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Published byPhoebe Manning Modified over 6 years ago
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Alexander Kanavin Lappeenranta University of Technology
Extreme Programming Alexander Kanavin Lappeenranta University of Technology
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Some background Lightweight vs heavyweight methodologies
Software Engineering Institute Capability Maturity Model (SEI CMM) Extreme Programming
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Basic ideas Was put together as a response to the increasing difficulty of practicing heavyweight methodologies, especially in medium and small projects Has very few rules and practices
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Rules Fall into four categories Planning Design Coding Testing
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Rules for planning User stories are written
Release planning creates the schedule Make frequent small releases The project velocity is measured The project is divided into iterations Iteration planning starts each iteration
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Rules for planning 2 Move people around
A stand-up meeting starts each day Fix XP when it breaks
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Design rules Simplicity Choose a system metaphor
Use CRC cards for design sessions Create spike solutions to reduce risk No functionality is added early Refactor whenever possible
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Coding rules The customer is always available
Code must be written to agreed standards Code the unit test first All code is pair programmed Only one pair integrates code at a time Integrate often
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Coding rules 2 Use collective code ownership
Leave optimization till last No overtime work
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Testing All code must have unit tests
All code must pass unit tests before it can be released When a bug is found tests are created Acceptance tests are run often and the results are published
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Weaknesses of XP Outstanding abilities of the team
Having customer on site Doesn’t work in a large environment, with no contracting customer, few experts or simultaneous hardware development
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Going further http://www.extremeprogramming.org
Books: Amazon, Books.ru
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