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 booklet Agile software program improvement: ideas, styles, and Practices, Robert C. Martin helped convey Agile rules to tens of hundreds of thousands of Java and C++ programmers. Now .NET programmers have a definitive consultant to agile tools with this thoroughly up to date quantity from Robert C. Martin and Micah Martin, Agile rules, styles, and Practices in C#.

This booklet provides a sequence of case stories illustrating the basics of Agile improvement and Agile layout, and strikes speedy from UML versions to actual C# code. The introductory chapters lay out the fundamentals of the agile move, whereas the later chapters express confirmed concepts in motion. The publication comprises many resource code examples which are additionally to be had for obtain from the authors’ internet site.

Readers will come clear of this publication understanding
* Agile ideas, and the fourteen practices of maximum Programming
* Spiking, splitting, pace, and making plans iterations and releases
* Test-driven improvement, test-first layout, and attractiveness testing
* Refactoring with unit testing
* Pair programming
* Agile layout and layout smells
* The 5 kinds of UML diagrams and the way to exploit them effectively
* Object-oriented package deal layout and layout patterns
* tips to positioned it all jointly for a real-world project

Whether you're a C# programmer or a visible simple 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 have 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#

Example text

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. The business also determines the order in which the stories will be implemented in the release. If the team so desires, it can map out the first few iterations of the release by showing which stories will be completed in which iterations.

The tests act as a suite of examples that help other programmers figure out how to work with the code. This documentation is compilable and executable. It will stay current. It cannot lie. Example of Test-First Design Just for fun, I recently wrote a version of Hunt the Wumpus. This program is a simple adventure game in which the player moves through a cave, trying to kill the Wumpus before being eaten by the Wumpus. The cave is a set of rooms connected by passageways. Each room may have passages to the north, south, east, or west.

This is called intentional programming. You state your intent in a test before you implement it, making your intent as simple and readable as possible. You trust that this simplicity and clarity points to a good structure for the program. Programming by intent immediately led me to an interesting design decision. The test makes no use of a Room class. The action of connecting one room to another communicates my intent. I don't seem to need a Room class to facilitate that communication. Instead, I can simply use integers to represent the rooms.

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