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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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