By Carmen Zannier, Frank Maurer (auth.), Giulio Concas, Ernesto Damiani, Marco Scotto, Giancarlo Succi (eds.)
This ebook constitutes the refereed lawsuits of the eighth foreign convention on Agile methods in software program Engineering and severe Programming, XP 2007, held in Como, Italy in June 2007.
The 10 revised complete papers and sixteen revised brief papers awarded including four poster papers, 18 adventure papers, 2 study rules and three panel summaries have been rigorously reviewed and chosen from forty five submissions. The papers are geared up in topical sections on coping with agile approaches, extending agile methodologies, instructing and introducing agile methodologies, equipment and instruments, empirical reports, and technique issue.
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Additional resources for Agile Processes in Software Engineering and Extreme Programming: 8th International Conference, XP 2007, Como, Italy, June 18-22, 2007. Proceedings
Beck  and others recommend that the methods be developed and tested sequentially. Thus, a typical XP development cycle applied to the class Movies might tackle the methods of the class in the following order • • • • Constructor with title and price code Retrieve title Retrieve price code Change price code The basic idea is to define tests to check that the constructor works correctly in tandem with the retrieval method. This can be done using one combined test or using a separate test for each retrieval method.
However, this is not the case. To date agile development and systematic software reuse have rarely been attempted in the same project. Moreover, there is very little if any mention of software reuse in the agile development literature, and at the time of writing there is only one published reuse concept whose stated aim is to reinforce agile development. This is the so called “agile reuse” approach of McCarey et. al. . The reason for this lack of integration is the perceived incompatibility of agile approaches and software reuse.
We call it definitive harvesting. At the other end of the spectrum we have the situation in which the nature of the software design is influenced by the reused components what we call speculative harvesting. Practical software reuse activities will usually lie somewhere in between. 1 Definitive Harvesting In projects in which the domain and requirements are well understood, or where the architecture is rigid, the interface and desired functionality of components might be fairly fixed and more importantly fairly common.