.