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Extreme Programming

Luis Enrique Ahumada Hernandez Spanisch 24 Karten

Extreme Programming

Karten in diesem Stapel (24)

  1. 1Extreme ProgrammingIts a framework designed to improve the quality of software and its ability to properly adapt to the changin needs of the customer or clientExtreme Programming
  2. 2ProvidesExtreme Programming aims to provide iterative an frequent small releases throughout the project
  3. 3Importantit is important the contact the team members and the customer in order to review the project progressImportant
  4. 4Extreme Values (Simplicity)We will do what is needed and asked for, but no more.Extreme Values (Simplicity)
  5. 5Extreme Values (Communication)Everyone is part of the team and we communicate face to face daily (15 minutes)Extreme Values (Communication)
  6. 6Extreme Values (Feedback)The process to take information and improve the project (New releases)Extreme Values (Feedback)
  7. 7Extreme Values (Respect)Accept the comments from each member of the teamExtreme Values (Respect)
  8. 8Extreme Values (Courage)We will adapt to changes when ever they happenExtreme Values (Courage)
  9. 9Planning1.-User stories are written
    2.-Release planning creates the release schedule
    3.-Make frequent small releases
    4.-The project is divided into iterations
    5.-Iteration planning starts each iteration
    Planning
  10. 10Managing1.-Give the team a dedicated open work space
    2.-Set a sustainable pace
    3.-Astand up meeting starts each day
    4.-The project velocity is measured
    5.-Move the people around
    6.-Fix Extreme Programming when it breaks
    Managing
  11. 11Designing1.-Simplicity
    2.-Choose a system metaphor
    3.-Use CRC cards for design sessions
    4.-Create spike solutions to reduce risk
    5.-No functionality is added early
    6.-Refactor whenever and wherever possible
    Designing
  12. 12Coding1.-The customer is always available
    2.-Code must be written to agreed standards
    3.-Code the unit test first
    4.-All production code is pair programmed
    5.-Only one pair integrates code at a time
    6.-Integrate often
    7.-Set up a dedicated integration computer
    8.-Use collective ownership
    Coding
  13. 13Testing1.-All code must have unit tests
    2.-All code must pass all unit tests before it can be released
    3.-When a bug is found tests are created
    4.-Acceptance tests are run often and the score is publised
    Testing
  14. 14Extreme PracticesCreated using what were considered the best practices of software development at the time, these
    twelve Extreme Programming Best Practices detail the specific procedures that should be followed
    when implementing a project using Extreme Programming.
  15. 15Pair programmingIt means that two people work in tandem on the same system when developing any production codePair programming
  16. 16Planning gameOften this takes the form of a meeting at the frequent and well-defined intervale (every one or two weeks), where the majority of planning fo the project takes place.Planning game
  17. 17Exploration phaseStory cards are used to detail the most valuable requirements from customers.
  18. 18Steering phaseThis allows for previously developed plans to be adjusted based on the evolving needs of the project
  19. 19Exploration phaseAll project requirements are written down
  20. 20Steering phaseDevelopment takes place and, upon completion, the resulting iteration is compared to the outlined story cards created at the start of the planning procedure
  21. 21Test-driven developmentWhile an entire article could be written about test-driven development
  22. 22Whole teamIt promotes the inclusion of customers and clients throughout the entire process, using their feedback to help shape the project at all times
  23. 23Continuous integrationThe idea behind continuous integration is that all code developed across the entire team is marged into one common repository many times a day.
  24. 24Code refactoringThe idea behind code refactoring is simply to improve and redesign the structure of already existing code

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Karteikarten am Extreme Programming, erstellt von Luis Enrique Ahumada Hernandez am 31/01/2019.
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