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Extreme Programming--a “New” Process Model Extreme Programming-- a “New” Process Model
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Review of Process Models System design—some popular process models Linear Sequential Model Prototyping Model RAD Model Incremental Model Spiral Model Concurrent Development Model Component-Based Development Formal Method Model problem develop integrate each step is carried out recursively until an appropriate level of detail is achieved Basic method:
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Introduction to Extreme Programming
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“12 Practices” of XP
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Metaphor
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Release Planning 2. release planning requirements are given in terms of "user stories" each "story" is a short (~ 1 index card) description of what the customer wants, in natural language requirements are prioritized by customer resources and risks are estimated by developer "planning game"--each increment is restricted to a "time box"; highest priority and highest risk user stories are in early time boxes; after each increment, replay the "planning game"
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Testing 3. testing development is test-driven tests are written before code unit must run at 100% before going on acceptance tests written with customer; they act as "contract", measure progress
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Pair Programming 4. pair programming two engineers, one task, one computer "driver" controls keyboard & mouse "navigator" watches, identifies defects, participates in brainstorming roles are rotated periodically
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Refactoring 5. refactoring improve design of existing code, but don't change functionality relies on testing; no new errors can be introduced
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Simple Design 6. simple design no big design up front "do the simplest thing that could possibly work" don't add features you won't need may use "CRC cards"
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Collective Code Ownership 7. collective code ownership code belongs to project, not individual engineers may browse into and modify ANY class
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Continuous Integration 8. continuous integration pair writes unit test cases & code pair tests code to 100% pair integrates pair runs ALL test cases to 100% pair moves on to next task
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On-Site Customer 9. on-site customer clarifies stories, participates in critical decisions developers don't make assumptions no waiting for decisions face-to-face communication
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Small Releases 10. small releases timeboxed as small as possible, but with "business value" get feedback early and often do planning game after each iteration
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40-Hour Work Week 11. 40-hour work week burning midnight oil kills performance tired developers make more mistakes workforce is more content
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Coding Standards 12. coding standards use coding conventions write intention-revealing code
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“13th Practice” "13th practice": stand up meeting 15 minutes at start of each day stand up to keep meeting short each participant says --what they did yesterday --what they plan to do today --any obstacles they are facing pairs can be reformed based on meeting
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Contrast with Waterfall Model example contrasts: "waterfall model” || XP planning: upfront || incremental control of project, "people" questions: centralized || distributed customer involvement: only for specification, reviews || ongoing risk analysis, scheduling: all at beginning || in increments code development: assigned sections || collective ownership testing: specific phase || ongoing and required to 100% project type: well-understood, static || new, dynamic
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