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XP-Practices:

The essences of the eXtreme Programming approach
  • The Planning Game - Quickly determine the scope of the next release by combining business priorities and technical estimates. As reality overtakes the plan, update the plan.
  • Small releases - Put a simple system into production quickly, then release new versions on a very short cycle.
  • Metaphor - Guide all development with a simple shared story of how the whole system works.
  • Simple design - The system should be designed as simply as possible at any given moment. Extra complexity is removed as soon as it is discovered.
  • Testing - Programmers continually write unit tests, which must run flawlessly for development to continue. Customers write tests demonstrating that features are finished.
  • Refactoring - Programmers restructure the system without changing its behavior to remove duplication, improve communication, simplify, or add flexibility.
  • Pair programming - All production code is written with two programmers at one machine.
  • Collective ownership - Anyone can change the code anywhere in the system at any time.
  • Continuous integration - Integrate and build the system many times a day, every time a task is completed.
  • 40-hour week - work no more than 40 hours a week as a rule. Never work overtime a second week in a row. Be happy and have fun.
  • On-site customer - Include a real, live user on the team, available full-time to answer questions.
  • Coding standards - Programmers write all code in accordance with rules emphasizing communication through the code.

Reference:
eXtreme Programming explained, Kent Beck, Addison-Wesley, 1999

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